description: Validate all fully cached files (blocking) by attempting to read them and check their Version hash. this automatically deletes any files that don't match. Returns the number of files deleted. in this case best to return to a simple update map and reinitialize ChunkDownloader (or restart).

code: int ValidateCache()


className: FChunkDownloader

module: ChunkDownloader

code: class FChunkDownloader : public [TSharedFromThis< FChunkDownloader >](API\Runtime\Core\Templates\TSharedFromThis)

OnChunkMounted

type: FPlatformChunkI...

description: Called whenever a chunk mounts (success or failure). ONLY USE THIS IF YOU WANT TO PASSIVELY LISTEN FOR MOUNTS (otherwise use the proper request callback on MountChunk)

OnDownloadAnalytics

type: TFunction< void...

description: Called each time a download attempt finishes (success or failure). ONLY USE THIS IF YOU WANT TO PASSIVELY LISTEN. Downloads retry until successful.


className: FPakFileEntry

code: struct FPakFileEntry

ChunkId

description: Chunk ID this pak file is assigned to

FileName

type: FString

description: Unique name of the pak file (not path, i.e. no folder)

FileSize

description: Final size of the file in bytes

FileVersion

description: Unique ID representing a particular version of this pak file when it is used for validation (not done on golden path, but can be requested) this is assumed to be a SHA1 hash if it begins with "SHA1:" otherwise it's considered just a unique ID.

RelativeUrl

description: URL for this pak file (relative to CDN root, includes build-specific folder)


className: FPlatformChunkInstallMultiDelegate

code: typedef TMulticastDelegate_TwoParams< void, uint32, bool > FPlatformChunkInstallMultiDelegate


module: CineCameraRigs

code: void DriveByParam ( float DeltaTime )


code: void DriveBySpeed ( float DeltaTime )


code: [UMovieSceneFloatTrack](API\Runtime\MovieSceneTracks\Tracks\UMovieSceneFloatTrack) * FindPositionTrack ( const [UMovieSceneSequence](API\Runtime\MovieScene\UMovieSceneSequence) * InSequence )


description: Returns CineSplineComponent

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Rail Components") [UCineSplineComponent](API\Plugins\CineCameraRigs\UCineSplineComponent) * GetCineSplineComponent() const


description: Calculate internal velocity at the given position

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="CineCameraRigRail") FVector GetVelocityAtPosition ( const float InPosition, const float delta ) const


description: Returns true if the rig rail is driven by Sequencer


code: float LastPositionValue() const


description: Check if the rig rail is driven by Sequencer


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

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


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

code: virtual void PostLoad()


description: Enable display speed heatmap

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintSetter) void SetDisplaySpeedHeatmap ( bool bEnable )


description: Set drive mode

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintSetter) void SetDriveMode ( [ECineCameraRigRailDriveMode](API\Plugins\CineCameraRigs\ECineCameraRigRailDriveMode) InMode )


description: Set spline mesh material

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintSetter) void SetSplineMeshMaterial ( [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * InMaterial )


description: Set texture used in the spline mesh material

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintSetter) void SetSplineMeshTexture ( [UTexture2D](API\Runtime\Engine\Engine\UTexture2D) * InTexture )


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

code: virtual void Tick ( float DeltaSeconds )


code: float StartPositionValue() const


description: Makes sure all components are arranged properly. Call when something changes that might affect components.

code: virtual void UpdateRailComponents()


code: void UpdateSpeedProgress()


code: void UpdateSplineMeshMID()


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


className: ACineCameraRigRail

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Blueprintable, Category="VirtualProduction") class ACineCameraRigRail : public [ACameraRig_Rail](API\Runtime\CinematicCamera\ACameraRig_Rail)

AbsolutePositionOnRail

type: float

description: Custom parameter to drive current position

bAttachLocationX

type: bool

description: Determines if camera mount inherits LocationX

bAttachLocationY

description: Determines if camera mount inherits LocationY

bAttachLocationZ

description: Determines if camera mount inherits LocationZ

bAttachRotationX

description: Determines if camera mount inherits RotationX

bAttachRotationY

description: Determines if camera mount inherits RotationY

bAttachRotationZ

description: Determines if camera mount inherits RotationZ

bDisplaySpeedHeatmap

description: Enable speed visualization. Automatically disabled when position property is driven in Sequencer

bInheritAperture

description: Determines if it can drive aperture on the attached actors

bInheritFocalLength

description: Determines if it can drive focal length on the attached actors

bInheritFocusDistance

description: Determines if it can drive focus distance on the attached actors

bLoop

description: Enable loop in speed or duration mode

bUseAbsolutePosition

description: Use AbsolutePosition metadata to parameterize the spline

bUsePointRotation

description: Use PointRotation metadata for attachment orientation.

CineSplineComponent

type: TObjectPtr< cla...

DriveMode

type: ECineCameraRigR...

description: Drive Mode to update position in tick

SequencerCheckHandle

type: FTimerHandle

Speed

description: Specifies the drive speed of the rig rail in centimeter per second

SpeedSampleCountPerSegment

description: Number of speed samples per spline segment

SplineMeshMaterial

type: TObjectPtr<UMa...

description: Material assigned to spline component mesh

SplineMeshMIDs

type: TArray<TObject...

description: Material Instance Dynamic created for the spline mesh

SplineMeshTexture

type: TObjectPtr<UTe...

description: Texture that can be set to SplineMeshMIDs


className: ECineCameraRigRailDriveMode

code: enum ECineCameraRigRailDriveMode { Manual, Duration, Speed, }


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

code: virtual void ShutdownModule()


description: IModuleInterfaceimplementation

code: virtual void StartupModule()


className: FCineCameraRigsModule

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


code: FCineSplineCurveDefaults()


className: FCineSplineCurveDefaults

DefaultPointRotation

type: FQuat


description: Applies this component instance data to the supplied component

code: virtual void ApplyToComponent ( [UActorComponent](API\Runtime\Engine\Components\UActorComponent) * Component, const ECacheApplyPhase CacheApplyPhase )


code: FCineSplineInstanceData ( const [UCineSplineComponent](API\Plugins\CineCameraRigs\UCineSplineComponent) * SourceComponent )


className: FCineSplineInstanceData

code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)() struct FCineSplineInstanceData : public [FSplineInstanceData](API\Runtime\Engine\Components\FSplineInstanceData)

CineSplineMetadata

type: TObjectPtr<UCi...


className: FCineSplinePointData

description: Simple struct to hold spline point data

Location

type: FVector

Rotation

type: FRotator


className: UCineCameraRigRailSettings

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(BlueprintType, Config=CineCameraRigs) class UCineCameraRigRailSettings : public [UObject](API\Runtime\CoreUObject\UObject\UObject)

DefaultSplineMeshMaterial

type: TSoftObjectPtr<...

description: Path to the default spline mesh material used in CineCameraRigRail

DefaultSplineMeshTexture

description: Path to the default spline mesh texture used when speed visualization is off

SpeedModeSplineMeshTexture

description: Path to the texture used in the speed visualization when drive mode is Speed


description: Create a transient heatmap texture from data values

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="CineCameraRigRail") static void CreateOrUpdateSplineHeatmapTexture ( [UTexture2D](API\Runtime\Engine\Engine\UTexture2D) *& Texture, const [TArray](API\Runtime\Core\Containers\TArray)< float > & DataValues, const float LowValue, const float AverageValue, const float HighValue )


className: UCineCameraRigRailHelpers

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class UCineCameraRigRailHelpers : public [UBlueprintFunctionLibrary](API\Runtime\Engine\Kismet\UBlueprintFunctionLibrary)


description: Controls the visibility of the Spline point scale editor in the details panel.

code: virtual bool AllowsSplinePointScaleEditing() const


description: Add a new spline point data at the given custom position

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="CineSpline") void AddSplineDataAtPosition ( const float InPosition, const [FCineSplinePointData](API\Plugins\CineCameraRigs\FCineSplinePointData) & InPointData )


code: void ApplyComponentInstanceData ( struct [FCineSplineInstanceData](API\Plugins\CineCameraRigs\FCineSplineInstanceData) * ComponentInstanceData, const bool bPostUCS )


description: Returns true if there is a spline point at given custom position

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, BlueprintPure, Category="CineSpline") bool FindSplineDataAtPosition ( const float InPosition, int32 & OutIndex, const float Tolerance ) const


className: FOnSplineEdited

code: typedef TMulticastDelegate_NoParams< void > FOnSplineEdited


description: Called before we throw away components during RerunConstructionScripts, to cache any data we wish to persist across that operation

code: virtual [TStructOnScope](API\Runtime\CoreUObject\UObject\TStructOnScope)< [FActorComponentInstanceData](API\Runtime\Engine\FActorComponentInstanceData) > GetComponentInstanceData() const


description: Get camera rotation metadata value along the spline at spline input key

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="CineSpline") FQuat GetPointRotationAtSplineInputKey ( float InKey ) const


description: Get input key value from custom position

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="CineSpline") float GetInputKeyAtPosition ( const float InPosition ) const


description: Get camera rotation metadata property value along the spline at spline point

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="CineSpline") FQuat GetPointRotationAtSplinePoint ( int32 Index ) const


description: Get custom position value at spline input key

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="CineSpline") float GetPositionAtInputKey ( const float InKey ) const


description: Get a spline point data at the given custom position

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="CineSpline") [FCineSplinePointData](API\Plugins\CineCameraRigs\FCineSplinePointData) GetSplineDataAtPosition ( const float InPosition ) const


code: virtual const [USplineMetadata](API\Runtime\Engine\Components\USplineMetadata) * GetSplinePointsMetadata() const


description: Spline component interface

code: virtual [USplineMetadata](API\Runtime\Engine\Components\USplineMetadata) * GetSplinePointsMetadata()


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

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


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

code: virtual void PostLoad()


description: Set aperture metadata at a given spline point

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="CineSpline") void SetApertureAtSplinePoint ( const int32 PointIndex, const float value )


description: Set focal lenght metadata at a given splint point

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="CineSpline") void SetFocalLengthAtSplinePoint ( const int32 PointIndex, const float Value )


description: Set custom position metadata at a given spline point

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="CineSpline") void SetAbsolutePositionAtSplinePoint ( const int32 PointIndex, const float value )


description: Set focus distance metadata at a given spline point

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="CineSpline") void SetFocusDistanceAtSplinePoint ( const int32 PointIndex, const float value )


code: void SynchronizeProperties()


description: Set camera rotation metadata at a given spline point

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="CineSpline") void SetPointRotationAtSplinePoint ( const int32 PointIndex, const FQuat value )


description: Update spline point data at the given spline point

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="CineSpline") void UpdateSplineDataAtIndex ( const int InIndex, const [FCineSplinePointData](API\Plugins\CineCameraRigs\FCineSplinePointData) & InPointData )


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


className: UCineSplineComponent

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(ClassGroup=Utility, ShowCategories=(Mobility), HideCategories=(Physics, Collision, Lighting, Rendering, Mobile), Meta=(BlueprintSpawnableComponent)) class UCineSplineComponent : public [USplineComponent](API\Runtime\Engine\Components\USplineComponent)

bShouldVisualizeNormalizedPosition

description: Toggle if visualizer displays normalized position or absolute position

bShouldVisualizePointRotation

description: Whether point rotation arrows should be displayed in visualizer

bShouldVisualizeSplineLength

description: Whether spline length value should be displayed in visualizer

CameraSplineDefaults

type: FCineSplineCurv...

description: Defaults which are used to propagate values to spline points on instances of this in the world

CineSplineMetadata

description: Pointer to metadata

OnSplineEdited

type: FOnSplineEdited

type: FOnSplineEdited...

description: Event trigerred when spline is edited


code: virtual void AddPoint ( float InputKey )


code: virtual void Fixup ( int32 NumPoints, [USplineComponent](API\Runtime\Engine\Components\USplineComponent) * SplineComp )


code: virtual void CopyPoint ( const [USplineMetadata](API\Runtime\Engine\Components\USplineMetadata) * FromSplineMetadata, int32 FromIndex, int32 ToIndex )


code: virtual void DuplicatePoint ( int32 Index )


description: Insert point before index, lerping metadata between previous and next key values

code: virtual void InsertPoint ( int32 Index, float Alpha, bool bClosedLoop )


description: Update the spline tangents and SplineReparamTable. And trigers OnSplineEdited delegates

code: virtual void UpdateSpline()


code: virtual void Reset ( int32 NumPoints )


code: virtual void RemovePoint ( int32 Index )


description: Update point at index by lerping metadata between previous and next key values

code: virtual void UpdatePoint ( int32 Index, float Alpha, bool bClosedLoop )


className: UCineSplineMetadata

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class UCineSplineMetadata : public [USplineMetadata](API\Runtime\Engine\Components\USplineMetadata)

AbsolutePosition

type: FInterpCurveFlo...

PointRotation

type: FInterpCurveQua...


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

module: CineCameraSceneCapture

code: virtual void ShutdownModule()


description: IModuleInterfaceimplementation

code: virtual void StartupModule()


className: FCineCameraSceneCaptureModule

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


description: Called when a component is unregistered. Called after DestroyRenderState_Concurrent and OnDestroyPhysicsState are called.

code: virtual void OnUnregister()


description: Used for validation of this componet's attachment to Cine Camera Component.

code: virtual void OnAttachmentChanged()


description: Called when a component is registered, after Scene is set, but before CreateRenderState_Concurrent or OnCreatePhysicsState are called.

code: virtual void OnRegister()


code: virtual void UpdateSceneCaptureContents ( [FSceneInterface](API\Runtime\Engine\FSceneInterface) * Scene )


code: UCineCaptureComponent2D ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


description: Cine Capture Component extends Scene Capture to allow users to render Cine Camera Component into a render target. Cine Capture has a few modifiable properties, but most of the properties are controlled by Cine Camera Component. Cine Capture Component is required to be parented to Cine Camera Component or a class that extends it.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)( HideCategories=(Transform, Collision, Object, Physics, SceneComponent, PostProcessVolume, Projection, Rendering, PlanarReflection), ClassGroup=Rendering, EditInlineNew, Meta=(BlueprintSpawnableComponent)) class UCineCaptureComponent2D : public [USceneCaptureComponent2D](API\Runtime\Engine\Components\USceneCaptureComponent2D)

bFollowSceneCaptureRenderPath

type: bool

description: Affects rendering path cine capture takes.

CineCameraComponent

description: Used to gather relevant properties for View rendering.

OCIOConfiguration

type: FOpenColorIODis...

description: Open Color IO Configuration. Used to apply color transforms.

RenderTargetHighestDimension

description: Highest possible dimension of specified render target in either X or Y (depends on cine camera aspect ratio).


className: FCinePrestreamingVTData

module: CinematicPrestreaming

PageIds

type: TArray< uint64 ...


className: FCinePrestreamingNaniteData

RequestData

type: TArray< uint32 ...


description: Component data for the cinematic prestreaming system.

Section

type: TObjectPtr< con...


description: Function called every frame on this ActorComponent. Override this function to implement custom logic to be executed every frame. Only executes if the component is registered, and also PrimaryComponentTick.bCanEverTick must be set to true.

code: virtual void TickComponent ( float DeltaTime, enum ELevelTick TickType, [FActorComponentTickFunction](API\Runtime\Engine\Engine\FActorComponentTickFunction) * ThisTickFunction )


description: UMovieSceneSectioninterface

code: virtual [TOptional](API\Runtime\Core\IO\TOptional)< [FFrameTime](API\Runtime\Core\Misc\FFrameTime) > GetOffsetTime() const


description: Get the prestreaming asset soft pointer. Use for async loading.


description: If MovieScene.PreStream.QualityLevel is less than this then discard this section at runtime.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Cinematic Prestreaming") int32 GetQualityLevel() const


description: IMovieSceneEntityProviderinterface

code: virtual void ImportEntityImpl ( [UMovieSceneEntitySystemLinker](API\Runtime\MovieScene\EntitySystem\UMovieSceneEntitySystemLinker) * EntityLinker, const [FEntityImportParams](API\Runtime\MovieScene\EntitySystem\IMovieSceneEntityProvider\FEntityImportParams) & Params, [FImportedEntity](API\Runtime\MovieScene\EntitySystem\IMovieSceneEntityProvider\FImportedEntity) * OutImportedEntity )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Cinematic Prestreaming") void SetQualityLevel ( const int32 InLevel )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Cinematic Prestreaming") void SetPrestreamingAsset ( const [UCinePrestreamingData](API\Plugins\CinematicPrestreaming\UCinePrestreamingData) * InData )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Cinematic Prestreaming") void SetStartFrameOffset ( const int32 InOffset )


code: UMovieSceneCinePrestreamingSection ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjInit )


className: UMovieSceneCinePrestreamingSection

description: Movie Scene Section representing a Prestreaming asset.

PrestreamingAsset

description: The asset containing cinematic prestreaming data to use for this section.

QualityLevel

description: If If MovieScene.PreStream.QualityLevel is less than this then discard this section at runtime.

StartFrameOffset

description: Number of frames by which to offset the evaluation.


description: Add a section to this track.

code: virtual void AddSection ( [UMovieSceneSection](API\Runtime\MovieScene\UMovieSceneSection) & Section )


description:
Generates a new section suitable for use with this track.
a new section suitable for use with this track.

code: virtual [UMovieSceneSection](API\Runtime\MovieScene\UMovieSceneSection) * CreateNewSection()


description:
Called when all the sections of the track need to be retrieved.
List of all the sections in the track.

code: virtual const [TArray](API\Runtime\Core\Containers\TArray)< [UMovieSceneSection](API\Runtime\MovieScene\UMovieSceneSection) * > & GetAllSections() const


description:
Checks to see if the section is in this track.
True if the section is in this track.

code: virtual bool HasSection ( const [UMovieSceneSection](API\Runtime\MovieScene\UMovieSceneSection) & Section ) const


code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetDefaultDisplayName() const


description: UMovieSceneTrackinterface

code: virtual bool IsEmpty() const


description: Removes a section from this track at a particular index

code: virtual void RemoveSectionAt ( int32 SectionIndex )


description: Removes a section from this track.

code: virtual void RemoveSection ( [UMovieSceneSection](API\Runtime\MovieScene\UMovieSceneSection) & Section )


description: Whether or not this track supports multiple row indices.

code: virtual bool SupportsMultipleRows() const


description:
Does this track support this section class type?
Whether this track supports this section class type

code: virtual bool SupportsType ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UMovieSceneSection](API\Runtime\MovieScene\UMovieSceneSection) > SectionClass ) const


className: UMovieSceneCinePrestreamingTrack

description: A track that controls playback of streaming triggers for some rendering systems. This is to ensure that data is available before use where by default for systems like virtual texture and nanite streaming is driven by what is already visible on screen.


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


description: Get the size of the object/resource for use in memory tools or to display to artists/LDs in the Editor This is the extended version which separates up the used memory into different memory regions (the actual definition of which may be platform specific).

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


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

module: CinematicPrestreamingEditor

code: virtual void ShutdownModule()


description: IModuleInterfaceimplementation

code: virtual void StartupModule()


className: FCinePrestreamingEditorModule

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


code: FCinePrestreamingGenerateAssetArgs()


className: FCinePrestreamingGenerateAssetArgs

Map

type: FSoftObjectPath

OutputDirectoryOverride

type: FDirectoryPath

Resolution

type: FIntPoint


AssetName

type: FString

MovieScene

type: TObjectPtr<UMo...

Range

type: TRange<FFrameN...

StreamingData

type: TObjectPtr<UCi...


className: FOnCinePrestreamingGenerateAsset

code: class FOnCinePrestreamingGenerateAsset


className: FOnCinePrestreamingGenerateData

code: class FOnCinePrestreamingGenerateData


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Cinematic Prestreaming|Editor") void CreatePackagesFromGeneratedData ( [TArray](API\Runtime\Core\Containers\TArray)< [FMoviePipelineCinePrestreamingGeneratedData](API\Plugins\CinematicPrestreamingEditor\FMoviePipelineCi-) > & InOutData )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Cinematic Prestreaming|Editor") void GeneratePrestreamingAsset ( const [FCinePrestreamingGenerateAssetArgs](API\Plugins\CinematicPrestreamingEditor\FCinePrestreamingGenerateAssetAr-) & InArgs )


className: UCinePrestreamingData

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class UCinePrestreamingData : public [UObject](API\Runtime\CoreUObject\UObject\UObject)

NaniteDatas

type: TArray<FCinePr...

RecordedResolution

description: What resolution was this asset generated at? Recordings are resolution dependent as different mips will be chosen for different resolutions.

RecordedTime

type: FDateTime

description: Time that this asset was generated (in UTC).

Times

type: TArray<FFrameN...


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Cinematic Prestreaming|Editor") bool IsRendering() const


code: UCinePrestreamingEditorSubsystem()


className: UCinePrestreamingEditorSubsystem

OnAssetGenerated

type: FOnCinePrestrea...


description: Warning: This gets called on the CDO of the object

code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetDisplayText() const


description: Return a string to show in the footer of the details panel. Will be combined with other selected settings.

code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetFooterText ( [UMoviePipelineExecutorJob](API\Plugins\MovieRenderPipelineCore\UMoviePipelineExecutorJob) * InJob ) const


description: Can this configuration setting be added to the primary configuration? If not, it will throw an error when trying to add it to the primary configuration.

code: virtual bool IsValidOnPrimary() const


description: Can this configuration setting be added to shots? If not, it will throw an error when trying to add it to a shot config.

code: virtual bool IsValidOnShots() const


code: virtual void SetupForPipelineImpl ( [UMoviePipeline](API\Plugins\MovieRenderPipelineCore\UMoviePipeline) * InPipeline )


code: UCinePrestreamingRecorderSetting()


code: virtual void TeardownForPipelineImpl ( [UMoviePipeline](API\Plugins\MovieRenderPipelineCore\UMoviePipeline) * InPipeline )


className: UCinePrestreamingRecorderSetting

bDisableAdvanceRenderFeatures

description: Bydefault we disable any render features that aren't needed to generate the prestreaming data.

bModifyTargetSequence

description: Automatically add the generated tracks to the target sequence

bNanite

description: Enable capture of nanite requests.

bVirtualTextures

description: Enable capture of virtual texture page requests.

EndFrame

description: Last frame to capture in each recorded asset. Frames after this are dropped. (Set to 0 to ignore).

PackageDirectory

description: Specifies which directory the generated assets be placed in.

StartFrame

description: First frame to output in each recorded asset. Frames before this are dropped.


description: Returns a custom brush icon name to use in place of the automatic class icon where actors are represented via 2d icons in the editor (e.g scene outliner and menus)

module: ColorCorrectRegions

code: virtual [FName](API\Runtime\Core\UObject\FName) GetCustomIconName() const


description: Called when any of the properties are changed.

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


description: Swaps meshes for different CCR.

code: void SetMeshVisibilityForRegionType()


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


className: AColorCorrectionRegion

description: NotPlaceable prohibits this actor from appearing in Place Actors menu by default. We add that manually with an icon attached. A placeable Color Correction Regions actor that replaces previous implementation (blueprint). Color Correction Regions allow users to adjust color of anything that is within it (or outside, if Invert option is selected).

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Blueprintable, NotPlaceable) class AColorCorrectionRegion : public [AColorCorrectRegion](API\Plugins\ColorCorrectRegions\AColorCorrectRegion)

MeshComponents

type: TArray<TObject...


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=Orientation) virtual double GetDistanceFromCenter() const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=Orientation) virtual double GetLatitude() const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=Orientation) virtual double GetLongitude() const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintGetter) virtual FTransform GetOrigin() const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=Orientation) virtual double GetPitch() const


description: Retrieves positional parameters


description: Get an array of positional properties defined for this stage actor for use in property notifies.

code: virtual void GetPositionalProperties ( [FPositionalPropertyArray](API\Plugins\DisplayClusterLightCardExtender\StageActor\IDisplayClusterStageActor\FPositionalPrope-) & OutPropertyPairs ) const


description: Return the property name for an owning struct containing the positional params properties, may be NAME_None if a struct isn't used

code: virtual [FName](API\Runtime\Core\UObject\FName) GetPositionalPropertiesMemberName() const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=Orientation) virtual double GetRadialOffset() const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=Orientation) virtual FVector2D GetScale() const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=Orientation) virtual double GetSpin() const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=Orientation) virtual double GetYaw() const


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

code: virtual void PostEditMove ( bool bFinished )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=Orientation) virtual void SetDistanceFromCenter ( double InValue )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=Orientation) virtual void SetLongitude ( double InValue )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=Orientation) virtual void SetLatitude ( double InValue )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintSetter) virtual void SetOrigin ( const FTransform & InOrigin )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=Orientation) virtual void SetPitch ( double InValue )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=Orientation) virtual void SetScale ( const FVector2D & InScale )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=Orientation) virtual void SetRadialOffset ( double InValue )


description: Sets positional parameters

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=Orientation) virtual void SetPositionalParams ( const [FDisplayClusterPositionalParams](API\Plugins\DisplayClusterLightCardExtender\StageActor\FDisplayClusterP-) & InParams )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=Orientation) virtual void SetSpin ( double InValue )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=Orientation) virtual void SetYaw ( double InValue )


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


code: virtual ~AColorCorrectionWindow()


className: AColorCorrectionWindow

description: A Color Correction Window that functions the same way as Color Correction Regions except it modifies anything that is behind it. Color Correction Windows do not have Priority property and instead are sorted based on the distance from the camera.

bNotifyOnParamSetter

type: bool

description: Update the transform when a positional setter is called

Origin

type: FTransform

PositionalParams

type: FDisplayCluster...

WindowType

type: EColorCorrectWi...

description: Region type.


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

code: virtual void BeginDestroy()


description: To handle play in Editor, PIE and Standalone. These methods aggregate objects in play mode similarly to Editor methods in FColorCorrectRegionsSubsystem

code: virtual void BeginPlay()


description: Overridable function called whenever this actor is being removed from a level

code: virtual void EndPlay ( const [EEndPlayReason::Type](API\Runtime\Engine\Engine\EEndPlayReason__Type) EndPlayReason )


description: Gets a full state for rendering.


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


description: If true, actor is ticked even if TickType==LEVELTICK_ViewportsOnly

code: virtual bool ShouldTickIfViewportsOnly() const


description: Dispatches the once-per frameTick()function for this actor

code: virtual void TickActor ( float DeltaTime, enum ELevelTick TickType, [FActorTickFunction](API\Runtime\Engine\Engine\FActorTickFunction) & ThisTickFunction )


description: Copy state required for rendering to be consumed by Scene view extension.

code: void TransferState()


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


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


className: AColorCorrectRegion

description: An instance of Color Correction Region. Used to aggregate all active regions. This actor is aggregated by ColorCorrectRegionsSubsystem which handles:

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Blueprintable, NotPlaceable, Abstract) class AColorCorrectRegion : public [AActor](API\Runtime\Engine\GameFramework\AActor)

AffectedActors

type: TSet<TSoftObje...

description: List of actors that get affected or ignored by Per actor CC. Effect depends on the above option.

bEnablePerActorCC

description: Enables or disabled per actor color correction.

ColorGradingSettings

type: FColorGradingSe...

description: Color correction settings.

Enabled

description: Enable/Disable color correction provided by this region.

Falloff

type: float

description: Falloff. Softening the region.

IdentityComponent

type: TObjectPtr<UCo...

description: The main purpose of this component is to determine the visibility status of this Color Correction Actor.

Inner

description: Inner of the region. Swapped with Outer in case it is higher than Outer.

Intensity

description: Color correction intensity. Clamped to 0-1 range.

Invert

description: Invert region.

Outer

description: Outer of the region.

PerActorColorCorrection

type: EColorCorrectRe...

description: Controls in which way the below targets will be affected by color correction.

PerAffectedActorStencilData

type: TMap<TSoftObje...

description: This is a temporary property that is used to keep track of managed actors for per actor CC.

Priority

description: Render priority/order.

SpriteComponent

type: TObjectPtr<UBi...

description: Billboard component for this actor.

Temperature

description: Color correction temperature.

TemperatureType

description: Type of algorithm to be used to control color temperature or white balance.

Tint

description: Color temperature tint.

Type

description: Region type.


className: EColorCorrectRegionStencilType

code: enum EColorCorrectRegionStencilType { ExcludeStencil, IncludeStencil, MAX, }


code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Deprecated, Blueprintable, NotPlaceable, Meta=(DeprecationMessage="This is a deprecated version of Color Correct Window. Please re-create Color Correct Window to remove this warning.")) class ADEPRECATED_ColorCorrectWindow : public [AColorCorrectionWindow](API\Plugins\ColorCorrectRegions\AColorCorrectionWindow)


className: EColorCorrectRegionsType

code: enum EColorCorrectRegionsType { Sphere, Box, Cylinder, Cone, MAX, }


className: EColorCorrectWindowType

code: enum EColorCorrectWindowType { Square, Circle, MAX, }


className: EColorCorrectRegionTemperatureType

code: enum EColorCorrectRegionTemperatureType { LegacyTemperature, WhiteBalance, ColorTemperature, MAX, }


code: static FUniformBufferRHIRef CreateUniformBuffer ( const [FCCRColorCorrectHighlightsParameter](API\Plugins\ColorCorrectRegions\FCCRColorCorrectHighlightsParame-) & InContents, EUniformBufferUsage InUsage )


className: Alignment

code: static Alignment = 16;


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: NumColumns

code: static NumColumns = 1;


className: NumRows

code: static NumRows = 1;


className: FTypeInfo

code: struct FTypeInfo


className: zzFuncPtr

code: typedef void * zzFuncPtr


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


className: NumElements

code: static NumElements = 0;


className: zzMemberFunc

code: typedef zzFuncPtr(* zzMemberFunc


className: zzMemberIdColorContrast


className: zzMemberIdColorOffset


className: zzMemberIdColorSaturation


className: zzMemberIdHighlightsMin


code: FCCRColorCorrectHighlightsParameter()


className: FCCRColorCorrectHighlightsParameter

ColorContrast

type: TShaderParamete...


code: static FUniformBufferRHIRef CreateUniformBuffer ( const [FCCRColorCorrectMidtonesParameter](API\Plugins\ColorCorrectRegions\FCCRColorCorrectMidtonesParamete-) & InContents, EUniformBufferUsage InUsage )


code: FCCRColorCorrectMidtonesParameter()


className: FCCRColorCorrectMidtonesParameter

code: class FCCRColorCorrectMidtonesParameter


code: static FUniformBufferRHIRef CreateUniformBuffer ( const [FCCRColorCorrectParameter](API\Plugins\ColorCorrectRegions\FCCRColorCorrectParameter) & InContents, EUniformBufferUsage InUsage )


code: static Alignment = 16;


code: static bIsStoredInConstantBuffer = true;


code: static FileLine = builtin_LINE();


code: static FileName = builtin_FILE();


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


code: static NumColumns = 1;


code: static NumRows = 1;


code: struct FTypeInfo


code: typedef void * zzFuncPtr


code: FCCRColorCorrectParameter()


className: FCCRColorCorrectParameter

code: class FCCRColorCorrectParameter


code: static FUniformBufferRHIRef CreateUniformBuffer ( const [FCCRColorCorrectShadowsParameter](API\Plugins\ColorCorrectRegions\FCCRColorCorrectShadowsParameter) & InContents, EUniformBufferUsage InUsage )


code: static NumElements = 0;


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


code: typedef zzFuncPtr(* zzMemberFunc


code: FCCRColorCorrectShadowsParameter()


className: FCCRColorCorrectShadowsParameter

code: class FCCRColorCorrectShadowsParameter


code: static FUniformBufferRHIRef CreateUniformBuffer ( const [FCCRRegionDataInputParameter](API\Plugins\ColorCorrectRegions\FCCRRegionDataInputParameter) & InContents, EUniformBufferUsage InUsage )


className: bIsStoredInConstantBuffer

code: static bIsStoredInConstantBuffer = true;


className: Alignment

code: static Alignment = 16;


className: FileLine

code: static FileLine = builtin_LINE();


className: FileName

code: static FileName = builtin_FILE();


className: NumColumns

code: static NumColumns = 1;


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


className: NumRows

code: static NumRows = 1;


className: FTypeInfo

code: struct FTypeInfo


className: zzFuncPtr

code: typedef void * zzFuncPtr


className: zzMemberIdExcludeStencil


code: FCCRRegionDataInputParameter()


code: static FUniformBufferRHIRef CreateUniformBuffer ( const [FCCRShaderInputParameters](API\Plugins\ColorCorrectRegions\FCCRShaderInputParameters) & InContents, EUniformBufferUsage InUsage )


className: FCCRRegionDataInputParameter

code: class FCCRRegionDataInputParameter


className: NumElements

code: static NumElements = 0;


className: zzMemberFunc

code: typedef zzFuncPtr(* zzMemberFunc


className: zzMemberIdPostProcessOutput


className: zzMemberIdPostProcessInput


className: zzMemberIdMergedStencilTexture


className: zzMemberIdSceneTextures


className: zzMemberIdRenderTargets


className: zzMemberIdWorkingColorSpace


code: FCCRShaderInputParameters()


className: FCCRShaderInputParameters

code: class FCCRShaderInputParameters

MergedStencilTexture

type: TShaderResource...

PostProcessOutput

type: FScreenPassText...

RenderTargets

type: FRenderTargetBi...

SceneTextures

type: FSceneTextureSh...


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;


className: Alignment

code: static Alignment = 16;


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: NumColumns

code: static NumColumns = 1;


className: NumRows

code: static NumRows = 1;


className: TAlignedType

code: typedef FParameters TAlignedType


className: FTypeInfo

description: GetStructMetadata()

code: struct FTypeInfo


className: zzFuncPtr

code: typedef void &42; zzFuncPtr


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


className: zzMemberFunc

code: typedef zzFuncPtr(&42; zzMemberFunc


className: zzMemberIdPostProcessOutput


className: zzMemberIdStencilIdCount


className: zzMemberIdView

code: typedef zzFirstMemberId zzMemberIdView


className: zzTThisStruct

code: typedef FParameters zzTThisStruct


className: FParameters

code: class FParameters


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


code: static [ShaderMetaType](API\Runtime\RenderCore\FGlobalShader\ShaderMetaType) & GetStaticType()


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


className: InternalBaseType

code: typedef typename [TGetBaseTypeHelper](API\Runtime\Core\Serialization\TGetBaseTypeHelper)< [FCCRStencilMergerPS](API\Plugins\ColorCorrectRegions\FCCRStencilMergerPS) >::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 )


className: ShaderTypeRegistration


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: FCCRStencilMergerPS()


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


className: FCCRStencilMergerPS

description: Pixel shader to rasterize obstructive CCR Plane.

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


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: typedef typename [TGetBaseTypeHelper](API\Runtime\Core\Serialization\TGetBaseTypeHelper)< [FCCRStencilMergerVS](API\Plugins\ColorCorrectRegions\FCCRStencilMergerVS) >::Type InternalBaseType


code: FCCRStencilMergerVS()


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


className: FCCRStencilMergerVS

description: Vertex shader to rasterize obstructive CCR Plane.

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


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


className: Alignment

code: static Alignment = 16;


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: NumColumns

code: static NumColumns = 1;


className: NumElements

code: static NumElements = 0;


className: NumRows

code: static NumRows = 1;


className: TAlignedType

code: typedef FParameters TAlignedType


className: FTypeInfo

description: GetStructMetadata()

code: struct FTypeInfo


className: zzFuncPtr

code: typedef void &42; zzFuncPtr


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


className: zzMemberFunc

code: typedef zzFuncPtr(&42; zzMemberFunc


className: zzMemberIdRenderTargets


className: zzTThisStruct

code: typedef FParameters zzTThisStruct


className: FParameters

code: class FParameters


code: static [ShaderMetaType](API\Runtime\RenderCore\FGlobalShader\ShaderMetaType) & GetStaticType()


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


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


className: InterfaceType

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


className: InternalBaseType

code: typedef typename [TGetBaseTypeHelper](API\Runtime\Core\Serialization\TGetBaseTypeHelper)< [FClearRectPS](API\Plugins\ColorCorrectRegions\FClearRectPS) >::Type InternalBaseType


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


className: InternalLinkType

code: template<int Counter> struct InternalLinkType


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


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


className: ShaderTypeRegistration


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


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


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


className: FClearRectPS

description: A simple shader that outputs (0.,0.,0.,0.)

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


className: ETemperatureType

code: enum ETemperatureType { LegacyTemperature = static_cast<uint8>(EColorCorrectRegionTemperatureType::LegacyTemperature), WhiteBalance = static_cast<uint8>(EColorCorrectRegionTemperatureType::WhiteBalance), ColorTemperature = static_cast<uint8>(EColorCorrectRegionTemperatureType::ColorTemperature), Disabled, MAX, }


className: DefineName

code: static DefineName = TEXT( "ADVANCED_CC" );


className: FAdvancedShader

code: class FAdvancedShader : public [FShaderPermutationBool](API\Runtime\RenderCore\FShaderPermutationBool)


code: static DefineName = TEXT( "STENCIL_ENABLED" );


className: FStencilEnabled

code: class FStencilEnabled : public [FShaderPermutationBool](API\Runtime\RenderCore\FShaderPermutationBool)


className: FTemperatureType

code: class FTemperatureType : public [TShaderPermutationInt< ETemperatureType, static_cast< int32 >(ETemperatureType::MAX) >](API\Runtime\RenderCore\TShaderPermutationInt)


code: static DefineName = TEXT( "TEMPERATURE_TYPE" );


code: void SetParameters ( [FRHIBatchedShaderParameters](API\Runtime\RHI\FRHIBatchedShaderParameters) & BatchedParameters, const [FSceneView](API\Runtime\Engine\FSceneView) & View )


description: Deprecated* SetParameters withFRHIBatchedShaderParametersshould be used.

code: void SetParameters ( [FRHICommandList](API\Runtime\RHI\FRHICommandList) & RHICmdList, const [FSceneView](API\Runtime\Engine\FSceneView) & View )


code: FColorCorrectGenericPS()


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


className: FColorCorrectGenericPS

code: class FColorCorrectGenericPS : public [FColorCorrectRegionsPostProcessMaterialShader](API\Plugins\ColorCorrectRegions\FColorCorrectRegionsPostProcessM-)


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 DefineName = TEXT( "SHAPE_TYPE" );


className: FShaderType

code: class FShaderType : public [TShaderPermutationInt< EColorCorrectRegionsType, static_cast< int32 >(EColorCorrectRegionsType::MAX) >](API\Runtime\RenderCore\TShaderPermutationInt)


code: static [ShaderMetaType](API\Runtime\RenderCore\FGlobalShader\ShaderMetaType) & GetStaticType()


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


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


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


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 ShouldCompilePermutationImpl ( const [FShaderPermutationParameters](API\Runtime\RenderCore\FShaderPermutationParameters) & Parameters )


code: FColorCorrectRegionMaterialPS()


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


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


className: FColorCorrectRegionMaterialPS

code: class FColorCorrectRegionMaterialPS : public [FColorCorrectGenericPS](API\Plugins\ColorCorrectRegions\FColorCorrectGenericPS)


code: void SetParameters ( [FRHIBatchedShaderParameters](API\Runtime\RHI\FRHIBatchedShaderParameters) & BatchedParameters, const [FSceneView](API\Runtime\Engine\FSceneView) & View )


code: void SetParameters ( [FRHICommandList](API\Runtime\RHI\FRHICommandList) & RHICmdList, const [FSceneView](API\Runtime\Engine\FSceneView) & View )


code: FColorCorrectRegionMaterialVS()


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


className: FColorCorrectRegionMaterialVS

code: class FColorCorrectRegionMaterialVS : public [FColorCorrectRegionsPostProcessMaterialShader](API\Plugins\ColorCorrectRegions\FColorCorrectRegionsPostProcessM-)


className: FColorCorrectRegionsEditorUndoClient

description: Conditional inheritance to allowUColorCorrectRegionsSubsystemto inherit/avoid Editor's Undo/Redo in Editor/Game modes.

code: class FColorCorrectRegionsEditorUndoClient : public [FEditorUndoClient](API\Editor\UnrealEd\FEditorUndoClient)


description: IModuleInterfaceimplementation end

code: void RegisterOutlinerFilters()


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

code: virtual void ShutdownModule()


description: IModuleInterfaceimplementation start

code: virtual void StartupModule()


className: FColorCorrectRegionsModule

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


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


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


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


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


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

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


description: Called when owning subsystem needs to release this extension.

code: void Invalidate()


description: Called right before Post Processing rendering begins

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


description: Called on game thread when creating the view.

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


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

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


code: FColorCorrectRegionsSceneViewExtension ( const [FAutoRegister](API\Runtime\Engine\FAutoRegister) & AutoRegister, [UColorCorrectRegionsSubsystem](API\Plugins\ColorCorrectRegions\UColorCorrectRegionsSubsystem) * InWorldSubsystem )


className: FColorCorrectRegionsSceneViewExtension

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


code: static void AssignStencilIdsToAllActorsForCCR ( [UWorld](API\Runtime\Engine\Engine\UWorld) * CurrentWorld, [AColorCorrectRegion](API\Plugins\ColorCorrectRegions\AColorCorrectRegion) * Region, bool bIgnoreUserNotifications, bool bSoftAssign )


code: static void AssignStencilNumberToActorForSelectedRegion ( [UWorld](API\Runtime\Engine\Engine\UWorld) * CurrentWorld, [AColorCorrectRegion](API\Plugins\ColorCorrectRegions\AColorCorrectRegion) * Region, [TSoftObjectPtr](API\Runtime\CoreUObject\UObject\TSoftObjectPtr)< [AActor](API\Runtime\Engine\GameFramework\AActor) > ActorToAssignStencilTo, bool bIgnoreUserNotifications, bool bSoftAssign )


description: Runs over all actors assigned to the selected Region and makes sure that Stencil Ids match the ones assigned to it.

code: static void CheckAssignedActorsValidity ( [AColorCorrectRegion](API\Plugins\ColorCorrectRegions\AColorCorrectRegion) * Region )


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


code: static void ClearInvalidActorsForSelectedRegion ( [AColorCorrectRegion](API\Plugins\ColorCorrectRegions\AColorCorrectRegion) * Region )


code: static void OnCCRRemoved ( [UWorld](API\Runtime\Engine\Engine\UWorld) * CurrentWorld, [AColorCorrectRegion](API\Plugins\ColorCorrectRegions\AColorCorrectRegion) * Region )


code: static void RemoveStencilNumberForSelectedRegion ( [UWorld](API\Runtime\Engine\Engine\UWorld) * CurrentWorld, [AColorCorrectRegion](API\Plugins\ColorCorrectRegions\AColorCorrectRegion) * Region )


className: FColorCorrectRegionsStencilManager


className: FColorCorrectRenderProxy

description: A state to store a copy of CCR properties to be used on render thread.

code: struct FColorCorrectRenderProxy

BoxExtent

type: FVector

FirstPrimitiveId

type: FPrimitiveCompo...

Priority

description: CCR Properties

StencilIds

type: TArray< uint32 ...

description: A list of actors that need to be excluded or included from color correction to be used on render thread.

World

type: TWeakObjectPtr<...


className: FColorCorrectRenderProxyPtr

code: typedef [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FColorCorrectRenderProxy](API\Plugins\ColorCorrectRegions\FColorCorrectRenderProxy), ESPMode::ThreadSafe > FColorCorrectRenderProxyPtr


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


code: static constexpr int CounterBase = __COUNTER__;


code: static [ShaderMetaType](API\Runtime\RenderCore\FGlobalShader\ShaderMetaType) & GetStaticType()


className: InterfaceType

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


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


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


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


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 )


className: ShaderTypeRegistration


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


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


code: FColorCorrectScreenPassVS()


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


className: FColorCorrectScreenPassVS

description: The vertex shader used by DrawScreenPass to draw a rectangle.

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


className: DefineName

code: static DefineName = TEXT( "WINDOW_TYPE" );


code: class FShaderType : public [TShaderPermutationInt< EColorCorrectWindowType, static_cast< int32 >(EColorCorrectWindowType::MAX) >](API\Runtime\RenderCore\TShaderPermutationInt)


code: FColorCorrectWindowMaterialPS()


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


code: const [FShaderParametersMetadata](API\Runtime\RenderCore\FShaderParametersMetadata) * GetForwardDeclaredShaderParametersStructMetadata ( const [FCCRRegionDataInputParameter](API\Plugins\ColorCorrectRegions\FCCRRegionDataInputParameter) * DummyPtr )


code: const [FShaderParametersMetadata](API\Runtime\RenderCore\FShaderParametersMetadata) * GetForwardDeclaredShaderParametersStructMetadata ( const [FCCRColorCorrectParameter](API\Plugins\ColorCorrectRegions\FCCRColorCorrectParameter) * DummyPtr )


className: FStencilData

code: class FStencilData


className: FColorCorrectWindowMaterialPS

code: class FColorCorrectWindowMaterialPS : public [FColorCorrectGenericPS](API\Plugins\ColorCorrectRegions\FColorCorrectGenericPS)


code: const [FShaderParametersMetadata](API\Runtime\RenderCore\FShaderParametersMetadata) * GetForwardDeclaredShaderParametersStructMetadata ( const [FCCRColorCorrectShadowsParameter](API\Plugins\ColorCorrectRegions\FCCRColorCorrectShadowsParameter) * DummyPtr )


code: const [FShaderParametersMetadata](API\Runtime\RenderCore\FShaderParametersMetadata) * GetForwardDeclaredShaderParametersStructMetadata ( const [FCCRColorCorrectMidtonesParameter](API\Plugins\ColorCorrectRegions\FCCRColorCorrectMidtonesParamete-) * DummyPtr )


code: const [FShaderParametersMetadata](API\Runtime\RenderCore\FShaderParametersMetadata) * GetForwardDeclaredShaderParametersStructMetadata ( const [FCCRColorCorrectHighlightsParameter](API\Plugins\ColorCorrectRegions\FCCRColorCorrectHighlightsParame-) * DummyPtr )


description: Handles Stencil Ids for the selected CCR and corresponding actor.

code: void AssignStencilIdsToPerActorCC ( [AColorCorrectRegion](API\Plugins\ColorCorrectRegions\AColorCorrectRegion) * Region, bool bIgnoreUserNotificaion, bool bSoftAssign )


className: UColorCorrectionInvisibleComponent

description: This component class is used to determine if Color Correction Window/Region is hidden via HiddenPrimitives/ShowOnlyPrimitivesShowOnlyPrimitives

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(NotBlueprintable, NotPlaceable) class UColorCorrectionInvisibleComponent : public [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent)


description: Handles cases when stencil Id has been changed from outside by the user manually.

code: void CheckAssignedActorsValidity ( [AColorCorrectRegion](API\Plugins\ColorCorrectRegions\AColorCorrectRegion) * Region )


description: Handles removal of Stencil Ids for the selected CCR.

code: void ClearStencilIdsToPerActorCC ( [AColorCorrectRegion](API\Plugins\ColorCorrectRegions\AColorCorrectRegion) * Region )


description: Implement this for deinitialization of instances of the system

code: virtual void Deinitialize()


description: Subsystem Init/Deinit.

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


description: A callback for CC Region creation.

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


description: A callback for CC Region deletion.

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


description: Called when duplication process is started in the level.

code: void OnDuplicateActorsBegin()


description: Called when duplication process is ended in the level.

code: void OnDuplicateActorsEnd()


description: A callback for when the level is loaded.

code: void OnLevelActorListChanged()


description: Called when level is added or removed.

code: void OnLevelsChanged()


description: Signal that client should run any PostRedo code

code: virtual void PostRedo ( bool bSuccess )


description: FEditorUndoClientpure virtual methods.

code: virtual void PostUndo ( bool bSuccess )


description: Resets all stencils and re-assigns for each CCR in the scene.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Meta=(Category="Color Correct Regions")) void RefreshStenciIdAssignmentForAllCCR()


description: Sorts regions based on distance from the camera.

code: void SortRegionsByDistance ( const FVector & ViewLocation )


description: Sorts regions based on priority.

code: void SortRegionsByPriority()


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

module: ColorCorrectRegionsEditor

code: virtual void ShutdownModule()


description: IModuleInterfaceimplementation end

code: void OnPlacementModeRefresh ( [FName](API\Runtime\Core\UObject\FName) CategoryName )


className: FColorCorrectRegionsEditorModule

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


description: IModuleInterfaceimplementation start

code: virtual void StartupModule()


className: CCRStyle

code: static [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FSlateStyleSet](API\Runtime\SlateCore\Styling\FSlateStyleSet) > CCRStyle;


code: static [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [ISlateStyle](API\Runtime\SlateCore\Styling\ISlateStyle) > Get()


className: UColorCorrectRegionsSubsystem

description: This is the only way (that we found) that was handling all region aggregation cases in more or less efficient way. Covered cases: Region added to a level, deleted from level, level loaded, undo, redo, level closed, editor closed: World subsystem keeps track of all Regions in a level via three events OnLevelActorAdded, OnLevelActorDeleted, OnLevelActorListChanged. Actor classes are unaware of when they are added/deleted/undo/redo etc in the level, therefore this is the best place to manage this. Alternative strategies (All tested): World's AddOnActorSpawnedHandler. Flawed. Invoked in some cases we don't need, but does not get called during UNDO/REDOAActor's PostSpawnInitialize, PostActorCreated and OnConstruction are also flawed.AActordoes not have an internal event for when its deleted (EndPlay is the closest we have).

RegionsDistanceBased

type: TArray<AColorC...

description: Stores pointers to ColorCorrectRegion Actors that are based on distance from camera.

RegionsPriorityBased

description: Stores pointers to ColorCorrectRegion Actors that use priority for sorting.


code: static void Initialize()


code: static void Shutdown()


className: FColorCorrectRegionsStyle

code: class FColorCorrectRegionsStyle


module: CommonConversationEditor


description: IModuleInterfaceimplementation


className: FCommonConversationEditorModule

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


module: CommonConversationGraph

code: namespace ConversationEditorColors { namespace Debugger { const [FLinearColor](API\Runtime\Core\Math\FLinearColor) ConversationEditorColors::Debugger::DescHeader ( 0. 3f, 0. 8f, 0. 4f ) } }


code: namespace ConversationEditorColors { namespace NodeBorder { const [FLinearColor](API\Runtime\Core\Math\FLinearColor) ConversationEditorColors::NodeBorder::HighlightAbortRange1 ( 0. 0f, 0. 4f, 0. 22f ) } }


code: namespace ConversationEditorColors { namespace NodeBody { const [FLinearColor](API\Runtime\Core\Math\FLinearColor) ConversationEditorColors::NodeBody::RequirementColor ( 0. 0f, 0. 07f, 0. 4f ) } }


code: namespace ConversationEditorColors { namespace NodeBorder { const [FLinearColor](API\Runtime\Core\Math\FLinearColor) ConversationEditorColors::NodeBorder::BrokenWithParent ( 1. f, 0. f, 1. f ) } }


code: namespace ConversationEditorColors { namespace NodeBorder { const [FLinearColor](API\Runtime\Core\Math\FLinearColor) ConversationEditorColors::NodeBorder::QuickFind ( 0. f, 0. 8f, 0. f ) } }


code: namespace ConversationEditorColors { namespace NodeBody { const [FLinearColor](API\Runtime\Core\Math\FLinearColor) ConversationEditorColors::NodeBody::SideEffectColor ( 0. 0f, 0. 27f, 0. 4f ) } }


code: namespace ConversationEditorColors { namespace NodeBody { const [FLinearColor](API\Runtime\Core\Math\FLinearColor) ConversationEditorColors::NodeBody::ChoiceColor ( 0. 35f, 0. 23f, 0. 15f ) } }


code: namespace ConversationEditorColors { namespace NodeBorder { const [FLinearColor](API\Runtime\Core\Math\FLinearColor) ConversationEditorColors::NodeBorder::Disconnected ( 0. f, 0. f, 0. f ) } }


code: namespace ConversationEditorColors { namespace NodeBody { const [FLinearColor](API\Runtime\Core\Math\FLinearColor) ConversationEditorColors::NodeBody::EntryPoint ( 0. 5f, 0. 5f, 0. 5f, 0. 1f ) } }


code: namespace ConversationEditorColors { namespace NodeBorder { const [FLinearColor](API\Runtime\Core\Math\FLinearColor) ConversationEditorColors::NodeBorder::Inactive ( 0. 08f, 0. 08f, 0. 08f ) } }


code: namespace ConversationEditorColors { namespace NodeBorder { const [FLinearColor](API\Runtime\Core\Math\FLinearColor) ConversationEditorColors::NodeBorder::Selected ( 1. 00f, 0. 58f, 0. 08f ) } }


code: namespace ConversationEditorColors { namespace NodeBorder { const [FLinearColor](API\Runtime\Core\Math\FLinearColor) ConversationEditorColors::NodeBorder::ActiveDebugging ( 1. 0f, 1. 0f, 0. 0f ) } }


code: namespace ConversationEditorColors { namespace NodeBorder { const [FLinearColor](API\Runtime\Core\Math\FLinearColor) ConversationEditorColors::NodeBorder::InactiveDebugging ( 0. 4f, 0. 4f, 0. 0f ) } }


code: namespace ConversationEditorColors { namespace NodeBorder { const [FLinearColor](API\Runtime\Core\Math\FLinearColor) ConversationEditorColors::NodeBorder::HighlightAbortRange0 ( 0. 0f, 0. 22f, 0. 4f ) } }


code: namespace ConversationEditorColors { namespace Action { const [FLinearColor](API\Runtime\Core\Math\FLinearColor) ConversationEditorColors::Action::DragMarker ( 1. 0f, 1. 0f, 0. 2f ) } }


code: namespace ConversationEditorColors { namespace Connection { const [FLinearColor](API\Runtime\Core\Math\FLinearColor) ConversationEditorColors::Connection::Default ( 1. 0f, 1. 0f, 1. 0f ) } }


code: namespace ConversationEditorColors { namespace Debugger { const [FLinearColor](API\Runtime\Core\Math\FLinearColor) ConversationEditorColors::Debugger::TaskFlash ( 1. 0f, 1. 0f, 0. 0f ) } }


code: namespace ConversationEditorColors { namespace NodeBody { const [FLinearColor](API\Runtime\Core\Math\FLinearColor) ConversationEditorColors::NodeBody::Task ( 0. 24f, 0. 055f, 0. 715f ) } }


code: namespace ConversationEditorColors { namespace Debugger { const [FLinearColor](API\Runtime\Core\Math\FLinearColor) ConversationEditorColors::Debugger::DescKeys ( 0. 3f, 0. 4f, 0. 8f ) } }


code: namespace ConversationEditorColors { namespace NodeBody { const [FLinearColor](API\Runtime\Core\Math\FLinearColor) ConversationEditorColors::NodeBody::Default ( 0. 15f, 0. 15f, 0. 15f ) } }


code: namespace ConversationEditorColors { namespace NodeBody { const [FLinearColor](API\Runtime\Core\Math\FLinearColor) ConversationEditorColors::NodeBody::Error ( 1. 0f, 0. 0f, 0. 0f ) } }


code: namespace ConversationEditorColors { namespace Pin { const [FLinearColor](API\Runtime\Core\Math\FLinearColor) ConversationEditorColors::Pin::CompositeOnly ( 0. 02f, 0. 02f, 0. 02f ) } }


code: namespace ConversationEditorColors { namespace NodeBorder { const [FLinearColor](API\Runtime\Core\Math\FLinearColor) ConversationEditorColors::NodeBorder::Root ( 0. 2f, 0. 2f, 0. 2f, 0. 2f ) } }


code: namespace ConversationEditorColors { namespace Pin { const [FLinearColor](API\Runtime\Core\Math\FLinearColor) ConversationEditorColors::Pin::Diff ( 0. 9f, 0. 2f, 0. 15f ) } }


code: namespace ConversationEditorColors { namespace Pin { const [FLinearColor](API\Runtime\Core\Math\FLinearColor) ConversationEditorColors::Pin::Default ( 0. 02f, 0. 02f, 0. 02f ) } }


code: namespace ConversationEditorColors { namespace Pin { const [FLinearColor](API\Runtime\Core\Math\FLinearColor) ConversationEditorColors::Pin::Hover ( 1. 0f, 0. 7f, 0. 0f ) } }


code: namespace ConversationEditorColors { namespace Pin { const [FLinearColor](API\Runtime\Core\Math\FLinearColor) ConversationEditorColors::Pin::SingleNode ( 0. 02f, 0. 02f, 0. 02f ) } }


code: namespace ConversationEditorColors { namespace Pin { const [FLinearColor](API\Runtime\Core\Math\FLinearColor) ConversationEditorColors::Pin::TaskOnly ( 0. 13f, 0. 03f, 0. 4f ) } }


className: EConversationGraphSubNodeType

code: enum EConversationGraphSubNodeType { Requirement, SideEffect, Choice, }


code: virtual void ShutdownModule()


description: IModuleInterfaceimplementation

code: virtual void StartupModule()


className: FCommonConversationGraphModule

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


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


className: FCompareNodeXLocation

code: struct FCompareNodeXLocation


code: static [UConversationGraph](API\Plugins\CommonConversationGraph\UConversationGraph) * AddNewGraph ( [UConversationDatabase](API\Plugins\CommonConversationRuntime\UConversationDatabase) * ConversationAsset, const [FString](API\Runtime\Core\Containers\FString) & DesiredName )


code: static [UConversationGraph](API\Plugins\CommonConversationGraph\UConversationGraph) * GetGraphFromBank ( [UConversationDatabase](API\Plugins\CommonConversationRuntime\UConversationDatabase) * ConversationAsset, int32 Index )


code: static int32 GetCompilerVersion()


code: static int32 GetNumGraphs ( [UConversationDatabase](API\Plugins\CommonConversationRuntime\UConversationDatabase) * ConversationAsset )


code: static void RebuildBank ( [UConversationDatabase](API\Plugins\CommonConversationRuntime\UConversationDatabase) * ConversationAsset )


className: FConversationCompiler

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

code: class FConversationCompiler


code: virtual FVector2D ComputeSplineTangent ( const FVector2D & Start, const FVector2D & End ) const


description: Give specific editor modes a chance to highlight this connection or darken non-interesting connections.

code: virtual void DetermineWiringStyle ( [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * OutputPin, [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * InputPin, [FConnectionParams](API\Editor\GraphEditor\FConnectionParams) & Params )


code: virtual void DrawPreviewConnector ( const [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) & PinGeometry, const FVector2D & StartPoint, const FVector2D & EndPoint, [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * Pin )


code: virtual void Draw ( [TMap](API\Runtime\Core\Containers\TMap)< [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) >, [FArrangedWidget](API\Runtime\SlateCore\Layout\FArrangedWidget) > & PinGeometries, [FArrangedChildren](API\Runtime\SlateCore\Layout\FArrangedChildren) & ArrangedNodes )


code: virtual void DrawSplineWithArrow ( const [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) & StartGeom, const [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) & EndGeom, const [FConnectionParams](API\Editor\GraphEditor\FConnectionParams) & Params )


code: virtual void DrawSplineWithArrow ( const FVector2D & StartPoint, const FVector2D & EndPoint, const [FConnectionParams](API\Editor\GraphEditor\FConnectionParams) & Params )


code: void Internal_DrawLineWithArrow ( const FVector2D & StartAnchorPoint, const FVector2D & EndAnchorPoint, const [FConnectionParams](API\Editor\GraphEditor\FConnectionParams) & Params )


code: class FConversationGraphConnectionDrawingPolicy : public [FConnectionDrawingPolicy](API\Editor\GraphEditor\FConnectionDrawingPolicy)

GraphObj

type: UEdGraph*

NodeWidgetMap

type: TMap<UEdGraphN...


code: FConversationGraphConnectionDrawingPolicy ( int32 InBackLayerID, int32 InFrontLayerID, float ZoomFactor, const [FSlateRect](API\Runtime\SlateCore\Layout\FSlateRect) & InClippingRect, [FSlateWindowElementList](API\Runtime\SlateCore\Rendering\FSlateWindowElementList) & InDrawElements, [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * InGraphObj )


description: Execute this action, given the graph and schema, and possibly a pin that we were dragged from. Returns a node that was created by this action (if any).

code: virtual [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * PerformAction ( class [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * ParentGraph, [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * FromPin, const FVector2D Location, bool bSelectNewNode )


code: FConversationGraphSchemaAction_AutoArrange ( [FText](API\Runtime\Core\Internationalization\FText) InNodeCategory, [FText](API\Runtime\Core\Internationalization\FText) InMenuDesc, [FText](API\Runtime\Core\Internationalization\FText) InToolTip, const int32 InGrouping )


description: Action to auto arrange the graph

code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)() struct FConversationGraphSchemaAction_AutoArrange : public [FEdGraphSchemaAction](API\Runtime\Engine\EdGraph\FEdGraphSchemaAction)


code: FNodeBounds ( FVector2D InPos, FVector2D InSize )


code: FNodeBounds ( [UE::Slate::FDeprecateVector2DParameter](API\Runtime\SlateCore\Types\FDeprecateVector2DParameter) InPos, [UE::Slate::FDeprecateVector2DParameter](API\Runtime\SlateCore\Types\FDeprecateVector2DParameter) InSize )


className: FNodeBounds

code: struct FNodeBounds

Position

type: FDeprecateSlate...


code: virtual void UpdateAsset ( int32 UpdateFlags )


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


className: UConversationGraph

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class UConversationGraph : public [UAIGraph](API\Editor\AIGraph\UAIGraph)


description: Determine if this node can be created under the specified schema

code: virtual bool CanCreateUnderSpecifiedSchema ( const [UEdGraphSchema](API\Runtime\Engine\EdGraph\UEdGraphSchema) * Schema ) const


description: Returns true if it is possible to jump to the definition of this node (e.g., if it's a variable get or a function call)

code: virtual bool CanJumpToDefinition() const


description: Check if node can accept breakpoints

code: virtual bool CanPlaceBreakpoints() const


description: Create a visual widget to represent this node in a graph editor or graph panel. If not implemented, the default node factory will be used.

code: virtual [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [SGraphNode](API\Editor\GraphEditor\SGraphNode) > CreateVisualWidget()


description: Gives the node the option to customize how diffs are discovered within it.

code: virtual void FindDiffs ( [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * OtherNode, [FDiffResults](API\Runtime\Engine\FDiffResults) & Results )


code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetDescription() const


description: Returns the object that should be focused when double-clicking on this node (the object can be an actor, which selects it in the world, or a node/graph/pin)

code: virtual [UObject](API\Runtime\CoreUObject\UObject\UObject) * GetJumpTargetForDoubleClick() const


description: Gets icon resource name for title bar

code: virtual [FName](API\Runtime\Core\UObject\FName) GetNameIcon() const


description: Gets the draw color of a node's body tine

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


description: Gets the name of this node, shown in title bar

code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetNodeTitle ( [ENodeTitleType::Type](API\Runtime\Engine\EdGraph\ENodeTitleType__Type) TitleType ) const


code: template<class T> T * GetRuntimeNode() const


description: Jump to the definition of this node (should only be called ifCanJumpToDefinition()return true)

code: virtual void JumpToDefinition() const


code: void RequestRebuildConversation()


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


className: UConversationGraphNode

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class UConversationGraphNode : public [UAIGraphNode](API\Editor\AIGraph\UAIGraphNode)


description:
Allocate default pins for a given node, based only the NodeType, which should already be filled in.
true if the pin creation succeeds, false if there was a problem (such a failure to find a function when the node is a function call).

code: virtual void AllocateDefaultPins()


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


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


description: Root node of this conversation block


description: Whether or not struct pins belonging to this node should be allowed to be split or not.

code: virtual bool CanSplitPin ( const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * Pin ) const


code: [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * GetInputPin() const


code: virtual [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [SGraphNode](API\Editor\GraphEditor\SGraphNode) > CreateVisualWidget()


description: Return the matching "pass-through" pin for the given pin (if supported by this node)

code: virtual [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * GetPassThroughPin ( const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * FromPin ) const


code: [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * GetOutputPin() const


description: Gets the overridden name for the specified pin, if any

code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetPinNameOverride ( const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) & Pin ) const


description: Gets the tooltip to display when over the node

code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetTooltipText() const


description: Return false if the node and any expansion will isolate itself during compile

code: virtual bool IsCompilerRelevant() const


description: Create a name validator for this node

code: virtual [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< class [INameValidatorInterface](API\Editor\UnrealEd\Kismet2\INameValidatorInterface) > MakeNameValidator() const


description: Called when this node is being renamed after a successful name validation

code: virtual void OnRenameNode ( const [FString](API\Runtime\Core\Containers\FString) & NewName )


description:
Returns whether to draw this node as a control point only (knot/reroute node). Note that this means that the node should only have on input and output pin.
Whether or not to draw this node as a control point.

code: virtual bool ShouldDrawNodeAsControlPointOnly ( int32 & OutInputPinIndex, int32 & OutOutputPinIndex ) const


description: Whether or not this node should be given the chance to override pin names. If this returns true, thenGetPinNameOverride()will be called for each pin, each frame

code: virtual bool ShouldOverridePinNames() const


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


code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(MinimalAPI) class UConversationGraphNode_Knot : public [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode)


code: virtual void AllocateDefaultPins()


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


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


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


description: Check if node can accept breakpoints

code: virtual bool CanPlaceBreakpoints() const


description: Gets a list of actions that can be done to this particular node

code: virtual void GetNodeContextMenuActions ( [UToolMenu](API\Developer\ToolMenus\UToolMenu) * Menu, [UGraphNodeContextMenuContext](API\Runtime\Engine\EdGraph\UGraphNodeContextMenuContext) * Context ) const


code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetNodeTitle ( [ENodeTitleType::Type](API\Runtime\Engine\EdGraph\ENodeTitleType__Type) TitleType ) const


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


description:
Determine if a connection can be created between two pins.
An empty string if the connection is legal, otherwise a message describing why the connection would fail.

code: virtual const [FPinConnectionResponse](API\Runtime\Engine\EdGraph\FPinConnectionResponse) CanCreateConnection ( const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * A, const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * B ) const


description:
Determine if two nodes can be merged
An empty string if the merge is legal, otherwise a message describing why the merge would fail.

code: virtual const [FPinConnectionResponse](API\Runtime\Engine\EdGraph\FPinConnectionResponse) CanMergeNodes ( const [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * A, const [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * B ) const


description: Populate new graph with any default nodes

code: virtual void CreateDefaultNodesForGraph ( [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) & Graph ) const


className: CurrentCacheRefreshID

description: ID for checking dirty status of node titles against, increases whenever.

code: static int32 CurrentCacheRefreshID = 0;


description: Forces cached visualization data to refresh

code: virtual void ForceVisualizationCacheClear() const


description: Gets actions that should be added to the right-click context menu for a node or pin

code: virtual void GetContextMenuActions ( class [UToolMenu](API\Developer\ToolMenus\UToolMenu) * Menu, class [UGraphNodeContextMenuContext](API\Runtime\Engine\EdGraph\UGraphNodeContextMenuContext) * Context ) const


description: Returns the current cache title refresh ID that is appropriate for the passed node

code: virtual int32 GetCurrentVisualizationCacheID() const


description: Get all actions that can be performed when right clicking on a graph or drag-releasing on a graph from a pin

code: virtual void GetGraphContextActions ( [FGraphContextMenuBuilder](API\Runtime\Engine\EdGraph\FGraphContextMenuBuilder) & ContextMenuBuilder ) const


code: virtual void GetGraphNodeContextActions ( [FGraphContextMenuBuilder](API\Runtime\Engine\EdGraph\FGraphContextMenuBuilder) & ContextMenuBuilder, int32 SubNodeFlags ) const


description: Returns newFConnectionDrawingPolicyfrom this schema

code: virtual [FConnectionDrawingPolicy](API\Editor\GraphEditor\FConnectionDrawingPolicy) * CreateConnectionDrawingPolicy ( int32 InBackLayerID, int32 InFrontLayerID, float InZoomFactor, const [FSlateRect](API\Runtime\SlateCore\Layout\FSlateRect) & InClippingRect, class [FSlateWindowElementList](API\Runtime\SlateCore\Rendering\FSlateWindowElementList) & InDrawElements, class [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * InGraphObj ) const


description:
Gets the draw color of a pin based on it's type.
The color representing the passed in type.

code: virtual [FLinearColor](API\Runtime\Core\Math\FLinearColor) GetPinTypeColor ( const [FEdGraphPinType](API\Runtime\Engine\EdGraph\FEdGraphPinType) & PinType ) const


code: virtual void GetSubNodeClasses ( int32 SubNodeFlags, [TArray](API\Runtime\Core\Containers\TArray)< [FGraphNodeClassData](API\Editor\AIGraph\FGraphNodeClassData) > & ClassData, [UClass](API\Runtime\CoreUObject\UObject\UClass) *& GraphNodeClass ) const


description:
Checks if a CacheRefreshID is out of date
TRUE if dirty

code: virtual bool IsCacheVisualizationOutOfDate ( int32 InVisualizationCacheID ) const


description: Handles double-clicking on a pin<->pin connection

code: virtual void OnPinConnectionDoubleCicked ( [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * PinA, [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * PinB, const FVector2D & GraphPosition ) const


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


className: UConversationGraphSchema

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class UConversationGraphSchema : public [UAIGraphSchema](API\Editor\AIGraph\UAIGraphSchema)


code: static const [FName](API\Runtime\Core\UObject\FName) PinCategory_MultipleNodes;


code: static const [FName](API\Runtime\Core\UObject\FName) PinCategory_SingleComposite;


code: static const [FName](API\Runtime\Core\UObject\FName) PinCategory_SingleTask;


code: static const [FName](API\Runtime\Core\UObject\FName) PinCategory_SingleNode;


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


className: UConversationGraphTypes

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class UConversationGraphTypes : public [UObject](API\Runtime\CoreUObject\UObject\UObject)


className: EConversationNodeDescriptionVerbosity

module: CommonConversationRuntime

code: enum EConversationNodeDescriptionVerbosity { Basic, Detailed, }


className: EConversationChoiceType

code: enum EConversationChoiceType { ServerOnly, UserChoiceAvailable, UserChoiceUnavailable, }


className: EConversationRequirementResult

description: The requirement result.

code: enum EConversationRequirementResult { Passed, FailedButVisible, FailedAndHidden, }


className: EConversationTaskResultType

description: The conversation task result type gives the conversation system the instruction it needs after running a task. Should we continue to the next task? or stop and give the player the choice of moving forward?

code: enum EConversationTaskResultType { Invalid, AbortConversation, AdvanceConversation, AdvanceConversationWithChoice, PauseConversationAndSendClientChoices, ReturnToLastClientChoice, ReturnToCurrentClientChoice, ReturnToConversationStart, }


className: Any

code: static const [FAdvanceConversationRequest](API\Plugins\CommonConversationRuntime\FAdvanceConversationRequest) Any = FAdvanceConversationRequest();


code: FAdvanceConversationRequest ( const [FConversationChoiceReference](API\Plugins\CommonConversationRuntime\FConversationChoiceReference) & InChoice )


code: FAdvanceConversationRequest()


className: FAvailableConversationsChangedEvent

code: typedef TMulticastDelegate_NoParams< void > FAvailableConversationsChangedEvent


className: FAdvanceConversationRequest

Choice

type: FConversationCh...

UserParameters

type: TArray<FConver...


className: FClientConversationMessage

MetadataParameters

description: Additional metadata for this message (e.g. Emotion: "Angry"/"Happy")

ParticipantDisplayName

type: FText

SpeakerID

type: FGameplayTag


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


className: FClientConversationMessagePayload

CurrentNode

type: FConversationNo...

Message

type: FClientConversa...

Options

type: TArray<FClient...

Participants

type: FConversationPa...


code: bool IsChoiceAvailable() const


code: void SetChoiceAvailable ( bool bIsAvailable )


code: [FAdvanceConversationRequest](API\Plugins\CommonConversationRuntime\FAdvanceConversationRequest) ToAdvanceConversationRequest ( const [TArray](API\Runtime\Core\Containers\TArray)< [FConversationNodeParameterPair](API\Plugins\CommonConversationRuntime\FConversationNodeParameterPair) > & InUserParameters ) const


description: Tries to resolve the node, this may fail, the guid might be bogus, or the node might not be in memory.

code: template<class TConversationNodeClass> const TConversationNodeClass * TryToResolveChoiceNode ( const [FConversationContext](API\Plugins\CommonConversationRuntime\FConversationContext) & Context ) const


code: const [FConversationChoiceReference](API\Plugins\CommonConversationRuntime\FConversationChoiceReference) & ToChoiceReference() const


className: FClientConversationOptionEntry

description: The conversation option entry is what we send to the client, one entry per choice.

ChoiceTags

type: FGameplayTagCon...

ChoiceType

type: EConversationCh...

ExtraData

description: Occasionally a choice might need to send down metadata that's entirely extra.


code: template<class TConversationNodeClass> const TConversationNodeClass * TryToResolveChoiceNode_Slow ( [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld ) const


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

code: virtual void ShutdownModule()


description: IModuleInterfaceimplementation

code: virtual void StartupModule()


className: FCommonConversationRuntimeModule

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


className: FCommonDialogueBankParticipant

description: In an active conversation, logical participants are mapped to actual participants (e.g., mapping a logical Player to the current player pawn)

NodeTint

type: FLinearColor

ParticipantName

description: Identifier represented by the component


code: const [FConversationNodeHandle](API\Plugins\CommonConversationRuntime\FConversationNodeHandle) & GetNodeHandle() const


code: FConversationBranchPoint()


code: FConversationBranchPoint ( const [FClientConversationOptionEntry](API\Plugins\CommonConversationRuntime\FClientConversationOptionEntry) & InClientChoice )


code: FConversationBranchPoint ( [FClientConversationOptionEntry](API\Plugins\CommonConversationRuntime\FClientConversationOptionEntry) && InClientChoice )