description: Gathers the primitive's dynamic mesh elements. This will only be called if GetViewRelevance declares dynamic relevance. This is called from the rendering thread for each set of views that might be rendered. Game thread state like UObjects must have their properties mirrored on the proxy to avoid race conditions. The rendering thread must not dereference UObjects. The gathered mesh elements will be used multiple times, any memory referenced must last as long as the Collector (eg no stack memory should be referenced). This function should not modify the proxy but simply collect a description of things to render. Updates to the proxy need to be pushed from game thread or external events.

code: virtual void GetDynamicMeshElements ( const [TArray](API\Runtime\Core\Containers\TArray)< const [FSceneView](API\Runtime\Engine\FSceneView) * > & Views, const [FSceneViewFamily](API\Runtime\Engine\FSceneViewFamily) & ViewFamily, uint32 VisibilityMap, [FMeshElementCollector](API\Runtime\Engine\FMeshElementCollector) & Collector ) const


description:
Retrieves the per-instance world position offset disable distance
bool true if WPO disable distance is enabled for this primitive's instances

module: Engine

code: virtual bool GetInstanceWorldPositionOffsetDisableDistance ( float & OutWPODisableDistance ) const


code: virtual void GetLCIs ( [FLCIArray](API\Runtime\Engine\FPrimitiveSceneProxy\FLCIArray) & LCIs )


description: Get the lightmap UV coordinate index for this primitive. Used by systems that explicitly fetch lightmap UVs.

code: virtual int32 GetLightMapCoordinateIndex() const


description: Get the lightmap resolution for this primitive. Used in VMI_LightmapDensity.

code: virtual int32 GetLightMapResolution() const


description: Determines the relevance of this primitive's elements to the given light.

code: virtual void GetLightRelevance ( const [FLightSceneProxy](API\Runtime\Engine\FLightSceneProxy) * LightSceneProxy, bool & bDynamic, bool & bRelevant, bool & bLightMapped, bool & bShadowMapped ) const


description: Returns the LOD that the primitive will render at for this view.

code: virtual int32 GetLOD ( const [FSceneView](API\Runtime\Engine\FSceneView) * View ) const


description: Returns the LOD mask for a view, this is like the ordinary LOD but can return two values for dither fading

code: [FLODMask](API\Runtime\Engine\FLODMask) GetLODMask ( const [FSceneView](API\Runtime\Engine\FSceneView) * View ) const


description: Every derived class should override these functions

code: virtual uint32 GetMemoryFootprint() const


code: virtual const [FCardRepresentationData](API\Runtime\Engine\FCardRepresentationData) * GetMeshCardRepresentation() const


description: Gathers a description of the mesh elements to be rendered for the given LOD index, without consideration for views.

code: virtual void GetMeshDescription ( int32 LODIndex, [TArray](API\Runtime\Core\Containers\TArray)< [FMeshBatch](API\Runtime\Engine\FMeshBatch) > & OutMeshElements ) const


description: Sets up aFMeshBatchfor a specific LOD and element.

code: virtual bool GetMeshElement ( int32 LODIndex, int32 BatchIndex, int32 ElementIndex, uint8 InDepthPriorityGroup, bool bUseSelectionOutline, bool bAllowPreCulledIndices, [FMeshBatch](API\Runtime\Engine\FMeshBatch) & OutMeshBatch ) const


description:
Get mesh UV density for a LOD-section.
Whether the densities were computed or not.

code: virtual bool GetMeshUVDensities ( int32 LODIndex, int32 SectionIndex, FVector4 & WorldUVDensities ) const


code: virtual bool GetMaterialTextureScales ( int32 LODIndex, int32 SectionIndex, const [FMaterialRenderProxy](API\Runtime\Engine\Materials\FMaterialRenderProxy) * MaterialRenderProxy, FVector4f * OneOverScales, FIntVector4 * UVChannelIndices ) const


description: Gets the number of mesh batches required to represent the proxy, aside from section needs.

code: virtual int32 GetNumMeshBatches() const


description:
Get primitive distance to view origin for a given LOD-section.
Whether distance was computed or not

code: virtual bool GetPrimitiveDistance ( int32 LODIndex, int32 SectionIndex, const FVector & ViewOrigin, float & PrimitiveDistance ) const


description: LODIndex - The LOD to get the display factor for

code: float GetScreenSize ( int32 LODIndex ) const


description: Sets up a shadowFMeshBatchfor a specific LOD.

code: virtual bool GetShadowMeshElement ( int32 LODIndex, int32 BatchIndex, uint8 InDepthPriorityGroup, [FMeshBatch](API\Runtime\Engine\FMeshBatch) & OutMeshBatch, bool bDitheredLODTransition ) const


description: Return a type (or subtype) specific hash for sorting purposes

code: virtual SIZE_T GetTypeHash() const


description:
Determines the relevance of this primitive's elements to the given view. Called in the rendering thread.
The relevance of the primitive's elements to the view.

code: virtual [FPrimitiveViewRelevance](API\Runtime\Engine\FPrimitiveViewRelevance) GetViewRelevance ( const [FSceneView](API\Runtime\Engine\FSceneView) * View ) const


description: Sets up a wireframeFMeshBatchfor a specific LOD.

code: virtual bool GetWireframeMeshElement ( int32 LODIndex, int32 BatchIndex, const [FMaterialRenderProxy](API\Runtime\Engine\Materials\FMaterialRenderProxy) * WireframeRenderProxy, uint8 InDepthPriorityGroup, bool bAllowPreCulledIndices, [FMeshBatch](API\Runtime\Engine\FMeshBatch) & OutMeshBatch ) const


code: virtual bool HasDistanceFieldRepresentation() const


code: virtual bool HasDynamicIndirectShadowCasterRepresentation() const


code: bool IsCollisionView ( const [FEngineShowFlags](API\Runtime\Engine\FEngineShowFlags) & EngineShowFlags, bool & bDrawSimpleCollision, bool & bDrawComplexCollision ) const


description: Returns whether this mesh needs reverse culling when using reversed indices.

code: bool IsReversedCullingNeeded ( bool bUseReversedIndices ) const


description: true if the proxy uses distance cull fade.

code: virtual bool IsUsingDistanceCullFade() const


description: Allows child implementations to do render-thread work when bEvaluateWorldPositionOffset changes


code: virtual void SetEvaluateWorldPositionOffsetInRayTracing ( bool NewValue )


description: Configures mesh batch vertex / index state. Returns the number of primitives used in the element.

code: uint32 SetMeshElementGeometrySource ( int32 LODIndex, int32 ElementIndex, bool bWireframe, bool bUseInversedIndices, bool bAllowPreCulledIndices, const [FVertexFactory](API\Runtime\RenderCore\FVertexFactory) * VertexFactory, [FMeshBatch](API\Runtime\Engine\FMeshBatch) & OutMeshElement ) const


description: Sets the screen size on a mesh element.

code: void SetMeshElementScreenSize ( int32 LODIndex, bool bDitheredLODTransition, [FMeshBatch](API\Runtime\Engine\FMeshBatch) & OutMeshBatch ) const


description: Returns whether this mesh should render back-faces instead of front-faces - either with reversed indices or reversed cull mode

code: bool ShouldRenderBackFaces() const


code: virtual bool StaticMeshHasPendingStreaming() const


description: Initialization constructor.

code: FStaticMeshSceneProxy ( [UStaticMeshComponent](API\Runtime\Engine\Components\UStaticMeshComponent) * Component, bool bForceLODsShareStaticLighting )


className: FStaticMeshSceneProxy

description: A static mesh component scene proxy.

code: class FStaticMeshSceneProxy : public [FPrimitiveSceneProxy](API\Runtime\Engine\FPrimitiveSceneProxy)

bCastShadow

type: uint32:  1

bPerSectionSelection

type: bool

description: Whether selection should be per section or per entire proxy.

bReverseCulling

description: This primitive has culling reversed

CardRepresentationData

type: constFCardRepr...

ClampedMinLOD

description: Minimum LOD index to use. Clamped to valid range [0, NumLODs - 1].

DistanceFieldData

type: constFDistance...

ForcedLodModel

description: The forcedLOD set in the static mesh editor, copied from the mesh component

HierarchicalLODIndex

description: Hierarchical LODIndexused for rendering

LODs

type: TArray<FLODInf...

MaterialIndexPreview

description: Indexof the material to preview.

MaterialRelevance

type: FMaterialReleva...

description: The view relevance for all the static mesh's materials.

MaterialStreamingRelativeBoxes

type: TArray< uint32 ...

description: Material bounds used for texture streaming.

OverlayMaterial

type: UMaterialInterf...

OverlayMaterialMaxDrawDistance

type: float

RenderData

type: FStaticMeshRend...

SectionIndexPreview

description: Indexof the section to preview.

StreamingDistanceMultiplier

description: The component streaming distance multiplier

StreamingTransformScale

description: The cached GetTextureStreamingTransformScale

WPODisableDistance

description: The distance at which to disable World Position Offset (0 = no max).


className: FStaticMeshSection

description: A set of static mesh triangles which are rendered with the same material.

code: struct FStaticMeshSection

bAffectDistanceFieldLighting

description: If true, this section will affect lighting methods that use Distance Fields.

bCastShadow

description: If true, this section will cast a shadow.

bEnableCollision

description: If true, collision is enabled for this section.

bForceOpaque

description: If true, this section will be considered opaque in ray tracing effects.

bVisibleInRayTracing

description: If true, this section will be visible in ray tracing effects.

FirstIndex

description: Range of vertices and indices used when rendering this section.

MaterialIndex

description: The index of the material with which to render this section.

UVDensities

description: The UV channel density in LocalSpaceUnit / UV Unit.

Weights

description: The weights to apply to the UV density, based on the area.


description: Constructor.

code: FStaticMeshSection()


code: virtual float GetWeights ( [TArray](API\Runtime\Core\Containers\TArray)< float > & OutWeights )


code: void Init ( [FStaticMeshLODResources](API\Runtime\Engine\FStaticMeshLODResources) * InOwner, int32 InSectionIdx )


description: Creates distribution for uniformly sampling a mesh section.

code: struct FStaticMeshSectionAreaWeightedTriangleSampler : public FWeightedRandomSampler

Owner

type: FStaticMeshLODR...


code: const FBufferRHIRef & GetBufferRHI() const


code: const FShaderResourceViewRHIRef & GetBufferSRV() const


description: The resource's friendly name. Typically aUObjectname.

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


code: void Init ( FStaticMeshSectionAreaWeightedTriangleSamplerArray * SamplerToUpload )


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

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


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

code: virtual void ReleaseRHI()


description: Represents GPU resource needed for area weighted uniform sampling of a mesh surface.

code: class FStaticMeshSectionAreaWeightedTriangleSamplerBuffer : public [FRenderResource](API\Runtime\RenderCore\FRenderResource)


className: Super

code: typedef [TArray](API\Runtime\Core\Containers\TArray)< [FStaticMeshSection](API\Runtime\Engine\FStaticMeshSection), TInlineAllocator< 1 >> Super


className: FStaticMeshSectionArray

code: class FStaticMeshSectionArray : public [TArray< FStaticMeshSection, TInlineAllocator< 1 > >](API\Runtime\Core\Containers\TArray)


description: Export static lighting mesh instance data to an exporter

code: virtual void ExportMeshInstance ( class FLightmassExporter * Exporter ) const


code: virtual const [FSplineMeshParams](API\Runtime\Engine\Components\FSplineMeshParams) * GetSplineParameters() const


description: Accesses a triangle.

code: virtual void GetTriangle ( int32 TriangleIndex, [FStaticLightingVertex](API\Runtime\Engine\FStaticLightingVertex) & OutV0, [FStaticLightingVertex](API\Runtime\Engine\FStaticLightingVertex) & OutV1, [FStaticLightingVertex](API\Runtime\Engine\FStaticLightingVertex) & OutV2 ) const


description: Accesses a triangle's vertex indices.

code: virtual void GetTriangleIndices ( int32 TriangleIndex, int32 & OutI0, int32 & OutI1, int32 & OutI2 ) const


description:
Checks if a line segment intersects the mesh.
The intersection of the light-ray with the mesh.

code: virtual [FLightRayIntersection](API\Runtime\Engine\FLightRayIntersection) IntersectLightRay ( const FVector & Start, const FVector & End, bool bFindNearestIntersection ) const


description: true if the mesh wants to control shadow casting per element rather than per mesh.

code: virtual bool IsControllingShadowPerElement() const


description: true if the specified triangle casts a shadow.

code: virtual bool IsTriangleCastingShadow ( uint32 TriangleIndex ) const


description:
Checks whether ShouldCastShadow will return true always.
true if ShouldCastShadow will return true always.

code: virtual bool IsUniformShadowCaster() const


description: Sets the local to world matrix for this mesh, will also update LocalToWorldInverseTranspose and determinant

code: void SetLocalToWorld ( const FMatrix & InLocalToWorld )


description:
Determines whether the mesh should cast a shadow from a specific light on a specific mapping. This doesn't determine if the mesh actually shadows the receiver, just whether it should be allowed to.
true if the mesh should shadow the receiver from the light.

code: virtual bool ShouldCastShadow ( [ULightComponent](API\Runtime\Engine\Components\ULightComponent) * Light, const [FStaticLightingMapping](API\Runtime\Engine\FStaticLightingMapping) * Receiver ) const


description: Initialization constructor.

code: FStaticMeshStaticLightingMesh ( const [UStaticMeshComponent](API\Runtime\Engine\Components\UStaticMeshComponent) * InPrimitive, int32 InLODIndex, const [TArray](API\Runtime\Core\Containers\TArray)< [ULightComponent](API\Runtime\Engine\Components\ULightComponent) * > & InRelevantLights )


className: FStaticMeshStaticLightingMesh

description: Represents the triangles of one LOD of a static mesh primitive to the static lighting system.

code: class FStaticMeshStaticLightingMesh : public [FStaticLightingMesh](API\Runtime\Engine\FStaticLightingMesh)

LODIndex

type: const int32

description: The LOD this mesh represents.

OtherLODs

type: TArray<FStatic...

description: The meshes representing other LODs of this primitive.


description: Called when the static lighting has been computed to apply it to the mapping's owner. This function is responsible for deleting ShadowMapData and QuantizedData.

code: virtual void Apply ( [FQuantizedLightmapData](API\Runtime\Engine\FQuantizedLightmapData) * QuantizedData, const [TMap](API\Runtime\Core\Containers\TMap)< [ULightComponent](API\Runtime\Engine\Components\ULightComponent) *, [FShadowMapData2D](API\Runtime\Engine\FShadowMapData2D) * > & ShadowMapData, [ULevel](API\Runtime\Engine\Engine\ULevel) * LightingScenario )


description: Export static lighting mapping instance data to an exporter

code: virtual void ExportMapping ( class FLightmassExporter * Exporter )


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


description: Whether or not this mapping should be processed or imported

code: virtual bool IsValidMapping() const


description: Initialization constructor.

code: FStaticMeshStaticLightingTextureMapping ( [UStaticMeshComponent](API\Runtime\Engine\Components\UStaticMeshComponent) * InPrimitive, int32 InLODIndex, [FStaticLightingMesh](API\Runtime\Engine\FStaticLightingMesh) * InMesh, int32 InSizeX, int32 InSizeY, int32 InTextureCoordinateIndex, bool bPerformFullQualityRebuild )


className: FStaticMeshStaticLightingTextureMapping

description: Represents a static mesh primitive with texture mapped static lighting.

code: class FStaticMeshStaticLightingTextureMapping : public [FStaticLightingTextureMapping](API\Runtime\Engine\FStaticLightingTextureMapping)

LODIndex

description: The LOD this mapping represents.

Primitive

type: TWeakObjectPtr<...

description: The primitive this mapping represents.


description: This is a temporary function to refactor and convert old code, do not copy this as is and try to build your data as SoA from the beginning.

code: void InitFromDynamicVertex ( [FLocalVertexFactory](API\Runtime\Engine\FLocalVertexFactory) * VertexFactory, [TArray](API\Runtime\Core\Containers\TArray)< [FDynamicMeshVertex](API\Runtime\Engine\FDynamicMeshVertex) > & Vertices, uint32 NumTexCoords, uint32 LightMapIndex )


code: void InitModelVF ( [FLocalVertexFactory](API\Runtime\Engine\FLocalVertexFactory) * VertexFactory )


code: void InitModelBuffers ( [TArray](API\Runtime\Core\Containers\TArray)< [FModelVertex](API\Runtime\Engine\FModelVertex) > & Vertices )


code: void InitWithDummyData ( [FLocalVertexFactory](API\Runtime\Engine\FLocalVertexFactory) * VertexFactory, uint32 NumVerticies, uint32 NumTexCoords, uint32 LightMapIndex )


code: void SetOwnerName ( const [FName](API\Runtime\Core\UObject\FName) & OwnerName )


description: Initializes all rendering resources.

code: void InitResources ( const [FStaticMeshLODResources](API\Runtime\Engine\FStaticMeshLODResources) & LodResources, uint32 LODIndex, const [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * Parent )


className: FStaticMeshVertexBuffers

code: struct FStaticMeshVertexBuffers

ColorVertexBuffer

type: FColorVertexBuf...

description: The buffer containing the vertex color data.

PositionVertexBuffer

type: FPositionVertex...

description: The buffer containing the position vertex data.

StaticMeshVertexBuffer

type: FStaticMeshVert...

description: The buffer containing vertex data.


description: Initializes a vertex factory for rendering this static mesh

code: void InitVertexFactory ( const [FStaticMeshLODResources](API\Runtime\Engine\FStaticMeshLODResources) & LodResources, [FLocalVertexFactory](API\Runtime\Engine\FLocalVertexFactory) & InOutVertexFactory, uint32 LODIndex, const [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * InParentMesh, bool bInOverrideColorVertexBuffer )


description: Releases all rendering resources.

code: void ReleaseResources()


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


className: FStaticMeshVertexFactories

code: struct FStaticMeshVertexFactories

SplineVertexFactory

type: FSplineMeshVert...

VertexFactory

type: FLocalVertexFac...

description: The vertex factory used when rendering this mesh.

VertexFactoryOverrideColorVertexBuffer

description: The vertex factory used when rendering this mesh with vertex colors. This is lazy init.


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


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


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


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


code: FStaticParameterBase ( const [FMaterialParameterInfo](API\Runtime\Engine\FMaterialParameterInfo) & InInfo, bool InOverride, [FGuid](API\Runtime\Core\Misc\FGuid) InGuid )


code: void AddParametersOfType ( EMaterialParameterType Type, const [TMap](API\Runtime\Core\Containers\TMap)< [FMaterialParameterInfo](API\Runtime\Engine\FMaterialParameterInfo), [FMaterialParameterMetadata](API\Runtime\Engine\FMaterialParameterMetadata) > & Values )


className: FStaticParameterBase

description: Base parameter properties

code: struct FStaticParameterBase

bOverride

type: bool

ExpressionGUID

type: FGuid

ParameterInfo

type: FMaterialParame...


code: bool Equivalent ( const [FStaticParameterSet](API\Runtime\Engine\FStaticParameterSet) & ReferenceSet ) const


code: bool GetMaterialLayers ( [FMaterialLayersFunctions](API\Runtime\Engine\Materials\FMaterialLayersFunctions) & OutMaterialLayers ) const


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


description:
Checks if this set contains any parameters
true if this set has no parameters

code: bool IsEmpty() const


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


code: [FStaticParameterSet](API\Runtime\Engine\FStaticParameterSet) & operator= ( const [FStaticParameterSetRuntimeData](API\Runtime\Engine\FStaticParameterSetRuntimeData) & InValue )


description:
Tests this set against another for equality
true if the sets are equal

code: bool operator== ( const [FStaticParameterSet](API\Runtime\Engine\FStaticParameterSet) & ReferenceSet ) const


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


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


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


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


code: void UpdateLegacyMaterialLayersData()


code: static void Validate ( const [FStaticParameterSetRuntimeData](API\Runtime\Engine\FStaticParameterSetRuntimeData) & Runtime, const [FStaticParameterSetEditorOnlyData](API\Runtime\Engine\FStaticParameterSetEditorOnlyDat-) & EditorOnly )


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


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


className: FStaticParameterSet

description: Contains all the information needed to identify a single permutation of static parameters.

code: struct FStaticParameterSet : public [FStaticParameterSetRuntimeData](API\Runtime\Engine\FStaticParameterSetRuntimeData)

EditorOnly

type: FStaticParamete...


className: FStaticParameterSetEditorOnlyData

MaterialLayers

type: FMaterialLayers...

description: Material layers for this set

StaticComponentMaskParameters

description: An array of static component mask parameters in this set

TerrainLayerWeightParameters

description: An array of terrain layer weight parameters in this set


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


code: [FStaticParameterSetRuntimeData](API\Runtime\Engine\FStaticParameterSetRuntimeData) & operator= ( const [FStaticParameterSet](API\Runtime\Engine\FStaticParameterSet) & Rhs )


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


code: FStaticParameterSetRuntimeData ( const [FStaticParameterSet](API\Runtime\Engine\FStaticParameterSet) & Rhs )


code: void DrawMesh ( const [FMeshBatch](API\Runtime\Engine\FMeshBatch) & Mesh, float ScreenSize )


className: FStaticParameterSetRuntimeData

code: struct FStaticParameterSetRuntimeData

bHasMaterialLayers

type: uint8:  1

MaterialLayers

description: Material layers for this set

StaticSwitchParameters

description: An array of static switch parameters in this set


description: Reserve memory for specified number of meshes in order to minimize number of allocations inside DrawMesh.

code: void ReserveMemoryForMeshes ( int32 MeshNum )


code: void SetHitProxy ( [HHitProxy](API\Runtime\Engine\HHitProxy) * HitProxy )


className: FStaticPrimitiveDrawInterface

description: An interface used to query a primitive for its static elements.

code: class FStaticPrimitiveDrawInterface


description: Return whether should use the editor settings for PIE.


description: Pulls the user settings from the editor cvars.

code: void PullEditorRenderingSettings &40; EViewStatusForScreenPercentage ViewStatus &41;


description: Deprecated* UsesPullEditorRenderingSettings(EViewStatusForScreenPercentage)instead

code: void PullEditorRenderingSettings &40; bool bIsRealTime, bool bIsPathTraced &41;


description: Deprecated* UsesPullRunTimeRenderingSettings(EViewStatusForScreenPercentage)instead


description: Pulls the user settings from the gameplay runtime cvars.

code: void PullRunTimeRenderingSettings &40; EViewStatusForScreenPercentage ViewStatus &41;


className: FUserSettings

description: User configurable settings.

code: struct FUserSettings

AutoPixelCountMultiplier

type: float

description: R.ScreenPercentage.Auto.* Mode = EMode::BasedOnDisplayResolution.

bAllowDisplayBasedScreenPercentageMode

description: Stereo HMDs cannot use percentage modes based on 2D monitor

GlobalResolutionFraction

description: R.ScreenPercentage when Mode = EMode::Manual.

MinRenderingResolution

description: R.ScreenPercentage.{Min,Max}Resolution

Mode

type: EScreenPercenta...


description: Fetches rendering information from the ViewFamily.

code: void PullViewFamilyRenderingSettings ( const [FSceneViewFamily](API\Runtime\Engine\FSceneViewFamily) & ViewFamily )


code: float ResolveResolutionFraction() const


code: FStaticResolutionFractionHeuristic()


description: Deprecated* Uses PullRunTimeRenderingSettings(EViewStatusForScreenPercentage) instead

code: FStaticResolutionFractionHeuristic ( const [FEngineShowFlags](API\Runtime\Engine\FEngineShowFlags) & EngineShowFlags )


className: FStaticResolutionFractionHeuristic

description: Heuristic to automatically compute a default resolution fraction based user settings and display information.

DPIScale

description: [Required] DPI scale

SecondaryViewFraction

description: [Required] secondary resolution fraction.

Settings

type: FUserSettings

TotalDisplayedPixelCount

description: [Required] total number of pixel being display into viewport.


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


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


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


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


code: FStaticSwitchParameter ( const [FMaterialParameterInfo](API\Runtime\Engine\FMaterialParameterInfo) & InInfo, bool InValue, bool InOverride, [FGuid](API\Runtime\Core\Misc\FGuid) InGuid )


className: FStaticSwitchParameter

description: Holds the information for a static switch parameter

code: struct FStaticSwitchParameter : public [FStaticParameterBase](API\Runtime\Engine\FStaticParameterBase)


code: bool operator== ( const [FStaticTerrainLayerWeightParameter](API\Runtime\Engine\FStaticTerrainLayerWeightParamet-) & Reference ) const


code: FStaticTerrainLayerWeightParameter ( const [FName](API\Runtime\Core\UObject\FName) & InName, int32 InWeightmapIndex, bool InWeightBasedBlend )


code: FStaticTerrainLayerWeightParameter()


className: FStaticTerrainLayerWeightParameter

description: Stores information that maps a terrain layer to a particular weightmap index Despite the name, these are not actually material parameters. These bindings are automatically generated by landscape when materials are initialized Still stored inFStaticParameterSet, since it influences generation of shaders on the MI

LayerName

type: FName


description: Render function to display the stat

code: int32 DrawStat ( [FViewport](API\Runtime\Engine\FViewport) * InViewport, [FCanvas](API\Runtime\Engine\FCanvas) * InCanvas, int32 InX, int32 InY )


className: NumberOfSamples

code: static const int32 NumberOfSamples = 200;


className: FStatUnitData

description: Data needed to display perframe stat tracking when STAT UNIT is enabled

code: struct FStatUnitData

FrameTimes

type: TArray< float >

GPUFrameTimes

type: TArray< float >...

LastTime

type: double

description: Time that has transpired since the last draw call

RawRenderThreadTime

description: Raw equivalents of the above variables

RenderThreadTime

description: Unit frame times filtered with a simple running average

ResolutionFractions

type: DynamicRenderSc...


className: FStepDownResult

description: Struct updated by StepUp() to return result of final step down, if applicable.

code: struct FStepDownResult

bComputedFloor

type: uint32:  1

FloorResult

type: FFindFloorResul...


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


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


className: CounterBase

code: static constexpr int CounterBase = __COUNTER__;


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


code: ENGINE_API 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)< [FStereoLayerPS](API\Runtime\Engine\FStereoLayerPS) >::Type InternalBaseType


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


className: InternalLinkType

code: template<int Counter> struct InternalLinkType


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


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


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


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


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


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


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


description: InternalLinkType<COUNTER-CounterBase >


className: FStereoLayerPS

description: A pixel shader for rendering a transformed textured element.

code: class FStereoLayerPS : public [FStereoLayerPS_Base](API\Runtime\Engine\FStereoLayerPS_Base)


code: template<> struct InternalLinkType< __COUNTER__-CounterBase >


description: Deprecated* SetParameters withFRHIBatchedShaderParametersshould be used.

code: void SetParameters ( [FRHICommandList](API\Runtime\RHI\FRHICommandList) & RHICmdList, [FRHISamplerState](API\Runtime\RHI\FRHISamplerState) * SamplerStateRHI, [FRHITexture](API\Runtime\RHI\FRHITexture) * TextureRHI, bool bIsOpaque )


code: void SetParameters ( [FRHIBatchedShaderParameters](API\Runtime\RHI\FRHIBatchedShaderParameters) & BatchedParameters, [FRHISamplerState](API\Runtime\RHI\FRHISamplerState) * SamplerStateRHI, [FRHITexture](API\Runtime\RHI\FRHITexture) * TextureRHI, bool bIsOpaque )


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


code: FStereoLayerPS_Base ( const [ShaderMetaType::CompiledShaderInitializerType](API\Runtime\RenderCore\FGlobalShaderType\CompiledShaderInitializerType) & Initializer, const TCHAR * TextureParamName )


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

InIsOpaque

type: FShaderParamete...

InTexture

type: FShaderResource...


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()


code: static constexpr int CounterBase = __COUNTER__;


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


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


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


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


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


code: template<int Counter> struct InternalLinkType


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


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


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


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


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


description: A pixel shader for rendering a transformed external texture element.

code: class FStereoLayerPS_External : public [FStereoLayerPS_Base](API\Runtime\Engine\FStereoLayerPS_Base)


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


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


description: InternalLinkType<COUNTER-CounterBase >


description: Initialize(FTypeLayoutDesc& TypeDesc)

code: template<> struct InternalLinkType< COUNTER-CounterBase >


code: void SetParameters ( [FRHIBatchedShaderParameters](API\Runtime\RHI\FRHIBatchedShaderParameters) & BatchedParameters, FVector2D QuadSize, FBox2D UVRect, const FMatrix & ViewProjection, const FMatrix & World )


code: void SetParameters ( [FRHICommandList](API\Runtime\RHI\FRHICommandList) & RHICmdList, FVector2D QuadSize, FBox2D UVRect, const FMatrix & ViewProjection, const FMatrix & World )


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


className: FStereoLayerVS

description: A vertex shader for rendering a transformed textured element.

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


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


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


className: FStrataCompilationConfig

code: struct FStrataCompilationConfig

bFullSimplify

type: bool


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


className: FStrataMaterialInput

code: struct FStrataMaterialInput : public [FMaterialInput< uint32 >](API\Runtime\Engine\FMaterialInput)


description: ICPPStructOps interface

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


className: FModeRecord

description: Describes a single available visualization mode.

code: struct FModeRecord

bDefaultComposited

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

ModeDesc

type: FText

ModeString

type: FString

ViewMode

type: FStrataViewMode


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

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


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


code: FStrataViewMode GetViewMode ( const [FName](API\Runtime\Core\UObject\FName) & InModeName ) const


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


description: Initialize the system.

code: void Initialize()


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

code: static const TCHAR * GetVisualizeConsoleCommandName()


description: Check if system was initialized.

code: bool IsInitialized() const


className: TModeMap

description: Mapping ofFNameto a visualization mode record.

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


className: FStrataVisualizationData

code: class FStrataVisualizationData


description: Adds aULevelto the streaming manager.

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


description: Adds a streaming manager to the array of managers to route function calls to.

code: void AddStreamingManager ( [IStreamingManager](API\Runtime\Engine\IStreamingManager) * StreamingManager )


code: virtual void AddOrRemoveTextureStreamingManagerIfNeeded ( bool bIsInit )


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

code: virtual int32 BlockTillAllRequestsFinished ( float TimeLimit, bool bLogResults )


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

code: virtual void CancelForcedResources()


description: Disables resource streaming. Enable with EnableResourceStreaming. Disable/enable can be called multiple times nested

code: void DisableResourceStreaming()


description: Enables resource streaming, previously disabled with enableResourceStreaming. Disable/enable can be called multiple times nested (this will only actually enable when all disables are matched with enables)

code: void EnableResourceStreaming()


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

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


description: Gets a reference to the Animation Streaming Manager interface

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


description: Gets a reference to the Nanite Coarse Mesh Streaming Manager


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

code: virtual int32 GetNumWantingResources() const


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

code: virtual int32 GetNumWantingResourcesID() const


description: Get the streaming manager for textures and meshes

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


description: Gets a reference to the Texture Streaming Manager interface

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


description: Gets a reference to the Virtual Texture Streaming Manager

code: FVirtualTextureChunkStreamingManager & GetVirtualTextureStreamingManager() const


description: Checks whether texture/mesh streaming is enabled

code: bool IsRenderAssetStreamingEnabled ( EStreamableRenderAssetType FilteredAssetType ) const


description: Checks whether texture streaming is enabled.

code: bool IsTextureStreamingEnabled() const


description: Gets a reference to the Audio Streaming Manager interface

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


description: Checks whether any kind of streaming is active

code: bool IsStreamingEnabled() const


description: Called when a spawned actor is destroyed.

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


description: Notifies managers of "level" change.

code: virtual void NotifyLevelChange()


description: Notifies manager that level primitives were shifted.

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


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

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


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

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


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

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


description: Propagates a change to the active lighting scenario.


description: Removes aULevelfrom the streaming manager.

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


description: Removes a streaming manager from the array of managers to route function calls to.

code: void RemoveStreamingManager ( [IStreamingManager](API\Runtime\Engine\IStreamingManager) * StreamingManager )


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

code: virtual void SetDisregardWorldResourcesForFrames ( int32 NumFrames )


description: Sets the number of iterations to use for the next time UpdateResourceStreaming is being called. This is being reset to 1 afterwards.

code: void SetNumIterationsForNextFrame ( int32 NumIterations )


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

code: virtual int32 StreamAllResources ( float TimeLimit )


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

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


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

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


description: Default constructor, initializing all member variables.

code: FStreamingManagerCollection()


className: FStreamingManagerCollection

description: Streaming manager collection, routing function calls to streaming managers that have been added via AddStreamingManager.

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

AnimationStreamingManager

type: IAnimationStrea...

description: The animation streaming manager, should always exist

AudioStreamingManager

type: IAudioStreaming...

description: The audio streaming manager, should always exist

AudioStreamingManagerCriticalSection

type: FCriticalSectio...

description: Locks out any audio streaming manager call when we are re-initializing the audio streaming manager.

DisableResourceStreamingCount

description: Count of how many nested DisableResourceStreaming's were called - will enable when this is 0

LoadMapTimeLimit

description: Maximum number of seconds to block inStreamAllResources(), by default (.ini setting).

NaniteCoarseMeshStreamingManager

description: The nanite coarse mesh streaming manager, should always exist

NumIterations

description: Number of iterations to perform. Gets reset to 1 each frame.

RenderAssetStreamingManager

type: FRenderAssetStr...

description: The currently added texture streaming manager. Can be NULL

StreamingManagers

type: TArray<IStream...

description: Array of streaming managers to route function calls to

VirtualTextureStreamingManager

type: FVirtualTexture...

description: The virtual texture streaming manager, should always exist


code: FStreamingViewInfo ( const FVector & InViewOrigin, float InScreenSize, float InFOVScreenSize, float InBoostFactor, bool bInOverrideLocation, float InDuration, [TWeakObjectPtr](API\Runtime\Core\UObject\TWeakObjectPtr)< [AActor](API\Runtime\Engine\GameFramework\AActor) > InActorToBoost )


className: FStreamingViewInfo

description: Helper structure containing all relevant information for streaming.

code: struct FStreamingViewInfo

ActorToBoost

type: TWeakObjectPtr<...

description: Optional pointer to an actor who's textures should have their streaming priority boosted

BoostFactor

type: float

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

bOverrideLocation

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

Duration

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

FOVScreenSize

description: Screen size, taking FOV into account

ScreenSize

description: Screen size, not taking FOV into account

ViewOrigin

type: FVector

description: View origin


description: Kicks off any pending requests

code: void BeginPendingRequests ( const [TArray](API\Runtime\Core\Containers\TArray)< uint32 > & IndicesToLoad, const [TArray](API\Runtime\Core\Containers\TArray)< uint32 > & IndicesToFree )


description:
Blocks till all pending requests are fulfilled.
Return true if there are no requests left in flight, false if the time limit was reached before they were finished.

code: bool BlockTillAllRequestsFinished ( float TimeLimit )


description:
Finishes any Derived Data Cache requests that may be in progress
Whether any of the requests failed.

code: bool FinishDDCRequests()


description: Frees streaming wave data resources, blocks pending async IO requests.

code: void FreeResources()


description:
Checks whether the requested chunk indices differ from those loaded
Whether any changes to loaded chunks are required

code: bool HasPendingRequests ( [TArray](API\Runtime\Core\Containers\TArray)< uint32 > & IndicesToLoad, [TArray](API\Runtime\Core\Containers\TArray)< uint32 > & IndicesToFree ) const


description: Sets up the streaming wave data and loads the first chunk of audio for instant play

code: bool Initialize ( const FSoundWaveProxyPtr & SoundWave, [FLegacyAudioStreamingManager](API\Runtime\Engine\FLegacyAudioStreamingManager) * InStreamingManager )


description: Tells the SoundWave which chunks are currently required so that it can start loading any needed

code: void UpdateChunkRequests ( [FWaveRequest](API\Runtime\Engine\FWaveRequest) & InWaveRequest )


description:
Updates the streaming status of the sound wave and performs finalization when appropriate. The function returns true while there are pending requests in flight and updating needs to continue.
true if there are requests in flight, false otherwise

code: bool UpdateStreamingStatus()


description: Don't allow copy construction as it could free shared memory.

code: FStreamingWaveData &40; const FStreamingWaveData & that &41;


className: FStreamingWaveData

description: Contains everything that will be needed by a SoundWave that's streaming in data

code: struct FStreamingWaveData

AudioStreamingManager

type: FLegacyAudioStr...

description: Ptr to owning audio streaming manager.

CurrentRequest

type: FWaveRequest

description: Indices of chunks we want to have loaded

LoadedChunkIndices

type: TArray< uint32 ...

description: Indices of chunks that are currently loaded

LoadedChunks

type: TArray<FLoaded...

description: Contains pointers to Chunks of audio data that have been streamed in

PendingAsyncStreamDerivedChunkTasks

type: TIndirectArray<...

description: Pending async derived data streaming tasks

PendingChunkChangeRequestStatus

type: FThreadSafeCoun...

description: Thread-safe counter indicating the audio streaming state.

SoundWave

type: FSoundWaveProxy...

description: SoundWave this streaming data is for


className: EStrippedData

description: Engine strip flags

code: enum EStrippedData { None = 0, Editor = 1, Server = 2, All = 0xff, }


description: Checks if user defined flags are set or not.

code: bool IsClassDataStripped ( uint8 InFlags ) const


description:
Checks if FStripDataFlags::Server flag is set or not
true if FStripDataFlags::Server is set, false otherwise.

code: bool IsDataStrippedForServer() const


description:
Checks if FStripDataFlags::Editor flag is set or not
true if FStripDataFlags::Editor is set, false otherwise.

code: bool IsEditorDataStripped() const


description: Constructor. Serializes strip data flags. Global (engine) flags are automatically generated from target platform when saving. Class flags need to be defined by the user.

code: FStripDataFlags ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar, uint8 InClassFlags, const [FPackageFileVersion](API\Runtime\Core\UObject\FPackageFileVersion) & InVersion )


description: Deprecated* Use the other overload that takes InVersion as aFPackageFileVersion. See the  documentation for further details

code: FStripDataFlags ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar, uint8 InClassFlags, int32 InVersion )


code: FStripDataFlags ( [FStructuredArchive::FSlot](API\Runtime\Core\Serialization\FStructuredArchive\FSlot) Slot, uint8 InClassFlags, const [FPackageFileVersion](API\Runtime\Core\UObject\FPackageFileVersion) & InVersion )


code: FStripDataFlags ( [FStructuredArchive::FSlot](API\Runtime\Core\Serialization\FStructuredArchive\FSlot) Slot, uint8 InClassFlags, int32 InVersion )


description: Constructor. Serializes strip data flags. Global (engine) flags are user defined and will not be automatically generated when saving. Class flags also need to be defined by the user.

code: FStripDataFlags ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar, uint8 InGlobalFlags, uint8 InClassFlags, const [FPackageFileVersion](API\Runtime\Core\UObject\FPackageFileVersion) & InVersion )


code: FStripDataFlags ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar, uint8 InGlobalFlags, uint8 InClassFlags, int32 InVersion )


code: FStripDataFlags ( [FStructuredArchive::FSlot](API\Runtime\Core\Serialization\FStructuredArchive\FSlot) Slot, uint8 InGlobalFlags, uint8 InClassFlags, const [FPackageFileVersion](API\Runtime\Core\UObject\FPackageFileVersion) & InVersion )


code: FStripDataFlags ( [FStructuredArchive::FSlot](API\Runtime\Core\Serialization\FStructuredArchive\FSlot) Slot, uint8 InGlobalFlags, uint8 InClassFlags, int32 InVersion )


className: FStripDataFlags

description: Helper class for serializing flags describing which data have been stripped (if any).

code: class FStripDataFlags


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


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


description: Add a single attribute to the defaults

code: static void AddDefaultEventAttribute ( const [FAnalyticsEventAttribute](API\Runtime\Analytics\FAnalyticsEventAttribute) & Attribute )


description: Add a list of attributes to the defaults

code: static void AddDefaultEventAttributes ( [TArray](API\Runtime\Core\Containers\TArray)< [FAnalyticsEventAttribute](API\Runtime\Analytics\FAnalyticsEventAttribute) > && Attributes )


className: Analytics

code: static [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IAnalyticsProviderET](API\Runtime\AnalyticsET\IAnalyticsProviderET) > Analytics;


className: bInitialized

code: static bool bInitialized = false;


description: Applies the default attributes


className: DefaultAttributes

code: static [TArray](API\Runtime\Core\Containers\TArray)< [FAnalyticsEventAttribute](API\Runtime\Analytics\FAnalyticsEventAttribute) > DefaultAttributes;


className: FStructCookedMetaDataStore

description: Cooked meta-data for aUStruct, including its nestedFPropertydata.

code: struct FStructCookedMetaDataStore


description: An event for reporting load time that blocks the editor.

code: static void FireEvent_Loading ( const [FString](API\Runtime\Core\Containers\FString) & LoadingName, double SecondsSpentLoading, const [TArray](API\Runtime\Core\Containers\TArray)< [FAnalyticsEventAttribute](API\Runtime\Analytics\FAnalyticsEventAttribute) > & Attributes )


code: static double GetAnalyticSeconds()


description: Helper function to determine if the provider is valid.

code: static bool IsAvailable()


description: Return the provider instance. Not valid outside of Initialize/Shutdown calls. Note: must checkIsAvailable()first else this code will assert if the provider is not valid.

code: static [IAnalyticsProviderET](API\Runtime\AnalyticsET\IAnalyticsProviderET) & GetProvider()


description: General report event function.

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


description: General report event function.

code: static void RecordEvent ( const [FString](API\Runtime\Core\Containers\FString) & EventName, const [TArray](API\Runtime\Core\Containers\TArray)< [FAnalyticsEventAttribute](API\Runtime\Analytics\FAnalyticsEventAttribute) > & Attributes )


code: static void SetProvider ( [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IAnalyticsProviderET](API\Runtime\AnalyticsET\IAnalyticsProviderET) > InAnalytics )


className: TimeEstimation

code: static std::atomic< double > TimeEstimation { 0 };


code: static void Tick ( float DeltaSeconds )


className: FStudioAnalytics

description: The public interface for the game studio to gather information about internal development metrics.

code: class FStudioAnalytics : private [FNoncopyable](API\Runtime\Core\Templates\FNoncopyable)


className: FSubLevelActorDetails

description: SubLevel Actor breakdown information

code: struct FSubLevelActorDetails

NativeClassName

type: FName


className: FSubLevelStatus

description: SubLevel status information

code: struct FSubLevelStatus

ActorMapToCount

type: TMap<FName,FS...

bInConsiderList

type: bool

LevelLabel

type: FString

StreamingStatus

type: EStreamingStatu...


description: Draws a subtitle at the specified pixel location.

code: void DisplaySubtitle ( [FCanvas](API\Runtime\Engine\FCanvas) * Canvas, [FActiveSubtitle](API\Runtime\Engine\FActiveSubtitle) * Subtitle, FIntRect & Parms, const [FLinearColor](API\Runtime\Core\Math\FLinearColor) & Color )


description: Display the currently queued subtitles and cleanup after they have finished rendering.

code: void DisplaySubtitles ( [FCanvas](API\Runtime\Engine\FCanvas) * InCanvas, FIntRect & SubtitleRegion, float InAudioTimeSeconds )


description:
Find the highest priority subtitle from the list of currently active ones.
Found subtitle identifier.

code: PTRINT FindHighestPrioritySubtitle ( float CurrentTime )


description:
Get the height of currently rendered subtitles.
Subtitle height (in pixels), or 0 if none are rendering.

code: float GetCurrentSubtitlesHeight()


description:
Get the subtitle manager singleton instance.
Subtitle manager.

code: static [FSubtitleManager](API\Runtime\Engine\FSubtitleManager) * GetSubtitleManager()


description:
Whether there are any active subtitles.
true if there are any active subtitles, false otherwise.

code: bool HasSubtitles()


description: Kill all the subtitles.

code: void KillAllSubtitles()


description: Kill specified subtitles.

code: void KillSubtitles ( PTRINT SubtitleID )


description: HACK: Returns the delegate for setting subtitle text


description: Add an array of subtitles to the active list

code: void QueueSubtitles ( PTRINT SubtitleID, float Priority, bool bManualWordWrap, bool bSingleLine, float SoundDuration, const [TArray](API\Runtime\Core\Containers\TArray)< [FSubtitleCue](API\Runtime\Engine\Engine\FSubtitleCue) > & Subtitles, float InStartTime, float InCurrentTime )


code: static void QueueSubtitles ( const [FQueueSubtitleParams](API\Runtime\Engine\FQueueSubtitleParams) & QueueSubtitlesParams )


description: HACK: Accept a movie subtitle and display it to all currently registered displays. This will not work with the old Canvas drawing system.

code: void SetMovieSubtitle ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * SubtitleOwner, const [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & Subtitles )


description: Note: This assumes the width of the subtitle region does not change while the subtitle is active.

code: void SplitLinesToSafeZone ( [FCanvas](API\Runtime\Engine\FCanvas) * Canvas, FIntRect & SubtitleRegion )


description: Trim the SubtitleRegion to the safe 80% of the canvas.

code: void TrimRegionToSafeZone ( [FCanvas](API\Runtime\Engine\FCanvas) * Canvas, FIntRect & InOutSubtitleRegion )


className: FSubtitleManager

description: Subtitle manager. Handles prioritization and rendering of subtitles.

code: class FSubtitleManager


description: Helper function for changing system resolution via the r.setres console command This function will set r.setres, which will trigger a resolution change later on when the console variable sinks are called

code: static void RequestResolutionChange ( int32 InResX, int32 InResY, [EWindowMode::Type](API\Runtime\ApplicationCore\GenericPlatform\EWindowMode__Type) InWindowMode )


className: FSystemResolution

code: struct FSystemResolution


description: Applies setting overrides based on command line options.

code: void ApplyOverrides()


description: Mask where 1 bits mean we want to force the engine show flag to be off

code: const [FEngineShowFlags](API\Runtime\Engine\FEngineShowFlags) & GetForce0Mask() const


description: Mask where 1 bits mean we want to force the engine show flag to be on

code: const [FEngineShowFlags](API\Runtime\Engine\FEngineShowFlags) & GetForce1Mask() const


description: Initializes system settings and included texture LOD settings.

code: void Initialize ( bool bSetupForEditor )


description: Constructor, initializing all member variables.

code: FSystemSettings()


className: FSystemSettings

description: Class that actually holds the current system settings

code: class FSystemSettings : public [FSystemSettingsData](API\Runtime\Engine\FSystemSettingsData), public [FExec](API\Runtime\Core\Misc\FExec), private [FNoncopyable](API\Runtime\Core\Templates\FNoncopyable)


description: Initializes and instance with the values from the given IniSection in the engine ini

code: void LoadFromIni ( const TCHAR * IniSection, const [FString](API\Runtime\Core\Containers\FString) & IniFilename, bool bAllowMissingValues, bool * FoundValues )


description: Ctor

code: FSystemSettingsData()


className: FSystemSettingsData

description: Uses the insane derivation for backwards compatibility purposes only. Would be cleaner to use composition.

code: struct FSystemSettingsData


description: Returns the blend factor between the last two LOD samples

code: float GetTemporalLODTransition ( float LastRenderTime ) const


code: void UpdateTemporalLODTransition ( const [FSceneView](API\Runtime\Engine\FSceneView) & View, float LastRenderTime )


className: FTemporalLODState

description: Struct to hold the temporal LOD state within a view state

code: struct FTemporalLODState

TemporalLODLag

description: If non-zero, then we are doing temporal LOD smoothing, this is the time interval.

TemporalLODTime

description: The last two time samples collected for stateless temporal LOD transitions

TemporalLODViewOrigin

description: The last two camera origin samples collected for stateless temporal LOD transitions


code: FTemporaryPlayInEditorIDOverride ( int32 NewOverrideID )


code: ~FTemporaryPlayInEditorIDOverride()


className: FTemporaryPlayInEditorIDOverride

description: Used to temporarily override GPlayInEditorID, correctly updating the debug string and other state as necessary.

code: struct FTemporaryPlayInEditorIDOverride


code: FTextSizingParameters ( const [UFont](API\Runtime\Engine\Engine\UFont) * inFont, float ScaleX, float ScaleY )


code: FTextSizingParameters ( float inDrawX, float inDrawY, float inDrawXL, float inDrawYL, const [UFont](API\Runtime\Engine\Engine\UFont) * inFont )


className: FTextSizingParameters

description: General purpose data structure for grouping all parameters needed when sizing or wrapping a string

code: struct FTextSizingParameters

DrawFont

type: TObjectPtr< con...

description: The font to use for sizing/wrapping the string

DrawX

description: A pixel value representing the horizontal screen location to begin rendering the string

DrawXL

description: A pixel value representing the width of the area available for rendering the string

DrawY

description: A pixel value representing the vertical screen location to begin rendering the string

DrawYL

description: A pixel value representing the height of the area available for rendering the string

Scaling

description: A value between 0.0 and 1.0, which represents how much the width/height should be scaled, where 1.0 represents 100% scaling.

SpacingAdjust

description: Horizontal spacing adjustment between characters and vertical spacing adjustment between wrapped lines


description: Returns the width of the texture in pixels.

code: virtual uint32 GetSizeX() const


description: Returns the height of the texture in pixels.

code: virtual uint32 GetSizeY() const


description: Returns the Texture2DRHI, which can be used for locking/unlocking the mips.

code: FTexture2DRHIRef GetTexture2DRHI()


description: Called when the resource is initialized. This is only called by the rendering thread.

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


description: Called when the resource is released. This is only called by the rendering thread.

code: virtual void ReleaseRHI()


description: Initialization constructor.

code: FTexture2DDynamicResource ( class [UTexture2DDynamic](API\Runtime\Engine\Engine\UTexture2DDynamic) * InOwner )


code: void WriteRawToTexture_RenderThread ( TArrayView64< const uint8 > RawData )


description: A dynamic 2D texture resource.

code: class FTexture2DDynamicResource : public [FTextureResource](API\Runtime\Engine\FTextureResource)


description: Whether this mip-map is stored in the derived data cache.

code: bool IsPagedToDerivedData() const


code: [FTexture2DMipMap](API\Runtime\Engine\FTexture2DMipMap) & operator= ( [FTexture2DMipMap](API\Runtime\Engine\FTexture2DMipMap) && )


code: [FTexture2DMipMap](API\Runtime\Engine\FTexture2DMipMap) & operator= ( const [FTexture2DMipMap](API\Runtime\Engine\FTexture2DMipMap) & )


description: Serialization.

code: void Serialize ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar, [UObject](API\Runtime\CoreUObject\UObject\UObject) * Owner, int32 MipIndex, bool bSerializeMipData )


description: Deprecated* Setting DerivedData is sufficient to control this state.

code: void SetPagedToDerivedData ( bool InValue )


description: Place mip-map data in the derived data cache associated with the provided key.

code: int64 StoreInDerivedDataCache ( FStringView Key, FStringView Name, bool bReplaceExisting )


code: FTexture2DMipMap ( [FTexture2DMipMap](API\Runtime\Engine\FTexture2DMipMap) && )


code: FTexture2DMipMap ( const [FTexture2DMipMap](API\Runtime\Engine\FTexture2DMipMap) & )


code: FTexture2DMipMap ( uint32 InSizeX, uint32 InSizeY, uint32 InSizeZ )


description: A 2D texture mip-map.

code: struct FTexture2DMipMap

BulkData

type: FByteBulkData

description: Stores the data for the mip when it is loaded.

DerivedData

description: Reference to the data for the mip if it can be streamed.

FileRegionType

type: EFileRegionType

description: The file region type appropriate for the pixel format of this mip-map.

SizeX

description: Width of the mip-map.

SizeY

description: Height of the mip-map.

SizeZ

description: Depth of the mip-map.


description: Adds textures compiled asynchronously so they are monitored.

code: void AddTextures ( [TArrayView](API\Runtime\Core\Containers\TArrayView)< [UTexture](API\Runtime\Engine\Engine\UTexture) *const > InTextures )


description: Blocks until completion of all async texture compilation.

code: virtual void FinishAllCompilation()


description: Blocks until completion of the requested textures.

code: void FinishCompilation ( [TArrayView](API\Runtime\Core\Containers\TArrayView)< [UTexture](API\Runtime\Engine\Engine\UTexture) *const > InTextures )


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


description: Returns the priority at which the given texture should be scheduled.

code: EQueuedWorkPriority GetBasePriority ( [UTexture](API\Runtime\Engine\Engine\UTexture) * InTexture ) const


description: Returns the number of outstanding texture compilations.

code: int32 GetNumRemainingTextures() const


description: Returns the threadpool where texture compilation should be scheduled.

code: [FQueuedThreadPool](API\Runtime\Core\Misc\FQueuedThreadPool) * GetThreadPool() const


description: Returns if asynchronous compilation is allowed for this texture.

code: bool IsAsyncCompilationAllowed ( [UTexture](API\Runtime\Engine\Engine\UTexture) * InTexture ) const


description: Returns true if the feature is currently activated.


description: Return true if the texture is currently compiled

code: bool IsCompilingTexture ( [UTexture](API\Runtime\Engine\Engine\UTexture) * InTexture ) const


description: Request that the texture be processed at the specified priority.

code: bool RequestPriorityChange ( [UTexture](API\Runtime\Engine\Engine\UTexture) * InTexture, EQueuedWorkPriority Priority )


description: Cancel any pending work and blocks until it is safe to shut down.

code: virtual void Shutdown()


className: FTextureCompilingManager

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

code: class FTextureCompilingManager : private [IAssetCompilingManager](API\Runtime\Engine\IAssetCompilingManager)


className: FTextureEditorCustomEncode

description: Separate type so that the engine can check for custom encoding set in the texture editor module without needing to depend on it.

code: class FTextureEditorCustomEncode

bUseCustomEncode

description: If we want to override Oodle specific encoding settings, we set this to true.

OodleEncodeEffort

description: Enum ETextureEncodeEffort

OodleUniversalTiling

description: Enum ETextureUniversalTiling


description: Get the name of the asset type this compiler handles


description:
Finds a free area in the texture large enough to contain a surface with the given size. If a large enough area is found, it is marked as in use, the output parameters OutBaseX and OutBaseY are set to the coordinates of the upper left corner of the free area and the function return true. Otherwise, the function returns false and OutBaseX and OutBaseY remain uninitialized.
True if succeeded, false otherwise.

code: bool AddElement ( uint32 & OutBaseX, uint32 & OutBaseY, uint32 ElementSizeX, uint32 ElementSizeY )


description: Returns the minimum texture height which will contain the allocated surfaces.

code: uint32 GetSizeY() const


description:
Removes a previously allocated element from the layout and collapses the tree as much as possible, In order to create the largest free block possible and return the tree to its state before the element was added.
True if the element specified by the input parameters existed in the layout.

code: bool RemoveElement ( uint32 ElementBaseX, uint32 ElementBaseY, uint32 ElementSizeX, uint32 ElementSizeY )


description: Returns the minimum texture width which will contain the allocated surfaces.

code: uint32 GetSizeX() const


description: Minimal initialization constructor.

code: FTextureLayout ( uint32 InMinSizeX, uint32 InMinSizeY, uint32 MaxSizeX, uint32 MaxSizeY, bool bInPowerOfTwoSize, ETextureLayoutAspectRatio InAspect, bool bInAlignByFour )


className: FTextureLayout

description: An incremental texture space allocator. For best results, add the elements ordered descending in size.

code: class FTextureLayout


code: bool AddElement ( uint32 & OutBaseX, uint32 & OutBaseY, uint32 & OutBaseZ, uint32 ElementSizeX, uint32 ElementSizeY, uint32 ElementSizeZ )


code: bool RemoveElement ( uint32 ElementBaseX, uint32 ElementBaseY, uint32 ElementBaseZ, uint32 ElementSizeX, uint32 ElementSizeY, uint32 ElementSizeZ )


description: Minimal initialization constructor.

code: FTextureLayout3d ( uint32 InMinSizeX, uint32 InMinSizeY, uint32 InMinSizeZ, uint32 MaxSizeX, uint32 MaxSizeY, uint32 MaxSizeZ, bool bInPowerOfTwoSize, bool bInAlignByFour, bool bInAllowShrink )


code: class FTextureLayout3d


code: void Replace ( [UTexture](API\Runtime\Engine\Engine\UTexture) * NewTexture )


className: FTextureReferenceReplacer

description: Replaces the RHI reference of one texture with another. Allows one texture to be replaced with another at runtime and have all existing references to it remain valid.

code: struct FTextureReferenceReplacer

OriginalRef

type: FTextureReferen...


code: FTextureReferenceReplacer ( [UTexture](API\Runtime\Engine\Engine\UTexture) * OriginalTexture )


description:
Render target resource should be sampled in linear color space
display gamma expected for rendering to this render target

code: virtual float GetDisplayGamma() const


description:
Returns the width of the texture in pixels.
width of target

code: virtual uint32 GetSizeX() const


description:
Returns the height of the texture in pixels.
height of target

code: virtual uint32 GetSizeY() const


description:
Properties.
dimensions of target surface

code: virtual FIntPoint GetSizeXY() const


description: 2DArray texture RT resource interface


description: UnorderedAccessView for rendering


description: Initializes the RHI render target resources used by this resource. Called when the resource is initialized, or when reseting all RHI resources. This is only called by the rendering thread.

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


description:
Copy the texels of a single depth slice of the 2d array into an array.
true if the read succeeded.

code: bool ReadPixels ( [TArray](API\Runtime\Core\Containers\TArray)< [FColor](API\Runtime\Core\Math\FColor) > & OutImageData, int32 InDepthSlice, FIntRect InRect )


description:
Copy the texels of a single depth slice of the cube into an array.
true if the read succeeded.

code: bool ReadPixels ( [TArray](API\Runtime\Core\Containers\TArray)< [FFloat16Color](API\Runtime\Core\Math\FFloat16Color) > & OutImageData, int32 InDepthSlice, FIntRect InRect )


description: Updates (resolves) the render target texture. Optionally clears each face of the render target to green. This is only called by the rendering thread.

code: virtual void UpdateDeferredResource ( [FRHICommandListImmediate](API\Runtime\RHI\FRHICommandListImmediate) & RHICmdList, bool bClearRenderTarget )


description: Release the RHI render target resources used by this resource. Called when the resource is released, or when reseting all RHI resources. This is only called by the rendering thread.

code: virtual void ReleaseRHI()


description: Constructor

code: FTextureRenderTarget2DArrayResource ( const class [UTextureRenderTarget2DArray](API\Runtime\Engine\Engine\UTextureRenderTarget2DArray) * InOwner )


description: Clamp size of the render target resource to max values

code: virtual void ClampSize ( int32 SizeX, int32 SizeY )


description: FTextureRenderTarget2DArrayResourcetype for 2DArray render target textures.

code: class FTextureRenderTarget2DArrayResource : public [FTextureRenderTargetResource](API\Runtime\Engine\FTextureRenderTargetResource)


code: ETextureCreateFlags GetCreateFlags()


description: 2D texture RT resource interface


code: void Resize ( int32 NewSizeX, int32 NewSizeY )


description: Constructor

code: FTextureRenderTarget2DResource ( const class [UTextureRenderTarget2D](API\Runtime\Engine\Engine\UTextureRenderTarget2D) * InOwner )


description: Updates (resolves) the render target texture. Optionally clears the contents of the render target to green. This is only called by the rendering thread.


description: FTextureResourcetype for 2D render target textures.

code: class FTextureRenderTarget2DResource : public [FTextureRenderTargetResource](API\Runtime\Engine\FTextureRenderTargetResource)


description: Cube texture RT resource interface


description:
Copy the texels of a single face of the cube into an array.
Copy the texels of a single face of a cube texture into an array.
True if the read succeeded.

code: bool ReadPixels ( [TArray](API\Runtime\Core\Containers\TArray)< [FColor](API\Runtime\Core\Math\FColor) > & OutImageData, [FReadSurfaceDataFlags](API\Runtime\RHI\FReadSurfaceDataFlags) InFlags, FIntRect InRect )


code: bool ReadPixels ( [TArray](API\Runtime\Core\Containers\TArray)< [FFloat16Color](API\Runtime\Core\Math\FFloat16Color) > & OutImageData, [FReadSurfaceDataFlags](API\Runtime\RHI\FReadSurfaceDataFlags) InFlags, FIntRect InRect )


description: Constructor

code: FTextureRenderTargetCubeResource ( const class [UTextureRenderTargetCube](API\Runtime\Engine\Engine\UTextureRenderTargetCube) * InOwner )


className: FTextureRenderTargetCubeResource

description: FTextureResourcetype for cube render target textures.

code: class FTextureRenderTargetCubeResource : public [FTextureRenderTargetResource](API\Runtime\Engine\FTextureRenderTargetResource)


code: virtual float GetDisplayGamma() const


description: Returns the GPU nodes on which to render this rendertarget.

code: virtual [FRHIGPUMask](API\Runtime\RHI\FRHIGPUMask) GetGPUMask ( [FRHICommandListImmediate](API\Runtime\RHI\FRHICommandListImmediate) & RHICmdList ) const


description: Properties.

code: FIntPoint GetSizeXY() const


description: Returns the width of the texture in pixels.

code: uint32 GetSizeX() const


description: Returns the height of the texture in pixels.

code: uint32 GetSizeY() const


description: Changes the GPUMask used when updating the texture with multi-GPU.

code: void SetActiveGPUMask ( [FRHIGPUMask](API\Runtime\RHI\FRHIGPUMask) InGPUMask )


description: Return true if a render target of the given format is allowed for creation

code: static bool IsSupportedFormat ( EPixelFormat Format )


code: void SetGPUMask ( [FRHIGPUMask](API\Runtime\RHI\FRHIGPUMask) InGPUMask )


description: Constructor, initializing ClearLink.

code: FTextureRenderTargetResource()


description:
Returns the width of the texture in pixels.
width of target

code: virtual uint32 GetSizeX() const


className: FTextureRenderTargetResource

description: FTextureResourcetype for render target textures.

code: class FTextureRenderTargetResource : public [FTextureResource](API\Runtime\Engine\FTextureResource), public [FRenderTarget](API\Runtime\Engine\FRenderTarget), public [FDeferredUpdateResource](API\Runtime\Engine\FDeferredUpdateResource)


description:
Properties.
dimensions of target surface

code: virtual FIntPoint GetSizeXY() const


description:
Returns the height of the texture in pixels.
height of target

code: virtual uint32 GetSizeY() const


description: Volume texture RT resource interface


description: UnorderedAccessView for rendering


description: Initializes the RHI render target resources used by this resource. Called when the resource is initialized, or when reseting all RHI resources. This is only called by the rendering thread.

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


description:
Copy the texels of a single depth slice of the cube into an array.
true if the read succeeded.

code: bool ReadPixels ( [TArray](API\Runtime\Core\Containers\TArray)< [FFloat16Color](API\Runtime\Core\Math\FFloat16Color) > & OutImageData, int32 InDepthSlice, FIntRect InRect )


description: Release the RHI render target resources used by this resource. Called when the resource is released, or when reseting all RHI resources. This is only called by the rendering thread.

code: virtual void ReleaseRHI()


description: Updates (resolves) the render target texture. Optionally clears each face of the render target to green. This is only called by the rendering thread.

code: virtual void UpdateDeferredResource ( [FRHICommandListImmediate](API\Runtime\RHI\FRHICommandListImmediate) & RHICmdList, bool bClearRenderTarget )


description: Constructor

code: FTextureRenderTargetVolumeResource ( const class [UTextureRenderTargetVolume](API\Runtime\Engine\Engine\UTextureRenderTargetVolume) * InOwner )


className: FTextureRenderTargetVolumeResource

description: FTextureRenderTargetVolumeResourcetype for Volume render target textures.

code: class FTextureRenderTargetVolumeResource : public [FTextureRenderTargetResource](API\Runtime\Engine\FTextureRenderTargetResource)


description: Current mip count. We use "current" to specify that it is not computed from SizeX() which is the size when fully streamed in.

code: int32 GetCurrentMipCount() const


description:
Copy the texels of a single depth slice of the volume into an array.
true if the read succeeded.

code: bool ReadPixels ( [TArray](API\Runtime\Core\Containers\TArray)< [FColor](API\Runtime\Core\Math\FColor) > & OutImageData, int32 InDepthSlice, FIntRect InRect )


code: virtual const [FStreamableTextureResource](API\Runtime\Engine\Rendering\FStreamableTextureResource) * GetStreamableTextureResource() const


code: virtual FTexture2DArrayResource * GetTexture2DArrayResource()


code: virtual const FTexture2DArrayResource * GetTexture2DArrayResource() const


code: [FRHITexture](API\Runtime\RHI\FRHITexture) * GetTexture2DArrayRHI() const


description: Dynamic cast methods.

code: virtual [FTexture2DResource](API\Runtime\Engine\Rendering\FTexture2DResource) * GetTexture2DResource()


description: Dynamic cast methods (const).

code: virtual const [FTexture2DResource](API\Runtime\Engine\Rendering\FTexture2DResource) * GetTexture2DResource() const


code: [FRHITexture](API\Runtime\RHI\FRHITexture) * GetTexture2DRHI() const


code: virtual FTexture3DResource * GetTexture3DResource()


code: virtual const FTexture3DResource * GetTexture3DResource() const


code: [FRHITexture](API\Runtime\RHI\FRHITexture) * GetTexture3DRHI() const


code: virtual [FVirtualTexture2DResource](API\Runtime\Engine\FVirtualTexture2DResource) * GetVirtualTexture2DResource()


code: virtual const [FVirtualTexture2DResource](API\Runtime\Engine\FVirtualTexture2DResource) * GetVirtualTexture2DResource() const


description: Returns true if the resource is proxying another one.

code: virtual bool IsProxy() const


code: void SetTextureReference ( [FRHITextureReference](API\Runtime\RHI\FRHITextureReference) * TextureReference )


className: FTextureResource

description: The rendering resource which represents a texture.

code: class FTextureResource : public [FTexture](API\Runtime\RenderCore\FTexture)

TextureReferenceRHI

description: AFRHITextureReferenceto update whenever theFTexture::TextureRHIchanges.


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


description:
Used to determine whether the object should be ticked in the editor. Defaults to false since that is the previous behavior.
true if this tickable object can be ticked in the editor

code: virtual bool IsTickableInEditor() const


description:
Used to determine if an object should be ticked when the game is paused. Defaults to false, as that mimics old behavior.
true if it should be ticked when paused, false otherwise

code: virtual bool IsTickableWhenPaused() const


code: static void TickObjects ( [UWorld](API\Runtime\Engine\Engine\UWorld) * World, int32 TickType, bool bIsPaused, float DeltaSeconds )


description: Registers this instance with the static array of tickable objects.

code: FTickableGameObject()


description: Removes this instance from the static array of tickable objects.

code: virtual ~FTickableGameObject()


code: static void AddTickableObject ( [TArray](API\Runtime\Core\Containers\TArray)< [FTickableObjectEntry](API\Runtime\Engine\FTickableObjectBase\FTickableObjectEntry) > & TickableObjects, [FTickableObjectBase](API\Runtime\Engine\FTickableObjectBase) * TickableObject )


className: FTickableGameObject

description: This class provides common registration for gamethread tickable objects. It is an abstract base class requiring you to implement theTick()andGetStatId()methods. Can optionally also be ticked in the Editor, allowing for an object that both ticks during edit time and at runtime.

code: class FTickableGameObject : public [FTickableObjectBase](API\Runtime\Engine\FTickableObjectBase)


code: bool operator&61;&61; &40; FTickableObjectBase &42; OtherObject &41; const


className: FTickableObjectEntry

code: struct FTickableObjectEntry

TickableObject

type: FTickableObject...

TickType

type: ETickableTickTy...


description: Return the stat id to use for this tickable


description:
Virtual that can be overloaded by the inheriting class. It is used to determine whether an object will ever be able to tick, and if not, it will not get added to the tickable objects array. If the tickable tick type is Conditional then the virtual IsTickable will be called to determine whether to tick the object on each given frame
true if object will ever want to be ticked, false otherwise.

code: virtual ETickableTickType GetTickableTickType() const


description:
Virtual that can be overloaded by the inheriting class. It is used to determine whether an object is allowed to tick. This is different than IsTickable for keeping existing tickable objects working while providing an extra-safety for classes that decide to implement it (e.g. tickable world subsystems that have been deinitialized are not allowed to tick, regardless of what IsTickable says)
true if object is allowed to be ticked, false otherwise.

code: virtual bool IsAllowedToTick() const


code: static void RemoveTickableObject ( [TArray](API\Runtime\Core\Containers\TArray)< [FTickableObjectEntry](API\Runtime\Engine\FTickableObjectBase\FTickableObjectEntry) > & TickableObjects, [FTickableObjectBase](API\Runtime\Engine\FTickableObjectBase) * TickableObject, const bool bIsTickingObjects )


description:
Virtual that can be overloaded by the inheriting class. It is used to determine whether an object is ready to be ticked. This is required for example for allUObjectderived classes as they might be loaded async and therefore won't be ready immediately.
true if object is ready to be ticked, false otherwise.

code: virtual bool IsTickable() const


description: Pure virtual that must be overloaded by the inheriting class. It will be called from within LevelTick.cpp after ticking all actors or from the rendering thread (depending on bIsRenderingThreadObject)

code: void Tick ( float DeltaTime )


className: FTickableObjectBase

description: Base class for tickable objects

code: class FTickableObjectBase


description: Compare helper for Sort

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


className: FTickStats

description: Helper structure encapsulating all information gathered.

code: struct FTickStats

bForSummary

description: BForSummary is used for the logging code to know if this should be used for a summary or not

Count

description: Number of captures this frame.

GCIndex

description: Indexof GC run when the validity of theUObjectPointer was last checked.

ObjectClassFName

description: Result of GetDetailedInfo() on the above.

ObjectPathName

description: Object associated with instances. We keep the name because the object might be gone.

TotalTime

type: float

description: Total accumulative time captured.


description: Allocate a new ticking structure for aULevel


description: Dumps all registered tick functions to output device.

code: void DumpAllTickFunctions ( [FOutputDevice](API\Runtime\Core\Misc\FOutputDevice) & Ar, [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld, bool bEnabled, bool bDisabled, bool bGrouped )


description: Finish a frame of ticks

code: void EndFrame()


description: Free a ticking structure for aULevel

code: void FreeTickTaskLevel ( FTickTaskLevel * TickTaskLevel )


description:
Singleton to retrieve the global tick task manager
Reference to the global tick task manager

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


description: Returns a map of enabled ticks, grouped by 'diagnostic context' string, along with count of enabled ticks

code: void GetEnabledTickFunctionCounts ( [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld, [TSortedMap](API\Runtime\Core\Containers\TSortedMap)< [FName](API\Runtime\Core\UObject\FName), int32, FDefaultAllocator, [FNameFastLess](API\Runtime\Core\UObject\FNameFastLess) > & TickContextToCountMap, int32 & EnabledCount, bool bDetailed, bool bFilterCoolingDown )


description: Run all of the ticks for a pause frame synchronously on the game thread. The capability of pause ticks are very limited. There are no dependencies or ordering or tick groups.

code: void RunPauseFrame ( [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld, float DeltaSeconds, ELevelTick TickType, const [TArray](API\Runtime\Core\Containers\TArray)< [ULevel](API\Runtime\Engine\Engine\ULevel) * > & LevelsToTick )


description: Run a tick group, ticking all actors and components

code: void RunTickGroup ( ETickingGroup Group, bool bBlockTillComplete )


description: Queue all of the ticks for a frame

code: void StartFrame ( [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld, float DeltaSeconds, ELevelTick TickType, const [TArray](API\Runtime\Core\Containers\TArray)< [ULevel](API\Runtime\Engine\Engine\ULevel) * > & LevelsToTick )


code: virtual ~FTickTaskManagerInterface()


className: FTickTaskManagerInterface

description: Interface for the tick task manager

code: class FTickTaskManagerInterface


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


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


description: Movable only.

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


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


className: FTimerData

code: struct FTimerData

bLoop

type: uint8:  1

description: If true, this timer will loop indefinitely. Otherwise, it will be destroyed when it expires.

bRequiresDelegate

description: If true, this timer was created with a delegate to call (which means if the delegate becomes invalid, we should invalidate the timer too).

ExpireTime

type: double

description: Time (on theFTimerManager's clock) that this timer should expire and fire its delegate.

Handle

type: FTimerHandle

description: Handle representing this timer

LevelCollection

type: ELevelCollectio...

description: The level collection that was active when this timer was created.

Rate

description: Time between set and fire, or repeat frequency if looping.

Status

type: ETimerStatus

description: Timer Status

TimerDelegate

type: FTimerUnifiedDe...

description: Holds the delegate to call.

TimerIndicesByObjectKey

type: const void *...

description: This is the key to the TimerIndicesByObject map - this is kept so that we can look up even if the referenced object is expired


description: Clears all timers that are bound to functions on the given object.

code: void ClearAllTimersForObject ( void const * Object )


description: Clears a previously set timer, identical to callingSetTimer()with a <= 0.f rate. Invalidates the timer handle as it should no longer be used.

code: void ClearTimer ( [FTimerHandle](API\Runtime\Engine\Engine\FTimerHandle) & InHandle )


description: Will find a timer in the active, paused, or pending list.

code: [FTimerData](API\Runtime\Engine\FTimerData) const * FindTimer ( [FTimerHandle](API\Runtime\Engine\Engine\FTimerHandle) const & InHandle ) const


code: [FTimerData](API\Runtime\Engine\FTimerData) * FindTimer ( [FTimerHandle](API\Runtime\Engine\Engine\FTimerHandle) const & InHandle )


description: Generates a handle for a timer at a given index

code: [FTimerHandle](API\Runtime\Engine\Engine\FTimerHandle) GenerateHandle ( int32 Index )


description:
Gets the current elapsed time for the specified timer.
The current time elapsed or -1.f if the timer does not exist.

code: float GetTimerElapsed ( [FTimerHandle](API\Runtime\Engine\Engine\FTimerHandle) InHandle ) const


description:
Gets the current rate (time between activations) for the specified timer.
The current rate or -1.f if timer does not exist.

code: float GetTimerRate ( [FTimerHandle](API\Runtime\Engine\Engine\FTimerHandle) InHandle ) const


description:
Gets the time remaining before the specified timer is called
The current time remaining, or -1.f if timer does not exist

code: float GetTimerRemaining ( [FTimerHandle](API\Runtime\Engine\Engine\FTimerHandle) InHandle ) const


code: bool HasBeenTickedThisFrame() const


description:
Returns true if the specified timer exists and is not paused
true if the timer exists and is active, false otherwise.

code: bool IsTimerActive ( [FTimerHandle](API\Runtime\Engine\Engine\FTimerHandle) InHandle ) const


description:
Returns true if the specified timer exists and is paused
true if the timer exists and is paused, false otherwise.

code: bool IsTimerPaused ( [FTimerHandle](API\Runtime\Engine\Engine\FTimerHandle) InHandle ) const


description:
Finds a handle to a dynamic timer bound to a particular pointer and function name.
A handle to the found timer - !IsValid() if no such timer was found.

code: [FTimerHandle](API\Runtime\Engine\Engine\FTimerHandle) K2_FindDynamicTimerHandle ( [FTimerDynamicDelegate](API\Runtime\Engine\Engine\FTimerDynamicDelegate) InDynamicDelegate ) const


description:
Returns true if the specified timer exists and is pending
true if the timer exists and is pending, false otherwise.

code: bool IsTimerPending ( [FTimerHandle](API\Runtime\Engine\Engine\FTimerHandle) InHandle ) const


className: LastAssignedSerialNumber

description: Track the last assigned handle globally

code: static uint64 LastAssignedSerialNumber = 0;


description: Debug command to output info on all timers currently set to the log.

code: void ListTimers() const


description: Called from crash handler to provide more debug information.

code: virtual void OnCrash()


description: Pauses a previously set timer.

code: void PauseTimer ( [FTimerHandle](API\Runtime\Engine\Engine\FTimerHandle) InHandle )


code: void SetTimer ( [FTimerHandle](API\Runtime\Engine\Engine\FTimerHandle) & InOutHandle, float InRate, bool InbLoop, float InFirstDelay )


description: Version that takes any generic delegate.

code: void SetTimer ( [FTimerHandle](API\Runtime\Engine\Engine\FTimerHandle) & InOutHandle, FTimerDelegate const & InDelegate, float InRate, bool InbLoop, float InFirstDelay )


description: Version that takes aTFunction

code: void SetTimer ( [FTimerHandle](API\Runtime\Engine\Engine\FTimerHandle) & InOutHandle, [TFunction](API\Runtime\Core\GenericPlatform\TFunction)< void(void)> && Callback, float InRate, bool InbLoop, float InFirstDelay )


description: Version that takes a dynamic delegate (e.g. for UFunctions).

code: void SetTimer ( [FTimerHandle](API\Runtime\Engine\Engine\FTimerHandle) & InOutHandle, [FTimerDynamicDelegate](API\Runtime\Engine\Engine\FTimerDynamicDelegate) const & InDynDelegate, float InRate, bool InbLoop, float InFirstDelay )


description: Sets a timer to call the given native function at a set interval. If a timer is already set for this handle, it will replace the current timer.

code: template<class UserClass> void SetTimer ( [FTimerHandle](API\Runtime\Engine\Engine\FTimerHandle) & InOutHandle, UserClass * InObj, typename FTimerDelegate::TMethodPtr< UserClass > InTimerMethod, float InRate, bool InbLoop, float InFirstDelay )


code: template<class UserClass> void SetTimer ( [FTimerHandle](API\Runtime\Engine\Engine\FTimerHandle) & InOutHandle, UserClass * InObj, typename FTimerDelegate::TConstMethodPtr< UserClass > InTimerMethod, float InRate, bool InbLoop, float InFirstDelay )


code: [FTimerHandle](API\Runtime\Engine\Engine\FTimerHandle) SetTimerForNextTick ( FTimerDelegate const & InDelegate )


code: [FTimerHandle](API\Runtime\Engine\Engine\FTimerHandle) SetTimerForNextTick ( [FTimerDynamicDelegate](API\Runtime\Engine\Engine\FTimerDynamicDelegate) const & InDynDelegate )


description: Version that takes aTFunction

code: [FTimerHandle](API\Runtime\Engine\Engine\FTimerHandle) SetTimerForNextTick ( [TFunction](API\Runtime\Core\GenericPlatform\TFunction)< void(void)> && Callback )


description: Sets a timer to call the given native function on the next tick.

code: template<class UserClass> [FTimerHandle](API\Runtime\Engine\Engine\FTimerHandle) SetTimerForNextTick ( UserClass * inObj, typename FTimerDelegate::TMethodPtr< UserClass > inTimerMethod )


code: template<class UserClass> [FTimerHandle](API\Runtime\Engine\Engine\FTimerHandle) SetTimerForNextTick ( UserClass * inObj, typename FTimerDelegate::TConstMethodPtr< UserClass > inTimerMethod )


description:
Returns true if the specified timer exists
true if the timer exists, false otherwise.

code: bool TimerExists ( [FTimerHandle](API\Runtime\Engine\Engine\FTimerHandle) InHandle ) const


description: Unpauses a previously set timer

code: void UnPauseTimer ( [FTimerHandle](API\Runtime\Engine\Engine\FTimerHandle) InHandle )


description: Timer API

code: FTimerManager ( [UGameInstance](API\Runtime\Engine\Engine\UGameInstance) * GameInstance )


className: FTimerManager

description: Class to globally manage timers.

code: class FTimerManager : public [FNoncopyable](API\Runtime\Core\Templates\FNoncopyable)


code: const void * GetBoundObject() const


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


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


code: FTimerUnifiedDelegate ( FTimerDelegate const & D )


code: FTimerUnifiedDelegate ( [FTimerDynamicDelegate](API\Runtime\Engine\Engine\FTimerDynamicDelegate) const & D )


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


description: Movable only.

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


description: Utility to output info about delegate as a string.


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


className: FTimerUnifiedDelegate

description: Simple interface to wrap a timer delegate that can be either native or dynamic.

code: struct FTimerUnifiedDelegate

FuncCallback

type: TFunction< void...

description: Holds theTFunctioncallback to call.

FuncDelegate

type: FTimerDelegate

description: Holds the delegate to call.

FuncDynDelegate

type: FTimerDynamicDe...

description: Holds the dynamic delegate to call.


description: Set Trace Datum for each shape type

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


className: FTraceDatum

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

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

Delegate

type: FTraceDelegate

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

End

type: FVector

OutHits

type: TArray< struct ...

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

Rot

type: FQuat

Start

description: Input of the trace/sweep request.

TraceType

type: EAsyncTraceType

description: Whether to do test, single or multi test


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


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


code: FTraceHandle ( uint32 InFrameNumber, uint32 InIndex )


className: FTraceHandle

description: Trace Data Structs that are used for Async Trace Trace Handle - unique ID struct that is returned once trace is requested for tracking purpose

code: struct FTraceHandle

type: union FTraceHan...

description: Handle is created by FrameNumber +Indexof the request