description:
Called to get the skeleton thatFBoneReference's details customization will use to populate bone names.
The skeleton we should use.

code: virtual [USkeleton](API\Runtime\Engine\Animation\USkeleton) * GetSkeleton ( bool & bInvalidSkeletonIsError, const class [IPropertyHandle](API\Editor\PropertyEditor\IPropertyHandle) * PropertyHandle )


className: IBoneReferenceSkeletonProvider

description: Interface for objects to provide skeletons that can be used withFBoneReference's details customization.

module: Engine

code: class IBoneReferenceSkeletonProvider


code: virtual void AddAssetUserData &40; UAssetUserData &42; InUserData &41;


code: virtual const TArray< UAssetUserData &42; > &42; GetAssetUserDataArray&40;&41; const


code: virtual UAssetUserData &42; GetAssetUserDataOfClass &40; TSubclassOf< UAssetUserData > InUserDataClass &41;


code: virtual void RemoveUserDataOfClass &40; TSubclassOf< UAssetUserData > InUserDataClass &41;


description: Returns whether or not the asset is currently being compiled

code: bool IsCompiling&40;&41; const


description:
Interface for checking if the implementing objects contains triangle mesh collision data
true if the implementing object contains triangle mesh data, false otherwise

code: virtual bool ContainsPhysicsTriMeshData &40; bool InUseAllTriData &41; const


description: An optional string identifying the mesh data.

code: virtual void GetMeshId &40; FString & OutMeshId &41;


description:
Interface for retrieving triangle mesh collision data from the implementing object
true if successful, false if unable to successfully fill in data structure

code: virtual bool GetPhysicsTriMeshData &40; struct FTriMeshCollisionData &42; CollisionData, bool InUseAllTriData &41;


description:
Returns an estimate of how much data would be retrieved by GetPhysicsTriMeshData.
true if successful, false if unable to successfully fill in data structure

code: virtual bool GetTriMeshSizeEstimates &40; struct FTriMeshCollisionDataEstimates & OutTriMeshEstimates, bool bInUseAllTriData &41; const


description:
Poll for availability of asynchronously-populated triangle mesh collision data
true if the triangle mesh collision can be accessed without blocking, false otherwise

code: virtual bool PollAsyncPhysicsTriMeshData &40; bool InUseAllTriData &41; const


description: Do we want to create a negative version of this mesh

code: virtual bool WantsNegXTriMesh&40;&41;


code: class IInterface_CollisionDataProvider


code: bool EncompassesPoint &40; FVector Point, float SphereRadius, float &42; OutDistanceToPoint &41;


code: FString GetDebugName&40;&41; const


description: Get the preview mesh for this asset

code: [USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) * GetPreviewMesh() const


description: Get the preview mesh for this asset, non const. Allows the preview mesh to be modified if it is somehow invalid

code: virtual [USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) * GetPreviewMesh ( bool bFindIfNotSet )


description: Set the preview mesh for this asset

code: void SetPreviewMesh ( [USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) * PreviewMesh, bool bMarkAsDirty )


description: An asset that can provide a preview skeletal mesh (for editing)

code: class IInterface_PreviewMeshProvider


description:
(Server) Trigger a position update on clients, if the server hasn't heard from them in a while.
Whether movement is performed.

code: virtual bool ForcePositionUpdate &40; float DeltaTime &41;


description: Other.FNetworkPredictionData_Clientinstance used for network prediction.

code: virtual FNetworkPredictionData_Client &42; GetPredictionData_Client&40;&41; const


code: class IInterface_PostProcessVolume


description: FNetworkPredictionData_Serverinstance used for network prediction.

code: virtual FNetworkPredictionData_Server &42; GetPredictionData_Server&40;&41; const


description: Accessor to check if there is already client data, without potentially allocating it on demand.

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


description: Accessor to check if there is already server data, without potentially allocating it on demand.

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


description: Resets client prediction data.


description: Resets server prediction data.


description: (Server) Send position to client if necessary, or just ack good moves.


description: (Client) After receiving a network update of position, allow some custom smoothing, given the old transform before the correction and new transform from the update.

code: virtual void SmoothCorrection &40; const FVector & OldLocation, const FQuat & OldRotation, const FVector & NewLocation, const FQuat & NewRotation &41;


className: INetworkPredictionInterface

code: class INetworkPredictionInterface


code: [TArray](API\Runtime\Core\Containers\TArray)< Chaos::FPhysicsObject * > GetAllPhysicsObjects() const


code: [Chaos::FPhysicsObjectId](API\Runtime\Chaos\Chaos\FPhysicsObjectId) GetIdFromGTParticle ( [Chaos::FGeometryParticle](API\Runtime\Chaos\Chaos\FGeometryParticle) * Particle ) const


code: Chaos::FPhysicsObject * GetPhysicsObjectById ( [Chaos::FPhysicsObjectId](API\Runtime\Chaos\Chaos\FPhysicsObjectId) Id ) const


code: Chaos::FPhysicsObject * GetPhysicsObjectByName ( const [FName](API\Runtime\Core\UObject\FName) & Name ) const


className: IPhysicsComponent

code: class IPhysicsComponent


className: UBoneReferenceSkeletonProvider

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


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


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


description: Interface for actor subobjects. WARNING: Experimental. This interface may change or be removed without notice.

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


description: Interface for assets/objects that can own UserData

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


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


description: Interface for objects that provide async compilation

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


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


description: Interface for objects that have a PhysX collision representation and need their geometry cooked

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


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


description: Interface for general PostProcessVolume access

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


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


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


className: UNetworkPredictionInterface

description: INetworkPredictionInterfaceis an interface for objects that want to perform network prediction of movement. SeeUCharacterMovementComponentfor an example implementation.

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


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


className: UPhysicsComponent

description: Interface for components that contains physics bodies.

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


description: Find all of the localized packages under the given roots, and update the map with the result.

code: virtual void FindLocalizedPackages ( const [TMap](API\Runtime\Core\Containers\TMap)< [FString](API\Runtime\Core\Containers\FString), [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) >> & NewSourceToLocalizedPaths, [TMap](API\Runtime\Core\Containers\TMap)< [FName](API\Runtime\Core\UObject\FName), [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) >> & InOutSourcePackagesToLocalizedPackages )


description: Find all of the packages using the given asset group class, and update the PackageNameToAssetGroup map with the result.

code: virtual void FindAssetGroupPackages ( const [FName](API\Runtime\Core\UObject\FName) InAssetGroupName, const [FTopLevelAssetPath](API\Runtime\CoreUObject\UObject\FTopLevelAssetPath) & InAssetClassName )


className: FEnginePackageLocalizationCache

description: Implementation of a package localization cache that takes advantage of the asset registry.

code: class FEnginePackageLocalizationCache : public [FPackageLocalizationCache](API\Runtime\CoreUObject\Internationalization\FPackageLocalizationCache)


description: Because properties are destroyed here,Super::FinishDestroy()should always be called at the end of your child class'sFinishDestroy()method, rather than at the beginning.

code: virtual void FinishDestroy()


description: Get the underlying string table owned by this asset


description: Get the string table ID that should be used by this asset


description: Called during Engine init to initialize the engine bridge instance

code: static void InitializeEngineBridge()


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: Unless ForceNoResetLoaders is passed in, this will cause a flush of all level streaming.

code: virtual bool Rename ( const TCHAR * NewName, [UObject](API\Runtime\CoreUObject\UObject\UObject) * NewOuter, ERenameFlags Flags )


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 )


className: UStringTable

description: String table wrapper asset

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


description: If a hitch, how was it bound.


className: FFrameData

code: struct FFrameData

bBinThisFrame

type: bool

description: Should this frame be considered for histogram generation (controlled by t.FPSChart.MaxFrameDeltaSecsBeforeDiscarding)

bGameThreadBound

description: Was this frame bound in one of the major functional units (only set if bBinThisFrame is true and the frame was longer thanFEnginePerformanceTargets::GetTargetFrameTimeThresholdMS)

DeltaSeconds

type: double

description: Estimate of how long the last frame was (this is either TrueDeltaSeconds or TrueDeltaSeconds - IdleSeconds, depending on the cvar t.FPSChart.ExcludeIdleTime)

DemoDriverTickFlushTimeSeconds

description: Duration of the replay networking portion of the frame.

DynamicResolutionScreenPercentage

description: Dynamic resolution screen percentage. 0.0 if dynamic resolution is disabled.

FlushAsyncLoadingCount

description: Total number of times FlushAsyncLoading() was called this frame.

FlushAsyncLoadingTime

description: Total time spent flushing async loading on the game thread this frame.

GameDriverTickFlushTimeSeconds

description: Duration of the primary networking portion of the frame (that is, communication between server and clients).

GameThreadTimeSeconds

description: Duration of each of the major functional units (GPU time is frequently inferred rather than actual)

HitchStatus

type: EFrameHitchType

description: Did we hitch?

IdleOvershootSeconds

description: How long did we burn idling beyond what we requested this frame (FApp::GetIdleTimeOvershoot). WaitTime we requested for the frame = IdleSeconds - IdleOvershootSeconds.

IdleSeconds

description: How long did we burn idling until this frame (FApp::GetIdleTime) (e.g., when running faster than a frame rate target on a dedicated server)

SyncLoadCount

description: The number of sync loads performed in this frame.

TrueDeltaSeconds

description: Time elapsed since the last time the performance tracking system ran.


code: void ProcessFrame ( const [FFrameData](API\Runtime\Engine\IPerformanceDataConsumer\FFrameData) & FrameData )


code: virtual ~IPerformanceDataConsumer()


className: IPerformanceDataConsumer

description: This is an interface for any consumer of per-frame performance data such as FPS charts, PerfCounters, analytics, etc...

code: class IPerformanceDataConsumer


code: void RemoveReplicatedTarget ( [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * Component )


code: void SetReplicatedTarget ( [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * Component, [FName](API\Runtime\Core\UObject\FName) BoneName, const [FRigidBodyState](API\Runtime\Engine\Engine\FRigidBodyState) & ReplicatedTarget, int32 ServerFrame )


code: virtual void Tick ( float DeltaSeconds )


className: IPhysicsReplication

code: class IPhysicsReplication


description: Create PieWindow Ref

code: [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWindow](API\Runtime\SlateCore\Widgets\SWindow) > CreatePIEPreviewDeviceWindow ( FVector2D ClientSize, [FText](API\Runtime\Core\Internationalization\FText) WindowTitle, EAutoCenter AutoCenterType, FVector2D ScreenPosition, [TOptional](API\Runtime\Core\IO\TOptional)< float > MaxWindowWidth, [TOptional](API\Runtime\Core\IO\TOptional)< float > MaxWindowHeight )


description: Apply PieWindow device parameters

code: void ApplyPreviewDeviceState()


description: Used to set the scalability preview platform


description:
Run the logic to choose an appropriate device profile for this session
The name of the device profile to use for this session

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


description: Should be called after the window is created and registered and before scene rendering begins

code: virtual void OnWindowReady ( [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWindow](API\Runtime\SlateCore\Widgets\SWindow) > Window )


description: We need the game layer manager to control the DPI scaling behavior and this function can be called should be called when the manager is available

code: virtual void SetGameLayerManagerWidget ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< class [SGameLayerManager](API\Runtime\Engine\Slate\SGameLayerManager) > GameLayerManager )


code: void SetPreviewDevice ( const [FString](API\Runtime\Core\Containers\FString) & DeviceName )


description: Called before the module is unloaded, right before the module object is destroyed. During normal shutdown, this is called in reverse order that modules finishStartupModule(). This means that, as long as a module references dependent modules in it'sStartupModule(), it can safely reference those dependencies inShutdownModule()as well.

code: virtual void ShutdownModule()


description: FModuleManager::Get().LoadModuleChecked(TEXT("HTTP"));

code: virtual void StartupModule()


description: Virtual destructor.

code: virtual ~IPIEPreviewDeviceModule()


className: IPIEPreviewDeviceModule

code: class IPIEPreviewDeviceModule : public [IDeviceProfileSelectorModule](API\Runtime\Engine\IDeviceProfileSelectorModule)


code: static [IPlatformFeaturesModule](API\Runtime\Engine\IPlatformFeaturesModule) & Get()


code: virtual [ISaveGameSystem](API\Runtime\Engine\ISaveGameSystem) * GetSaveGameSystem()


code: virtual [IDVRStreamingSystem](API\Runtime\Engine\IDVRStreamingSystem) * GetStreamingSystem()


code: virtual [IVideoRecordingSystem](API\Runtime\Engine\IVideoRecordingSystem) * GetVideoRecordingSystem()


className: IPlatformFeaturesModule

description: Interface for platform feature modulesDefines the interface of a module implementing platform feature collector class.

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


code: virtual void SetScreenshotEnableState ( bool bEnabled )


description: Deprecated* Call CollectPSOInitializers withFPSOPrecacheVertexFactoryDatainstead.

code: void CollectPSOInitializers ( const [FSceneTexturesConfig](API\Runtime\Engine\FSceneTexturesConfig) & SceneTexturesConfig, const [FMaterial](API\Runtime\Engine\FMaterial) & Material, const [FVertexFactoryType](API\Runtime\RenderCore\FVertexFactoryType) * VertexFactoryType, const [FPSOPrecacheParams](API\Runtime\Engine\FPSOPrecacheParams) & PreCacheParams, [TArray](API\Runtime\Core\Containers\TArray)< [FPSOPrecacheData](API\Runtime\Engine\FPSOPrecacheData) > & PSOInitializers )


description: Collect all PSO for given material, vertex factory & params.

code: void CollectPSOInitializers ( const [FSceneTexturesConfig](API\Runtime\Engine\FSceneTexturesConfig) & SceneTexturesConfig, const [FMaterial](API\Runtime\Engine\FMaterial) & Material, const [FPSOPrecacheVertexFactoryData](API\Runtime\Engine\FPSOPrecacheVertexFactoryData) & VertexFactoryData, const [FPSOPrecacheParams](API\Runtime\Engine\FPSOPrecacheParams) & PreCacheParams, [TArray](API\Runtime\Core\Containers\TArray)< [FPSOPrecacheData](API\Runtime\Engine\FPSOPrecacheData) > & PSOInitializers )


className: IPSOCollector

description: Interface class implemented by the mesh pass processor to collect all possible PSOs

code: class IPSOCollector


code: void AddRenderedTextureStats ( [TMap](API\Runtime\Core\Containers\TMap)< [FString](API\Runtime\Core\Containers\FString), [FRenderedTextureStats](API\Runtime\Engine\FRenderedTextureStats) > & InOutRenderedTextureAssets )


description: Adds a new texture/mesh to the streaming manager.

code: void AddStreamingRenderAsset ( [UStreamableRenderAsset](API\Runtime\Engine\Engine\UStreamableRenderAsset) * RenderAsset )


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


description: Temporarily boosts the streaming distance factor by the specified number. This factor is automatically reset to 1.0 after it's been used for mip-calculations.

code: void BoostTextures ( [AActor](API\Runtime\Engine\GameFramework\AActor) * Actor, float BoostFactor )


description: Stream in non-resident mips for an asset ASAP.

code: void FastForceFullyResident ( [UStreamableRenderAsset](API\Runtime\Engine\Engine\UStreamableRenderAsset) * RenderAsset )


description: Return all components referencing the asset

code: void GetAssetComponents ( const [UStreamableRenderAsset](API\Runtime\Engine\Engine\UStreamableRenderAsset) * RenderAsset, [TArray](API\Runtime\Core\Containers\TArray)< const [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * > & OutComps, [TFunction](API\Runtime\Core\GenericPlatform\TFunction)< bool(const [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) *)> ShouldChoose )


description: Amount of memory cached in pool

code: float GetCachedMips() const


description: Max required textures/meshes ever seen in bytes.

code: int64 GetMaxEverRequired() const


description: Return all bounds related to the ref object

code: void GetObjectReferenceBounds ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * RefObject, [TArray](API\Runtime\Core\Containers\TArray)< FBox > & AssetBoxes )


description: Pool size for streaming.

code: int64 GetPoolSize() const


description: Estimated memory in bytes the streamer would use if there was no limit

code: int64 GetRequiredPoolSize() const


description: Check whether all runtime-allowed LODs have been loaded.

code: bool IsFullyStreamedIn ( [UStreamableRenderAsset](API\Runtime\Engine\Engine\UStreamableRenderAsset) * RenderAsset )


description: Notify the streamer that the mounted state of a file needs to be re-evaluated.

code: void MarkMountedStateDirty ( FIoFilenameHash FilenameHash )


description: Set current pause state for texture/mesh streaming

code: void PauseRenderAssetStreaming ( bool bInShouldPause )


code: void PauseTextureStreaming ( bool bInShouldPause )


description: Removes a texture/mesh from the streaming manager.

code: void RemoveStreamingRenderAsset ( [UStreamableRenderAsset](API\Runtime\Engine\Engine\UStreamableRenderAsset) * RenderAsset )


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


description: Resets the max ever required textures/meshes. For possibly when changing resolutions or screen pct.

code: void ResetMaxEverRequired()


description: Try to stream out texture/mesh mip-levels to free up more memory.

code: bool StreamOutRenderAssetData ( int64 RequiredMemorySize )


code: bool StreamOutTextureData ( int64 RequiredMemorySize )


description: Updates streaming for an individual texture/mesh, taking into account all view infos.

code: void UpdateIndividualRenderAsset ( [UStreamableRenderAsset](API\Runtime\Engine\Engine\UStreamableRenderAsset) * RenderAsset )


description: BEGIN: APIs for backward compatibility.

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


className: IRenderAssetStreamingManager

description: Interface to add functions specifically related to texture/mesh streaming

code: struct IRenderAssetStreamingManager : public [IStreamingManager](API\Runtime\Engine\IStreamingManager)


className: AsyncTaskPipe

description: Save task pipe prevents multiple async save operations happening in parallel. note that the order is not guaranteed

code: static [UE::Tasks::FPipe](API\Runtime\Core\Tasks\FPipe) AsyncTaskPipe { TEXT("SaveGamePipe") };


description: Delete an existing save game, blocking until complete

code: bool DeleteGame ( bool bAttemptToUseUI, const TCHAR * Name, const int32 UserIndex )


description: Delete the named savegame asyncronously. Default implementation runs blocking version on a background thread

code: virtual void DeleteGameAsync ( bool bAttemptToUseUI, const TCHAR * Name, [FPlatformUserId](API\Runtime\Core\Misc\FPlatformUserId) PlatformUserId, [FSaveGameAsyncOpCompleteCallback](API\Runtime\Engine\ISaveGameSystem\FSaveGameAsyncOpCompleteCallback) Callback )


description: Return true if the named savegame exists (probably not useful with NativeUI

code: bool DoesSaveGameExist ( const TCHAR * Name, const int32 UserIndex )


description: Asyncronously checks if the named savegame exists. Default implementation runs blocking version on a background thread

code: virtual void DoesSaveGameExistAsync ( const TCHAR * Name, [FPlatformUserId](API\Runtime\Core\Misc\FPlatformUserId) PlatformUserId, [FSaveGameAsyncExistsCallback](API\Runtime\Engine\ISaveGameSystem\FSaveGameAsyncExistsCallback) Callback )


description: Similar to DoesSaveGameExist, except returns a result code with more information.

code: [ESaveExistsResult](API\Runtime\Engine\ISaveGameSystem\ESaveExistsResult) DoesSaveGameExistWithResult ( const TCHAR * Name, const int32 UserIndex )


className: ESaveExistsResult

description: Possible result codes when using DoesSaveGameExist. Not all codes are guaranteed to be returned on all platforms.

code: enum ESaveExistsResult { OK, DoesNotExist, Corrupt, UnspecifiedError, }


description: Some save systems don't support more than one user, in those cases the game needs to avoid saving settings for anyone but the primary user.


className: FSaveGameAsyncExistsCallback

description: Indicates that an async savegame exists check has completed. SlotName, PlatformUserId, save exists result. Should always be called from the gamethread.


className: FSaveGameAsyncGetNamesCallback

description: Indicates that an async savegame list names has completed. PlatformUserId, bool=success, FoundSaves. Should always be called from the game thread

code: typedef [TFunction](API\Runtime\Core\GenericPlatform\TFunction)< void([FPlatformUserId](API\Runtime\Core\Misc\FPlatformUserId), bool, const [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > &)> FSaveGameAsyncGetNamesCallback


className: FSaveGameAsyncInitCompleteCallback

description: Indicates that an async savegame initialize has completed. PlatformUserId, bool=success. Should always be called from the gamethread.


className: FSaveGameAsyncLoadCompleteCallback

description: Indicates that an async savegame load has completed. SlotName, PlatformUserId, bool=success, SavedData. Should always be called from the gamethread.

code: typedef [TFunction](API\Runtime\Core\GenericPlatform\TFunction)< void(const [FString](API\Runtime\Core\Containers\FString) &, [FPlatformUserId](API\Runtime\Core\Misc\FPlatformUserId), bool, const [TArray](API\Runtime\Core\Containers\TArray)< uint8 > &)> FSaveGameAsyncLoadCompleteCallback


className: FSaveGameAsyncOpCompleteCallback

description: Indicates that an async savegame operation has completed. SlotName, PlatformUserId, bool=success. Should always be called from the gamethread.

code: typedef [TFunction](API\Runtime\Core\GenericPlatform\TFunction)< void(const [FString](API\Runtime\Core\Containers\FString) &, [FPlatformUserId](API\Runtime\Core\Misc\FPlatformUserId), bool)> FSaveGameAsyncOpCompleteCallback


description: Gets a list of all known saves. This isn't possible on all platforms.

code: virtual bool GetSaveGameNames ( [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & FoundSaves, const int32 UserIndex )


description: Gets a list of all known saves if the platform supports it. Default implementatino runs blocking version on a background thread

code: virtual void GetSaveGameNamesAsync ( [FPlatformUserId](API\Runtime\Core\Misc\FPlatformUserId) PlatformUserId, [FSaveGameAsyncGetNamesCallback](API\Runtime\Engine\ISaveGameSystem\FSaveGameAsyncGetNamesCallback) Callback )


description: (Optional) initialise the save system for the given user. Useful if the platform may display UI on first use - this can be called as part of the user login flow, for example. If this is not used, any UI may be displayed on the first use of the other save api functions

code: virtual void InitAsync ( bool bAttemptToUseUI, [FPlatformUserId](API\Runtime\Core\Misc\FPlatformUserId) PlatformUserId, [FSaveGameAsyncInitCompleteCallback](API\Runtime\Engine\ISaveGameSystem\FSaveGameAsyncInitCompleteCallba-) Callback )


description: Loads the game, blocking until complete

code: bool LoadGame ( bool bAttemptToUseUI, const TCHAR * Name, const int32 UserIndex, [TArray](API\Runtime\Core\Containers\TArray)< uint8 > & Data )


description: Load the named savegame asyncronously. Default implementation runs blocking version on a background thread

code: virtual void LoadGameAsync ( bool bAttemptToUseUI, const TCHAR * Name, [FPlatformUserId](API\Runtime\Core\Misc\FPlatformUserId) PlatformUserId, [FSaveGameAsyncLoadCompleteCallback](API\Runtime\Engine\ISaveGameSystem\FSaveGameAsyncLoadCompleteCallba-) Callback )


description: Helper function for calling back to the game thread when an async save operation has completed

code: void OnAsyncComplete ( [TFunction](API\Runtime\Core\GenericPlatform\TFunction)< void()> Callback )


description: Returns true if the platform has a native UI (like many consoles)

code: bool PlatformHasNativeUI()


description: Saves the game, blocking until complete. Platform may useFGameDelegatesto get more information from the game

code: bool SaveGame ( bool bAttemptToUseUI, const TCHAR * Name, const int32 UserIndex, const [TArray](API\Runtime\Core\Containers\TArray)< uint8 > & Data )


description: Saves the named savegame asyncronously. Default implementation runs blocking version on a background thread

code: virtual void SaveGameAsync ( bool bAttemptToUseUI, const TCHAR * Name, [FPlatformUserId](API\Runtime\Core\Misc\FPlatformUserId) PlatformUserId, [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< const [TArray](API\Runtime\Core\Containers\TArray)< uint8 >> Data, [FSaveGameAsyncOpCompleteCallback](API\Runtime\Engine\ISaveGameSystem\FSaveGameAsyncOpCompleteCallback) Callback )


className: ISaveGameSystem

description: Interface for platform feature modulesDefines the interface to platform's save game system (or a generic file based one)

code: class ISaveGameSystem


className: ISaveGameSystemModule

description: Save game system Module Interface

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


description: Called on game thread when view family is about to be rendered.

code: void BeginRenderViewFamily ( [FSceneViewFamily](API\Runtime\Engine\FSceneViewFamily) & InViewFamily )


className: EPostProcessingPass

code: enum EPostProcessingPass { SSRInput, MotionBlur, Tonemap, FXAA, VisualizeDepthOfField, MAX, }


description: Called to determine view extensions priority in relation to other view extensions, higher comes first

code: virtual int32 GetPriority() const


description: Returning false disables the extension for the current frame in the given context. This will be queried each frame to determine if the extension wants to run.

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


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

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


description: Called right after Base Pass rendering finished when using the deferred renderer.

code: virtual void PostRenderBasePassDeferred_RenderThread ( [FRDGBuilder](API\Runtime\RenderCore\FRDGBuilder) & GraphBuilder, [FSceneView](API\Runtime\Engine\FSceneView) & InView, const [FRenderTargetBindingSlots](API\Runtime\RenderCore\FRenderTargetBindingSlots) & RenderTargets, TRDGUniformBufferRef< [FSceneTextureUniformParameters](API\Runtime\Engine\FSceneTextureUniformParameters) > SceneTextures )


description: Called right after Base Pass rendering finished when using the mobile renderer.

code: virtual void PostRenderBasePassMobile_RenderThread ( [FRHICommandList](API\Runtime\RHI\FRHICommandList) & RHICmdList, [FSceneView](API\Runtime\Engine\FSceneView) & InView )


description: Deprecated* PostRenderBasePass now has a mobile and deferred variant.

code: virtual void PostRenderBasePass_RenderThread ( [FRHICommandListImmediate](API\Runtime\RHI\FRHICommandListImmediate) & RHICmdList, [FSceneView](API\Runtime\Engine\FSceneView) & InView )


description: Allows to render content after the 3D content scene, useful for debugging

code: virtual void PostRenderViewFamily_RenderThread ( [FRDGBuilder](API\Runtime\RenderCore\FRDGBuilder) & GraphBuilder, [FSceneViewFamily](API\Runtime\Engine\FSceneViewFamily) & InViewFamily )


description: Deprecated* Use PostRenderViewFamily_RenderThread with an RDG builder instead. RHI commands can be enqueued directly using GraphBuilder.RHICmdList or queued onto the graph.

code: virtual void PostRenderViewFamily_RenderThread ( [FRHICommandListImmediate](API\Runtime\RHI\FRHICommandListImmediate) & RHICmdList, [FSceneViewFamily](API\Runtime\Engine\FSceneViewFamily) & InViewFamily )


code: virtual void PostRenderView_RenderThread ( [FRDGBuilder](API\Runtime\RenderCore\FRDGBuilder) & GraphBuilder, [FSceneView](API\Runtime\Engine\FSceneView) & InView )


description: Deprecated* Use PostRePostRenderView_RenderThreadnderViewFamily_RenderThread with an RDG builder instead. RHI commands can be enqueued directly using GraphBuilder.RHICmdList or queued onto the graph.

code: virtual void PostRenderView_RenderThread ( [FRHICommandListImmediate](API\Runtime\RHI\FRHICommandListImmediate) & RHICmdList, [FSceneView](API\Runtime\Engine\FSceneView) & InView )


description: Called on render thread prior to initializing views.

code: virtual void PreInitViews_RenderThread ( [FRDGBuilder](API\Runtime\RenderCore\FRDGBuilder) & GraphBuilder )


description: Called right before Post Processing rendering begins

code: virtual void PrePostProcessPass_RenderThread ( [FRDGBuilder](API\Runtime\RenderCore\FRDGBuilder) & GraphBuilder, const [FSceneView](API\Runtime\Engine\FSceneView) & View, const FPostProcessingInputs & Inputs )


description: Called on render thread at the start of rendering.

code: virtual void PreRenderViewFamily_RenderThread ( [FRDGBuilder](API\Runtime\RenderCore\FRDGBuilder) & GraphBuilder, [FSceneViewFamily](API\Runtime\Engine\FSceneViewFamily) & InViewFamily )


description: Deprecated APIs - These are no longer called and must be converted to restore functionality.

code: virtual void PreRenderViewFamily_RenderThread ( [FRHICommandListImmediate](API\Runtime\RHI\FRHICommandListImmediate) & RHICmdList, [FSceneViewFamily](API\Runtime\Engine\FSceneViewFamily) & InViewFamily )


description: Called on render thread at the start of rendering, for each view, after PreRenderViewFamily_RenderThread call.

code: virtual void PreRenderView_RenderThread ( [FRDGBuilder](API\Runtime\RenderCore\FRDGBuilder) & GraphBuilder, [FSceneView](API\Runtime\Engine\FSceneView) & InView )


description: Deprecated* Use PreRenderView_RenderThread with an RDG builder instead. RHI commands can be enqueued directly using GraphBuilder.RHICmdList or queued onto the graph.

code: virtual void PreRenderView_RenderThread ( [FRHICommandListImmediate](API\Runtime\RHI\FRHICommandListImmediate) & RHICmdList, [FSceneView](API\Runtime\Engine\FSceneView) & InView )


description: Called on game thread when creating the view.

code: void SetupView ( [FSceneViewFamily](API\Runtime\Engine\FSceneViewFamily) & InViewFamily, [FSceneView](API\Runtime\Engine\FSceneView) & InView )


description: Called on game thread when creating the view family.

code: void SetupViewFamily ( [FSceneViewFamily](API\Runtime\Engine\FSceneViewFamily) & InViewFamily )


description: Called when creating the viewpoint, before culling, in case an external tracking device needs to modify the base location of the view

code: virtual void SetupViewPoint ( [APlayerController](API\Runtime\Engine\GameFramework\APlayerController) * Player, [FMinimalViewInfo](API\Runtime\Engine\Camera\FMinimalViewInfo) & InViewInfo )


description: Called when creating the view, in case non-stereo devices need to update projection matrix.

code: virtual void SetupViewProjectionMatrix ( [FSceneViewProjectionData](API\Runtime\Engine\FSceneViewProjectionData) & InOutProjectionData )


description: This will be called at the beginning of post processing to make sure that each view extension gets a chance to subscribe to an after pass event.

code: virtual void SubscribeToPostProcessingPass ( [EPostProcessingPass](API\Runtime\Engine\ISceneViewExtension\EPostProcessingPass) Pass, FAfterPassCallbackDelegateArray & InOutPassCallbacks, bool bIsPassEnabled )


className: ISceneViewExtension

code: class ISceneViewExtension


description: Called by the destructor of the view family. Can be called on game or rendering thread.

code: virtual ~ISceneViewFamilyExtention()


className: ISceneViewFamilyExtention

description: Generic plugin extension that have a lifetime of theFSceneViewFamily

code: class ISceneViewFamilyExtention


description: Returns a const TCHAR* to uniquely identify what implementationISceneViewFamilyExtentionDatais.

code: const TCHAR * GetSubclassIdentifier() const


className: ISceneViewFamilyExtentionData

description: Generic plugin extension that have a lifetime of theFSceneViewFamilythat can contain arbitrary data to passdown from game thread to render thread.

code: class ISceneViewFamilyExtentionData : public [ISceneViewFamilyExtention](API\Runtime\Engine\ISceneViewFamilyExtention)


description: Create a new screen percentage interface for a new view family.

code: [ISceneViewFamilyScreenPercentage](API\Runtime\Engine\ISceneViewFamilyScreenPercentage) * Fork_GameThread ( const class [FSceneViewFamily](API\Runtime\Engine\FSceneViewFamily) & ViewFamily ) const


description: Method to know the maximum value that can be returned by GetPrimaryResolutionFraction_RenderThread(). Can be called on game or rendering thread. This should return >= 1 if screen percentage show flag is disabled.

code: [DynamicRenderScaling::TMap](API\Runtime\RenderCore\TMap)< float > GetResolutionFractionsUpperBound() const


description: Setup view family's view's screen percentage on rendering thread. This should leave ResolutionFraction == 1 if screen percentage show flag is disabled.

code: [DynamicRenderScaling::TMap](API\Runtime\RenderCore\TMap)< float > GetResolutionFractions_RenderThread() const


code: static bool IsValidResolutionFraction ( float ResolutionFraction )


className: kMaxResolutionFraction

code: static constexpr float kMaxResolutionFraction = 4.0f;


className: kMaxTAAUpsampleResolutionFraction

code: static constexpr float kMaxTAAUpsampleResolutionFraction = 2.0f;


className: kMaxTSRResolutionFraction

code: static constexpr float kMaxTSRResolutionFraction = 2.0f;


className: kMinResolutionFraction

description: Sets the minimal and max screen percentage.

code: static constexpr float kMinResolutionFraction = 0.01f;


className: kMinTAAUpsampleResolutionFraction

description: Sets the minimal and maximal screen percentage for TAAU.

code: static constexpr float kMinTAAUpsampleResolutionFraction = 0.5f;


className: kMinTSRResolutionFraction

description: Sets the minimal and maximal screen percentage for TSR.

code: static constexpr float kMinTSRResolutionFraction = 0.25f;


className: ISceneViewFamilyScreenPercentage

description: The renderer reserves the right to delete and replace the view family's screen percentage interface for testing purposes with the r.Test.OverrideScreenPercentageInterface CVar.

code: class ISceneViewFamilyScreenPercentage : private [ISceneViewFamilyExtention](API\Runtime\Engine\ISceneViewFamilyExtention)


code: [TArray](API\Runtime\Core\Containers\TArray)< [FSMInstanceId](API\Runtime\Engine\Elements\SMInstance\FSMInstanceId) > AddISMInstance ( const [FISMClientHandle](API\Runtime\Engine\ISMPartition\FISMClientHandle) & Handle, const FTransform & InstanceTransform, const [TSortedMap](API\Runtime\Core\Containers\TSortedMap)< int32, [TArray](API\Runtime\Core\Containers\TArray)< FTransform >> & InstanceDefinition )


code: void ForEachClientComponent ( const [FISMClientHandle](API\Runtime\Engine\ISMPartition\FISMClientHandle) & Handle, [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< bool([UInstancedStaticMeshComponent](API\Runtime\Engine\Components\UInstancedStaticMeshComponent) *)> Callback ) const


code: void ForEachClientSMInstance ( const [FISMClientHandle](API\Runtime\Engine\ISMPartition\FISMClientHandle) & Handle, [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< bool([FSMInstanceId](API\Runtime\Engine\Elements\SMInstance\FSMInstanceId))> Callback ) const


code: void ForEachClientSMInstance ( const [FISMClientHandle](API\Runtime\Engine\ISMPartition\FISMClientHandle) & Handle, int32 InstanceIndex, [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< bool([FSMInstanceId](API\Runtime\Engine\Elements\SMInstance\FSMInstanceId))> Callback ) const


code: const [FISMComponentDescriptor](API\Runtime\Engine\ISMPartition\FISMComponentDescriptor) & GetISMComponentDescriptor ( int32 DescriptorIndex ) const


code: FBox GetISMInstanceBounds ( const [FISMClientHandle](API\Runtime\Engine\ISMPartition\FISMClientHandle) & Handle, const [TSet](API\Runtime\Core\Containers\TSet)< int32 > & Indices ) const


code: int32 GetISMInstanceIndex ( const [FISMClientHandle](API\Runtime\Engine\ISMPartition\FISMClientHandle) & Handle, const [UInstancedStaticMeshComponent](API\Runtime\Engine\Components\UInstancedStaticMeshComponent) * ISMComponent, int32 ComponentIndex ) const


description:
Attempt to get the instance manager associated with the given static mesh instance, if any.
The instance manager, or null if there is no instance manager associated with the given instance.

code: virtual [ISMInstanceManager](API\Runtime\Engine\Elements\SMInstance\ISMInstanceManager) * GetSMInstanceManager ( const [FSMInstanceId](API\Runtime\Engine\Elements\SMInstance\FSMInstanceId) & InstanceId )


code: bool IsISMComponent ( const [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * Component ) const


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

code: virtual void PostEditUndo()


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

code: virtual void PreEditUndo()


code: [FISMClientHandle](API\Runtime\Engine\ISMPartition\FISMClientHandle) RegisterClient ( const [FGuid](API\Runtime\Core\Misc\FGuid) & ClientGuid )


code: void RegisterClientInstanceManagerProvider ( const [FISMClientHandle](API\Runtime\Engine\ISMPartition\FISMClientHandle) & Handle, [IISMPartitionInstanceManagerProvider](API\Runtime\Engine\ISMPartition\IISMPartitionInstanceManagerProv-) * ClientInstanceManagerProvider )


code: void RegisterClientInstanceManager ( const [FISMClientHandle](API\Runtime\Engine\ISMPartition\FISMClientHandle) & Handle, [IISMPartitionInstanceManager](API\Runtime\Engine\ISMPartition\IISMPartitionInstanceManager) * ClientInstanceManager )


code: int32 RegisterISMComponentDescriptor ( const [FISMComponentDescriptor](API\Runtime\Engine\ISMPartition\FISMComponentDescriptor) & Descriptor )


code: void RemoveISMInstance ( const [FISMClientHandle](API\Runtime\Engine\ISMPartition\FISMClientHandle) & Handle, int32 InstanceIndex, bool * bOutIsEmpty )


code: void RemoveISMInstances ( const [FISMClientHandle](API\Runtime\Engine\ISMPartition\FISMClientHandle) & Handle )


code: void ReserveISMInstances ( const [FISMClientHandle](API\Runtime\Engine\ISMPartition\FISMClientHandle) & Handle, int32 AddedInstanceCount, const [TSortedMap](API\Runtime\Core\Containers\TSortedMap)< int32, [TArray](API\Runtime\Core\Containers\TArray)< FTransform >> & InstanceDefinition )


code: void SelectISMInstances ( const [FISMClientHandle](API\Runtime\Engine\ISMPartition\FISMClientHandle) & Handle, bool bSelect, const [TSet](API\Runtime\Core\Containers\TSet)< int32 > & Indices )


code: void SetISMInstanceTransform ( const [FISMClientHandle](API\Runtime\Engine\ISMPartition\FISMClientHandle) & Handle, int32 InstanceIndex, const FTransform & NewTransform, bool bTeleport, const [TSortedMap](API\Runtime\Core\Containers\TSortedMap)< int32, [TArray](API\Runtime\Core\Containers\TArray)< FTransform >> & InstanceDefinition )


code: void UnregisterClient ( [FISMClientHandle](API\Runtime\Engine\ISMPartition\FISMClientHandle) & ClientHandle )


code: void UpdateHISMTrees ( bool bAsync, bool bForce )


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


className: AISMPartitionActor

description: Actor base class for instance containers placed on a grid. SeeUActorPartitionSubsystem.

code: class AISMPartitionActor : public [APartitionActor](API\Runtime\Engine\ActorPartition\APartitionActor), public [ISMInstanceManager](API\Runtime\Engine\Elements\SMInstance\ISMInstanceManager), public [ISMInstanceManagerProvider](API\Runtime\Engine\Elements\SMInstance\ISMInstanceManagerProvider)


className: FISMClientData

description: Represents the list of instances for 1 Client

code: struct FISMClientData

Instances

type: TArray<FISMCli...

description: Instance list for 1 client


className: FISMClientHandle::operator bool

code: operator bool() const


code: bool operator!= ( const [FISMClientHandle](API\Runtime\Engine\ISMPartition\FISMClientHandle) & InRHS ) const


code: bool operator== ( const [FISMClientHandle](API\Runtime\Engine\ISMPartition\FISMClientHandle) & InRHS ) const


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


code: FISMClientHandle &40; int32 ClientIndex, FGuid ClientGuid &41;


className: FISMClientHandle

code: struct FISMClientHandle


className: FISMClientInstance

description: Represents the component instances that 1 Client instance represents

code: struct FISMClientInstance

ComponentIndices

type: TArray< int32 >

description: InstanceIndexin the ISM Component


className: FISMClientInstanceId::operator bool


code: bool operator== ( const [FISMClientInstanceId](API\Runtime\Engine\ISMPartition\FISMClientInstanceId) & InRHS ) const


code: bool operator!= ( const [FISMClientInstanceId](API\Runtime\Engine\ISMPartition\FISMClientInstanceId) & InRHS ) const


className: FISMClientInstanceId

code: struct FISMClientInstanceId

Handle

type: FISMClientHandl...


code: [IISMPartitionInstanceManager](API\Runtime\Engine\ISMPartition\IISMPartitionInstanceManager) * ResolveInstanceManager ( const [FISMClientHandle](API\Runtime\Engine\ISMPartition\FISMClientHandle) & ClientHandle ) const


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


code: void SetInstanceManagerProvider ( [IISMPartitionInstanceManagerProvider](API\Runtime\Engine\ISMPartition\IISMPartitionInstanceManagerProv-) * InManagerProvider )


code: void SetInstanceManager ( [IISMPartitionInstanceManager](API\Runtime\Engine\ISMPartition\IISMPartitionInstanceManager) * InManager )


description: Add a single component to be batched

code: void Add ( const [UActorComponent](API\Runtime\Engine\Components\UActorComponent) * InActorComponent )


className: FISMClientInstanceManagerData

code: struct FISMClientInstanceManagerData


description: Add a single component to be batched

code: void Add ( const [UActorComponent](API\Runtime\Engine\Components\UActorComponent) * InActorComponent, [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< FTransform(const FTransform &)> InTransformFunc )


description: Add an array of component to be batched

code: template<typename TComponentClass, typename> void Append ( const [TArray](API\Runtime\Core\Containers\TArray)< TComponentClass * > & InComponents )


description: Add an array of components to be batched

code: template<typename TComponentClass, typename> void Append ( const [TArray](API\Runtime\Core\Containers\TArray)< TComponentClass * > & InComponents, [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< FTransform(const FTransform &)> InTransformFunc )


description: Return the number of instances batched so far.

code: int32 GetNumInstances() const


description: Initialize the instances of the provided ISM component using the batched data stored in this class.

code: void InitComponent ( [UInstancedStaticMeshComponent](API\Runtime\Engine\Components\UInstancedStaticMeshComponent) * ISMComponent ) const


code: void HandleComponentMeshBoundsChanged ( const FBoxSphereBounds & NewBounds )


className: FISMComponentBatcher

description: Struct that allows batching of transforms and custom data of multiple (possibly instanced) static mesh components

code: struct FISMComponentBatcher


className: FISMComponentData

description: Bookkeeping struct that contains the data that allows linking Client Instances to actual Component Instances

code: struct FISMComponentData

bAutoRebuildTreeOnInstanceChanges

description: Component's property value before setting it to false in the BeginUpdate so we can restore it in EndUpdate

bInvalidateLightingCache

description: If Lighting cache should be invalidated at the end of a BeginUpdate/EndUpdate

bWasModifyCalled

description: If Modified as already been called between a BeginUpdate/EndUpdate (avoid multiple Modify calls on the component)

ClientInstances

description: Per Client Instances.

Component

type: TObjectPtr<UIn...

Instances

type: TArray<FISMCom...

description: Instances here must match Component instances


code: [UInstancedStaticMeshComponent](API\Runtime\Engine\Components\UInstancedStaticMeshComponent) * CreateComponent ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Outer, [FName](API\Runtime\Core\UObject\FName) Name, EObjectFlags ObjectFlags ) const


code: static [FISMComponentDescriptor](API\Runtime\Engine\ISMPartition\FISMComponentDescriptor) CreateFrom ( const [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UStaticMeshComponent](API\Runtime\Engine\Components\UStaticMeshComponent) > & ComponentClass )


code: void InitFrom ( const [UStaticMeshComponent](API\Runtime\Engine\Components\UStaticMeshComponent) * Component, bool bInitBodyInstance )


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


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


code: FISMComponentDescriptor ( const [FSoftISMComponentDescriptor](API\Runtime\Engine\ISMPartition\FSoftISMComponentDescriptor) & Other )


className: FISMComponentDescriptor

code: struct FISMComponentDescriptor : public [FISMComponentDescriptorBase](API\Runtime\Engine\ISMPartition\FISMComponentDescriptorBase)

OverlayMaterial

type: TObjectPtr<UMa...

OverrideMaterials

type: TArray<TObject...

StaticMesh

type: TObjectPtr<USt...


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


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


code: FISMComponentDescriptorBase ( ENoInit )


className: FISMComponentDescriptorBase

description: Struct that holds the relevant properties that can help decide if instances of different StaticMeshComponents/InstancedStaticMeshComponents/HISM can be merged into a single component.

code: struct FISMComponentDescriptorBase

bAffectDistanceFieldLighting

type: uint8:  1

bHasCustomNavigableGeometry

type: TEnumAsByte<EH...

BodyInstance

type: FBodyInstance

ComponentClass

type: TSubclassOf<UI...

CustomDepthStencilWriteMask

type: ERendererStenci...

DetailMode

type: TEnumAsByte< en...

HLODBatchingPolicy

type: EHLODBatchingPo...

InstanceLODDistanceScale

type: float

LightingChannels

type: FLightingChanne...

LightmapType

type: ELightmapType

Mobility

type: TEnumAsByte<EC...

RayTracingGroupCullingPriority

type: ERayTracingGrou...

ShadowCacheInvalidationBehavior

type: EShadowCacheInv...

VirtualTextureRenderPassType

type: ERuntimeVirtual...


code: FISMComponentInstance ( const int32 & InClientIndex, const int32 & InInstanceIndex, const int32 & InInstanceSubIndex )


className: FISMComponentInstance

description: Represents one component instance with a mapping back to the Client instance. The should be a 1 to 1 relationship between those and the actual Component instances. (equal count)

code: struct FISMComponentInstance

ClientIndex

description: ClientIndexin theAISMPartitionActor

InstanceIndex

description: InstanceIndexin theFISMClientDatastruct

InstanceSubIndex

description: InstanceIndexin theFISMClientInstancestruct


code: bool CanMoveISMPartitionInstance ( const ETypedElementWorldType WorldType ) const


code: bool DeleteISMPartitionInstance() const


code: bool DuplicateISMPartitionInstance ( [FISMClientInstanceId](API\Runtime\Engine\ISMPartition\FISMClientInstanceId) & OutNewInstanceId ) const


code: const [FISMClientInstanceId](API\Runtime\Engine\ISMPartition\FISMClientInstanceId) & GetInstanceId() const


code: bool GetISMPartitionInstanceTransform ( FTransform & OutInstanceTransform, bool bWorldSpace ) const


code: void NotifyISMPartitionInstanceSelectionChanged ( const bool bIsSelected ) const


code: bool operator!= ( const [FISMPartitionInstanceManager](API\Runtime\Engine\ISMPartition\FISMPartitionInstanceManager) & InRHS ) const


code: bool operator== ( const [FISMPartitionInstanceManager](API\Runtime\Engine\ISMPartition\FISMPartitionInstanceManager) & InRHS ) const


code: bool SetISMPartitionInstanceTransform ( const FTransform & InstanceTransform, bool bWorldSpace, bool bTeleport ) const


code: FISMPartitionInstanceManager ( const [FISMClientInstanceId](API\Runtime\Engine\ISMPartition\FISMClientInstanceId) & InInstanceId, [IISMPartitionInstanceManager](API\Runtime\Engine\ISMPartition\IISMPartitionInstanceManager) * InInstanceManager )


className: FISMPartitionInstanceManager

description: An ISM partition instance manager, tied to a given client instance ID.

code: struct FISMPartitionInstanceManager


code: static [FSoftISMComponentDescriptor](API\Runtime\Engine\ISMPartition\FSoftISMComponentDescriptor) CreateFrom ( const [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UStaticMeshComponent](API\Runtime\Engine\Components\UStaticMeshComponent) > & ComponentClass )


code: [UInstancedStaticMeshComponent](API\Runtime\Engine\Components\UInstancedStaticMeshComponent) * CreateComponent ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Outer, [FName](API\Runtime\Core\UObject\FName) Name, EObjectFlags ObjectFlags ) const


code: void InitFrom ( const [UStaticMeshComponent](API\Runtime\Engine\Components\UStaticMeshComponent) * Component, bool bInitBodyInstance )


code: void InitComponent ( [UInstancedStaticMeshComponent](API\Runtime\Engine\Components\UInstancedStaticMeshComponent) * ISMComponent ) const


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


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


code: FSoftISMComponentDescriptor ( const [FISMComponentDescriptor](API\Runtime\Engine\ISMPartition\FISMComponentDescriptor) & Other )


className: FSoftISMComponentDescriptor

code: struct FSoftISMComponentDescriptor : public [FISMComponentDescriptorBase](API\Runtime\Engine\ISMPartition\FISMComponentDescriptorBase)

OverlayMaterial

type: TSoftObjectPtr<...

OverrideMaterials

type: TArray<TSoftOb...


description:
Can the given client ISM instance be deleted?
True if it can be deleted, false otherwise.

code: virtual bool CanDeleteISMPartitionInstance ( const [FISMClientInstanceId](API\Runtime\Engine\ISMPartition\FISMClientInstanceId) & InstanceId ) const


description:
Can the given client ISM instance be duplicated?
True if it can be duplicated, false otherwise.

code: virtual bool CanDuplicateISMPartitionInstance ( const [FISMClientInstanceId](API\Runtime\Engine\ISMPartition\FISMClientInstanceId) & InstanceId ) const


description:
Can the given client ISM instance be edited?
True if it can be edited, false otherwise.

code: bool CanEditISMPartitionInstance ( const [FISMClientInstanceId](API\Runtime\Engine\ISMPartition\FISMClientInstanceId) & InstanceId ) const


description:
Attempt to duplicate the given client ISM instances, retrieving the IDs of any new instances.
True if any instances were duplicated, false otherwise.

code: bool DuplicateISMPartitionInstances ( [TArrayView](API\Runtime\Core\Containers\TArrayView)< const [FISMClientInstanceId](API\Runtime\Engine\ISMPartition\FISMClientInstanceId) > InstanceIds, [TArray](API\Runtime\Core\Containers\TArray)< [FISMClientInstanceId](API\Runtime\Engine\ISMPartition\FISMClientInstanceId) > & OutNewInstanceIds )


description:
Can the given client ISM instance be moved in the world?
True if it can be moved, false otherwise.

code: bool CanMoveISMPartitionInstance ( const [FISMClientInstanceId](API\Runtime\Engine\ISMPartition\FISMClientInstanceId) & InstanceId, const ETypedElementWorldType WorldType ) const


description:
Attempt to delete the given client ISM instances.
True if any instances were deleted, false otherwise.

code: bool DeleteISMPartitionInstances ( [TArrayView](API\Runtime\Core\Containers\TArrayView)< const [FISMClientInstanceId](API\Runtime\Engine\ISMPartition\FISMClientInstanceId) > InstanceIds )


description: Get the tooltip of the given client ISM instance.

code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetISMPartitionInstanceTooltip ( const [FISMClientInstanceId](API\Runtime\Engine\ISMPartition\FISMClientInstanceId) & InstanceId ) const


description: Get the display name of the given client ISM instance.

code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetISMPartitionInstanceDisplayName ( const [FISMClientInstanceId](API\Runtime\Engine\ISMPartition\FISMClientInstanceId) & InstanceId ) const


description:
The transform should be in the local space of the owner partition actor, unless bWorldSpace is set.
True if the transform was retrieved, false otherwise.

code: bool GetISMPartitionInstanceTransform ( const [FISMClientInstanceId](API\Runtime\Engine\ISMPartition\FISMClientInstanceId) & InstanceId, FTransform & OutInstanceTransform, bool bWorldSpace ) const


description: This gives the manager a chance to start a move operation, to avoid performing repeated work until the move is finished.

code: void NotifyISMPartitionInstanceMovementStarted ( const [FISMClientInstanceId](API\Runtime\Engine\ISMPartition\FISMClientInstanceId) & InstanceId )


description: This gives the manager a chance to update a move operation.

code: void NotifyISMPartitionInstanceMovementOngoing ( const [FISMClientInstanceId](API\Runtime\Engine\ISMPartition\FISMClientInstanceId) & InstanceId )


description: This gives the manager a chance to end a move operation.

code: void NotifyISMPartitionInstanceMovementEnded ( const [FISMClientInstanceId](API\Runtime\Engine\ISMPartition\FISMClientInstanceId) & InstanceId )


description: This gives the manager a chance to sync any internal selection state.

code: void NotifyISMPartitionInstanceSelectionChanged ( const [FISMClientInstanceId](API\Runtime\Engine\ISMPartition\FISMClientInstanceId) & InstanceId, const bool bIsSelected )


description:
The transform should be in the local space of the owner partition actor, unless bWorldSpace is set.
True if the transform was updated, false otherwise.

code: bool SetISMPartitionInstanceTransform ( const [FISMClientInstanceId](API\Runtime\Engine\ISMPartition\FISMClientInstanceId) & InstanceId, const FTransform & InstanceTransform, bool bWorldSpace, bool bTeleport )


className: IISMPartitionInstanceManager

code: class IISMPartitionInstanceManager


description:
Attempt to get the instance manager associated with the given client, if any.
The instance manager, or null if there is no instance manager associated with the given client.

code: [IISMPartitionInstanceManager](API\Runtime\Engine\ISMPartition\IISMPartitionInstanceManager) * GetISMPartitionInstanceManager ( const [FISMClientHandle](API\Runtime\Engine\ISMPartition\FISMClientHandle) & ClientHandle )


className: IISMPartitionInstanceManagerProvider


className: WithSerializer

code: enum &123; WithSerializer = true &125;


code: template<> struct TStructOpsTypeTraits< FISMClientInstanceManagerData > : public [TStructOpsTypeTraitsBase2< FISMClientInstanceManagerData >](API\Runtime\CoreUObject\UObject\TStructOpsTypeTraitsBase2)


className: UISMPartitionInstanceManager

description: The client ISM instances given to this API must be valid and belong to this instance manager. The instance manager implementation is free to assert or crash if that contract is broken.

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


className: UISMPartitionInstanceManagerProvider

description: An interface for actors that can provide a manager for ISM instances within a partition actor. This exists so that objects that indirectly manage clients can provide the correct underlying manager for the specific client.

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


code: void OnNewBuffer ( const [FOnNewBufferParams](API\Runtime\Engine\ISourceBufferListener\FOnNewBufferParams) & )


className: FOnNewBufferParams

code: struct FOnNewBufferParams

AudioData

type: const float ...


code: void OnSourceReleased ( const int32 InSourceId )


className: ISourceBufferListener

description: Interface for listening to source buffers being rendered.

code: class ISourceBufferListener


description: Destroys the specified layer, stopping it from rendering over the world.

code: void DestroyLayer ( uint32 LayerId )


description:
Creates a new layer from a given texture resource, which is projected on top of the world as a quad.
A unique identifier for the layer created

code: uint32 CreateLayer ( const [FLayerDesc](API\Runtime\Engine\IStereoLayers\FLayerDesc) & InLayerDesc )


className: ELayerFlags

code: enum ELayerFlags { LAYER_FLAG_TEX_CONTINUOUS_UPDATE = 0x00000001, LAYER_FLAG_TEX_NO_ALPHA_CHANNEL = 0x00000002, LAYER_FLAG_QUAD_PRESERVE_TEX_RATIO = 0x00000004, LAYER_FLAG_SUPPORT_DEPTH = 0x00000008, LAYER_FLAG_TEX_EXTERNAL = 0x00000010, LAYER_FLAG_HIDDEN = 0x00000020, }


className: ELayerType

code: enum ELayerType { WorldLocked, TrackerLocked, FaceLocked, }


description: Returns Shape cast to the supplied type. It's up to the caller to have ensured the cast is valid before calling this method.

code: template<typename T> T & GetShape&40;&41;


code: template<typename T> const T & GetShape&40;&41; const


description: Which shape of layer it is.FQuadLayeris the only shape supported by all VR platforms. queries the shape of the layer at run time

code: template<typename T> bool HasShape&40;&41; const


description: Layer IDs must be larger than 0.

code: static INVALID_LAYER_ID = 0;


code: void SetLayerId &40; uint32 InId &41;


code: template<typename T, typename... InArgTypes> void SetShape &40; InArgTypes &&... Args &41;


code: FLayerDesc &40; const IStereoLayerShape & InShape &41;


className: FLayerDesc

description: Structure describing the visual appearance of a single stereo layer

code: struct FLayerDesc

Flags

description: Uses LAYER_FLAG_...  See: ELayerFlags.

Id

description: The layer's ID.

LayerSize

type: FIntPoint

description: Size of texture that the compositor should allocate. Unnecessary if Texture is provided. The compositor will allocate a cubemap whose faces are of LayerSize if ShapeType is CubemapLayer.

LeftTexture

type: FTextureRHIRef

description: Texture mapped for left eye (if one texture provided, mono assumed)

PositionType

type: ELayerType

description: Which space the layer is locked within.

Priority

description: Render order priority, higher priority render on top of lower priority. Face-Locked layers are rendered on top of other layer types regardless of priority.

QuadSize

description: Size of rendered quad.

Texture

description: Texture mapped for right eye (if one texture provided, mono assumed)

Transform

type: FTransform

description: View space transform.

UVRect

description: UVs of rendered quad in UE units.


description: Get texture reference to HMD swapchain to avoid the copy path, useful for continuous update layers

code: virtual void GetAllocatedTexture ( uint32 LayerId, FTextureRHIRef & Texture, FTextureRHIRef & LeftTexture )


code: virtual [FLayerDesc](API\Runtime\Engine\IStereoLayers\FLayerDesc) GetDebugCanvasLayerDesc ( FTextureRHIRef Texture )


description:
Get the currently set layer description
Whether the returned layer description is valid

code: bool GetLayerDesc ( uint32 LayerId, [FLayerDesc](API\Runtime\Engine\IStereoLayers\FLayerDesc) & OutLayerDesc )


description: If pushing and popping layer state is supported, the visibility of the background layer should be part of the saved state.

code: virtual void HideBackgroundLayer()


description: Tell if the background layer is visible. Platforms that do not implement Hide/ShowBackgroundLayer() always return true.

code: virtual bool IsBackgroundLayerVisible() const


description: Marks this layers texture for update

code: void MarkTextureForUpdate ( uint32 LayerId )


description: Set the a new layer description

code: void SetLayerDesc ( uint32 LayerId, const [FLayerDesc](API\Runtime\Engine\IStereoLayers\FLayerDesc) & InLayerDesc )


description: Currently active layers will be destroyed and replaced with the previous state.

code: virtual void PopLayerState()


description: In either case, layers created afterPushLayerState()will be destroyed upon callingPopLayerState().

code: virtual void PushLayerState ( bool bPreserve )


description: If true the debug layers are copied to the spectator screen, because they do not naturally end up on the spectator screen as part of the 3d view.


description: Optional method to undo the effect of hiding the 3D scene. No-op if not supported by the platform.

code: virtual void ShowBackgroundLayer()


description: Returns true if the StereoLayers implementation supports saving and restoring state using Push/PopLayerState()

code: virtual bool SupportsLayerState()


description: Update splash screens from current state

code: virtual void UpdateSplashScreen()


className: IStereoLayers

code: class IStereoLayers

bSplashIsShown

type: bool

SplashOffset

type: FVector


code: [IStereoLayerShape](API\Runtime\Engine\IStereoLayerShape) * Clone() const


description: Shape name is used to identify the shape type.


className: IStereoLayerShape

code: class IStereoLayerShape


description: Adjusts the viewport rectangle for stereo, based on which eye pass is being rendered.

code: void AdjustViewRect ( const int32 ViewIndex, int32 & X, int32 & Y, uint32 & SizeX, uint32 & SizeY ) const


description: Calculates the offset for the camera position, given the specified position, rotation, and world scale Specifying eSSE_MONOSCOPIC for the view index returns a center offset behind the stereo views

code: void CalculateStereoViewOffset ( const int32 ViewIndex, FRotator & ViewRotation, const float WorldToMeters, FVector & ViewLocation )


description:
Switches stereo rendering on / off. Returns current state of stereo.
Returns current state of stereo (true / false).

code: bool EnableStereo ( bool stereo )


code: virtual void EndFinalPostprocessSettings ( struct [FPostProcessSettings](API\Runtime\Engine\Engine\FPostProcessSettings) * FinalPostProcessingSettings, const enum EStereoscopicPass StereoPassType, const int32 StereoViewIndex )


description: Returns the desired number of views, so that devices that require additional views can allocate them. Default is two viewports if using stereo rendering.

code: virtual int32 GetDesiredNumberOfViews ( bool bStereoRequested ) const


description: Return the index of the view that is used for selecting LODs

code: virtual uint32 GetLODViewIndex() const


description: Returns currently active render target manager.

code: virtual [IStereoRenderTargetManager](API\Runtime\Engine\IStereoRenderTargetManager) * GetRenderTargetManager()


description: Returns anIStereoLayersimplementation, if one is present

code: virtual [IStereoLayers](API\Runtime\Engine\IStereoLayers) * GetStereoLayers()


description: Gets a projection matrix for the device, given the specified view index Specifying eSSE_MONOSCOPIC for the view index returns a center projection matrix encompassing all views

code: FMatrix GetStereoProjectionMatrix ( const int32 ViewIndex ) const


description:
Gets the percentage bounds of the safe region to draw in. This allows things like stat rendering to appear within the readable portion of the stereo view.
The centered percentage of the view that is safe to draw readable text in

code: virtual FVector2D GetTextSafeRegionBounds() const


description: For the specified view index in the view family, assign a stereoscopic pass type based on the extension's usage

code: virtual EStereoscopicPass GetViewPassForIndex ( bool bStereoRequested, int32 ViewIndex ) const


description: Sets view-specific params (such as view projection matrix) for the canvas.

code: void InitCanvasFromView ( class [FSceneView](API\Runtime\Engine\FSceneView) * InView, class [UCanvas](API\Runtime\Engine\Engine\UCanvas) * Canvas )


description: Static helper. Return true if this pass is for a view we do all the work for (ie this view can't borrow from another)

code: static bool IsAPrimaryPass ( EStereoscopicPass Pass )


description: Static helper. Return true if primary view

code: static bool IsAPrimaryView ( const [FSceneView](API\Runtime\Engine\FSceneView) & View )


description: Static helper. Return true if this pass is for a view for which we share some work done for eSSP_PRIMARY (ie borrow some intermediate state from that view)

code: static bool IsASecondaryPass ( EStereoscopicPass Pass )


description: Static helper. Return true if secondary view

code: static bool IsASecondaryView ( const [FSceneView](API\Runtime\Engine\FSceneView) & View )


description: True when a device has only stereo display (like a self contained mobile vr headset).

code: virtual bool IsStandaloneStereoOnlyDevice() const


description: Static helper. Return true if the Start in VR setting is set to true, or if we have the "-vr" commandline argument

code: static bool IsStartInVR()


description: Whether or not stereo rendering is on this frame.

code: bool IsStereoEnabled() const


description: Whether or not stereo rendering is on on next frame. Useful to determine if some preparation work should be done before stereo got enabled in next frame.

code: virtual bool IsStereoEnabledOnNextFrame() const


description: Static helper. Return true if this pass is for a stereo eye view

code: static bool IsStereoEyePass ( EStereoscopicPass Pass )


description: Static helper. Return true if this is a stereoscopic view

code: static bool IsStereoEyeView ( const [FSceneView](API\Runtime\Engine\FSceneView) & View )


code: virtual bool OverrideFinalPostprocessSettings ( struct [FPostProcessSettings](API\Runtime\Engine\Engine\FPostProcessSettings) * OverridePostProcessingSettings, const enum EStereoscopicPass StereoPassType, const int32 StereoViewIndex, float & BlendWeight )


description: Renders texture into a backbuffer. Could be empty if no rendertarget texture is used, or if direct-rendering through RHI bridge is implemented.

code: virtual void RenderTexture_RenderThread ( class [FRHICommandListImmediate](API\Runtime\RHI\FRHICommandListImmediate) & RHICmdList, class [FRHITexture](API\Runtime\RHI\FRHITexture) * BackBuffer, class [FRHITexture](API\Runtime\RHI\FRHITexture) * SrcTexture, FVector2D WindowSize ) const


description: Provides the final view rect that the renderer will render into.

code: virtual void SetFinalViewRect ( class [FRHICommandListImmediate](API\Runtime\RHI\FRHICommandListImmediate) & RHICmdList, const int32 ViewIndex, const FIntRect & FinalViewRect )


code: virtual void StartFinalPostprocessSettings ( struct [FPostProcessSettings](API\Runtime\Engine\Engine\FPostProcessSettings) * StartPostProcessingSettings, const enum EStereoscopicPass StereoPassType, const int32 StereoViewIndex )


className: IStereoRendering

code: class IStereoRendering


description:
Acquires the next available color texture.
the index of the texture in the array returned by AllocateRenderTargetTexture.

code: virtual int32 AcquireColorTexture()


description:
Allocates a depth texture.
true, if texture was allocated; false, if the default texture allocation should be used.

code: virtual bool AllocateDepthTexture ( uint32 Index, uint32 SizeX, uint32 SizeY, uint8 Format, uint32 NumMips, ETextureCreateFlags Flags, ETextureCreateFlags TargetableTextureFlags, FTexture2DRHIRef & OutTargetableTexture, FTexture2DRHIRef & OutShaderResourceTexture, uint32 NumSamples )


description:
Allocates a render target texture. The default implementation always return false to indicate that the default texture allocation should be used instead.
true, if texture was allocated; false, if the default texture allocation should be used.

code: virtual bool AllocateRenderTargetTexture ( uint32 Index, uint32 SizeX, uint32 SizeY, uint8 Format, uint32 NumMips, ETextureCreateFlags Flags, ETextureCreateFlags TargetableTextureFlags, FTexture2DRHIRef & OutTargetableTexture, FTexture2DRHIRef & OutShaderResourceTexture, uint32 NumSamples )


description:
Allocates the render target textures, which includes the color textures and optionally other textures like depth. The default implementation always returns false to indicate that the default texture allocation should be used instead.
true, if textures were allocated; false, if the default texture allocation should be used.

code: virtual bool AllocateRenderTargetTextures ( uint32 SizeX, uint32 SizeY, uint8 Format, uint32 NumLayers, ETextureCreateFlags Flags, ETextureCreateFlags TargetableTextureFlags, [TArray](API\Runtime\Core\Containers\TArray)< FTexture2DRHIRef > & OutTargetableTextures, [TArray](API\Runtime\Core\Containers\TArray)< FTexture2DRHIRef > & OutShaderResourceTextures, uint32 NumSamples )


description:
Allocates a shading rate texture. The default implementation always returns false to indicate that the default texture allocation should be used instead.
true, if texture was allocated; false, if the default texture allocation should be used.

code: virtual bool AllocateShadingRateTexture ( uint32 Index, uint32 RenderSizeX, uint32 RenderSizeY, uint8 Format, uint32 NumMips, ETextureCreateFlags Flags, ETextureCreateFlags TargetableTextureFlags, FTexture2DRHIRef & OutTexture, FIntPoint & OutTextureSize )


description: Calculates dimensions of the render target texture for direct rendering of distortion.

code: void CalculateRenderTargetSize ( const class [FViewport](API\Runtime\Engine\FViewport) & Viewport, uint32 & InOutSizeX, uint32 & InOutSizeY )


description: Returns pixel format that the device created its swapchain with (which can be different than what was requested in AllocateRenderTargetTexture)

code: virtual EPixelFormat GetActualColorSwapchainFormat() const


description: Returns number of required buffered frames.

code: virtual uint32 GetNumberOfBufferedFrames() const


description:
Retrieves HDR information about the stereo device, if any is available. The default implementation always returns false to indicate that the information from the monitor can be used instead.
true, if HDR information is available for the stereo device

code: virtual bool HDRGetMetaDataForStereo ( EDisplayOutputFormat & OutDisplayOutputFormat, EDisplayColorGamut & OutDisplayColorGamut, bool & OutbHDRSupported )


description: Returns true, if render target texture must be re-calculated.

code: virtual bool NeedReAllocateDepthTexture ( const [TRefCountPtr](API\Runtime\Core\Templates\TRefCountPtr)< struct [IPooledRenderTarget](API\Runtime\RenderCore\IPooledRenderTarget) > & DepthTarget )


description: Returns true, if shading rate texture must be re-calculated.

code: virtual bool NeedReAllocateShadingRateTexture ( const [TRefCountPtr](API\Runtime\Core\Templates\TRefCountPtr)< struct [IPooledRenderTarget](API\Runtime\RenderCore\IPooledRenderTarget) > & ShadingRateTarget )


code: bool NeedReAllocateViewportRenderTarget ( const class [FViewport](API\Runtime\Engine\FViewport) & Viewport )


description: In the editor, we may switch between preview shader platforms, which support various single-pass rendering methods (e.g. InstancedStereo or MobileMultiView). Sometimes RT managers have their own state that depends on the method, so this API provides them with the possibility to reconfigure it

code: virtual bool ReconfigureForShaderPlatform ( EShaderPlatform NewShaderPlatform )


description: Whether a separate render target should be used or not. In case the stereo rendering implementation does not require special handling of separate render targets at all, it can leave out implementing this interface completely and simply let the default implementation ofIStereoRendering::GetRenderTargetManager()return nullptr.


description: Updates viewport for direct rendering of distortion. Should be called on a game thread.

code: void UpdateViewport ( bool bUseSeparateRenderTarget, const class [FViewport](API\Runtime\Engine\FViewport) & Viewport, class [SViewport](API\Runtime\Slate\Widgets\SViewport) * ViewportWidget )


className: IStereoRenderTargetManager

description: TheIStereoRenderTargetManagercan be returned fromIStereoRendering::GetRenderTargetManager()implementations. Implement this interface if a stereo rendering device requires all output to be rendered into separate render targets and/or to customize how separate render targets are allocated.

code: class IStereoRenderTargetManager


description: Create the compression format dependent decoder object.

code: bool CreateDecoder()


description: Decode the input compressed frame data into output PCMData buffer.

code: [FDecodeResult](API\Runtime\Engine\FDecodeResult) Decode ( const uint8 * CompressedData, const int32 CompressedDataSize, uint8 * OutPCMData, const int32 OutputPCMDataSize )


description:
Decompresses a frame of data to PCM buffer
The amount of samples that were decompressed (< 0 indicates error)

code: int32 DecompressToPCMBuffer ( uint16 FrameSize )


description: Sets decode to half-rate

code: virtual void EnableHalfRate ( bool HalfRate )


description: Decompress an entire data file to aTArray

code: virtual void ExpandFile ( uint8 * DstBuffer, struct [FSoundQualityInfo](API\Developer\TargetPlatform\Interfaces\FSoundQualityInfo) * QualityInfo )


description: Gets the chunk index that was last read from (for Streaming Manager requests)

code: virtual int32 GetCurrentChunkIndex() const


description: Gets the offset into the chunk that was last read to (for Streaming Manager priority)

code: virtual int32 GetCurrentChunkOffset() const


description:
Gets the current chunks seektable instance (or creates one)
the currently loaded chunk seektable

code: const [FStreamedAudioChunkSeekTable](API\Runtime\Engine\Sound\FStreamedAudioChunkSeekTable) & GetCurrentSeekTable() const


description: Return the size of the current compression frame

code: int32 GetFrameSize()


description:
Helper function for getting a chunk of compressed audio.
a pointer to the chunk if it's loaded, nullptr otherwise.

code: const uint8 * GetLoadedChunk ( const FSoundWaveProxyPtr & InSoundWave, uint32 ChunkIndex, uint32 & OutChunkSize )


description: The size of the decode PCM buffer size.

code: uint32 GetMaxFrameSizeSamples() const


description: Gets the size of the source buffer originally passed to the info class (bytes)

code: virtual uint32 GetSourceBufferSize() const


description: Gets the preferred size for a streaming buffer for this decompression scheme

code: virtual int GetStreamBufferSize() const


description:
Adds to the count of samples that have currently been decoded
How many samples were actually part of the true sample count

code: uint32 IncrementCurrentSampleCount ( uint32 NewSamples )


code: int32 GetStreamSeekBlockOffset() const


code: int32 GetStreamSeekBlockIndex() const


description: Returns whether this instance can be cast to aIStreamedCompressedInfo. Surprisingly SupportsStreaming doesn't work for this.

code: virtual bool IsStreamedCompressedInfo() const


description: Parse the header information from the input source buffer data. This is dependent on compression format.

code: bool ParseHeader ( const uint8 * InSrcBufferData, uint32 InSrcBufferDataSize, [FSoundQualityInfo](API\Developer\TargetPlatform\Interfaces\FSoundQualityInfo) * QualityInfo )


description: Reads from the internal source audio buffer stream of the given data size.

code: uint32 Read ( void * Outbuffer, uint32 DataSize )


description: Optional method to allow decoder to prepare to loop.

code: virtual void PrepareToLoop()


description:
Decompresses data to raw PCM data.
bool true if the end of the data was reached (for both single shot and looping sounds)

code: virtual bool ReadCompressedData ( uint8 * Destination, bool bLooping, uint32 BufferSize )


description: Reads the header information of a compressed format

code: virtual bool ReadCompressedInfo ( const uint8 * InSrcBufferData, uint32 InSrcBufferDataSize, [FSoundQualityInfo](API\Developer\TargetPlatform\Interfaces\FSoundQualityInfo) * QualityInfo )


description: Seeks to time (Some formats might not be seekable)

code: virtual void SeekToTime ( const float SeekTime )


description:
Decompresses streamed data to raw PCM data.
bool true if the end of the data was reached (for both single shot and looping sounds)

code: virtual bool StreamCompressedData ( uint8 * Destination, bool bLooping, uint32 BufferSize, int32 & OutNumBytesStreamed )


description: Internal override implemented by subclasses.

code: virtual bool StreamCompressedInfoInternal ( const FSoundWaveProxyPtr & InWaveProxy, [FSoundQualityInfo](API\Developer\TargetPlatform\Interfaces\FSoundQualityInfo) * QualityInfo )


description: Whether this decompression class supports streaming decompression

code: virtual bool SupportsStreaming() const


description: Whether the decompressed audio will be arranged using Vorbis' channel ordering Seehttp://www.xiph.org/vorbis/doc/Vorbis_I_spec.html#x1-800004.3.9for details

code: virtual bool UsesVorbisChannelOrdering() const


description:
Writes data from decoded PCM buffer, taking into account whether some PCM has been written before
How many bytes were written

code: uint32 WriteFromDecodedPCM ( uint8 * Destination, uint32 BufferSize )


description:
Zeroes the contents of a buffer
How many bytes were zeroed

code: uint32 ZeroBuffer ( uint8 * Destination, uint32 BufferSize )


code: virtual ~IStreamedCompressedInfo()


className: IStreamedCompressedInfo

description: Default implementation of a streamed compressed audio format. Can be subclassed to support streaming of a specific asset format. Handles all the platform independent aspects of file format streaming for you (dealing with UE streamed assets)

code: class IStreamedCompressedInfo : public [ICompressedAudioInfo](API\Runtime\Engine\ICompressedAudioInfo)

AudioDataChunkIndex

description: The chunk index where the actual audio data starts.

AudioDataOffset

description: Where the actual audio data starts in the current streamed chunk. Accounts for header offset.

bIsStreaming

description: Bool set before ParseHeader. Whether we are streaming a file or not.

bPrintChunkFailMessage

description: Whether or not to print the chunk fail message.

bStoringEndOfFile

description: If we're currently reading the final buffer.

CurCompressedChunkHandle

type: FAudioChunkHand...

description: Chunk Handle to ensure that this chunk of streamed audio is not deleted while we are using it.

CurrentChunkIndex

description: The current chunk index in the streamed chunks.

CurrentChunkSeekTable

type: TPimplPtr<FStr...

description: If there's a chunked seek-table present, this contains the current chunks portion.

CurrentSampleCount

description: How many samples we've currently read in the source file.

LastDecodedPCM

type: TArray< uint8 >

description: The decoded PCM byte array from the last decoded frame.

LastPCMByteSize

description: The amount of PCM data in bytes was decoded last.

LastPCMOffset

description: The current offset in the last decoded PCM buffer.

MaxFrameSizeSamples

description: The maximum number of samples per decode frame.

NumChannels

description: Number of channels (left/right) in the source file.

SampleStride

description: The number of bytes per interleaved sample (NumChannels * sizeof(int16)).

SrcBufferData

type: const uint8 ...

description: Ptr to the current streamed chunk.

SrcBufferDataSize

description: Size of the current streamed chunk.

SrcBufferOffset

description: What byte we're currently reading in the streamed chunk.

SrcBufferPadding

description: Number of bytes of padding used, overridden in some implementations. Defaults to 0.

StreamSeekBlockIndex

type: std::atomic< in...

description: When a streaming seek request comes down, this is the block we are going to.

StreamSeekBlockOffset

description: When a streaming seek request comes down, this is the offset in to the block we want to start decoding from.

StreamSeekToAudioFrames

description: If using the Chunked seek-tables, we request the seek in samples so we can resolve after the chunk table loads.

TrueSampleCount

description: The total sample count of the source file.


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

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


description: Adds the passed in view information to the static array.

code: void AddViewInformation ( const FVector & ViewOrigin, float ScreenSize, float FOVScreenSize, float BoostFactor, bool bOverrideLocation, float Duration, [TWeakObjectPtr](API\Runtime\Core\UObject\TWeakObjectPtr)< [AActor](API\Runtime\Engine\GameFramework\AActor) > InActorToBoost )


code: static void AddViewInfoToArray ( [TArray](API\Runtime\Core\Containers\TArray)< [FStreamingViewInfo](API\Runtime\Engine\FStreamingViewInfo) > & ViewInfos, const FVector & ViewOrigin, float ScreenSize, float FOVScreenSize, float BoostFactor, bool bOverrideLocation, float Duration, [TWeakObjectPtr](API\Runtime\Core\UObject\TWeakObjectPtr)< [AActor](API\Runtime\Engine\GameFramework\AActor) > InActorToBoost )


description: Queue up view locations to the streaming system. These locations will be added properly at the next call to AddViewInformation, re-using the screensize and FOV settings.

code: void AddViewLocation ( const FVector & Location, float BoostFactor, bool bOverrideLocation, float Duration )


description: Deprecated* This is deprecated to follow inclusive naming rules. UseAddViewLocation()instead.

code: void AddViewSlaveLocation ( const FVector & Location, float BoostFactor, bool bOverrideLocation, float Duration )


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

code: int32 BlockTillAllRequestsFinished ( float TimeLimit, bool bLogResults )


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

code: void CancelForcedResources()


className: bPendingRemoveViews

description: Set whenTick()has been called. The first time a new view is added, it will clear out all old views.

code: static bool bPendingRemoveViews = false;


description:
Allows the streaming manager to process exec commands.
true if the command was handled

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


className: CurrentViewInfos

description: Collection of views that need to be taken into account for streaming.

code: static [TArray](API\Runtime\Core\Containers\TArray)< [FStreamingViewInfo](API\Runtime\Engine\FStreamingViewInfo) > CurrentViewInfos;


code: FSecondaryLocation &40; const FVector & InLocation, float InBoostFactor, bool bInOverrideLocation, float InDuration &41;


className: FSecondaryLocation

code: struct FSecondaryLocation

BoostFactor

type: float

description: A boost factor that affects all streaming distances for this location.

bOverrideLocation

description: Whether this is an override location, which forces the streaming system to ignore all other locations

Duration

description: How long the streaming system should keep checking this location (in seconds).

Location

description: A location to use for distance-based heuristics nextTick().


code: static [FStreamingManagerCollection](API\Runtime\Engine\FStreamingManagerCollection) & Get()


description: Returns the number of view infos.

code: int32 GetNumViews() const


description: Returns the number of resources that currently wants to be streamed in.

code: virtual int32 GetNumWantingResources() const


description: Returns the current ID forGetNumWantingResources(). The ID is incremented every time NumWantingResources is updated by the streaming system (every few frames). Can be used to verify that any changes have been fully examined, by comparing current ID with what it was when the changes were made.

code: virtual int32 GetNumWantingResourcesID() const


description: Returns the view info by the specified index.

code: const [FStreamingViewInfo](API\Runtime\Engine\FStreamingViewInfo) & GetViewInformation ( int32 ViewIndex ) const


description: Same as get but could fail if state not allocated or shutdown.

code: static [FStreamingManagerCollection](API\Runtime\Engine\FStreamingManagerCollection) * Get_Concurrent()


description: Checks if the streaming manager has already been shut down.

code: static bool HasShutdown()


className: LastingViewInfos

description: Views that stick around for a while. Override views are ignored if no movie is playing.

code: static [TArray](API\Runtime\Core\Containers\TArray)< [FStreamingViewInfo](API\Runtime\Engine\FStreamingViewInfo) > LastingViewInfos;


description: Called when a spawned actor is destroyed.

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


description: Notifies manager of "level" change.

code: void NotifyLevelChange()


description: Notifies manager that level primitives were shifted

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


description: Called when a primitive is detached from an actor or another component.

code: virtual void NotifyPrimitiveDetached ( const [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * Primitive )


description: Called when a primitive streaming data needs to be updated.

code: virtual void NotifyPrimitiveUpdated ( const [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * Primitive )


description: Called when a primitive streaming data needs to be updated in the last stage of the frame.

code: virtual void NotifyPrimitiveUpdated_Concurrent ( const [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * Primitive )


className: PendingViewInfos

description: Pending views. Emptied every frame.

code: static [TArray](API\Runtime\Core\Containers\TArray)< [FStreamingViewInfo](API\Runtime\Engine\FStreamingViewInfo) > PendingViewInfos;


description: Propagates a change to the active lighting scenario.


description: Removes aULevelfrom the streaming manager.

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


description: Removes streaming views from the streaming manager. This is also called byTick().

code: void RemoveStreamingViews ( ERemoveStreamingViews RemovalType )


description: Remove view infos with the same location from the given array.

code: static void RemoveViewInfoFromArray ( [TArray](API\Runtime\Core\Containers\TArray)< [FStreamingViewInfo](API\Runtime\Engine\FStreamingViewInfo) > & ViewInfos, const FVector & ViewOrigin )


className: SecondaryLocations

description: Collection of view locations that will be added at the next call to AddViewInformation.

code: static [TArray](API\Runtime\Core\Containers\TArray)< [FSecondaryLocation](API\Runtime\Engine\IStreamingManager\FSecondaryLocation) > SecondaryLocations;


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

code: void SetDisregardWorldResourcesForFrames ( int32 NumFrames )


description: Sets up the CurrentViewInfos array based on PendingViewInfos, LastingViewInfos and SecondaryLocations. Removes out-dated LastingViewInfos.

code: void SetupViewInfos ( float DeltaTime )


description:
Streams in/out all resources that wants to and blocks until it's done.
Number of streaming requests still in flight, if the time limit was reached before they were finished.

code: virtual int32 StreamAllResources ( float TimeLimit )


description: CallsUpdateResourceStreaming(), and does per-frame cleaning. Call once per frame.

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


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

code: void UpdateResourceStreaming ( float DeltaTime, bool bProcessEverything )


description: Virtual destructor

code: virtual ~IStreamingManager()


className: IStreamingManager

description: Pure virtual base class of a streaming manager.

code: struct IStreamingManager

NumWantingResources

description: Number of resources that currently wants to be streamed in.

NumWantingResourcesCounter

description: The current counter for NumWantingResources.


description: This is called every evaluation. ISubmixListeners that intermittently render audio should only return true when they have work to do.

code: virtual bool IsRenderingAudio() const


description: Called when a new buffer has been rendered for a given submix

code: void OnNewSubmixBuffer ( const [USoundSubmix](API\Runtime\Engine\Sound\USoundSubmix) * OwningSubmix, float * AudioData, int32 NumSamples, int32 NumChannels, const int32 SampleRate, double AudioClock )


className: ISubmixBufferListener

description: Abstract interface for receiving audio data from a given submix.

code: class ISubmixBufferListener


description: Enables or disables recording if the platform supports it. Useful to prevent users from sharing spoilers.\

code: void EnableRecording ( const bool bEnableRecording )


description: Stops recording and prepares the final video file for use.

code: void FinalizeRecording ( const bool bSaveRecording, const [FText](API\Runtime\Core\Internationalization\FText) & Title, const [FText](API\Runtime\Core\Internationalization\FText) & Comment, const bool bStopAutoContinue )


description: Returns the current length of time the of the recording, up to RecordingLengthSeconds.


description: The minimum and maximum time available for recording on this platform.


description: Returns the current state of video recording.


description: Returns whether recording is currently enabled.

code: bool IsEnabled() const


description:
Bydefault does not start capturing, will not start again after saving and will export to the library. Use the RegisterVideoRecordingFinalizedDelegate to retrieve the final filepath.
True if opening the recording succeeded, false otherwise.

code: bool NewRecording ( const TCHAR * DestinationFileName, [FVideoRecordingParameters](API\Runtime\Engine\FVideoRecordingParameters) Parameters )


description: Pauses video recording after a call to StartRecording. Call StartRecording again to resume.

code: void PauseRecording()


description: Deprecated* Use GetOnVideoRecordingFinalizedDelegate

code: virtual [FDelegateHandle](API\Runtime\Core\Delegates\FDelegateHandle) RegisterVideoRecordingFinalizedDelegate ( const FVideoRecordingFinalized::FDelegate & Delegate )


description: Begins capturing video after a call to NewRecording or PauseRecording.

code: void StartRecording()


code: virtual void UnregisterVideoRecordingFinalizedDelegate ( [FDelegateHandle](API\Runtime\Core\Delegates\FDelegateHandle) Handle )


className: IVideoRecordingSystem

description: Interface for platform video recording functionality

code: class IVideoRecordingSystem

OnVideoRecordingFinalized

type: FVideoRecording...


className: KeyFuncs

code: typedef [FNameFuncs](API\Runtime\Engine\FNameFuncs)< typename [TGetKeyType](API\Runtime\Engine\TGetKeyType)< MapType >::Type > KeyFuncs


description: Application state when the game receives a notification

code: namespace EApplicationState { enum Type { Unknown, Inactive, Background, Active, } }


code: namespace EDrawDebugTrace { enum Type { None, ForOneFrame, ForDuration, Persistent, } }


description: Provides different easing functions that can be used in blueprints

code: namespace EEasingFunc { enum Type { Linear, Step, SinusoidalIn, SinusoidalOut, SinusoidalInOut, EaseIn, EaseOut, EaseInOut, ExpoIn, ExpoOut, ExpoInOut, CircularIn, CircularOut, CircularInOut, } }


description: Enum used to indicate success or failure of EvaluateCurveTableRow.

code: namespace EEvaluateCurveTableResult { enum Type { RowFound, RowNotFound, } }


description: Provides different weighting functions for texture importance sampling

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


description: Different methods for interpolating rotation between transforms

code: namespace ELerpInterpolationMode { enum Type { QuatInterp, EulerInterp, DualQuatInterp, } }


description: Possible columns for an FMatrix

code: namespace EMatrixColumns { enum Type { First, Second, Third, Fourth, } }


description: Enum used to indicate desired behavior for MoveComponentTo latent function.

code: namespace EMoveComponentAction { enum Type { Move, Stop, Return, } }


code: namespace EQuitPreference { enum Type { Quit, Background, } }


description: The list of possible device/screen orientation for mobile devices

code: namespace EScreenOrientation { enum Type { Unknown, Portrait, PortraitUpsideDown, LandscapeLeft, LandscapeRight, FaceUp, FaceDown, PortraitSensor, LandscapeSensor, FullSensor, } }


description: Trace option to SuggestProjectileVelocity functions.

code: namespace ESuggestProjVelocityTraceOption { enum Type { DoNotTrace, TraceFullPath, OnlyTraceWhileAscending, } }


className: FDrawToRenderTargetContext

code: struct FDrawToRenderTargetContext

DrawEvent

type: FDrawEvent*...

RenderTarget

type: TObjectPtr<UTe...


className: FFloatSpringState

code: struct FFloatSpringState


description: Return color of texel at given MIP level, clamped to available Mip levels

code: [FLinearColor](API\Runtime\Core\Math\FLinearColor) GetColorBilinear ( FVector2D Position, int32 Mip ) const


className: FGenericStruct

code: struct FGenericStruct


description: Return color interpolated between MIP levels

code: [FLinearColor](API\Runtime\Core\Math\FLinearColor) GetColorTrilinear ( FVector2D Position, float Mip ) const


description: Distribute sample points proportional to Texture2D luminance.

code: void ImportanceSample ( const FVector2D & Rand, int Samples, float Intensity, FVector2D & SamplePosition, [FLinearColor](API\Runtime\Core\Math\FLinearColor) & SampleColor, float & SampleIntensity, float & SampleSize ) const


description: Importance probability weight for given texel

code: float ImportanceWeight ( [FColor](API\Runtime\Core\Math\FColor) Texel, [TEnumAsByte](API\Runtime\Core\Containers\TEnumAsByte)< [EImportanceWeight::Type](API\Runtime\Engine\Kismet\EImportanceWeight__Type) > WeightingFunc ) const


description: Allocate and compute PDF arrays for a texture

code: void Initialize ( [UTexture2D](API\Runtime\Engine\Engine\UTexture2D) * SourceTexture, [TEnumAsByte](API\Runtime\Core\Containers\TEnumAsByte)< [EImportanceWeight::Type](API\Runtime\Engine\Kismet\EImportanceWeight__Type) > WeightingFunc )


description: Default constructor, must Initialize before use

code: FImportanceTexture()


description: Constructor with initialization

code: FImportanceTexture ( [UTexture2D](API\Runtime\Engine\Engine\UTexture2D) * SourceTexture, [TEnumAsByte](API\Runtime\Core\Containers\TEnumAsByte)< [EImportanceWeight::Type](API\Runtime\Engine\Kismet\EImportanceWeight__Type) > WeightingFunc )