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

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


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

module: Engine

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


description: Gets the LOD draw distance

code: float GetDrawDistance() const


description: Returns an array of distances that are used to override individual LOD actors min draw distances.

code: static const [TArray](API\Runtime\Core\Containers\TArray)< float > & GetHLODDistanceOverride()


description: Deprecated* UseGetInstancedStaticMeshComponents()instead.

code: [TArray](API\Runtime\Core\Containers\TArray)< [UInstancedStaticMeshComponent](API\Runtime\Engine\Components\UInstancedStaticMeshComponent) * > GetImpostersStaticMeshComponents() const


description: Returns instanced static mesh components that represents the imposters found in this LODActor.

code: [TArray](API\Runtime\Core\Containers\TArray)< [UInstancedStaticMeshComponent](API\Runtime\Engine\Components\UInstancedStaticMeshComponent) * > GetInstancedStaticMeshComponents() const


description: Get the key that we use to check if we need to (re)build

code: const [FName](API\Runtime\Core\UObject\FName) & GetKey() const


description:
Get the named tag which describes the source of the LOD actor (HLOD Volume, single cluster / level, etc) Helps uniquely identifying auto generated LOD actors & naming of the proxy static mesh assets.
the named tag assigned to this LODActor.

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


description: Returns the number of triangles this LODActor's SubActors contain


description: Get the proxy mesh we use to render

code: [UHLODProxy](API\Runtime\Engine\Engine\UHLODProxy) * GetProxy() const


description: Get the proxy description used to generated this LODActor

code: const [UHLODProxyDesc](API\Runtime\Engine\HLOD\UHLODProxyDesc) * GetProxyDesc() const


description: Returns StaticMeshComponent subobject

code: [UStaticMeshComponent](API\Runtime\Engine\Components\UStaticMeshComponent) * GetStaticMeshComponent() const


description:
Determines whether or not this LODActor has any SubActors
true if it contains any subactors

code: const bool HasAnySubActors() const


description: Returns whether or not this LODActor has valid SubActors and whether or not their contained Primitive Components are linked (LODParentPrimitive) to StaticMeshComponent

code: const bool HasValidLODChildren() const


description:
Determines whether or not this LODActor has valid SubActors and can be built
true if the subactor(s) contain at least two static mesh components

code: const bool HasValidSubActors() const


className: HLODDistances

code: static [TArray](API\Runtime\Core\Containers\TArray)< float > HLODDistances;


description: Check to see if this mesh is built

code: const bool IsBuilt ( bool bInForce ) const


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

code: virtual bool IsLevelBoundsRelevant() const


description:
Note that the object will be modified. If we are currently recording into the transaction buffer (undo/redo), save a copy of this object into the buffer and marks the package as needing to be saved.
true if the object was saved to the transaction buffer

code: virtual bool Modify ( bool bAlwaysMarkDirty )


description: Forces the mesh into view by setting the MinDrawDistance to zero (this pops the mesh into view, no fading)

code: void PauseDitherTransition()


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

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


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

code: virtual void PostLoad()


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


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

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


description: Deprecated* Use version that takesFObjectPreSaveContextinstead.

code: virtual PRAGMA_DISABLE_DEPRECATION_WARNINGSvoid PreSave ( const class [ITargetPlatform](API\Developer\TargetPlatform\Interfaces\ITargetPlatform) * TargetPlatform )


description: Objects created from within PreSave will NOT have PreSave called on them!!!

code: virtual void PreSave ( [FObjectPreSaveContext](API\Runtime\CoreUObject\UObject\FObjectPreSaveContext) SaveContext )


description: Recalculates the drawing distance according to a fixed FOV of 90 and the transition screen size

code: void RecalculateDrawingDistance ( const float TransitionScreenSize )


description: Removes InActor from the SubActors array and sets its LODParent to nullptr

code: const bool RemoveSubActor ( [AActor](API\Runtime\Engine\GameFramework\AActor) * InActor )


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

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


description: Sets the LOD draw distance and updates the Static Mesh Component's min drawing distance

code: void SetDrawDistance ( float InDistance )


description: Sets forcing the StaticMeshComponent drawing distance to 0 or LODDrawDistance according to InState

code: void SetForcedView ( const bool InState )


description: Set the named tag which describes the source of the LOD actor (HLOD Volume, single cluster / level, etc) Helps uniquely identifying auto generated LOD actors & naming of the proxy static mesh assets.

code: void SetLODActorTag ( const [FString](API\Runtime\Core\Containers\FString) & InLODActorTag )


description: Sets the state of whether or not this LODActor is hidden from the Editor view, used for forcing a HLOD to show

code: void SetHiddenFromEditorView ( const bool InState, const int32 ForceLODLevel )


description: Set LOD Parent component for all of our components, normally associated with anALODActor.

code: void SetLODParent ( [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * InLODParent, float InParentDrawDistance, bool bInApplyToImposters )


description: Sets StaticMesh and IsPreviewActor to true if InStaticMesh equals nullptr

code: void SetStaticMesh ( [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * InStaticMesh )


description: Deprecated* UseAddInstances()instead.

code: void SetupImposters ( const [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * InImposterMaterial, [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * InStaticMesh, const [TArray](API\Runtime\Core\Containers\TArray)< FTransform > & InTransforms )


code: static bool ShouldUseInstancing ( const [UStaticMeshComponent](API\Runtime\Engine\Components\UStaticMeshComponent) * InComponent )


description: Makes the actor tickable and according to r.HLOD.DitherPauseTime sets the MinDrawDistance back to non-zero

code: void StartDitherTransition()


description: Function called every frame on this Actor. Override this function to implement custom logic to be executed every frame. Note that Tick is disabled by default, and you will need to check PrimaryActorTick.bCanEverTick is set to true to enable it.

code: virtual void Tick ( float DeltaSeconds )


description: Toggles forcing the StaticMeshComponent drawing distance to 0 or LODDrawDistance

code: void ToggleForceView()


description:
Update the proxy description that represent this LODActor
true if the description changed.

code: bool UpdateProxyDesc()


description: Updates the LODParents for the SubActors (and the drawing distance)

code: void UpdateSubActorLODParents()


description: Returns true if this LODActor was constructed from an HLODProxyDesc

code: bool WasBuiltFromHLODDesc() const


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


className: ALODActor

description: UStaticMesh

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

bOverrideMaterialMergeSettings

type: bool

description: Flag whether or not to use the override MaterialSettings when creating the proxy mesh

bOverrideScreenSize

description: Flag whether or not to use the override ScreenSize when creating the proxy mesh

bOverrideTransitionScreenSize

description: Flag whether or not to use the override TransitionScreenSize for this proxy mesh

LODLevel

description: The hierarchy level of this actor; the first tier of HLOD is level 1, the second tier is level 2 and so on.

MaterialSettings

type: FMaterialProxyS...

description: Override Material Settings, used when creating the proxy mesh

NumTrianglesInMergedMesh

description: Cached number of triangles contained in the SubActors

ScreenSize

description: Override screen size value used in mesh reduction, when creating the proxy mesh

SubActors

type: TArray<TObject...

TransitionScreenSize

type: float

description: Override transition screen size value, determines the screen size at which the proxy is visible The screen size is based around the projected diameter of the bounding sphere of the model.


className: AMeshMergeCullingVolume

description: A volume that can be added a level in order to remove triangles from source meshes before generating HLOD or merged meshes

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


description: Returns CapsuleComponent subobject

code: [UCapsuleComponent](API\Runtime\Engine\Components\UCapsuleComponent) * GetCapsuleComponent() const


description: Returns GoodSprite subobject

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


description: Returns BadSprite subobject

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


description: Get cylinder for testing if actor has been reached

code: virtual void GetMoveGoalReachTest ( const [AActor](API\Runtime\Engine\GameFramework\AActor) * MovingActor, const FVector & MoveOffset, FVector & GoalOffset, float & GoalRadius, float & GoalHalfHeight ) const


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


description: Return Physics Volume for this Actor.


description: Get axis-aligned cylinder around this actor, used for simple collision checks (ie Pawns reaching a destination). IfIsRootComponentCollisionRegistered()returns true, just returns its bounding cylinder, otherwise falls back to GetComponentsBoundingCylinder.

code: virtual void GetSimpleCollisionCylinder ( float & CollisionRadius, float & CollisionHalfHeight ) const


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

code: virtual void PostEditMove ( bool bFinished )


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

code: virtual void PostEditUndo()


description: INavAgentInterfacestart.

code: virtual FVector GetNavAgentLocation() const


description: Check to make sure the navigation is at a valid point. Detect when path building is going to move a pathnode around This may be undesirable for LDs (ie b/c cover links define slots by offsets)

code: virtual void Validate()


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


className: ANavigationObjectBase

code: class ANavigationObjectBase : public [AActor](API\Runtime\Engine\GameFramework\AActor), public [INavAgentInterface](API\Runtime\Engine\AI\Navigation\INavAgentInterface)

bIsPIEPlayerStart

type: uint32: 1

description: True if this nav point was spawned to be a PIE player start.


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

code: virtual void CheckForErrors()


description: Returns ArrowComponent subobject

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


description: Returns SpriteComponent subobject

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


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


className: ANote

description: A sticky note. Level designers can place these in the level and then view them as a batch in the error/warnings window.

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

Text

type: FString


description: Called by ApplyDeltaToActor to perform an actor class-specific operation based on widget manipulation. The default implementation is simply to modify the actor's draw scale.

code: virtual void EditorApplyScale ( const FVector & DeltaScale, const FVector * PivotLocation, bool bAltDown, bool bShiftDown, bool bCtrlDown )


description: Returns subobject


code: void OnInterpToggle ( bool bEnable )


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

code: virtual void PostLoad()


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


className: APlanarReflection

code: class APlanarReflection : public [ASceneCapture](API\Runtime\Engine\Engine\ASceneCapture)


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


className: APlaneReflectionCapture

description: Not yet implemented plane capture class

code: class APlaneReflectionCapture : public [AReflectionCapture](API\Runtime\Engine\Engine\AReflectionCapture)


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


className: APlayerStartPIE

description: Player start for PIE - can be spawned during play.

code: class APlayerStartPIE : public [APlayerStart](API\Runtime\Engine\GameFramework\APlayerStart)


description: Called when the object was loaded from another class via active class redirects.

code: virtual void LoadedFromAnotherClass ( const [FName](API\Runtime\Core\UObject\FName) & OldClassName )


code: void SetLightFalloffExponent ( float NewLightFalloffExponent )


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

code: void SetRadius ( float NewRadius )


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


className: APointLight

code: class APointLight : public [ALight](API\Runtime\Engine\Engine\ALight)

PointLightComponent

type: TObjectPtr< cla...


description: Adds an Blendable (implementsIBlendableInterface) to the array of Blendables (if it doesn't exist) and update the weight

code: void AddOrUpdateBlendable ( [TScriptInterface](API\Runtime\CoreUObject\UObject\TScriptInterface)< [IBlendableInterface](API\Runtime\Engine\Engine\IBlendableInterface) > InBlendableObject, float InWeight )


description: Returns true if this actor allows changing the spatially loaded flag.

code: virtual bool CanChangeIsSpatiallyLoadedFlag() const


code: virtual bool EncompassesPoint ( FVector Point, float SphereRadius, float * OutDistanceToPoint )


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


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

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


code: virtual [FPostProcessVolumeProperties](API\Runtime\Engine\Interfaces\FPostProcessVolumeProperties) GetProperties() const


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

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


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


description: Called after all currently registered components are cleared


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


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: APostProcessVolume

description: PostProcessVolume: a post process settings volume Used to affect post process settings in the game and editor.

code: class APostProcessVolume : public [AVolume](API\Runtime\Engine\GameFramework\AVolume), public [IInterface_PostProcessVolume](API\Runtime\Engine\Interfaces\IInterface_PostProcessVolume)

bEnabled

description: Whether this volume is enabled or not.

BlendRadius

description: World space radius around the volume that is used for blending (only if not unbound).

BlendWeight

description: 0:no effect, 1:full effect

bUnbound

description: Whether this volume covers the whole world, or just the area inside its bounds.

Priority

description: Priority of this volume.

Settings

type: FPostProcessSet...

description: Post process settings to use for this volume.


code: virtual void EditorApplyScale ( const FVector & DeltaScale, const FVector * PivotLocation, bool bAltDown, bool bShiftDown, bool bCtrlDown )


code: virtual void PostLoad()


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


className: ARectLight

code: class ARectLight : public [ALight](API\Runtime\Engine\Engine\ALight)


description: Returns CaptureComponent subobject

code: [UReflectionCaptureComponent](API\Runtime\Engine\Components\UReflectionCaptureComponent) * GetCaptureComponent() const


description: Returns SpriteComponent subobject

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


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

code: virtual bool IsLevelBoundsRelevant() const


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


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


className: AReflectionCapture

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


description: Returns MeshComp subobject

code: [UStaticMeshComponent](API\Runtime\Engine\Components\UStaticMeshComponent) * GetMeshComp() const


className: ASceneCapture

description: Base class for all SceneCapture actors

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


description: Calculate camera view point, when viewing this actor.

code: virtual void CalcCamera ( float DeltaTime, struct [FMinimalViewInfo](API\Runtime\Engine\Camera\FMinimalViewInfo) & OutResult )


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


code: ASceneCapture2D ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


description: Returns CaptureComponent2D subobject

code: [USceneCaptureComponent2D](API\Runtime\Engine\Components\USceneCaptureComponent2D) * GetCaptureComponent2D() const


code: class ASceneCapture2D : public [ASceneCapture](API\Runtime\Engine\Engine\ASceneCapture)


description: Returns CaptureComponentCube subobject

code: [USceneCaptureComponentCube](API\Runtime\Engine\Components\USceneCaptureComponentCube) * GetCaptureComponentCube() const


code: void OnInterpToggle ( bool bEnable )


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


className: ASceneCaptureCube

code: class ASceneCaptureCube : public [ASceneCapture](API\Runtime\Engine\Engine\ASceneCapture)


description: Overridable native event for when play begins for this actor.

code: virtual void BeginPlay()


description: Called when this actor is explicitly being destroyed during gameplay or in the editor, not called during level streaming or gameplay ending

code: virtual void Destroyed()


description: Function called every frame on this Actor. Override this function to implement custom logic to be executed every frame. Note that Tick is disabled by default, and you will need to check PrimaryActorTick.bCanEverTick is set to true to enable it.

code: virtual void Tick ( float DeltaSeconds )


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


className: AServerStatReplicator

description: Class used to replicate server "stat net" data over. For server only values, the client data is is overwritten when bUpdateStatNet == true. For data that both the client and server set, the server data will only overwrite if bUpdateStatNet == true && bOverwriteClientStats == true.

code: class AServerStatReplicator : public [AInfo](API\Runtime\Engine\GameFramework\AInfo)

bOverwriteClientStats

description: Whether to overwrite client data stat net with data from the server or not

bUpdateStatNet

description: Whether to update stat net with data from the server or not


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

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


description: Returns LightComponent subobject

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


description: DataLayers functions.

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


description: Replication Notification Callbacks

code: virtual void OnRep_bEnabled()


className: ASkyLight

code: class ASkyLight : public [AInfo](API\Runtime\Engine\GameFramework\AInfo)

bEnabled

description: Replicated copy of LightComponent's bEnabled property


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


description: Called by ApplyDeltaToActor to perform an actor class-specific operation based on widget manipulation. The default implementation is simply to modify the actor's draw scale.

code: virtual void EditorApplyScale ( const FVector & DeltaScale, const FVector * PivotLocation, bool bAltDown, bool bShiftDown, bool bCtrlDown )


description: Returns DrawCaptureRadius subobject

code: [UDrawSphereComponent](API\Runtime\Engine\Components\UDrawSphereComponent) * GetDrawCaptureRadius() const


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


className: ASphereReflectionCapture

code: class ASphereReflectionCapture : public [AReflectionCapture](API\Runtime\Engine\Engine\AReflectionCapture)


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

code: virtual void CheckForErrors()


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

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


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

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


description: Returns SplineMeshComponent subobject

code: [USplineMeshComponent](API\Runtime\Engine\Components\USplineMeshComponent) * GetSplineMeshComponent() const


description: Function to change mobility type

code: void SetMobility ( [EComponentMobility::Type](API\Runtime\Engine\Engine\EComponentMobility__Type) InMobility )


className: ASplineMeshActor

description: USplineMeshComponent

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


description: Returns ArrowComponent subobject

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


description: Void SetLightShaftConeAngle(float NewLightShaftConeAngle);


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


description: Called when the object was loaded from another class via active class redirects.

code: virtual void LoadedFromAnotherClass ( const [FName](API\Runtime\Core\UObject\FName) & OldClassName )


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

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


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

code: virtual void PostLoad()


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

code: void SetInnerConeAngle ( float NewInnerConeAngle )


code: void SetOuterConeAngle ( float NewOuterConeAngle )


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


description: Overridable native event for when play begins for this actor.

code: virtual void BeginPlay()


className: ASpotLight

code: class ASpotLight : public [ALight](API\Runtime\Engine\Engine\ALight)


description: Returns StaticMeshComponent subobject

code: [UStaticMeshComponent](API\Runtime\Engine\Components\UStaticMeshComponent) * GetStaticMeshComponent() const


description: This alternate version of PostEditChange is called when properties inside structs are modified. The property that was actually modified is located at the tail of the list. The head of the list of theFStructPropertymember variable that contains the property that was modified.

code: virtual void PostEditChangeChainProperty ( [FPropertyChangedChainEvent](API\Runtime\CoreUObject\UObject\FPropertyChangedChainEvent) & PropertyChangedEvent )


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: AStaticMeshActor

description: UStaticMesh

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

bStaticMeshReplicateMovement

description: This static mesh should replicate movement.

StaticMeshPhysicsReplicationMode

type: EPhysicsReplica...

description: Set which replication mode to use for this static mesh instance if it both replicates and simulates physics.


description: Function to change mobility type


className: StaticMeshComponentName

description: Name of the StaticMeshComponent. Use this name if you want to use a different class (with ObjectInitializer.SetDefaultSubobjectClass).


code: virtual ENavDataGatheringMode GetGeometryGatheringMode() const


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


description: Returns ArrowComponent subobject


description: Returns SpriteComponent subobject

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


className: ATargetPoint

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


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


description: Returns TextRender subobject

code: [UTextRenderComponent](API\Runtime\Engine\Components\UTextRenderComponent) * GetTextRender() const


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


className: ATextRenderActor

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


description: Returns CollisionComponent subobject

code: [UShapeComponent](API\Runtime\Engine\Components\UShapeComponent) * GetCollisionComponent() const


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


className: ATriggerBase

description: An actor used to generate collision events (begin/end overlap) in the level.

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


code: virtual void EditorApplyScale ( const FVector & DeltaScale, const FVector * PivotLocation, bool bAltDown, bool bShiftDown, bool bCtrlDown )


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


className: ATriggerBox

description: A box shaped trigger, used to generate overlap events in the level

code: class ATriggerBox : public [ATriggerBase](API\Runtime\Engine\Engine\ATriggerBase)


className: ATriggerCapsule

description: A capsule shaped trigger, used to generate overlap events in the level

code: class ATriggerCapsule : public [ATriggerBase](API\Runtime\Engine\Engine\ATriggerBase)


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


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


className: ATriggerSphere

description: A sphere shaped trigger, used to generate overlap events in the level

code: class ATriggerSphere : public [ATriggerBase](API\Runtime\Engine\Engine\ATriggerBase)


code: virtual void LoadedFromAnotherClass ( const [FName](API\Runtime\Core\UObject\FName) & OldClassName )


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


className: ATriggerVolume

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


description: Returns ArrowComponent subobject

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


description: Returns Component subobject

code: [UWindDirectionalSourceComponent](API\Runtime\Engine\Components\UWindDirectionalSourceComponent) * GetComponent() const


description: DataLayers functions.

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


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


className: AWindDirectionalSource

description: Actor that provides a directional wind source. Only affects SpeedTree assets.

code: class AWindDirectionalSource : public [AInfo](API\Runtime\Engine\GameFramework\AInfo)


className: ConsiderListUpdateParams

description: The structure to pass to the OnConsiderListUpdate delegate

code: struct ConsiderListUpdateParams

Connection

type: UNetConnection...


description: the stringified version of the enum passed in

code: namespace EAcceptConnection { const TCHAR * EAcceptConnection::ToString ( [EAcceptConnection::Type](API\Runtime\Engine\Engine\EAcceptConnection__Type) EnumVal ) }


description: Accepting connection response codes

code: namespace EAcceptConnection { enum Type { Reject, Accept, Ignore, } }


description: Enumerates available options for alpha channel through post processing. The renderer will always generate premultiplied RGBA with alpha as translucency (0 = fully opaque; 1 = fully translucent).

code: namespace EAlphaChannelMode { enum Type { Disabled = 0, LinearColorSpaceOnly = 1, AllowThroughTonemapper = 2, } }


description: Deprecated rules for setting transform on attachment, new functions should useFAttachmentTransformRulesisntead

code: namespace EAttachLocation { enum Type { KeepRelativeOffset, KeepWorldPosition, SnapToTarget, SnapToTargetIncludingScale, } }


code: namespace EAttenuationShape { enum Type { Sphere, Capsule, Box, Cone, } }


description: Used byFPostProcessSettingsAutoExposure

code: namespace EAutoExposureMethodUI { enum Type { AEM_Histogram, AEM_Basic, AEM_Manual, AEM_MAX, } }


description: Return values forUEngine::Browse.

code: namespace EBrowseReturnVal { enum Type { Success, Failure, Pending, } }


description: Specifies which player index will pass input to this actor/component

code: namespace EAutoReceiveInput { enum Type { Disabled, Player0, Player1, Player2, Player3, Player4, Player5, Player6, Player7, } }


description: Ray Tracing Shadows type.

code: namespace ECastRayTracedShadow { enum Type { Disabled, UseProjectSetting, Enabled, } }


description: Enumerates ways to clear a scene.

code: namespace EClearSceneOptions { enum Type { NoClear = 0, HardwareClear = 1, QuadAtMaxZ = 2, } }


code: namespace EClientLoginState { const TCHAR * EClientLoginState::ToString ( const [EClientLoginState::Type](API\Runtime\Engine\Engine\EClientLoginState__Type) EnumVal ) }


description: If this connection is from a client, this is the current login state of this connection/login attempt

code: namespace EClientLoginState { enum Type { Invalid = 0, LoggingIn = 1, Welcomed = 2, ReceivedJoin = 3, CleanedUp = 4, } }


description: Enum used to describe what type of collision is enabled on a body.

code: namespace ECollisionEnabled { enum Type { NoCollision, QueryOnly, PhysicsOnly, QueryAndPhysics, ProbeOnly, QueryAndProbe, } }


description: Describes how often this component is allowed to move.

code: namespace EComponentMobility { enum Type { Static, Stationary, Movable, } }


description: Type of a socket on a scene component.

code: namespace EComponentSocketType { enum Type { Invalid, Bone, Socket, } }


description: Enumerates available compositing sample counts.

code: namespace ECompositingSampleCount { enum Type { One = 1, Two = 2, Four = 4, Eight = 8, } }


description: Enumerates available options for custom depth.

code: namespace ECustomDepthStencil { enum Type { Disabled = 0, Enabled = 1, EnabledOnDemand = 2, EnabledWithStencil = 3, } }


description: Used by GetDefaultBackBufferPixelFormat

code: namespace EDefaultBackBufferPixelFormat { enum Type { DBBPF_B8G8R8A8 = 0, DBBPF_A16B16G16R16_DEPRECATED, DBBPF_FloatRGB_DEPRECATED, DBBPF_FloatRGBA, DBBPF_A2B10G10R10, DBBPF_MAX, } }


description: Deprecated* EDemoPlayFailure is now deprecated

code: namespace EDemoPlayFailure { PRAGMA_DISABLE_DEPRECATION_WARNINGS const TCHAR * EDemoPlayFailure::ToString ( EDemoPlayFailure::Type FailureType ) }


code: namespace EDocumentationActorType { enum Type { None, UDNLink, URLLink, InvalidLink, } }


description: Note: Must match r.DynamicGlobalIlluminationMethod, this is used inURendererSettings.

code: namespace EDynamicGlobalIlluminationMethod { enum Type { None, Lumen, ScreenSpace, RayTraced, Plugin, } }


description: Enumerates available options for early Z-passes.

code: namespace EEarlyZPass { enum Type { None = 0, OpaqueOnly = 1, OpaqueAndMasked = 2, Auto = 3, } }


description: Specifies why an actor is being deleted/removed from a level

code: namespace EEndPlayReason { enum Type { Destroyed, LevelTransition, EndPlayInEditor, RemovedFromWorld, Quit, } }


description: Enumerates VRS Fixed-foveation levels

code: namespace EFixedFoveationLevels { enum Type { Disabled = 0, Low = 1, Medium = 2, High = 3, HighTop = 4, } }


description: When this enum is updated please update CVarGBufferFormat comments

code: namespace EGBufferFormat { enum Type { Force8BitsPerChannel = 0, Default = 1, HighPrecisionNormals = 3, Force16BitsPerChannel = 5, } }


description: Type of compilation.

code: namespace EKismetCompileType { enum Type { SkeletonOnly, Full, StubAfterFailure, BytecodeOnly, } }


code: namespace ELandscapeCullingPrecision { enum Type { High = 0, Medium = 1, Low = 2, } }


code: namespace ELumenSoftwareTracingMode { enum Type { DetailTracing = 1, GlobalTracing = 0, } }


code: namespace EMobileAntiAliasingMethod { enum Type { None = AAM_None, FXAA = AAM_FXAA, TemporalAA = AAM_TemporalAA, MSAA = AAM_MSAA, } }


description: The importance of a mesh feature when automatically generating mesh LODs.

code: namespace EMeshFeatureImportance { enum Type { Off, Lowest, Low, Normal, High, Highest, } }


description: The default float precision for material's pixel shaders on mobile devices

code: namespace EMobileFloatPrecisionMode { enum Type { Half = 0, Full_MaterialExpressionOnly = 1, Full = 2, } }


code: namespace EMobilePixelProjectedReflectionQuality { enum Type { Disabled = 0, BestPerformance = 1, BetterQuality = 2, BestQuality = 3, } }


code: namespace EMobileShadingPath { enum Type { Forward = 0, Deferred = 1, } }


code: namespace EMobilePlanarReflectionMode { enum Type { Usual = 0, MobilePPRExclusive = 1, MobilePPR = 2, } }


code: namespace ENetworkLagState { const TCHAR * ENetworkLagState::ToString ( [ENetworkLagState::Type](API\Runtime\Engine\Engine\ENetworkLagState__Type) LagType ) }


code: namespace ENetworkLagState { enum Type { NotLagging, Lagging, } }


description: Specifies how particle collision is computed for GPU particles

code: namespace EParticleCollisionMode { enum Type { SceneDepth, DistanceField, } }


description: Types of valid physical material mask colors which may be associated with a physical material

code: namespace EPhysicalMaterialMaskColor { enum Type { Red, Green, Blue, Cyan, Magenta, Yellow, White, Black, MAX, } }


code: namespace EProxyNormalComputationMethod { enum Type { AngleWeighted = 0, AreaWeighted = 1, EqualWeighted = 2, } }


description: Note: Must match r.ReflectionMethod, this is used inURendererSettings.

code: namespace EReflectionMethod { enum Type { None, Lumen, ScreenSpace, RayTraced, } }


description: Describes extra state about a specific rigid body

code: namespace ERigidBodyFlags { enum Type { None = 0x00, Sleeping = 0x01, NeedsUpdate = 0x02, } }


description: Enum that controls the scoping behavior ofFScopedMovementUpdate. Note thatEScopedUpdate::ImmediateUpdatesis not allowed within outer scopes that defer updates, and any attempt to do so will change the new inner scope to use deferred updates instead.

code: namespace EScopedUpdate { enum Type { ImmediateUpdates, DeferredUpdates, } }


description: Note: Must match r.Shadow.Virtual.Enable, this is used inURendererSettings.

code: namespace EShadowMapMethod { enum Type { ShadowMaps, VirtualShadowMaps, } }


description: Enumerates supported shader compression formats.

code: namespace EShaderCompressionFormat { enum Type { None = 0, LZ4 = 1, Oodle = 2, Zlib = 3, } }


description: Various data declarations relating to split screen on a GameViewportClient

code: namespace ESplitScreenType { enum Type { None, TwoPlayer_Horizontal, TwoPlayer_Vertical, ThreePlayer_FavorTop, ThreePlayer_FavorBottom, ThreePlayer_Vertical, ThreePlayer_Horizontal, FourPlayer_Grid, FourPlayer_Vertical, FourPlayer_Horizontal, SplitTypeCount, } }


description: Options for texture padding mode.

code: namespace ETexturePowerOfTwoSetting { enum Type { None, PadToPowerOfTwo, PadToSquarePowerOfTwo, } }


description: Enumerates available options for the translucency sort policy.

code: namespace ETranslucentSortPolicy { enum Type { SortByDistance = 0, SortByProjectedZ = 1, SortAlongAxis = 2, } }


code: namespace ETravelFailure { const TCHAR * ETravelFailure::ToString ( [ETravelFailure::Type](API\Runtime\Engine\Engine\ETravelFailure__Type) FailureType ) }


description: Types of server travel failures broadcast by the engine

code: namespace ETravelFailure { enum Type { NoLevel, LoadMapFailure, InvalidURL, PackageMissing, PackageVersion, NoDownload, TravelFailure, CheatCommands, PendingNetGameCreateFailure, CloudSaveFailure, ServerTravelFailure, ClientTravelFailure, } }


description: Enumerates available options for velocity pass.

code: namespace EVelocityOutputPass { enum Type { DepthPass = 0, BasePass = 1, AfterBasePass = 2, } }


description: Enumerates available options for Vertex Deformation Outputs Velocity.

code: namespace EVertexDeformationOutputsVelocity { enum Type { Off = 0, On = 1, Auto = 2, } }


code: namespace EWorkingColorSpace { enum Type { sRGB = 1, Rec2020 = 2, ACESAP0 = 3, ACESAP1 = 4, P3DCI = 5, P3D65 = 6, Custom = 7, } }


description: Specifies the goal/source of aUWorldobject

code: namespace EWorldType { enum Type { None, Game, Editor, PIE, EditorPreview, GamePreview, GameRPC, Inactive, } }


className: FAckNetVisibilityTransaction

description: Internal struct used byAPlayerControllerto call AckNetVisibilityTransaction on streaming level object

code: struct FAckNetVisibilityTransaction


description: Function to give a 'context' for this tick, used for grouped active tick reporting

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


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


description: Abstract function actually execute the tick.

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


description:
Conditionally calls ExecuteTickFunc if registered and a bunch of other criteria are met
Helper function for executing tick functions based on the normal conditions previous found in UActorComponent::ConditionalTick

code: template<typename ExecuteTickLambda> static void ExecuteTickHelper ( [UActorComponent](API\Runtime\Engine\Components\UActorComponent) * Target, bool bTickInEditor, float DeltaTime, ELevelTick TickType, const ExecuteTickLambda & ExecuteTickFunc )


className: FActorComponentTickFunction

description: Tick function that calls UActorComponent::ConditionalTick

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

Target

type: UActorComponent...

description: AActorcomponent that is the target of this tick


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


className: FActorDestructionInfo

code: struct FActorDestructionInfo

bIgnoreDistanceCulling

description: When true the destruction info data will be sent even if the viewers are not close to the actor

DestroyedPosition

type: FVector

Level

type: TWeakObjectPtr<...

NetGUID

type: FNetworkGUID

Reason

type: EChannelCloseRe...

StreamingLevelName

type: FName


code: void Add ( [UActorFolder](API\Runtime\Engine\UActorFolder) * InActorFolder )


code: const [TSet](API\Runtime\Core\Containers\TSet)< [TObjectPtr](API\Runtime\Core\Delegates\TObjectPtr)< [UActorFolder](API\Runtime\Engine\UActorFolder) > > & GetActorFolders() const


code: int32 Remove ( [UActorFolder](API\Runtime\Engine\UActorFolder) * InActorFolder )


className: FActorFolderSet

code: struct FActorFolderSet


code: template<typename T> bool DoesRepresent() const


code: bool DoesRepresentClass ( const [UClass](API\Runtime\CoreUObject\UObject\UClass) * OtherClass ) const


description: Returns the actor specified by this handle. This may require loading and creating the actor object.

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


code: template<typename T> T * FetchActor() const


description: Returns the index used internally by the manager

code: int32 GetInstanceIndex() const


description: If this handle has a valid actor, return it; otherwise return the actor responsible for managing the instances.

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


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


description: Returns the index used by rendering and collision

code: int32 GetRenderingInstanceIndex() const


description: Returns either the actor's root component or the root component for the manager associated with the handle

code: [USceneComponent](API\Runtime\Engine\Components\USceneComponent) * GetRootComponent() const


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


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


code: [FActorInstanceHandle](API\Runtime\Engine\Engine\FActorInstanceHandle) & operator= ( [AActor](API\Runtime\Engine\GameFramework\AActor) * OtherActor )


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


code: bool operator== ( const [AActor](API\Runtime\Engine\GameFramework\AActor) * OtherActor ) const


code: bool operator!= ( const [AActor](API\Runtime\Engine\GameFramework\AActor) * OtherActor ) const


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


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


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


code: FActorInstanceHandle ( class [ALightWeightInstanceManager](API\Runtime\Engine\GameFramework\ALightWeightInstanceManager) * Manager, int32 InInstanceIndex )


className: FActorInstanceHandle

description: Handle to a unique object. This may specify a full weigh actor or it may only specify the light weight instance that represents the same object.

code: struct FActorInstanceHandle


code: FActorPriority ( class [UNetConnection](API\Runtime\Engine\Engine\UNetConnection) * InConnection, [FActorDestructionInfo](API\Runtime\Engine\Engine\FActorDestructionInfo) * DestructInfo, const [TArray](API\Runtime\Core\Containers\TArray)< struct [FNetViewer](API\Runtime\Engine\GameFramework\FNetViewer) > & Viewers )


code: FActorPriority ( class [UNetConnection](API\Runtime\Engine\Engine\UNetConnection) * InConnection, [UActorChannel](API\Runtime\Engine\Engine\UActorChannel) * InChannel, [FNetworkObjectInfo](API\Runtime\Engine\Engine\FNetworkObjectInfo) * InActorInfo, const [TArray](API\Runtime\Core\Containers\TArray)< struct [FNetViewer](API\Runtime\Engine\GameFramework\FNetViewer) > & Viewers, bool bLowBandwidth )


className: FActorPriority

description: Priority sortable list.

code: struct FActorPriority

ActorInfo

type: FNetworkObjectI...

Channel

type: UActorChannel&...

DestructionInfo

type: FActorDestructi...


code: FActorsInitializedParams ( [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld, bool InResetTime )


className: FActorsInitializedParams

code: struct FActorsInitializedParams

ResetTime

type: bool

World

type: UWorld*


className: ESpawnActorNameMode

description: Modes that SpawnActor can use the supplied name when it is not None.

code: enum ESpawnActorNameMode { Required_Fatal, Required_ErrorAndReturnNull, Required_ReturnNull, Requested, }


className: FActorSpawnParameters

description: Struct of optional parameters passed to SpawnActor function(s).

code: struct FActorSpawnParameters

bAllowDuringConstructionScript

type: uint8: 1

description: Determines whether or not the actor may be spawned when running a construction script.

bCreateActorPackage

type: uint16: 1

description: Determines whether to create a new package for the actor or not, if the level supports it.

bDeferConstruction

description: Determines whether the construction script will be run.

bHideFromSceneOutliner

description: Determines whether or not the actor should be hidden from the Scene Outliner

bNoFail

description: Determines whether spawning will not fail if certain conditions are not met.

bTemporaryEditorActor

description: Determines whether the begin play cycle will run on the spawned actor when in the editor.

CustomPreSpawnInitalization

type: TFunction< void...

description: Custom function allowing the caller to specific a function to execute post actor construction but before other systems see this actor spawn.

Instigator

type: APawn*

description: TheAPawnthat is responsible for damage done by the spawned Actor.

Name

description: A name to assign as the Name of the Actor being spawned.

NameMode

type: ESpawnActorName...

description: In which way should SpawnActor should treat the supplied Name if not none.

ObjectFlags

type: EObjectFlags

description: Flags used to describe the spawned actor/object instance.

OverrideActorGuid

type: FGuid

description: The Guid to set to this actor. Should only be set when reinstancing blueprint actors.

OverrideLevel

type: ULevel*

description: TheULevelto spawn the Actor in, i.e. the Outer of the Actor.

OverridePackage

type: UPackage*

description: TheUPackageto set the Actor in.

OverrideParentComponent

type: UChildActorComp...

description: The parent component to set the Actor in.

Owner

type: AActor*

description: The Actor that spawned this Actor. (Can be left as NULL).

SpawnCollisionHandlingOverride

type: ESpawnActorColl...

description: Method for resolving collisions at the spawn point.

Template

description: An Actor to use as a template when spawning the new Actor.

TransformScaleMethod

type: ESpawnActorScal...

description: Determines whether to multiply or override root component with provided spawn transform


description: Return the base ename (without any number of globally unique identifier).

code: static [FName](API\Runtime\Core\UObject\FName) GetBaseName ( [FName](API\Runtime\Core\UObject\FName) Name )


description:
Determine if an actor name is globally unique or not.
true if the provided name is globally unique

code: static bool IsGloballyUniqueName ( [FName](API\Runtime\Core\UObject\FName) Name )


description:
Function to generate a locally or globally unique actor name. To generate a globally unique name, we store an epoch number in the name number (while maintaining compatibility with fast path name generation, see GFastPathUniqueNameGeneration) and also append an unique user id to the name.
generated actor name

code: static [FName](API\Runtime\Core\UObject\FName) MakeUniqueActorName ( [ULevel](API\Runtime\Engine\Engine\ULevel) * Level, const [UClass](API\Runtime\CoreUObject\UObject\UClass) * Class, [FName](API\Runtime\Core\UObject\FName) BaseName, bool bGloballyUnique )


className: FActorSpawnUtils

description: World actors spawmning helper functions

code: struct FActorSpawnUtils


description: Function to give a 'context' for this tick, used for grouped active tick reporting

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


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


description: Abstract function actually execute the tick.

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


className: FActorTickFunction

description: Tick function that callsAActor::TickActor

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

Target

description: AActorthat is the target of this tick


description: Take a snapshot of the pose watch properties that this struct represents to be used when drawing the debug skeleton

code: void CopyPoseWatchData ( const [FReferenceSkeleton](API\Runtime\Engine\FReferenceSkeleton) & RefSkeleton )


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


code: const [FBlendedHeapCurve](API\Runtime\Engine\Animation\FBlendedHeapCurve) & GetCurves() const


code: const [TArray](API\Runtime\Core\Containers\TArray)< int32 > & GetParentIndices() const


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


code: const [TArray](API\Runtime\Core\Containers\TArray)< int32 > & GetViewportAllowList() const


code: const FTransform & GetWorldTransform() const


code: void SetCurves ( const [FBlendedCurve](API\Runtime\Engine\Animation\FBlendedCurve) & InCurves )


code: template<class TAllocator> bool SetPose ( const [TArray](API\Runtime\Core\Containers\TArray)< FBoneIndexType > & InRequiredBones, const [TArray](API\Runtime\Core\Containers\TArray)< FTransform, TAllocator > & InBoneTransforms )


code: void SetWorldTransform ( const FTransform & InWorldTransform )


className: FAnimNodePoseWatch

code: struct FAnimNodePoseWatch

Object

type: constUObject&...

description: Object (anim instance) that this pose came from.

PoseWatch

type: UPoseWatch*...

PoseWatchPoseElement

type: UPoseWatchPoseE...


className: FAnimSlotDesc

description: Used to indicate each slot name and how many channels they have.

code: struct FAnimSlotDesc

NumChannels

description: Number of channels that are available in this slot.

SlotName

type: FName

description: Name of the slot.


description: Return true if evaluation rate should be optimized at all


className: EOptimizeMode

code: enum EOptimizeMode { TrailMode, LookAheadMode, }


description: Amount to interpolate bone transforms

code: float GetInterpolationAlpha() const


description: Amount to interpoilate root motion

code: float GetRootMotionInterp() const


description: Called when we are ticking a pose to make sure we accumulate all needed time

code: float GetTimeAdjustment()


description: Returns color to use for debug UI


description: Set parameters and verify inputs for Lookahead mode, which handles Root Motion

code: void SetLookAheadMode ( float DeltaTime, uint8 UpdateRateShift, float LookAheadAmount )


description: Set parameters and verify inputs for Trail Mode (original behaviour - skip frames, track skipped time and then catch up afterwards).

code: void SetTrailMode ( float DeltaTime, uint8 UpdateRateShift, int32 NewUpdateRate, int32 NewEvaluationRate, bool bNewInterpSkippedFrames )


description: Getter for bInterpolateSkippedFrames


description: Getter for bSkipEvaluation

code: bool ShouldSkipEvaluation() const


description: Getter for bSkipUpdate

code: bool ShouldSkipUpdate() const


description: Default constructor.

code: FAnimUpdateRateParameters()


className: FAnimUpdateRateParameters

description: Container for Animation Update Rate parameters. They are shared for all components of an Actor, so they can be updated in sync.

code: struct FAnimUpdateRateParameters

AdditionalTime

type: float

description: Total time of the last series of skipped updates

BaseNonRenderedUpdateRate

description: Rate of animation evaluation when non rendered (off screen and dedicated servers).

BaseVisibleDistanceFactorThesholds

type: TArray< float >

description: Array of MaxDistanceFactor to use for AnimUpdateRate when mesh is visible (rendered).

bInterpolateSkippedFrames

type: uint8:  1

description: When skipping a frame, should it be interpolated or frozen?

bShouldUseLodMap

description: Whether or not to use the defined LOD/Frameskip map instead of separate distance factor thresholds

bShouldUseMinLod

description: If set, LOD/Frameskip map will be queried with mesh's MinLodModel instead of current LOD (PredictedLODLevel)

bSkipEvaluation

description: (This frame) animation evaluation should be skipped.

bSkipUpdate

description: (This frame) animation update should be skipped.

EvaluationRate

description: How often animation will be evaluated.

LODToFrameSkipMap

type: TMap< int32, in...

description: Map of LOD levels to frame skip amounts.

MaxEvalRateForInterpolation

description: Max Evaluation Rate allowed for interpolation to be enabled.

OptimizeMode

type: EOptimizeMode

description: Cache which Update Rate Optimization mode we are using

ShiftBucket

type: EUpdateRateShif...

description: The bucket to use when deciding which counter to use to calculate shift values

SkippedEvalFrames

description: Number of evaluate frames that have been skipped in a row

SkippedUpdateFrames

description: Number of update frames that have been skipped in a row

ThisTickDelta

description: The delta time of the last tick

TickedPoseOffestTime

description: Track time we have lost via skipping

UpdateRate

description: How often animation will be updated/ticked. 1 = every frame, 2 = every 2 frames, etc.


code: FAssetEditorOrbitCameraPosition ( const FVector & InCamOrbitPoint, const FVector & InCamOrbitZoom, const FRotator & InCamOrbitRotation )


className: FAssetEditorOrbitCameraPosition

code: struct FAssetEditorOrbitCameraPosition

bIsSet

type: bool

description: Whether or not this has been set to a valid value

CamOrbitPoint

type: FVector

description: The position to orbit the camera around

CamOrbitRotation

type: FRotator

description: The rotation to apply around the orbit point

CamOrbitZoom

description: The distance of the camera from the orbit point


className: FAssetManagerChunkInfo

description: Information about a package chunk, computed by the asset manager or read out of the cooked asset registry

code: struct FAssetManagerChunkInfo

AllAssets

type: TSet<FAssetIde...

description: All packages/Primary Assets in a chunk, includes everything in Explicit plus recursively added ones

ExplicitAssets

description: Packages/PrimaryAssets that were explicitly added to a chunk


className: FAssetManagerRedirect

description: Simple structure for redirecting an old asset name/path to a new one

code: struct FAssetManagerRedirect

New

type: FString


description: Returns true if there are any rules set that need to be verified

code: bool AreRulesSet() const


className: FAssetManagerSearchRules

description: Rules for how to scan the asset registry for assets matching path and type descriptions

code: struct FAssetManagerSearchRules

AssetBaseClass

type: TObjectPtr<UCl...

description: Assets must inherit from this class, for blueprints this should be the instance base class

AssetScanPaths

type: TArray<FString...

description: List of top-level directories and specific assets to search, must be paths starting with /, directories should not have a trailing /

bForceSynchronousScan

description: True if this should force a synchronous scan of the disk even if an async scan is in progress

bHasBlueprintClasses

description: True if scanning for blueprints, false for all other assets

bSkipManagerIncludeCheck

description: True if this test should skip the ShouldIncludeInAssetSearch function on AssetManager

bSkipVirtualPathExpansion

description: True if AssetScanPaths are real paths that do not need expansion

ExcludePatterns

description: Optional list of exclude wildcard patterns that can use *, if any of these match it will be excluded

IncludePatterns

description: Optional list of include wildcard patterns using * that will get matched against full package path.

ShouldIncludeDelegate

type: FAssetManagerSh...

description: Native filter delegate to call on asset data, if bound it should return true if asset should be included in results


description: Returns true if the DDC returned the results requested. Must only be called once.

code: bool GetAsynchronousResults ( [TArray](API\Runtime\Core\Containers\TArray)< uint8 > & OutData )


description: Get the DDC key associated with this request

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


description: Returns true if the request is complete

code: bool PollAsynchronousCompletion()


description: Waits until the request is complete

code: void WaitAsynchronousCompletion()


description: Constructor

code: FAsyncPreRegisterDDCRequest ( const [FString](API\Runtime\Core\Containers\FString) & InKey, uint32 InHandle )


description: Destructor

code: ~FAsyncPreRegisterDDCRequest()


className: FAsyncPreRegisterDDCRequest

description: FAsyncPreRegisterDDCRequest- info about an async DDC request that we're going to wait on before registering components

code: class FAsyncPreRegisterDDCRequest


className: KeepRelativeTransform

description: Various preset attachment rules. Note that these default rules do NOT by default weld simulated bodies


code: FAttachmentTransformRules ( EAttachmentRule InRule, bool bInWeldSimulatedBodies )


code: FAttachmentTransformRules ( EAttachmentRule InLocationRule, EAttachmentRule InRotationRule, EAttachmentRule InScaleRule, bool bInWeldSimulatedBodies )


className: FAttachmentTransformRules

description: Rules for attaching components

code: struct FAttachmentTransformRules

bWeldSimulatedBodies

description: Whether to weld simulated bodies together when attaching

LocationRule

type: EAttachmentRule

description: The rule to apply to location when attaching

RotationRule

description: The rule to apply to rotation when attaching

ScaleRule

description: The rule to apply to scale when attaching


className: FOnWorldRegisteredToAudioDevice

description: Called whenever a world is registered to an audio device. UWorlds are not guaranteed to be registered to the same audio device throughout their lifecycle, and there is no guarantee on the lifespan of both theUWorldand the Audio Device registered in this callback.

code: typedef TMulticastDelegate_TwoParams< void, const [UWorld](API\Runtime\Engine\Engine\UWorld) *, [Audio::FDeviceId](API\Runtime\Engine\FDeviceId) > FOnWorldRegisteredToAudioDevice


className: FOnWorldUnregisteredWithAudioDevice

description: Called whenever a world is unregistered from an audio device. UWorlds are not guaranteed to be registered to the same audio device throughout their lifecycle, and there is no guarantee on the lifespan of both theUWorldand the Audio Device registered in this callback.

code: typedef TMulticastDelegate_TwoParams< void, const [UWorld](API\Runtime\Engine\Engine\UWorld) *, [Audio::FDeviceId](API\Runtime\Engine\FDeviceId) > FOnWorldUnregisteredWithAudioDevice


className: OnWorldUnregisteredWithAudioDevice


className: FAudioDeviceWorldDelegates

description: List of delegates for the world being registered to an audio device.

code: class FAudioDeviceWorldDelegates


code: FAutoCompleteNode ( int32 NewChar )


className: FAutoCompleteNode

description: Node for storing an auto-complete tree based on each char in the command.

code: struct FAutoCompleteNode

AutoCompleteListIndices

type: TArray< int32 >

description: Indices into AutoCompleteList for commands that match to this level

ChildNodes

type: TArray<FAutoCo...

description: Children for further matching

IndexChar

description: Char for node in the tree


code: float AttenuationEval ( float Distance, float Falloff, float DistanceScale ) const


code: float AttenuationEvalCapsule ( const FTransform & Origin, FVector Location, float DistanceScale ) const


code: float AttenuationEvalBox ( const FTransform & Origin, FVector Location, float DistanceScale ) const


code: float AttenuationEvalCone ( const FTransform & Origin, FVector Location, float DistanceScale ) const


code: virtual void CollectAttenuationShapesForVisualization ( [TMultiMap](API\Runtime\Core\Containers\TMultiMap)< [EAttenuationShape::Type](API\Runtime\Engine\Engine\EAttenuationShape__Type), [AttenuationShapeDetails](API\Runtime\Engine\Engine\FBaseAttenuationSettings\AttenuationShapeDetails) > & ShapeDetailsMap ) const


className: AttenuationShapeDetails

code: struct AttenuationShapeDetails

ConeOffset

type: float


code: float Evaluate ( const FTransform & Origin, FVector Location, float DistanceScale ) const


code: float GetMaxFalloffDistance() const


code: virtual ~FBaseAttenuationSettings()


className: FBaseAttenuationSettings

description: Base class for attenuation settings.

code: struct FBaseAttenuationSettings

AttenuationShape

type: TEnumAsByte< en...

description: The shape of the non-custom attenuation method.

AttenuationShapeExtents

description: The dimensions to use for the attenuation shape.

description: The distance back from the sound's origin to begin the cone when using the cone attenuation shape.

ConeSphereFalloffDistance

description: The distance over which volume attenuation occurs for the optional sphere shape.

ConeSphereRadius

description: An optional attenuation radius (sphere) that extends from the cone origin.

CustomAttenuationCurve

type: FRuntimeFloatCu...

description: The custom volume attenuation curve to use.

dBAttenuationAtMax

description: The attenuation volume at the falloff distance in decibels (Only for 'Natural Sound' Distance Algorithm).

DistanceAlgorithm

type: EAttenuationDis...

description: The type of attenuation as a function of distance to use.

FalloffDistance

description: The distance over which volume attenuation occurs.

FalloffMode

type: *ENaturalSo...

description: Whether to continue attenuating, go silent, or hold last volume value when beyond falloff bounds and 'Attenuation At Max (dB)' is set to a value greater than -60dB.


description: Extract the actual component pointer from this reference given a search actor

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


description: FBaseComponentReference== operator

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


className: FBaseComponentReference

description: Base class for the hard/soft component reference structs

code: struct FBaseComponentReference

ComponentProperty

type: FName

description: Name of component to use. If this is not specified the reference refers to the root component.

OverrideComponent

type: TWeakObjectPtr<...

description: Allows direct setting of first component to constraint.

PathToComponent

description: Path to the component from its owner actor


description: Clear base/position

code: void Clear()


description: Retrieve world location of this position

code: FVector operator*() const


description: Updates base/position

code: void Set ( class [AActor](API\Runtime\Engine\GameFramework\AActor) * InBase, const FVector & InPosition )


code: FBasedPosition ( class [AActor](API\Runtime\Engine\GameFramework\AActor) * InBase, const FVector & InPosition )


className: FBasedPosition

description: Struct for handling positions relative to a base actor, which is potentially moving

code: struct FBasedPosition

Base

type: TObjectPtr< cla...

description: Actor that is the base

CachedBaseLocation

type: FVector

Position

description: Position relative to the base actor


description: Default constructor.


className: FBlueprintComponentChangedPropertyInfo

description: A single changed Blueprint component property.

ArrayIndex

description: The array index of the changed property.

PropertyName

description: The name of the changed property.

PropertyScope

type: TObjectPtr<USt...

description: The parent struct (owner) of the changed property.


className: FBlueprintComponentDelegateBinding

description: Entry for a delegate to assign after a blueprint has been instanced

ComponentPropertyName

description: Name of component property that contains delegate we want to assign to.

DelegatePropertyName

description: Name of property on the component that we want to assign to.

FunctionNameToBind

description: Name of function that we want to bind to the delegate.


code: FBlueprintComponentDelegateBinding()


description: Internal method used to help recursively build a cached sub property list from an array property for serialization.

code: void BuildCachedArrayPropertyList ( const [FArrayProperty](API\Runtime\CoreUObject\UObject\FArrayProperty) * ArraySubPropertyNode, [FCustomPropertyListNode](API\Runtime\CoreUObject\UObject\FCustomPropertyListNode) ** CurrentNode, int32 * CurrentSourceIdx ) const


description: Called at load time to generate the internal cached property data stream from serialization of the source template object.

code: void BuildCachedPropertyDataFromTemplate ( [UActorComponent](API\Runtime\Engine\Components\UActorComponent) * SourceTemplate )


description: Internal method used to help recursively build the cached property list for serialization.

code: void BuildCachedPropertyList ( [FCustomPropertyListNode](API\Runtime\CoreUObject\UObject\FCustomPropertyListNode) ** CurrentNode, const [UStruct](API\Runtime\CoreUObject\UObject\UStruct) * CurrentScope, int32 * CurrentSourceIdx ) const


description: Builds/returns the internal property list that's used for serialization. This is a linked list ofFPropertyreferences.

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


description: Destructor.


className: FBlueprintCookedComponentInstancingData

description: Cooked data for a Blueprint component template.

bHasValidCookedData

type: bool

description: Flag indicating whether or not this contains valid cooked data.

ChangedPropertyList

type: TArray< struct ...

description: List of property info records with values that differ between the template and the component class CDO.

ComponentTemplateClass

type: UClass*

description: Source template object class (recorded at load time and used for instancing).

ComponentTemplateFlags

type: TEnumAsByte< EO...

description: Source template object flags (recorded at load time and used for instancing).

ComponentTemplateName

description: Source template object name (recorded at load time and used for instancing).


description: Finds all code locations (Function+CodeOffset) associated with the source node.

code: void FindAllCodeLocationsFromSourceNode ( [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * SourceNode, [UFunction](API\Runtime\CoreUObject\UObject\UFunction) * InFunction, [TArray](API\Runtime\Core\Containers\TArray)< int32 > & OutNodeToCodeAssociations ) const


description: Finds all code locations (Function+CodeOffset) associated with the source pin.

code: void FindAllCodeLocationsFromSourcePin ( [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) const * SourcePin, [UFunction](API\Runtime\CoreUObject\UObject\UFunction) * InFunction, [TArray](API\Runtime\Core\Containers\TArray)< int32 > & OutPinToCodeAssociations ) const


description: Finds the breakpoint injection site(s) in bytecode if any were associated with the given node.

code: void FindBreakpointInjectionSites ( [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * Node, [TArray](API\Runtime\Core\Containers\TArray)< uint8 * > & InstallSites ) const


description: Looks thru the debugging data for any class variables associated with the node (e.g., temporary variables or timelines)

code: [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * FindClassPropertyForNode ( const [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * Node ) const


description: Returns the internal property data stream that's used for fast binary object serialization when instancing components at runtime.

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


description: Looks thru the debugging data for any class variables associated with the node.

code: [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * FindClassPropertyForPin ( const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * Pin ) const


code: const [TArray](API\Runtime\Core\Containers\TArray)< [TWeakObjectPtr](API\Runtime\Core\UObject\TWeakObjectPtr)< [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) > > * FindExpansionSourceNodesFromCodeLocation ( [UFunction](API\Runtime\CoreUObject\UObject\UFunction) * Function, int32 CodeOffset ) const


description: Finds the first code location (Function+CodeOffset) associated with the source pin within the given range, or INDEX_NONE if there isn't one.

code: int32 FindCodeLocationFromSourcePin ( [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) const * SourcePin, [UFunction](API\Runtime\CoreUObject\UObject\UFunction) * InFunction, [FInt32Range](API\Runtime\Core\Math\FInt32Range) InRange ) const


description: Returns theUEdGraphNodeassociated with the UUID, or nullptr if there isn't one.

code: [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * FindNodeFromUUID ( int32 UUID ) const


description: Returns the object that caused the specified property to be created (can return nullptr if the association is unknown)

code: [UObject](API\Runtime\CoreUObject\UObject\UObject) * FindObjectThatCreatedProperty ( class [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * AssociatedProperty ) const


description: Returns the pin that caused the specified property to be created (can return nullptr if the association is unknown or the association is from an object instead)

code: [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * FindPinThatCreatedProperty ( class [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * AssociatedProperty ) const


description: Finds the pure node script code range associated with the [impure] source node, orFInt32Range(INDEX_NONE)if there is no existing association.

code: [FInt32Range](API\Runtime\Core\Math\FInt32Range) FindPureNodeScriptCodeRangeFromSourceNode ( const [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * SourceNode, [UFunction](API\Runtime\CoreUObject\UObject\UFunction) * InFunction ) const


description: Finds theUEdGraphNodeassociated with the code location Function+CodeOffset, or nullptr if there isn't one.

code: [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * FindSourceNodeFromCodeLocation ( [UFunction](API\Runtime\CoreUObject\UObject\UFunction) * Function, int32 CodeOffset, bool bAllowImpreciseHit ) const


description: Finds the source pin associated with the code location Function+CodeOffset, or nullptr if there isn't one.

code: [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * FindSourcePinFromCodeLocation ( [UFunction](API\Runtime\CoreUObject\UObject\UFunction) * Function, int32 CodeOffset ) const


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


code: bool IsValidEntryPoint ( const int32 LinkId ) const


description: Registers an association between an object (pin or node typically) and an associated class member property.

code: void RegisterClassPropertyAssociation ( class [UObject](API\Runtime\CoreUObject\UObject\UObject) * TrueSourceObject, class [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * AssociatedProperty )


code: void RegisterClassPropertyAssociation ( const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * TrueSourcePin, class [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * AssociatedProperty )


code: void RegisterEntryPoint ( const int32 ScriptOffset, const [FName](API\Runtime\Core\UObject\FName) FunctionName )


code: void GenerateReversePropertyMap ( [TMap](API\Runtime\Core\Containers\TMap)< [FProperty](API\Runtime\CoreUObject\UObject\FProperty) *, [UObject](API\Runtime\CoreUObject\UObject\UObject) * > & PropertySourceMap )


description: Adds a debug record for a source node and destination in the bytecode of a specified function.

code: void RegisterNodeToCodeAssociation ( [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * SourceNode, const [TArray](API\Runtime\Core\Containers\TArray)< [TWeakObjectPtr](API\Runtime\Core\UObject\TWeakObjectPtr)< [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) > > & ExpansionSourceNodes, [UFunction](API\Runtime\CoreUObject\UObject\UFunction) * InFunction, int32 CodeOffset, bool bBreakpointSite )


code: void RegisterPinToCodeAssociation ( [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) const * SourcePin, [UFunction](API\Runtime\CoreUObject\UObject\UFunction) * InFunction, int32 CodeOffset )


code: void RegisterPureNodeScriptCodeRange ( [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * SourceNode, [UFunction](API\Runtime\CoreUObject\UObject\UFunction) * InFunction, [FInt32Range](API\Runtime\Core\Math\FInt32Range) InPureNodeScriptCodeRange )


description: Registers an association between a UUID and a node.

code: void RegisterUUIDAssociation ( [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * TrueSourceNode, int32 UUID )


className: FBlueprintDebugData

code: struct FBlueprintDebugData

DebugNodeIndexLookup

type: TMultiMap<TWea...

description: Lookup table from impure node to entry in DebugNodeLineNumbers.

DebugNodeLineNumbers

description: List of debug site information for each node that ended up contributing to codegen This contains a tracepoint for each impure node after all pure antecedent logic has executed but before the impure function call It doesnotcontain the wire tracepoint placed after the impure function call

DebugNodesAllocatedUniqueIDsMap

type: TMap< int32,TW...

description: Lookup table from UUID to nodes that were allocated that UUID.

DebugObjectToPropertyMap

type: TMap<TWeakObje...

description: Map from objects to class properties they created.

DebugPinToPropertyMap

type: TMap<FEdGraphP...

description: Map from pins or nodes to class properties they created.

EntryPoints

type: TMap< int32,FN...

description: List of entry points that contributed to the ubergraph.

PerFunctionLineNumbers

description: Acceleration structure for execution wire highlighting at runtime.


code: FBlueprintInputActionDelegateBinding()


className: FBlueprintInputActionDelegateBinding

code: struct FBlueprintInputActionDelegateBinding : public [FBlueprintInputDelegateBinding](API\Runtime\Engine\Engine\FBlueprintInputDelegateBinding)

InputKeyEvent

type: TEnumAsByte< EI...


code: FBlueprintInputAxisDelegateBinding()


className: FBlueprintInputAxisDelegateBinding

code: struct FBlueprintInputAxisDelegateBinding : public [FBlueprintInputDelegateBinding](API\Runtime\Engine\Engine\FBlueprintInputDelegateBinding)


code: FBlueprintInputAxisKeyDelegateBinding()


className: FBlueprintInputAxisKeyDelegateBinding

code: struct FBlueprintInputAxisKeyDelegateBinding : public [FBlueprintInputDelegateBinding](API\Runtime\Engine\Engine\FBlueprintInputDelegateBinding)

AxisKey

type: FKey


code: FBlueprintInputKeyDelegateBinding()


className: FBlueprintInputDelegateBinding

code: struct FBlueprintInputDelegateBinding

bConsumeInput

type: uint32: 1


className: FBlueprintInputKeyDelegateBinding

code: struct FBlueprintInputKeyDelegateBinding : public [FBlueprintInputDelegateBinding](API\Runtime\Engine\Engine\FBlueprintInputDelegateBinding)

FunctionNameToBind

type: FName

InputChord

type: FInputChord


code: FBlueprintInputTouchDelegateBinding()


className: FBlueprintInputTouchDelegateBinding

code: struct FBlueprintInputTouchDelegateBinding : public [FBlueprintInputDelegateBinding](API\Runtime\Engine\Engine\FBlueprintInputDelegateBinding)


className: FBoneFilter

code: struct FBoneFilter

bExcludeSelf

description: Do not include the joint specified

BoneName

description: Name of Bone Name


className: FBlueprintMacroCosmeticInfo

description: Cached 'cosmetic' information about a macro graph (this is transient and is computed at load)

code: struct FBlueprintMacroCosmeticInfo

bContainsLatentNodes

description: Does this macro contain one or more latent nodes?


className: FBoneMirrorExport

description: Deprecated*FBoneMirrorExportis deprecated. Please useUMirrorDataTablefor mirroring support.

code: struct FBoneMirrorExport

BoneFlipAxis

type: TEnumAsByte<EA...


className: FBoneMirrorInfo

description: Deprecated*FBoneMirrorInfois deprecated. Please useUMirrorDataTablefor mirroring support.

code: struct FBoneMirrorInfo

description: Axis the bone is mirrored across.

SourceIndex

description: The bone to mirror.


className: FBookmarkBaseJumpToSettings

code: struct FBookmarkBaseJumpToSettings


className: FBookmarkJumpToSettings

code: struct FBookmarkJumpToSettings : public [FBookmarkBaseJumpToSettings](API\Runtime\Engine\Engine\FBookmarkBaseJumpToSettings)


code: bool operator== ( const [FName](API\Runtime\Core\UObject\FName) OtherComponentName ) const


code: FBPComponentClassOverride ( [FName](API\Runtime\Core\UObject\FName) InComponentName, const [UClass](API\Runtime\CoreUObject\UObject\UClass) * InComponentClass )


className: FBPComponentClassOverride

description: Utility struct to store class overrides for components.

code: struct FBPComponentClassOverride

ComponentClass

type: TObjectPtr< con...

description: The class to use when constructing the component.

ComponentName

description: The component name an override is being specified for.


className: FBPEditorBookmarkNode

description: Bookmark node info

code: struct FBPEditorBookmarkNode

DisplayName

type: FText

description: Display name

NodeGuid

type: FGuid

description: Node ID

ParentGuid

description: Parent ID


className: FBPInterfaceDescription

description: Struct containing information about what interfaces are implemented in this blueprint

code: struct FBPInterfaceDescription

Graphs

type: TArray<TObject...

description: References to the graphs associated with the required functions for this interface

Interface

type: TSubclassOf< cl...

description: Reference to the interface class we're adding to this blueprint


description: Find the index in the array of a metadata entry

code: int32 FindMetaDataEntryIndexForKey ( [FName](API\Runtime\Core\UObject\FName) Key ) const


description: Gets a metadata value on the variable; asserts if the value isn't present. Check for validiy using FindMetaDataEntryIndexForKey.

code: const [FString](API\Runtime\Core\Containers\FString) & GetMetaData ( [FName](API\Runtime\Core\UObject\FName) Key ) const


description: Checks if there is metadata for a key

code: bool HasMetaData ( [FName](API\Runtime\Core\UObject\FName) Key ) const


description: Clear metadata value on the variable

code: void RemoveMetaData ( [FName](API\Runtime\Core\UObject\FName) Key )


description: Set a metadata value on the variable

code: void SetMetaData ( [FName](API\Runtime\Core\UObject\FName) Key, [FString](API\Runtime\Core\Containers\FString) Value )


className: FBPVariableDescription

description: Struct indicating a variable in the generated class

code: struct FBPVariableDescription

Category

description: Category this variable should be in

DefaultValue

type: FString

description: Optional new default value stored as string

FriendlyName

description: Friendly name of the variable

MetaDataArray

type: TArray< struct ...

description: Metadata information for this variable

PropertyFlags

description: Property flags for this variable - Changed from int32 to uint64

ReplicationCondition

type: TEnumAsByte< EL...

VarGuid

description: A Guid that will remain constant even if the VarName changes

VarName

description: Name of the variable

VarType

type: FEdGraphPinType

description: Type of the variable


code: FBPVariableMetaDataEntry ( const [FName](API\Runtime\Core\UObject\FName) InKey, [FString](API\Runtime\Core\Containers\FString) InValue )


className: FBPVariableMetaDataEntry

description: One metadata entry for a variable

code: struct FBPVariableMetaDataEntry

DataKey

description: Name of metadata key

DataValue

description: Name of metadata value


className: FBuilderPoly

description: Internal state, not accessible to script.

code: struct FBuilderPoly

VertexIndices

type: TArray< int32 >


description: Exports to post process settings with overrides.

code: void ExportToPostProcessSettings ( [FPostProcessSettings](API\Runtime\Engine\Engine\FPostProcessSettings) * OutPostProcessSettings ) const


className: FCameraExposureSettings

code: struct FCameraExposureSettings

ApplyPhysicalCameraExposure

type: uint32:  1

description: Enables physical camera exposure using ShutterSpeed/ISO/Aperture.

Bias

type: float

description: Logarithmic adjustment for the exposure.

BiasCurve

type: TObjectPtr< cla...

description: Exposure compensation based on the scene EV100.

CalibrationConstant

description: Calibration constant for 18% albedo.

HighPercent

description: The eye adaptation will adapt to a value extracted from the luminance histogram of the scene color.

HistogramLogMax

description: Temporary exposed until we found good values 4: 16, 8: 256

HistogramLogMin

description: Temporary exposed until we found good values, -8: 1/256, -10: 1/1024

MaxBrightness

description: A good value should be positive (2 is a good value).

MeterMask

description: Exposure metering mask.

Method

type: TEnumAsByte< en...

description: Luminance computation method

MinBrightness

description: A good value should be positive near 0.


className: FCanvasIcon

description: Holds texture information with UV coordinates as well.

code: struct FCanvasIcon

Texture

description: Source texture

U

description: UV coords


className: FCanvasUVTri

description: Simple 2d triangle with UVs

code: struct FCanvasUVTri

type: FLinearColor

description: Color of first vertex

description: Position of first vertex

description: UV of first vertex

description: Color of second vertex

description: Position of second vertex

description: UV of second vertex

description: Color of third vertex

description: Position of third vertex

description: UV of third vertex


className: FChannelCloseInfo

code: struct FChannelCloseInfo

CloseReason

type: EChannelCloseRe...


className: FChannelDefinition

description: Used to specify properties of a channel type

code: struct FChannelDefinition

bClientOpen

type: uint8:  1

ChannelClass

type: TObjectPtr<UCl...

ChannelName

type: FName


className: FClassRedirect

code: struct FClassRedirect

InstanceOnly

type: bool


description: Legacy struct for handling back compat serialization.

code: struct FClothingAssetData_Legacy

PhysicsProperties

type: FClothPhysicsPr...


description: Legacy object for back-compat loading, no longer used by clothing system

code: struct FClothPhysicsProperties_Legacy


className: FCollectionReference

description: Reference to an editor collection of assets. This allows an editor-only picker UI

code: struct FCollectionReference

CollectionName

description: Name of the collection


className: FCollisionEnabledMask::operator bool

code: operator bool() const


className: FCollisionEnabledMask::operator int8

code: operator int8() const


code: [FCollisionEnabledMask](API\Runtime\Engine\Engine\FCollisionEnabledMask) operator& ( const [FCollisionEnabledMask](API\Runtime\Engine\Engine\FCollisionEnabledMask) Other ) const


code: [FCollisionEnabledMask](API\Runtime\Engine\Engine\FCollisionEnabledMask) operator& ( const [ECollisionEnabled::Type](API\Runtime\Engine\Engine\ECollisionEnabled__Type) Other ) const


code: FCollisionEnabledMask ( int8 InBits )


code: FCollisionEnabledMask ( [ECollisionEnabled::Type](API\Runtime\Engine\Engine\ECollisionEnabled__Type) CollisionEnabled )


className: FCollisionEnabledMask

code: struct FCollisionEnabledMask


description: Iterate over ContactInfos array and swap order of information

code: void SwapContactOrders()


className: FCollisionImpactData

description: Information about an overall collision, including contacts.

code: struct FCollisionImpactData

ContactInfos

description: All the contact points in the collision

TotalFrictionImpulse

type: FVector

description: The total counterimpulse applied of the two objects sliding against each other

TotalNormalImpulse

description: The total impulse applied as the two objects push against each other


code: FCollisionProfileName ( const [FName](API\Runtime\Core\UObject\FName) InName )


className: FCollisionProfileName

description: Structure representing a collision profile name, this gets a special UI in the editor

code: struct FCollisionProfileName


code: static bool AddProfileTemplate ( [FCollisionResponseTemplate](API\Runtime\Engine\Engine\FCollisionResponseTemplate) & NewProfileData )


className: FCollisionProfilePrivateAccessor

code: struct FCollisionProfilePrivateAccessor


description: Take two response containers and create a new container where each element is the 'min' of the two inputs (ie Ignore and Block results in Ignore)

code: static [FCollisionResponseContainer](API\Runtime\Engine\Engine\FCollisionResponseContainer) CreateMinContainer ( const [FCollisionResponseContainer](API\Runtime\Engine\Engine\FCollisionResponseContainer) & A, const [FCollisionResponseContainer](API\Runtime\Engine\Engine\FCollisionResponseContainer) & B )


className: DefaultResponseContainer

description: Collision stats default collision response container - to be used without reconstructing every time


description: Returns the game-wide default collision response

code: static const [FCollisionResponseContainer](API\Runtime\Engine\Engine\FCollisionResponseContainer) & GetDefaultResponseContainer()


code: int32 FillArrayFromResponses ( [TArray](API\Runtime\Core\Containers\TArray)< [FResponseChannel](API\Runtime\Engine\Engine\FResponseChannel) > & ChannelResponses )


description: Returns the response set on the specified channel

code: ECollisionResponse GetResponse ( ECollisionChannel Channel ) const


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


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


description: Replace the channels matching the old response with the new response

code: bool ReplaceChannels ( ECollisionResponse OldResponse, ECollisionResponse NewResponse )


description: Set all channels from ChannelResponse Array

code: void UpdateResponsesFromArray ( [TArray](API\Runtime\Core\Containers\TArray)< [FResponseChannel](API\Runtime\Engine\Engine\FResponseChannel) > & ChannelResponses )


description: This constructor will zero out the struct

code: FCollisionResponseContainer()


code: FCollisionResponseContainer ( ECollisionResponse DefaultResponse )


className: FCollisionResponseContainer

description: Container for indicating a set of collision channels that this object will collide with.

code: struct FCollisionResponseContainer

type: union FCollisio...

description: Unspecified Engine Trace Channels.

description: Unspecified Game Trace Channels.

WorldStatic

description: Reserved Engine Trace Channels.


code: bool IsEqual ( const [TEnumAsByte](API\Runtime\Core\Containers\TEnumAsByte)< [ECollisionEnabled::Type](API\Runtime\Engine\Engine\ECollisionEnabled__Type) > InCollisionEnabled, const [TEnumAsByte](API\Runtime\Core\Containers\TEnumAsByte)< enum ECollisionChannel > InCollisionObjectType, const struct [FCollisionResponseContainer](API\Runtime\Engine\Engine\FCollisionResponseContainer) & InResponseToChannels )


description: Set the status of a particular channel in the structure.

code: bool SetResponse ( ECollisionChannel Channel, ECollisionResponse NewResponse )


description: This constructor

code: FCollisionResponseTemplate()


description: Set all channels to the specified state

code: bool SetAllChannels ( ECollisionResponse NewResponse )


className: FCollisionResponseTemplate

description: Structure for collision response templates.

code: struct FCollisionResponseTemplate

bCanModify

description: If this profile can be modified by games

CollisionEnabled

type: TEnumAsByte<EC...

description: Type of collision used for things with this profile

CustomResponses

type: TArray<FRespon...

description: Types of objects that this physics objects will collide with.

HelpMessage

type: FString

description: Help message for collision profile

Name

description: Name of collision profile

ObjectType

description: No property anymore

ObjectTypeName

description: Collision object type to use for things with this profile

ResponseToChannels

type: FCollisionRespo...

description: This is result of ResponseToChannel after loaded - please note that it is not property serializable


className: FColorGradePerRangeSettings

code: struct FColorGradePerRangeSettings


description: Exports to post process settings with overrides.

code: void ExportToPostProcessSettings ( [FPostProcessSettings](API\Runtime\Engine\Engine\FPostProcessSettings) * OutPostProcessSettings ) const


className: FColorGradingSettings

code: struct FColorGradingSettings

Global

type: FColorGradePerR...


code: bool operator() ( const [FActorPriority](API\Runtime\Engine\Engine\FActorPriority) & A, const [FActorPriority](API\Runtime\Engine\Engine\FActorPriority) & B ) const


className: FCompareFActorPriority

code: struct FCompareFActorPriority


className: FComponentInstancedLightmapData

description: Helper struct to hold information about what components use what lightmap textures

code: struct FComponentInstancedLightmapData

ComponentInstances

type: TMap<UInstance...

description: List of all original components and their original instances containing

SharingData

type: TArray<FCompon...

description: List of new components


className: FComponentInstanceSharingData

description: Structure that maps a component to it's lighting/instancing specific data which must be the same between all instances that are bound to that component.

code: struct FComponentInstanceSharingData

Component

type: UInstancedStati...

description: The component that is associated (owns) this data

LightMapTexture

type: UTexture*

description: Light map texture

ShadowMapTexture

description: Shadow map texture (or NULL if no shadow map)


code: [USCS_Node](API\Runtime\Engine\Engine\USCS_Node) * FindSCSNode() const


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


code: [UActorComponent](API\Runtime\Engine\Components\UActorComponent) * GetOriginalTemplate ( const [FName](API\Runtime\Core\UObject\FName) & TemplateName ) const


code: bool Match ( const [FComponentKey](API\Runtime\Engine\Engine\FComponentKey) & OtherKey ) const


code: FComponentKey ( const [USCS_Node](API\Runtime\Engine\Engine\USCS_Node) * SCSNode )


code: FComponentKey ( [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * Blueprint, const [FUCSComponentId](API\Editor\UnrealEd\Kismet2\FUCSComponentId) & UCSComponentID )


className: FComponentOverrideRecord

code: struct FComponentOverrideRecord

ComponentKey

type: FComponentKey

ComponentTemplate

type: TObjectPtr<UAc...

CookedComponentInstancingData

type: FBlueprintCooke...


description: Get the actual component pointer from this reference

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


description: FComponentReference== operator

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


className: FComponentReference

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

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

OtherActor

type: TWeakObjectPtr<...

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


code: FComponentSocketDescription ( [FName](API\Runtime\Core\UObject\FName) SocketName, [EComponentSocketType::Type](API\Runtime\Engine\Engine\EComponentSocketType__Type) SocketType )


className: FCompressedVisibilityChunk

description: A chunk of compressed visibility data from multipleFPrecomputedVisibilityCell's.

code: class FCompressedVisibilityChunk

bCompressed

type: bool

description: Whether the chunk is compressed.

Data

type: TArray< uint8 >

description: Compressed visibility data if bCompressed is true.

UncompressedSize

description: Size of the uncompressed chunk.


className: FComponentSocketDescription

description: Info about a socket on a scene component

code: struct FComponentSocketDescription

Name

type: FName

description: Name of the socket

Type

description: Type of the socket


code: [TUniquePtr](API\Runtime\Core\Templates\TUniquePtr)< [FPawnIteratorObject](API\Runtime\Engine\Engine\FPawnIteratorObject) > operator->() const


className: FConstPawnIterator::operator bool

code: operator bool() const


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


description: Deprecated* Decrement operator no longer means anything on a pawn iterator

code: [FConstPawnIterator](API\Runtime\Engine\Engine\FConstPawnIterator) & operator-- ( int )


code: [FConstPawnIterator](API\Runtime\Engine\Engine\FConstPawnIterator) & operator++ ( int )


code: FConstPawnIterator &40; UWorld &42; World &41;


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


className: FConstPawnIterator

description: Imitation iterator class that attempts to provide the basic interface thatFConstPawnIteratorpreviously did when a typedef ofTArray<TWeakObjectPtr>::Iterator. In general you should prefer not to use this iterator and instead useTActorIteratoror TActorRange(or the desired more derived type). This iterator will likely be deprecated in a future release.

code: class FConstPawnIterator


className: FConstraintBrokenSignature

description: Dynamic delegate to use by components that want to route the broken-event into blueprints

code: class FConstraintBrokenSignature


className: FConstrainComponentPropName

description: Struct used to specify the property name of the component to constrain

code: struct FConstrainComponentPropName

ComponentName

description: Name of property


code: void AddNonAssetFile ( [FName](API\Runtime\Core\UObject\FName) InGroupName, const [FString](API\Runtime\Core\Containers\FString) & InFilename )