description: Enqueues a compilation for a new shader of this type.

code: void BeginCompileShader ( EShaderCompileJobPriority Priority, uint32 ShaderMapJobId, int32 PermutationId, EShaderPlatform Platform, EShaderPermutationFlags PermutationFlags, const [FMaterial](API\Runtime\Engine\FMaterial) * Material, const [FMaterialShaderMapId](API\Runtime\Engine\FMaterialShaderMapId) & ShaderMapId, [FSharedShaderCompilerEnvironment](API\Runtime\RenderCore\FSharedShaderCompilerEnvironment) * MaterialEnvironment, const [FVertexFactoryType](API\Runtime\RenderCore\FVertexFactoryType) * VertexFactoryType, [TArray](API\Runtime\Core\Containers\TArray)< [TRefCountPtr](API\Runtime\Core\Templates\TRefCountPtr)< [FShaderCommonCompileJob](API\Runtime\RenderCore\FShaderCommonCompileJob) >> & NewJobs, const [FString](API\Runtime\Core\Containers\FString) & DebugGroupName, const TCHAR * DebugDescription, const TCHAR * DebugExtension ) const


module: Engine

code: static void BeginCompileShaderPipeline ( EShaderCompileJobPriority Priority, uint32 ShaderMapJobId, int32 PermutationId, EShaderPlatform Platform, EShaderPermutationFlags PermutationFlags, const [FMaterial](API\Runtime\Engine\FMaterial) * Material, const [FMaterialShaderMapId](API\Runtime\Engine\FMaterialShaderMapId) & ShaderMapId, [FSharedShaderCompilerEnvironment](API\Runtime\RenderCore\FSharedShaderCompilerEnvironment) * MaterialEnvironment, const [FVertexFactoryType](API\Runtime\RenderCore\FVertexFactoryType) * VertexFactoryType, const [FShaderPipelineType](API\Runtime\RenderCore\FShaderPipelineType) * ShaderPipeline, [TArray](API\Runtime\Core\Containers\TArray)< [TRefCountPtr](API\Runtime\Core\Templates\TRefCountPtr)< [FShaderCommonCompileJob](API\Runtime\RenderCore\FShaderCommonCompileJob) >> & NewJobs, const [FString](API\Runtime\Core\Containers\FString) & DebugGroupName, const TCHAR * DebugDescription, const TCHAR * DebugExtension )


code: CompiledShaderInitializerType &40; const FShaderType &42; InType, int32 PermutationId, const FShaderCompilerOutput & CompilerOutput, const FUniformExpressionSet & InUniformExpressionSet, const FSHAHash & InMaterialShaderMapHash, const FString & InDebugDescription, const FShaderPipelineType &42; InShaderPipeline, const FVertexFactoryType &42; InVertexFactoryType &41;


className: CompiledShaderInitializerType

VertexFactoryType

type: constFVertexFa...


description: Either creates a new instance of this type or returns an equivalent existing shader.

code: [FShader](API\Runtime\RenderCore\FShader) * FinishCompileShader ( const [FUniformExpressionSet](API\Runtime\Engine\FUniformExpressionSet) & UniformExpressionSet, const [FSHAHash](API\Runtime\Core\Misc\FSHAHash) & MaterialShaderMapHash, const [FShaderCompileJob](API\Runtime\RenderCore\FShaderCompileJob) & CurrentJob, const [FShaderPipelineType](API\Runtime\RenderCore\FShaderPipelineType) * ShaderPipeline, const [FString](API\Runtime\Core\Containers\FString) & InDebugDescription ) const


description: Sets up the environment used to compile an instance of this shader type.

code: void SetupCompileEnvironment ( EShaderPlatform Platform, const [FMaterialShaderParameters](API\Runtime\Engine\FMaterialShaderParameters) & MaterialParameters, const [FVertexFactoryType](API\Runtime\RenderCore\FVertexFactoryType) * VertexFactoryType, int32 PermutationId, EShaderPermutationFlags PermutationFlags, [FShaderCompilerEnvironment](API\Runtime\RenderCore\FShaderCompilerEnvironment) & Environment ) const


description:
Checks if the shader type should be cached for a particular platform, material, and vertex factory type.
True if this shader type should be cached.

code: bool ShouldCompilePermutation ( EShaderPlatform Platform, const [FMaterialShaderParameters](API\Runtime\Engine\FMaterialShaderParameters) & MaterialParameters, const [FVertexFactoryType](API\Runtime\RenderCore\FVertexFactoryType) * VertexFactoryType, int32 PermutationId, EShaderPermutationFlags Flags ) const


code: static bool ShouldCompilePipeline ( const [FShaderPipelineType](API\Runtime\RenderCore\FShaderPipelineType) * ShaderPipelineType, EShaderPlatform Platform, const [FMaterialShaderParameters](API\Runtime\Engine\FMaterialShaderParameters) & MaterialParameters, const [FVertexFactoryType](API\Runtime\RenderCore\FVertexFactoryType) * VertexFactoryType, EShaderPermutationFlags Flags )


code: static bool ShouldCompileVertexFactoryPermutation ( EShaderPlatform Platform, const [FMaterialShaderParameters](API\Runtime\Engine\FMaterialShaderParameters) & MaterialParameters, const [FVertexFactoryType](API\Runtime\RenderCore\FVertexFactoryType) * VertexFactoryType, const [FShaderType](API\Runtime\RenderCore\FShaderType) * ShaderType, EShaderPermutationFlags Flags )


code: static bool ShouldCompileVertexFactoryPipeline ( const [FShaderPipelineType](API\Runtime\RenderCore\FShaderPipelineType) * ShaderPipelineType, EShaderPlatform Platform, const [FMaterialShaderParameters](API\Runtime\Engine\FMaterialShaderParameters) & MaterialParameters, const [FVertexFactoryType](API\Runtime\RenderCore\FVertexFactoryType) * VertexFactoryType, EShaderPermutationFlags Flags )


code: FMeshMaterialShaderType ( [FTypeLayoutDesc](API\Runtime\Core\Serialization\FTypeLayoutDesc) & InTypeLayout, const TCHAR * InName, const TCHAR * InSourceFilename, const TCHAR * InFunctionName, uint32 InFrequency, int32 InTotalPermutationCount, [ConstructSerializedType](API\Runtime\RenderCore\FShaderType\ConstructSerializedType) InConstructSerializedRef, [ConstructCompiledType](API\Runtime\RenderCore\FShaderType\ConstructCompiledType) InConstructCompiledRef, [ShouldCompilePermutationType](API\Runtime\RenderCore\FShaderType\ShouldCompilePermutationType) InShouldCompilePermutationRef, [GetRayTracingPayloadTypeType](API\Runtime\RenderCore\FShaderType\GetRayTracingPayloadTypeType) InGetRayTracingPayloadTypeRef, [ModifyCompilationEnvironmentType](API\Runtime\RenderCore\FShaderType\ModifyCompilationEnvironmentType) InModifyCompilationEnvironmentRef, [ValidateCompiledResultType](API\Runtime\RenderCore\FShaderType\ValidateCompiledResultType) InValidateCompiledResultRef, uint32 InTypeSize, const [FShaderParametersMetadata](API\Runtime\RenderCore\FShaderParametersMetadata) * InRootParametersMetadata )


className: FMeshMaterialShaderType

description: A shader meta type for material-linked shaders which use a vertex factory.

code: class FMeshMaterialShaderType : public [FShaderType](API\Runtime\RenderCore\FShaderType)


className: FMeshMotionBlurPayloadData

code: struct FMeshMotionBlurPayloadData

BaseParticlePrevRotation

type: float


className: FMeshParticleInstanceVertex

description: Per-particle data sent to the GPU.

code: struct FMeshParticleInstanceVertex

Color

type: FLinearColor

description: The color of the particle.

RelativeTime

description: The relative time of the particle.

SubUVLerp

description: The sub-image lerp value for the particle.

SubUVParams

description: The sub-image texture offsets for the particle.

Transform

description: The instance to world transform of the particle. Translation vector is packed into W components.

Velocity

description: The velocity of the particle, XYZ: direction, W: speed.


DynamicValue

description: The dynamic parameter of the particle.


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


className: FileLine

code: static FileLine = builtin_LINE();


className: bIsStoredInConstantBuffer

code: static bIsStoredInConstantBuffer = true;


className: FileName

code: static FileName = builtin_FILE();


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


className: NumElements

code: static NumElements = 0;


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


className: zzMemberFunc

code: typedef zzFuncPtr(* zzMemberFunc


className: zzMemberIdUseVelocityForMotionBlur


className: FMeshParticleUniformParameters

code: class FMeshParticleUniformParameters

bUseLocalSpace

type: TShaderParamete...


description: Copy the data from another vertex factory

code: void Copy ( const [FMeshParticleVertexFactory](API\Runtime\Engine\FMeshParticleVertexFactory) & Other )


className: FBatchParametersCPU

code: class FBatchParametersCPU : public [FOneFrameResource](API\Runtime\Engine\FOneFrameResource)

DynamicParameterBuffer

type: constFMeshPart...


className: FDataType

code: struct FDataType : public [FStaticMeshDataType](API\Runtime\Engine\FStaticMeshDataType)

bInitialized

type: bool

description: Flag to mark as initialized

ParticleColorComponent

type: FVertexStreamCo...

description: The stream to read the vertex color from.

SubUVLerpAndRelTime

description: The stream to read SubUV lerp and the particle relative time from

SubUVs

description: The stream to read SubUV parameters from..

TransformComponent

description: The stream to read the mesh transform from.

VelocityComponent

description: The stream to read the particle velocity from


code: [FRHIShaderResourceView](API\Runtime\RHI\FRHIShaderResourceView) * GetPreviousTransformBufferSRV() const


description: FMeshParticleVertexFactorydoes not support manual vertex fetch yet so worst case element set is returned to make sure the PSO can be compiled

code: static void GetPSOPrecacheVertexFetchElements ( EVertexInputStreamType VertexInputStreamType, FVertexDeclarationElementList & Elements )


code: virtual [FVertexFactoryType](API\Runtime\RenderCore\FVertexFactoryType) * GetType() const


description: Retrieve the uniform buffer for this vertex factory.


code: static void GetVertexElements ( [ERHIFeatureLevel::Type](API\Runtime\RHI\ERHIFeatureLevel__Type) FeatureLevel, int32 InDynamicVertexStride, int32 InDynamicParameterVertexStride, [FDataType](API\Runtime\Engine\FMeshParticleVertexFactory\FDataType) & Data, FVertexDeclarationElementList & Elements )


code: static void GetVertexElements ( [ERHIFeatureLevel::Type](API\Runtime\RHI\ERHIFeatureLevel__Type) FeatureLevel, int32 InDynamicVertexStride, int32 InDynamicParameterVertexStride, [FDataType](API\Runtime\Engine\FMeshParticleVertexFactory\FDataType) & Data, FVertexDeclarationElementList & Elements, [FVertexStreamList](API\Runtime\RenderCore\FVertexFactory\FVertexStreamList) & InOutStreams )


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

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


code: uint8 * LockPreviousTransformBuffer ( [FRHICommandListBase](API\Runtime\RHI\FRHICommandListBase) & RHICmdList, uint32 ParticleCount )


description: Modify compile environment to enable instancing

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


description: An implementation of the interface used by TSynchronizedResource to update the resource with new data from the game thread.

code: void SetData ( const [FDataType](API\Runtime\Engine\FMeshParticleVertexFactory\FDataType) & InData )


description: Set the source vertex buffer that contains particle dynamic parameter data.

code: void SetDynamicParameterBuffer ( const [FVertexBuffer](API\Runtime\RenderCore\FVertexBuffer) * InDynamicParameterBuffer, uint32 StreamOffset, uint32 Stride )


description: Set the source vertex buffer that contains particle instance data.

code: void SetInstanceBuffer ( const [FVertexBuffer](API\Runtime\RenderCore\FVertexBuffer) * InstanceBuffer, uint32 StreamOffset, uint32 Stride )


description: Update the data strides (MUST HAPPEN BEFORE InitRHI is called)

code: void SetStrides ( int32 InDynamicVertexStride, int32 InDynamicParameterVertexStride )


description: Set the uniform buffer for this vertex factory.

code: void SetUniformBuffer ( const FMeshParticleUniformBufferRef & InMeshParticleUniformBuffer )


description: Should we cache the material's shadertype on this platform with this vertex factory?

code: static bool ShouldCompilePermutation ( const [FVertexFactoryShaderPermutationParameters](API\Runtime\Renderer\FVertexFactoryShaderPermutationP-) & Parameters )


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


code: FMeshParticleVertexFactory ( [ERHIFeatureLevel::Type](API\Runtime\RHI\ERHIFeatureLevel__Type) InFeatureLevel )


description: Default constructor.

code: FMeshParticleVertexFactory ( EParticleVertexFactoryType InType, [ERHIFeatureLevel::Type](API\Runtime\RHI\ERHIFeatureLevel__Type) InFeatureLevel, int32 InDynamicVertexStride, int32 InDynamicParameterVertexStride )


className: FMeshParticleVertexFactory

description: Vertex factory for rendering instanced mesh particles with out dynamic parameter support.

code: class FMeshParticleVertexFactory : public [FParticleVertexFactoryBase](API\Runtime\Engine\FParticleVertexFactoryBase)

Data

type: FDataType

DynamicVertexStride

description: Stride information for instanced mesh particles

InstanceVerticesCPU

type: FMeshParticleIn...

description: Used to remember this in the case that we reuse the same vertex factory for multiple renders .

MeshParticleUniformBuffer

type: FRHIUniformBuff...

description: Uniform buffer with mesh particle parameters.

PrevTransformBuffer

type: FDynamicReadBuf...


description: Returns true if any bone rotation contains NaN.

code: bool ContainsNaN() const


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


code: [BoneIndexType](API\Runtime\Engine\FMeshPose\BoneIndexType) GetParentBone ( const [BoneIndexType](API\Runtime\Engine\FMeshPose\BoneIndexType) & BoneIndex )


description: Returns true if all bone rotations are normalized

code: bool IsNormalized() const


description: Sets this pose to its ref pose.

code: void ResetToRefPose()


description: Sets every bone transform to Identity.

code: void ResetToIdentity()


className: FMeshPose

code: struct FMeshPose : public [FBasePose< FMeshPoseBoneIndex, FDefaultAllocator >](API\Runtime\Engine\FBasePose)

BoneContainer

type: constFBoneCont...

description: Reference to our BoneContainer.


code: void SetBoneContainer ( const [FBoneContainer](API\Runtime\Engine\FBoneContainer) * InBoneContainer )


className: FMeshRotationPayloadData

description: Mesh rotation data payload

code: struct FMeshRotationPayloadData


className: FMeshToMeshVertData

description: A structure for holding mesh-to-mesh triangle influences to skin one mesh to another (similar to a wrap deformer)

code: struct FMeshToMeshVertData

NormalBaryCoordsAndDist

description: Barycentric coords and distance along normal for the location of the unit normal endpoint Actual normal = ResolvedNormalPosition - ResolvedPosition

Padding

description: Dummy for alignment.

PositionBaryCoordsAndDist

description: Barycentric coords and distance along normal for the position of the final vert.

SourceMeshVertIndices

description: Contains the 3 indices for verts in the source mesh forming a triangle, the last element is a flag to decide how the skinning works, 0xffff uses no simulation, and just normal skinning, anything else uses the source mesh and the above skin data to get the final position

TangentBaryCoordsAndDist

description: Barycentric coords and distance along normal for the location of the unit Tangent endpoint Actual normal = ResolvedNormalPosition - ResolvedPosition

Weight

description: For weighted averaging of multiple triangle influences.


description: Returns whether the structure contains any valid LocalUVDensities.

code: bool IsInitialized() const


description: Default constructor (no initialization).

code: FMeshUVChannelInfo()


description: Constructor which initializes all components to zero.

code: FMeshUVChannelInfo ( ENoInit )


code: FMeshUVChannelInfo ( float DefaultDensity )


className: FMeshUVChannelInfo

description: The world size for each texcoord mapping. Used by the texture streaming.

code: struct FMeshUVChannelInfo

bOverrideDensities

description: Whether this values was set manually or is auto generated.

LocalUVDensities

description: The UV density in the mesh, before any transform scaling, in world unit per UV.


description: Binds vertex and pixel shaders for this element

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


code: FMipLevelBatchedElementParameters ( float InMipLevel, float InSliceIndex, bool bInIsTextureCubeArray, const FMatrix44f & InViewMatrix, bool bInShowLongLatUnwrap, bool bInHDROutput, bool bInUsePointSampling )


className: FMipLevelBatchedElementParameters

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


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


code: static bIsStoredInConstantBuffer = true;


code: static FileLine = builtin_LINE();


code: static FileName = builtin_FILE();


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


code: static NumElements = 0;


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


code: typedef zzFuncPtr(* zzMemberFunc


className: zzMemberIdDirectionalLightShadowSize


className: zzMemberIdDirectionalLightShadowTexture


className: zzMemberIdDirectionalLightShadowSampler


className: FMobileDirectionalLightShaderParameters

DirectionalLightShadowSampler

type: TShaderResource...


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


className: zzMemberIdLocalLightShadowBufferSize


className: zzMemberIdSpotLightShadowmapMinMax


description: Movable local light shadow parameters for mobile deferred.


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


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


className: bIsStoredInConstantBuffer


className: FileLine


className: FileName


className: zzMemberIdCustomDepthTextureSampler


className: zzMemberIdGBufferATexture

description: GBuffer.


className: zzMemberIdSceneColorTextureSampler


className: zzMemberIdSceneDepthTextureSampler


className: zzMemberIdSceneDepthAuxTextureSampler


className: zzMemberIdScenePartialDepthTexture


className: zzMemberIdSceneVelocityTextureSampler


code: FMobileSceneTextureUniformParameters()


code: const [FMeshMapBuildData](API\Runtime\Engine\Engine\FMeshMapBuildData) * GetMeshMapBuildData() const


className: FMobileSceneTextureUniformParameters


description: Minimal initialization constructor.

code: FModelElement ( [UModelComponent](API\Runtime\Engine\Components\UModelComponent) * InComponent, [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * InMaterial )


className: FModelElement

description: A set of BSP nodes which have the same material and relevant lights.

code: class FModelElement

BoundingBox

type: FBox

description: The bounding box of the vertices in the element.

Component

type: TObjectPtr< cla...

description: The model component containing this element.

FirstIndex

description: The first index in the component index buffer used by this element.

IndexBuffer

type: FRawIndexBuffer...

description: A pointer to the index buffer holding this element's indices.

LegacyMapBuildData

type: FMeshMapBuildDa...

MapBuildDataId

type: FGuid

description: Uniquely identifies this component's built map data.

Material

description: The material used by the nodes in this element.

MaxVertexIndex

description: The highest vertex index used by this element.

MinVertexIndex

description: The lowest vertex index used by this element.

Nodes

type: TArray< uint16 ...

description: The nodes in the element.

NumTriangles

description: The number of triangles contained by the component index buffer for this element.


description: Minimal initialization constructor.

code: FModelVertexBuffer ( [UModel](API\Runtime\Engine\UModel) * InModel )


className: FModelVertexBuffer

description: A vertex buffer for a set of BSP nodes.

code: class FModelVertexBuffer

Buffers

type: FStaticMeshVert...

description: Resources used for Rendering.

RefCount

description: Number of FModelSceneProxy's using this Only access in CreateRenderState_Concurrent and DestroyRenderState_Concurrent

Vertices

type: TArray<FModelV...

description: Model vertex data


description: ModuleLocationBoneSocket per-particle payload

SourceIndex

description: The index of the socket this particle is 'attached' to


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


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


className: CounterBase

code: static constexpr int CounterBase = __COUNTER__;


code: static FUniformBufferRHIRef CreateUniformBuffer &40; const FParameters & InContents, EUniformBufferUsage InUsage &41;


code: static bIsStoredInConstantBuffer = true;


code: static FileName = builtin_FILE();


code: static FileLine = builtin_LINE();


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


className: NumElements

code: static NumElements = 0;


className: TAlignedType

code: typedef FParameters TAlignedType


className: zzFuncPtr

code: typedef void &42; zzFuncPtr


className: FTypeInfo

description: GetStructMetadata()

code: struct FTypeInfo


code: static TArray< FShaderParametersMetadata::FMember > zzGetMembers&40;&41;


className: zzMemberFunc

code: typedef zzFuncPtr(&42; zzMemberFunc


className: zzTThisStruct

code: typedef FParameters zzTThisStruct


className: FParameters

code: class FParameters

NumBricks

type: TShaderParamete...


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


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


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


className: InternalBaseType

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


className: InterfaceType

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


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


className: InternalLinkType

code: template<int Counter> struct InternalLinkType


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


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


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


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


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


className: FMoveWholeIndirectionTextureCS

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


code: FMultiComponentReregisterContext ( const [TArray](API\Runtime\Core\Containers\TArray)< [UActorComponent](API\Runtime\Engine\Components\UActorComponent) * > & InComponents )


code: ~FMultiComponentReregisterContext()


className: FMultiComponentReregisterContext

description: Typically used by constructing the class on the stack: {FMultiComponentReregisterContextReregisterContext(arrayOfComponents); // The components are unregistered with the world here as ReregisterContext is constructed. ... } // The components are registered with the world here as ReregisterContext is destructed.

code: class FMultiComponentReregisterContext : public [FComponentReregisterContextBase](API\Runtime\Engine\FComponentReregisterContextBase)


code: FMultiComponentReregisterPair ( [UActorComponent](API\Runtime\Engine\Components\UActorComponent) * _Component, [UWorld](API\Runtime\Engine\Engine\UWorld) * _World )


className: FMultiComponentReregisterPair

description: Pairing ofUActorComponentand itsUWorld. Used only byFMultiComponentReregisterContextfor tracking purposes

code: struct FMultiComponentReregisterPair

Component

type: UActorComponent...

description: Pointer to component we are unregistering

World

type: UWorld*

description: Cache pointer to world from which we were removed


className: FNameFuncs

code: template<typename NameType> struct FNameFuncs


code: static FMemoryImageName NameToKey &40; FName Name &41;


code: template<typename ValueType> static void SerializePerPlatformMap &40; FArchive & Ar, TMemoryImageMap< FMemoryImageName, ValueType > & Map &41;


code: template<typename ValueType> static void SerializePerPlatformMap &40; FArchive & UnderlyingArchive, FStructuredArchive::FRecord & Record, TMemoryImageMap< FMemoryImageName, ValueType > & Map &41;


className: FNameFuncs< FMemoryImageName >

code: template<> struct FNameFuncs< FMemoryImageName >


className: FNameFuncs< FName >::NameToKey

code: static FName NameToKey &40; FName Name &41;


code: template<typename ValueType> static void SerializePerPlatformMap &40; FArchive & Ar, TMap< FName, ValueType > & Map &41;


code: template<typename ValueType> static void SerializePerPlatformMap &40; FArchive & UnderlyingArchive, FStructuredArchive::FRecord & Record, TMap< FName, ValueType > & Map &41;


className: FNameFuncs< FName >

code: template<> struct FNameFuncs< FName >


code: virtual ENGINE_API [FVertexFactoryType](API\Runtime\RenderCore\FVertexFactoryType) * GetType() const


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

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


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


className: StaticType

code: static ENGINE_API [FVertexFactoryType](API\Runtime\RenderCore\FVertexFactoryType) StaticType;


code: static bool ShouldCompilePermutation ( const [FVertexFactoryShaderPermutationParameters](API\Runtime\Renderer\FVertexFactoryShaderPermutationP-) & Parameters )


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


className: FNaniteVertexFactory

description: TODO: Heavy work in progress and experiment (do not use!) vertex factory that performs Nanite base pass material shading with compute shaders instead of vertex and pixel shaders. This will (likely) eventually replace theNanite::FVertexFactoryat some point.

code: class FNaniteVertexFactory : public [FVertexFactory](API\Runtime\RenderCore\FVertexFactory)


className: FModeRecord

description: Describes a single available visualization mode.

code: struct FModeRecord

DefaultComposited

type: bool

description: Whether or not this mode (by default) composites with regular scene depth.

ModeDesc

type: FText

ModeName

type: FName

ModeString

type: FString

ModeType

type: FModeType


className: FModeType

code: enum FModeType { Overview, Standard, Advanced, }


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


code: bool GetModeDefaultComposited ( const [FName](API\Runtime\Core\UObject\FName) & InModeName ) const


description: Get the display name of a named mode from the available mode map.

code: [FText](API\Runtime\Core\Internationalization\FText) GetModeDisplayName ( const [FName](API\Runtime\Core\UObject\FName) & InModeName ) const


code: int32 GetModeID ( const [FName](API\Runtime\Core\UObject\FName) & InModeName ) const


code: const [TModeMap](API\Runtime\Engine\FNaniteVisualizationData\TModeMap) & GetModeMap() const


description: Return the console command name for enabling multi mode visualization.

code: static const TCHAR * GetOverviewConsoleCommandName()


code: const [TArray](API\Runtime\Core\Containers\TArray)< int32, TInlineAllocator< 32 > > & GetOverviewModeIDs() const


code: const FVector2f & GetPickingMousePos() const


description: Access the list of modes currently in use by the Nanite visualization overview.

code: const [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName), TInlineAllocator< 32 > > & GetOverviewModeNames() const


code: const FIntPoint & GetPickingScreenSize() const


description: Return the console command name for enabling single mode visualization.

code: static const TCHAR * GetVisualizeConsoleCommandName()


description: Initialize the system.

code: void Initialize()


description: Check if visualization is active.

code: bool IsActive() const


code: bool IsDifferentToCurrentOverviewModeList ( const [FString](API\Runtime\Core\Containers\FString) & InNameList )


description: Check if system was initialized.

code: bool IsInitialized() const


code: void Pick ( [UWorld](API\Runtime\Engine\Engine\UWorld) * World )


description: We cache the overview mode name list from the console command here, so all dynamically created views can re-use the existing cached list of modes.

code: void SetCurrentOverviewModeList ( const [FString](API\Runtime\Core\Containers\FString) & InNameList )


className: TModeMap

description: Mapping ofFNameto a visualization mode record.

code: typedef [TMultiMap](API\Runtime\Core\Containers\TMultiMap)< [FName](API\Runtime\Core\UObject\FName), [FModeRecord](API\Runtime\Engine\FNaniteVisualizationData\FModeRecord) > TModeMap


description: Update state and check if visualization is active.

code: bool Update ( const [FName](API\Runtime\Core\UObject\FName) & InViewMode )


className: FNaniteVisualizationData

code: class FNaniteVisualizationData


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


code: uint32 GetCustomVersion ( const [FGuid](API\Runtime\Core\Misc\FGuid) & VersionGuid ) const


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


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


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


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


className: FNetworkDemoHeader

code: struct FNetworkDemoHeader

BuildConfig

type: EBuildConfigura...

BuildTarget

type: EBuildTargetTyp...

CheckpointLimitInMS

type: float

CustomVersions

type: FCustomVersionC...

EngineVersion

type: FEngineVersion

GameSpecificData

type: TArray<FString...

HeaderFlags

type: EReplayHeaderFl...

LevelNamesAndTimes

type: TArray<FLevelN...

PackageVersionUE

type: FPackageFileVer...


className: FNodeGroup

description: A struct that contains a set of conodes that will be used in one mapping

code: struct FNodeGroup

BoundingBox

type: FBox

MapToWorld

type: FMatrix

Nodes

type: TArray< int32 >

description: List of nodes in the node group

RelevantLights

type: TArray<ULightC...

description: List of relevant lights for this nodegroup

TriangleSurfaceMap

description: For each triangle, record which LightmassSettings to use (material, boost, etc)

TriangleVertexIndices

description: The vertex indices of the surface's triangles.

Vertices

type: TArray<FStatic...

description: The surface's vertices.


className: FNoiseParameters

code: struct FNoiseParameters

bTiling

type: bool


code: void AddNotify ( [USoundNode](API\Runtime\Engine\Sound\USoundNode) * NotifyNode, UPTRINT WaveInstanceHash )


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


code: void DispatchNotifies ( [FWaveInstance](API\Runtime\Engine\FWaveInstance) * WaveInstance, const bool bStopped )


code: UPTRINT GetHashForNode ( [USoundNode](API\Runtime\Engine\Sound\USoundNode) * NotifyNode ) const


className: FNotifyBufferFinishedHooks

code: struct FNotifyBufferFinishedHooks


description: Initialize the RHI for this rendering resource

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


className: FNullDynamicParameterVertexBuffer

code: class FNullDynamicParameterVertexBuffer : public [FVertexBuffer](API\Runtime\RenderCore\FVertexBuffer)


code: [TObjectCacheIterator](API\Runtime\Engine\TObjectCacheIterator)< [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) > GetMaterialsAffectedByMaterials ( [TArrayView](API\Runtime\Core\Containers\TArrayView)< [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * > InMaterials )


code: [TObjectCacheIterator](API\Runtime\Engine\TObjectCacheIterator)< [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) > GetMaterialsAffectedByTexture ( [UTexture](API\Runtime\Engine\Engine\UTexture) * InTexture )


code: [TObjectCacheIterator](API\Runtime\Engine\TObjectCacheIterator)< [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) > GetPrimitivesAffectedByMaterial ( [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * InMaterial )


code: [TObjectCacheIterator](API\Runtime\Engine\TObjectCacheIterator)< [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) > GetPrimitivesAffectedByMaterials ( [TArrayView](API\Runtime\Core\Containers\TArrayView)< [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * > InMaterials )


code: [TObjectCacheIterator](API\Runtime\Engine\TObjectCacheIterator)< [USkinnedMeshComponent](API\Runtime\Engine\Components\USkinnedMeshComponent) > GetSkinnedMeshComponents ( [USkinnedAsset](API\Runtime\Engine\Engine\USkinnedAsset) * InSkinnedAsset )


code: [TObjectCacheIterator](API\Runtime\Engine\TObjectCacheIterator)< [UStaticMeshComponent](API\Runtime\Engine\Components\UStaticMeshComponent) > GetStaticMeshComponents ( [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * InStaticMesh )


code: [TObjectCacheIterator](API\Runtime\Engine\TObjectCacheIterator)< [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) > GetUsedMaterials ( [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * InComponent )


code: [TObjectCacheIterator](API\Runtime\Engine\TObjectCacheIterator)< [UTexture](API\Runtime\Engine\Engine\UTexture) > GetTexturesAffectedByTexture ( [UTexture](API\Runtime\Engine\Engine\UTexture) * InTexture )


code: [TObjectCacheIterator](API\Runtime\Engine\TObjectCacheIterator)< [UTexture](API\Runtime\Engine\Engine\UTexture) > GetUsedTextures ( [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * InMaterial )


className: FObjectCacheContext

description: No constructors are accessible with public or protected access.

code: class FObjectCacheContext


className: FObjectCacheContextScope

description: A scope that can be used to maintain aFObjectCacheContextactive until the scope is destroyed. Should only be used during short periods when there is no new objects created and no object dependency changes. (i.e. Scene update after asset compilation).

code: class FObjectCacheContextScope


code: static void EndQueueNotifyEvents()


description: For parallel processing. Calling BeginQueueNotifyEvents will prevent notify events from being processed, an instead placed in a list for later processing. While other threads are actively updating the events, the main thread should process those events using this ProcessQueuedNotifyEvents When parallel processing is complete, calling EndQueueNotifyEvents will flush all events, and return to normal in place processing.

code: static void BeginQueueNotifyEvents()


code: static void NotifyCompositeTextureChanged_Concurrent ( [UTexture](API\Runtime\Engine\Engine\UTexture) * )


code: static void NotifyMaterialDestroyed_Concurrent ( [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * )


code: static void NotifyReferencedTextureChanged_Concurrent ( [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * )


code: static void NotifyRenderStateChanged_Concurrent ( [UActorComponent](API\Runtime\Engine\Components\UActorComponent) * )


code: static void NotifyStaticMeshChanged_Concurrent ( [UStaticMeshComponent](API\Runtime\Engine\Components\UStaticMeshComponent) * )


code: static void NotifyUsedMaterialsChanged_Concurrent ( const [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * PrimitiveComponent, const [TArray](API\Runtime\Core\Containers\TArray)< [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * > & UsedMaterials )


className: FObjectCacheEventSink

code: struct FObjectCacheEventSink


code: static void ProcessQueuedNotifyEvents()


code: void ApplyMetaData ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * TargetObject ) const


code: void CacheMetaData ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * SourceObject )


className: FObjectCookedMetaDataStore

description: Cooked meta-data for aUObject.

code: struct FObjectCookedMetaDataStore


description: Helper function to convert the input for GetActions to a list that can be used for delegates

code: namespace FObjectEditorUtils { template<typename T> static [TArray](API\Runtime\Core\Containers\TArray)< [TWeakObjectPtr](API\Runtime\Core\UObject\TWeakObjectPtr)< T > > FObjectEditorUtils::GetTypedWeakObjectPtrs ( const [TArray](API\Runtime\Core\Containers\TArray)< [UObject](API\Runtime\CoreUObject\UObject\UObject) * > & InObjects ) }


description:
Copy the value of a property from source object to a destination object.
true if the value was successfully migrated.

code: namespace FObjectEditorUtils { template<typename SourceType, typename DestinationType> bool FObjectEditorUtils::MigratePropertyValue ( SourceType * SourceObject, [FName](API\Runtime\Core\UObject\FName) SourcePropertyName, DestinationType * DestinationObject, [FName](API\Runtime\Core\UObject\FName) DestinationPropertyName ) }


description:
Set the value on anUObjectusing reflection.
true if the value was set correctly

code: namespace FObjectEditorUtils { template<typename ObjectType, typename ValueType> bool FObjectEditorUtils::SetPropertyValue ( ObjectType * Object, [FName](API\Runtime\Core\UObject\FName) PropertyName, ValueType Value ) }


code: FODSCRequestPayload ( EShaderPlatform InShaderPlatform, [ERHIFeatureLevel::Type](API\Runtime\RHI\ERHIFeatureLevel__Type) InFeatureLevel, [EMaterialQualityLevel::Type](API\Runtime\Engine\EMaterialQualityLevel__Type) InQualityLevel, const [FString](API\Runtime\Core\Containers\FString) & InMaterialName, const [FString](API\Runtime\Core\Containers\FString) & InVertexFactoryName, const [FString](API\Runtime\Core\Containers\FString) & InPipelineName, const [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & InShaderTypeNames, int32 InPermutationId, const [FString](API\Runtime\Core\Containers\FString) & InRequestHash )


className: FODSCRequestPayload

code: struct FODSCRequestPayload

FeatureLevel

type: ERHIFeatureLeve...

description: Which feature level to compile for.

MaterialName

type: FString

description: Which material do we compile for?.

PermutationId

description: The permutation ID to compile.

PipelineName

description: The name of the pipeline to compile shaders for.

QualityLevel

type: EMaterialQualit...

description: Which material quality level to compile for.

RequestHash

description: A hash of the above information to uniquely identify a Request.

ShaderPlatform

type: EShaderPlatform

description: The shader platform to compile for.

ShaderTypeNames

description: An array of shader type names for each stage in the Pipeline.

VertexFactoryName

description: The vertex factory type name to compile shaders for.


className: FOnEpicAccountIdChanged

code: typedef TBaseDelegate_OneParam< void, const [FString](API\Runtime\Core\Containers\FString) & > FOnEpicAccountIdChanged


className: FOneFrameResource

description: Base class for a resource allocated from aFMeshElementCollectorwith AllocateOneFrameResource, which the collector releases. This is useful for per-frame structures which are referenced by a mesh batch given to theFMeshElementCollector.

code: class FOneFrameResource


className: FOnScalabilitySettingsChanged

code: typedef TMulticastDelegate_OneParam< void, const [Scalability::FQualityLevels](API\Runtime\Engine\FQualityLevels) & > FOnScalabilitySettingsChanged


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


code: void SetString ( const [FString](API\Runtime\Core\Containers\FString) & InString )


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


className: FOptionalStringNonNull

code: class FOptionalStringNonNull


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


className: FOptionalStringNull

code: class FOptionalStringNull


description: Create the compression format dependent decoder object.

code: virtual bool CreateDecoder()


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

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


description: Return the size of the current compression frame

code: virtual int32 GetFrameSize()


description: The size of the decode PCM buffer size.

code: virtual uint32 GetMaxFrameSizeSamples() const


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

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


className: FOpusAudioInfo

description: Helper class to parse opus data

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

OpusDecoderWrapper

type: FOpusDecoderWra...

description: Wrapper around Opus-specific decoding state and APIs

SampleRate

description: Copied from the header. Opus only need 16 bits


className: FOrbitChainModuleInstancePayload

description: Chain-able Orbit module instance payload

code: struct FOrbitChainModuleInstancePayload

BaseOffset

description: The base offset of the particle from it's tracked location

BaseRotationRate

description: The base rotation rate of the particle offset

Offset

description: The offset of the particle from it's tracked location

PreviousOffset

description: The offset of the particle from the last frame

Rotation

description: The rotation of the particle at it's offset location

RotationRate

description: The rotation rate of the particle offset


code: FOrientAndScaleRetargetingCachedData ( const FQuat & InTranslationDeltaOrient, const float InTranslationScale, const FVector & InSourceTranslation, const FVector & InTargetTranslation )


className: FOrientAndScaleRetargetingCachedData

description: Stores cached data for Orient and Scale bone translation retargeting

SourceTranslation

type: FVector

TranslationDeltaOrient

type: FQuat

TranslationScale

type: float


code: void SetInside ( bool bNewInside )


code: void SetOutside ( bool bNewOutside )


code: FOutcode ( bool bInInside, bool bInOutside )


className: FOutcode

description: Encapsulates the inside and/or outside state of an intersection test.

code: struct FOutcode


code: FOverlapDatum ( [UWorld](API\Runtime\Engine\Engine\UWorld) * World, const [FCollisionShape](API\Runtime\PhysicsCore\FCollisionShape) & CollisionShape, const [FCollisionQueryParams](API\Runtime\Engine\FCollisionQueryParams) & Param, const struct [FCollisionResponseParams](API\Runtime\Engine\FCollisionResponseParams) & InResponseParam, const struct [FCollisionObjectQueryParams](API\Runtime\Engine\FCollisionObjectQueryParams) & InObjectQueryParam, ECollisionChannel Channel, uint32 InUserData, const FVector & InPos, const FQuat & InRot, const FOverlapDelegate * InDelegate, int32 FrameCounter )


className: FOverlapDatum

description: This saves request information by main thread and result will be filled up by worker thread

code: struct FOverlapDatum : public [FBaseTraceDatum](API\Runtime\Engine\FBaseTraceDatum)

Delegate

type: FOverlapDelegat...

description: Delegate to be set if you want Delegate to be called when the output is available.

OutOverlaps

type: TArray< struct ...

description: Output of the overlap request. Filled up by worker thread

Pos

description: Input of the overlap request.


className: FOverlappingThresholds

code: struct FOverlappingThresholds

MorphThresholdPosition

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

ThresholdTangentNormal

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

ThresholdUV

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


className: GUID

description: The GUID for this custom version number.

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


className: Type

code: enum Type { BeforeCustomVersionWasAdded = 0, DetectOVerlappingVertices = 1, VersionPlusOne, LatestVersion = VersionPlusOne - 1, }


className: FOverlappingVerticesCustomVersion

description: No constructors are accessible with public or protected access.


description: Apply Version Data to Demo Header Passed In.

code: void ApplyVersionDataToDemoHeader ( [FNetworkDemoHeader](API\Runtime\Engine\FNetworkDemoHeader) & DemoHeader )


code: uint32 GetCustomVersion ( const [FGuid](API\Runtime\Core\Misc\FGuid) & VersionGuid ) const


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


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


code: PRAGMA_DISABLE_DEPRECATION_WARNINGS FOverridableReplayVersionData ( [FOverridableReplayVersionData](API\Runtime\Engine\FOverridableReplayVersionData) && )


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


description: Init with Demo Header Version Data.

code: FOverridableReplayVersionData ( const [FNetworkDemoHeader](API\Runtime\Engine\FNetworkDemoHeader) & DemoHeader )


className: FOverridableReplayVersionData

description: Can be used to override Version Data in a Replay's Header either Right Before Writing a Replay Header or Right After Reading a Replay Header.

code: struct FOverridableReplayVersionData

CustomVersions

type: FCustomVersionC...

EngineVersion

type: FEngineVersion

PackageVersionUE

type: FPackageFileVer...


code: FParameterChannelNames ( const [FText](API\Runtime\Core\Internationalization\FText) & InR, const [FText](API\Runtime\Core\Internationalization\FText) & InG, const [FText](API\Runtime\Core\Internationalization\FText) & InB, const [FText](API\Runtime\Core\Internationalization\FText) & InA )


className: FParameterChannelNames

code: struct FParameterChannelNames

A

type: FText


description: Begins the trail.

code: virtual void BeginTrail()


description: Determine the number of vertices and triangles in each trail

code: void DetermineVertexAndTriangleCount()


description: Ends the trail.

code: virtual void EndTrail()


description:
Captures dynamic replay data for this particle system.
Returns true if successful

code: virtual bool FillReplayData ( [FDynamicEmitterReplayDataBase](API\Runtime\Engine\FDynamicEmitterReplayDataBase) & OutData )


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


description: Force the bounding box to be updated.

code: virtual void ForceUpdateBoundingBox()


description: Retrieve the allocated size of this instance.

code: virtual void GetAllocatedSize ( int32 & OutNum, int32 & OutMax )


description: Retrieves the dynamic data for the emitter

code: virtual [FDynamicEmitterDataBase](API\Runtime\Engine\FDynamicEmitterDataBase) * GetDynamicData ( bool bSelected, [ERHIFeatureLevel::Type](API\Runtime\RHI\ERHIFeatureLevel__Type) InFeatureLevel )


description:
Retrieves replay data for the emitter
The replay data, or NULL on failure

code: virtual [FDynamicEmitterReplayDataBase](API\Runtime\Engine\FDynamicEmitterReplayDataBase) * GetReplayData()


description:
Returns the size of the object/ resource for display to artists/ LDs in the Editor.
Size of resource as to be displayed to artists/ LDs in the Editor.

code: virtual void GetResourceSizeEx ( [FResourceSizeEx](API\Runtime\Core\ProfilingDebugging\FResourceSizeEx) & CumulativeResourceSize )


code: virtual bool GetSpawnPerUnitAmount ( float DeltaTime, int32 InTrailIdx, int32 & OutCount, float & OutRate )


description:
Has the instance completed it's run?
bool true if the instance is completed, false if not

code: virtual bool HasCompleted()


code: virtual void InitParameters ( [UParticleEmitter](API\Runtime\Engine\Particles\UParticleEmitter) * InTemplate, [UParticleSystemComponent](API\Runtime\Engine\Particles\UParticleSystemComponent) * InComponent )


code: virtual bool IsTrailEmitter() const


description: Prints out info for all active particles.

code: virtual void PrintAllActiveParticles()


description: Prints out info for a single particle.

code: virtual void PrintParticleData ( [FBaseParticle](API\Runtime\Engine\FBaseParticle) * Particle, [FTrailsBaseTypeDataPayload](API\Runtime\Engine\FTrailsBaseTypeDataPayload) * TrailData, int32 CurrentIndex, int32 TrailIndex )


description: Traverses all trails and prints out debugging info.

code: virtual void PrintTrails()


description: Helper function for recalculating tangents and the interpolation parameter for this particle...

code: virtual void RecalculateTangentAndInterpolationParam ( [FBaseParticle](API\Runtime\Engine\FBaseParticle) * PrevParticle, [FAnimTrailTypeDataPayload](API\Runtime\Engine\FAnimTrailTypeDataPayload) * PrevTrailData, [FBaseParticle](API\Runtime\Engine\FBaseParticle) * CurrParticle, [FAnimTrailTypeDataPayload](API\Runtime\Engine\FAnimTrailTypeDataPayload) * CurrTrailData, [FBaseParticle](API\Runtime\Engine\FBaseParticle) * NextParticle, [FAnimTrailTypeDataPayload](API\Runtime\Engine\FAnimTrailTypeDataPayload) * NextTrailData )


description: Sets various debug variables for trails.

code: void SetTrailDebugData ( bool bInRenderGeometry, bool bInRenderSpawnPoints, bool bInRenderTessellation, bool bInRenderTangents )


description: Sets the date that defines this trail.

code: virtual void SetTrailSourceData ( [FName](API\Runtime\Core\UObject\FName) InFirstSocketName, [FName](API\Runtime\Core\UObject\FName) InSecondSocketName, ETrailWidthMode InWidthMode, float InWidth )


description:
Spawn particles for this emitter instance
float The leftover fraction of spawning

code: virtual float Spawn ( float DeltaTime )


description: Helper to spawn a trail particle duringSpawnParticles().

code: void SpawnParticle ( int32 & StartParticleIndex, const struct FAnimTrailParticleSpawnParams & Params )


description: Tick sub-function that handles recalculation of tangents

code: virtual void Tick_RecalculateTangents ( float DeltaTime, [UParticleLODLevel](API\Runtime\Engine\Particles\UParticleLODLevel) * CurrentLODLevel )


description: Update the bounding box for the emitter

code: virtual void UpdateBoundingBox ( float DeltaTime )


code: virtual void UpdateSourceData ( float DeltaTime, bool bFirstTime )


description: Constructor

code: FParticleAnimTrailEmitterInstance()


description: Destructor


className: FParticleAnimTrailEmitterInstance

code: struct FParticleAnimTrailEmitterInstance : public [FParticleTrailsEmitterInstance_Base](API\Runtime\Engine\FParticleTrailsEmitterInstance_B-)

bRenderGeometry

type: uint32:  1

description: Editor only variables controlling the debug rendering for trails.

bTagTrailAsDead

description: When set, the current trail will be marked as dead in the next tick.

bTrailEnabled

description: Whether new particles should be spawned.

FirstSocketName

type: FName

description: The name of the socket that supplies the first edge for this emitter.

HeadOnlyParticles

description: The number of particles in the trail which are either marked

Owner

type: const void *...

description: The owner of this trail.

SecondSocketName

description: The name of the socket that supplies the second edge for this emitter.

SpawnPerUnitModule

type: UParticleModule...

description: SpawnPerUnit module (hijacking it for trails here)

TrailTypeData

description: The TypeData module for this trail emitter

Width

description: The width of the trail.

WidthMode

type: ETrailWidthMode

description: How the width is applied to the trail.


description: Called on world origin changes.

code: virtual void ApplyWorldOffset ( FVector InOffset, bool bWorldShift )


description:
Captures dynamic replay data for this particle system.
Returns true if successful

code: virtual bool FillReplayData ( [FDynamicEmitterReplayDataBase](API\Runtime\Engine\FDynamicEmitterReplayDataBase) & OutData )


description: Determine the vertex and triangle counts for the emitter

code: void DetermineVertexAndTriangleCount()


description: Force the bounding box to be updated.

code: virtual void ForceUpdateBoundingBox()


description: Retrieve the allocated size of this instance.

code: virtual void GetAllocatedSize ( int32 & OutNum, int32 & OutMax )


description:
Get the end point position
true End point is set - OutEndPoint is valid false End point is not set - OutEndPoint is invalid

code: virtual bool GetBeamEndPoint ( FVector & OutEndPoint ) const


description:
Get the source point at the given index
true SourceIndex is valid - OutSourcePoint is valid false SourceIndex is invalid - OutSourcePoint is invalid

code: virtual bool GetBeamSourcePoint ( int32 SourceIndex, FVector & OutSourcePoint ) const


description:
Get the source strength at the given index
true SourceIndex is valid - OutSourceStrength is valid false SourceIndex is invalid - OutSourceStrength is invalid

code: virtual bool GetBeamSourceStrength ( int32 SourceIndex, float & OutSourceStrength ) const


description:
Get the source tangent at the given index
true SourceIndex is valid - OutSourceTangent is valid false SourceIndex is invalid - OutSourceTangent is invalid

code: virtual bool GetBeamSourceTangent ( int32 SourceIndex, FVector & OutTangentPoint ) const


description:
Get the target point at the given index
true TargetIndex is valid - OutTargetPoint is valid false TargetIndex is invalid - OutTargetPoint is invalid

code: virtual bool GetBeamTargetPoint ( int32 TargetIndex, FVector & OutTargetPoint ) const


description:
Get the target strength at the given index
true TargetIndex is valid - OutTargetStrength is valid false TargetIndex is invalid - OutTargetStrength is invalid

code: virtual bool GetBeamTargetStrength ( int32 TargetIndex, float & OutTargetStrength ) const


description: Get the current material to render with.


description:
Get the target tangent at the given index
true TargetIndex is valid - OutTangentPoint is valid false TargetIndex is invalid - OutTangentPoint is invalid

code: virtual bool GetBeamTargetTangent ( int32 TargetIndex, FVector & OutTangentPoint ) const


description:
Retrieves replay data for the emitter
The replay data, or NULL on failure

code: virtual [FDynamicEmitterReplayDataBase](API\Runtime\Engine\FDynamicEmitterReplayDataBase) * GetReplayData()


description:
Returns the size of the object/ resource for display to artists/ LDs in the Editor.
Size of resource as to be displayed to artists/ LDs in the Editor.

code: virtual void GetResourceSizeEx ( [FResourceSizeEx](API\Runtime\Core\ProfilingDebugging\FResourceSizeEx) & CumulativeResourceSize )


description: Initialize the instance

code: virtual void Init()


code: virtual void InitParameters ( [UParticleEmitter](API\Runtime\Engine\Particles\UParticleEmitter) * InTemplate, [UParticleSystemComponent](API\Runtime\Engine\Particles\UParticleSystemComponent) * InComponent )


description: Kill off any dead particles. (Remove them from the active array)

code: virtual void KillParticles()


description: When an emitter is killed, this will check other emitters and clean up anything pointing to this one

code: virtual void OnEmitterInstanceKilled ( [FParticleEmitterInstance](API\Runtime\Engine\FParticleEmitterInstance) * Instance )


description: Handle any post-spawning actions required by the instance

code: virtual void PostSpawn ( [FBaseParticle](API\Runtime\Engine\FBaseParticle) * Particle, float InterpolationPercentage, float SpawnTime )


description:
Retrieved the per-particle bytes that this emitter type requires.
uint32 The number of required bytes for particles in the instance

code: virtual uint32 RequiredBytes()


description: Resolve the source for the beam

code: void ResolveSource()


description: Resolve the target for the beam

code: void ResolveTarget()


description:
Retrieves the dynamic data for the emitter
FDynamicEmitterDataBase* The dynamic data, or NULL if it shouldn't be rendered

code: virtual [FDynamicEmitterDataBase](API\Runtime\Engine\FDynamicEmitterDataBase) * GetDynamicData ( bool bSelected, [ERHIFeatureLevel::Type](API\Runtime\RHI\ERHIFeatureLevel__Type) InFeatureLevel )


description: Set the end point position

code: virtual void SetBeamEndPoint ( FVector NewEndPoint )


description: Set the source point

code: virtual void SetBeamSourcePoint ( FVector NewSourcePoint, int32 SourceIndex )


description: Set the source strength

code: virtual void SetBeamSourceStrength ( float NewSourceStrength, int32 SourceIndex )


description: Set the source tangent

code: virtual void SetBeamSourceTangent ( FVector NewTangentPoint, int32 SourceIndex )


description: Set the target point

code: virtual void SetBeamTargetPoint ( FVector NewTargetPoint, int32 TargetIndex )


description: Set the target strength

code: virtual void SetBeamTargetStrength ( float NewTargetStrength, int32 TargetIndex )


description: Set the LOD to the given index

code: virtual void SetCurrentLODIndex ( int32 InLODIndex, bool bInFullyProcess )


description: Setup the offsets to the BeamModifier modules... This must be done after the base Init call as that inserts modules into the offset map.

code: void SetupBeamModifierModulesOffsets()


description: Tick the instance.

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


description:
Spawn particles for this instance
float The leftover fraction of spawning

code: float SpawnBeamParticles ( float OldLeftover, float Rate, float DeltaTime, int32 Burst, float BurstTime )


description: Tick sub-function that handles module post updates

code: virtual void Tick_ModulePostUpdate ( float DeltaTime, [UParticleLODLevel](API\Runtime\Engine\Particles\UParticleLODLevel) * CurrentLODLevel )


description: Update the bounding box for the emitter

code: virtual void UpdateBoundingBox ( float DeltaTime )


description: Set the target tangent

code: virtual void SetBeamTargetTangent ( FVector NewTangentPoint, int32 TargetIndex )


description: Beam particle stat objects Structure for beam emitter instancesConstructor


description: Destructor


code: struct FParticleBeam2EmitterInstance : public [FParticleEmitterInstance](API\Runtime\Engine\FParticleEmitterInstance)

BeamCount

description: The number of live beams

BeamMethod

description: The method to utilize when forming the beam.

BeamTrianglesPerSheet

type: TArray< int32 >

DistanceArray

type: TArray< float >

description: The distance of each beam, if utilizing the distance method.

FirstEmission

type: bool

SourceActor

type: AActor*

description: The actor to get the source point from.

SourceEmitter

type: FParticleEmitte...

description: The emitter to get the source point from.

TargetActor

description: The actor to get the target point from.

TargetEmitter

description: The emitter to get the Target point from.

TargetPointArray

type: TArray< FVector...

description: The target point of each beam, when using the end point method.

TargetPointSourceNames

type: TArray<FName>

description: The target point sources of each beam, when using the end point method.

TargetTangentArray

description: The target tangent of each beam, when using the end point method.

TextureTiles

description: How many times to tile the texture along the beam.

UserSetSourceArray

description: User set Source points of each beam - primarily for weapon effects.

UserSetSourceStrengthArray

description: User set Source strengths of each beam - primarily for weapon effects.

UserSetSourceTangentArray

description: User set Source tangents of each beam - primarily for weapon effects.

UserSetTargetArray

description: User set target points of each beam - primarily for weapon effects.

UserSetTargetStrengthArray

description: User set Target strengths of each beam - primarily for weapon effects.

UserSetTargetTangentArray

description: User set target tangents of each beam - primarily for weapon effects.

VertexCount

description: The number of vertices and triangles, for rendering


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


className: bIsStoredInConstantBuffer

code: static bIsStoredInConstantBuffer = true;


className: FileLine

code: static FileLine = builtin_LINE();


className: FileName

code: static FileName = builtin_FILE();


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


className: NumElements

code: static NumElements = 0;


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


className: zzMemberFunc

code: typedef zzFuncPtr(* zzMemberFunc


code: FParticleBeamTrailUniformParameters()


className: FParticleBeamTrailUniformParameters

bUseLocalSpace

type: TShaderParamete...


className: FParticleBeamTrailVertex

description: FParticleBeamTrailVertex.

code: struct FParticleBeamTrailVertex

Color

type: FLinearColor

description: The color of the particle.

OldPosition

description: The previous position of the particle.

ParticleId

type: float

description: Value that remains constant over the lifetime of a particle.

Position

description: The position of the particle.

RelativeTime

description: The relative time of the particle.

Rotation

description: The rotation of the particle.

Size

description: The size of the particle.

SubImageIndex

description: The sub-image index for the particle.

description: The second UV set for the particle


description: FParticleBeamTrailVertexDynamicParameter.

DynamicValue

description: The dynamic parameter of the particle


description: Retrieve the uniform buffer for this vertex factory.


description: Get vertex elements used when during PSO precaching materials using this vertex factory type

code: static void GetPSOPrecacheVertexFetchElements ( EVertexInputStreamType VertexInputStreamType, FVertexDeclarationElementList & Elements )


code: static [FRHIVertexDeclaration](API\Runtime\RHI\FRHIVertexDeclaration) * GetPSOPrecacheVertexDeclaration ( bool bUsesDynamicParameter )


code: virtual [FVertexFactoryType](API\Runtime\RenderCore\FVertexFactoryType) * GetType() const


description: Can be overridden byFVertexFactorysubclasses to modify their compile environment just before compilation occurs.

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


description: Initialize the Render Hardware Interface for this vertex factory

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


description: Set the uniform buffer for this vertex factory.

code: void SetBeamTrailUniformBuffer ( FParticleBeamTrailUniformBufferRef InSpriteUniformBuffer )


description: Set the source vertex buffer that contains particle dynamic parameter data.

code: void SetDynamicParameterBuffer ( const [FVertexBuffer](API\Runtime\RenderCore\FVertexBuffer) * InDynamicParameterBuffer, uint32 StreamOffset, uint32 Stride )


code: void SetUsesDynamicParameter ( bool bInUsesDynamicParameter )


description: Set the source vertex buffer.

code: void SetVertexBuffer ( const [FVertexBuffer](API\Runtime\RenderCore\FVertexBuffer) * InBuffer, uint32 StreamOffset, uint32 Stride )


description: Should we cache the material's shadertype on this platform with this vertex factory?

code: static bool ShouldCompilePermutation ( const [FVertexFactoryShaderPermutationParameters](API\Runtime\Renderer\FVertexFactoryShaderPermutationP-) & Parameters )


code: FParticleBeamTrailVertexFactory ( [ERHIFeatureLevel::Type](API\Runtime\RHI\ERHIFeatureLevel__Type) InFeatureLevel )


description: Default constructor.

code: FParticleBeamTrailVertexFactory ( EParticleVertexFactoryType InType, [ERHIFeatureLevel::Type](API\Runtime\RHI\ERHIFeatureLevel__Type) InFeatureLevel )


className: FParticleBeamTrailVertexFactory

description: Beam/Trail particle vertex factory.

code: class FParticleBeamTrailVertexFactory : public [FParticleVertexFactoryBase](API\Runtime\Engine\FParticleVertexFactoryBase)


className: FParticleCollisionInstancePayload

description: Collision module per instance payload

CurrentLODBoundsCheckCount

description: Count for tracking how many times the bounds checking was skipped

description: Padding for potential future expansion


className: FParticleCollisionPayload

description: Collision module particle payload

code: struct FParticleCollisionPayload


code: void Alloc ( int32 InParticleDataNumBytes, int32 InParticleIndicesNumShorts )


className: FParticleDataContainer

code: struct FParticleDataContainer

ParticleData

type: uint8 *

ParticleIndices

type: uint16 *


className: FParticleDynamicData::operator delete

code: void operator delete ( void * RawMemory, size_t Size )


className: FParticleDynamicData::operator new

description: Custom new/delete with recycling

code: void * operator new ( size_t Size )


className: FParticleDynamicData

code: class FParticleDynamicData

DynamicEmitterDataArray

type: TArray<FDynami...

description: Variables.

EmitterIndex

description: The Current Emmitter we are rendering

PerfStatContext

type: FParticlePerfSt...

SystemPositionForMacroUVs

type: FVector

description: World space position that UVs generated with the ParticleMacroUV material node will be centered on.

SystemRadiusForMacroUVs

description: World space radius that UVs generated with the ParticleMacroUV material node will tile based on.


description: Creates a vertex buffer holding texture coordinates for eight corners of a polygon.


className: FParticleEightTexCoordVertexBuffer

code: class FParticleEightTexCoordVertexBuffer : public [FVertexBuffer](API\Runtime\RenderCore\FVertexBuffer)


className: FParticleEmitterBuildInfo

code: struct FParticleEmitterBuildInfo

AlphaScale

type: FComposableFloa...

description: The alpha scale of a particle over time.

bEnableCollision

description: Enable collision?

type: uint32:  1

description: If true, local vector fields ignore the component transform.

bLocalVectorFieldTileX

description: Tile vector field in x axis?

bLocalVectorFieldTileY

description: Tile vector field in y axis?

bLocalVectorFieldTileZ

description: Tile vector field in z axis?

bLocalVectorFieldUseFixDT

description: Use fix delta time in the simulation?

bRemoveHMDRoll

description: Particle alignment overrides

CollisionRadiusBias

description: Bias applied to the collision radius.

CollisionRadiusScale

description: Radius scale applied to friction.

CollisionRandomDistribution

description: Random distribution across the reflection spreading cone when colliding.

CollisionRandomSpread

description: Factor reflection spreading cone when colliding.

CollisionResponse

description: How particles respond to collision.

ColorScale

type: FComposableVect...

description: The color scale of a particle over time.

ConstantAcceleration

description: Constant acceleration to apply to particles.

DragCoefficient

description: Drag coefficient.

DragScale

description: Drag scale over life.

DynamicAlpha

type: FRawDistributio...

description: An additional alpha scale for allowing parameters to be used for ColorOverLife modules.

DynamicAlphaScale

description: An additional alpha scale for allowing parameters to be used for ColorScaleOverLife modules.

DynamicColor

description: An additional color scale for allowing parameters to be used for ColorOverLife modules.

DynamicColorScale

description: An additional color scale for allowing parameters to be used for ColorScaleOverLife modules.

EstimatedMaxActiveParticleCount

description: The estimated maximum number of particles for this emitter.

Friction

description: Friction.

GlobalVectorFieldScale

description: Global vector field scale.

GlobalVectorFieldTightness

description: Global vector field tightness.

LocalVectorField

type: UVectorField&#...

description: Local vector field.

LocalVectorFieldIntensity

description: Local vector field intensity.

LocalVectorFieldMaxInitialRotation

description: Maximum initial rotation applied to local vector fields.

LocalVectorFieldMinInitialRotation

description: Minimum initial rotation applied to local vector fields.

LocalVectorFieldRotationRate

description: Local vector field rotation rate.

LocalVectorFieldTightness

description: Tightness tweak for local vector fields.

LocalVectorFieldTransform

type: FTransform

description: Local vector field transform.

MaxLifetime

description: The maximum lifetime of any particle that will spawn.

MaxRotationRate

description: The maximum rotation rate of particles.

MaxSize

description: The maximum size of a particle.

MaxSizeScaleBySpeed

description: The maximum amount by which to scale a particle based on its speed.

OrbitInitialRotation

description: The accumulated orbit initial rotation.

OrbitOffset

description: The accumulated orbit offset.

OrbitRotationRate

description: The accumulated orbit rotation rate.

PivotOffset

description: An offset in UV space for the positioning of a sprites vertices.

PointAttractorPosition

description: Location of a point source attractor.

PointAttractorRadius

description: Radius of the point source attractor.

PointAttractorStrength

description: Strength of the point attractor.

RequiredModule

type: UParticleModule...

description: The required module.

Resilience

description: Collision damping factor.

ResilienceScaleOverLife

description: Collision damping factor scale over life.

SizeScale

description: How to scale a particle's size over time.

SizeScaleBySpeed

description: How much to scale a particle's size based on its speed.

SpawnModule

description: The spawn module.

SpawnModules

type: TArray< classU...

description: List of spawn modules that need to be invoked at runtime.

SpawnPerUnitModule

description: The spawn-per-unit module.

SubImageIndex

description: The sub-image index over the particle's life time.

VectorFieldScale

description: The per-particle vector field scale.

VectorFieldScaleOverLife

description: The per-particle vector field scale-over-life.


description: Default constructor.

code: FParticleEmitterBuildInfo()


description: Called on world origin changes.

code: virtual void ApplyWorldOffset ( FVector InOffset, bool bWorldShift )


description: Calculate the orbit offset data.

code: void CalculateOrbitOffset ( [FOrbitChainModuleInstancePayload](API\Runtime\Engine\FOrbitChainModuleInstancePayload) & Payload, FVector & AccumOffset, FVector & AccumRotation, FVector & AccumRotationRate, float DeltaTime, FVector & Result, FMatrix & RotationMat )


description: Begins the trail.

code: virtual void BeginTrail()


description:
Calculate the stride of a single particle for this instance
uint32 The stride of the particle

code: virtual uint32 CalculateParticleStride ( uint32 ParticleSize )


code: void CheckSpawnCount ( int32 InNewCount, int32 InMaxCount )


description: Called from Tick to determine whether the emitter will no longer spawn particles checks for emitters with 0 loops, infinite lifetime, and no continuous spawning (only bursts) and sets bEmitterIsDone if the last burst lies in the past and there are no active particles bEmitterIsDone is checked for all emitters by ParticleSystemComponent tick, and the particle system is deactivated if it's true for all emitters, and if bAutoDeactivate is set on the ParticleSystem

code: void CheckEmitterFinished()


description: Ends the trail.

code: virtual void EndTrail()


description: Advances the bursts as though they were fired with out actually firing them.

code: void FakeBursts()


description:
Captures dynamic replay data for this particle system.
Returns true if successful

code: virtual bool FillReplayData ( [FDynamicEmitterReplayDataBase](API\Runtime\Engine\FDynamicEmitterReplayDataBase) & OutData )


description: Fixup particle indices to only have valid entries.

code: void FixupParticleIndices()


description:
Gathers material relevance flags for this emitter instance.
Gathers material relevance flags for this emitter instance.

code: virtual void GatherMaterialRelevance ( [FMaterialRelevance](API\Runtime\Engine\Materials\FMaterialRelevance) * OutMaterialRelevance, const [UParticleLODLevel](API\Runtime\Engine\Particles\UParticleLODLevel) * LODLevel, [ERHIFeatureLevel::Type](API\Runtime\RHI\ERHIFeatureLevel__Type) InFeatureLevel ) const


description: Force the bounding box to be updated.

code: virtual void ForceUpdateBoundingBox()


description: Retrieve the allocated size of this instance.

code: virtual void GetAllocatedSize ( int32 & OutNum, int32 & OutMax )


code: virtual bool GetBeamEndPoint ( FVector & OutEndPoint ) const


code: virtual bool GetBeamSourcePoint ( int32 SourceIndex, FVector & OutSourcePoint ) const


description: Spawn/burst the given particles...

code: virtual void ForceSpawn ( float DeltaTime, int32 InSpawnCount, int32 InBurstCount, FVector & InLocation, FVector & InVelocity )


code: virtual bool GetBeamSourceStrength ( int32 SourceIndex, float & OutSourceStrength ) const


code: virtual bool GetBeamSourceTangent ( int32 SourceIndex, FVector & OutTangentPoint ) const


code: virtual bool GetBeamTargetPoint ( int32 TargetIndex, FVector & OutTargetPoint ) const


code: virtual bool GetBeamTargetStrength ( int32 TargetIndex, float & OutTargetStrength ) const


code: virtual bool GetBeamTargetTangent ( int32 TargetIndex, FVector & OutTangentPoint ) const


description:
Retrieve the bounding box for the instance
FBox The bounding box

code: virtual FBox GetBoundingBox()


description:
Get the current burst rate offset (delta time is artificially increased to generate bursts)
float The time slice increase to use

code: virtual float GetCurrentBurstRateOffset ( float & DeltaTime, int32 & Burst )


description: Retrieves the current LOD level and asserts that it is valid.


description: Get the current material to render with.


description: Retrieves the dynamic data for the emitter

code: virtual [FDynamicEmitterDataBase](API\Runtime\Engine\FDynamicEmitterDataBase) * GetDynamicData ( bool bSelected, [ERHIFeatureLevel::Type](API\Runtime\RHI\ERHIFeatureLevel__Type) InFeatureLevel )


description: Returns the offset to the mesh rotation payload, if any.

code: virtual int32 GetMeshRotationOffset() const


description: Get offset for particle payload data for a particular module

code: uint32 GetModuleDataOffset ( [UParticleModule](API\Runtime\Engine\Particles\UParticleModule) * Module )


description: Get pointer to emitter instance payload data for a particular module

code: uint8 * GetModuleInstanceData ( [UParticleModule](API\Runtime\Engine\Particles\UParticleModule) * Module )


description: Get pointer to emitter instance random seed payload data for a particular module

code: [FParticleRandomSeedInstancePayload](API\Runtime\Engine\FParticleRandomSeedInstancePaylo-) * GetModuleRandomSeedInstanceData ( [UParticleModule](API\Runtime\Engine\Particles\UParticleModule) * Module )


description: Get the offset of the orbit payload.

code: int32 GetOrbitPayloadOffset()


description:
Retrieve the particle at the given index
FBaseParticle* The pointer to the particle. NULL if not present/active

code: virtual [FBaseParticle](API\Runtime\Engine\FBaseParticle) * GetParticle ( int32 Index )


description:
Get the particle at the given direct index
FBaseParticle* The particle, if valid index was given; NULL otherwise

code: virtual [FBaseParticle](API\Runtime\Engine\FBaseParticle) * GetParticleDirect ( int32 InDirectIndex )


description:
Get the physical index of the particle at the given index (ie, the contents of ParticleIndices[InIndex])
int32 The direct index of the particle

code: int32 GetParticleDirectIndex ( int32 InIndex )


description: Get the position of the particle taking orbit in to account.

code: FVector GetParticleLocationWithOrbitOffset ( [FBaseParticle](API\Runtime\Engine\FBaseParticle) * Particle )


description:
Retrieves replay data for the emitter
The replay data, or NULL on failure

code: virtual [FDynamicEmitterReplayDataBase](API\Runtime\Engine\FDynamicEmitterReplayDataBase) * GetReplayData()


description: Returns resource size, similar toUObjectfunction

code: virtual void GetResourceSizeEx ( [FResourceSizeEx](API\Runtime\Core\ProfilingDebugging\FResourceSizeEx) & CumulativeResourceSize )


description: Returns the screen alignment and scale of the component.

code: void GetScreenAlignmentAndScale ( int32 & OutScreenAlign, FVector & OutScale )


description:
Get the pointer to the instance data allocated for type data module.
uint8* The pointer to the data

code: virtual uint8 * GetTypeDataModuleInstanceData()


description: The world that the component that owns this instance is in

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


description:
Returns whether the system has any active particles.
true if there are active particles, false otherwise.

code: bool HasActiveParticles()


description:
Has the instance completed it's run?
bool true if the instance is completed, false if not

code: virtual bool HasCompleted()


description: Initialize the instance

code: virtual void Init()


code: virtual void InitParameters ( [UParticleEmitter](API\Runtime\Engine\Particles\UParticleEmitter) * InTemplate, [UParticleSystemComponent](API\Runtime\Engine\Particles\UParticleSystemComponent) * InComponent )


description:
Checks some common values for GetDynamicData validity
bool true if GetDynamicData should continue, false if it should return NULL

code: virtual bool IsDynamicDataRequired ( [UParticleLODLevel](API\Runtime\Engine\Particles\UParticleLODLevel) * CurrentLODLevel )


description: Returns true if mesh rotation is active.

code: virtual bool IsMeshRotationActive() const


code: virtual bool IsTrailEmitter() const


description: Kill the particle at the given instance

code: virtual void KillParticle ( int32 Index )


description: Kill off any dead particles. (Remove them from the active array)

code: virtual void KillParticles()


description: This is used to force "kill" particles irrespective of their duration. Basically, this takes all particles and moves them to the 'end' of the particle list so we can insta kill off trailed particles in the level.

code: virtual void KillParticlesForced ( bool bFireEvents )


description: Called when the particle system is deactivating...

code: virtual void OnDeactivateSystem()


className: PeakActiveParticleUpdateDelta

code: static const float PeakActiveParticleUpdateDelta = 0.05f;


description: Handle any post-spawning actions required by the instance

code: virtual void PostSpawn ( [FBaseParticle](API\Runtime\Engine\FBaseParticle) * Particle, float InterpolationPercentage, float SpawnTime )


description: Handle any pre-spawning actions required for particles

code: virtual void PreSpawn ( [FBaseParticle](API\Runtime\Engine\FBaseParticle) * Particle, const FVector & InitialLocation, const FVector & InitialVelocity )


description:
Retrieved the per-particle bytes that this emitter type requires.
uint32 The number of required bytes for particles in the instance

code: virtual uint32 RequiredBytes()


description: Process received events.

code: virtual void ProcessParticleEvents ( float DeltaTime, bool bSuppressSpawning )


description: Reset the burst list information for the instance

code: virtual void ResetBurstList()


description: Reset the particle parameters

code: virtual void ResetParticleParameters ( float DeltaTime )


description: When an emitter is killed, this will check other emitters and clean up anything pointing to this one

code: virtual void OnEmitterInstanceKilled ( [FParticleEmitterInstance](API\Runtime\Engine\FParticleEmitterInstance) * Instance )


description:
Ensures enough memory is allocated for the requested number of particles.
bool true if memory is allocated for at least NewMaxActiveParticles.

code: virtual bool Resize ( int32 NewMaxActiveParticles, bool bSetMaxActiveCount )


description: Rewind the instance.

code: virtual void Rewind()


code: virtual void SetBeamEndPoint ( FVector NewEndPoint )


code: virtual void SetBeamSourceStrength ( float NewSourceStrength, int32 SourceIndex )


code: virtual void SetBeamSourcePoint ( FVector NewSourcePoint, int32 SourceIndex )


code: virtual void SetBeamSourceTangent ( FVector NewTangentPoint, int32 SourceIndex )


code: virtual void SetBeamTargetPoint ( FVector NewTargetPoint, int32 TargetIndex )


code: virtual void SetBeamTargetTangent ( FVector NewTangentPoint, int32 TargetIndex )


code: virtual void SetBeamTargetStrength ( float NewTargetStrength, int32 TargetIndex )


description: Set the LOD to the given index

code: virtual void SetCurrentLODIndex ( int32 InLODIndex, bool bInFullyProcess )


code: void SetFakeBurstWhenSpawningSupressed ( bool bInFakeBurstsWhenSpawningSupressed )


description: Set the HaltSpawning flag

code: virtual void SetHaltSpawning ( bool bInHaltSpawning )


description: Set the bHaltSpawningExternal flag

code: virtual void SetHaltSpawningExternal ( bool bInHaltSpawning )


description: Sets the materials with which mesh particles should be rendered.

code: virtual void SetMeshMaterials ( const [TArray](API\Runtime\Core\Containers\TArray)< [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * > & InMaterials )


description: Sets the data that defines this trail.

code: virtual void SetTrailSourceData ( [FName](API\Runtime\Core\UObject\FName) InFirstSocketName, [FName](API\Runtime\Core\UObject\FName) InSecondSocketName, ETrailWidthMode InWidthMode, float InWidth )


description: Calculates the emitter duration for the instance.

code: void SetupEmitterDuration()


description:
Spawn particles for this emitter instance
float The leftover fraction of spawning

code: virtual float Spawn ( float DeltaTime )


description: Spawn the indicated number of particles.

code: void SpawnParticles ( int32 Count, float StartTime, float Increment, const FVector & InitialLocation, const FVector & InitialVelocity, struct [FParticleEventInstancePayload](API\Runtime\Engine\FParticleEventInstancePayload) * EventPayload )


description: Tick the instance.

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


description:
Tick sub-function that handle EmitterTime setup, looping, etc.
float The EmitterDelay

code: virtual float Tick_EmitterTimeSetup ( float DeltaTime, [UParticleLODLevel](API\Runtime\Engine\Particles\UParticleLODLevel) * CurrentLODLevel )


description:
Ticks the emitter's material overrides.
True if there were material overrides. Otherwise revert to default behaviour.

code: virtual void Tick_MaterialOverrides ( int32 EmitterIndex )


description: Tick sub-function that handles module FINAL updates

code: virtual void Tick_ModuleFinalUpdate ( float DeltaTime, [UParticleLODLevel](API\Runtime\Engine\Particles\UParticleLODLevel) * CurrentLODLevel )


description: Tick sub-function that handles module post updates

code: virtual void Tick_ModulePostUpdate ( float DeltaTime, [UParticleLODLevel](API\Runtime\Engine\Particles\UParticleLODLevel) * CurrentLODLevel )


description: Tick sub-function that handles module updates

code: virtual void Tick_ModuleUpdate ( float DeltaTime, [UParticleLODLevel](API\Runtime\Engine\Particles\UParticleLODLevel) * CurrentLODLevel )


description:
Tick sub-function that handles spawning of particles
float The SpawnFraction remaining

code: virtual float Tick_SpawnParticles ( float DeltaTime, [UParticleLODLevel](API\Runtime\Engine\Particles\UParticleLODLevel) * CurrentLODLevel, bool bSuppressSpawning, bool bFirstTime )


description: Update the bounding box for the emitter

code: virtual void UpdateBoundingBox ( float DeltaTime )


description: Updates all internal transforms.

code: void UpdateTransforms()


code: virtual void UpdateOrbitData ( float DeltaTime )


description: True if this emitter emits in local space

code: bool UseLocalSpace()


description: Constructor

code: FParticleEmitterInstance()


className: FParticleEmitterInstance

code: struct FParticleEmitterInstance

ActiveParticles

description: The number of particles currently active in the emitter.

bAxisLockEnabled

description: Whether axis lock is enabled, cached here to avoid finding it from the module each frame

bEmitterIsDone

type: bool

description: True if the emitter has no active particles and will no longer spawn any in the future

bEnabled

description: Component can disable Tick and Rendering of this emitter.

bFakeBurstsWhenSpawningSupressed

description: When true and spawning is supressed, the bursts will be faked so that when spawning is enabled again, the bursts don't fire late.

bHaltSpawning

description: If true, halt spawning for this instance.

bHaltSpawningExternal

description: If true, this emitter has been disabled by game code and some systems to re-enable are not allowed.

bIgnoreComponentScale

type: uint32: 1

description: If true, the emitter ignores the component's scale. (Mesh emitters only).

bIsBeam

description: Hack: Make sure this is a Beam type to avoid casting from/to wrong types.

bKillOnCompleted

description: If true, kill this emitter instance when it has completed.

bKillOnDeactivate

description: If true, kill this emitter instance when it is deactivated.

bRequiresLoopNotification

description: If true, the emitter has modules that require loop notification.

bRequiresSorting

description: Whether this emitter requires sorting as specified by artist.

BurstFired

type: TArray< struct ...

description: The BurstFire information.

CameraPayloadOffset

description: The offset to the Camera payload in the particle data.

Component

type: UParticleSystem...

description: The component who owns it.

CurrentDelay

description: The emitter's delay for the current loop

CurrentLODLevel

type: UParticleLODLev...

description: The currently set LOD level.

CurrentLODLevelIndex

description: The index of the currently set LOD level.

CurrentMaterial

type: UMaterialInterf...

description: The material to render this instance with.

DynamicParameterDataOffset

description: The offset to the dynamic parameter payload in the particle data

EmitterDuration

description: The current duration fo the emitter instance.

EmitterDurations

type: TArray< float >

description: The emitter duration at each LOD level for the instance.

EmitterToSimulation

type: FMatrix

description: Transform from emitter local space to simulation space.

EventCount

description: Number of events this emitter has generated...

InstanceData

description: Pointer to the instance data array.

InstancePayloadSize

description: The size of the Instance data array.

IsRenderDataDirty

description: Flag indicating if the render data is dirty.

LastDeltaTime

description: The amount of time simulated in the previous time step.

LastTickDurationMs

description: How long did the last tick take?

LightDataOffset

description: Offset to the light module data payload.

Location

description: The location of the emitter instance

LockAxisFlags

type: TEnumAsByte< EP...

description: Axis lock flags, cached here to avoid finding it from the module each frame

LoopCount

description: The number of loops completed by the instance.

MaxActiveParticles

description: The maximum number of active particles that can be held in the particle data array.

OldLocation

description: The previous location of the instance.

OrbitModuleOffset

description: The offset to the Orbit module payload in the particle data.

ParticleBoundingBox

type: FBox

description: The bounding box for the particles.

ParticleCounter

description: Monotonically increasing counter.

ParticleData

description: Pointer to the particle data array.

ParticleIndices

description: Pointer to the particle index array.

ParticleSize

description: The total size of a particle (in bytes).

ParticleStride

description: The stride between particles in the ParticleData array.

PayloadOffset

description: The offset to the particle data.

PivotOffset

description: The PivotOffset applied to the vertex positions

PositionOffsetThisTick

description: Position offset for each particle. Will be reset to zero at the end of the tick

SecondsSinceCreation

description: The number of seconds that have passed since the instance was created.

SimulationToWorld

description: Transform from simulation space to world space.

SortMode

description: The sort mode to use for this emitter as specified by artist.

SpawnFraction

description: The fraction of time left over from spawning.

SpriteTemplate

type: UParticleEmitte...

description: The template this instance is based on.

SubUVDataOffset

description: The offset to the SubUV payload in the particle data.

TrianglesToRender

description: The number of triangles to render

TypeDataInstanceOffset

description: The offset to the TypeData instance payload.

TypeDataOffset

description: The offset to the TypeData payload in the particle data.


description: Destructor

code: virtual ~FParticleEmitterInstance()


className: FParticleEventInstancePayload

description: General event instance payload.

code: struct FParticleEventInstancePayload


description: Creates an index buffer for drawing an individual sprite.

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


className: FParticleIndexBuffer

description: Indexbuffer for drawing an individual sprite.

code: class FParticleIndexBuffer : public [FIndexBuffer](API\Runtime\RenderCore\FIndexBuffer)


description:
Captures dynamic replay data for this particle system.
Returns true if successful

code: virtual bool FillReplayData ( [FDynamicEmitterReplayDataBase](API\Runtime\Engine\FDynamicEmitterReplayDataBase) & OutData )


description:
Gathers material relevance flags for this emitter instance.
Gathers material relevance flags for this emitter instance.

code: virtual void GatherMaterialRelevance ( [FMaterialRelevance](API\Runtime\Engine\Materials\FMaterialRelevance) * OutMaterialRelevance, const [UParticleLODLevel](API\Runtime\Engine\Particles\UParticleLODLevel) * LODLevel, [ERHIFeatureLevel::Type](API\Runtime\RHI\ERHIFeatureLevel__Type) InFeatureLevel ) const


description: Retrieve the allocated size of this instance.

code: virtual void GetAllocatedSize ( int32 & OutNum, int32 & OutMax )


description:
Retrieves the dynamic data for the emitter
FDynamicEmitterDataBase* The dynamic data, or NULL if it shouldn't be rendered

code: virtual [FDynamicEmitterDataBase](API\Runtime\Engine\FDynamicEmitterDataBase) * GetDynamicData ( bool bSelected, [ERHIFeatureLevel::Type](API\Runtime\RHI\ERHIFeatureLevel__Type) InFeatureLevel )


description: Gets the materials applied to each section of a mesh.

code: void GetMeshMaterials ( [TArray](API\Runtime\Core\Containers\TArray)< [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) *, TInlineAllocator< 2 > > & OutMaterials, const [UParticleLODLevel](API\Runtime\Engine\Particles\UParticleLODLevel) * LODLevel, [ERHIFeatureLevel::Type](API\Runtime\RHI\ERHIFeatureLevel__Type) InFeatureLevel, bool bLogWarnings ) const


description: Returns the offset to the mesh rotation payload, if any.

code: virtual int32 GetMeshRotationOffset() const


description:
Retrieves replay data for the emitter
The replay data, or NULL on failure

code: virtual [FDynamicEmitterReplayDataBase](API\Runtime\Engine\FDynamicEmitterReplayDataBase) * GetReplayData()


description:
Returns the size of the object/ resource for display to artists/ LDs in the Editor.
Size of resource as to be displayed to artists/ LDs in the Editor.

code: virtual void GetResourceSizeEx ( [FResourceSizeEx](API\Runtime\Core\ProfilingDebugging\FResourceSizeEx) & CumulativeResourceSize )


description: Initialize the instance

code: virtual void Init()


code: virtual void InitParameters ( [UParticleEmitter](API\Runtime\Engine\Particles\UParticleEmitter) * InTemplate, [UParticleSystemComponent](API\Runtime\Engine\Particles\UParticleSystemComponent) * InComponent )


description:
Checks some common values for GetDynamicData validity
bool true if GetDynamicData should continue, false if it should return NULL

code: virtual bool IsDynamicDataRequired ( [UParticleLODLevel](API\Runtime\Engine\Particles\UParticleLODLevel) * CurrentLODLevel )


description: Returns true if mesh rotation is active.

code: virtual bool IsMeshRotationActive() const


description: Handle any post-spawning actions required by the instance

code: virtual void PostSpawn ( [FBaseParticle](API\Runtime\Engine\FBaseParticle) * Particle, float InterpolationPercentage, float SpawnTime )


description:
Resize the particle data array
bool true if the resize was successful

code: virtual bool Resize ( int32 NewMaxActiveParticles, bool bSetMaxActiveCount )


description:
Retrieved the per-particle bytes that this emitter type requires.
uint32 The number of required bytes for particles in the instance

code: virtual uint32 RequiredBytes()


description:
Sets the materials with which mesh particles should be rendered.
Sets the materials with which mesh particles should be rendered.

code: virtual void SetMeshMaterials ( const [TArray](API\Runtime\Core\Containers\TArray)< [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * > & InMaterials )


description: Tick the instance.

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


description:
Ticks the emitter's material overrides.
True if there were material overrides. Otherwise revert to default behaviour.

code: virtual void Tick_MaterialOverrides ( int32 EmitterIndex )


description: Update the bounding box for the emitter

code: virtual void UpdateBoundingBox ( float DeltaTime )


description: Structure for mesh emitter instancesConstructor

code: FParticleMeshEmitterInstance()


className: FParticleMeshEmitterInstance

code: struct FParticleMeshEmitterInstance : public [FParticleEmitterInstance](API\Runtime\Engine\FParticleEmitterInstance)

CurrentMaterials

type: TArray<UMateri...

description: The materials to render this instance with.


code: FParticleOrder ( int32 InParticleIndex, float InZ )


code: FParticleOrder ( int32 InParticleIndex, uint32 InC )


className: FParticleOrder

code: struct FParticleOrder

type: union FParticle...

Z

type: float


code: [FParticleOrder](API\Runtime\Engine\FParticleOrder) * GetParticleOrderData ( int32 InCount, bool bZeroMem )


className: FParticleOrderPool

code: class FParticleOrderPool

ParticleOrder

type: FParticleOrder...


className: FParticleRandomSeedInstancePayload

description: Random-seed instance payload

RandomStream

type: FRandomStream


code: void AddTemplate ( class [UParticleSystem](API\Runtime\Engine\Particles\UParticleSystem) * Template )


code: void AddTemplate ( class [UParticleModule](API\Runtime\Engine\Particles\UParticleModule) * Module )


code: void AddTemplate ( class [UParticleEmitter](API\Runtime\Engine\Particles\UParticleEmitter) * Emitter )


className: FParticleResetContext

description: Helper class to reset and recreate all PSCs with specific templates on their next tick.

code: class FParticleResetContext

SystemsToReset

type: TArray< classU...


description: Called on world origin changes

code: virtual void ApplyWorldOffset ( FVector InOffset, bool bWorldShift )


description: Determine the number of vertices and triangles in each trail

code: void DetermineVertexAndTriangleCount()


description:
Captures dynamic replay data for this particle system.
Returns true if successful

code: virtual bool FillReplayData ( [FDynamicEmitterReplayDataBase](API\Runtime\Engine\FDynamicEmitterReplayDataBase) & OutData )


description: Retrieve the allocated size of this instance.

code: virtual void GetAllocatedSize ( int32 & OutNum, int32 & OutMax )