className: FRepMovement

description: Replicated movement data of our RootComponent. Struct used for efficient replication as velocity and location are generally replicated together (this saves a repindex) and velocity.Z is commonly zero (most position replications are for walking pawns).

code: struct FRepMovement

AngularVelocity

description: Velocity of rotation for component

bRepPhysics

type: uint8:  1

description: If set, additional physic data (angular velocity) will be replicated.

bSimulatedPhysicSleep

description: If set, RootComponent should be sleeping.

LinearVelocity

description: Velocity of component in world space

Location

description: Location in world space

LocationQuantizationLevel

type: EVectorQuantiza...

description: Allows tuning the compression level for the replicated location vector.

Rotation

description: Current rotation

RotationQuantizationLevel

type: ERotatorQuantiz...

description: Allows tuning the compression level for replicated rotation.

ServerFrame

description: Server physics step

ServerPhysicsHandle

description: ID assigned by server used to ensure determinism by physics.

VelocityQuantizationLevel

description: Allows tuning the compression level for the replicated velocity vectors.


module: Engine

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


code: FResponseChannel ( [FName](API\Runtime\Core\UObject\FName) InChannel, ECollisionResponse InResponse )


className: FResponseChannel

description: Describes response for a single collision response channel

code: struct FResponseChannel

Channel

type: FName

description: This should match DisplayName of ECollisionChannel Meta data of custom channels can be used as well

Response

type: TEnumAsByte< en...

description: Describes how the channel behaves


description: Swap the order of info in this info

code: void SwapOrder()


className: FRigidBodyContactInfo

description: Information about one contact between a pair of rigid bodies.

code: struct FRigidBodyContactInfo

bContactProbe

type: bool

description: Was this contact generated by a probe constraint

ContactNormal

type: FVector

description: Normal of contact, points from second shape towards first shape

ContactPenetration

type: float

description: How far the two shapes penetrated into each other

ContactPosition

description: Position of contact, where two shapes intersect

PhysMaterial

type: TObjectPtr< cla...

description: The physical material of the two shapes involved in a contact


code: FRigidBodyContactInfo ( const FVector & InContactPosition, const FVector & InContactNormal, float InPenetration, bool bInProbe, [UPhysicalMaterial](API\Runtime\PhysicsCore\PhysicalMaterials\UPhysicalMaterial) * InPhysMat0, [UPhysicalMaterial](API\Runtime\PhysicsCore\PhysicalMaterials\UPhysicalMaterial) * InPhysMat1 )


className: FRigidBodyErrorCorrection

description: Rigid body error correction data

code: struct FRigidBodyErrorCorrection

AngleLerp

description: How much to directly lerp to the correct angle.

AngularVelocityCoefficient

description: This is the angular analog to LinearVelocityCoefficient.

ErrorAccumulationDistanceSq

description: If the body has moved less than the square root of this amount towards a resolved state in the previous frame, then error may accumulate towards a hard snap.

ErrorAccumulationSeconds

description: Number of seconds to remain in a heuristically unresolveable state before hard snapping.

ErrorAccumulationSimilarity

description: If the previous error projected onto the current error is greater than this value (indicating "similarity" between states), then error may accumulate towards a hard snap.

ErrorPerAngularDifference

description: Error per degree

ErrorPerLinearDifference

description: Error per centimeter

LinearVelocityCoefficient

description: This is the coefficient `k_ in the differential equation: dx/dt = k ( x_target(t) - x(t) ), which is used to update the velocity in a replication step.

MaxRestoredStateError

description: Maximum allowable error for a state to be considered "resolved"

PingExtrapolation

description: Value between 0 and 1 which indicates how much velocity and ping based correction to use

PingLimit

description: For the purpose of extrapolation, ping will be clamped to this value

PositionLerp

description: How much to directly lerp to the correct position.


className: FRigidBodyState

description: Describes the physical state of a rigid body.

code: struct FRigidBodyState

Quaternion

type: FQuat


code: FRK4SpringConstants ( float InSpringStiffness, float InDampingConstant )


code: struct FRK4SpringConstants


code: bool IsPositionEqualTo ( const T & OtherPosition ) const


code: void OffsetPosition ( const T & Offset )


code: void OffsetVelocity ( const T & Offset )


code: void Reset ( const T & DefaultPosition )


code: void SetPosition ( const T & NewPosition )


code: void SetSpringConstants ( const float & InSpringStiffness, const float & InDampeningRatio )


code: void SetDefaultSpringConstants ( const float & InSpringStiffness, const float & InDampeningRatio )


code: T Update ( const T & InTargetPosition, const float & InDeltaTime )


code: void SetVelocity ( const T & NewVelocity )


code: T Update ( const T & InNewPosition, const T & InTargetPosition, const float & InDeltaTime )


code: FRK4SpringInterpolator ( float InSpringStiffness, float InDampeningRatio )


code: template<typename T> struct FRK4SpringInterpolator

LastPosition

type: T


code: namespace FRK4SpringInterpolatorUtils { static bool FRK4SpringInterpolatorUtils::AreEqual ( float A, float B, float ErrorTolerance ) }


code: namespace FRK4SpringInterpolatorUtils { static bool FRK4SpringInterpolatorUtils::AreEqual ( FVector A, FVector B, float ErrorTolerance ) }


code: namespace FRK4SpringInterpolatorUtils { static bool FRK4SpringInterpolatorUtils::IsValidValue ( float Value, float MaxAbsoluteValue ) }


code: namespace FRK4SpringInterpolatorUtils { static bool FRK4SpringInterpolatorUtils::IsValidValue ( FVector Value, float MaxAbsoluteValue ) }


code: FRK4State ( T InPosition, T InVelocity )


code: template<typename T> struct FRK4State


code: FRK4StateDerivative ( T InVelocity, T InAcceleration )


code: template<typename T> struct FRK4StateDerivative


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


className: FRollbackNetStartupActorInfo

description: Information about net startup actors that need to be rolled back by being destroyed and re-created

code: struct FRollbackNetStartupActorInfo

Archetype

type: TObjectPtr<UOb...

ObjReferences

type: TArray<TObject...

RepState

type: TSharedPtr<FRe...

Rotation

type: FRotator

SubObjRepState

type: TMap<FString, ...


description: Return the cached Rotator.

code: FRotator GetCachedRotator() const


description: Return the cached Quat.

code: FQuat GetCachedQuat() const


description: Version of QuatToRotator when the Quat is known to already be normalized. DoesNOTupdate the cache if there was no match.

code: FRotator NormalizedQuatToRotator_ReadOnly ( const FQuat & InNormalizedQuat ) const


description: Version of QuatToRotator when the Quat is known to already be normalized.

code: FRotator NormalizedQuatToRotator ( const FQuat & InNormalizedQuat ) const


description: Convert a FQuat to FRotator. Uses the cached conversion if possible, but doesNOTupdate the cache if there was no match.

code: FRotator QuatToRotator_ReadOnly ( const FQuat & InQuat ) const


description: Convert a FQuat to FRotator. Uses the cached conversion if possible, and updates it if there was no match.

code: FRotator QuatToRotator ( const FQuat & InQuat ) const


description: Convert a FRotator to FQuat. Uses the cached conversion if possible, and updates it if there was no match.

code: FQuat RotatorToQuat ( const FRotator & InRotator ) const


description: Convert a FRotator to FQuat. Uses the cached conversion if possible, but doesNOTupdate the cache if there was no match.

code: FQuat RotatorToQuat_ReadOnly ( const FRotator & InRotator ) const


className: FRotationConversionCache

description: Struct for caching Quat<->Rotator conversions.

code: struct FRotationConversionCache


code: [FScopedIgnoreStaticActorDestruction](API\Runtime\Engine\Engine\FScopedIgnoreStaticActorDestruct-) & operator= ( const [FScopedIgnoreStaticActorDestruction](API\Runtime\Engine\Engine\FScopedIgnoreStaticActorDestruct-) & )


code: [FScopedIgnoreStaticActorDestruction](API\Runtime\Engine\Engine\FScopedIgnoreStaticActorDestruct-) & operator= ( [FScopedIgnoreStaticActorDestruction](API\Runtime\Engine\Engine\FScopedIgnoreStaticActorDestruct-) && )


code: FScopedIgnoreStaticActorDestruction()


code: FScopedIgnoreStaticActorDestruction ( [FScopedIgnoreStaticActorDestruction](API\Runtime\Engine\Engine\FScopedIgnoreStaticActorDestruct-) && )


code: FScopedIgnoreStaticActorDestruction ( const [FScopedIgnoreStaticActorDestruction](API\Runtime\Engine\Engine\FScopedIgnoreStaticActorDestruct-) & )


code: ~FScopedIgnoreStaticActorDestruction()


className: FScopedIgnoreStaticActorDestruction


description: Constructor that will save the current relevant values of InWorld and set the collection's context values for InWorld. The constructor that takes an index is preferred, but this one still exists for backwards compatibility.

code: FScopedLevelCollectionContextSwitch ( const [FLevelCollection](API\Runtime\Engine\Engine\FLevelCollection) *const InLevelCollection, [UWorld](API\Runtime\Engine\Engine\UWorld) *const InWorld )


description: Constructor that will save the current relevant values of InWorld and set the collection's context values for InWorld.

code: FScopedLevelCollectionContextSwitch ( int32 InLevelCollectionIndex, [UWorld](API\Runtime\Engine\Engine\UWorld) *const InWorld )


description: The destructor restores the context on the world that was saved in the constructor.

code: ~FScopedLevelCollectionContextSwitch()


className: FScopedLevelCollectionContextSwitch

description: A helper RAII class to set the relevant context on aUWorldfor a particularFLevelCollectionwithin a scope. The constructor will set the PersistentLevel, GameState, NetDriver, and DemoNetDriver on the world and the destructor will restore the original values.


className: FScopedLevelDirtiedImpl

code: class FScopedLevelDirtiedImpl


description: Add blocking hit that will get processed once the move is committed. This is intended for use only by SceneComponent and its derived classes.

code: void AppendBlockingHitAfterMove ( const [FHitResult](API\Runtime\Engine\Engine\FHitResult) & Hit )


description: Add overlaps to the queued overlaps array. This is intended for use only by SceneComponent and its derived classes whenever movement is performed.

code: void AppendOverlapsAfterMove ( const TOverlapArrayView & NewPendingOverlaps, bool bSweep, bool bIncludesOverlapsAtEnd )


className: EHasMovedTransformOption

code: enum EHasMovedTransformOption { eTestTransform, eIgnoreTransform, }


className: EOverlapState

code: enum EOverlapState { eUseParent, eUnknown, eIncludesOverlaps, eForceUpdate, }


description: Get the scope containing this scope. A scope only has an outer scope if they both defer updates.

code: const [FScopedMovementUpdate](API\Runtime\Engine\Engine\FScopedMovementUpdate) * GetOuterDeferredScope() const


description: Force full overlap update once this scope finishes.

code: void ForceOverlapUpdate()


description: Fills in the list of overlaps at the end location (in EndOverlaps). Returns pointer to the list, or null if it can't be computed.

code: [TOptional](API\Runtime\Core\IO\TOptional)< TOverlapArrayView > GetOverlapsAtEnd ( class [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) & PrimComponent, TInlineOverlapInfoArray & OutEndOverlaps, bool bTransformChanged ) const


description: Returns the list of pending blocking hits, which will be used for notifications once the move is committed.

code: const [TScopedBlockingHitArray](API\Runtime\Engine\Engine\FScopedMovementUpdate\TScopedBlockingHitArray) & GetPendingBlockingHits() const


description: Returns the pending overlaps within this scope.

code: const [TScopedOverlapInfoArray](API\Runtime\Engine\Engine\FScopedMovementUpdate\TScopedOverlapInfoArray) & GetPendingOverlaps() const


description: Returns whether movement has occurred at all during this scope, optionally checking if the transform is different (since changing scale does not go through a move).RevertMove()sets this back to false.

code: bool HasMoved ( [EHasMovedTransformOption](API\Runtime\Engine\Engine\FScopedMovementUpdate\EHasMovedTransformOption) CheckTransform ) const


description: Clear overlap state at current location, we don't know what it is.

code: void InvalidateCurrentOverlaps()


description: Returns true if there are pending overlaps queued in this scope.

code: bool HasPendingOverlaps() const


description: Return true if deferring updates, false if updates are applied immediately.

code: bool IsDeferringUpdates() const


description: Returns true if the Component's transform differs from that at the start of the scoped update.

code: bool IsTransformDirty() const


description: Keep current pending overlaps after a move but make note that there was movement (just a symmetric rotation).

code: void KeepCurrentOverlapsAfterRotation ( bool bSweep )


description: Returns true if we require GetGenerateOverlapEvents() on both the moving object and the overlapped object to add them to the pending overlaps list. These flags will still be required when dispatching calls to UpdateOverlaps(), but this allows some custom processing of queued overlaps that would be otherwise missed along the way.

code: bool RequiresOverlapsEventFlag() const


description: Revert movement to the initial location of the Component at the start of the scoped update. Also clears pending overlaps and sets bHasMoved to false.

code: void RevertMove()


className: TScopedBlockingHitArray

code: typedef [TArray](API\Runtime\Core\Containers\TArray)< [FHitResult](API\Runtime\Engine\Engine\FHitResult), TInlineAllocator< 2 > > TScopedBlockingHitArray


description: Registers that this move is a teleport

code: void SetHasTeleported ( ETeleportType InTeleportType )


code: FScopedMovementUpdate ( [USceneComponent](API\Runtime\Engine\Components\USceneComponent) * Component, [EScopedUpdate::Type](API\Runtime\Engine\Engine\EScopedUpdate__Type) ScopeBehavior, bool bRequireOverlapsEventFlagToQueueOverlaps )


code: bool SetWorldLocationAndRotation ( FVector NewLocation, const FQuat & NewQuat, bool bNoPhysics, ETeleportType Teleport )


className: TScopedOverlapInfoArray

code: typedef [TArray](API\Runtime\Core\Containers\TArray)< [FOverlapInfo](API\Runtime\Engine\Engine\FOverlapInfo), TInlineAllocator< 3 > > TScopedOverlapInfoArray


className: FScopedMovementUpdate

description: Note that non-deferred scopes are not allowed within outer scopes that defer updates, and any attempt to use one will change the inner scope to use deferred updates.

code: class FScopedMovementUpdate : private [FNoncopyable](API\Runtime\Core\Templates\FNoncopyable)

bDeferUpdates

type: uint8: 1

BlockingHits

type: TScopedBlocking...

CurrentOverlapState

type: EOverlapState

InitialTransform

type: FTransform

OuterDeferredScope

type: FScopedMovement...

Owner

type: USceneComponent...

PendingOverlaps

type: TScopedOverlapI...

TeleportType

type: ETeleportType


code: FScopedNetConnectionSettings ( [UNetConnection](API\Runtime\Engine\Engine\UNetConnection) * InConnection, [FNetConnectionSettings](API\Runtime\Engine\Engine\FNetConnectionSettings) NewSettings, bool Apply )


className: FScopedNetConnectionSettings

description: Allows you to temporarily set connection settings within a scape. This will also force flush the connection before/after. Lets you do things like force a single channel to delay or drop packets

code: struct FScopedNetConnectionSettings

Connection

type: UNetConnection...

OldSettings

type: FNetConnectionS...

ShouldApply

type: bool


code: [FScopedRepContext](API\Runtime\Engine\Engine\FScopedRepContext) & operator= ( const [FScopedRepContext](API\Runtime\Engine\Engine\FScopedRepContext) & )


code: [FScopedRepContext](API\Runtime\Engine\Engine\FScopedRepContext) & operator= ( [FScopedRepContext](API\Runtime\Engine\Engine\FScopedRepContext) && )


code: FScopedRepContext ( const [FScopedRepContext](API\Runtime\Engine\Engine\FScopedRepContext) & )


code: FScopedRepContext ( [FScopedRepContext](API\Runtime\Engine\Engine\FScopedRepContext) && )


code: FScopedRepContext ( [UNetConnection](API\Runtime\Engine\Engine\UNetConnection) * InConnection, [ULevel](API\Runtime\Engine\Engine\ULevel) * InLevel )


description: FScopedRepContext

code: FScopedRepContext ( [UNetConnection](API\Runtime\Engine\Engine\UNetConnection) * InConnection, [AActor](API\Runtime\Engine\GameFramework\AActor) * InActor )


className: FScopedRepContext

code: struct FScopedRepContext


className: FScreenMessageString

description: On-screen debug message handling Helper struct for tracking on screen messages.

code: struct FScreenMessageString

CurrentTimeDisplayed

type: float

description: The number of frames it has been displayed so far.

DisplayColor

type: FColor

description: The color to display the message in.

Key

description: The 'key' for this message.

ScreenMessage

type: FString

description: The message to display.

TextScale

description: Scale of text

TimeToDisplay

description: The number of frames to display it.


className: FSCSAllNodesHelper

description: Helper struct to allowUSCS_Nodeto manageUSimpleConstructionScript's AllNodes array

code: struct FSCSAllNodesHelper


description: Cancels transition in progress

code: void CancelTravel()


description: the destination map that is being travelled to via seamless travel


description: the destination world that has been loaded asynchronously by the seamless travel handler.

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


description: whether a transition is already in progress

code: bool IsInTransition() const


description: Turns on/off pausing after loading the transition map only valid during travel, before we've started loading the final destination

code: void SetPauseAtMidpoint ( bool bNowPaused )


description:
Starts traveling to the given URL. The required packages will be loaded async andTick()will perform the transition once we are ready
whether or not we succeeded in starting the travel

code: bool StartTravel ( [UWorld](API\Runtime\Engine\Engine\UWorld) * InCurrentWorld, const [FURL](API\Runtime\Engine\Engine\FURL) & InURL )


description:
Ticks the transition; handles performing the world switch once the required packages have been loaded
The new primary world if the world has changed, null if it has not


description: if current transition has switched to the default map; returns false if no transition is in progress

code: bool HasSwitchedToDefaultMap() const


className: FSeamlessTravelHandler

description: Class that encapsulates seamless world traveling

code: class FSeamlessTravelHandler


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


code: const [FSkelMeshSection](API\Runtime\Engine\Rendering\FSkelMeshSection) * GetMeshLodSection ( const [FSkeletalMeshLODModel](API\Runtime\Engine\Rendering\FSkeletalMeshLODModel) & LodModel ) const


className: FSectionInfo

description: Struct to store per section info used to populate data after (multiple) meshes are merged together

code: struct FSectionInfo

bProcessed

description: Used while baking out materials, to check which sections are and aren't being baked out

EnabledProperties

type: TArray<FName>

description: List of properties enabled for the section (collision, cast shadow etc)

EndIndex

description: Indexpointing to the end set of mesh indices that belong to this section

Material

type: UMaterialInterf...

description: Material used by the section

MaterialIndex

description: Original index of Material in the source data

MaterialSlotName

type: FName

description: Name value for the section

StartIndex

description: Indexpointing to the start set of mesh indices that belong to this section


code: int32 GetMeshLodSectionIndex ( const [FSkeletalMeshLODModel](API\Runtime\Engine\Rendering\FSkeletalMeshLODModel) & LodModel ) const


description: Return true if it has a valid section index for LodModel parameter

code: bool IsValidToEvaluate ( const [FSkeletalMeshLODModel](API\Runtime\Engine\Rendering\FSkeletalMeshLODModel) & LodModel ) const


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


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


code: FSectionReference ( const int32 & InSectionIndex )


className: FSectionReference

code: struct FSectionReference

SectionIndex

description: Indexof the section we reference.


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


code: FSkeletalMaterial ( [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * InMaterialInterface, [FName](API\Runtime\Core\UObject\FName) InMaterialSlotName, [FName](API\Runtime\Core\UObject\FName) InImportedMaterialSlotName )


code: FSkeletalMaterial ( [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * InMaterialInterface, bool bInEnableShadowCasting, bool bInRecomputeTangent, [FName](API\Runtime\Core\UObject\FName) InMaterialSlotName, [FName](API\Runtime\Core\UObject\FName) InImportedMaterialSlotName )


className: FSkeletalMaterial

code: struct FSkeletalMaterial

ImportedMaterialSlotName

description: This name should be use when we re-import a skeletal mesh so we can order the Materials array like it should be

MaterialInterface

type: TObjectPtr<UMa...

MaterialSlotName

description: This name should be use by the gameplay to avoid error if the skeletal mesh Materials array topology change

UVChannelData

type: FMeshUVChannelI...

description: Data used for texture streaming relative to each UV channels.


code: virtual float GetWeights ( [TArray](API\Runtime\Core\Containers\TArray)< float > & OutWeights )


code: void Init ( [USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) * InOwner, int32 LODIndex, [TArray](API\Runtime\Core\Containers\TArray)< int32 > * InTriangleIndices )


description: Allows area weighted sampling of triangles on a skeletal mesh.

code: struct FSkeletalMeshAreaWeightedTriangleSampler : public FWeightedRandomSampler

Owner

type: USkeletalMesh&...

description: Data used in initialization of the sampler. Not serialized.

TriangleIndices

type: TArray< int32 >...


code: FSkeletalMeshBuildParameters ( [USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) * InSkeletalMesh, const [ITargetPlatform](API\Developer\TargetPlatform\Interfaces\ITargetPlatform) * InTargetPlatform, int32 InLODIndex, bool bInRegenDepLODs )


className: FSkeletalMeshBuildParameters

code: struct FSkeletalMeshBuildParameters

bRegenDepLODs

type: const bool

LODIndex

type: const int32

TargetPlatform

type: constITargetPl...


description: Equality operator.

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


description: Inequality.

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


description: Default settings.

code: FSkeletalMeshBuildSettings()


className: FSkeletalMeshBuildSettings

description: Settings applied when building a mesh.

code: struct FSkeletalMeshBuildSettings

bComputeWeightedNormals

type: uint8:  1

description: If true, we will use the surface area and the corner angle of the triangle as a ratio when computing the normals.

BoneInfluenceLimit

description: The maximum number of bone influences to allow each vertex in this mesh to use.

bRecomputeNormals

type: uint8: 1

description: If true, normals in the raw mesh are ignored and recomputed.

bRecomputeTangents

description: If true, tangents in the raw mesh are ignored and recomputed.

bRemoveDegenerates

description: If true, degenerate triangles will be removed.

description: If true, UVs will use backwards-compatible F16 conversion with truncation for legacy meshes.

bUseFullPrecisionUVs

description: If true, UVs will be stored at full floating point precision.

bUseHighPrecisionSkinWeights

description: Use 16-bit precision for rendering skin weights, instead of 8-bit precision.

bUseHighPrecisionTangentBasis

description: If true, Tangents will be stored at 16 bit vs 8 bit precision.

MorphThresholdPosition

description: Threshold to compare vertex position equality when computing morph target deltas.

ThresholdPosition

description: Threshold use to decide if two vertex position are equal.

ThresholdTangentNormal

description: Threshold use to decide if two normal, tangents or bi-normals are equal.

ThresholdUV

description: Threshold use to decide if two UVs are equal.


className: FSkeletalMeshClothBuildParams

description: Struct holding parameters needed when creating a new clothing asset or sub asset (LOD)

code: struct FSkeletalMeshClothBuildParams

AssetName

description: Name of the clothing asset.

bRemapParameters

description: If reimporting, this will map the old LOD parameters to the new LOD mesh.

bRemoveFromMesh

description: Whether or not to leave this section behind (if driving a mesh with itself). Enable this if driving a high poly mesh with a low poly.

LodIndex

description: LOD to extract the section from.

PhysicsAsset

type: TSoftObjectPtr<...

description: Physics asset to extract collisions from, note this will only extract spheres and Sphyls, as that is what the simulation supports.

SourceSection

description: Section within the specified LOD to extract.

TargetAsset

type: TWeakObjectPtr<...

description: Target asset when importing LODs.

TargetLod

description: Target LOD to import to when importing LODs.


description: Get Skeletal mesh optimizations setting structure for the given LOD level


description: Get the correct screen size for the given LOD level

code: const float GetScreenSize() const


className: FSkeletalMeshLODGroupSettings

code: struct FSkeletalMeshLODGroupSettings

BakePose

type: TObjectPtr< cla...

description: Pose which should be used to reskin vertex influences for which the bones will be removed in this LOD level, uses ref-pose by default

BoneFilterActionOption

type: EBoneFilterActi...

description: Bones which should be removed from the skeleton for the LOD level

BoneList

type: TArray<FBoneFi...

BonesToPrioritize

description: Bones which should be prioritized for the quality, this will be weighted toward keeping source data.

LODHysteresis

type: float

description: Used to avoid 'flickering' when on LOD boundary.

ReductionSettings

type: FSkeletalMeshOp...

description: The optimization settings to use for the respective LOD level

ScreenSize

type: FPerPlatformFlo...

description: The screen sizes to use for the respective LOD level

SectionsToPrioritize

type: TArray< int32 >

description: Sections which should be prioritized for the quality, this will be weighted toward keeping source data.

WeightOfPrioritization

description: How much to consideration to give BonesToPrioritize and SectionsToPrioritize.


code: [FGuid](API\Runtime\Core\Misc\FGuid) ComputeDeriveDataCacheKey ( const [FSkeletalMeshLODGroupSettings](API\Runtime\Engine\Engine\FSkeletalMeshLODGroupSettings) * SkeletalMeshLODGroupSettings )


className: FSkeletalMeshLODInfo

description: Struct containing information for a particular LOD level, such as materials and info for when to use it.

code: struct FSkeletalMeshLODInfo

BakePose

type: TObjectPtr<UAn...

BakePoseOverride

description: This is used when you are sharing the LOD settings, but you'd like to override the BasePose.

bAllowCPUAccess

description: Keeps this LODs data on the CPU so it can be used for things such as sampling in FX.

bHasBeenSimplified

description: Whether to disable morph targets for this LOD.

bImportWithBaseMesh

description: This boolean specify if the LOD was imported with the base mesh or not.

BonesToPrioritize

type: TArray<FBoneRe...

bSupportUniformlyDistributedSampling

description: Mesh supports uniformly distributed sampling in constant time.

BuildGUID

type: FGuid

description: Temporary build GUID data We use this GUID to store the LOD Key so we can know if the LOD needs to be rebuilt This GUID is set when we Cache the render data (build function)

BuildSettings

type: FSkeletalMeshBu...

description: Build settings to apply when building render data.

LODMaterialMap

description: Mapping table from this LOD's materials to theUSkeletalMeshmaterials array.

MorphTargetPositionErrorTolerance

description: The Morph target position error tolerance in microns.

ReductionSettings

description: Reduction settings to apply when building render data.

ScreenSize

description: ScreenSize to display this LOD.

SectionsToPrioritize

type: TArray<FSectio...

SkinCacheUsage

type: ESkinCacheUsage

description: How this LOD uses the skin cache feature.

SourceImportFilename

type: FString

description: The filename of the file tha was used to import this LOD if it was not auto generated.

VertexAttributes

type: TArray<FSkelet...

description: List of vertex attributes to include for rendering and what type they should be


className: FSkeletalMeshSamplingBuiltData

code: struct FSkeletalMeshSamplingBuiltData


description: Rebuilds all data required for sampling.

code: void BuildRegions ( [USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) * SkeletalMesh )


code: void BuildWholeMesh ( [USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) * SkeletalMesh )


code: const [FSkeletalMeshSamplingBuiltData](API\Runtime\Engine\Engine\FSkeletalMeshSamplingBuiltData) & GetBuiltData() const


code: const [FSkeletalMeshSamplingRegion](API\Runtime\Engine\Engine\FSkeletalMeshSamplingRegion) & GetRegion ( int32 RegionIdx ) const


code: const [FSkeletalMeshSamplingRegion](API\Runtime\Engine\Engine\FSkeletalMeshSamplingRegion) * GetRegion ( [FName](API\Runtime\Core\UObject\FName) RegionName ) const


code: const [FSkeletalMeshSamplingRegionBuiltData](API\Runtime\Engine\Engine\FSkeletalMeshSamplingRegionBuilt-) & GetRegionBuiltData ( int32 RegionIndex ) const


code: const [FSkeletalMeshSamplingRegionBuiltData](API\Runtime\Engine\Engine\FSkeletalMeshSamplingRegionBuilt-) * GetRegionBuiltData ( [FName](API\Runtime\Core\UObject\FName) RegionName ) const


code: const [FSkeletalMeshSamplingLODBuiltData](API\Runtime\Engine\Engine\FSkeletalMeshSamplingLODBuiltDat-) & GetWholeMeshLODBuiltData ( int32 LODIndex ) const


code: int32 IndexOfRegion ( [FName](API\Runtime\Core\UObject\FName) RegionName ) const


className: FSkeletalMeshSamplingInfo

code: struct FSkeletalMeshSamplingInfo

Regions

description: Info defining sampling of named regions on this mesh.


description: True if this LOD is enabled for the whole mesh or a named region.

code: bool IsSamplingEnabled ( const [USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) * OwnerMesh, int32 LODIndex ) const


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


className: FSkeletalMeshSamplingLODBuiltData

description: Built data for sampling a the whole mesh at a particular LOD.

AreaWeightedTriangleSampler

type: FSkeletalMeshAr...

description: Area weighted sampler for the whole mesh at this LOD.


description: Directly included vertices from a future painting tool. Directly included bones from a future painting tool.

code: void GetFilteredBones ( struct [FReferenceSkeleton](API\Runtime\Engine\FReferenceSkeleton) & RefSkel, [TArray](API\Runtime\Core\Containers\TArray)< int32 > & OutIncludedBoneIndices, [TArray](API\Runtime\Core\Containers\TArray)< int32 > & OutExcludedBoneIndices )


code: bool IsMaterialAllowed ( [FName](API\Runtime\Core\UObject\FName) MaterialName )


className: FSkeletalMeshSamplingRegion

description: Defined a named region on a mesh that will have associated triangles and bones for fast sampling at each enabled LOD.

code: struct FSkeletalMeshSamplingRegion

BoneFilters

description: Filters to determine which triangles and bones to include in this region based on bone.

bSupportUniformlyDistributedSampling

type: uint32:  1

description: Mesh supports uniformly distributed sampling in constant time. Memory cost is 8 bytes per triangle.

LODIndex

description: The LOD of the mesh that this region applies to.

MaterialFilters

description: Filters to determine which triangles to include in this region based on material.

Name

type: FName

description: Name of this region that users will reference.


code: FSkeletalMeshSamplingRegionBoneFilter()


className: FSkeletalMeshSamplingRegionBoneFilter

description: Filter to include or exclude bones and their associated triangles from a sampling region.

bApplyToChildren

description: If true, this filter will apply to all children of this bone as well.

bIncludeOrExclude

description: If true, this filter will include bones. If false, it will exclude them.


className: FSkeletalMeshSamplingRegionBuiltData

description: Built data for sampling a single region of a skeletal mesh.

AreaWeightedSampler

description: Provides random area weighted sampling of the TriangleIndices array.

BoneIndices

description: Bones included in this region.

TriangleIndices

description: Triangles included in this region.

Vertices

description: Vertices included in this region.


description: Filter to include triangles in a sampling region based on their material.


code: static bool ShouldWaitOnLockedProperties ( const [USkinnedAsset](API\Runtime\Engine\Engine\USkinnedAsset) * SkinnedAsset )


className: SkinnedAssetBeingAsyncCompiled

description: Only the thread(s) compiling this Skeletal mesh will have full access to protected properties without causing any stalls.

code: static thread_local const [USkinnedAsset](API\Runtime\Engine\Engine\USkinnedAsset) * SkinnedAssetBeingAsyncCompiled = nullptr;


code: FSkinnedAssetAsyncBuildScope ( const [USkinnedAsset](API\Runtime\Engine\Engine\USkinnedAsset) * SkinnedAsset )


className: FSkinnedAssetAsyncBuildScope

description: Any thread implicated in the build must have a valid scope to be granted access to protected properties without causing any stalls.

code: class FSkinnedAssetAsyncBuildScope


code: FSkinnedAssetAsyncBuildTask ( [USkinnedAsset](API\Runtime\Engine\Engine\USkinnedAsset) * InSkinnedAsset, [FSkinnedAssetPostLoadContext](API\Runtime\Engine\Engine\FSkinnedAssetPostLoadContext) && InPostLoadContext )


code: FSkinnedAssetAsyncBuildTask ( [USkinnedAsset](API\Runtime\Engine\Engine\USkinnedAsset) * InSkinnedAsset, [FSkinnedAssetBuildContext](API\Runtime\Engine\Engine\FSkinnedAssetBuildContext) && InBuildContext )


code: FSkinnedAssetAsyncBuildTask ( [USkinnedAsset](API\Runtime\Engine\Engine\USkinnedAsset) * InSkinnedAsset, [FSkinnedAsyncTaskContext](API\Runtime\Engine\Engine\FSkinnedAsyncTaskContext) && InAsyncTaskContext )


className: FSkinnedAssetAsyncBuildTask

code: struct FSkinnedAssetAsyncBuildTask : public [FAsyncTask< FSkinnedAssetAsyncBuildWorker >](API\Runtime\Core\Async\FAsyncTask)

SkinnedAsset

type: constUSkinnedA...


description: Initialization constructor.

code: FSkinnedAssetAsyncBuildWorker ( [USkinnedAsset](API\Runtime\Engine\Engine\USkinnedAsset) * InSkinnedAsset, [FSkinnedAssetBuildContext](API\Runtime\Engine\Engine\FSkinnedAssetBuildContext) && InBuildContext )


description: Initialization constructor.

code: FSkinnedAssetAsyncBuildWorker ( [USkinnedAsset](API\Runtime\Engine\Engine\USkinnedAsset) * InSkinnedAsset, [FSkinnedAssetPostLoadContext](API\Runtime\Engine\Engine\FSkinnedAssetPostLoadContext) && InPostLoadContext )


code: FSkinnedAssetAsyncBuildWorker ( [USkinnedAsset](API\Runtime\Engine\Engine\USkinnedAsset) * InSkinnedAsset, [FSkinnedAsyncTaskContext](API\Runtime\Engine\Engine\FSkinnedAsyncTaskContext) && InAsyncTaskContext )


className: FSkinnedAssetAsyncBuildWorker

description: Worker used to perform async static mesh compilation.

code: class FSkinnedAssetAsyncBuildWorker : public [FNonAbandonableTask](API\Runtime\Core\Async\FNonAbandonableTask)

AsyncTaskContext

type: TOptional<FSki...

type: USkinnedAsset&...


className: FSkinnedAssetBuildContext

code: class FSkinnedAssetBuildContext : public [FSkinnedAssetCompilationContext](API\Runtime\Engine\Engine\FSkinnedAssetCompilationContext)

RecreateRenderStateContext

type: TUniquePtr< cla...


code: [FSkinnedAssetCompilationContext](API\Runtime\Engine\Engine\FSkinnedAssetCompilationContext) & operator= ( const [FSkinnedAssetCompilationContext](API\Runtime\Engine\Engine\FSkinnedAssetCompilationContext) & )


code: [FSkinnedAssetCompilationContext](API\Runtime\Engine\Engine\FSkinnedAssetCompilationContext) & operator= ( [FSkinnedAssetCompilationContext](API\Runtime\Engine\Engine\FSkinnedAssetCompilationContext) && )


description: Non-copyable.

code: FSkinnedAssetCompilationContext ( const [FSkinnedAssetCompilationContext](API\Runtime\Engine\Engine\FSkinnedAssetCompilationContext) & )


description: Movable.

code: FSkinnedAssetCompilationContext ( [FSkinnedAssetCompilationContext](API\Runtime\Engine\Engine\FSkinnedAssetCompilationContext) && )


className: FSkinnedAssetCompilationContext

code: class FSkinnedAssetCompilationContext

bIsSerializeSaving

type: bool

description: True if this compilation context is start from a serialize save.


className: FSkinnedAssetPostLoadContext

code: class FSkinnedAssetPostLoadContext : public [FSkinnedAssetCompilationContext](API\Runtime\Engine\Engine\FSkinnedAssetCompilationContext)


code: FSkinnedAsyncTaskContext ( [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< void()> InAsyncTaskFunction )


className: FSkinnedAsyncTaskContext

code: class FSkinnedAsyncTaskContext : public [FSkinnedAssetCompilationContext](API\Runtime\Engine\Engine\FSkinnedAssetCompilationContext)

AsyncTaskFunction

type: TFunctionRef< v...


className: FSkyAtmosphereMapBuildData

code: class FSkyAtmosphereMapBuildData


description: FSoftComponentReference== operator

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


description: Get the actual component pointer from this reference

code: [UActorComponent](API\Runtime\Engine\Components\UActorComponent) * GetComponent ( [AActor](API\Runtime\Engine\GameFramework\AActor) * OwningActor ) const


code: bool SerializeFromMismatchedTag ( const [FPropertyTag](API\Runtime\CoreUObject\UObject\FPropertyTag) & Tag, [FStructuredArchive::FSlot](API\Runtime\Core\Serialization\FStructuredArchive\FSlot) Slot )


className: FSoftComponentReference

description: Struct that allows for different ways to reference a component usingTSoftObjectPtr. If just an Actor is specified, will return RootComponent of that Actor.

code: struct FSoftComponentReference : public [FBaseComponentReference](API\Runtime\Engine\Engine\FBaseComponentReference)

OtherActor

type: TSoftObjectPtr<...

description: Soft Pointer to a different Actor that owns the Component.


className: FSoftWorldReference

description: A simple wrapper type to enable content-defined structs to hold soft references toUWorldassets

code: struct FSoftWorldReference


className: FSpecularProfileStruct

description: Struct with all the settings we want inUSpecularProfile, separate to make it easer to pass this data around in the engine.

code: struct FSpecularProfileStruct

Format

type: ESpecularProfil...

description: Define the texture used as a specular profile

LightColor

type: FRuntimeCurveLi...

description: Define the light facing color

Texture

type: TObjectPtr<UTe...

ViewColor

description: Define the view facing color


className: FSplitscreenData

description: Structure containing all the player splitscreen datas per splitscreen configuration.

code: struct FSplitscreenData

PlayerData

type: TArray< struct ...


description: Function used to describe this tick for active tick reporting.

code: virtual [FName](API\Runtime\Core\UObject\FName) DiagnosticContext ( bool bDetailed )


description: Abstract function to describe this tick. Used to print messages about illegal cycles in the dependency graph


className: FStartPhysicsTickFunction

description: Tick function that starts the physics tick

code: struct FStartPhysicsTickFunction : public [FTickFunction](API\Runtime\Engine\Engine\FTickFunction)

Target

type: UWorld*

description: World this tick function belongs to


description: Abstract function actually execute the tick.

code: virtual void ExecuteTick ( float DeltaTime, enum ELevelTick TickType, [ENamedThreads::Type](API\Runtime\Core\Async\ENamedThreads__Type) CurrentThread, const FGraphEventRef & MyCompletionGraphEvent )


className: FStatColorMapEntry

code: struct FStatColorMapEntry

In

type: float

Out

type: FColor


className: FStatColorMapping

code: struct FStatColorMapping

DisableBlend

type: uint32: 1

StatName

type: FString


description: Initialization constructor.

code: FStaticLightingMesh_InstancedStaticMesh ( const [UInstancedStaticMeshComponent](API\Runtime\Engine\Components\UInstancedStaticMeshComponent) * InPrimitive, int32 LODIndex, int32 InstanceIndex, const [TArray](API\Runtime\Core\Containers\TArray)< [ULightComponent](API\Runtime\Engine\Components\ULightComponent) * > & InRelevantLights )


description: A static lighting mesh class that transforms the points by the per-instance transform of an InstancedStaticMeshComponent

code: class FStaticLightingMesh_InstancedStaticMesh : public [FStaticMeshStaticLightingMesh](API\Runtime\Engine\FStaticMeshStaticLightingMesh)


code: virtual bool DebugThisMapping() const


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


description: Represents a static mesh primitive with texture mapped static lighting.

code: class FStaticLightingTextureMapping_InstancedStaticMesh : public [FStaticMeshStaticLightingTextureMapping](API\Runtime\Engine\FStaticMeshStaticLightingTexture-)


code: FStaticMaterial ( class [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * InMaterialInterface, [FName](API\Runtime\Core\UObject\FName) InMaterialSlotName, [FName](API\Runtime\Core\UObject\FName) InImportedMaterialSlotName )


className: FStaticMaterial

code: struct FStaticMaterial

ImportedMaterialSlotName

type: FName

description: This name should be use when we re-import a skeletal mesh so we can order the Materials array like it should be

MaterialInterface

type: TObjectPtr< cla...

MaterialSlotName

description: This name should be use by the gameplay to avoid error if the skeletal mesh Materials array topology change

UVChannelData

type: FMeshUVChannelI...

description: Data used for texture streaming relative to each UV channels.


code: static bool ShouldWaitOnLockedProperties ( const [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * StaticMesh )


description: Called when the static lighting has been computed to apply it to the mapping's owner. This function is responsible for deleting ShadowMapData and QuantizedData.

code: virtual void Apply ( [FQuantizedLightmapData](API\Runtime\Engine\FQuantizedLightmapData) * QuantizedData, const [TMap](API\Runtime\Core\Containers\TMap)< [ULightComponent](API\Runtime\Engine\Components\ULightComponent) *, [FShadowMapData2D](API\Runtime\Engine\FShadowMapData2D) * > & ShadowMapData, [ULevel](API\Runtime\Engine\Engine\ULevel) * LightingScenario )


className: StaticMeshBeingAsyncCompiled

description: Only the thread(s) compiling this static mesh will have full access to protected properties without causing any stalls.

code: static thread_local const [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * StaticMeshBeingAsyncCompiled = nullptr;


description: Initialization constructor.

code: FStaticLightingTextureMapping_InstancedStaticMesh ( [UInstancedStaticMeshComponent](API\Runtime\Engine\Components\UInstancedStaticMeshComponent) * InPrimitive, int32 LODIndex, int32 InInstanceIndex, [FStaticLightingMesh](API\Runtime\Engine\FStaticLightingMesh) * InMesh, int32 InSizeX, int32 InSizeY, int32 InTextureCoordinateIndex, bool bPerformFullQualityRebuild )


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


className: FStaticMeshAsyncBuildScope

description: Any thread implicated in the static mesh build must have a valid scope to be granted access to protected properties without causing any stalls.

code: class FStaticMeshAsyncBuildScope


code: FStaticMeshAsyncBuildTask ( [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * InStaticMesh, [TUniquePtr](API\Runtime\Core\Templates\TUniquePtr)< [FStaticMeshPostLoadContext](API\Runtime\Engine\Engine\FStaticMeshPostLoadContext) > && InPostLoadContext )


code: FStaticMeshAsyncBuildTask ( [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * InStaticMesh, [TUniquePtr](API\Runtime\Core\Templates\TUniquePtr)< [FStaticMeshBuildContext](API\Runtime\Engine\Engine\FStaticMeshBuildContext) > && InBuildContext )


className: FStaticMeshAsyncBuildTask

code: struct FStaticMeshAsyncBuildTask : public [FAsyncTask< FStaticMeshAsyncBuildWorker >](API\Runtime\Core\Async\FAsyncTask)

StaticMesh

type: constUStaticMe...


description: Initialization constructor.

code: FStaticMeshAsyncBuildWorker ( [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * InStaticMesh, [TUniquePtr](API\Runtime\Core\Templates\TUniquePtr)< [FStaticMeshBuildContext](API\Runtime\Engine\Engine\FStaticMeshBuildContext) > && InBuildContext )


description: Initialization constructor.

code: FStaticMeshAsyncBuildWorker ( [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * InStaticMesh, [TUniquePtr](API\Runtime\Core\Templates\TUniquePtr)< [FStaticMeshPostLoadContext](API\Runtime\Engine\Engine\FStaticMeshPostLoadContext) > && InPostLoadContext )


className: FStaticMeshAsyncBuildWorker

description: Worker used to perform async static mesh compilation.

code: class FStaticMeshAsyncBuildWorker : public [FNonAbandonableTask](API\Runtime\Core\Async\FNonAbandonableTask)

BuildContext

type: TUniquePtr<FSt...

type: UStaticMesh...


code: FStaticMeshBuildContext ( const [UStaticMesh::FBuildParameters](API\Runtime\Engine\Engine\UStaticMesh\FBuildParameters) & InBuildParameters )


className: FStaticMeshBuildContext

code: class FStaticMeshBuildContext : public [FStaticMeshCompilationContext](API\Runtime\Engine\Engine\FStaticMeshCompilationContext)

bHasRenderDataChanged

type: bool


code: [FStaticMeshCompilationContext](API\Runtime\Engine\Engine\FStaticMeshCompilationContext) & operator= ( const [FStaticMeshCompilationContext](API\Runtime\Engine\Engine\FStaticMeshCompilationContext) & )


code: [FStaticMeshCompilationContext](API\Runtime\Engine\Engine\FStaticMeshCompilationContext) & operator= ( [FStaticMeshCompilationContext](API\Runtime\Engine\Engine\FStaticMeshCompilationContext) && )


description: Non-copyable.

code: FStaticMeshCompilationContext ( const [FStaticMeshCompilationContext](API\Runtime\Engine\Engine\FStaticMeshCompilationContext) & )


description: Movable.

code: FStaticMeshCompilationContext ( [FStaticMeshCompilationContext](API\Runtime\Engine\Engine\FStaticMeshCompilationContext) && )


className: FStaticMeshCompilationContext

code: class FStaticMeshCompilationContext


code: void BindInstanceVertexBuffer ( const class [FVertexFactory](API\Runtime\RenderCore\FVertexFactory) * VertexFactory, struct [FInstancedStaticMeshDataType](API\Runtime\Engine\Engine\FInstancedStaticMeshDataType) & InstancedStaticMeshData ) const


description: Set flush to GPU as pending if the bDeferGPUUpload flag is true. Returns bDeferGPUUpload (so if it returns false, the update should be done at once).

code: bool CondSetFlushToGPUPending()


description: Call to flush any pending GPU data copies, if bFlushToGPUPending is false it does nothing. Should be called by the Proxy on the render thread for example in CreateRenderThreadResources().

code: void FlushGPUUpload ( [FRHICommandListBase](API\Runtime\RHI\FRHICommandListBase) & RHICmdList )


description: The resource's friendly name. Typically aUObjectname.

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


code: void GetInstanceCustomDataValues ( int32 InstanceIndex, [TArray](API\Runtime\Core\Containers\TArray)< float > & InstanceCustomData ) const


code: [FStaticMeshInstanceData](API\Runtime\Engine\FStaticMeshInstanceData) * GetInstanceData() const


code: void GetInstanceEditorData ( int32 InstanceIndex, [FColor](API\Runtime\Core\Math\FColor) & HitProxyColorOut, bool & bSelectedOut ) const


code: void GetInstanceLightMapData ( int32 InstanceIndex, FVector4f & InstanceLightmapAndShadowMapUVBias ) const


code: FBufferRHIRef GetInstanceOriginBuffer()


code: void GetInstanceRandomID ( int32 InstanceIndex, float & RandomInstanceID ) const


code: void GetInstanceTransform ( int32 InstanceIndex, [FRenderTransform](API\Runtime\RenderCore\FRenderTransform) & Transform ) const


description: Other accessors.

code: uint32 GetNumInstances() const


description: Initializes the buffer with the component's data.

code: void InitFromPreallocatedData ( [FStaticMeshInstanceData](API\Runtime\Engine\FStaticMeshInstanceData) & Other )


description: Initializes the resource. This is only called by the rendering thread.

code: virtual void InitResource ( [FRHICommandListBase](API\Runtime\RHI\FRHICommandListBase) & RHICmdList )


description: Initializes the RHI resources used by this resource. Called when entering the state where both the resource and the RHI have been initialized. This is only called by the rendering thread.

code: virtual void InitRHI ( [FRHICommandListBase](API\Runtime\RHI\FRHICommandListBase) & RHICmdList )


description: Specialized assignment operator, only used when importing LOD's.

code: void operator= ( const [FStaticMeshInstanceBuffer](API\Runtime\Engine\Engine\FStaticMeshInstanceBuffer) & Other )


description: Prepares the resource for deletion. This is only called by the rendering thread.

code: virtual void ReleaseResource()


description: Releases the RHI resources used by this resource. Called when leaving the state where both the resource and the RHI have been initialized. This is only called by the rendering thread.

code: virtual void ReleaseRHI()


code: void UpdateFromCommandBuffer_Concurrent ( [FInstanceUpdateCmdBuffer](API\Runtime\Engine\FInstanceUpdateCmdBuffer) & CmdBuffer )


description: Destructor.

code: ~FStaticMeshInstanceBuffer()


description: Default constructor.

code: FStaticMeshInstanceBuffer ( [ERHIFeatureLevel::Type](API\Runtime\RHI\ERHIFeatureLevel__Type) InFeatureLevel, bool InRequireCPUAccess, bool bDeferGPUUploadIn )


className: FStaticMeshInstanceBuffer

description: A vertex buffer of positions.

code: class FStaticMeshInstanceBuffer : public [FRenderResource](API\Runtime\RenderCore\FRenderResource)

InstanceData

type: TSharedPtr<FSt...

description: The vertex data storage type

RequireCPUAccess

description: Keep CPU copy of instance data


className: FStaticMeshOptimizationSettings

description: Old optimization settings.

code: struct FStaticMeshOptimizationSettings

bRecalcNormals

description: Whether Normal smoothing groups should be preserved. If false then NormalsThreshold is used

MaxDeviationPercentage

description: If ReductionMethod equals SMOT_MaxDeviation this value is the maximum deviation from the base mesh as a percentage of the bounding sphere.

NormalsThreshold

description: If the angle between two triangles are above this value, the normals will not be smooth over the edge between those two triangles.

NumOfTrianglesPercentage

description: If ReductionMethod equals SMOT_NumOfTriangles this value is the ratio of triangles [0-1] to remove from the mesh

ReductionMethod

type: TEnumAsByte< en...

description: The method to use when optimizing the skeletal mesh LOD

ShadingImportance

description: How important shading quality is.

SilhouetteImportance

description: How important the shape of the geometry is (EImportanceLevel).

TextureImportance

description: How important texture density is (EImportanceLevel).

WeldingThreshold

description: The welding threshold distance. Vertices under this distance will be welded.


className: FStaticMeshPostLoadContext

code: class FStaticMeshPostLoadContext : public [FStaticMeshCompilationContext](API\Runtime\Engine\Engine\FStaticMeshCompilationContext)


description: Clears the cached mesh description

code: void ClearMeshDescription()


description: Commits the cached mesh description to bulk data

code: void CommitMeshDescription ( bool bUseHashAsGuid )


description: If there's a valid cached MeshDescription, return a copy of it. Otherwise unpack the mesh description from bulk data and return the result (without caching it).

code: bool CloneMeshDescription ( [FMeshDescription](API\Runtime\MeshDescription\FMeshDescription) & OutMeshDescription ) const


code: void ConvertRawMesh ( int32 LodIndex )


description: Create a new MeshDescription object


description: Initialize

code: void CreateSubObjects ( [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * Owner )


code: void FillMaterialName ( [TMap](API\Runtime\Core\Containers\TMap)< int32, [FName](API\Runtime\Core\UObject\FName) > & OutMaterialMap ) const


description: Gets the cached StaticMeshDescription if there is one, or nullptr if not.


description: Gets the cached mesh description, or nullptr if there wasn't one

code: [FMeshDescription](API\Runtime\MeshDescription\FMeshDescription) * GetCachedMeshDescription() const


description: Gets the mesh description bulk data, or nullptr if not valid

code: [FMeshDescriptionBulkData](API\Runtime\MeshDescription\FMeshDescriptionBulkData) * GetMeshDescriptionBulkData() const


description: Returns the static mesh which owns this source model.

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


description: Gets the cached mesh description if there was one, otherwise loads, caches and returns it.


description: Returns whether the cached mesh description is valid or not

code: bool IsMeshDescriptionValid() const


description: Accessor to Load and save the raw mesh or the mesh description depending on the editor settings. Temporary until we deprecate the RawMesh.

code: bool IsRawMeshEmpty() const


description: Verify that this SourceModel has been fully initialized. It may still not contain valid data ( useIsMeshDescriptionValid()for that ) Currently this checks if StaticMeshDescriptionBulkData is allocated, which the other functions below all require via checks.

code: bool IsSourceModelInitialized() const


description: Tries to initialize a MeshDescription into the givenFMeshDescriptionobject, returning whether it was successful. It will try the following steps in order to obtain it:

code: bool LoadMeshDescription ( [FMeshDescription](API\Runtime\MeshDescription\FMeshDescription) & OutMeshDescription ) const


code: void LoadRawMesh ( struct [FRawMesh](API\Runtime\RawMesh\FRawMesh) & OutRawMesh ) const


code: [FStaticMeshSourceModel](API\Runtime\Engine\Engine\FStaticMeshSourceModel) & operator= ( const [FStaticMeshSourceModel](API\Runtime\Engine\Engine\FStaticMeshSourceModel) & )


code: [FStaticMeshSourceModel](API\Runtime\Engine\Engine\FStaticMeshSourceModel) & operator= ( [FStaticMeshSourceModel](API\Runtime\Engine\Engine\FStaticMeshSourceModel) && Other )


code: void SaveRawMesh ( struct [FRawMesh](API\Runtime\RawMesh\FRawMesh) & InRawMesh, bool bConvertToMeshdescription )


description: Serializes bulk data.

code: void SerializeBulkData ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar, [UObject](API\Runtime\CoreUObject\UObject\UObject) * Owner )


description: Default constructor.

code: FStaticMeshSourceModel()


description: Copying not allowed

code: FStaticMeshSourceModel ( const [FStaticMeshSourceModel](API\Runtime\Engine\Engine\FStaticMeshSourceModel) & )


description: Handle moving gracefully

code: FStaticMeshSourceModel ( [FStaticMeshSourceModel](API\Runtime\Engine\Engine\FStaticMeshSourceModel) && Other )


description: Destructor.

code: ~FStaticMeshSourceModel()


className: FStaticMeshSourceModel

description: Source model from which a renderable static mesh is built.

code: struct FStaticMeshSourceModel

bImportWithBaseMesh

description: Whether this LOD was imported in the same file as the base mesh.

BuildSettings

type: FMeshBuildSetti...

description: Settings applied when building the mesh.

RawMeshBulkData

type: FRawMeshBulkDat...

description: Imported raw mesh data.

ReductionSettings

type: FMeshReductionS...

description: Reduction settings to apply when building render data.

ScreenSize

type: FPerPlatformFlo...

description: ScreenSize to display this LOD.

SourceImportFilename

description: The file path that was used to import this LOD.

StaticMeshDescriptionBulkData

type: TObjectPtr<USt...

description: Bulk data containing mesh description.

StaticMeshDescriptionBulkDataCS

type: FCriticalSectio...

description: Only allow safe read of the mesh description from the game thread while a build is running (not sure about the rest. theUStaticMeshDescriptionstuff look particularly dangerous)


className: FStaticShadowDepthMapData

code: class FStaticShadowDepthMapData

DepthSamples

description: Shadowmap depth values

ShadowMapSizeX

description: Dimensions of the generated shadow map.

WorldToLight

type: FMatrix

description: Transform from world space to the coordinate space that DepthSamples are stored in.


code: void AddPropertyConnected ( uint64 In )


description: Shading model.

code: void AddShadingModel ( EStrataShadingModel InShadingModel )


description: Specular profiles.

code: void AddSpecularProfile ( [USpecularProfile](API\Runtime\Engine\Engine\USpecularProfile) * InProfile )


description: Subsurface profiles.

code: void AddSubsurfaceProfile ( [USubsurfaceProfile](API\Runtime\Engine\Engine\USubsurfaceProfile) * InProfile )


code: int32 CountSpecularProfiles() const


code: int32 CountSubsurfaceProfiles() const


code: uint64 GetPropertyConnected() const


code: uint16 GetShadingModelField() const


code: [USpecularProfile](API\Runtime\Engine\Engine\USpecularProfile) * GetSpecularProfile ( int32 Index ) const


code: [USubsurfaceProfile](API\Runtime\Engine\Engine\USubsurfaceProfile) * GetSubsurfaceProfile() const


code: bool HasOnlyShadingModel ( EStrataShadingModel InShadingModel ) const


code: bool HasPropertyConnected ( uint64 In ) const


code: static bool HasPropertyConnected ( uint64 InConnectedPropertyMask, uint64 In )


code: bool HasShadingModel ( EStrataShadingModel InShadingModel ) const


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


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


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


description: Returns true if everything went fine (not out of Substrate tree stack)

code: bool PushStrataTreeStack()


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


description: Shading model from expression.

code: void SetShadingModelFromExpression ( bool bIn )


code: void SetSingleShadingModel ( EStrataShadingModel InShadingModel )


code: FStrataMaterialInfo ( EStrataShadingModel InShadingModel )


className: FStrataMaterialInfo

description: Gather information from the Substrate material graph to setup material for runtime.

code: struct FStrataMaterialInfo


description: FindFirstContextDataOfType

code: template<typename T> void AddContextData ( const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< T > & NewData )


description: Bind delegate that is called if handle is canceled, only works if loading is in progress. This will overwrite any already bound delegate!

code: bool BindCancelDelegate ( FStreamableDelegate NewDelegate )


description: Bind delegate that is called when load completes, only works if loading is in progress. This will overwrite any already bound delegate!

code: bool BindCompleteDelegate ( FStreamableDelegate NewDelegate )


description: Bind delegate that is called periodically as delegate updates, only works if loading is in progress. This will overwrite any already bound delegate!

code: bool BindUpdateDelegate ( FStreamableUpdateDelegate NewDelegate )


description: Cancel a request, callable from within the manager or externally This will immediately release the handle even if it is still in progress, and call the cancel callback if bound This stops the completion callback from happening, even if it is in the delayed callback queue

code: void CancelHandle()


description:
Creates a new merged handle which contains this handle as well as any external handles. No delegates are moved, and the new handle is returned for convenience. Parent handles no longer directly trackthis_, but will be correctly linked with the newly merged handle (andthis_ handle is a child of the merged hande).
Either the new merged handle or nullptr when merging isn't feasible

code: [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FStreamableHandle](API\Runtime\Engine\Engine\FStreamableHandle) > CreateCombinedHandle ( const TConstArrayView< [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FStreamableHandle](API\Runtime\Engine\Engine\FStreamableHandle) >> & OtherHandles )


description: Calls a StreamableDelegate, this will add to the delayed callback queue depending on s.StreamableDelegateDelayFrames

code: static void ExecuteDelegate ( const FStreamableDelegate & Delegate, [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FStreamableHandle](API\Runtime\Engine\Engine\FStreamableHandle) > AssociatedHandle, const FStreamableDelegate & CancelDelegate )


description: AddContextData

code: template<typename T> [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< T > FindFirstContextDataOfType() const


description: GetOutermostHandle

code: [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FStreamableHandle](API\Runtime\Engine\Engine\FStreamableHandle) > FindMatchingHandle ( [TFunction](API\Runtime\Core\GenericPlatform\TFunction)< bool(const [FStreamableHandle](API\Runtime\Engine\Engine\FStreamableHandle) &)> Predicate ) const


description:
Gives you a mutable reference to a contextual data struct of the specified type.
Either a newly constructed T, or one which was previously added to this handle.

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


description: Invokes a callable for each loaded asset if load has succeeded. Some entries will be null if loading failed

code: template<typename CallableT> void ForEachLoadedAsset ( CallableT Callable ) const


description:
Finds all instances of a contextual data struct which are attached to this handle
Array filled with all instances of T currently attached to this handle

code: template<typename T> [TArray](API\Runtime\Core\Containers\TArray)< [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< T > > GetContextDataOfType() const


code: ECookLoadType GetCookLoadType() const


description: Adds all loaded assets if load has succeeded. Some entries will be null if loading failed

code: void GetLoadedAssets ( [TArray](API\Runtime\Core\Containers\TArray)< [UObject](API\Runtime\CoreUObject\UObject\UObject) * > & LoadedAssets ) const


description: Returns the debug name for this handle.

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


description: Returns first asset in requested asset list, if it's been successfully loaded. This will fail if the asset failed to load

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


description: Returns number of assets that have completed loading out of initial list, failed loads will count as loaded

code: void GetLoadedCount ( int32 & LoadedCount, int32 & RequestedCount ) const


description:
Crawls out to the outermost handle and returns it. Since we could have multiple Parent handles, we might have a tie. In cases of a tie, the eldest parent handle (so, lower indices) will win.
The single parent which is the most outer, or this if no Parent Handle


description: Get the StreamableManager for this handle

code: [FStreamableManager](API\Runtime\Engine\Engine\FStreamableManager) * GetOwningManager() const


description: Returns the streaming priority.

code: TAsyncLoadPriority GetPriority() const


description: Returns progress as a value between 0.0 and 1.0.

code: float GetProgress() const


description: Gets list of assets references this load was started with. This will be the paths before redirectors, and not all of these are guaranteed to be loaded

code: void GetRequestedAssets ( [TArray](API\Runtime\Core\Containers\TArray)< [FSoftObjectPath](API\Runtime\CoreUObject\UObject\FSoftObjectPath) > & AssetList, bool bIncludeChildren ) const


code: static const [FString](API\Runtime\Core\Containers\FString) HandleDebugName_AssetList = FString(TEXT("LoadAssetList"));


code: static const [FString](API\Runtime\Core\Containers\FString) HandleDebugName_CombinedHandle = FString(TEXT("CreateCombinedHandle"));


code: static const [FString](API\Runtime\Core\Containers\FString) HandleDebugName_Preloading = FString(TEXT("Preloading"));


description: Check to see whether or not the Cancel delegate is bound; useful for doing extra work before/without stomping the existing delegate.

code: bool HasCancelDelegate() const


description: Check to see whether or not the Complete delegate is bound; useful for doing extra work before/without stomping the existing delegate.

code: bool HasCompleteDelegate() const


description: If this request has finished loading, meaning all available assets were loaded Any assets that failed to load will still be null This can be true before the completion callback has happened as it may be in the delayed callback queue

code: bool HasLoadCompleted() const


description: Returns true if we've done all the loading we can now, ie all handles are either completed or stalled

code: bool HasLoadCompletedOrStalled() const


description: Check to see whether or not the Update delegate is bound; useful for doing extra work before/without stomping the existing delegate.

code: bool HasUpdateDelegate() const


description: If this handle is still active, meaning it wasn't canceled or released

code: bool IsActive() const


description: True if load is still ongoing and we haven't been cancelled

code: bool IsLoadingInProgress() const


description: Returns true if this is a combined handle that depends on child handles.

code: bool IsCombinedHandle() const


description: If this handle is stalled and waiting for another event to occur before it is actually requested

code: bool IsStalled() const


code: [FStreamableHandle](API\Runtime\Engine\Engine\FStreamableHandle) & operator= ( const [FStreamableHandle](API\Runtime\Engine\Engine\FStreamableHandle) & )


description: Release this handle. This can be called from normal gameplay code to indicate that the loaded assets are no longer needed This will be called implicitly if all shared pointers to this handle are destroyed If called before the completion delegate, the release will be delayed until after completion

code: void ReleaseHandle()


description: Allows user code to provide a more detailed name in the cases where a name is autogenerated or otherwise default.

code: void SetDebugNameIfEmptyOrDefault ( const [FString](API\Runtime\Core\Containers\FString) & NewName )


description: Tells a stalled handle to start its actual request.

code: void StartStalledHandle()


description: Blocks until the requested assets have loaded. This pushes the requested asset to the top of the priority list, but does not flush all async loading, usually resulting in faster completion than a LoadObject call

code: [EAsyncPackageState::Type](API\Runtime\CoreUObject\UObject\EAsyncPackageState__Type) WaitUntilComplete ( float Timeout, bool bStartStalledHandles )


description: If this request was cancelled. Assets may still have been loaded, but completion delegate was not called

code: bool WasCanceled() const


description: Not safe to copy or duplicate

code: FStreamableHandle ( const [FStreamableHandle](API\Runtime\Engine\Engine\FStreamableHandle) & )


description: Destructor

code: ~FStreamableHandle()


className: FStreamableHandle

description: A handle to a synchronous or async load. As long as the handle is Active, loaded assets will stay in memory

code: struct FStreamableHandle : public [TSharedFromThis< FStreamableHandle >](API\Runtime\Core\Templates\TSharedFromThis)


code: template<typename SubClassType> bool IsType() const


code: FStreamableHandleContextDataBase ( TStreamableHandleContextDataTypeID TypeId )


className: FStreamableHandleContextDataBase

description: Base struct to hold type tag data forTStreamableHandleContextData.

code: struct FStreamableHandleContextDataBase : public [TSharedFromThis< FStreamableHandleContextDataBase, ESPMode::ThreadSafe >](API\Runtime\Core\Templates\TSharedFromThis)


description: Add referenced objects to stop them from GCing

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


description: Returns true if all pending async loads have finished for all targets

code: bool AreAllAsyncLoadsComplete() const


className: AsyncLoadHighPriority

description: Priority to try and load immediately.

code: static const TAsyncLoadPriority AsyncLoadHighPriority = 100;


description: Creates a combined handle, which will wait for other handles to complete before completing. The child handles will be held as hard references as long as this handle is active.

code: [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FStreamableHandle](API\Runtime\Engine\Engine\FStreamableHandle) > CreateCombinedHandle ( const TConstArrayView< [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FStreamableHandle](API\Runtime\Engine\Engine\FStreamableHandle) >> & ChildHandles, const [FString](API\Runtime\Core\Containers\FString) & DebugName, EStreamableManagerCombinedHandleOptions Options )


className: DefaultAsyncLoadPriority

description: Default priority for all async loads.

code: static const TAsyncLoadPriority DefaultAsyncLoadPriority = 0;


description: Returns the debug name for this manager

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


description: Gets list of handles that are directly referencing this asset, returns true if any found. Combined Handles will not be returned by this function.

code: bool GetActiveHandles ( const [FSoftObjectPath](API\Runtime\CoreUObject\UObject\FSoftObjectPath) & Target, [TArray](API\Runtime\Core\Containers\TArray)< [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FStreamableHandle](API\Runtime\Engine\Engine\FStreamableHandle) >> & HandleList, bool bOnlyManagedHandles ) const


description: Overload this method to report a name for your referencer

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


description: Overload this method to report how the specified object is referenced, if necessary

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


description: Returns true if all pending async loads have finished for this target

code: bool IsAsyncLoadComplete ( const [FSoftObjectPath](API\Runtime\CoreUObject\UObject\FSoftObjectPath) & Target ) const


description: Typed wrappers

code: template<typename T> T * LoadSynchronous ( const [FSoftObjectPath](API\Runtime\CoreUObject\UObject\FSoftObjectPath) & Target, bool bManageActiveHandle, [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FStreamableHandle](API\Runtime\Engine\Engine\FStreamableHandle) > * RequestHandlePointer )


description: Synchronously load the referred asset and return the loaded object, or nullptr if it can't be found. This can be very slow and may stall the game thread for several seconds.

code: [UObject](API\Runtime\CoreUObject\UObject\UObject) * LoadSynchronous ( const [FSoftObjectPath](API\Runtime\CoreUObject\UObject\FSoftObjectPath) & Target, bool bManageActiveHandle, [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FStreamableHandle](API\Runtime\Engine\Engine\FStreamableHandle) > * RequestHandlePointer )


code: template<typename T> T * LoadSynchronous ( const [TSoftObjectPtr](API\Runtime\CoreUObject\UObject\TSoftObjectPtr)< T > & Target, bool bManageActiveHandle, [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FStreamableHandle](API\Runtime\Engine\Engine\FStreamableHandle) > * RequestHandlePointer )


code: template<typename T> [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< T > LoadSynchronous ( const [TSoftClassPtr](API\Runtime\CoreUObject\UObject\TSoftClassPtr)< T > & Target, bool bManageActiveHandle, [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FStreamableHandle](API\Runtime\Engine\Engine\FStreamableHandle) > * RequestHandlePointer )


code: [FStreamableManager](API\Runtime\Engine\Engine\FStreamableManager) & operator= ( const [FStreamableManager](API\Runtime\Engine\Engine\FStreamableManager) & )


code: [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FStreamableHandle](API\Runtime\Engine\Engine\FStreamableHandle) > RequestAsyncLoad ( const [FSoftObjectPath](API\Runtime\CoreUObject\UObject\FSoftObjectPath) & TargetToStream, FStreamableDelegate DelegateToCall, TAsyncLoadPriority Priority, bool bManageActiveHandle, bool bStartStalled, [FString](API\Runtime\Core\Containers\FString) DebugName )


description: This is the primary streamable operation. Requests streaming of one or more target objects. When complete, a delegate function is called. Returns a Streamable Handle.

code: [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FStreamableHandle](API\Runtime\Engine\Engine\FStreamableHandle) > RequestAsyncLoad ( [TArray](API\Runtime\Core\Containers\TArray)< [FSoftObjectPath](API\Runtime\CoreUObject\UObject\FSoftObjectPath) > TargetsToStream, FStreamableDelegate DelegateToCall, TAsyncLoadPriority Priority, bool bManageActiveHandle, bool bStartStalled, [FString](API\Runtime\Core\Containers\FString) DebugName )


description: Lambda Wrappers. Be aware that Callback may go off multiple seconds in the future.

code: [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FStreamableHandle](API\Runtime\Engine\Engine\FStreamableHandle) > RequestAsyncLoad ( [TArray](API\Runtime\Core\Containers\TArray)< [FSoftObjectPath](API\Runtime\CoreUObject\UObject\FSoftObjectPath) > TargetsToStream, [TFunction](API\Runtime\Core\GenericPlatform\TFunction)< void()> && Callback, TAsyncLoadPriority Priority, bool bManageActiveHandle, bool bStartStalled, [FString](API\Runtime\Core\Containers\FString) DebugName )


code: [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FStreamableHandle](API\Runtime\Engine\Engine\FStreamableHandle) > RequestAsyncLoad ( const [FSoftObjectPath](API\Runtime\CoreUObject\UObject\FSoftObjectPath) & TargetToStream, [TFunction](API\Runtime\Core\GenericPlatform\TFunction)< void()> && Callback, TAsyncLoadPriority Priority, bool bManageActiveHandle, bool bStartStalled, [FString](API\Runtime\Core\Containers\FString) DebugName )


description: Synchronously load a set of assets, and return a handle. This can be very slow and may stall the game thread for several seconds.

code: [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FStreamableHandle](API\Runtime\Engine\Engine\FStreamableHandle) > RequestSyncLoad ( [TArray](API\Runtime\Core\Containers\TArray)< [FSoftObjectPath](API\Runtime\CoreUObject\UObject\FSoftObjectPath) > TargetsToStream, bool bManageActiveHandle, [FString](API\Runtime\Core\Containers\FString) DebugName )


code: [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FStreamableHandle](API\Runtime\Engine\Engine\FStreamableHandle) > RequestSyncLoad ( const [FSoftObjectPath](API\Runtime\CoreUObject\UObject\FSoftObjectPath) & TargetToStream, bool bManageActiveHandle, [FString](API\Runtime\Core\Containers\FString) DebugName )


description: Checks for any redirectors that were previously loaded, and returns the redirected target if found. This will not handle redirects that it doesn't yet know about

code: [FSoftObjectPath](API\Runtime\CoreUObject\UObject\FSoftObjectPath) ResolveRedirects ( const [FSoftObjectPath](API\Runtime\CoreUObject\UObject\FSoftObjectPath) & Target ) const


description: Modifies the debug name of this manager, used for debugging GC references

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


className: TStreamableMap

description: Map of paths to streamable objects, this will be the post-redirector name

code: typedef [TMap](API\Runtime\Core\Containers\TMap)< [FSoftObjectPath](API\Runtime\CoreUObject\UObject\FSoftObjectPath), struct FStreamable * > TStreamableMap


className: TStreamableRedirects

code: typedef [TMap](API\Runtime\Core\Containers\TMap)< [FSoftObjectPath](API\Runtime\CoreUObject\UObject\FSoftObjectPath), FRedirectedPath > TStreamableRedirects


description: This will release any managed active handles pointing to the target soft object path, even if they include other requested assets in the same load

code: void Unload ( const [FSoftObjectPath](API\Runtime\CoreUObject\UObject\FSoftObjectPath) & Target )


description: Not safe to copy or duplicate

code: FStreamableManager ( const [FStreamableManager](API\Runtime\Engine\Engine\FStreamableManager) & )


className: FStreamableManager

description: A native class for managing streaming assets in and keeping them in memory. AssetManager is the global singleton version of this with blueprint access

code: struct FStreamableManager : public [FGCObject](API\Runtime\CoreUObject\UObject\FGCObject)


className: FStreamableTextureInstance

description: Structure containing all information needed for determining the screen space size of an object/ texture instance.

code: struct FStreamableTextureInstance

Bounds

type: FBoxSphereBound...

description: Bounding sphere/ box of object

MaxDistance

type: float

description: Max distance from view where this instance is usable

MinDistance

description: Min distance from view where this instance is usable

TexelFactor

description: Object (and bounding sphere) specific texel scale factor


className: FStreamingLevelPrivateAccessor

code: struct FStreamingLevelPrivateAccessor


description: Add an element to the container if not already in the container.

code: void Add ( [ULevelStreaming](API\Runtime\Engine\Engine\ULevelStreaming) * StreamingLevel )


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


description: Returns if an element is in the container.

code: bool Contains ( [ULevelStreaming](API\Runtime\Engine\Engine\ULevelStreaming) * StreamingLevel ) const


className: EProcessReason

code: enum EProcessReason { Add, Reevaluate, }


code: const [TArray](API\Runtime\Core\Containers\TArray)< [TObjectPtr](API\Runtime\Core\Delegates\TObjectPtr)< [ULevelStreaming](API\Runtime\Engine\Engine\ULevelStreaming) > > & GetStreamingLevels() const


description: Instructs the container that state changed such that the position in the priority sorted array the level may no longer be correct.

code: void Reevaluate ( [ULevelStreaming](API\Runtime\Engine\Engine\ULevelStreaming) * StreamingLevel )


description: Remove an element from the container.

code: bool Remove ( [ULevelStreaming](API\Runtime\Engine\Engine\ULevelStreaming) * StreamingLevel )


description: Remove the element at a given index from the container.

code: void RemoveAt ( int32 Index )


description: Resets the container to an empty state without freeing array memory.

code: void Reset()


className: FStreamingLevelsToConsider

code: struct FStreamingLevelsToConsider


code: bool CanBeStreamedByDistance ( bool bOwningCompRegistered ) const


code: FStreamingRenderAssetPrimitiveInfo()


code: FStreamingRenderAssetPrimitiveInfo ( [UStreamableRenderAsset](API\Runtime\Engine\Engine\UStreamableRenderAsset) * InAsset, const FBoxSphereBounds & InBounds, float InTexelFactor, uint32 InPackedRelativeBox, bool bInAllowInvalidTexelFactorWhenUnregistered, bool bInAffectedByComponentScale )


className: FStreamingRenderAssetPrimitiveInfo

description: Information about a streaming texture/mesh that a primitive uses for rendering.

bAffectedByComponentScale

type: uint32:  1

description: Mesh texel factors aren't uv density and shouldn't be affected by component scales

description: For mesh components, texel factors are their sphere bound diameters that are 0 when unregistered

Bounds

description: The streaming bounds of the texture/mesh, usually the component material bounds.

PackedRelativeBox

description: When non zero, this represents the relative box used to compute Bounds, using the component bounds as reference.


description: Returns hash of content.

code: uint32 ComputeHash() const


description: Set this struct to match the unpacked params.

code: void PackFrom ( [ITextureStreamingContainer](API\Runtime\Engine\Engine\ITextureStreamingContainer) * TextureStreamingContainer, const FBoxSphereBounds & RefBounds, const [FStreamingRenderAssetPrimitiveInfo](API\Runtime\Engine\Engine\FStreamingRenderAssetPrimitiveIn-) & Info )


className: FStreamingTextureBuildInfo

description: This struct holds the result of TextureStreaming Build for each component texture, as referred by its used materials. It is possible that the entry referred by this data is not actually relevant in a given quality / target. It is also possible that some texture are not referred, and will then fall on fallbacks computation. Because each component holds its precomputed data for each texture, this struct is designed to be as compact as possible.

code: struct FStreamingTextureBuildInfo

description: The relative bounding box for this entry.

TexelFactor

description: The texel factor for this texture.

TextureLevelIndex

description: The level scope identifier of the texture.


className: 502 Bad Gateway

code: void BindBuildData ( const [TArray](API\Runtime\Core\Containers\TArray)< [FStreamingTextureBuildInfo](API\Runtime\Engine\Engine\FStreamingTextureBuildInfo) > * PreBuiltData )


code: void ProcessMaterial ( const FBoxSphereBounds & ComponentBounds, const [FPrimitiveMaterialInfo](API\Runtime\Engine\Engine\FPrimitiveMaterialInfo) & MaterialData, float ComponentScaling, [TArray](API\Runtime\Core\Containers\TArray)< [FStreamingRenderAssetPrimitiveInfo](API\Runtime\Engine\Engine\FStreamingRenderAssetPrimitiveIn-) > & OutStreamingTextures, bool bIsComponentBuildDataValid, const [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * DebugComponent )


code: void UpdateContext ( [EMaterialQualityLevel::Type](API\Runtime\Engine\EMaterialQualityLevel__Type) InQualityLevel, const [ULevel](API\Runtime\Engine\Engine\ULevel) * InLevel, const [TMap](API\Runtime\Core\Containers\TMap)< [FGuid](API\Runtime\Core\Misc\FGuid), int32 > * InTextureGuidToLevelIndex )


code: FStreamingTextureLevelContext ( [EMaterialQualityLevel::Type](API\Runtime\Engine\EMaterialQualityLevel__Type) InQualityLevel, const [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * Primitive )


description: Needs InLevel to use precomputed data from.

code: FStreamingTextureLevelContext ( [EMaterialQualityLevel::Type](API\Runtime\Engine\EMaterialQualityLevel__Type) InQualityLevel, const [ULevel](API\Runtime\Engine\Engine\ULevel) * InLevel, const [TMap](API\Runtime\Core\Containers\TMap)< [FGuid](API\Runtime\Core\Misc\FGuid), int32 > * InTextureGuidToLevelIndex )


code: FStreamingTextureLevelContext ( [EMaterialQualityLevel::Type](API\Runtime\Engine\EMaterialQualityLevel__Type) InQualityLevel, [ERHIFeatureLevel::Type](API\Runtime\RHI\ERHIFeatureLevel__Type) InFeatureLevel, bool InUseRelativeBoxes )


className: FStreamingTextureLevelContext

description: Context used to resolveFStreamingTextureBuildInfotoFStreamingRenderAssetPrimitiveInfoThe context make sure that build data and each texture is only processed once per component (with constant time). It manage internally structures used to accelerate the binding between precomputed data and textures, so that there is only one map lookup per texture per level. There is some complexity here because the build data does not reference directly texture objects to avoid hard references which would load texture when the component is loaded, which could be wrong since the build data is built for a specific feature level and quality level. The current feature and quality could reference more or less textures. This requires the logic to not submit a streaming entry for precomputed data, as well as submit fallback data for texture that were referenced in the texture streaming build.

code: class FStreamingTextureLevelContext


description: Handles "Activated" for singleULevelStreamingobject.

code: void ActivateLevel ( [ULevelStreaming](API\Runtime\Engine\Engine\ULevelStreaming) * LevelStreamingObject )


description:
Helper function to potentially find a level streaming object by name
level streaming object or NULL if none was found

code: static [ULevelStreaming](API\Runtime\Engine\Engine\ULevelStreaming) * FindAndCacheLevelStreamingObject ( const [FName](API\Runtime\Core\UObject\FName) LevelName, [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld )


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

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


description: Given a level name, returns a level name that will work with Play on Editor or Play on Console

code: static [FString](API\Runtime\Core\Containers\FString) MakeSafeLevelName ( const [FName](API\Runtime\Core\UObject\FName) & InLevelName, [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld )


description:
Handles "UpdateOp" for singleULevelStreamingobject.
true if operation has completed, false if still in progress

code: bool UpdateLevel ( [ULevelStreaming](API\Runtime\Engine\Engine\ULevelStreaming) * LevelStreamingObject )


className: FStreamLevelAction

description: Stream Level Action.

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

LatentInfo

type: FLatentActionIn...

Level

type: TWeakObjectPtr<...

LevelName

type: FName


description: Return true when the action is completed.

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


code: FStreamLevelAction ( bool bIsLoading, const [FName](API\Runtime\Core\UObject\FName) & InLevelName, bool bIsMakeVisibleAfterLoad, bool bShouldBlock, const [FLatentActionInfo](API\Runtime\Engine\Engine\FLatentActionInfo) & InLatentInfo, [UWorld](API\Runtime\Engine\Engine\UWorld) * World )


className: FStructRedirect

code: struct FStructRedirect


description: Constructor

code: FSubsurfaceProfileStruct()


className: FSubsurfaceProfileStruct

description: Struct with all the settings we want inUSubsurfaceProfile, separate to make it easer to pass this data around in the engine.

code: struct FSubsurfaceProfileStruct

bEnableBurley

description: Effective only when Burley subsurface scattering is enabled in cmd.

bEnableMeanFreePath

description: Switch to use Mean Free Path, otherwise use diffuse mean free path.

BoundaryColorBleed

type: FLinearColor

FalloffColor

description: Defines the per-channel falloff of the gradients produced by the subsurface scattering events, can be used to fine tune the color of the gradients (called "falloff" in SeparableSSS, default there: 1, 0.37, 0.3)

MeanFreePathColor

description: Controls how far light goes into the subsurface in the Red, Green and Blue channel.

MeanFreePathDistance

description: Subsurface mean free path distance in world/unreal units (cm)

ScatterRadius

description: In world/unreal units (cm)

SubsurfaceColor

description: Specifies the how much of the diffuse light gets into the material, can be seen as a per-channel mix factor between the original image, and the SSS-filtered image (called "strength" in SeparableSSS, default there: 0.48, 0.41, 0.28)

SurfaceAlbedo

description: It should match The base color of the corresponding material as much as possible.

Tint

description: Specifies the how much of the diffuse light gets into the material, can be seen as a per-channel mix factor between the original image, and the SSS-filtered image.

TransmissionTintColor

description: Transmission tint control.

WorldUnitScale

description: Control the scale of world/unreal units (cm)


description: Convenience, can be optimized

code: int32 AddOrUpdateProfile ( const [FSubsurfaceProfileStruct](API\Runtime\Engine\Engine\FSubsurfaceProfileStruct) Settings, const [USubsurfaceProfile](API\Runtime\Engine\Engine\USubsurfaceProfile) * Profile )


description:
O(n) n is a small number
AllocationId -1: no allocation, should be deallocated with DeallocateSubsurfaceProfile()

code: int32 AddProfile ( const [FSubsurfaceProfileStruct](API\Runtime\Engine\Engine\FSubsurfaceProfileStruct) Settings, const [USubsurfaceProfile](API\Runtime\Engine\Engine\USubsurfaceProfile) * InProfile )


description: For debugging, can be removed

code: void Dump()


description: -1 if not found

code: int32 FindAllocationId ( const [USubsurfaceProfile](API\Runtime\Engine\Engine\USubsurfaceProfile) * InProfile ) const


description: For debugging / VisualizeSSS

code: bool GetEntryString ( uint32 Index, [FString](API\Runtime\Core\Containers\FString) & Out ) const


code: [IPooledRenderTarget](API\Runtime\RenderCore\IPooledRenderTarget) * GetSSProfilesPreIntegratedTexture ( class [FRDGBuilder](API\Runtime\RenderCore\FRDGBuilder) & GraphBuilder, EShaderPlatform ShaderPlatform )


description: can be 0 if there is no SubsurfaceProfile


code: [IPooledRenderTarget](API\Runtime\RenderCore\IPooledRenderTarget) * GetTexture ( [FRHICommandListImmediate](API\Runtime\RHI\FRHICommandListImmediate) & RHICmdList )


description: Release textures when device is lost/destroyed.

code: virtual void ReleaseRHI()


description: O(n) to find the element, n is the SSProfile count and usually quite small.

code: void RemoveProfile ( const [USubsurfaceProfile](API\Runtime\Engine\Engine\USubsurfaceProfile) * InProfile )


code: void UpdateProfile ( const [FSubsurfaceProfileStruct](API\Runtime\Engine\Engine\FSubsurfaceProfileStruct) Settings, const [USubsurfaceProfile](API\Runtime\Engine\Engine\USubsurfaceProfile) * Profile )


code: void UpdateProfile ( int32 AllocationId, const [FSubsurfaceProfileStruct](API\Runtime\Engine\Engine\FSubsurfaceProfileStruct) Settings )


description: Constructor

code: FSubsurfaceProfileTexture()


description: Destructor

code: ~FSubsurfaceProfileTexture()


className: FSubsurfaceProfileTexture

description: Render thread

code: class FSubsurfaceProfileTexture : public [FRenderResource](API\Runtime\RenderCore\FRenderResource)


className: FSubtitleCue

description: A line of subtitle text and the time at which it should be displayed.

code: struct FSubtitleCue

Text

type: FText

description: The text to appear in the subtitle.

Time

description: The time at which the subtitle is to be displayed, in seconds relative to the beginning of the line.


description: Be sure to update this function to properly set the desired initial values!!!!

code: void Touch()


className: FSwarmDebugOptions

description: Debug options for Swarm

code: struct FSwarmDebugOptions

bDistributionEnabled

type: uint32: 1

description: If true, Swarm will distribute jobs. If false, only the local machine will execute the jobs.

bForceContentExport

description: If true, Swarm will force content to re-export rather than using the cached version.


description: Can be overridden by subclasses; Called on every row when the owning data table is modified Allows for custom fix-ups, parsing, etc for user changes This will be called in addition to OnPostDataImport when importing

code: virtual void OnDataTableChanged ( const [UDataTable](API\Runtime\Engine\Engine\UDataTable) * InDataTable, const [FName](API\Runtime\Core\UObject\FName) InRowName )


description: Can be overridden by subclasses; Called whenever the owning data table is imported or re-imported. Allows for custom fix-ups, parsing, etc. after initial data is read in.

code: virtual void OnPostDataImport ( const [UDataTable](API\Runtime\Engine\Engine\UDataTable) * InDataTable, const [FName](API\Runtime\Core\UObject\FName) InRowName, [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & OutCollectedImportProblems )


className: FTableRowBase

description: Base class for all table row structs to inherit from.

code: struct FTableRowBase


code: FTexture2DDynamicCreateInfo ( EPixelFormat InFormat, bool InIsResolveTarget, bool InSRGB, TextureFilter InFilter, ESamplerAddressMode InSamplerAddressMode )


description: Helper to set properties on theUTexture2DDynamicso it doesn't need to be reinitialized.

code: struct FTexture2DDynamicCreateInfo

bIsResolveTarget

type: bool

Filter

type: TextureFilter

Format

type: EPixelFormat

SamplerAddressMode

type: ESamplerAddress...


className: FTextureFormatSettings

description: Collection of values that contribute to pixel format chosen for texture

code: struct FTextureFormatSettings

CompressionForceAlpha

type: uint8:  1

CompressionSettings

type: TEnumAsByte< en...


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


className: FTextureLODGroup

description: LOD settings for a single texture group.

code: struct FTextureLODGroup

CookPlatformTilingDisabled

description: If true textures with CookPlatformTilingSettings set to TCPTS_FromTextureGroup will not be tiled during cook.

DownscaleOptions

type: ETextureDownsca...

Filter

type: ETextureSampler...

description: Sampler filter state.

Group

type: TEnumAsByte< Te...

description: Group ID.

HighPriorityLoad

description: Wether those assets should be loaded with higher load order and higher IO priority.

LODBias

description: Group LOD bias.

MaxAniso

description: Allows us to override max anisotropy. If unspecified, uses r.MaxAnisotropy

MaxLODMipCount

description: Maximum LOD mip count. Bias will be adjusted so texture won't go above.

MaxLODSize

description: Cap the number of mips such that the largest mip is this big.

MinLODSize

description: Prevent LODBias from making the textures smaller than this value.

MipGenSettings

description: Defines how the the mip-map generation works, e.g. sharpening

MipLoadOptions

type: ETextureMipLoad...

NumStreamedMips

description: Number of mip-levels that can be streamed. -1 means all mips can stream.

OptionalLODBias

description: If this is greater then 0 will put that number of mips into an optional bulkdata package

OptionalMaxLODSize

description: Put all the mips which have a width / height larger then OptionalLODSize into an optional bulkdata package


description: Deprecated* Use AreDerivedMipsAvailable with the context instead.

code: bool AreDerivedMipsAvailable() const


code: bool AreDerivedMipsAvailable ( FStringView Context ) const


description: Deprecated* Use AreDerivedVTChunksAvailable with the context instead.


code: static constexpr uint32 BitMask_CubeMap = 1u << 31u;


code: static constexpr uint32 BitMask_HasOptData = 1u << 30u;


code: static constexpr uint32 BitMask_NumSlices = BitMask_HasOptData - 1u;


description: InFlags are ETextureCacheFlags. InSettingsPerLayerFetchFirst can be nullptr - if not, then the caceh will check if the corresponding texture exists in the DDC before trying the FetchOrBuild settings. FetchFirst is ignored if forcerebuild is passed as a flag. InSettingsPerLayerFetchOrBuild is required. If a texture matching the settings exists in the ddc, it is used, otherwise it is built.

code: void Cache ( class [UTexture](API\Runtime\Engine\Engine\UTexture) & InTexture, const struct [FTextureBuildSettings](API\Developer\TextureCompressor\FTextureBuildSettings) * InSettingsPerLayerFetchFirst, const struct [FTextureBuildSettings](API\Developer\TextureCompressor\FTextureBuildSettings) * InSettingsPerLayerFetchOrBuild, const [FTexturePlatformData::FTextureEncodeResultMetadata](API\Runtime\Engine\Engine\FTexturePlatformData\FTextureEncodeResultMetadata) * OutResultMetadataPerLayerFetchFirst, const [FTexturePlatformData::FTextureEncodeResultMetadata](API\Runtime\Engine\Engine\FTexturePlatformData\FTextureEncodeResultMetadata) * OutResultMetadataPerLayerFetchOrBuild, uint32 InFlags, class [ITextureCompressorModule](API\Developer\TextureCompressor\ITextureCompressorModule) * Compressor )


description: Return true if at least one mip can be loaded either from DDC or disk.

code: bool CanBeLoaded() const


code: bool AreDerivedVTChunksAvailable ( FStringView Context ) const


code: bool operator&61;&61; &40; const FStructuredDerivedDataKey & Other &41; const


code: bool operator&33;&61; &40; const FStructuredDerivedDataKey & Other &41; const


className: FStructuredDerivedDataKey

code: struct FStructuredDerivedDataKey

BuildDefinitionKey

type: FIoHash

CompositeSourceGuid

type: FGuid


className: OodleRDOSource

code: enum OodleRDOSource { Default, LODGroup, Texture, }


className: FTextureEncodeResultMetadata

description: Stores information about how we generated this encoded texture. Mostly relevant to Oodle, however notably does actually tell youwhichencoder was used.

code: struct FTextureEncodeResultMetadata

bIsValid

description: This struct is not always filled out, allow us to check for invalid data.

bSupportsEncodeSpeed

description: If this is false, the remaining fields are invalid (as encode speed governs the various Oodle specific values right now.)

bWasEditorCustomEncoding

description: If true, then the encoding settings were overridden in the texture editor for encoding experimentation, and thus RDOSource and EncodeSpeed should be ignored.

Encoder

description: Returned fromITextureFormat.

EncodeSpeed

description: Which encode speed we ended up using. Must be either ETextureEncodeSpeed::Final or ETextureEncodeSpeed::Fast.

OodleEncodeEffort

description: Enum ETextureEncodeEffort

OodleRDO

description: The resulting RDO lambda, 0 means no RDO.

OodleUniversalTiling

description: Enum ETextureUniversalTiling

RDOSource

type: OodleRDOSource


code: [FString](API\Runtime\Core\Containers\FString) GetDerivedDataMipKeyString ( int32 MipIndex, const [FTexture2DMipMap](API\Runtime\Engine\FTexture2DMipMap) & Mip ) const


code: EPixelFormat GetLayerPixelFormat ( uint32 LayerIndex ) const


description: Return the number of mips that streamable but not optional.

code: int32 GetNumNonOptionalMips() const