description: Draws the primitive's static elements. This is called from the rendering thread once when the scene proxy is created. The static elements will only be rendered if GetViewRelevance declares static relevance.

code: virtual void DrawStaticElements ( [FStaticPrimitiveDrawInterface](API\Runtime\Engine\FStaticPrimitiveDrawInterface) * PDI )


module: Engine

code: void FillDynamicMeshElements ( const [FSceneView](API\Runtime\Engine\FSceneView) * View, [FMeshElementCollector](API\Runtime\Engine\FMeshElementCollector) & Collector, const FFoliageElementParams & ElementParams, const FFoliageRenderInstanceParams & Instances ) const


description: Gathers the primitive's dynamic mesh elements. This will only be called if GetViewRelevance declares dynamic relevance. This is called from the rendering thread for each set of views that might be rendered. Game thread state like UObjects must have their properties mirrored on the proxy to avoid race conditions. The rendering thread must not dereference UObjects. The gathered mesh elements will be used multiple times, any memory referenced must last as long as the Collector (eg no stack memory should be referenced). This function should not modify the proxy but simply collect a description of things to render. Updates to the proxy need to be pushed from game thread or external events.

code: virtual void GetDynamicMeshElements ( const [TArray](API\Runtime\Core\Containers\TArray)< const [FSceneView](API\Runtime\Engine\FSceneView) * > & Views, const [FSceneViewFamily](API\Runtime\Engine\FSceneViewFamily) & ViewFamily, uint32 VisibilityMap, [FMeshElementCollector](API\Runtime\Engine\FMeshElementCollector) & Collector ) const


description:
Gets the boxes for sub occlusion queries
pointer to the boxes, must remain valid until the queries are built

code: virtual const [TArray](API\Runtime\Core\Containers\TArray)< FBoxSphereBounds > * GetOcclusionQueries ( const [FSceneView](API\Runtime\Engine\FSceneView) * View ) const


description: Return a type (or subtype) specific hash for sorting purposes

code: virtual SIZE_T GetTypeHash() const


description: true if the proxy has custom occlusion queries

code: virtual bool HasSubprimitiveOcclusionQueries() const


description:
Determines the relevance of this primitive's elements to the given view. Called in the rendering thread.
The relevance of the primitive's elements to the view.

code: virtual [FPrimitiveViewRelevance](API\Runtime\Engine\FPrimitiveViewRelevance) GetViewRelevance ( const [FSceneView](API\Runtime\Engine\FSceneView) * View ) const


code: void SetupOcclusion ( [UHierarchicalInstancedStaticMeshComponent](API\Runtime\Engine\Components\UHierarchicalInstancedStaticMesh-) * InComponent )


code: template<bool TUseVector, bool THasWPODisplacement> void Traverse ( const FFoliageCullInstanceParams & Params, int32 Index, int32 MinLOD, int32 MaxLOD, bool bFullyContained ) const


code: FHierarchicalStaticMeshSceneProxy ( [UHierarchicalInstancedStaticMeshComponent](API\Runtime\Engine\Components\UHierarchicalInstancedStaticMesh-) * InComponent, [ERHIFeatureLevel::Type](API\Runtime\RHI\ERHIFeatureLevel__Type) InFeatureLevel )


className: FHierarchicalStaticMeshSceneProxy

code: class FHierarchicalStaticMeshSceneProxy : public [FInstancedStaticMeshSceneProxy](API\Runtime\Engine\Engine\FInstancedStaticMeshSceneProxy)


description: Initialize the Image write queue necessary for asynchronously saving screenshots

code: void Init()


description: Point the screenshot UI at a different viewport

code: void ChangeViewport ( [TWeakPtr](API\Runtime\Core\Templates\TWeakPtr)< [FSceneViewport](API\Runtime\Engine\Slate\FSceneViewport) > InViewport )


className: MaxResolutionMultipler

code: static const float MaxResolutionMultipler = 10.0f;


description: Utility function for merging the mask buffer into the alpha channel of the supplied bitmap, if masking is enabled. Returns true if the mask was written, and false otherwise.

code: bool MergeMaskIntoAlpha ( [TArray](API\Runtime\Core\Containers\TArray)< [FColor](API\Runtime\Core\Math\FColor) > & InBitmap, const FIntRect & ViewRect )


code: bool MergeMaskIntoAlpha ( [TArray](API\Runtime\Core\Containers\TArray)< [FLinearColor](API\Runtime\Core\Math\FLinearColor) > & InBitmap, const FIntRect & ViewRect )


className: MinResolutionMultipler

code: static const float MinResolutionMultipler = 1.0f;


description: Parse screenshot parameters from the supplied console command line

code: bool ParseConsoleCommand ( const [FString](API\Runtime\Core\Containers\FString) & InCmd, [FOutputDevice](API\Runtime\Core\Misc\FOutputDevice) & Ar )


description: Populate the specified task with parameters from the current high-res screenshot request

code: void PopulateImageTaskParams ( [FImageWriteTask](API\Runtime\ImageWriteQueue\FImageWriteTask) & InOutTask )


description: Configure screenshot filename

code: void SetFilename ( [FString](API\Runtime\Core\Containers\FString) Filename )


description: Enable/disable forcing 128-bit rendering pipeline for capture

code: void SetForce128BitRendering ( bool bForce )


description: Enable/disable HDR capable captures

code: void SetHDRCapture ( bool bCaptureHDRIN )


description: Configure screenshot mask is enabled

code: void SetMaskEnabled ( bool bShouldMaskBeEnabled )


description: Configure taking a high res screenshot

code: bool SetResolution ( uint32 ResolutionX, uint32 ResolutionY, float ResolutionScale )


className: FHighResScreenshotConfig

code: struct FHighResScreenshotConfig

bCaptureHDR

type: bool

CaptureRegion

type: FIntRect

FilenameOverride

type: FString

HighResScreenshotCaptureRegionMaterial

type: UMaterial*

HighResScreenshotMaterial

description: Materials used in the editor to help with the capture of highres screenshots.

ImageWriteQueue

type: IImageWriteQueu...

description: Pointer to the image write queue to use for async image writes

ResolutionMultiplier

type: float

TargetViewport

type: TWeakPtr<FScen...


description: Called when a new hit proxy is rendered. The hit proxy consumer should keep aTRefCountPtrto the HitProxy to prevent it from being deleted before the rendered hit proxy map.

code: void AddHitProxy ( [HHitProxy](API\Runtime\Engine\HHitProxy) * HitProxy )


className: FHitProxyConsumer

description: An interface to a hit proxy consumer.

code: class FHitProxyConsumer


description: Maps the ID to a color which can be used to represent the ID.


className: InvisibleHitProxyId

description: A special hit proxy ID that can be used to omit rendering a primitive to the hit proxy buffer entirely. This is useful when rendering translucent primitives that you never want to obscure selection of objects behind them

code: static const [FHitProxyId](API\Runtime\Engine\FHitProxyId) InvisibleHitProxyId;


description: Default constructor.

code: FHitProxyId()


description: Color conversion constructor.

code: FHitProxyId ( [FColor](API\Runtime\Core\Math\FColor) Color )


description: Initialization constructor.

code: FHitProxyId &40; int32 InIndex &41;


className: FHitProxyId

description: Encapsulates a hit proxy ID.

code: class FHitProxyId


description: Called if no IsActive functors returned a definitive answer to whether this extension should be active this frame.

code: virtual bool IsActiveThisFrame_Internal ( const [FSceneViewExtensionContext](API\Runtime\Engine\FSceneViewExtensionContext) & Context ) const


code: FHMDSceneViewExtension ( const [FAutoRegister](API\Runtime\Engine\FAutoRegister) & AutoReg )


className: FHMDSceneViewExtension

description: Scene View Extension which is enabled for all HMDs to unify IsActiveThisFrame_Internal.

code: class FHMDSceneViewExtension : public [FSceneViewExtensionBase](API\Runtime\Engine\FSceneViewExtensionBase)


className: FIdentityPrimitiveUniformBuffer

description: Primitive uniform buffer containing only identity transforms.

code: class FIdentityPrimitiveUniformBuffer : public [TUniformBuffer< FPrimitiveUniformShaderParameters >](API\Runtime\Engine\TUniformBuffer)


description: Broadcast that a list of Field values changed.

code: static void BroadcastFieldsValueChanged ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object, [TArray](API\Runtime\Core\Containers\TArray)< [FFieldNotificationId](API\Runtime\FieldNotification\FFieldNotificationId) > FieldIds )


description: Broadcast that the Field value changed.

code: static void BroadcastFieldValueChanged ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object, [FFieldNotificationId](API\Runtime\FieldNotification\FFieldNotificationId) FieldId )


code: static bool SetPropertyValueAndBroadcast ( bool NewValueByRef, const int32 & OldValue, const int32 & NewValue, [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object, [UObject](API\Runtime\CoreUObject\UObject\UObject) * NetOwner, bool bHasLocalRepNotify, bool bShouldFlushDormancyOnSet, bool bIsNetProperty )


code: static bool SetPropertyValueAndBroadcastFields ( bool NewValueByRef, const int32 & OldValue, const int32 & NewValue, [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object, [UObject](API\Runtime\CoreUObject\UObject\UObject) * NetOwner, bool bHasLocalRepNotify, bool bShouldFlushDormancyOnSet, bool bIsNetProperty, [TArray](API\Runtime\Core\Containers\TArray)< [FFieldNotificationId](API\Runtime\FieldNotification\FFieldNotificationId) > ExtraFieldIds )


className: UFieldNotificationLibrary

description: The Field Notification system allows a user to know when a property value is modified at runtime (note that it can be a function return value). The class needs to implement theINotifyFieldValueChangedinterface. The property' setter usually follows this pattern "if (new value != old value) assign the new value; broadcast that the value changed;". The Blueprint implementation handles that setter logic automatically with SetPropertyValueAndBroadcast. When a property value is modified by replication, the RepNotify will call BroadcastFieldValueChanged. A function can also be a Field Notify. The function needs to be const and return a single value.

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


description: Binds vertex and pixel shaders for this element

code: virtual void BindShaders ( [FRHICommandList](API\Runtime\RHI\FRHICommandList) & RHICmdList, [FGraphicsPipelineStateInitializer](API\Runtime\RHI\FGraphicsPipelineStateInitialize-) & GraphicsPSOInit, [ERHIFeatureLevel::Type](API\Runtime\RHI\ERHIFeatureLevel__Type) InFeatureLevel, const FMatrix & InTransform, const float InGamma, const FMatrix & ColorWeights, const [FTexture](API\Runtime\RenderCore\FTexture) * Texture )


code: FIESLightProfileBatchedElementParameters ( float InBrightnessInLumens )


code: class FIESLightProfileBatchedElementParameters : public [FBatchedElementParameters](API\Runtime\Engine\FBatchedElementParameters)


code: static [FShader](API\Runtime\RenderCore\FShader) * ConstructCompiledInstance ( const typename [FShader::CompiledShaderInitializerType](API\Runtime\RenderCore\FShader\CompiledShaderInitializerType) & Initializer )


code: static [FShader](API\Runtime\RenderCore\FShader) * ConstructSerializedInstance()


className: CounterBase

code: static constexpr int CounterBase = __COUNTER__;


code: static [ShaderMetaType](API\Runtime\Engine\FIESLightProfilePS\ShaderMetaType) & GetStaticType()


code: const [FTypeLayoutDesc](API\Runtime\Core\Serialization\FTypeLayoutDesc) & GetTypeLayout() const


className: InternalBaseType

code: typedef typename [TGetBaseTypeHelper](API\Runtime\Core\Serialization\TGetBaseTypeHelper)< [FIESLightProfilePS](API\Runtime\Engine\FIESLightProfilePS) >::Type InternalBaseType


className: InterfaceType

code: static constexpr [ETypeLayoutInterface::Type](API\Runtime\Core\Serialization\ETypeLayoutInterface__Type) InterfaceType = ETypeLayoutInterface:: NonVirtual;


className: InternalLinkType

description: InternalLinkType<COUNTER-CounterBase >

code: template<int Counter> struct InternalLinkType


code: static void Initialize &40; FTypeLayoutDesc & TypeDesc &41;


description: Initialize(FTypeLayoutDesc& TypeDesc)

code: template<> struct InternalLinkType< COUNTER-CounterBase >


code: static void ModifyCompilationEnvironment ( const [FGlobalShaderPermutationParameters](API\Runtime\RenderCore\FGlobalShaderPermutationParamete-) & Parameters, [FShaderCompilerEnvironment](API\Runtime\RenderCore\FShaderCompilerEnvironment) & OutEnvironment )


code: static void ModifyCompilationEnvironmentImpl ( const [FShaderPermutationParameters](API\Runtime\RenderCore\FShaderPermutationParameters) & Parameters, [FShaderCompilerEnvironment](API\Runtime\RenderCore\FShaderCompilerEnvironment) & OutEnvironment )


code: void SetParameters ( [FRHIBatchedShaderParameters](API\Runtime\RHI\FRHIBatchedShaderParameters) & BatchedParameters, const [FTexture](API\Runtime\RenderCore\FTexture) * Texture, float InBrightnessInLumens )


description: Deprecated* SetParameters withFRHIBatchedShaderParametersshould be used.

code: void SetParameters ( [FRHICommandList](API\Runtime\RHI\FRHICommandList) & RHICmdList, const [FTexture](API\Runtime\RenderCore\FTexture) * Texture, float InBrightnessInLumens )


code: static bool ShouldCompilePermutation ( const [FGlobalShaderPermutationParameters](API\Runtime\RenderCore\FGlobalShaderPermutationParamete-) & Parameters )


code: static bool ShouldCompilePermutationImpl ( const [FShaderPermutationParameters](API\Runtime\RenderCore\FShaderPermutationParameters) & Parameters )


code: static [FTypeLayoutDesc](API\Runtime\Core\Serialization\FTypeLayoutDesc) & StaticGetTypeLayout()


code: FIESLightProfilePS ( const [ShaderMetaType::CompiledShaderInitializerType](API\Runtime\RenderCore\FGlobalShaderType\CompiledShaderInitializerType) & Initializer )


className: FIESLightProfilePS

description: Simple pixel shader that renders a IES light profile for the purposes of visualization.

code: class FIESLightProfilePS : public [FGlobalShader](API\Runtime\RenderCore\FGlobalShader)


description: Deprecated* Please use PNGCompressImageArray or ThumbnailCompressImageArray

code: static void CompressImageArray ( int32 ImageWidth, int32 ImageHeight, const [TArray](API\Runtime\Core\Containers\TArray)< [FColor](API\Runtime\Core\Math\FColor) > & SrcData, [TArray](API\Runtime\Core\Containers\TArray)< uint8 > & DstData )


description: Creates a newUTextureCubewith a checkerboard pattern.

code: static [UTextureCube](API\Runtime\Engine\Engine\UTextureCube) * CreateCheckerboardCubeTexture ( [FColor](API\Runtime\Core\Math\FColor) ColorOne, [FColor](API\Runtime\Core\Math\FColor) ColorTwo, int32 CheckerSize )


description: Creates a newUTexture2Dwith a checkerboard pattern.

code: static [UTexture2D](API\Runtime\Engine\Engine\UTexture2D) * CreateCheckerboardTexture ( [FColor](API\Runtime\Core\Math\FColor) ColorOne, [FColor](API\Runtime\Core\Math\FColor) ColorTwo, int32 CheckerSize )


description: Creates a newUVolumeTexturewith a checkerboard pattern.

code: static [UVolumeTexture](API\Runtime\Engine\Engine\UVolumeTexture) * CreateCheckerboardVolumeTexture ( [FColor](API\Runtime\Core\Math\FColor) ColorOne, [FColor](API\Runtime\Core\Math\FColor) ColorTwo, int32 CheckerSize )


description: "Compress" an image to a file format. Here "Compress" really means put an image into file format binary. Extension is used to identify file format, eg. png/jpeg/etc.FImageViewcan be made from any surface pointer.

code: static bool CompressImage ( TArray64< uint8 > & OutData, const TCHAR * ToFormatExtension, const [FImageView](API\Runtime\ImageCore\FImageView) & InImage, int32 Quality )


description: Creates a newUTexture2DArraywith a checkerboard pattern.

code: static [UTexture2DArray](API\Runtime\Engine\Engine\UTexture2DArray) * CreateCheckerboardTexture2DArray ( [FColor](API\Runtime\Core\Math\FColor) ColorOne, [FColor](API\Runtime\Core\Math\FColor) ColorTwo, int32 CheckerSize, int32 ArraySize )


description: Creates a newUTextureCubeArraywith a checkerboard pattern.

code: static [UTextureCubeArray](API\Runtime\Engine\Engine\UTextureCubeArray) * CreateCheckerboardTextureCubeArray ( [FColor](API\Runtime\Core\Math\FColor) ColorOne, [FColor](API\Runtime\Core\Math\FColor) ColorTwo, int32 CheckerSize, int32 ArraySize )


description:
Creates a 2D texture from a array of raw color data.
Returns a pointer to the constructed 2D texture object.

code: static [UTexture2D](API\Runtime\Engine\Engine\UTexture2D) * CreateTexture2D ( int32 SrcWidth, int32 SrcHeight, const [TArray](API\Runtime\Core\Containers\TArray)< [FColor](API\Runtime\Core\Math\FColor) > & SrcData, [UObject](API\Runtime\CoreUObject\UObject\UObject) * Outer, const [FString](API\Runtime\Core\Containers\FString) & Name, const EObjectFlags & Flags, const [FCreateTexture2DParameters](API\Runtime\Engine\FCreateTexture2DParameters) & InParams )


description: Creates a 2D texture from anFImageReturns a pointer to the constructed 2D texture object.

code: static [UTexture2D](API\Runtime\Engine\Engine\UTexture2D) * CreateTexture2DFromImage ( const [FImageView](API\Runtime\ImageCore\FImageView) & Image )


description: Crops, and scales an image from a raw image array.

code: static void CropAndScaleImage ( int32 SrcWidth, int32 SrcHeight, int32 DesiredWidth, int32 DesiredHeight, const [TArray](API\Runtime\Core\Containers\TArray)< [FColor](API\Runtime\Core\Math\FColor) > & SrcData, [TArray](API\Runtime\Core\Containers\TArray)< [FColor](API\Runtime\Core\Math\FColor) > & DstData )


description: "Decompress" an image to a file format. Here "Compress" really means put an image into file format binary.

code: static bool DecompressImage ( const void * InCompressedData, int64 InCompressedSize, [FImage](API\Runtime\ImageCore\FImage) & OutImage )


description:
Exports aUTextureRenderTarget2Das a EXR image on the disk. Deprecated. Prefer GetRenderTargetImage.
Export operation success or failure.

code: static bool ExportRenderTarget2DAsEXR ( [UTextureRenderTarget2D](API\Runtime\Engine\Engine\UTextureRenderTarget2D) * TexRT, [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar )


description:
Exports aUTextureRenderTargetCubeas an HDR image on the disk. this does GenerateLongLatUnwrap
Export operation success or failure.

code: static bool ExportRenderTargetCubeAsHDR ( [UTextureRenderTargetCube](API\Runtime\Engine\Engine\UTextureRenderTargetCube) * TexRT, [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar )


description:
Exports aUTextureRenderTarget2Das an HDR image on the disk. HDR is very low quality, prefer EXR or PNG instead Deprecated. Prefer GetRenderTargetImage.
Export operation success or failure.

code: static bool ExportRenderTarget2DAsHDR ( [UTextureRenderTarget2D](API\Runtime\Engine\Engine\UTextureRenderTarget2D) * TexRT, [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar )


description:
Exports aUTextureRenderTarget2Das a PNG image on the disk. Deprecated. Prefer GetRenderTargetImage.
Export operation success or failure.

code: static bool ExportRenderTarget2DAsPNG ( [UTextureRenderTarget2D](API\Runtime\Engine\Engine\UTextureRenderTarget2D) * TexRT, [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar )


description:
Exports aUTexture2Das an HDR image on the disk. Deprecated. Prefer GetTexture2DSourceImage + SaveImage. HDR is very low quality, prefer EXR or PNG instead
Export operation success or failure.

code: static bool ExportTexture2DAsHDR ( [UTexture2D](API\Runtime\Engine\Engine\UTexture2D) * TexRT, [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar )


description:
Returns data containing the pixmap of the passed in rendertarget.
true if RawData has been successfully filled.

code: static bool GetRawData ( [UTextureRenderTarget2D](API\Runtime\Engine\Engine\UTextureRenderTarget2D) * TexRT, TArray64< uint8 > & RawData )


description: Export Texture (2D,Array,Cube,CubeArray,Volume) to DDS reads from texture source, not platform data

code: static bool ExportTextureSourceToDDS ( TArray64< uint8 > & OutData, [UTexture](API\Runtime\Engine\Engine\UTexture) * Texture, int BlockIndex, int LayerIndex )


description:
Exports aUTextureCubeas an HDR image on the disk. this does GenerateLongLatUnwrap
Export operation success or failure.

code: static bool ExportTextureCubeAsHDR ( [UTextureCube](API\Runtime\Engine\Engine\UTextureCube) * TexRT, [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar )


description: If Texture source is available, get it as anFImage

code: static bool GetTexture2DSourceImage ( [UTexture2D](API\Runtime\Engine\Engine\UTexture2D) * Texture, [FImage](API\Runtime\ImageCore\FImage) & OutImage )


description: Get the contents of a RenderTarget into an Image

code: static bool GetRenderTargetImage ( [UTextureRenderTarget2D](API\Runtime\Engine\Engine\UTextureRenderTarget2D) * TexRT, [FImage](API\Runtime\ImageCore\FImage) & OutImage )


description: Resizes the given image using a simple average filter and stores it in the destination array.

code: static void ImageResize ( int32 SrcWidth, int32 SrcHeight, const TArray64< [FLinearColor](API\Runtime\Core\Math\FLinearColor) > & SrcData, int32 DstWidth, int32 DstHeight, TArray64< [FLinearColor](API\Runtime\Core\Math\FLinearColor) > & DstData )


description: Resizes the given image using a simple average filter and stores it in the destination array. This version constrains aspect ratio. Accepts TArrayViews but requires that DstData be pre-sized appropriately

code: static void ImageResize ( int32 SrcWidth, int32 SrcHeight, const TArrayView64< const [FLinearColor](API\Runtime\Core\Math\FLinearColor) > & SrcData, int32 DstWidth, int32 DstHeight, const TArrayView64< [FLinearColor](API\Runtime\Core\Math\FLinearColor) > & DstData )


code: static void ImageResize ( int32 SrcWidth, int32 SrcHeight, const [TArray](API\Runtime\Core\Containers\TArray)< [FColor](API\Runtime\Core\Math\FColor) > & SrcData, int32 DstWidth, int32 DstHeight, [TArray](API\Runtime\Core\Containers\TArray)< [FColor](API\Runtime\Core\Math\FColor) > & DstData, bool bLinearSpace, bool bForceOpaqueOutput )


code: static void ImageResize ( int32 SrcWidth, int32 SrcHeight, const [TArrayView](API\Runtime\Core\Containers\TArrayView)< const [FColor](API\Runtime\Core\Math\FColor) > & SrcData, int32 DstWidth, int32 DstHeight, const [TArrayView](API\Runtime\Core\Containers\TArrayView)< [FColor](API\Runtime\Core\Math\FColor) > & DstData, bool bLinearSpace, bool bForceOpaqueOutput )


description: Imports a texture a buffer and creates Texture2D from it

code: static [UTexture2D](API\Runtime\Engine\Engine\UTexture2D) * ImportBufferAsTexture2D ( TArrayView64< const uint8 > Buffer )


code: static [UTexture2D](API\Runtime\Engine\Engine\UTexture2D) * ImportBufferAsTexture2D ( const [TArray](API\Runtime\Core\Containers\TArray)< uint8 > & Buffer )


description: Imports a texture file from disk and creates Texture2D from it

code: static [UTexture2D](API\Runtime\Engine\Engine\UTexture2D) * ImportFileAsTexture2D ( const [FString](API\Runtime\Core\Containers\FString) & Filename )


description: Load an image of any type supported by the ImageWrapper module

code: static bool LoadImage ( const TCHAR * Filename, [FImage](API\Runtime\ImageCore\FImage) & OutImage )


description: Compress image to PNG format uint8 array. deprecated, use CompressImage instead

code: static void PNGCompressImageArray ( int32 ImageWidth, int32 ImageHeight, const TArrayView64< const [FColor](API\Runtime\Core\Math\FColor) > & SrcData, TArray64< uint8 > & DstData )


description: Save an image. Output format will be chosen automatically based on the Image pixel format eg. EXR for float, PNG for BGRA8 extension will be added to file name

code: static bool SaveImageAutoFormat ( const TCHAR * Filename, const [FImageView](API\Runtime\ImageCore\FImageView) & InImage, int32 Quality )


description: Save an image. Extension of Filename will be used for output image file format.FImageViewcan be made from any surface pointer.

code: static bool SaveImageByExtension ( const TCHAR * Filename, const [FImageView](API\Runtime\ImageCore\FImageView) & InImage, int32 Quality )


description: Compress image to thumbnail enabled format (png or jpg) uint8 array.

code: static void ThumbnailCompressImageArray ( int32 ImageWidth, int32 ImageHeight, const [TArray](API\Runtime\Core\Containers\TArray)< [FColor](API\Runtime\Core\Math\FColor) > & SrcData, [TArray](API\Runtime\Core\Containers\TArray)< uint8 > & DstData )


className: FImageUtils

description: in Engine, cannot be used by standalone texture build workers

code: class FImageUtils


className: FIndenter

description: Simple object to track scope indentation.

code: class FIndenter


description: Common array access semantics.

code: uint32 operator[] ( int32 i )


code: uint32 operator[] ( int32 i ) const


description: Default constructor.

code: FIndexArrayView()


description: Initialization constructor.

code: FIndexArrayView ( const void * InIndexData, int32 InNumIndices, bool bIn32Bit )


className: FIndexArrayView

description: An array view in to a static index buffer. Allows access to the underlying indices regardless of their type without a copy.

code: class FIndexArrayView


code: FInGameCycleCounter ( [FInGamePerformanceTracker](API\Runtime\Engine\FInGamePerformanceTracker) * InTracker )


className: FInGameCycleCounter

code: class FInGameCycleCounter


description: Adds a number of cycles for the current frame. Thread safe.

code: void AddCycles ( uint64 NewCycles )


description: Places the current data on the history and advances to the next frame index. Not thread safe.

code: void NextFrame()


code: FInGameCycleHistory ( int32 InNumSamples )


className: FInGameCycleHistory

code: struct FInGameCycleHistory

CachedAverageCycles

type: TAtomic< uint64...

description: Current average cycles for access by others, possibly on other threads.

CurrFrameCycles

description: Current number of cycles for this frame.

FrameCycles

type: TArray< uint64 ...

description: Cycles for each frame in history.

FrameIdx

description: Indexof next frame in history to replace.

TotalCycles

description: Cached running total for an overall average.


description: Adds cycles collected from an external helper object.

code: void AddCycles ( uint32 Cycles )


className: CachedEnabled

code: static int32 CachedEnabled;


className: Enabled

code: static class [IConsoleVariable](API\Runtime\Core\HAL\IConsoleVariable) * Enabled = IConsoleManager::Get().RegisterConsoleVariable(TEXT("InGamePerformanceTracking.Enabled"), 0, TEXT("If in-game performance tracking is enabled. Most games will likely not use or need this so it should be left disabled."), ECVF_Default);


description: Enters a timed section of code. Can be re-entrant and will take the first entry point time. Only callable from game thread.

code: void EnterTimedSection()


code: double GetAverageTimeSeconds() const


description: Enters a timed section of code. Can be re-entrant and will take the final exit point time. Only callable from game thread.

code: void ExitTimedSection()


className: HistorySize

code: static class [IConsoleVariable](API\Runtime\Core\HAL\IConsoleVariable) * HistorySize = IConsoleManager::Get().RegisterConsoleVariable(TEXT("InGamePerformanceTracking.HistorySize"), 30, TEXT("How many frames in game performance tracking should store in it's history."), ECVF_Default);


code: FInGamePerformanceTracker ( uint32 FrameHistorySize )


className: FInGamePerformanceTracker

description: Helper class to track code timings. Similar to stats but much more minimal as they're intended to be used at InGame. Though it's still not free so use wisely.

code: class FInGamePerformanceTracker


code: FInGameScopedCycleCounter ( class [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld, EInGamePerfTrackers Tracker, EInGamePerfTrackerThreads TrackerThread, bool bEnabled )


className: FInGameScopedCycleCounter

code: class FInGameScopedCycleCounter : public [FInGameCycleCounter](API\Runtime\Engine\FInGameCycleCounter)


code: FInputKeyEventArgs ( [FViewport](API\Runtime\Engine\FViewport) * InViewport, int32 InControllerId, [FKey](API\Runtime\InputCore\FKey) InKey, EInputEvent InEvent )


code: FInputKeyEventArgs ( [FViewport](API\Runtime\Engine\FViewport) * InViewport, [FInputDeviceId](API\Runtime\Core\Misc\FInputDeviceId) InInputDevice, [FKey](API\Runtime\InputCore\FKey) InKey, EInputEvent InEvent )


code: FInputKeyEventArgs ( [FViewport](API\Runtime\Engine\FViewport) * InViewport, int32 InControllerId, [FKey](API\Runtime\InputCore\FKey) InKey, EInputEvent InEvent, float InAmountDepressed, bool bInIsTouchEvent )


code: FInputKeyEventArgs ( [FViewport](API\Runtime\Engine\FViewport) * InViewport, [FInputDeviceId](API\Runtime\Core\Misc\FInputDeviceId) InInputDevice, [FKey](API\Runtime\InputCore\FKey) InKey, EInputEvent InEvent, float InAmountDepressed, bool bInIsTouchEvent )


className: FInputKeyEventArgs

code: struct FInputKeyEventArgs

AmountDepressed

description: For analog keys, the depression percent.

bIsTouchEvent

description: Input came from a touch surface.This may be a faked mouse button from touch.

ControllerId

description: The controller which the key event is from.

Event

type: EInputEvent

description: The type of event which occurred.

InputDevice

type: FInputDeviceId

description: The input device which this key event is from.

Key

type: FKey

description: The type of event which occurred.

Viewport

type: FViewport*

description: The viewport which the key event is from.


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


code: const [TArray](API\Runtime\Core\Containers\TArray)< [FDataCacheDuplicatedObjectData](API\Runtime\Engine\FDataCacheDuplicatedObjectData) > & GetDuplicatedObjects() const


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


code: const [TArray](API\Runtime\Core\Containers\TArray)< uint8 > & GetSavedProperties() const


description: Get (or create) the unique transient outer for the duplicated objects created for this object

code: [UObject](API\Runtime\CoreUObject\UObject\UObject) * GetUniqueTransientObject ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * Class )


className: FInstanceCacheDataBase

description: Base class for instance cached data of a particular type.

code: struct FInstanceCacheDataBase

SavedProperties

type: TArray< uint8 >


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


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


code: FInstancedPropertyPath ( [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * RootProperty, int32 ArrayIndex, bool bIsMapValue )


code: void Push ( const [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * Property, int32 ArrayIndex, bool bIsMapValue )


className: FInstancedPropertyPath

description: Meant to represent a specific object property that is setup to reference a instanced sub-object. Tracks the property hierarchy used to reach the property, so that we can easily retrieve instanced sub-objects from a container object.

code: struct FInstancedPropertyPath


className: EInstanceIndexUpdateType

code: enum EInstanceIndexUpdateType { Added, Removed, Relocated, Cleared, Destroyed, }


className: FInstanceIndexUpdateData

code: struct FInstanceIndexUpdateData

Index

description: The index of the affected instance, when Type==Added, Type==Removed or Type==Relocated.

OldIndex

description: The previous index of the affected instance, when Type==Relocated.

Type

type: EInstanceIndexU...

description: The type of this update operation.


className: FOnInstanceIndexUpdated

description: This is only fired for instances added or removed via the various Add/Remove/ClearInstances functions, and not for instances updated via serialization or undo/redo.

code: typedef TMulticastDelegate_TwoParams< void, [UInstancedStaticMeshComponent](API\Runtime\Engine\Components\UInstancedStaticMeshComponent) *, [TArrayView](API\Runtime\Core\Containers\TArrayView)< const [FInstanceIndexUpdateData](API\Runtime\Engine\FInstancedStaticMeshDelegates\FInstanceIndexUpdateData) > > FOnInstanceIndexUpdated


className: FInstancedStaticMeshDelegates

code: struct FInstancedStaticMeshDelegates


code: [UObject](API\Runtime\CoreUObject\UObject\UObject) * operator->() const


className: FInstancedSubObjRef::operator UObject *

code: operator UObject *() const


code: FInstancedSubObjRef ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * SubObj, const [FInstancedPropertyPath](API\Runtime\Engine\FInstancedPropertyPath) & PropertyPathIn )


className: FInstancedSubObjRef

description: Can be used as a raw sub-object pointer, but also contains aFInstancedPropertyPathto identify the property that this sub-object is referenced by. Paired together for ease of use (so API users don't have to manage a map).

code: struct FInstancedSubObjRef

PropertyPath

type: FInstancedPrope...

SubObjInstance

type: UObject*


code: static FUniformBufferRHIRef CreateUniformBuffer ( const [FInstancedViewUniformShaderParameters](API\Runtime\Engine\FInstancedViewUniformShaderParam-) & InContents, EUniformBufferUsage InUsage )


className: bIsStoredInConstantBuffer

code: static bIsStoredInConstantBuffer = true;


className: FileLine

code: static FileLine = builtin_LINE();


className: FileName

code: static FileName = builtin_FILE();


code: static const FShaderParametersMetadata &42; GetStructMetadata&40;&41;


className: NumElements

code: static NumElements = 0;


code: static const [FShaderParametersMetadata](API\Runtime\RenderCore\FShaderParametersMetadata) * GetStructMetadata()


className: zzMemberFunc

code: typedef zzFuncPtr(* zzMemberFunc


className: zzMemberIdAtmosphereLightDirection


className: zzMemberIdAtmosphereLightDiscLuminance


className: zzMemberIdbSubsurfacePostprocessEnabled


className: zzMemberIdBufferToSceneTextureScale


className: zzMemberIdCameraViewToTranslatedWorld


className: zzMemberIdCoveredExpandSurfaceScale


className: zzMemberIdDepthOfFieldFocalDistance


className: zzMemberIdDiffuseOverrideParameter


className: zzMemberIdDirectionalLightDirection


className: zzMemberIdFarShadowStaticMeshLODBias


className: zzMemberIdGlobalVirtualTextureMipBias


className: zzMemberIdGlobalDistanceFieldMipFactor


className: zzMemberIdIndirectLightingColorScale


className: zzMemberIdIndirectLightingCacheShowFlag


className: zzMemberIdInvDeviceZToWorldZTransform


className: zzMemberIdMaxGlobalDFAOConeDistance


className: zzMemberIdMotionBlurNormalizedToPixel


className: zzMemberIdNotCoveredExpandSurfaceScale


className: zzMemberIdNumSceneColorMSAASamples


className: zzMemberIdPhysicsFieldClipmapCenter


className: zzMemberIdPhysicsFieldClipmapDistance


className: zzMemberIdPhysicsFieldClipmapResolution


className: zzMemberIdPhysicsFieldClipmapExponent


className: zzMemberIdPhysicsFieldClipmapCount


className: zzMemberIdPrevFieldOfViewWideAngles


className: zzMemberIdPrevRelativeWorldCameraOrigin


className: zzMemberIdPrevRelativeWorldViewOrigin


className: zzMemberIdPrevScreenToTranslatedWorld


className: zzMemberIdPrevTranslatedWorldToClip


className: zzMemberIdPrevTranslatedWorldToView


className: zzMemberIdPrevViewToTranslatedWorld


className: zzMemberIdProjectionDepthThicknessScale


className: zzMemberIdRealTimeReflectionCapture


className: zzMemberIdRelativePreViewTranslation


className: zzMemberIdRelativeWorldCameraOrigin


className: zzMemberIdResolutionFractionAndInv


className: zzMemberIdRoughnessOverrideParameter


className: zzMemberIdRuntimeVirtualTextureMipLevel


className: zzMemberIdSkyAtmospherePresentInScene


className: zzMemberIdSkyAtmosphereBottomRadiusKm


className: zzMemberIdSkyAtmosphereTopRadiusKm


className: zzMemberIdSkyLightAffectReflectionFlag


className: zzMemberIdSkyViewLutSizeAndInvSize


className: zzMemberIdSpecularOverrideParameter


className: zzMemberIdSVPositionToTranslatedWorld


className: zzMemberIdTranslatedWorldToCameraView


className: zzMemberIdTranslatedWorldCameraOrigin


className: zzMemberIdTranslucencyLightingVolumeMin


className: zzMemberIdVirtualTextureFeedbackShift


className: zzMemberIdVirtualTextureFeedbackMask


className: zzMemberIdVirtualTextureFeedbackStride


className: zzMemberIdVolumetricFogInvGridSize


className: zzMemberIdVolumetricFogGridZParams


className: zzMemberIdVolumetricLightmapBrickSize


className: zzMemberIdVolumetricFogSVPosToVolumeUV


className: zzMemberIdVolumetricFogMaxDistance


code: FInstancedViewUniformShaderParameters()


className: FInstancedViewUniformShaderParameters

AmbientCubemapIntensity

type: TShaderParamete...


description: Should always use this accessor so shearing is properly removed from the concatenated transform.

code: [FRenderTransform](API\Runtime\RenderCore\FRenderTransform) ComputePrevLocalToWorld ( const [FRenderTransform](API\Runtime\RenderCore\FRenderTransform) & PrevPrimitiveToWorld ) const


className: FInstanceDynamicData

code: struct FInstanceDynamicData

PrevLocalToPrimitive

type: FRenderTransfor...


code: [FRenderTransform](API\Runtime\RenderCore\FRenderTransform) ComputeLocalToWorld ( const [FRenderTransform](API\Runtime\RenderCore\FRenderTransform) & PrimitiveToWorld ) const


className: FInstanceSceneData

code: struct FInstanceSceneData


code: void Build ( uint32 PrimitiveId, uint32 RelativeId, uint32 InstanceFlags, uint32 LastUpdateFrame, uint32 CustomDataCount, float RandomID )


code: void Build ( uint32 PrimitiveId, uint32 RelativeId, uint32 InstanceFlags, uint32 LastUpdateFrame, uint32 CustomDataCount, float RandomID, const [FRenderTransform](API\Runtime\RenderCore\FRenderTransform) & LocalToPrimitive, const [FRenderTransform](API\Runtime\RenderCore\FRenderTransform) & PrimitiveToWorld )


code: void BuildInternal ( uint32 PrimitiveId, uint32 RelativeId, uint32 InstanceFlags, uint32 LastUpdateFrame, uint32 CustomDataCount, float RandomID, const [FRenderTransform](API\Runtime\RenderCore\FRenderTransform) & LocalToWorld )


description: Must match GetInstanceSceneData() in SceneData.ush Allocate the max Float4s usage when compressed transform is used.

code: static constexpr uint32 CompressedTransformDataStrideInFloat4s = 3;


code: static uint32 GetDataStrideInFloat4s()


code: static uint32 GetEffectiveNumBytes()


code: static constexpr uint32 UnCompressedTransformDataStrideInFloat4s = 4;


className: FInstanceSceneShaderData

code: struct FInstanceSceneShaderData

Data

type: TStaticArray< F...


code: void AddInstance ( const FMatrix & InTransform )


code: void AddInstance ( int32 InstanceId, const FMatrix & InTransform, const FMatrix & InPreviousTransform, TConstArrayView< float > InCustomDataFloats )


description: Command that can't be in-lined and should cause full buffer rebuild.

code: void Edit()


className: EUpdateCommandType

code: enum EUpdateCommandType { Add, Update, Hide, EditorData, LightmapData, CustomData, }


className: FInstanceUpdateCommand

code: struct FInstanceUpdateCommand

bSelected

type: bool

CustomDataFloats

type: TArray< float >

HitProxyColor

type: FColor

InstanceId

description: Unique identifier for this instance.

InstanceIndex

description: The index of this instance into the ISM array of instances.

PreviousXForm

type: FMatrix

Type

type: EUpdateCommandT...


description: Commands that can modify render data in place.

code: void HideInstance ( int32 RenderIndex )


code: static uint32 PackEditorData ( const [FColor](API\Runtime\Core\Math\FColor) & HitProxyColor, bool bSelected )


code: void SetCustomData ( int32 RenderIndex, TConstArrayView< float > CustomDataFloats )


code: void SetEditorData ( int32 RenderIndex, const [FColor](API\Runtime\Core\Math\FColor) & Color, bool bSelected )


code: void SetLightMapData ( int32 RenderIndex, const FVector2D & LightmapUVBias )


code: void SetShadowMapData ( int32 RenderIndex, const FVector2D & ShadowmapUVBias )


code: static void UnpackEditorData ( const uint32 Packed, [FColor](API\Runtime\Core\Math\FColor) & OutHitProxyColor, bool & bOutSelected )


code: void UpdateInstance ( int32 RenderIndex, const FMatrix & InTransform )


code: void UpdateInstance ( int32 RenderIndex, const FMatrix & InTransform, const FMatrix & InPreviousTransform )


className: FInstanceUpdateCmdBuffer

code: struct FInstanceUpdateCmdBuffer

Cmds

type: TArray<FInstan...


description:
Creates a new structure with the same data as this structure
The new structure

code: virtual [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FInternetAddr](API\Runtime\Sockets\FInternetAddr) > Clone() const


className: DemoInternetAddr

code: static [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FInternetAddr](API\Runtime\Sockets\FInternetAddr) > DemoInternetAddr = MakeShareable(new FInternetAddrDemo);


description: Returns the port number from this address in host byte order

code: virtual int32 GetPort() const


description: Copies the network byte order ip address to a host byte order dword

code: virtual void GetIp ( uint32 & OutAddr ) const


description: Copies the port number from this address and places it into a host byte order int

code: virtual void GetPort ( int32 & OutPort ) const


description:
Gets the ip address in a raw array stored in network byte order.
The raw address stored in an array

code: virtual [TArray](API\Runtime\Core\Containers\TArray)< uint8 > GetRawIp() const


description:
Hash function for use withTMap's - exposed through FInternetAddrMapRef
The value to use for the hash

code: virtual uint32 GetTypeHash() const


description:
Is this a well formed internet address
true if a valid IP, false otherwise

code: virtual bool IsValid() const


description: Compares two internet ip addresses for equality

code: virtual bool operator== ( const [FInternetAddr](API\Runtime\Sockets\FInternetAddr) & Other ) const


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


description: Sets the address to be any address

code: virtual void SetAnyAddress()


description: Sets the address to broadcast

code: virtual void SetBroadcastAddress()


description: Sets the ip address from a host byte order uint32

code: virtual void SetIp ( uint32 InAddr )


description: Sets the ip address from a string ("A.B.C.D")

code: virtual void SetIp ( const TCHAR * InAddr, bool & bIsValid )


description: Sets the address to loopback

code: virtual void SetLoopbackAddress()


description: Sets the port number from a host byte order int

code: virtual void SetPort ( int32 InPort )


description: Sets the ip address from a raw network byte order array.

code: virtual void SetRawIp ( const [TArray](API\Runtime\Core\Containers\TArray)< uint8 > & RawAddr )


description: Converts this internet ip address to string form

code: virtual [FString](API\Runtime\Core\Containers\FString) ToString ( bool bAppendPort ) const


className: FInternetAddrDemo

code: class FInternetAddrDemo : public [FInternetAddr](API\Runtime\Sockets\FInternetAddr)


className: FKCachedConvexData

description: Only used for legacy serialization (ver < VER_UE4_REMOVE_PHYS_SCALED_GEOM_CACHES)

code: class FKCachedConvexData

CachedConvexElements

type: TArray<FKCache...


className: FKCachedConvexDataElement

code: class FKCachedConvexDataElement


className: FKCachedPerTriData

description: Only used for legacy serialization (ver < VER_UE4_ADD_BODYSETUP_GUID)

code: struct FKCachedPerTriData


description: Util to see if this render info has some valid geometry to render.

code: bool HasValidGeometry()


className: FKConvexGeomRenderInfo

code: class FKConvexGeomRenderInfo

CollisionVertexFactory

type: FLocalVertexFac...

IndexBuffer

type: FDynamicMeshInd...

VertexBuffers

type: FStaticMeshVert...


description: Sets the indices, material index, calculates the centroid using the specified triangle vertex positions

code: FkDOPBuildCollisionTriangle ( KDOP_IDX_TYPE InMaterialIndex, const FVector4 & vert0, const FVector4 & vert1, const FVector4 & vert2 )


className: FkDOPBuildCollisionTriangle

description: This structure is used during the build process. It contains the triangle's centroid for calculating which plane it should be split or not with

code: template<typename KDOP_IDX_TYPE> struct FkDOPBuildCollisionTriangle

MaterialIndex

description: The material of this triangle

description: First vertex in the triangle

description: Second vertex in the triangle

description: Third vertex in the triangle


className: FKeyState

code: struct FKeyState

bConsumed

type: uint8: 1

description: True if this key has been "consumed" by an InputComponent and should be ignored for further components during this update.

bDown

description: True if this key is "down", false otherwise.

bDownPrevious

description: Queued state information. This data is updated or flushed once player input is processed.

EventAccumulator

type: TArray< uint32 ...

description: Used to accumulate events during the frame and flushed when processed.

EventCounts

description: How many of each event type had been received when input was last processed.

LastUpDownTransitionTime

type: float

description: Global time of last up->down or down->up transition.

PairSampledAxes

type: uint8:  3

description: Flag paired axes that have been sampled this tick. X = LSB, Z = MSB

RawValue

type: FVector

description: This is the most recent raw value reported by the device.

RawValueAccumulator

description: Used to accumulate input values during the frame and flushed after processing.

SampleCountAccumulator

description: How many samples contributed to RawValueAccumulator. Used for smoothing operations, e.g. mouse

Value

description: The final "value" for this control, after any optional processing.


className: FkHitResult

code: struct FkHitResult

Item

description: Primitive data item which was hit, INDEX_NONE=none

Normal

description: Normal vector in coordinate system of the returner. Zero==none.

Time

description: Time until hit.


code: void AddAllocation ( [UTexture2D](API\Runtime\Engine\Engine\UTexture2D) * Texture, uint32 VisibilityChannel )


className: ESubAllocType

code: enum ESubAllocType { SAT_Height, SAT_Visibility, SAT_Num, }


code: uint32 GetAllocationHandle ( [UTexture2D](API\Runtime\Engine\Engine\UTexture2D) * Texture ) const


code: FVector4f GetAllocationScaleBias ( uint32 Handle ) const


code: [FRDGTexture](API\Runtime\RenderCore\FRDGTexture) * GetAtlasTexture ( [FRDGBuilder](API\Runtime\RenderCore\FRDGBuilder) & GraphBuilder ) const


code: void RemoveAllocation ( [UTexture2D](API\Runtime\Engine\Engine\UTexture2D) * Texture )


code: void UpdateAllocations ( [FRDGBuilder](API\Runtime\RenderCore\FRDGBuilder) & GraphBuilder, [ERHIFeatureLevel::Type](API\Runtime\RHI\ERHIFeatureLevel__Type) InFeatureLevel )


description: Deprecated* This method has been refactored to use anFRDGBuilderinstead.

code: void UpdateAllocations ( [FRHICommandListImmediate](API\Runtime\RHI\FRHICommandListImmediate) & RHICmdList, [ERHIFeatureLevel::Type](API\Runtime\RHI\ERHIFeatureLevel__Type) InFeatureLevel )


code: FLandscapeTextureAtlas ( [ESubAllocType](API\Runtime\Engine\FLandscapeTextureAtlas\ESubAllocType) InSubAllocType )


className: FLandscapeTextureAtlas

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


code: [FLatentResponse](API\Runtime\Engine\FLatentResponse) & DoneIf ( bool Condition )


code: [FLatentResponse](API\Runtime\Engine\FLatentResponse) & FinishAndTriggerIf ( bool Condition, [FName](API\Runtime\Core\UObject\FName) ExecutionFunction, int32 LinkID, [FWeakObjectPtr](API\Runtime\CoreUObject\UObject\FWeakObjectPtr) InCallbackTarget )


code: [FLatentResponse](API\Runtime\Engine\FLatentResponse) & TriggerLink ( [FName](API\Runtime\Core\UObject\FName) ExecutionFunction, int32 LinkID, [FWeakObjectPtr](API\Runtime\CoreUObject\UObject\FWeakObjectPtr) InCallbackTarget )


code: FLatentResponse ( float InDeltaTime )


className: FLatentResponse

description: The response to updating a latent action.

code: struct FLatentResponse

LinksToExecute

type: TArray< FExecut...


description: Functions.

code: FLeaf()


className: FLeaf

description: FLeaf

code: struct FLeaf


description: Adds the decoder to the streaming manager to prevent stream chunks from getting reaped from underneath it

code: virtual void AddDecoder ( [ICompressedAudioInfo](API\Runtime\Engine\ICompressedAudioInfo) * CompressedAudioInfo )


description: Adds aULevelthat has already prepared StreamingData to the streaming manager.

code: virtual void AddLevel ( class [ULevel](API\Runtime\Engine\Engine\ULevel) * Level )


description: Unused by the legacy audio streaming manager.

code: virtual void AddReferenceToChunk ( const [FAudioChunkHandle](API\Runtime\Engine\FAudioChunkHandle) & InHandle )


description: Adds a new Sound Source to the streaming manager.

code: virtual void AddStreamingSoundSource ( [FSoundSource](API\Runtime\Engine\FSoundSource) * SoundSource )


description: Adds a new Sound Wave to the streaming manager.

code: virtual void AddStreamingSoundWave ( const FSoundWaveProxyPtr & SoundWave )


description:
Blocks till all pending requests are fulfilled.
Number of streaming requests still in flight, if the time limit was reached before they were finished.

code: virtual int32 BlockTillAllRequestsFinished ( float TimeLimit, bool bLogResults )


description:
Gets a pointer to a chunk of audio data
a handle to the loaded chunk. Can return a default constructedFAudioChunkHandleif the chunk is not loaded yet.

code: virtual [FAudioChunkHandle](API\Runtime\Engine\FAudioChunkHandle) GetLoadedChunk ( const FSoundWaveProxyPtr & SoundWave, uint32 ChunkIndex, bool bBlockForLoad, bool bForImmediatePlayback ) const


code: virtual bool CanCreateSoundSource ( const [FWaveInstance](API\Runtime\Engine\FWaveInstance) * WaveInstance ) const


description: Cancels the timed Forced resources (i.e used the Kismet action "Stream In Textures").

code: virtual void CancelForcedResources()


description: Generate a memory report as a formatted string for this streaming manager.


description:
Gets Wave request associated with a specific wave
Existing or new request structure

code: [FWaveRequest](API\Runtime\Engine\FWaveRequest) & GetWaveRequest ( [FObjectKey](API\Runtime\CoreUObject\UObject\FObjectKey) Key )


description: Returns true if this is a streaming Sound Source that is managed by the streaming manager.

code: virtual bool IsManagedStreamingSoundSource ( const [FSoundSource](API\Runtime\Engine\FSoundSource) * SoundSource ) const


description: Returns true if this is a Sound Wave that is managed by the streaming manager.

code: virtual bool IsManagedStreamingSoundWave ( const FSoundWaveProxyPtr & SoundWave ) const


description: Returns true if this Sound Wave is currently streaming a chunk.

code: virtual bool IsStreamingInProgress ( const FSoundWaveProxyPtr & SoundWave )


description: Notifies manager of "level" change.

code: virtual void NotifyLevelChange()


description: Notifies manager that level primitives were shifted

code: virtual void NotifyLevelOffset ( class [ULevel](API\Runtime\Engine\Engine\ULevel) * Level, const FVector & Offset )


description: Called when an async callback is made on an async loading audio chunk request.

code: void OnAsyncFileCallback ( [FStreamingWaveData](API\Runtime\Engine\FStreamingWaveData) * StreamingWaveData, int32 LoadedAudioChunkIndex, [IBulkDataIORequest](API\Runtime\CoreUObject\Serialization\IBulkDataIORequest) * ReadRequest )


description: Processes pending async file IO results.

code: void ProcessPendingAsyncFileResults()


description: Removes the decoder from the streaming manager.

code: virtual void RemoveDecoder ( [ICompressedAudioInfo](API\Runtime\Engine\ICompressedAudioInfo) * CompressedAudioInfo )


description: Removes aULevelfrom the streaming manager.

code: virtual void RemoveLevel ( class [ULevel](API\Runtime\Engine\Engine\ULevel) * Level )


description: This can be used to decrement reference counted handles to audio chunks. Called by the destructor ofFAudioChunkHandle.

code: virtual void RemoveReferenceToChunk ( const [FAudioChunkHandle](API\Runtime\Engine\FAudioChunkHandle) & InHandle )


description: Removes a Sound Source from the streaming manager.

code: virtual void RemoveStreamingSoundSource ( [FSoundSource](API\Runtime\Engine\FSoundSource) * SoundSource )


description: Removes a Sound Wave from the streaming manager.

code: virtual void RemoveStreamingSoundWave ( const FSoundWaveProxyPtr & SoundWave )


description: Used for rendering debug info:

code: virtual int32 RenderStatAudioStreaming ( [UWorld](API\Runtime\Engine\Engine\UWorld) * World, [FViewport](API\Runtime\Engine\FViewport) * Viewport, [FCanvas](API\Runtime\Engine\FCanvas) * Canvas, int32 X, int32 Y, const FVector * ViewLocation, const FRotator * ViewRotation )


description: Manually prepare a chunk to start playing back. This should only be used when the Load On Demand feature is enabled, and returns false on failure.

code: virtual bool RequestChunk ( const FSoundWaveProxyPtr & SoundWave, uint32 ChunkIndex, [TFunction](API\Runtime\Core\GenericPlatform\TFunction)< void(EAudioChunkLoadResult)> OnLoadCompleted, [ENamedThreads::Type](API\Runtime\Core\Async\ENamedThreads__Type) ThreadToCallOnLoadCompletedOn, bool bForImmediatePlayback )


description: Don't stream world resources for the next NumFrames.

code: virtual void SetDisregardWorldResourcesForFrames ( int32 NumFrames )


description: Whether to toggle a performance intensive profiling mode the streaming manager.

code: virtual void SetProfilingMode ( bool bEnabled )


description:
This will start evicting elements from the cache until either hit our target of bytes or run out of chunks we can free.
the amount of bytes we managed to free.

code: virtual uint64 TrimMemory ( uint64 NumBytesToFree )


description: Updates streaming, taking into account all current view infos. Can be called multiple times per frame.

code: virtual void UpdateResourceStreaming ( float DeltaTime, bool bProcessEverything )


description: Constructor, initializing all members

code: FLegacyAudioStreamingManager()


code: virtual ~FLegacyAudioStreamingManager()


className: FLegacyAudioStreamingManager

description: Streaming manager dealing with audio.

code: struct FLegacyAudioStreamingManager : public [IAudioStreamingManager](API\Runtime\Engine\IAudioStreamingManager)

AsyncAudioStreamChunkResults

type: TArray<FASyncA...

description: Results of async loading audio chunks.

ChunkResultCriticalSection

type: FCriticalSectio...

CompressedAudioInfos

type: TArray<ICompre...

description: Compressed audio info objects which are used to avoid deleting chunks with in-fligth decodes.

CriticalSection

description: Critical section to protect usage of shared gamethread/audiothread members

StreamingSoundSources

type: TArray<FSoundS...

description: Sound Sources being managed.

StreamingSoundWaves

type: TMap<FObjectKe...

description: Sound Waves being managed.

WaveRequests

description: Map of requests to make next time sound waves are ready


code: virtual [FLightMapInteraction](API\Runtime\Engine\FLightMapInteraction) GetInteraction ( [ERHIFeatureLevel::Type](API\Runtime\RHI\ERHIFeatureLevel__Type) InFeatureLevel ) const


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


description: A 1D array of incident lighting data.

code: class FLegacyLightMap1D : public [FLightMap](API\Runtime\Engine\FLightMap)


className: FLegacyQuantizedDirectionalLightSample

Coefficients

description: The lighting coefficients, colored.


className: FLegacyQuantizedSimpleLightSample

description: The lighting coefficients, colored.


description: Gets the view rect fraction from the r.ScreenPercentage cvar.


code: FLegacyScreenPercentageDriver ( const [FSceneViewFamily](API\Runtime\Engine\FSceneViewFamily) & InViewFamily, float InGlobalResolutionFraction )


code: FLegacyScreenPercentageDriver ( const [FSceneViewFamily](API\Runtime\Engine\FSceneViewFamily) & InViewFamily, float InGlobalResolutionFraction, float InGlobalResolutionFractionUpperBound )


className: FLegacyScreenPercentageDriver

description: Default screen percentage interface that just apply View->FinalPostProcessSettings.ScreenPercentage.

code: class FLegacyScreenPercentageDriver : public [ISceneViewFamilyScreenPercentage](API\Runtime\Engine\ISceneViewFamilyScreenPercentage)


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


code: FLevelNameAndTime ( const [FString](API\Runtime\Core\Containers\FString) & InLevelName, uint32 InLevelChangeTimeInMS )


className: FLevelNameAndTime

code: struct FLevelNameAndTime

LevelName

type: FString


description: Apply the LevelEditorTransform on a level.

code: static void ApplyEditorTransform ( const [ULevelStreaming](API\Runtime\Engine\Engine\ULevelStreaming) * StreamingLevel, bool bDoPostEditMove, [AActor](API\Runtime\Engine\GameFramework\AActor) * Actor )


description: Transforms the level to a new world space

code: static void ApplyLevelTransform ( const [FApplyLevelTransformParams](API\Runtime\Engine\FLevelUtils\FApplyLevelTransformParams) & TransformParams )


description: Deprecated* Use version that takes params struct

code: static void ApplyLevelTransform ( [ULevel](API\Runtime\Engine\Engine\ULevel) * Level, const FTransform & LevelTransform, bool bDoPostEditMove )


description: Calls PostEditMove on all the actors in the level

code: static void ApplyPostEditMove ( [ULevel](API\Runtime\Engine\Engine\ULevel) * Level )


className: bApplyingLevelTransform

code: static bool bApplyingLevelTransform = false;


className: bMovingLevel

description: Flag to mark if we are currently finalizing a level offset.

code: static bool bMovingLevel = false;


code: FApplyLevelTransformParams &40; ULevel &42; InLevel, const FTransform & InLevelTransform &41;


className: FApplyLevelTransformParams

code: struct FApplyLevelTransformParams

Actor

type: AActor*

description: If the actor is non null, directly transform only this actor.

bDoPostEditMove

type: bool

description: Whether to call PostEditMove on actors after transforming.

bSetRelativeTransformDirectly

description: Whether to call SetRelativeTransform or update the Location and Rotation in place without any other updating.

Level

type: ULevel*

description: The level to Transform.

LevelTransform

type: const FTransfor...

description: How to Transform the level.


description:
Returns the streaming level corresponding to the specifiedULevel, or NULL if none exists.
The level's streaming level, or NULL if none exists.

code: static [ULevelStreaming](API\Runtime\Engine\Engine\ULevelStreaming) * FindStreamingLevel ( const [ULevel](API\Runtime\Engine\Engine\ULevel) * Level )


description:
Returns the streaming level by packageFName, or NULL if none exists.
The level's streaming level, or NULL if none exists.

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


description:
Returns the streaming level by package name, or NULL if none exists.
The level's streaming level, or NULL if none exists.

code: static [ULevelStreaming](API\Runtime\Engine\Engine\ULevelStreaming) * FindStreamingLevel ( [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld, const TCHAR * PackageName )


description:
Returns the streaming level by package name if visible on server, or NULL if none exists.
The level's streaming level if visible on server, or NULL if none exists.

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


code: static bool IsApplyingLevelTransform()


description:
Returns true if the level is currently loaded in the editor, false otherwise.
true if the level is loaded, false otherwise.

code: static bool IsLevelLoaded ( [ULevel](API\Runtime\Engine\Engine\ULevel) * Level )


description:
Returns true if the specified level is locked for edit, false otherwise.
true if the level is locked, false otherwise.

code: static bool IsLevelLocked ( [ULevel](API\Runtime\Engine\Engine\ULevel) * Level )


code: static bool IsLevelLocked ( [AActor](API\Runtime\Engine\GameFramework\AActor) * Actor )


description: Deprecated* Use IsStreamingLevelVisibleInEditor instead.

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


description: Returns true if the specified level is visible in the editor, false otherwise.

code: static bool IsLevelVisible ( const [ULevel](API\Runtime\Engine\Engine\ULevel) * Level )


description: Returns true if we are moving a level

code: static bool IsMovingLevel()


description:
Returns whether the given package is part of the world server visible streaming levels or not.
True if the given package is referenced by one of the world server visible streaming levels, else False.

code: static bool IsServerStreamingLevelVisible ( [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld, const [FName](API\Runtime\Core\UObject\FName) & InPackageName )


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


description:
Returns whether the given package is referenced by one of the world streaming levels or not.
True if the given package is referenced by one of the world streaming levels, else False.

code: static bool IsValidStreamingLevel ( [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld, const TCHAR * InPackageName )


description: Remove the LevelEditorTransform from a level.

code: static void RemoveEditorTransform ( const [ULevelStreaming](API\Runtime\Engine\Engine\ULevelStreaming) * StreamingLevel, bool bDoPostEditMove, [AActor](API\Runtime\Engine\GameFramework\AActor) * Actor )


description: Returns whether the world supports for a client to use "making invisible" transaction requests to the server.

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


description: Returns whether the world supports for a client to use "making visible" transaction requests to the server.

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


description: Sets a level's edit lock.

code: static void ToggleLevelLock ( [ULevel](API\Runtime\Engine\Engine\ULevel) * Level )


className: FLevelUtils

description: A set of static methods for common editor operations that operate onULevelobjects.

code: class FLevelUtils


code: void CreatePrecomputedLightingUniformBuffer_RenderingThread ( [ERHIFeatureLevel::Type](API\Runtime\RHI\ERHIFeatureLevel__Type) FeatureLevel )


code: [FLightInteraction](API\Runtime\Engine\FLightInteraction) GetInteraction ( const class [FLightSceneProxy](API\Runtime\Engine\FLightSceneProxy) * LightSceneProxy ) const


description: may be 0

code: const [FLightMap](API\Runtime\Engine\FLightMap) * GetLightMap() const


code: [FLightMapInteraction](API\Runtime\Engine\FLightMapInteraction) GetLightMapInteraction ( [ERHIFeatureLevel::Type](API\Runtime\RHI\ERHIFeatureLevel__Type) InFeatureLevel ) const


code: [FRHIUniformBuffer](API\Runtime\RHI\FRHIUniformBuffer) * GetPrecomputedLightingBuffer() const


code: const [FLightmapResourceCluster](API\Runtime\Engine\FLightmapResourceCluster) * GetResourceCluster() const


description: may be 0

code: const [FShadowMap](API\Runtime\Engine\FShadowMap) * GetShadowMap() const


code: [FShadowMapInteraction](API\Runtime\Engine\FShadowMapInteraction) GetShadowMapInteraction ( [ERHIFeatureLevel::Type](API\Runtime\RHI\ERHIFeatureLevel__Type) InFeatureLevel ) const


description: Helper function to implementGetInteraction(), call after checking for this: if(LightSceneProxy->HasStaticShadowing())

code: ELightInteractionType GetStaticInteraction ( const [FLightSceneProxy](API\Runtime\Engine\FLightSceneProxy) * LightSceneProxy, const [TArray](API\Runtime\Core\Containers\TArray)< [FGuid](API\Runtime\Core\Misc\FGuid) > & IrrelevantLights ) const


code: bool GetVirtualTextureLightmapProducer ( [ERHIFeatureLevel::Type](API\Runtime\RHI\ERHIFeatureLevel__Type) FeatureLevel, [FVirtualTextureProducerHandle](API\Runtime\RenderCore\FVirtualTextureProducerHandle) & OutProducerHandle )


code: void SetLightMap ( const [FLightMap](API\Runtime\Engine\FLightMap) * InLightMap )


description: Sets a new LevelEditorTransform on a streaming level .

code: static void SetEditorTransform ( [ULevelStreaming](API\Runtime\Engine\Engine\ULevelStreaming) * StreamingLevel, const FTransform & Transform, bool bDoPostEditMove )


code: void SetGlobalVolumeLightmap ( bool bInGlobalVolumeLightmap )


code: void SetPrecomputedLightingBuffer ( [FRHIUniformBuffer](API\Runtime\RHI\FRHIUniformBuffer) * InPrecomputedLightingUniformBuffer )


code: void SetResourceCluster ( const [FLightmapResourceCluster](API\Runtime\Engine\FLightmapResourceCluster) * InResourceCluster )


className: FLightCacheInterface

description: An interface to cached lighting for a specific mesh.

code: class FLightCacheInterface

description: Load parameters from GPUScene when possible Basically this is the same as VF_SUPPORTS_PRIMITIVE_SCENE_DATA on the vertex factory, but we can't deduce automatically because we don't know about VF type until we see the actual mesh batch


className: HalfResolutionLightmapQualityLevel

description: The quality level to use for half-resolution lightmaps (not exposed)

code: static ELightingBuildQuality HalfResolutionLightmapQualityLevel = Quality_Medium;


description: true if the lighting should be built for the level, given the current set of lighting build options.

code: bool ShouldBuildLightingForLevel ( [ULevel](API\Runtime\Engine\Engine\ULevel) * Level ) const


className: FLightingBuildOptions

description: A set of parameters specifying how static lighting is rebuilt.

code: class FLightingBuildOptions

bDumpBinaryResults

description: Whether to dump binary results or not

bOnlyBuildCurrentLevel

description: Whether to only build lighting for current level

bOnlyBuildSelected

description: Whether to only build lighting for selected actors/brushes/surfaces

bOnlyBuildSelectedLevels

description: Whether to only build lighting for levels selected in the Level Browser.

bOnlyBuildVisibility

description: Whether to only build visibility, and leave lighting untouched.

bShowLightingBuildInfo

description: Whether to display the lighting build info following a build.

bUseErrorColoring

description: Whether to color problem objects (wrapping uvs, etc.)

NumUnusedLocalCores

description: The number of cores to leave 'unused'

QualityLevel

type: ELightingBuildQ...

description: The quality level to use for the lighting build. (0-3)

SelectedLevels

type: TArray<ULevel...

description: The set of levels selected in the Level Browser.


description: Factory functions.


description: Accessors.

code: ELightInteractionType GetType() const


code: void SetShadowMap ( const [FShadowMap](API\Runtime\Engine\FShadowMap) * InShadowMap )


description: Minimal initialization constructor.

code: FLightInteraction ( ELightInteractionType InType )


className: FLightInteraction

description: Information about an interaction between a light and a mesh.

code: class FLightInteraction


description: Reference counting.

code: void AddRef()


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


description: true if high quality lightmaps are allowed

code: bool AllowsHighQualityLightmaps() const


description: Called when the light-map is no longer referenced. Should release the lightmap's resources.

code: virtual void Cleanup()


description:
Checks if a light is stored in this light-map.
True if the light is stored in the light-map.

code: bool ContainsLight ( const [FGuid](API\Runtime\Core\Misc\FGuid) & LightGuid ) const


code: [FLightMapInteraction](API\Runtime\Engine\FLightMapInteraction) GetInteraction ( [ERHIFeatureLevel::Type](API\Runtime\RHI\ERHIFeatureLevel__Type) InFeatureLevel ) const


description: Runtime type casting.

code: virtual [FLightMap2D](API\Runtime\Engine\FLightMap2D) * GetLightMap2D()


code: virtual const [FLightMap2D](API\Runtime\Engine\FLightMap2D) * GetLightMap2D() const


code: virtual [FShadowMapInteraction](API\Runtime\Engine\FShadowMapInteraction) GetShadowInteraction ( [ERHIFeatureLevel::Type](API\Runtime\RHI\ERHIFeatureLevel__Type) InFeatureLevel ) const


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


description: Default constructor.

code: FLightMap()


description: Destructor.

code: virtual ~FLightMap()


className: FLightMap

description: The abstract base class of 1D and 2D light-maps.

code: class FLightMap : private [FDeferredCleanupInterface](API\Runtime\RenderCore\FDeferredCleanupInterface)

bAllowHighQualityLightMaps

description: Indicates whether the lightmap is being used for directional or simple lighting.

LightGuids

type: TArray<FGuid>

description: The GUIDs of lights which this light-map stores.


description: Allocates texture space for the light-map and stores the light-map's raw data for deferred encoding. If the light-map has no lights in it, it will return NULL. SourceQuantizedData will be deleted by this function.

code: static [TRefCountPtr](API\Runtime\Core\Templates\TRefCountPtr)< [FLightMap2D](API\Runtime\Engine\FLightMap2D) > AllocateInstancedLightMap ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * LightMapOuter, [UInstancedStaticMeshComponent](API\Runtime\Engine\Components\UInstancedStaticMeshComponent) * Component, [TArray](API\Runtime\Core\Containers\TArray)< [TUniquePtr](API\Runtime\Core\Templates\TUniquePtr)< [FQuantizedLightmapData](API\Runtime\Engine\FQuantizedLightmapData) >> SourceQuantizedData, [TArray](API\Runtime\Core\Containers\TArray)< [TMap](API\Runtime\Core\Containers\TMap)< [ULightComponent](API\Runtime\Engine\Components\ULightComponent) *, [TUniquePtr](API\Runtime\Core\Templates\TUniquePtr)< [FShadowMapData2D](API\Runtime\Engine\FShadowMapData2D) >>> && InstancedShadowMapData, [UMapBuildDataRegistry](API\Runtime\Engine\Engine\UMapBuildDataRegistry) * Registry, [FGuid](API\Runtime\Core\Misc\FGuid) MapBuildDataId, const FBoxSphereBounds & Bounds, ELightMapPaddingType InPaddingType, ELightMapFlags LightmapFlags )


code: static [TRefCountPtr](API\Runtime\Core\Templates\TRefCountPtr)< [FLightMap2D](API\Runtime\Engine\FLightMap2D) > AllocateLightMap ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * LightMapOuter, [FQuantizedLightmapData](API\Runtime\Engine\FQuantizedLightmapData) *& SourceQuantizedData, const [TMap](API\Runtime\Core\Containers\TMap)< [ULightComponent](API\Runtime\Engine\Components\ULightComponent) *, [FShadowMapData2D](API\Runtime\Engine\FShadowMapData2D) * > & SourceShadowMapData, const FBoxSphereBounds & Bounds, ELightMapPaddingType InPaddingType, ELightMapFlags InLightmapFlags )


className: bUpdateStatus

description: If true, update the status when encoding light maps

code: static bool bUpdateStatus = true;


description: Constructs mip maps for a single shadowmap texture.

code: static int32 EncodeShadowTexture ( [ULevel](API\Runtime\Engine\Engine\ULevel) * LightingScenario, struct FLightMapPendingTexture & PendingTexture, [TArray](API\Runtime\Core\Containers\TArray)< [TArray](API\Runtime\Core\Containers\TArray)< [FFourDistanceFieldSamples](API\Runtime\Engine\FFourDistanceFieldSamples) >> & MipData )


description:
Executes all pending light-map encoding requests.
Executes all pending light-map encoding requests.

code: static void EncodeTextures ( [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld, [ULevel](API\Runtime\Engine\Engine\ULevel) * LightingScenario, bool bLightingSuccessful, bool bMultithreadedEncode )


code: [UTexture2D](API\Runtime\Engine\Engine\UTexture2D) * GetAOMaterialMaskTexture() const


code: const FVector2D & GetCoordinateBias() const


code: const FVector2D & GetCoordinateScale() const


code: virtual [FLightMapInteraction](API\Runtime\Engine\FLightMapInteraction) GetInteraction ( [ERHIFeatureLevel::Type](API\Runtime\RHI\ERHIFeatureLevel__Type) InFeatureLevel ) const


description: Runtime type casting.


description: Runtime type casting.


code: void GetReferencedTextures ( [TArray](API\Runtime\Core\Containers\TArray)< [UTexture2D](API\Runtime\Engine\Engine\UTexture2D) * > & OutTextures ) const


description:
Returns SkyOcclusionTexture.
The SkyOcclusionTexture.

code: [UTexture2D](API\Runtime\Engine\Engine\UTexture2D) * GetSkyOcclusionTexture() const


description:
Returns the texture containing the RGB coefficients for a specific basis.
The RGB coefficient texture.

code: const [UTexture2D](API\Runtime\Engine\Engine\UTexture2D) * GetTexture ( uint32 BasisIndex ) const


code: [UTexture2D](API\Runtime\Engine\Engine\UTexture2D) * GetTexture ( uint32 BasisIndex )


code: [ULightMapVirtualTexture2D](API\Runtime\Engine\VT\ULightMapVirtualTexture2D) * GetVirtualTexture ( uint32 BasisIndex ) const


description:
Returns whether the specified basis has a valid lightmap texture or not.
true if the specified basis has a valid lightmap texture, otherwise false

code: bool IsValid ( uint32 BasisIndex ) const


code: bool IsVirtualTextureValid() const


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


description: Call to enable/disable status update of LightMap encoding

code: static void SetStatusUpdate ( bool bInEnable )


code: FLightMap2D ( bool InAllowHighQualityLightMaps )


code: FLightMap2D ( const [TArray](API\Runtime\Core\Containers\TArray)< [FGuid](API\Runtime\Core\Misc\FGuid) > & InLightGuids )


description: A 2D array of incident lighting data.

code: class FLightMap2D : public [FLightMap](API\Runtime\Engine\FLightMap)

AddVectors

description: Bias value to apply to the coefficients.

AOMaterialMaskTexture

type: TObjectPtr<ULi...

bShadowChannelValid

description: Tracks which of the 4 channels has valid texture data.

CoordinateBias

description: The bias which is applied to the light-map coordinates before sampling the light-map textures.

CoordinateScale

description: The scale which is applied to the light-map coordinates before sampling the light-map textures.

InvUniformPenumbraSize

description: Stores the inverse of the penumbra size, normalized.

ScaleVectors

description: A scale to apply to the coefficients.

ShadowMapTexture

type: TObjectPtr<USh...

Textures

description: The textures containing the light-map data.

VirtualTextures

description: The virtual textures containing the light-map data.


code: bool operator== ( const [FLightmapClusterResourceInput](API\Runtime\Engine\FLightmapClusterResourceInput) & Rhs ) const


className: FLightmapClusterResourceInput

code: class FLightmapClusterResourceInput

LightMapVirtualTextures

type: constULightMap...


className: FLightMapCoefficients

description: The quantized coefficients for a single light-map texel.

code: struct FLightMapCoefficients


code: [FLightSample](API\Runtime\Engine\FLightSample) & operator() ( uint32 X, uint32 Y )


description: Accessors.

code: const [FLightSample](API\Runtime\Engine\FLightSample) & operator() ( uint32 X, uint32 Y ) const


description: Minimal initialization constructor.

code: FLightMapData2D ( uint32 InSizeX, uint32 InSizeY )


description: The raw data which is used to construct a 2D light-map.

code: class FLightMapData2D

LightGuids

description: The GUIDs of lights which this light-map stores.


description: true if high quality lightmaps are allowed

code: bool AllowsHighQualityLightmaps() const


code: const FVector4f * GetAddArray() const


code: const [ULightMapTexture2D](API\Runtime\Engine\Engine\ULightMapTexture2D) * GetAOMaterialMaskTexture() const


code: const FVector2D & GetCoordinateBias() const


code: const FVector2D & GetCoordinateScale() const


code: const FVector4f * GetScaleArray() const


code: const [ULightMapTexture2D](API\Runtime\Engine\Engine\ULightMapTexture2D) * GetSkyOcclusionTexture() const


code: const [ULightMapTexture2D](API\Runtime\Engine\Engine\ULightMapTexture2D) * GetTexture ( bool bHighQuality ) const


code: const [ULightMapVirtualTexture2D](API\Runtime\Engine\VT\ULightMapVirtualTexture2D) * GetVirtualTexture() const


description: Accessors.


code: static [FLightMapInteraction](API\Runtime\Engine\FLightMapInteraction) InitVirtualTexture ( const [ULightMapVirtualTexture2D](API\Runtime\Engine\VT\ULightMapVirtualTexture2D) * VirtualTexture, const FVector4f * InCoefficientScales, const FVector4f * InCoefficientAdds, const FVector2D & InCoordinateScale, const FVector2D & InCoordinateBias, bool bAllowHighQualityLightMaps )


description: Factory functions.


description: Set the coordinate bias.

code: void SetCoordinateBias ( const FVector2D & InCoordinateBias )


description: Set the coordinate scale.

code: void SetCoordinateScale ( const FVector2D & InCoordinateScale )


description: These functions are used for the Dummy lightmap policy used in LightMap density view mode. Set the type.

code: void SetLightMapInteractionType ( ELightMapInteractionType InType )


code: static [FLightMapInteraction](API\Runtime\Engine\FLightMapInteraction) Texture ( const class [ULightMapTexture2D](API\Runtime\Engine\Engine\ULightMapTexture2D) *const * InTextures, const [ULightMapTexture2D](API\Runtime\Engine\Engine\ULightMapTexture2D) * InSkyOcclusionTexture, const [ULightMapTexture2D](API\Runtime\Engine\Engine\ULightMapTexture2D) * InAOMaterialMaskTexture, const FVector4f * InCoefficientScales, const FVector4f * InCoefficientAdds, const FVector2D & InCoordinateScale, const FVector2D & InCoordinateBias, bool bAllowHighQualityLightMaps )


description: Default constructor.

code: FLightMapInteraction()


className: FLightMapInteraction

description: Make sure at least one is defined Information about an interaction between a light and a mesh.

code: class FLightMapInteraction


code: void ConditionalCreateAllocatedVT()


description: Allocates virtual texture on demand and returns it, may return nullptr if not using virtual texture 'const' method setting 'mutable' member is not amazing, but this is required to work around ordering of render commands submitted from main thread, it's possible for commands that want to access AllocatedVT from here execute before this has a chance to runInitRHI()

code: const [IAllocatedVirtualTexture](API\Runtime\RenderCore\IAllocatedVirtualTexture) * GetAllocatedVT() const


code: bool GetUseVirtualTexturing() const


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: 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 SetFeatureLevelAndInitialize ( const FStaticFeatureLevel InFeatureLevel )


code: virtual ~FLightmapResourceCluster()


code: static FUniformBufferRHIRef CreateUniformBuffer ( const [FLightmapResourceClusterShaderParameters](API\Runtime\Engine\FLightmapResourceClusterShaderPa-) & InContents, EUniformBufferUsage InUsage )


className: bIsStoredInConstantBuffer

code: static bIsStoredInConstantBuffer = true;


className: FileLine

code: static FileLine = builtin_LINE();


className: FileName

code: static FileName = builtin_FILE();


code: static const FShaderParametersMetadata &42; GetStructMetadata&40;&41;


className: FLightmapResourceCluster

description: A bundle of lightmap resources which are referenced by multiple components.

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

AllocatedVT

type: IAllocatedVirtu...

Input

type: FLightmapCluste...

UniformBuffer

type: FUniformBufferR...


className: NumElements

code: static NumElements = 0;


code: static const [FShaderParametersMetadata](API\Runtime\RenderCore\FShaderParametersMetadata) * GetStructMetadata()


className: zzMemberFunc

code: typedef zzFuncPtr(* zzMemberFunc


className: zzMemberIdStaticShadowTextureSampler


AOMaterialMaskSampler

type: TShaderResource...


description: Must match usf.

code: enum { DataStrideInFloat4s = 15 }


code: void Setup ( const [FPrecomputedLightingUniformParameters](API\Runtime\Engine\FPrecomputedLightingUniformParam-) & ShaderParameters )


code: FLightmapSceneShaderData ( const [FPrecomputedLightingUniformParameters](API\Runtime\Engine\FPrecomputedLightingUniformParam-) & ShaderParameters )


code: FLightmapSceneShaderData ( const class [FLightCacheInterface](API\Runtime\Engine\FLightCacheInterface) * LCI, [ERHIFeatureLevel::Type](API\Runtime\RHI\ERHIFeatureLevel__Type) FeatureLevel )


className: FLightmapSceneShaderData

code: struct FLightmapSceneShaderData

Data

type: TStaticArray< F...


className: FLightParticlePayload

code: struct FLightParticlePayload

InverseExposureBlend

type: float


description: No intersection constructor.


description: Initialization constructor.

code: FLightRayIntersection ( bool bInIntersects, const [FStaticLightingVertex](API\Runtime\Engine\FStaticLightingVertex) & InIntersectionVertex )


className: FLightRayIntersection

description: The result of an intersection between a light ray and the scene.

code: class FLightRayIntersection

bIntersects

type: uint32:  1

description: True if the light ray intersected scene geometry.

IntersectionVertex

type: FStaticLighting...

description: The differential geometry which the light ray intersected with.


code: float GetLightExposureScale ( float Exposure ) const


code: static float GetLightExposureScale ( float Exposure, float InverseExposureBlend )


code: void MakeShaderParameters ( const [FViewMatrices](API\Runtime\Engine\FViewMatrices) & ViewMatrices, float Exposure, [FLightShaderParameters](API\Runtime\Engine\FLightShaderParameters) & OutShaderParameters ) const


description: Return Invalid rect light atlas MIP level.


className: FLightRenderParameters

description: Generic parameters used to render a light Has a 1:1 mapping withFLightShaderParameters, but can also be used in other contexts Primary difference is position is stored as FVector3d in absolute world space, which is not appropriate for sending directly to GPU

code: struct FLightRenderParameters

Color

type: FLinearColor

description: Color of the light.

Direction

description: Direction of the light if applies.

FalloffExponent

description: The exponent for the falloff of the light intensity from the distance.

IESAtlasIndex

description: IES atlas slice index.

InvRadius

description: 1 / light's falloff radius from Position.

RectLightAtlasUVOffset

description: Rect. light atlas transformation.

RectLightBarnCosAngle

description: Barn door angle for rect light.

RectLightBarnLength

description: Barn door length for rect light.

SoftSourceRadius

description: Radius of the soft source.

SourceLength

description: Other dimensions of the light source for rect light specifically.

SourceRadius

description: Radius of the point light.

SpecularScale

description: Factor to applies on the specular.

SpotAngles

description: Dimensions of the light, for spot light, but also.

Tangent

description: One tangent of the light if applies.

WorldPosition

type: FVector

description: Position of the light in world space.


description: Initialization constructor.

code: FLightSample()


className: FLightSample

description: Incident lighting for a single sample, as produced by a lighting build. FGatheredLightSample is used for gathering lighting instead of this format asFLightSampleis not additive.

code: struct FLightSample

bIsMapped

type: bool

description: True if this sample maps to a valid point on a triangle.

Coefficients

description: Coefficients[0] stores the normalized average color, Coefficients[1] stores the maximum color component in each lightmap basis direction, and Coefficients[2] stores the simple lightmap which is colored incident lighting along the vertex normal.


code: bool AffectGlobalIllumination() const


description:
Tests whether the light affects the given bounding volume.
True if the light affects the bounding volume

code: virtual bool AffectsBounds ( const FBoxSphereBounds & Bounds ) const


code: bool AffectsTranslucentLighting() const


description: Shifts light position and all relevant data by an arbitrary delta. Called on world origin changes

code: virtual void ApplyWorldOffset ( FVector InOffset )


code: bool CastsHairStrandsDeepShadow() const


code: bool CastsModulatedShadows() const


code: bool CastsTranslucentShadows() const


code: bool CastsVolumetricShadow() const


code: virtual [FLinearColor](API\Runtime\Core\Math\FLinearColor) GetAtmosphereTransmittanceTowardSun() const


code: virtual FSphere GetBoundingSphere() const


code: virtual bool GetCastCloudShadows() const


code: virtual bool GetCastShadowsOnAtmosphere() const


code: virtual bool GetCastShadowsOnClouds() const


code: virtual [FLinearColor](API\Runtime\Core\Math\FLinearColor) GetCloudScatteredLuminanceScale() const


code: virtual float GetCloudShadowExtent() const


code: virtual float GetCloudShadowDepthBias() const


code: virtual float GetCloudShadowMapResolutionScale() const


code: virtual float GetCloudShadowOnAtmosphereStrength() const


code: virtual float GetCloudShadowOnSurfaceStrength() const


code: virtual float GetCloudShadowRaySampleCountScale() const


code: virtual float GetCloudShadowStrength() const


code: const [FLinearColor](API\Runtime\Core\Math\FLinearColor) & GetColor() const


code: float GetContactShadowLength() const


code: virtual FVector2D GetDirectionalLightDistanceFadeParameters ( [ERHIFeatureLevel::Type](API\Runtime\RHI\ERHIFeatureLevel__Type) InFeatureLevel, bool bPrecomputedLightingIsValid, int32 MaxNearCascades ) const


code: virtual int32 GetDirectionalLightForwardShadingPriority() const


description: TODO: refactor this to move into the shadow scene renderer.

code: virtual float GetEffectiveScreenRadius ( const [FViewMatrices](API\Runtime\Engine\FViewMatrices) & ShadowViewMatrices, const FIntPoint & CameraViewRectSize ) const


code: virtual float GetFadeRange() const


code: [UTextureLightProfile](API\Runtime\Engine\Engine\UTextureLightProfile) * GetIESTexture() const


code: [FTexture](API\Runtime\RenderCore\FTexture) * GetIESTextureResource() const


code: float GetIndirectLightingScale() const


description: Deprecated* TheGetEffectiveScreenRadius()that uses the screen-percentage scaled view rect (above) is used now.

code: virtual float GetEffectiveScreenRadius ( const [FViewMatrices](API\Runtime\Engine\FViewMatrices) & ShadowViewMatrices ) const


description: Note: The Rendering thread must not dereference UObjects! The game thread ownsUObjectstate and may be writing to them at any time. Mirror the data in the scene proxy and access that instead.

code: const [ULightComponent](API\Runtime\Engine\Components\ULightComponent) * GetLightComponent() const


code: FVector GetLightFunctionScale() const


code: const [FMaterialRenderProxy](API\Runtime\Engine\Materials\FMaterialRenderProxy) * GetLightFunctionMaterial() const


code: uint8 GetLightingChannelMask() const


code: virtual FVector GetLightPositionForLightShafts ( FVector ViewOrigin ) const


code: FLightSceneInfo * GetLightSceneInfo() const


description: Accesses parameters needed for rendering the light.

code: virtual void GetLightShaderParameters ( [FLightRenderParameters](API\Runtime\Engine\FLightRenderParameters) & OutLightParameters, uint32 Flags ) const


code: virtual bool GetLightShaftOcclusionParameters ( float & OutOcclusionMaskDarkness, float & OutOcclusionDepthRange ) const


code: virtual float GetLightSourceAngle() const


code: const FMatrix & GetLightToWorld() const


code: virtual float GetMaxDrawDistance() const


code: const [FLinearColor](API\Runtime\Core\Math\FLinearColor) & GetModulatedShadowColor() const


description: Returns the number of view dependent shadows this light will create, not counting distance field shadow cascades.

code: virtual uint32 GetNumViewDependentWholeSceneShadows ( const [FSceneView](API\Runtime\Engine\FSceneView) & View, bool bPrecomputedLightingIsValid ) const


code: virtual float GetOuterConeAngle() const


code: virtual [FLinearColor](API\Runtime\Core\Math\FLinearColor) GetOuterSpaceLuminance() const


code: virtual [FLinearColor](API\Runtime\Core\Math\FLinearColor) GetOuterSpaceIlluminance() const


description: Use to get the owning actor label (or component name as fallback, if the owner is null or ENABLE_DEBUG_LABELS is off) for diagnostic messages, debug or profiling. The actor label is what is shown in the UI (as opposed to the theFName).

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


description:
Sets up a projected shadow initializer for the given subject.
True if a projected shadow should be cast by this subject-light pair.

code: virtual bool GetPerObjectProjectedShadowInitializer ( const FBoxSphereBounds & SubjectBounds, [FPerObjectProjectedShadowInitializer](API\Runtime\Engine\FPerObjectProjectedShadowInitial-) & OutInitializer ) const


code: virtual bool GetPerPixelTransmittanceEnabled() const


description: radius of the light

code: virtual float GetRadius() const


code: [FSceneInterface](API\Runtime\Engine\FSceneInterface) * GetSceneInterface() const


code: virtual bool GetScissorRect ( FIntRect & ScissorRect, const [FSceneView](API\Runtime\Engine\FSceneView) & View, const FIntRect & ViewRect ) const


code: const float GetShadowAmount() const


code: float GetShadowResolutionScale() const


code: virtual float GetShadowSourceAngleFactor() const


code: virtual FSphere GetShadowSplitBounds ( const [FSceneView](API\Runtime\Engine\FSceneView) & View, int32 InCascadeIndex, bool bPrecomputedLightingIsValid, [FShadowCascadeSettings](API\Runtime\Engine\FShadowCascadeSettings) * OutCascadeSettings ) const


code: virtual FSphere GetShadowSplitBoundsDepthRange ( const [FSceneView](API\Runtime\Engine\FSceneView) & View, FVector ViewOrigin, float SplitNear, float SplitFar, [FShadowCascadeSettings](API\Runtime\Engine\FShadowCascadeSettings) * OutCascadeSettings ) const


code: virtual float GetSourceRadius() const


code: const [FStaticShadowDepthMap](API\Runtime\Engine\Components\FStaticShadowDepthMap) * GetStaticShadowDepthMap() const


code: virtual [FLinearColor](API\Runtime\Core\Math\FLinearColor) GetSunIlluminanceOnGroundPostTransmittance() const


description: the light half apex angle (half angular diameter) in radian.

code: virtual float GetSunLightHalfApexAngleRadian() const


code: virtual float GetTraceDistance() const


code: virtual bool GetUsePerPixelAtmosphereTransmittance() const


description: Accessors.

code: float GetUserShadowBias() const


code: float GetUserShadowSlopeBias() const


description:
Sets up a projected shadow initializer that's dependent on the current view for shadows from the entire scene.
True if the whole-scene projected shadow should be used.

code: virtual bool GetViewDependentWholeSceneProjectedShadowInitializer ( const [FSceneView](API\Runtime\Engine\FSceneView) & View, int32 InCascadeIndex, bool bPrecomputedLightingIsValid, [FWholeSceneProjectedShadowInitializer](API\Runtime\Engine\FWholeSceneProjectedShadowInitia-) & OutInitializer ) const


description:
Sets up a projected shadow initializer for shadows from the entire scene.
True if the whole-scene projected shadow should be used.

code: virtual bool GetWholeSceneProjectedShadowInitializer ( const [FSceneViewFamily](API\Runtime\Engine\FSceneViewFamily) & ViewFamily, [TArray](API\Runtime\Core\Containers\TArray)< [FWholeSceneProjectedShadowInitializer](API\Runtime\Engine\FWholeSceneProjectedShadowInitia-), TInlineAllocator< 6 > > & OutInitializers ) const


code: const FMatrix & GetWorldToLight() const


code: virtual bool HasSourceTexture() const


code: bool IsContactShadowLengthInWS() const


code: virtual bool IsInverseSquared() const


code: bool IsUsedAsAtmosphereSunLight() const


code: virtual void SetAtmosphereRelatedProperties ( [FLinearColor](API\Runtime\Core\Math\FLinearColor) TransmittanceTowardSunIn, [FLinearColor](API\Runtime\Core\Math\FLinearColor) SunDiscOuterSpaceLuminanceIn )


description: Updates the light's color.

code: void SetColor ( const [FLinearColor](API\Runtime\Core\Math\FLinearColor) & InColor )


description: whether a scissor rect is set

code: virtual bool SetScissorRect ( [FRHICommandList](API\Runtime\RHI\FRHICommandList) & RHICmdList, const [FSceneView](API\Runtime\Engine\FSceneView) & View, const FIntRect & ViewRect, FIntRect * OutScissorRect ) const


description: Whether this light should create per object shadows for dynamic objects.

code: virtual bool ShouldCreatePerObjectShadowsForDynamicObjects() const


description: Updates the light proxy's cached transforms.

code: void SetTransform ( const FMatrix & InLightToWorld, const FVector4 & InPosition )


code: virtual bool ShouldCreateRayTracedCascade ( [ERHIFeatureLevel::Type](API\Runtime\RHI\ERHIFeatureLevel__Type) Type, bool bPrecomputedLightingIsValid, int32 MaxNearCascades ) const


description: Whether this light should create CSM for dynamic objects only (mobile renderer)

code: virtual bool UseCSMForDynamicObjects() const


description: Initialization constructor.

code: FLightSceneProxy ( const [ULightComponent](API\Runtime\Engine\Components\ULightComponent) * InLightComponent )