code: static void UnloadPrimaryAssetList ( const [TArray](API\Runtime\Core\Containers\TArray)< [FPrimaryAssetId](API\Runtime\CoreUObject\UObject\FPrimaryAssetId) > & PrimaryAssetIdList )


description: Requests Requests unregistering from receiving remote notifications to the user's device. (Android only)

module: Engine


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


description: Generate anFTextthat represents the passed number as currency in the current culture. BaseVal is specified in the smallest fractional value of the currency and will be converted for formatting according to the selected culture. Keep in mind the CurrencyCode is completely independent of the culture it's displayed in (and they do not imply one another). For example:FText::AsCurrencyBase(650, TEXT("EUR")); would return anFTextof "6.50" in most English cultures (en_US/en_UK) and "6,50" in Spanish (es_ES) (whereis U+20AC)

code: static [FText](API\Runtime\Core\Internationalization\FText) AsCurrencyBase ( int32 BaseValue, const [FString](API\Runtime\Core\Containers\FString) & CurrencyCode )


className: UKismetSystemLibrary

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

meta

description: Builds an ARFilter struct.


description: Converts a passed in float to a text formatted as a currency

code: static [FText](API\Runtime\Core\Internationalization\FText) AsCurrency_Float ( float Value, [TEnumAsByte](API\Runtime\Core\Containers\TEnumAsByte)< ERoundingMode > RoundingMode, bool bAlwaysSign, bool bUseGrouping, int32 MinimumIntegralDigits, int32 MaximumIntegralDigits, int32 MinimumFractionalDigits, int32 MaximumFractionalDigits, const [FString](API\Runtime\Core\Containers\FString) & CurrencyCode )


description: Converts a passed in integer to a text formatted as a currency

code: static [FText](API\Runtime\Core\Internationalization\FText) AsCurrency_Integer ( int32 Value, [TEnumAsByte](API\Runtime\Core\Containers\TEnumAsByte)< ERoundingMode > RoundingMode, bool bAlwaysSign, bool bUseGrouping, int32 MinimumIntegralDigits, int32 MaximumIntegralDigits, int32 MinimumFractionalDigits, int32 MaximumFractionalDigits, const [FString](API\Runtime\Core\Containers\FString) & CurrencyCode )


description: Converts a passed in date & time to a text, formatted as a date & time using an invariant timezone. This will use the given date & time as-is, so it's assumed to already be in the correct timezone.

code: static [FText](API\Runtime\Core\Internationalization\FText) AsDateTime_DateTime ( const [FDateTime](API\Runtime\Core\Misc\FDateTime) & In )


description: Converts a passed in date & time to a text, formatted as a date using an invariant timezone. This will use the given date & time as-is, so it's assumed to already be in the correct timezone.

code: static [FText](API\Runtime\Core\Internationalization\FText) AsDate_DateTime ( const [FDateTime](API\Runtime\Core\Misc\FDateTime) & InDateTime )


description: Converts a passed in float to a text, formatted as a percent

code: static [FText](API\Runtime\Core\Internationalization\FText) AsPercent_Float ( float Value, [TEnumAsByte](API\Runtime\Core\Containers\TEnumAsByte)< ERoundingMode > RoundingMode, bool bAlwaysSign, bool bUseGrouping, int32 MinimumIntegralDigits, int32 MaximumIntegralDigits, int32 MinimumFractionalDigits, int32 MaximumFractionalDigits )


description: Converts a passed in time span to a text, formatted as a time span

code: static [FText](API\Runtime\Core\Internationalization\FText) AsTimespan_Timespan ( const [FTimespan](API\Runtime\Core\Misc\FTimespan) & InTimespan )


description: Converts a passed in date & time to a text, formatted as a date using the given timezone (default is the local timezone). This will convert the given date & time from UTC to the given timezone (taking into account DST).

code: static [FText](API\Runtime\Core\Internationalization\FText) AsTimeZoneDate_DateTime ( const [FDateTime](API\Runtime\Core\Misc\FDateTime) & InDateTime, const [FString](API\Runtime\Core\Containers\FString) & InTimeZone )


description: Converts a passed in date & time to a text, formatted as a date & time using the given timezone (default is the local timezone). This will convert the given date & time from UTC to the given timezone (taking into account DST).

code: static [FText](API\Runtime\Core\Internationalization\FText) AsTimeZoneDateTime_DateTime ( const [FDateTime](API\Runtime\Core\Misc\FDateTime) & InDateTime, const [FString](API\Runtime\Core\Containers\FString) & InTimeZone )


description: Converts a passed in date & time to a text, formatted as a time using the given timezone (default is the local timezone). This will convert the given date & time from UTC to the given timezone (taking into account DST).

code: static [FText](API\Runtime\Core\Internationalization\FText) AsTimeZoneTime_DateTime ( const [FDateTime](API\Runtime\Core\Misc\FDateTime) & InDateTime, const [FString](API\Runtime\Core\Containers\FString) & InTimeZone )


description: Converts a passed in date & time to a text, formatted as a time using an invariant timezone. This will use the given date & time as-is, so it's assumed to already be in the correct timezone.

code: static [FText](API\Runtime\Core\Internationalization\FText) AsTime_DateTime ( const [FDateTime](API\Runtime\Core\Misc\FDateTime) & In )


description: Converts a boolean value to formatted text, either 'true' or 'false'

code: static [FText](API\Runtime\Core\Internationalization\FText) Conv_BoolToText ( bool InBool )


description: Converts a byte value to formatted text

code: static [FText](API\Runtime\Core\Internationalization\FText) Conv_ByteToText ( uint8 Value )


description: Converts a linear color value to localized formatted text, in the form '(R=,G=,B=,A=)'

code: static [FText](API\Runtime\Core\Internationalization\FText) Conv_ColorToText ( [FLinearColor](API\Runtime\Core\Math\FLinearColor) InColor )


description: Converts a passed in double to text based on formatting options

code: static [FText](API\Runtime\Core\Internationalization\FText) Conv_DoubleToText ( double Value, [TEnumAsByte](API\Runtime\Core\Containers\TEnumAsByte)< ERoundingMode > RoundingMode, bool bAlwaysSign, bool bUseGrouping, int32 MinimumIntegralDigits, int32 MaximumIntegralDigits, int32 MinimumFractionalDigits, int32 MaximumFractionalDigits )


description: Converts a passed in float to text based on formatting options

code: static [FText](API\Runtime\Core\Internationalization\FText) Conv_FloatToText ( float Value, [TEnumAsByte](API\Runtime\Core\Containers\TEnumAsByte)< ERoundingMode > RoundingMode, bool bAlwaysSign, bool bUseGrouping, int32 MinimumIntegralDigits, int32 MaximumIntegralDigits, int32 MinimumFractionalDigits, int32 MaximumFractionalDigits )


description: Converts a passed in integer to text based on formatting options

code: static [FText](API\Runtime\Core\Internationalization\FText) Conv_Int64ToText ( int64 Value, bool bAlwaysSign, bool bUseGrouping, int32 MinimumIntegralDigits, int32 MaximumIntegralDigits )


code: static [FText](API\Runtime\Core\Internationalization\FText) Conv_IntToText ( int32 Value, bool bAlwaysSign, bool bUseGrouping, int32 MinimumIntegralDigits, int32 MaximumIntegralDigits )


description: Converts Name to culture invariant text

code: static [FText](API\Runtime\Core\Internationalization\FText) Conv_NameToText ( [FName](API\Runtime\Core\UObject\FName) InName )


description: Converts aUObjectvalue to culture invariant text by calling the object's GetName method

code: static [FText](API\Runtime\Core\Internationalization\FText) Conv_ObjectToText ( class [UObject](API\Runtime\CoreUObject\UObject\UObject) * InObj )


description: Converts string to culture invariant text. Use Format or Make Literal Text to create localizable text

code: static [FText](API\Runtime\Core\Internationalization\FText) Conv_StringToText ( const [FString](API\Runtime\Core\Containers\FString) & InString )


description: Converts a rotator value to localized formatted text, in the form 'P= Y= R='

code: static [FText](API\Runtime\Core\Internationalization\FText) Conv_RotatorToText ( FRotator InRot )


description: Converts localizable text to the string

code: static [FString](API\Runtime\Core\Containers\FString) Conv_TextToString ( const [FText](API\Runtime\Core\Internationalization\FText) & InText )


description: Converts a transform value to localized formatted text, in the form 'Translation: X= Y= Z= Rotation: P= Y= R= Scale: X= Y= Z='

code: static [FText](API\Runtime\Core\Internationalization\FText) Conv_TransformToText ( const FTransform & InTrans )


description: Converts a vector2d value to localized formatted text, in the form 'X= Y='

code: static [FText](API\Runtime\Core\Internationalization\FText) Conv_Vector2dToText ( FVector2D InVec )


description: Converts a vector value to localized formatted text, in the form 'X= Y= Z='

code: static [FText](API\Runtime\Core\Internationalization\FText) Conv_VectorToText ( FVector InVec )


description: Returns true if A and B are linguistically equal (A == B), ignoring case.

code: static bool EqualEqual_IgnoreCase_TextText ( const [FText](API\Runtime\Core\Internationalization\FText) & A, const [FText](API\Runtime\Core\Internationalization\FText) & B )


description: Returns true if A and B are linguistically equal (A == B).

code: static bool EqualEqual_TextText ( const [FText](API\Runtime\Core\Internationalization\FText) & A, const [FText](API\Runtime\Core\Internationalization\FText) & B )


description: Attempts to find existing Text using the representation found in the loc tables for the specified namespace and key.

code: static bool FindTextInLocalizationTable ( const [FString](API\Runtime\Core\Containers\FString) & Namespace, const [FString](API\Runtime\Core\Containers\FString) & Key, [FText](API\Runtime\Core\Internationalization\FText) & OutText, const [FString](API\Runtime\Core\Containers\FString) & SourceString )


description: Used for formatting text using theFText::Formatfunction and utilized by theUK2Node_FormatText

code: static [FText](API\Runtime\Core\Internationalization\FText) Format ( [FText](API\Runtime\Core\Internationalization\FText) InPattern, [TArray](API\Runtime\Core\Containers\TArray)< [FFormatArgumentData](API\Runtime\Core\Internationalization\FFormatArgumentData) > InArgs )


description: Returns an empty piece of text.


description:
Check whether the given polyglot data is valid.
True if the polyglot data is valid, false otherwise. ErrorMessage will be filled in if the the data is invalid.

code: static void IsPolyglotDataValid ( const [FPolyglotTextData](API\Runtime\Core\Internationalization\FPolyglotTextData) & PolyglotData, bool & IsValid, [FText](API\Runtime\Core\Internationalization\FText) & ErrorMessage )


description: Returns true if A and B are linguistically not equal (A != B), ignoring case.

code: static bool NotEqual_IgnoreCase_TextText ( const [FText](API\Runtime\Core\Internationalization\FText) & A, const [FText](API\Runtime\Core\Internationalization\FText) & B )


description: Returns true if A and B are linguistically not equal (A != B).

code: static bool NotEqual_TextText ( const [FText](API\Runtime\Core\Internationalization\FText) & A, const [FText](API\Runtime\Core\Internationalization\FText) & B )


description:
Get the text instance created from this polyglot data.
The text instance, or an empty text if the data is invalid.

code: static [FText](API\Runtime\Core\Internationalization\FText) PolyglotDataToText ( const [FPolyglotTextData](API\Runtime\Core\Internationalization\FPolyglotTextData) & PolyglotData )


description:
Attempts to find the String Table ID and key used by the given text.
True if the String Table ID and key were found, false otherwise.

code: static bool StringTableIdAndKeyFromText ( [FText](API\Runtime\Core\Internationalization\FText) Text, [FName](API\Runtime\Core\UObject\FName) & OutTableId, [FString](API\Runtime\Core\Containers\FString) & OutKey )


description:
This exists to allow programmatic look-up of a string table entry from dynamic content - you should favor setting your string table reference on a text property or pin wherever possible as it is significantly more robust (see "Make Literal Text").
The found text, or a dummy text if the entry could not be found.

code: static [FText](API\Runtime\Core\Internationalization\FText) TextFromStringTable ( const [FName](API\Runtime\Core\UObject\FName) TableId, const [FString](API\Runtime\Core\Containers\FString) & Key )


description: Returns true if text is culture invariant.

code: static bool TextIsCultureInvariant ( const [FText](API\Runtime\Core\Internationalization\FText) & InText )


description: Returns true if the given text is referencing a string table.

code: static bool TextIsFromStringTable ( const [FText](API\Runtime\Core\Internationalization\FText) & Text )


description: Returns true if text is empty.

code: static bool TextIsEmpty ( const [FText](API\Runtime\Core\Internationalization\FText) & InText )


description: Returns true if text is transient.

code: static bool TextIsTransient ( const [FText](API\Runtime\Core\Internationalization\FText) & InText )


description: The returned instance is linked to the original and will be rebuilt if the active culture is changed.

code: static [FText](API\Runtime\Core\Internationalization\FText) TextToLower ( const [FText](API\Runtime\Core\Internationalization\FText) & InText )


code: static [FText](API\Runtime\Core\Internationalization\FText) TextToUpper ( const [FText](API\Runtime\Core\Internationalization\FText) & InText )


description: Removes whitespace characters from the front of the text.

code: static [FText](API\Runtime\Core\Internationalization\FText) TextTrimPreceding ( const [FText](API\Runtime\Core\Internationalization\FText) & InText )


description: Removes whitespace characters from the front and end of the text.

code: static [FText](API\Runtime\Core\Internationalization\FText) TextTrimPrecedingAndTrailing ( const [FText](API\Runtime\Core\Internationalization\FText) & InText )


description: Removes trailing whitespace characters.

code: static [FText](API\Runtime\Core\Internationalization\FText) TextTrimTrailing ( const [FText](API\Runtime\Core\Internationalization\FText) & InText )


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


className: UKismetTextLibrary

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


description: Called before destroying the object. This is called immediately upon deciding to destroy the object, to allow the object to begin an asynchronous cleanup process.

code: virtual void BeginDestroy()


className: FPlatformDelegate

code: class FPlatformDelegate


className: FPlatformStartupArgumentsDelegate

code: class FPlatformStartupArgumentsDelegate


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

code: virtual void PostInitProperties()


className: UPlatformGameInstance

description: UObjectbased class for handling mobile events. Having this object as an option gives the app lifetime access to these global delegates. The componentUApplicationLifecycleComponentis destroyed at level loads

code: class UPlatformGameInstance : public [UGameInstance](API\Runtime\Engine\Engine\UGameInstance)

type: FPlatformFailed...

description: Called when the application fails to register for remote notifications

ApplicationHasEnteredForegroundDelegate

type: FPlatformDelega...

description: Called when the application is returning to the foreground (reverse any processing done in the EnterBackground delegate)

ApplicationHasReactivatedDelegate

description: Called when the application has been reactivated (reverse any processing done in the Deactivate delegate)

type: FPlatformReceiv...

description: Called when the application receives a local notification

description: Called when the application receives a remote notification

type: FPlatformScreen...

description: Called when the application receives a screen orientation change notification

type: FPlatformStartu...

description: Called with arguments passed to the application on statup, perhaps meta data passed on by another application which launched this one.

type: FPlatformRegist...

description: Called when the user grants permission to register for remote notifications

description: Called when the user grants permission to register for notifications

description: Called when the OS is running low on resources and asks the application to free up any cached resources, drop graphics quality etc.

ApplicationWillDeactivateDelegate

description: This is called when the application is about to be deactivated (e.g., due to a phone call or SMS or the sleep button).

ApplicationWillEnterBackgroundDelegate

description: This is called when the application is being backgrounded (e.g., due to switching to another app or closing it via the home button) The game should release shared resources, save state, etc..., since it can be terminated from the background state without any further warning.

ApplicationWillTerminateDelegate

description: Thismaybe called when the application is getting terminated by the OS.


description: Enables/disables splash screen to be automatically shown when LoadMap is called.

code: static void EnableAutoLoadingSplashScreen ( bool InAutoShowEnabled )


description: Hide the splash screen and return to normal display.

code: static void HideSplashScreen()


description: Set splash screen attributes

code: static void SetSplashScreen ( class [UTexture](API\Runtime\Engine\Engine\UTexture) * Texture, FVector2D Scale, FVector Offset, bool bShowLoadingMovie, bool bShowOnSet )


description: Show the splash screen and override the VR display

code: static void ShowSplashScreen()


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


className: UStereoLayerFunctionLibrary

description: StereoLayer Extensions Function Library

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


className: FLayerActorStats

code: struct FLayerActorStats

Total

description: The total number of Actors of Type assigned to the Layer

Type

type: TObjectPtr<UCl...

description: A Type of Actor currently associated with the Layer


code: void AddToStats ( [AActor](API\Runtime\Engine\GameFramework\AActor) * Actor )


code: const [TArray](API\Runtime\Core\Containers\TArray)< [FLayerActorStats](API\Runtime\Engine\Layers\FLayerActorStats) > & GetActorStats() const


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


code: void SetLayerName ( [FName](API\Runtime\Core\UObject\FName) InName )


code: void SetVisible ( bool bIsVisible )


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


className: ULayer

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


description: When selected can this actor be deleted?

code: virtual bool CanDeleteSelectedActor ( [FText](API\Runtime\Core\Internationalization\FText) & OutReason ) const


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

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


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

code: virtual void CheckForErrors()


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

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


description: Returns true if this actor is allowed to be attached from the given actor

code: virtual bool EditorCanAttachFrom ( const [AActor](API\Runtime\Engine\GameFramework\AActor) * InChild, [FText](API\Runtime\Core\Internationalization\FText) & OutReason ) const


description: Get underlying actors

code: virtual void EditorGetUnderlyingActors ( [TSet](API\Runtime\Core\Containers\TSet)< [AActor](API\Runtime\Engine\GameFramework\AActor) * > & OutUnderlyingActors ) const


className: FOnLevelInstanceActorPostLoad

code: typedef TMulticastDelegate_OneParam< void, [ALevelInstance](API\Runtime\Engine\LevelInstance\ALevelInstance) * > FOnLevelInstanceActorPostLoad


description: Returns the world space bounding box of all components in this Actor.

code: virtual FBox GetComponentsBoundingBox ( bool bNonColliding, bool bIncludeFromChildActors ) const


code: virtual ELevelInstanceRuntimeBehavior GetDefaultRuntimeBehavior() const


code: virtual ELevelInstanceRuntimeBehavior GetDesiredRuntimeBehavior() const


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


code: virtual [ULevelInstanceComponent](API\Runtime\Engine\LevelInstance\ULevelInstanceComponent) * GetLevelInstanceComponent() const


code: virtual const [FGuid](API\Runtime\Core\Misc\FGuid) & GetLevelInstanceGuid() const


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

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


description: Pure Interface Start.

code: virtual const [FLevelInstanceID](API\Runtime\Engine\LevelInstance\FLevelInstanceID) & GetLevelInstanceID() const


description: Similar to GetReferencedContentObjects, but for soft referenced objects

code: virtual bool GetSoftReferencedContentObjects ( [TArray](API\Runtime\Core\Containers\TArray)< [FSoftObjectPath](API\Runtime\CoreUObject\UObject\FSoftObjectPath) > & SoftObjects ) const


description: GetActorBounds()

code: virtual FBox GetStreamingBounds() const


code: virtual const [TSoftObjectPtr](API\Runtime\CoreUObject\UObject\TSoftObjectPtr)< [UWorld](API\Runtime\Engine\Engine\UWorld) > & GetWorldAsset() const


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

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


code: virtual bool HasValidLevelInstanceID() const


code: virtual bool IsLoadingEnabled() const


description: Returns true if actor location should be locked.

code: virtual bool IsLockLocation() const


code: virtual void OnLevelInstanceLoaded()


code: void OnRep_LevelInstanceSpawnGuid()


description: Used to allow actor classes to open an actor specific editor

code: virtual bool OpenAssetEditor()


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

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


description: Called after importing property values for this object (paste, duplicate or .t3d import) Allow the object to perform any cleanup for properties which shouldn't be duplicated or are unsupported by the script serialization

code: virtual void PostEditImport()


description: Called after applying a transaction to the object. Default implementation simply calls PostEditChange.

code: virtual void PostEditUndo()


description: Called after applying a transaction to the object in cases where transaction annotation was provided. Default implementation simply calls PostEditChange.

code: virtual void PostEditUndo ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [ITransactionObjectAnnotation](API\Runtime\CoreUObject\Misc\ITransactionObjectAnnotation) > TransactionAnnotation )


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

code: virtual void PostLoad()


description: Called after all the components in the Components array are registered, called both in editor and during gameplay. bHasRegisteredAllComponents must be set true prior to calling this function.


description: Called after all currently registered components are cleared


description: This is called when a property is about to be modified externally

code: virtual void PreEditChange ( [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * PropertyAboutToChange )


description: Called before applying a transaction to the object. Default implementation simply calls PreEditChange.

code: virtual void PreEditUndo()


description: Push Foundation Editing state to primitive scene proxy

code: virtual void PushLevelInstanceEditingStateToProxies ( bool bInEditingState )


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

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


description: Push Selection to actor

code: virtual void PushSelectionToProxies()


description: Changes bHiddenEdLayer flag and returns true if flag changed.

code: virtual bool SetIsHiddenEdLayer ( bool bIsHiddenEdLayer )


description: Explicitly sets whether or not this actor is hidden in the editor for the duration of the current editor session

code: virtual void SetIsTemporarilyHiddenInEditor ( bool bIsHidden )


code: virtual bool SetWorldAsset ( [TSoftObjectPtr](API\Runtime\CoreUObject\UObject\TSoftObjectPtr)< [UWorld](API\Runtime\Engine\Engine\UWorld) > WorldAsset )


code: virtual bool SupportsPartialEditorLoading() const


className: ALevelInstance

code: class ALevelInstance : public [AActor](API\Runtime\Engine\GameFramework\AActor), public [ILevelInstanceInterface](API\Runtime\Engine\LevelInstance\ILevelInstanceInterface)

CookedWorldAsset

type: TSoftObjectPtr<...

DesiredRuntimeBehavior

type: ELevelInstanceR...

LevelInstanceActorGuid

type: FLevelInstanceA...

LevelInstanceComponent

type: TObjectPtr<ULe...

LevelInstanceSpawnGuid

type: FGuid

WorldAsset

description: Level LevelInstance


code: static [ALevelInstanceEditorInstanceActor](API\Runtime\Engine\LevelInstance\ALevelInstanceEditorInstanceActo-) * Create ( [ILevelInstanceInterface](API\Runtime\Engine\LevelInstance\ILevelInstanceInterface) * LevelInstance, [ULevel](API\Runtime\Engine\Engine\ULevel) * LoadedLevel )


code: const [FLevelInstanceID](API\Runtime\Engine\LevelInstance\FLevelInstanceID) & GetLevelInstanceID() const


description: Returns immediate selection parent

code: virtual [AActor](API\Runtime\Engine\GameFramework\AActor) * GetSelectionParent() const


description: Returns whether this Actor is part of another's actor selection

code: virtual bool IsSelectionChild() const


description: Returns whether this actor can select its attached actors

code: virtual bool IsSelectionParentOfAttachedActors() const


code: void SetLevelInstanceID ( const [FLevelInstanceID](API\Runtime\Engine\LevelInstance\FLevelInstanceID) & InLevelInstanceID )


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


className: ALevelInstanceEditorInstanceActor

description: ULevelInstanceComponent

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


description: When selected can this actor be deleted?

code: virtual bool CanDeleteSelectedActor ( [FText](API\Runtime\Core\Internationalization\FText) & OutReason ) const


description: DataLayers functions.

code: virtual bool IsDataLayerTypeSupported &40; TSubclassOf< UDataLayerInstance > DataLayerType &41; const


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


description: Called after an actor has been moved in the editor

code: virtual void PostEditMove ( bool bFinished )


code: virtual void PostEditUndo()


description: Called before editor copy, true allow export

code: virtual bool ShouldExport()


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


className: ALevelInstancePivot

code: class ALevelInstancePivot : public [AActor](API\Runtime\Engine\GameFramework\AActor), public [ILevelInstanceEditorPivotInterface](API\Runtime\Engine\LevelInstance\ILevelInstanceEditorPivotInterfa-)


code: const [FGuid](API\Runtime\Core\Misc\FGuid) & GetGuid() const


description: Exists only to support 'FVTableHelper' Actor constructors.

code: FLevelInstanceActorGuid()


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


className: FLevelInstanceActorGuid

description: Helper struct that allows serializing the ActorGuid for runtime use.

code: struct FLevelInstanceActorGuid

Actor

type: TObjectPtr<AAc...


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


code: virtual void EditorGetUnderlyingActors ( [TSet](API\Runtime\Core\Containers\TSet)< [AActor](API\Runtime\Engine\GameFramework\AActor) * > & OutUnderlyingActors ) const


code: virtual bool GetBounds ( FBox & OutBounds ) const


description: BeginILevelInstanceInterfaceImplementaion

code: const [FLevelInstanceID](API\Runtime\Engine\LevelInstance\FLevelInstanceID) & GetLevelInstanceID() const


code: bool HasValidLevelInstanceID() const


code: virtual bool IsLoadingEnabled() const


code: virtual bool IsLockLocation() const


code: virtual void OnLevelInstanceLoaded()


code: virtual void PostEditChangeProperty ( [FPropertyChangedEvent](API\Runtime\CoreUObject\UObject\FPropertyChangedEvent) & PropertyChangedEvent, bool bWorldAssetChange, [TFunction](API\Runtime\Core\GenericPlatform\TFunction)< void([FPropertyChangedEvent](API\Runtime\CoreUObject\UObject\FPropertyChangedEvent) &)> SuperCall )


code: virtual void PostEditImport ( [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< void()> SuperCall )


code: virtual void PostEditUndo ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [ITransactionObjectAnnotation](API\Runtime\CoreUObject\Misc\ITransactionObjectAnnotation) > TransactionAnnotation, [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< void([TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [ITransactionObjectAnnotation](API\Runtime\CoreUObject\Misc\ITransactionObjectAnnotation) > TransactionAnnotation)> SuperCall )


code: virtual void PreEditChange ( [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * Property, bool bWorldAssetChange, [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< void([FProperty](API\Runtime\CoreUObject\UObject\FProperty) *)> SuperCall )


description: ALevelInstanceas an example

code: virtual void PreEditUndo ( [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< void()> SuperCall )


code: virtual void PushLevelInstanceEditingStateToProxies ( bool bInEditingState )


code: virtual void PushSelectionToProxies()


code: virtual void RegisterLevelInstance()


code: virtual bool SetIsHiddenEdLayer ( bool bIsHiddenEdLayer, [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< bool(bool)> SuperCall )


code: virtual void SetIsTemporarilyHiddenInEditor ( bool bIsHidden, [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< void(bool)> SuperCall )


code: virtual void PostEditUndo ( [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< void()> SuperCall )


code: virtual bool SupportsPartialEditorLoading() const


code: virtual void UnregisterLevelInstance()


code: FLevelInstanceActorImpl()


code: FLevelInstanceActorImpl ( [ILevelInstanceInterface](API\Runtime\Engine\LevelInstance\ILevelInstanceInterface) * InLevelInstance )


className: FLevelInstanceActorImpl

description: ALevelInstance

code: class FLevelInstanceActorImpl


code: virtual ~FLevelInstanceActorImpl()


code: static [ILevelInstanceEditorPivotInterface](API\Runtime\Engine\LevelInstance\ILevelInstanceEditorPivotInterfa-) * Create ( [ILevelInstanceInterface](API\Runtime\Engine\LevelInstance\ILevelInstanceInterface) * LevelInstance, [ULevelStreaming](API\Runtime\Engine\Engine\ULevelStreaming) * LevelStreaming )


code: static FVector GetPivot ( [ILevelInstanceEditorPivotInterface](API\Runtime\Engine\LevelInstance\ILevelInstanceEditorPivotInterfa-) * PivotInterface, ELevelInstancePivotType PivotType, [AActor](API\Runtime\Engine\GameFramework\AActor) * PivotToActor )


code: static void SetPivot ( [ILevelInstanceEditorPivotInterface](API\Runtime\Engine\LevelInstance\ILevelInstanceEditorPivotInterfa-) * PivotInterface, ELevelInstancePivotType PivotType, [AActor](API\Runtime\Engine\GameFramework\AActor) * PivotToActor )


code: static void ShowPivotLocation ( const FVector & PivotLocation )


className: FLevelInstanceEditorPivotHelper

code: class FLevelInstanceEditorPivotHelper


code: const [FActorContainerID](API\Runtime\Engine\WorldPartition\FActorContainerID) & GetContainerID() const


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


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


code: FLevelInstanceID ( class [ULevelInstanceSubsystem](API\Runtime\Engine\LevelInstance\ULevelInstanceSubsystem) * LevelInstanceSubsystem, class [ILevelInstanceInterface](API\Runtime\Engine\LevelInstance\ILevelInstanceInterface) * LevelInstance )


className: FLevelInstanceID

description: FLevelInstanceIDis a runtime unique id that is computed from the Hash of LevelInstance Actor Guid and all its ancestor LevelInstance Actor Guids. Resulting in a different ID for all instances whether they load the same level or not.

code: struct FLevelInstanceID


code: void SetExternalActors ( bool bInExternalActors )


code: void SetForceExternalActors ( bool bInForceExternalActors )


className: FNewLevelInstanceParams

code: struct FNewLevelInstanceParams

bAlwaysShowDialog

type: bool

LevelInstanceClass

type: TSubclassOf<AA...

LevelPackageName

type: FString

PivotType

type: ELevelInstanceP...

TemplateWorld

type: TObjectPtr<UWo...

Type

type: ELevelInstanceC...


className: Type

code: typedef class FLevelInstanceActorDesc Type


code: template<> struct FWorldPartitionActorDescType< ALevelInstance >


className: FExitEditorModeEvent

description: Broadcasts before exiting mode

code: class FExitEditorModeEvent : public TBaseMulticastDelegate_NoParams< void >


code: virtual ~ILevelInstanceEditorModule()


className: FTryExitEditorModeEvent

code: class FTryExitEditorModeEvent : public TBaseMulticastDelegate_NoParams< void >


className: ILevelInstanceEditorModule

description: The module holding all of the UI related pieces for LevelInstance management

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


className: FInitState

code: struct FInitState

ActorTransform

type: FTransform

LevelInstanceID

type: FLevelInstanceI...

LevelOffset

type: FVector


code: const [FLevelInstanceID](API\Runtime\Engine\LevelInstance\FLevelInstanceID) & GetLevelInstanceID() const


code: void SetInitState ( const [FInitState](API\Runtime\Engine\LevelInstance\ILevelInstanceEditorPivotInterfa-\FInitState) & InInitState )


className: ILevelInstanceEditorPivotInterface

description: Interface to be implemented by Actor classes to implement support for LevelInstance Editor Pivot

InitState

type: FInitState


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

code: virtual EWorldPartitionActorFilterType GetDetailsFilterTypes&40;&41; const


code: virtual TSubclassOf< AActor > GetEditorPivotClass&40;&41; const


code: ULevelInstanceComponent &42; GetLevelInstanceComponent&40;&41; const


code: const FGuid & GetLevelInstanceGuid&40;&41; const


description: Pure Interface Start.

code: const FLevelInstanceID & GetLevelInstanceID&40;&41; const


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

code: virtual EWorldPartitionActorFilterType GetLoadingFilterTypes&40;&41; const


code: const TSoftObjectPtr< UWorld > & GetWorldAsset&40;&41; const


code: virtual void OnCommit &40; bool bChanged &41;


code: virtual void OnFilterChanged&40;&41;


code: bool SetWorldAsset &40; TSoftObjectPtr< UWorld > WorldAsset &41;


code: bool IsLoadingEnabled&40;&41; const


code: virtual bool SupportsPartialEditorLoading&40;&41; const


code: virtual void OnCommitChild &40; bool bChanged &41;


className: ILevelInstanceInterface

description: FLevelInstanceActorImplto use as a member or base class member of the implementing class. It provides most of the boiler plate code so that the implementing class behaves properly in editor (Undo/Redo/Delete/Selection/Imporrt/etc)

code: class ILevelInstanceInterface


code: const [FWorldPartitionActorFilter](API\Runtime\Engine\WorldPartition\Filter\FWorldPartitionActorFilter) & GetFilter() const


code: const [TMap](API\Runtime\Core\Containers\TMap)< [FActorContainerID](API\Runtime\Engine\WorldPartition\FActorContainerID), [TSet](API\Runtime\Core\Containers\TSet)< [FGuid](API\Runtime\Core\Misc\FGuid) > > & GetFilteredActorsPerContainer() const


description: Those are the methods that need overriding to be able to properly update the AttachComponent.

code: virtual void OnRegister()


description: Native callback when this component is moved

code: virtual void OnUpdateTransform ( EUpdateTransformFlags UpdateTransformFlags, ETeleportType Teleport )


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

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


description: Called after applying a transaction to the object. Default implementation simply calls PostEditChange.

code: virtual void PostEditUndo()


description: This is called when a property is about to be modified externally

code: virtual void PreEditChange ( [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * PropertyAboutToChange )


description: Called before applying a transaction to the object. Default implementation simply calls PreEditChange.

code: virtual void PreEditUndo()


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

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


code: void SetFilter ( const [FWorldPartitionActorFilter](API\Runtime\Engine\WorldPartition\Filter\FWorldPartitionActorFilter) & InFilter, bool bNotify )


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


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


className: ULevelInstanceComponent

description: Avoiding those Level Actors from being part of the Transaction system allows us to unload that level without clearing the transaction buffer. It also allows BP Reinstancing without having to update attachements.

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


className: ULevelInstanceEditorPivotInterface

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


className: ULevelInstanceInterface

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


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


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


code: void BlockLoadLevelInstance ( [ILevelInstanceInterface](API\Runtime\Engine\LevelInstance\ILevelInstanceInterface) * LevelInstance )


code: void BlockUnloadLevelInstance ( [ILevelInstanceInterface](API\Runtime\Engine\LevelInstance\ILevelInstanceInterface) * LevelInstance )


code: bool BreakLevelInstance ( [ILevelInstanceInterface](API\Runtime\Engine\LevelInstance\ILevelInstanceInterface) * LevelInstance, uint32 Levels, [TArray](API\Runtime\Core\Containers\TArray)< [AActor](API\Runtime\Engine\GameFramework\AActor) * > * OutMovedActors )


code: bool CanCommitLevelInstance ( const [ILevelInstanceInterface](API\Runtime\Engine\LevelInstance\ILevelInstanceInterface) * LevelInstance, bool bDiscardEdits, [FText](API\Runtime\Core\Internationalization\FText) * OutReason ) const


code: bool CanEditLevelInstance ( const [ILevelInstanceInterface](API\Runtime\Engine\LevelInstance\ILevelInstanceInterface) * LevelInstance, [FText](API\Runtime\Core\Internationalization\FText) * OutReason ) const


code: bool CanMoveActorToLevel ( const [AActor](API\Runtime\Engine\GameFramework\AActor) * Actor, [FText](API\Runtime\Core\Internationalization\FText) * OutReason ) const


description: Deprecated* Use FPackedLevelActorUtils::CanPackAllLoadedActors

code: bool CanPackAllLoadedActors() const


description: Deprecated* CanUsePackage is deprecated.

code: static bool CanUsePackage ( [FName](API\Runtime\Core\UObject\FName) InPackageName )


code: static bool CanUseWorldAsset ( const [ILevelInstanceInterface](API\Runtime\Engine\LevelInstance\ILevelInstanceInterface) * LevelInstance, [TSoftObjectPtr](API\Runtime\CoreUObject\UObject\TSoftObjectPtr)< [UWorld](API\Runtime\Engine\Engine\UWorld) > WorldAsset, [FString](API\Runtime\Core\Containers\FString) * OutReason )


code: static bool CheckForLoop ( const [ILevelInstanceInterface](API\Runtime\Engine\LevelInstance\ILevelInstanceInterface) * LevelInstance, [TArray](API\Runtime\Core\Containers\TArray)< TPair< [FText](API\Runtime\Core\Internationalization\FText), [TSoftObjectPtr](API\Runtime\CoreUObject\UObject\TSoftObjectPtr)< [UWorld](API\Runtime\Engine\Engine\UWorld) >>> * LoopInfo, const [ILevelInstanceInterface](API\Runtime\Engine\LevelInstance\ILevelInstanceInterface) ** LoopStart )


code: bool CommitLevelInstance ( [ILevelInstanceInterface](API\Runtime\Engine\LevelInstance\ILevelInstanceInterface) * LevelInstance, bool bDiscardEdits, [TSet](API\Runtime\Core\Containers\TSet)< [FName](API\Runtime\Core\UObject\FName) > * DirtyPackages )


code: [ILevelInstanceInterface](API\Runtime\Engine\LevelInstance\ILevelInstanceInterface) * CreateLevelInstanceFrom ( const [TArray](API\Runtime\Core\Containers\TArray)< [AActor](API\Runtime\Engine\GameFramework\AActor) * > & ActorsToMove, const [FNewLevelInstanceParams](API\Runtime\Engine\LevelInstance\FNewLevelInstanceParams) & CreationParams )


description: Implement this for deinitialization of instances of the system

code: virtual void Deinitialize()


code: virtual bool DoesSupportWorldType ( [EWorldType::Type](API\Runtime\Engine\Engine\EWorldType__Type) WorldType ) const


code: void EditLevelInstance ( [ILevelInstanceInterface](API\Runtime\Engine\LevelInstance\ILevelInstanceInterface) * LevelInstance, [TWeakObjectPtr](API\Runtime\Core\UObject\TWeakObjectPtr)< [AActor](API\Runtime\Engine\GameFramework\AActor) > ContextActorPtr )


code: void ForEachLevelInstanceAncestorsAndSelf ( [AActor](API\Runtime\Engine\GameFramework\AActor) * Actor, [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< bool([ILevelInstanceInterface](API\Runtime\Engine\LevelInstance\ILevelInstanceInterface) *)> Operation ) const


code: static bool CheckForLoop ( const [ILevelInstanceInterface](API\Runtime\Engine\LevelInstance\ILevelInstanceInterface) * LevelInstance, [TSoftObjectPtr](API\Runtime\CoreUObject\UObject\TSoftObjectPtr)< [UWorld](API\Runtime\Engine\Engine\UWorld) > WorldAsset, [TArray](API\Runtime\Core\Containers\TArray)< TPair< [FText](API\Runtime\Core\Internationalization\FText), [TSoftObjectPtr](API\Runtime\CoreUObject\UObject\TSoftObjectPtr)< [UWorld](API\Runtime\Engine\Engine\UWorld) >>> * LoopInfo, const [ILevelInstanceInterface](API\Runtime\Engine\LevelInstance\ILevelInstanceInterface) ** LoopStart )


code: void ForEachActorInLevelInstance ( const [ILevelInstanceInterface](API\Runtime\Engine\LevelInstance\ILevelInstanceInterface) * LevelInstance, [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< bool([AActor](API\Runtime\Engine\GameFramework\AActor) *LevelActor)> Operation ) const


className: FLevelInstanceChanged

description: Editor-only event triggered when level instance is committed with changes

code: class FLevelInstanceChanged : public TBaseMulticastDelegate_OneParam< void, FName >


code: void ForEachLevelInstanceAncestorsAndSelf ( const [AActor](API\Runtime\Engine\GameFramework\AActor) * Actor, [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< bool(const [ILevelInstanceInterface](API\Runtime\Engine\LevelInstance\ILevelInstanceInterface) *)> Operation ) const


code: void ForEachLevelInstanceAncestors ( const [AActor](API\Runtime\Engine\GameFramework\AActor) * Actor, [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< bool(const [ILevelInstanceInterface](API\Runtime\Engine\LevelInstance\ILevelInstanceInterface) *)> Operation ) const


code: void ForEachLevelInstanceAncestors &40; AActor &42; Actor, TFunctionRef< bool(ILevelInstanceInterface &42;)> Operation &41; const


code: void ForEachLevelInstanceChild ( const [ILevelInstanceInterface](API\Runtime\Engine\LevelInstance\ILevelInstanceInterface) * LevelInstance, bool bRecursive, [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< bool(const [ILevelInstanceInterface](API\Runtime\Engine\LevelInstance\ILevelInstanceInterface) *)> Operation ) const


code: void ForEachLevelInstanceChild ( [ILevelInstanceInterface](API\Runtime\Engine\LevelInstance\ILevelInstanceInterface) * LevelInstance, bool bRecursive, [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< bool([ILevelInstanceInterface](API\Runtime\Engine\LevelInstance\ILevelInstanceInterface) *)> Operation ) const


description: Returns the upper chain of level instance actors for the specified level starting with the level instance referencing the level.

code: void ForEachLevelInstanceActorAncestors ( const [ULevel](API\Runtime\Engine\Engine\ULevel) * Level, [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< bool([AActor](API\Runtime\Engine\GameFramework\AActor) *)> Operation ) const


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


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


code: static bool GetLevelInstanceBoundsFromPackage ( const FTransform & InstanceTransform, [FName](API\Runtime\Core\UObject\FName) LevelPackage, FBox & OutBounds )


code: bool GetLevelInstanceBounds ( const [ILevelInstanceInterface](API\Runtime\Engine\LevelInstance\ILevelInstanceInterface) * LevelInstance, FBox & OutBounds ) const


code: [ILevelInstanceInterface](API\Runtime\Engine\LevelInstance\ILevelInstanceInterface) * GetLevelInstance ( const [FLevelInstanceID](API\Runtime\Engine\LevelInstance\FLevelInstanceID) & LevelInstanceID ) const


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


code: [TArray](API\Runtime\Core\Containers\TArray)< [ILevelInstanceInterface](API\Runtime\Engine\LevelInstance\ILevelInstanceInterface) * > GetLevelInstances ( const [FString](API\Runtime\Core\Containers\FString) & WorldAssetPackage )


code: [ILevelInstanceInterface](API\Runtime\Engine\LevelInstance\ILevelInstanceInterface) * GetOwningLevelInstance ( const [ULevel](API\Runtime\Engine\Engine\ULevel) * Level ) const


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


code: [ILevelInstanceInterface](API\Runtime\Engine\LevelInstance\ILevelInstanceInterface) * GetParentLevelInstance ( const [AActor](API\Runtime\Engine\GameFramework\AActor) * Actor ) const


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


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


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


description: Implement this for initialization of instances of the system

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


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


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


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


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


code: bool MoveActorsTo ( [ILevelInstanceInterface](API\Runtime\Engine\LevelInstance\ILevelInstanceInterface) * LevelInstance, const [TArray](API\Runtime\Core\Containers\TArray)< [AActor](API\Runtime\Engine\GameFramework\AActor) * > & ActorsToMove, [TArray](API\Runtime\Core\Containers\TArray)< [AActor](API\Runtime\Engine\GameFramework\AActor) * > * OutActors )


code: bool MoveActorsToLevel ( const [TArray](API\Runtime\Core\Containers\TArray)< [AActor](API\Runtime\Engine\GameFramework\AActor) * > & ActorsToRemove, [ULevel](API\Runtime\Engine\Engine\ULevel) * DestinationLevel, [TArray](API\Runtime\Core\Containers\TArray)< [AActor](API\Runtime\Engine\GameFramework\AActor) * > * OutActors ) const


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


code: void OnActorDeleted ( [AActor](API\Runtime\Engine\GameFramework\AActor) * Actor )


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


code: bool OnExitEditorModeInternal ( bool bForceExit )


description: Deprecated* UseFPackedLevelActorUtils::PackAllLoadedActors

code: void PackAllLoadedActors()


code: bool PassLevelInstanceFilter ( [UWorld](API\Runtime\Engine\Engine\UWorld) * World, const FWorldPartitionHandle & Actor ) const


code: [FString](API\Runtime\Core\Containers\FString) PrefixWithParentLevelInstanceActorLabels ( const [FString](API\Runtime\Core\Containers\FString) & ActorLabel, const [ULevel](API\Runtime\Engine\Engine\ULevel) * Level ) const


code: [FLevelInstanceID](API\Runtime\Engine\LevelInstance\FLevelInstanceID) RegisterLevelInstance ( [ILevelInstanceInterface](API\Runtime\Engine\LevelInstance\ILevelInstanceInterface) * LevelInstance )


code: void RequestLoadLevelInstance ( [ILevelInstanceInterface](API\Runtime\Engine\LevelInstance\ILevelInstanceInterface) * LevelInstance, bool bUpdate )


code: void RequestUnloadLevelInstance ( [ILevelInstanceInterface](API\Runtime\Engine\LevelInstance\ILevelInstanceInterface) * LevelInstance )


code: static void ResetLoadersForWorldAsset ( const [FString](API\Runtime\Core\Containers\FString) & WorldAsset )


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


code: void SetIsHiddenEdLayer ( [ILevelInstanceInterface](API\Runtime\Engine\LevelInstance\ILevelInstanceInterface) * LevelInstance, bool bIsHiddenEdLayer )


code: void SetIsTemporarilyHiddenInEditor ( [ILevelInstanceInterface](API\Runtime\Engine\LevelInstance\ILevelInstanceInterface) * LevelInstance, bool bIsHidden )


code: void UnregisterLevelInstance ( [ILevelInstanceInterface](API\Runtime\Engine\LevelInstance\ILevelInstanceInterface) * LevelInstance )


description: Updates sub-system required streaming levels (called by world's UpdateStreamingState function)

code: virtual void UpdateStreamingState()


code: virtual ~ULevelInstanceSubsystem()


code: virtual [TOptional](API\Runtime\Core\IO\TOptional)< [FFolder::FRootObject](API\Runtime\Engine\FFolder\FRootObject) > GetFolderRootObject() const


className: ULevelInstanceSubsystem

description: ULevelInstanceSubsystem

code: class ULevelInstanceSubsystem : public [UWorldSubsystem](API\Runtime\Engine\Subsystems\UWorldSubsystem)


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


description: Returns if the streaming level can be modified by user

code: virtual bool IsUserManaged() const


code: const [FLevelInstanceID](API\Runtime\Engine\LevelInstance\FLevelInstanceID) & GetLevelInstanceID() const


code: static [ULevelStreamingLevelInstance](API\Runtime\Engine\LevelInstance\ULevelStreamingLevelInstance) * LoadInstance ( [ILevelInstanceInterface](API\Runtime\Engine\LevelInstance\ILevelInstanceInterface) * LevelInstanceActor )


description: Called by SetLoadedLevel

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


description: Returns if the streaming level is visible in LevelCollectionModel

code: virtual bool ShowInLevelCollection() const


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


code: static void UnloadInstance ( [ULevelStreamingLevelInstance](API\Runtime\Engine\LevelInstance\ULevelStreamingLevelInstance) * LevelStreaming )


className: ULevelStreamingLevelInstance

code: class ULevelStreamingLevelInstance : public [ULevelStreamingDynamic](API\Runtime\Engine\Engine\ULevelStreamingDynamic)


code: static [ULevelStreamingLevelInstanceEditor](API\Runtime\Engine\LevelInstance\ULevelStreamingLevelInstanceEdit-) * Load ( [ILevelInstanceInterface](API\Runtime\Engine\LevelInstance\ILevelInstanceInterface) * LevelInstance )


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


code: void OnLoadedActorAddedToLevel ( [AActor](API\Runtime\Engine\GameFramework\AActor) & InActor )


code: static void Unload ( [ULevelStreamingLevelInstanceEditor](API\Runtime\Engine\LevelInstance\ULevelStreamingLevelInstanceEdit-) * LevelStreaming )


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


className: ULevelStreamingLevelInstanceEditor

code: class ULevelStreamingLevelInstanceEditor : public [ULevelStreamingAlwaysLoaded](API\Runtime\Engine\Engine\ULevelStreamingAlwaysLoaded)


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


className: ALightmassCharacterIndirectDetailVolume

description: LightmassCharacterIndirectDetailVolume: Defines areas where Lightmass should place more indirect lighting samples than normal.

code: class ALightmassCharacterIndirectDetailVolume : public [AVolume](API\Runtime\Engine\GameFramework\AVolume)


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

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


description: Called after an actor has been moved in the editor

code: virtual void PostEditMove ( bool bFinished )


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


className: ALightmassImportanceVolume

description: LightmassImportanceVolume: a bounding volume outside of which Lightmass photon emissions are decreased

code: class ALightmassImportanceVolume : public [AVolume](API\Runtime\Engine\GameFramework\AVolume)


description: Returns SpriteComponent subobject

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


code: [ULightmassPortalComponent](API\Runtime\Engine\Components\ULightmassPortalComponent) * GetPortalComponent() const


description: Indicates whether this actor should participate in level bounds calculations

code: virtual bool IsLevelBoundsRelevant() const


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


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


className: ALightmassPortal

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


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


className: APrecomputedVisibilityOverrideVolume

description: PrecomputedVisibilityOverrideVolume: Overrides visibility for a set of actors.

code: class APrecomputedVisibilityOverrideVolume : public [AVolume](API\Runtime\Engine\GameFramework\AVolume)

OverrideInvisibleActors

type: TArray<TObject...

description: Array of actors that will always be considered invisible by Precomputed Visibility when viewed from inside this volume.

OverrideInvisibleLevels

type: TArray<FName>

description: Array of level names whose actors will always be considered invisible by Precomputed Visibility when viewed from inside this volume.

OverrideVisibleActors

description: Array of actors that will always be considered visible by Precomputed Visibility when viewed from inside this volume.


className: APrecomputedVisibilityVolume

description: PrecomputedVisibilityVolume: Indicates where visibility should be precomputed.

code: class APrecomputedVisibilityVolume : public [AVolume](API\Runtime\Engine\GameFramework\AVolume)


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


className: AVolumetricLightmapDensityVolume

description: Provides local control over volumetric lightmap density. Only convex shapes supported.

code: class AVolumetricLightmapDensityVolume : public [AVolume](API\Runtime\Engine\GameFramework\AVolume)

AllowedMipLevelRange

description: The Volumetric Lightmap has 3 mipmaps, where the highest density mipmap (mip0) corresponds to VolumetricLightmapDetailCellSize.


className: ULightmappedSurfaceCollection

description: Collection of surfaces in a single static lighting mapping.

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

SourceModel

type: TObjectPtr< cla...

description: TheUModelthese surfaces come from.

Surfaces

type: TArray< int32 >

description: An array of the surface indices grouped into a single static lighting mapping.


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


className: ULightmassPrimitiveSettingsObject

description: Primitive settings for Lightmass

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

LightmassSettings

type: FLightmassPrimi...


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


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


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

code: virtual void PostLoad()


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


className: AMaterialInstanceActor

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

TargetActors

description: Pointer to actors that we want to control paramters of using Matinee.


code: namespace EChannelMaskParameterColor { enum Type { Red, Green, Blue, Alpha, } }


code: namespace EMaterialAttributeBlend { enum Type { Blend, UseA, UseB, } }


code: namespace EMaterialSceneAttributeInputMode { enum Type { Coordinates, OffsetFraction, } }


className: FCollectionParameterBase

description: Base struct for collection parameters

code: struct FCollectionParameterBase

Id

type: FGuid

description: Uniquely identifies the parameter, used for fixing up materials that reference this parameter when renaming.

ParameterName

type: FName

description: The name of the parameter.


className: FCollectionScalarParameter

description: A scalar parameter

code: struct FCollectionScalarParameter : public [FCollectionParameterBase](API\Runtime\Engine\Materials\FCollectionParameterBase)

DefaultValue

type: float


className: FCollectionVectorParameter

description: A vector parameter

code: struct FCollectionVectorParameter : public [FCollectionParameterBase](API\Runtime\Engine\Materials\FCollectionParameterBase)

type: FLinearColor


code: virtual const [FMaterialRenderProxy](API\Runtime\Engine\Materials\FMaterialRenderProxy) * GetFallback ( [ERHIFeatureLevel::Type](API\Runtime\RHI\ERHIFeatureLevel__Type) InFeatureLevel ) const


description: Returns theFMaterial, without using a fallback if theFMaterialdoesn't have a valid shader map. Can return NULL.

code: virtual const [FMaterial](API\Runtime\Engine\FMaterial) * GetMaterialNoFallback ( [ERHIFeatureLevel::Type](API\Runtime\RHI\ERHIFeatureLevel__Type) InFeatureLevel ) const


description: Initialization constructor.

code: FColoredMaterialRenderProxy ( const [FMaterialRenderProxy](API\Runtime\Engine\Materials\FMaterialRenderProxy) * InParent, const [FLinearColor](API\Runtime\Core\Math\FLinearColor) & InColor, [FName](API\Runtime\Core\UObject\FName) InColorParamName )


code: virtual bool GetParameterValue ( EMaterialParameterType Type, const FHashedMaterialParameterInfo & ParameterInfo, [FMaterialParameterValue](API\Runtime\Engine\FMaterialParameterValue) & OutValue, const [FMaterialRenderContext](API\Runtime\Engine\FMaterialRenderContext) & Context ) const


className: FColoredMaterialRenderProxy

description: An material render proxy which overrides the material's Color vector parameter.

code: class FColoredMaterialRenderProxy : public [FMaterialRenderProxy](API\Runtime\Engine\Materials\FMaterialRenderProxy)

Color

type: constFLinearCo...

Parent

type: constFMaterial...


className: FColoredTexturedMaterialRenderProxy

description: An material render proxy which overrides the material's Color vector and Texture parameter (mixed together).

code: class FColoredTexturedMaterialRenderProxy : public [FColoredMaterialRenderProxy](API\Runtime\Engine\Materials\FColoredMaterialRenderProxy)

Texture

type: constUTexture...


description: Initialization constructor.

code: FColoredTexturedMaterialRenderProxy ( const [FMaterialRenderProxy](API\Runtime\Engine\Materials\FMaterialRenderProxy) * InParent, const [FLinearColor](API\Runtime\Core\Math\FLinearColor) & InColor, [FName](API\Runtime\Core\UObject\FName) InColorParamName, const [UTexture](API\Runtime\Engine\Engine\UTexture) * InTexture, [FName](API\Runtime\Core\UObject\FName) InTextureParamName )


code: FCompositeReroute ( [FName](API\Runtime\Core\UObject\FName) InName, [UMaterialExpressionReroute](API\Runtime\Engine\Materials\UMaterialExpressionReroute) * InExpression )


className: FCompositeReroute

code: struct FCompositeReroute

Expression

type: TObjectPtr<UMa...


className: FCustomInput

code: struct FCustomInput

Input

type: FExpressionInpu...


className: FCustomDefine

code: struct FCustomDefine

DefineName

type: FString


className: FDataDrivenShaderPlatformInfoInput

PropertyCondition

type: TEnumAsByte< ED...


code: static [ValueType](API\Runtime\Engine\Materials\FDoubleVectorParameterValue\ValueType) GetValue ( const [FDoubleVectorParameterValue](API\Runtime\Engine\Materials\FDoubleVectorParameterValue) & Parameter )


className: FCustomOutput

code: struct FCustomOutput

OutputType

type: TEnumAsByte< en...


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


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


className: ValueType

code: typedef FVector4d ValueType


code: FDoubleVectorParameterValue ( const [FMaterialParameterInfo](API\Runtime\Engine\FMaterialParameterInfo) & InParameterInfo, const FVector4d & InValue )


code: int32 Compile ( class [FMaterialCompiler](API\Runtime\Engine\FMaterialCompiler) * Compiler ) const


className: FDoubleVectorParameterValue

description: Editable vector parameter.

code: struct FDoubleVectorParameterValue

ParameterInfo

type: FMaterialParame...

ParameterValue

description: LWC_TODO: Blueprint?


code: void Connect ( class [UMaterialExpression](API\Runtime\Engine\Materials\UMaterialExpression) * InExpression )


description: Returns the statement for the expression connected to this input

code: bool GenerateHLSLStatements ( [FMaterialHLSLGenerator](API\Runtime\Engine\FMaterialHLSLGenerator) & Generator, [UE::HLSLTree::FScope](API\Runtime\Engine\HLSLTree\FScope) & Scope ) const


code: [UMaterialExpression](API\Runtime\Engine\Materials\UMaterialExpression) * GetExpression() const


code: [UE::HLSLTree::FScope](API\Runtime\Engine\HLSLTree\FScope) * NewScopeWithStatements ( [FMaterialHLSLGenerator](API\Runtime\Engine\FMaterialHLSLGenerator) & Generator, [UE::HLSLTree::FScope](API\Runtime\Engine\HLSLTree\FScope) & Scope, EMaterialNewScopeFlag Flags ) const


description: Creates a new scope, and populates it with the expression connected to this input

code: [UE::HLSLTree::FScope](API\Runtime\Engine\HLSLTree\FScope) * NewOwnedScopeWithStatements ( [FMaterialHLSLGenerator](API\Runtime\Engine\FMaterialHLSLGenerator) & Generator, [UE::HLSLTree::FStatement](API\Runtime\Engine\HLSLTree\FStatement) & Owner ) const


className: FExpressionExecOutput

code: struct FExpressionExecOutput


className: FExpressionExecOutputEntry

code: struct FExpressionExecOutputEntry

Output

type: FExpressionExec...


code: void GetValue ( [FMaterialParameterMetadata](API\Runtime\Engine\FMaterialParameterMetadata) & OutResult ) const


code: static [ValueType](API\Runtime\Engine\Materials\FFontParameterValue\ValueType) GetValue ( const [FFontParameterValue](API\Runtime\Engine\Materials\FFontParameterValue) & Parameter )


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


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


code: typedef const [UTexture](API\Runtime\Engine\Engine\UTexture) * ValueType


code: FFontParameterValue ( const [FMaterialParameterInfo](API\Runtime\Engine\FMaterialParameterInfo) & InParameterInfo, class [UFont](API\Runtime\Engine\Engine\UFont) * InFont, int32 InPage )


className: FFontParameterValue

description: Editable font parameter.

code: struct FFontParameterValue

FontValue

type: TObjectPtr< cla...


className: FFunctionExpressionInput

description: Struct that stores information about a function input which is needed to maintain connections and implement the function call.

code: struct FFunctionExpressionInput

ExpressionInput

description: Reference to the FunctionInput in the material function.

ExpressionInputId

description: Id of the FunctionInput, used to link ExpressionInput.

Input

description: Actual input struct which stores information about how this input is connected in the material.


className: FFunctionExpressionOutput

description: Struct that stores information about a function output which is needed to maintain connections and implement the function call.

code: struct FFunctionExpressionOutput

ExpressionOutput

description: Reference to the FunctionOutput in the material function.

ExpressionOutputId

description: Id of the FunctionOutput, used to link ExpressionOutput.

Output

type: FExpressionOutp...

description: Actual output struct which stores information about how this output is connected in the material.


code: virtual bool GetParameterValue ( EMaterialParameterType Type, const FHashedMaterialParameterInfo & ParameterInfo, [FMaterialParameterValue](API\Runtime\Engine\FMaterialParameterValue) & OutValue, const [FMaterialRenderContext](API\Runtime\Engine\FMaterialRenderContext) & Context ) const


description: Initialization constructor.

code: FLightingDensityMaterialRenderProxy ( const [FMaterialRenderProxy](API\Runtime\Engine\Materials\FMaterialRenderProxy) * InParent, const [FLinearColor](API\Runtime\Core\Math\FLinearColor) & InColor, const FVector2D & InLightmapResolution )


className: FLightingDensityMaterialRenderProxy

description: An material render proxy which overrides the material's Color and Lightmap resolution vector parameter.

code: class FLightingDensityMaterialRenderProxy : public [FColoredMaterialRenderProxy](API\Runtime\Engine\Materials\FColoredMaterialRenderProxy)

LightmapResolution

type: const FVector2D


code: FLightmassMaterialInterfaceSettings()


className: FLightmassMaterialInterfaceSettings

description: UMaterialinterface settings for Lightmass

bCastShadowAsMasked

type: uint8:  1

description: If true, forces translucency to cast static shadows as if the material were masked.

bOverrideCastShadowAsMasked

type: uint8: 1

description: Boolean override flags - only used in MaterialInstance* cases.

bOverrideDiffuseBoost

description: If true, override the diffuse boost setting of the parent material.

bOverrideEmissiveBoost

description: If true, override the emissive boost setting of the parent material.

bOverrideExportResolutionScale

description: If true, override the export resolution scale setting of the parent material.

DiffuseBoost

description: Scales the diffuse contribution of this material to static lighting.

EmissiveBoost

description: Scales the emissive contribution of this material to static lighting.

ExportResolutionScale

description: Scales the resolution that this material's attributes were exported at.


className: FMaterialAnalysisResult

description: Holds data about what is used in the shader graph of a specific material property or custom output

code: struct FMaterialAnalysisResult

bRequiresVertexData

type: bool

description: Whether any vertex data is used

ShadingModels

type: FMaterialShadin...

description: The shading models used (only relevant when analyzing property MP_ShadingModel)

TextureCoordinates

type: TBitArray

description: The texture coordinates used


description: Appends a new attribute definition to the custom output list

code: static void AddCustomAttribute ( const [FGuid](API\Runtime\Core\Misc\FGuid) & AttributeID, const [FString](API\Runtime\Core\Containers\FString) & AttributeName, const [FString](API\Runtime\Core\Containers\FString) & FunctionName, EMaterialValueType ValueType, const FVector4 & DefaultValue, MaterialAttributeBlendFunction BlendFunction )


description: Compiles the default expression for a material attribute

code: static int32 CompileDefaultExpression ( [FMaterialCompiler](API\Runtime\Engine\FMaterialCompiler) * Compiler, EMaterialProperty Property )


code: static int32 CompileDefaultExpression ( [FMaterialCompiler](API\Runtime\Engine\FMaterialCompiler) * Compiler, const [FGuid](API\Runtime\Core\Misc\FGuid) & AttributeID )


description: Returns the display name of a material attribute

code: static const [FString](API\Runtime\Core\Containers\FString) & GetAttributeName ( const [FGuid](API\Runtime\Core\Misc\FGuid) & AttributeID )


description: Returns the custom blend function of a material attribute

code: static MaterialAttributeBlendFunction GetBlendFunction ( const [FGuid](API\Runtime\Core\Misc\FGuid) & AttributeID )


description: Returns a list of registered custom attributes

code: static void GetCustomAttributeList ( [TArray](API\Runtime\Core\Containers\TArray)< [FMaterialCustomOutputAttributeDefintion](API\Runtime\Engine\Materials\FMaterialCustomOutputAttributeDe-) > & CustomAttributeList )


description: Returns the first custom attribute ID that has the specificed attribute name

code: static [FGuid](API\Runtime\Core\Misc\FGuid) GetCustomAttributeID ( const [FString](API\Runtime\Core\Containers\FString) & AttributeName )


description: Appends a hash of the property map intended for use with the DDC key

code: static void AppendDDCKeyString ( [FString](API\Runtime\Core\Containers\FString) & String )


description: Returns a default attribute AttributeID


description: Returns the default value of a material property

code: static FVector4f GetDefaultValue ( EMaterialProperty Property )


description: Returns the default value of a material attribute

code: static FVector4f GetDefaultValue ( const [FGuid](API\Runtime\Core\Misc\FGuid) & AttributeID )


description: Returns the display name of a material attribute, accounting for overrides based on properties of a given material

code: static [FText](API\Runtime\Core\Internationalization\FText) GetDisplayNameForMaterial ( const [FGuid](API\Runtime\Core\Misc\FGuid) & AttributeID, [UMaterial](API\Runtime\Engine\Materials\UMaterial) * Material )


code: static const [FString](API\Runtime\Core\Containers\FString) & GetAttributeName ( EMaterialProperty Property )


code: static [FText](API\Runtime\Core\Internationalization\FText) GetDisplayNameForMaterial ( EMaterialProperty Property, [UMaterial](API\Runtime\Engine\Materials\UMaterial) * Material )


description: Returns the first custom attribute definition that has the specificed attribute name

code: static const [FMaterialCustomOutputAttributeDefintion](API\Runtime\Engine\Materials\FMaterialCustomOutputAttributeDe-) * GetCustomAttribute ( const [FString](API\Runtime\Core\Containers\FString) & AttributeName )


description: Returns the attribute ID for a matching material property

code: static [FGuid](API\Runtime\Core\Misc\FGuid) GetID ( EMaterialProperty Property )


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


description: Returns a the material property matching the specified attribute AttributeID

code: static EMaterialProperty GetProperty ( const [FGuid](API\Runtime\Core\Misc\FGuid) & AttributeID )


description: Returns the shader frequency of a material attribute

code: static EShaderFrequency GetShaderFrequency ( EMaterialProperty Property )


code: static EShaderFrequency GetShaderFrequency ( const [FGuid](API\Runtime\Core\Misc\FGuid) & AttributeID )


description: Returns the value type of a material attribute

code: static EMaterialValueType GetValueType ( const [FGuid](API\Runtime\Core\Misc\FGuid) & AttributeID )


code: int32 CompileDefaultValue ( [FMaterialCompiler](API\Runtime\Engine\FMaterialCompiler) * Compiler ) const


code: static EMaterialValueType GetValueType ( EMaterialProperty Property )


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


code: FMaterialAttributeDefintion ( const [FGuid](API\Runtime\Core\Misc\FGuid) & InGUID, const [FString](API\Runtime\Core\Containers\FString) & AttributeName, EMaterialProperty InProperty, EMaterialValueType InValueType, const FVector4 & InDefaultValue, EShaderFrequency InShaderFrequency, int32 InTexCoordIndex, bool bInIsHidden, MaterialAttributeBlendFunction InBlendFunction )


className: FMaterialAttributeDefinitionMap

description: Material property to attribute data mappings

code: class FMaterialAttributeDefinitionMap


className: FMaterialAttributeDefintion

description: Attribute data describing a material property

code: class FMaterialAttributeDefintion

AttributeID

type: FGuid

bIsHidden

description: Hidden from auto-generated lists but valid for manual material creation.

BlendFunction

type: MaterialAttribu...

description: Optional function pointer for custom blend behavior.

Property

type: EMaterialProper...

ShaderFrequency

type: EShaderFrequenc...

ValueType

type: EMaterialValueT...


code: bool operator== ( const [FMaterialCustomOutputAttributeDefintion](API\Runtime\Engine\Materials\FMaterialCustomOutputAttributeDe-) & Other ) const


className: FMaterialCustomOutputAttributeDefintion

description: Attribute data describing a material property used for a custom output

code: class FMaterialCustomOutputAttributeDefintion : public [FMaterialAttributeDefintion](API\Runtime\Engine\Materials\FMaterialAttributeDefintion)

FunctionName

type: FString

description: Name of function used to access attribute in shader code.


code: FMaterialCustomOutputAttributeDefintion ( const [FGuid](API\Runtime\Core\Misc\FGuid) & InGUID, const [FString](API\Runtime\Core\Containers\FString) & InAttributeName, const [FString](API\Runtime\Core\Containers\FString) & InFunctionName, EMaterialProperty InProperty, EMaterialValueType InValueType, const FVector4 & InDefaultValue, EShaderFrequency InShaderFrequency, MaterialAttributeBlendFunction InBlendFunction )


code: void AddComment ( [UMaterialExpressionComment](API\Runtime\Engine\Materials\UMaterialExpressionComment) * InExpression )


code: void RemoveComment ( [UMaterialExpressionComment](API\Runtime\Engine\Materials\UMaterialExpressionComment) * InExpression )


code: void AddExpression ( [UMaterialExpression](API\Runtime\Engine\Materials\UMaterialExpression) * InExpression )


code: void RemoveExpression ( [UMaterialExpression](API\Runtime\Engine\Materials\UMaterialExpression) * InExpression )


className: FMaterialExpressionCollection

code: struct FMaterialExpressionCollection

EditorComments

type: TArray<TObject...

description: Array of comments associated with this material; viewed in the material editor.

ExpressionExecBegin

type: TObjectPtr<UMa...

description: The execution begin expression, if material is using an exec wire

Expressions

description: Array of material expressions, excluding Comments. Used by the material editor.


code: const [UMaterial](API\Runtime\Engine\Materials\UMaterial) * GetBaseMaterial() const


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


className: FMaterialInheritanceChain

description: Holds information about a hierarchy of materials

code: struct FMaterialInheritanceChain

BaseMaterial

type: constUMaterial...

description: Base material at the root of the hierarchy

CachedExpressionData

type: constFMaterial...

description: Cached expression data to use

MaterialInstances

type: TArray< const c...

description: All the instances in the chain, starting with the current instance, and ending with the instance closest to the root material


className: FMaterialInputDescription

description: Material input structs.

code: struct FMaterialInputDescription

Input

type: FExpressionInpu...


code: bool operator== ( const [FMaterialInstanceBasePropertyOverrides](API\Runtime\Engine\Materials\FMaterialInstanceBasePropertyOve-) & Other ) const


className: FMaterialInstanceBasePropertyOverrides

description: Properties from the base material that can be overridden in material instances.

bCastDynamicShadowAsMasked

description: Whether the material should cast shadows as masked even though it has a translucent blend mode.

bIsThinSurface

type: uint8:  1

description: Indicates that the material should be rendered as.

BlendMode

type: TEnumAsByte< EB...

description: The blend mode

bOutputTranslucentVelocity

description: Whether the material should output velocity even though it has a translucent blend mode.

description: Enables override of the IsThinSurface property.

description: Enables override of the blend mode.

description: Enables override of whether to shadow using masked opacity on translucent materials.

description: Enables override of the displacement magnitude and center property.

description: Enables override of the dithered LOD transition property.

description: Enables override of the max world position offset property.

description: Enables override of the opacity mask clip value.

description: Enables override of the output velocity property.

description: Enables override of the shading model.

description: Enables override of the two sided property.

DisplacementScaling

type: FDisplacementSc...

DitheredLODTransition

description: Whether the material should support a dithered LOD transition when used with the foliage system.

MaxWorldPositionOffsetDisplacement

type: float

description: The maximum World Position Offset distance. Zero means no maximum.

OpacityMaskClipValue

description: If BlendMode is BLEND_Masked, the surface is not rendered where OpacityMask < OpacityMaskClipValue.

ShadingModel

type: TEnumAsByte< EM...

description: The shading model

TwoSided

description: Indicates that the material should be rendered without backface culling and the normal should be flipped for backfaces.


code: bool operator!= ( const [FMaterialInstanceBasePropertyOverrides](API\Runtime\Engine\Materials\FMaterialInstanceBasePropertyOve-) & Other ) const


code: void InitializeForConstant ( const [FMaterialLayersFunctions](API\Runtime\Engine\Materials\FMaterialLayersFunctions) * Layers, const [FMaterialLayersFunctions](API\Runtime\Engine\Materials\FMaterialLayersFunctions) * ParentLayers )


code: void InitializeForDynamic ( const [FMaterialLayersFunctions](API\Runtime\Engine\Materials\FMaterialLayersFunctions) * ParentLayers )


className: EmptyData

code: static const [FMaterialInstanceCachedData](API\Runtime\Engine\Materials\FMaterialInstanceCachedData) EmptyData {};


className: FMaterialInstanceCachedData

code: struct FMaterialInstanceCachedData

ParentLayerIndexRemap

type: TArray< int32 >


code: void SetBasePropertyOverrides ( const [FMaterialInstanceBasePropertyOverrides](API\Runtime\Engine\Materials\FMaterialInstanceBasePropertyOve-) & InValue )


code: void SetForceStaticPermutationUpdate ( bool bValue )


code: void SetMaterialLayers ( const [FMaterialLayersFunctions](API\Runtime\Engine\Materials\FMaterialLayersFunctions) & InValue )


code: void SetParameterValueEditorOnly ( const [FMaterialParameterInfo](API\Runtime\Engine\FMaterialParameterInfo) & ParameterInfo, const [FMaterialParameterMetadata](API\Runtime\Engine\FMaterialParameterMetadata) & Meta, EMaterialSetParameterValueFlags Flags )


code: FMaterialInstanceParameterUpdateContext ( [UMaterialInstance](API\Runtime\Engine\Materials\UMaterialInstance) * InInstance, EMaterialInstanceClearParameterFlag ClearFlags )


className: FMaterialInstanceParameterUpdateContext


code: int32 AddLayerCopy ( const [FMaterialLayersFunctions](API\Runtime\Engine\Materials\FMaterialLayersFunctions) & Source, int32 SourceLayerIndex, bool bVisible, EMaterialLayerLinkState LinkState )


code: int32 AddLayerCopy ( const [FMaterialLayersFunctionsRuntimeData](API\Runtime\Engine\Materials\FMaterialLayersFunctionsRuntimeD-) & Source, const [FMaterialLayersFunctionsEditorOnlyData](API\Runtime\Engine\Materials\FMaterialLayersFunctionsEditorOn-) & SourceEditorOnly, int32 SourceLayerIndex, bool bVisible, EMaterialLayerLinkState LinkState )


className: BackgroundGuid

code: static const [FGuid](API\Runtime\Core\Misc\FGuid) BackgroundGuid;


code: const [ID](API\Runtime\Engine\Materials\FMaterialLayersFunctions\ID) GetID() const


code: [FText](API\Runtime\Core\Internationalization\FText) GetLayerName ( int32 Counter ) const


code: bool GetLayerVisibility ( int32 Index ) const


code: const [FMaterialLayersFunctionsRuntimeData](API\Runtime\Engine\Materials\FMaterialLayersFunctionsRuntimeD-) & GetRuntime() const


description: Gets a string representation of the ID


code: void InsertLayerCopy ( const [FMaterialLayersFunctions](API\Runtime\Engine\Materials\FMaterialLayersFunctions) & Source, int32 SourceLayerIndex, EMaterialLayerLinkState LinkState, int32 LayerIndex )


code: void InsertLayerCopy ( const [FMaterialLayersFunctionsRuntimeData](API\Runtime\Engine\Materials\FMaterialLayersFunctionsRuntimeD-) & Source, const [FMaterialLayersFunctionsEditorOnlyData](API\Runtime\Engine\Materials\FMaterialLayersFunctionsEditorOn-) & SourceEditorOnly, int32 SourceLayerIndex, EMaterialLayerLinkState LinkState, int32 LayerIndex )


code: bool IsLayerLinkedToParent ( int32 Index ) const


code: bool MatchesParent ( const [FMaterialLayersFunctions](API\Runtime\Engine\Materials\FMaterialLayersFunctions) & Parent ) const


code: static bool MatchesParent ( const [FMaterialLayersFunctionsRuntimeData](API\Runtime\Engine\Materials\FMaterialLayersFunctionsRuntimeD-) & Runtime, const [FMaterialLayersFunctionsEditorOnlyData](API\Runtime\Engine\Materials\FMaterialLayersFunctionsEditorOn-) & EditorOnly, const [FMaterialLayersFunctionsRuntimeData](API\Runtime\Engine\Materials\FMaterialLayersFunctionsRuntimeD-) & ParentRuntime, const [FMaterialLayersFunctionsEditorOnlyData](API\Runtime\Engine\Materials\FMaterialLayersFunctionsEditorOn-) & ParentEditorOnly )


code: void MoveBlendedLayer ( int32 SrcLayerIndex, int32 DstLayerIndex )


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


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


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


code: void RemoveBlendedLayerAt ( int32 Index )


code: bool ResolveParent ( const [FMaterialLayersFunctions](API\Runtime\Engine\Materials\FMaterialLayersFunctions) & Parent, [TArray](API\Runtime\Core\Containers\TArray)< int32 > & OutRemapLayerIndices )


code: static bool ResolveParent ( const [FMaterialLayersFunctionsRuntimeData](API\Runtime\Engine\Materials\FMaterialLayersFunctionsRuntimeD-) & ParentRuntime, const [FMaterialLayersFunctionsEditorOnlyData](API\Runtime\Engine\Materials\FMaterialLayersFunctionsEditorOn-) & ParentEditorOnly, [FMaterialLayersFunctionsRuntimeData](API\Runtime\Engine\Materials\FMaterialLayersFunctionsRuntimeD-) & Runtime, [FMaterialLayersFunctionsEditorOnlyData](API\Runtime\Engine\Materials\FMaterialLayersFunctionsEditorOn-) & EditorOnly, [TArray](API\Runtime\Core\Containers\TArray)< int32 > & OutRemapLayerIndices )


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


code: void SetBlendedLayerVisibility ( int32 Index, bool InNewVisibility )


code: void ToggleBlendedLayerVisibility ( int32 Index )


code: void UnlinkLayerFromParent ( int32 Index )


code: static void Validate ( const [FMaterialLayersFunctionsRuntimeData](API\Runtime\Engine\Materials\FMaterialLayersFunctionsRuntimeD-) & Runtime, const [FMaterialLayersFunctionsEditorOnlyData](API\Runtime\Engine\Materials\FMaterialLayersFunctionsEditorOn-) & EditorOnly )


code: FMaterialLayersFunctions ( const [FMaterialLayersFunctionsRuntimeData](API\Runtime\Engine\Materials\FMaterialLayersFunctionsRuntimeD-) & )


className: FMaterialLayersFunctions

code: struct FMaterialLayersFunctions : public [FMaterialLayersFunctionsRuntimeData](API\Runtime\Engine\Materials\FMaterialLayersFunctionsRuntimeD-)

EditorOnly

type: FMaterialLayers...


code: bool operator== ( const [FMaterialLayersFunctionsEditorOnlyData](API\Runtime\Engine\Materials\FMaterialLayersFunctionsEditorOn-) & Other ) const


code: bool operator!= ( const [FMaterialLayersFunctionsEditorOnlyData](API\Runtime\Engine\Materials\FMaterialLayersFunctionsEditorOn-) & Other ) const


className: FMaterialLayersFunctionsEditorOnlyData

DeletedParentLayerGuids

type: TArray<FGuid>

description: List of Guids that exist in the parent material that have been explicitly deleted This is needed to distinguish these layers from newly added layers in the parent material

LayerGuids

description: Guid that identifies each layer in this stack

LayerLinkStates

type: TArray< EMateri...

description: State of each layer's link to parent material

LayerNames

type: TArray<FText>

LayerStates

type: TArray< bool >


description: TODO: Investigate whether this is really required given it is only used byFMaterialShaderMapIdAND that one also uses UpdateHash.

code: void AppendKeyString ( [FString](API\Runtime\Core\Containers\FString) & KeyString ) const


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


code: bool operator!= ( const [FMaterialLayersFunctionsID](API\Runtime\Engine\Materials\FMaterialLayersFunctionsID) & Reference ) const


code: void UpdateHash ( [FSHA1](API\Runtime\Core\Misc\FSHA1) & HashState ) const


className: FMaterialLayersFunctionsID

description: Serializable ID structure forFMaterialLayersFunctionswhich allows us to deterministically recompile shaders

code: struct FMaterialLayersFunctionsID


code: bool operator== ( const [FMaterialLayersFunctionsID](API\Runtime\Engine\Materials\FMaterialLayersFunctionsID) & Reference ) const


code: const [FMaterialLayersFunctionsID](API\Runtime\Engine\Materials\FMaterialLayersFunctionsID) GetID ( const [FMaterialLayersFunctionsEditorOnlyData](API\Runtime\Engine\Materials\FMaterialLayersFunctionsEditorOn-) & EditorOnly ) const


code: [FMaterialLayersFunctionsRuntimeData](API\Runtime\Engine\Materials\FMaterialLayersFunctionsRuntimeD-) & operator= ( const [FMaterialLayersFunctionsRuntimeData](API\Runtime\Engine\Materials\FMaterialLayersFunctionsRuntimeD-) & Rhs )


code: [FMaterialLayersFunctionsRuntimeData](API\Runtime\Engine\Materials\FMaterialLayersFunctionsRuntimeD-) & operator= ( const [FMaterialLayersFunctions](API\Runtime\Engine\Materials\FMaterialLayersFunctions) & Rhs )


code: bool operator== ( const [FMaterialLayersFunctionsRuntimeData](API\Runtime\Engine\Materials\FMaterialLayersFunctionsRuntimeD-) & Other ) const


code: bool operator!= ( const [FMaterialLayersFunctionsRuntimeData](API\Runtime\Engine\Materials\FMaterialLayersFunctionsRuntimeD-) & Other ) const


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


code: FMaterialLayersFunctionsRuntimeData()


code: FMaterialLayersFunctionsRuntimeData ( const [FMaterialLayersFunctionsRuntimeData](API\Runtime\Engine\Materials\FMaterialLayersFunctionsRuntimeD-) & Rhs )


code: FMaterialLayersFunctionsRuntimeData ( const [FMaterialLayersFunctions](API\Runtime\Engine\Materials\FMaterialLayersFunctions) & Rhs )


code: ~FMaterialLayersFunctionsRuntimeData()


className: FMaterialLayersFunctionsRuntimeData

Blends

type: TArray<TObject...


description: This will return the cached override material pointer, if the override material is set, or nullptr otherwise. In a cooked game this will always return nullptr if the platform can't support nanite.

code: [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * GetOverrideMaterial() const


description: Resolve and fixup anylegacy soft pointer. Call this from the owning object's PostLoad(). Returns true if any fixup was done.

code: bool FixupLegacySoftReference ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * OptionalOwner )


description: Setup the object directly.

code: void SetOverrideMaterial ( [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * InMaterial, bool bInOverride )


description: Serialize function as declared in theTStructOpsTypeTraits.

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


description: Copies the material's relevance flags to a primitive's view relevance flags.

code: void SetPrimitiveViewRelevance ( [FPrimitiveViewRelevance](API\Runtime\Engine\FPrimitiveViewRelevance) & OutViewRelevance ) const


className: FMaterialOverrideNanite

description: Storage for nanite material override. An override material can be selected, and the override material can be used according to the current settings. We handle removing the override material and its dependencies from the cook on platforms where we can determine that the override material can never be used.

code: struct FMaterialOverrideNanite

bEnableOverride

type: bool

description: Stored flag to set whether we apply this override.

OverrideMaterial

type: TObjectPtr<UMa...

description: Reference to our override material.

OverrideMaterialEditor

description: EditorOnly version of the OverrideMaterial reference.

OverrideMaterialRef

type: TSoftObjectPtr<...

description: Legacy editor soft reference that has been replaced by OverrideMaterialEditor.


description: Default constructor

code: FMaterialRelevance()


className: FMaterialRelevance

description: The class is only storing bits, initialized to 0 and has an |= operator to provide a combined set of multiple materials (component / mesh)

code: struct FMaterialRelevance

type: union FMaterial...

description: Bits that express which EMaterialShadingModel are used

CustomDepthStencilUsageMask

type: uint8:  2


description: Specular profiles.

code: void AddSpecularProfileRT ( const [USpecularProfile](API\Runtime\Engine\Engine\USpecularProfile) * Ptr )


description: Enqueues a rendering command to cache uniform expressions for efficient runtime evaluation. bRecreateUniformBuffer - whether to recreate the material uniform buffer. This is required if theFMaterialis being recompiled (the uniform buffer layout will change). This should only be done if the calling code is usingFMaterialUpdateContextto recreate the rendering state of primitives using this material, since cached mesh commands also cache uniform buffer pointers.

code: void CacheUniformExpressions_GameThread ( bool bRecreateUniformBuffer )


description: Cancels an in-flight cache operation.

code: void CancelCacheUniformExpressions()


description: Caches uniform expressions for efficient runtime evaluation.

code: void CacheUniformExpressions ( bool bRecreateUniformBuffer )


className: DeferredUniformExpressionCacheRequests

code: static [TSet](API\Runtime\Core\Containers\TSet)< [FMaterialRenderProxy](API\Runtime\Engine\Materials\FMaterialRenderProxy) * > DeferredUniformExpressionCacheRequests;


description: Deprecated* EvaluateUniformExpressions with a command list is deprecated.

code: void EvaluateUniformExpressions ( [FUniformExpressionCache](API\Runtime\Engine\Materials\FUniformExpressionCache) & OutUniformExpressionCache, const [FMaterialRenderContext](API\Runtime\Engine\FMaterialRenderContext) & Context, class [FRHIComputeCommandList](API\Runtime\RHI\FRHIComputeCommandList) * ) const


description: Evaluates uniform expressions and stores them in OutUniformExpressionCache.

code: void EvaluateUniformExpressions ( [FUniformExpressionCache](API\Runtime\Engine\Materials\FUniformExpressionCache) & OutUniformExpressionCache, const [FMaterialRenderContext](API\Runtime\Engine\FMaterialRenderContext) & Context, FUniformExpressionCacheAsyncUpdater * Updater ) const


code: const [FMaterialRenderProxy](API\Runtime\Engine\Materials\FMaterialRenderProxy) * GetFallback ( [ERHIFeatureLevel::Type](API\Runtime\RHI\ERHIFeatureLevel__Type) InFeatureLevel ) const


description: Finds theFMaterialto use for rendering thisFMaterialRenderProxy. Will fall back to a default material if needed due to a content error, or async compilation. Will always return a validFMaterial, but unlike GetMaterialWithFallback,FMaterial's shader map may be incomplete

code: const [FMaterial](API\Runtime\Engine\FMaterial) & GetIncompleteMaterialWithFallback ( [ERHIFeatureLevel::Type](API\Runtime\RHI\ERHIFeatureLevel__Type) InFeatureLevel ) const


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


code: virtual [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * GetMaterialInterface() const


description: Returns theFMaterial, without using a fallback if theFMaterialdoesn't have a valid shader map. Can return NULL.

code: const [FMaterial](API\Runtime\Engine\FMaterial) * GetMaterialNoFallback ( [ERHIFeatureLevel::Type](API\Runtime\RHI\ERHIFeatureLevel__Type) InFeatureLevel ) const


code: static const [TSet](API\Runtime\Core\Containers\TSet)< [FMaterialRenderProxy](API\Runtime\Engine\Materials\FMaterialRenderProxy) * > & GetMaterialRenderProxyMap()


description: Finds theFMaterialto use for rendering thisFMaterialRenderProxy. Will fall back to a default material if needed due to a content error, or async compilation. The returnedFMaterialis guaranteed to have a complete shader map, so all relevant shaders should be available OutFallbackMaterialRenderProxy - The proxy that corresponds to the returnedFMaterial, should be used for further rendering. May be a fallback material, or 'this' if no fallback was needed

code: const [FMaterial](API\Runtime\Engine\FMaterial) & GetMaterialWithFallback ( [ERHIFeatureLevel::Type](API\Runtime\RHI\ERHIFeatureLevel__Type) InFeatureLevel, const [FMaterialRenderProxy](API\Runtime\Engine\Materials\FMaterialRenderProxy) *& OutFallbackMaterialRenderProxy ) const


code: static FCriticalSection & GetMaterialRenderProxyMapLock()


code: bool GetParameterValue ( EMaterialParameterType Type, const FHashedMaterialParameterInfo & ParameterInfo, [FMaterialParameterValue](API\Runtime\Engine\FMaterialParameterValue) & OutValue, const [FMaterialRenderContext](API\Runtime\Engine\FMaterialRenderContext) & Context ) const


code: bool GetScalarValue ( const FHashedMaterialParameterInfo & ParameterInfo, float * OutValue, const [FMaterialRenderContext](API\Runtime\Engine\FMaterialRenderContext) & Context ) const


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