className: UCharacterMovementComponent

code: class UCharacterMovementComponent : public [UPawnMovementComponent](API\Runtime\Engine\GameFramework\UPawnMovementComponent), public [IRVOAvoidanceInterface](API\Runtime\Engine\AI\IRVOAvoidanceInterface), public [INetworkPredictionInterface](API\Runtime\Engine\Interfaces\INetworkPredictionInterface)

Acceleration

type: FVector

description: Current acceleration vector (with magnitude).

AirControl

type: float

description: When falling, amount of lateral movement control available to the character.

AirControlBoostMultiplier

description: When falling, multiplier applied to AirControl when lateral velocity is less than AirControlBoostVelocityThreshold.

AirControlBoostVelocityThreshold

description: When falling, if lateral velocity magnitude is less than this value, AirControl is multiplied by AirControlBoostMultiplier.

AnalogInputModifier

description: Modifier to applied to values such as acceleration and max speed due to analog input.

AnimRootMotionVelocity

description: Velocity extracted from RootMotionParams when there is anim root motion active.

AsyncRootMotion

type: FRootMotionAsyn...

AsyncSimState

type: TSharedPtr<FCh...

description: This is the most recent async state from simulated. Only safe for access on physics thread.

AvoidanceGroup

type: FNavAvoidanceMa...

description: Moving actor's group mask

AvoidanceLockTimer

description: Remaining time of avoidance velocity lock

AvoidanceUID

description: No default value, for now it's assumed to be valid if GetAvoidanceManager() returns non-NULL.

AvoidanceWeight

description: De facto default value 0.5 (due to that being the default in the avoidance registration function), indicates RVO behavior.

type: uint8:  1

bAlwaysCheckFloor

type: uint8: 1

description: Whether we always force floor checks for stationary Characters while walking.

bApplyGravityWhileJumping

description: Apply gravity while the character is actively jumping (e.g. holding the jump key).

bCanTrustClientOnLanding

description: Whether we're stepping off a moving platform (and should trust the client somewhat when landing).

bCanWalkOffLedges

description: If true, Character can walk off a ledge.

bCanWalkOffLedgesWhenCrouching

description: If true, Character can walk off a ledge when crouching.

bCheatFlying

description: Instantly stop when in flying mode and no acceleration is being applied.

bCrouchMaintainsBaseLocation

description: If true, crouching should keep the base of the capsule in place by lowering the center of the shrunken capsule.

bDeferUpdateBasedMovement

description: Flag set in pre-physics update to indicate that based movement should be updated post-physics

bDeferUpdateMoveComponent

description: True to update CharacterOwner and UpdatedComponent after movement ends

bEnablePhysicsInteraction

description: If enabled, the player will interact with physics objects when walking into them.

bEnableScopedMovementUpdates

description: If true, high-level movement updates will be wrapped in a movement scope that accumulates updates and defers a bulk of the work until the end.

description: Optional scoped movement update to combine moves for cheaper performance on the server when the client sends two moves in one packet.

bFastAttachedMove

description: Set this to true if riding on a moving base that you know is clear from non-moving world obstructions.

bForceMaxAccel

description: Ignores size of acceleration component, and forces max acceleration to drive character at full velocity.

bForceNextFloorCheck

description: Force the Character in MOVE_Walking to do a check for a valid floor even if it hasn't moved.

bHasRequestedVelocity

description: Was velocity requested by path following?

bIgnoreBaseRotation

description: Whether the character ignores changes in rotation of the base it is standing on.

description: If true, we should ignore server location difference checks for client error on this movement component.

bImpartBaseAngularVelocity

description: If true, impart the base component's tangential components of angular velocity when jumping or falling off it.

bImpartBaseVelocityX

description: If true, impart the base actor's X velocity when falling off it (which includes jumping)

bImpartBaseVelocityY

description: If true, impart the base actor's Y velocity when falling off it (which includes jumping)

bImpartBaseVelocityZ

description: If true, impart the base actor's Z velocity when falling off it (which includes jumping)

bIsNavWalkingOnServer

description: Set on clients when server's movement mode is NavWalking

bJustTeleported

description: Used by movement code to determine if a change in position is based on normal movement or a teleport.

bLastClientIsFalling

description: Remember if the client was previously falling so we can tell when they've just landed.

bLastServerIsFalling

description: Remember if the server was previously falling so we can tell when they've just landed.

bLastServerIsWalking

description: Whether we were just walking on something, used to help with transitions off moving objects.

bMaintainHorizontalGroundVelocity

description: If true, walking movement always maintains horizontal velocity when moving up ramps, which causes movement up ramps to be faster parallel to the ramp surface.

bMovementInProgress

description: True during movement update.

description: Flag used on the server to determine whether to always replicate ReplicatedServerLastTransformUpdateTimeStamp to clients.

bNetworkGravityDirectionChanged

description: True when the networked gravity direction has been replicated.

bNetworkLargeClientCorrection

description: Flag indicating the client correction was larger than NetworkLargeClientCorrectionThreshold.

bNetworkMovementModeChanged

description: True when the networked movement mode has been replicated.

bNetworkSkipProxyPredictionOnNetUpdate

description: Whether we skip prediction on frames where a proxy receives a network update.

bNetworkSmoothingComplete

description: Signals that smoothed position/rotation has reached target, and no more smoothing is necessary until a future update.

bNetworkUpdateReceived

description: True when a network replication update is received for simulated proxies.

bNotifyApex

description: If true, eventNotifyJumpApex()to CharacterOwner's controller when at apex of jump.

bOrientRotationToMovement

description: If true, rotate the Character toward the direction of acceleration, using RotationRate as the rate of rotation change.

bPerformingJumpOff

description: Used to prevent reentry ofJumpOff()

bProjectNavMeshOnBothWorldChannels

description: Use both WorldStatic and WorldDynamic channels for NavWalking geometry conforming

bProjectNavMeshWalking

description: Whether to raycast to underlying geometry to better conform navmesh-walking characters

bPushForceScaledToMass

description: If enabled, the PushForceFactor is applied per kg mass of the affected object.

bPushForceUsingZOffset

description: If enabled, the PushForce location is moved using PushForcePointZOffsetFactor.

BrakingDecelerationFalling

description: Lateral deceleration when falling and not applying acceleration.

BrakingDecelerationFlying

description: Deceleration when flying and not applying acceleration.

BrakingDecelerationSwimming

description: Deceleration when swimming and not applying acceleration.

BrakingDecelerationWalking

description: Deceleration when walking and not applying acceleration.

BrakingFriction

description: Friction (drag) coefficient applied when braking (whenever Acceleration = 0, or if character is exceeding max speed); actual value used is this multiplied by BrakingFrictionFactor.

BrakingFrictionFactor

description: Factor used to multiply actual value of friction used when braking.

BrakingSubStepTime

description: Time substepping when applying braking friction.

bRequestedMoveUseAcceleration

description: Should use acceleration for path following? If true, acceleration is applied when path following to reach the target velocity.

bRequestedMoveWithMaxSpeed

description: Was acceleration requested to be always max speed?

bRunPhysicsWithNoController

description: If true, movement will be performed even if there is no Controller for the Character owner.

bScalePushForceToVelocity

description: If enabled, the applied push force will try to get the physics object to the same velocity than the player, not faster.

description: If true, and server does not detect client position error, server will copy the client movement location/velocity/etc after simulating the move.

bShrinkProxyCapsule

description: If true, the capsule needs to be shrunk on this simulated proxy, to avoid replication rounding putting us in geometry.

bSweepWhileNavWalking

description: Whether or not the character should sweep for collision geometry while walking.

bTeleportedSinceLastUpdate

description: True if the UpdatedComponent was moved outside of this CharacterMovementComponent since the last move  its starting location for this update doesn't match its ending position for the previous update.

bTouchForceScaledToMass

description: If enabled, the TouchForceFactor is applied per kg mass of the affected object.

Buoyancy

description: Water buoyancy. A ratio (1.0 = neutral buoyancy, 0.0 = no buoyancy)

bUseControllerDesiredRotation

description: If true, smoothly rotate the Character toward the Controller's desired rotation (typically Controller->ControlRotation), using RotationRate as the rate of rotation change.

bUseFlatBaseForFloorChecks

description: Performs floor checks as if the character is using a shape with a flat base.

bUseRVOAvoidance

description: If set, component will use RVO avoidance. This only runs on the server.

bUseRVOPostProcess

description: If set, PostProcessAvoidanceVelocity will be called

bUseSeparateBrakingFriction

description: If true, BrakingFriction will be used to slow the character to a stop (when there is no Acceleration).

bWantsToCrouch

description: If true, try to crouch (or keep crouching) on next update.

bWantsToLeaveNavWalking

description: Used to safely leave NavWalking movement mode

bWasAvoidanceUpdated

description: Was avoidance updated in this frame?

bWasSimulatingRootMotion

description: True when SimulatedProxies are simulating RootMotion

CachedNavLocation

type: FNavLocation

description: Last known location projected on navmesh, used by NavWalking mode

CachedProjectedNavMeshHitResult

type: FHitResult

description: Last valid projected hit result from raycast to geometry from navmesh

CharacterOwner

type: TObjectPtr<ACh...

description: Character movement component belongs to

ClientPredictionData

type: FNetworkPredict...

CrouchedHalfHeight

description: Collision half-height when crouching (component scale is applied separately)

CurrentFloor

description: Information about the floor the Character is standing on (updated only during walking movement).

CurrentRootMotion

type: FRootMotionSour...

description: Root Motion Group containing active root motion sources being applied to movement

CustomMovementMode

description: Current custom sub-mode if MovementMode is set to Custom.

DecayingFormerBaseVelocity

description: Left over velocity when leaving a moving base. Helps with airborne root motion.

DefaultLandMovementMode

type: TEnumAsByte< en...

description: Default movement mode when not in water. Used at player startup or when teleported.

DefaultWaterMovementMode

description: Default movement mode when in water. Used at player startup or when teleported.

DeferredUpdatedMoveComponent

type: TObjectPtr<USc...

description: What to update CharacterOwner and UpdatedComponent after movement ends

FallingLateralFriction

description: Friction to apply to lateral air movement when falling.

FormerBaseVelocityDecayHalfLife

description: When applying a root motion override while falling off a moving object, this controls how long it takes to lose half the former base's velocity (in seconds).

GravityScale

description: Custom gravity scale. Gravity is multiplied by this amount for the character.

GroundFriction

description: Setting that affects movement control.

GroupsToAvoid

description: Will avoid other agents if they are in one of specified groups

GroupsToIgnore

description: Will NOT avoid other agents if they are in one of specified groups, higher priority than GroupsToAvoid

InitialPushForceFactor

description: Initial impulse force to apply when the player bounces into a blocking physics object.

JumpOffJumpZFactor

description: Fraction of JumpZVelocity to use when automatically "jumping off" of a base actor that's not allowed to be a base for a character.

JumpOutOfWaterPitch

description: When exiting water, jump if control pitch angle is this high or above.

JumpZVelocity

description: Initial velocity (instantaneous vertical acceleration) when jumping.

LastServerMovementBaseBoneName

description: Remember last server movement base bone so we can detect mounts/dismounts and respond accordingly.

LastStuckWarningTime

description: Used for throttling "stuck in geometry" logging.

LastTimeStampResetServerTime

description: Clock time on the server of the last timestamp reset.

LastUpdateLocation

description: Location after last PerformMovement or SimulateMovement update.

LastUpdateRequestedVelocity

description: Velocity requested by path following during last Update Updated when we consume the value

LastUpdateRotation

description: Rotation after last PerformMovement or SimulateMovement update.

LastUpdateVelocity

description: Velocity after last PerformMovement or SimulateMovement update.

LedgeCheckThreshold

description: Used in determining if pawn is going off ledge.

description: Similar setting as NetworkSimulatedSmoothLocationTime but only used on Listen servers.

description: Similar setting as NetworkSimulatedSmoothRotationTime but only used on Listen servers.

Mass

description: Mass of pawn (for when momentum is imparted to it).

MaxAcceleration

description: Max Acceleration (rate of change of velocity)

MaxCustomMovementSpeed

description: The maximum speed when using Custom movement mode.

MaxDepenetrationWithGeometry

description: Max distance we allow simulated proxies to depenetrate when moving out of anything but Pawns.

MaxDepenetrationWithPawn

description: Max distance we are allowed to depenetrate when moving out of other Pawns.

MaxDepenetrationWithPawnAsProxy

description: Max distance we allow simulated proxies to depenetrate when moving out of other Pawns.

MaxFlySpeed

description: The maximum flying speed.

MaxJumpApexAttemptsPerSimulation

description: Max number of attempts per simulation to attempt to exactly reach the jump apex when falling movement reaches the top of the arc.

MaxOutOfWaterStepHeight

description: Maximum step height for getting out of water

MaxServerClientErrorWhileFalling

description: How loosely the client can follow the server location during this fall.

MaxSimulationIterations

description: Max number of iterations used for each discrete simulation step.

MaxSimulationTimeStep

description: Max time delta for each discrete simulation step.

MaxStepHeight

description: Maximum height character can step up

MaxSwimSpeed

description: The maximum swimming speed.

MaxTouchForce

description: Maximum force applied to touched physics objects. If < 0.0f, there is no maximum.

MaxWalkSpeed

description: The maximum ground speed when walking. Also determines maximum lateral speed when falling.

MaxWalkSpeedCrouched

description: The maximum ground speed when walking and crouched.

MinAnalogWalkSpeed

description: The ground speed that we should accelerate up to when walking at minimum analog stick tilt

MinTimeBetweenTimeStampResets

description: Minimum time between client TimeStamp resets.

MinTouchForce

description: Minimum Force applied to touched physics objects. If < 0.0f, there is no minimum.

MovementMode

description: Actor's current movement mode (walking, falling, etc).

NavMeshProjectionHeightScaleDown

description: Scale of the total capsule height to use for projection from navmesh to underlying geometry in the downward direction.

NavMeshProjectionHeightScaleUp

description: Scale of the total capsule height to use for projection from navmesh to underlying geometry in the upward direction.

NavMeshProjectionInterpSpeed

description: Speed at which to interpolate agent navmesh offset between traces.

NavMeshProjectionInterval

description: How often we should raycast to project from navmesh to underlying geometry

NavWalkingFloorDistTolerance

description: Ignore small differences in ground height between server and client data during NavWalking mode

NetProxyShrinkHalfHeight

description: Shrink simulated proxy capsule half height by this amount, to account for network rounding that may cause encroachment.

NetProxyShrinkRadius

description: Shrink simulated proxy capsule radius by this amount, to account for network rounding that may cause encroachment.

NetworkLargeClientCorrectionDistance

description: If client error is larger than this, sets bNetworkLargeClientCorrection to reduce delay between client adjustments.

NetworkMaxSmoothUpdateDistance

description: Maximum distance character is allowed to lag behind server location when interpolating between updates.

NetworkMinTimeBetweenClientAckGoodMoves

description: Minimum time on the server between acknowledging good client moves.

NetworkMinTimeBetweenClientAdjustments

description: Minimum time on the server between sending client adjustments when client has exceeded allowable position error.

description: Minimum time on the server between sending client adjustments when client has exceeded allowable position error by a large amount (NetworkLargeClientCorrectionDistance).

NetworkNoSmoothUpdateDistance

description: Maximum distance beyond which character is teleported to the new server location without any smoothing.

NetworkSimulatedSmoothLocationTime

description: How long to take to smoothly interpolate from the old pawn position on the client to the corrected one sent by the server.

NetworkSimulatedSmoothRotationTime

description: How long to take to smoothly interpolate from the old pawn rotation on the client to the corrected one sent by the server.

NetworkSmoothingMode

description: Smoothing mode for simulated proxies in network game.

NumJumpApexAttempts

description: Used to limit number of jump apex attempts per tick.

OldBaseLocation

description: Saved location of object we are standing on, forUpdateBasedMovement()to determine if base moved in the last frame, and therefore pawn needs an update.

OutofWaterZ

description: Z velocity applied when pawn tries to get out of water

PendingForceToApply

description: Accumulated force to be added next tick.

PendingImpulseToApply

description: Accumulated impulse to be added next tick.

PendingLaunchVelocity

description: Temporarily holds launch velocity when pawn is to be launched so it happens at end of movement.

PerchAdditionalHeight

description: When perching on a ledge, add this additional distance to MaxStepHeight when determining how high above a walkable floor we can perch.

PerchRadiusThreshold

description: Don't allow the character to perch on the edge of a surface if the contact is this close to the edge of the capsule.

PostPhysicsTickFunction

description: Post-physics tick function for this character

PrePhysicsTickFunction

description: Pre-physics tick function for this character

ProcessRootMotionPostConvertToWorld

description: Delegate for modifying root motion post conversion from component space to world space.

ProcessRootMotionPreConvertToWorld

description: Delegate for modifying root motion pre conversion from component space to world space.

PushForceFactor

description: Force to apply when the player collides with a blocking physics object.

PushForcePointZOffsetFactor

description: Z-Offset for the position the force is applied to.

RepulsionForce

description: Force per kg applied constantly to all overlapping components.

RequestedVelocity

description: Velocity requested by path following.

RootMotionParams

description: Animation root motion (special case for now)Root Motion movement params.

RotationRate

description: Change in rotation per second, used when UseControllerDesiredRotation or OrientRotationToMovement are true.

ServerLastClientAdjustmentTime

description: Timestamp of last client adjustment sent. See NetworkMinTimeBetweenClientAdjustments.

ServerLastTransformUpdateTimeStamp

description: Timestamp when location or rotation last changed during an update. Only valid on the server.

StandingDownwardForceScale

description: Force applied to objects we stand on (due to Mass and Gravity) is scaled by this amount.

StuckWarningCountSinceNotify

description: Used when throttling "stuck in geometry" logging, to output the number of events we skipped if throttling.

TouchForceFactor

description: Force to apply to physics objects that are touched by the player.


description: Registers a cheat manager extension with this cheat manager

module: Engine

code: void AddCheatManagerExtension ( [UCheatManagerExtension](API\Runtime\Engine\GameFramework\UCheatManagerExtension) * CheatObject )


description: This function is used to print out the BugIt location. It prints out copy and paste versions for both IMing someone to type in and also a gameinfo ?options version so that you can append it to your launching url and be taken to the correct place. Additionally, it will take a screen shot so reporting bugs is a one command action!

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


className: bDebugCapsuleSweepPawn

description: If we should should perform a debug capsule trace for pawns and draw results. Toggled withDebugCapsuleSweepPawn()

code: static bool bDebugCapsuleSweepPawn = false;


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

code: virtual void BeginDestroy()


description: This will move the player and set their rotation to the passed in values. We have this version of the BugIt family as it is easier to type in just raw numbers in the console.

code: virtual void BugItGo ( float X, float Y, float Z, float Pitch, float Yaw, float Roll )


description: This will move the player and set their rotation to the passed in values. We have this version of the BugIt family strings can be passed in from the game ?options easily

code: virtual void BugItGoString ( const [FString](API\Runtime\Core\Containers\FString) & TheLocation, const [FString](API\Runtime\Core\Containers\FString) & TheRotation )


description: This will create a BugItGo string for us. Nice for calling form c++ where you just want the string and no Screenshots

code: virtual void BugItStringCreator ( FVector ViewLocation, FRotator ViewRotation, [FString](API\Runtime\Core\Containers\FString) & GoString, [FString](API\Runtime\Core\Containers\FString) & LocString )


description: This will move the player and set their rotation to the passed in values. This actually does the location / rotation setting. Additionally it will set you as ghost as the level may have changed since the last time you were here. And the bug may actually be inside of something.

code: virtual void BugItWorker ( FVector TheLocation, FRotator TheRotation )


description: Scale the player's size to be F * default size.

code: virtual void ChangeSize ( float F )


description: Executes commands listed in CheatScript.ScriptName ini section of DefaultGame.ini

code: void CheatScript ( [FString](API\Runtime\Core\Containers\FString) ScriptName )


description: Damage the actor you're looking at (sourced from the player).

code: virtual void DamageTarget ( float DamageAmount )


description: Toggle capsule trace debugging. Will trace a capsule from current view point and show where it hits the world

code: virtual void DebugCapsuleSweep()


description: Capture current trace and add to persistent list

code: virtual void DebugCapsuleSweepCapture()


description: Change Trace Channel

code: virtual void DebugCapsuleSweepChannel ( enum ECollisionChannel Channel )


description: Clear persistent list for trace capture

code: virtual void DebugCapsuleSweepClear()


description: Change Trace Complex setting

code: virtual void DebugCapsuleSweepComplex ( bool bTraceComplex )


description: Capture current local PC's pawn's location and add to persistent list

code: virtual void DebugCapsuleSweepPawn()


description: Change Trace capsule size

code: virtual void DebugCapsuleSweepSize ( float HalfHeight, float Radius )


description: Destroy all actors of class aClass

code: virtual void DestroyAll ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< class [AActor](API\Runtime\Engine\GameFramework\AActor) > aClass )


description: Destroy all pawns except for the (pawn) target. If no (pawn) target is found we don't destroy anything.


description: Destroys (by calling destroy directly) all non-player pawns of class aClass in the level

code: virtual void DestroyPawns ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< class [APawn](API\Runtime\Engine\GameFramework\APawn) > aClass )


code: void DestroyServerStatReplicator()


description: Destroy the actor you're looking at.

code: virtual void DestroyTarget()


description: Switch controller from debug camera back to normal controller

code: virtual void DisableDebugCamera()


description: Do game specific bugIt

code: virtual bool DoGameSpecificBugItLog ( [FOutputDevice](API\Runtime\Core\Misc\FOutputDevice) & OutputFile )


description: Dump known chat information

code: virtual void DumpChatState()


description: Dump online session information

code: virtual void DumpOnlineSessionState()


description: Dump current state of voice chat

code: virtual void DumpVoiceMutingState()


description: Dump known party information

code: virtual void DumpPartyState()


description: Switch controller to debug camera without locking gameplay and with locking local player controller input

code: virtual void EnableDebugCamera()


description: Finds a previously registered cheat manager extension of the specified class

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


description: Finds a previously registered cheat manager extension that implements the specified interface

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


code: [UCheatManagerExtension](API\Runtime\Engine\GameFramework\UCheatManagerExtension) * FindCheatManagerExtensionInterface ( const [UClass](API\Runtime\CoreUObject\UObject\UClass) * InClass ) const


description: This will force a flush of the output log to file

code: virtual void FlushLog()


description: Pawn can fly.

code: virtual void Fly()


code: [UCheatManagerExtension](API\Runtime\Engine\GameFramework\UCheatManagerExtension) * FindCheatManagerExtension ( const [UClass](API\Runtime\CoreUObject\UObject\UClass) * InClass ) const


description: Pause the game for Delay seconds.

code: virtual void FreezeFrame ( float Delay )


code: [APlayerController](API\Runtime\Engine\GameFramework\APlayerController) * GetPlayerController() const


description: Retrieve the given PlayerContoller's current "target"AActor.

code: virtual [AActor](API\Runtime\Engine\GameFramework\AActor) * GetTarget ( [APlayerController](API\Runtime\Engine\GameFramework\APlayerController) * PlayerController, struct [FHitResult](API\Runtime\Engine\Engine\FHitResult) & OutHit )


description: Use the Outer Player Controller to get a World.

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


description: Pawn no longer collides with the world, and can fly

code: virtual void Ghost()


description: Invulnerability cheat.

code: virtual void God()


description: Called when CheatManager is created to allow any needed initialization.

code: virtual void InitCheatManager()


description: Backwards compatibility exec function for people used to it instead of using InvertAxisKey

code: virtual void InvertMouse()


description: Return true if debug sweeps are enabled for pawns.


description: Logs the current location in bugit format without taking screenshot and further routing.

code: virtual void LogLoc()


description: Bug it log to file

code: virtual void LogOutBugItGoToLogFile ( const [FString](API\Runtime\Core\Containers\FString) & InScreenShotDesc, const [FString](API\Runtime\Core\Containers\FString) & InScreenShotPath, const [FString](API\Runtime\Core\Containers\FString) & InGoString, const [FString](API\Runtime\Core\Containers\FString) & InLocString )


className: OnCheatManagerCreatedDelegate

description: Delegate called when the asset manager singleton is created


description: Load the given level.

code: virtual void OnlyLoadLevel ( [FName](API\Runtime\Core\UObject\FName) PackageName )


code: void OnPlayerEndPlayed ( [AActor](API\Runtime\Engine\GameFramework\AActor) * Player, [EEndPlayReason::Type](API\Runtime\Engine\Engine\EEndPlayReason__Type) EndPlayReason )


description: This function handles a console exec sent to the object; it is virtual so 'nexus' objects like a player controller can reroute the command to several different objects.

code: virtual bool ProcessConsoleExec ( const TCHAR * Cmd, [FOutputDevice](API\Runtime\Core\Misc\FOutputDevice) & Ar, [UObject](API\Runtime\CoreUObject\UObject\UObject) * Executor )


description: This is the End Play event for the CheatManager

code: void ReceiveEndPlay()


description: BP implementable event for when CheatManager is created to allow any needed initialization.

code: void ReceiveInitCheatManager()


description: Register a delegate to call whenever a cheat manager is spawned; it will also be called immediately for cheat managers that already exist at this point

code: static [FDelegateHandle](API\Runtime\Core\Delegates\FDelegateHandle) RegisterForOnCheatManagerCreated ( FOnCheatManagerCreated::FDelegate && Delegate )


description: Removes a cheat manager extension from this cheat manager

code: void RemoveCheatManagerExtension ( [UCheatManagerExtension](API\Runtime\Engine\GameFramework\UCheatManagerExtension) * CheatObject )


description: Streaming level debugging

code: virtual void SetLevelStreamingStatus ( [FName](API\Runtime\Core\UObject\FName) PackageName, bool bShouldBeLoaded, bool bShouldBeVisible )


code: virtual void ServerToggleAILogging()


description: Exec function to return the mouse sensitivity to its default value


description: Freeze everything in the level except for players.

code: virtual void PlayersOnly()


description: Translate world origin to this player position

code: void SetWorldOrigin()


description: Modify time dilation to change apparent speed of passage of time. e.g. "Slomo 0.1" makes everything move very slowly, while "Slomo 10" makes everything move very fast.

code: virtual void Slomo ( float NewTimeDilation )


description: Stream in the given level.

code: virtual void StreamLevelIn ( [FName](API\Runtime\Core\UObject\FName) PackageName )


description: Load Classname and spawn an actor of that class

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


description: Stream out the given level.

code: virtual void StreamLevelOut ( [FName](API\Runtime\Core\UObject\FName) PackageName )


description: Teleport to surface player is looking at.

code: virtual void Teleport()


description: Test all volumes in the world to the player controller's view location

code: virtual void TestCollisionDistance()


description: Do any trace debugging that is currently enabled

code: void TickCollisionDebug()


description: Toggles AI logging

code: virtual void ToggleAILogging()


description: Toggle between debug camera/player camera without locking gameplay and with locking local player controller input.

code: virtual void ToggleDebugCamera()


description: Unregister a delegate previously registered with CallOrRegister_OnCheatManagerCreated

code: static void UnregisterFromOnCheatManagerCreated ( [FDelegateHandle](API\Runtime\Core\Delegates\FDelegateHandle) DelegateHandle )


description: View from the point of view ofAActorwith Name ActorName.

code: virtual void ViewActor ( [FName](API\Runtime\Core\UObject\FName) ActorName )


description: View from the point of view of anAActorof class DesiredClass. Each subsequent ViewClass cycles through the list of actors of that class.

code: virtual void ViewClass ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< class [AActor](API\Runtime\Engine\GameFramework\AActor) > DesiredClass )


description: View from the point of view of player with PlayerName S.

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


description: Make controlled pawn the viewtarget again.

code: virtual void ViewSelf()


description: Return to walking movement mode from Fly or Ghost cheat.

code: virtual void Walk()


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


className: UCheatManager

description: Cheat Manager is a central blueprint to implement test and debug code and actions that are not to ship with the game. As the Cheat Manager is not instanced in shipping builds, it is for debugging purposes only

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

bDebugCapsuleSweep

type: uint32: 1

description: Trace/Sweep debug start.

bDebugCapsuleTraceComplex

description: If we should trace complex collision in debug capsule sweeps.

bToggleAILogging

type: uint32:  1

description: Holds information if we used ToggleAILogging cheat to activate AI logging

CheatManagerExtensions

type: TArray<TObject...

description: List of registered cheat manager extensions

CurrentTraceIndex

description: Indexof the array for current trace to overwrite.

DebugCameraControllerClass

type: TSubclassOf< cl...

description: Debug camera - used to have independent camera without stopping gameplay

DebugCameraControllerRef

type: TObjectPtr< cla...

DebugCapsuleHalfHeight

description: Half distance between debug capsule sphere ends.

DebugCapsuleRadius

description: Radius of debug capsule

DebugTraceChannel

description: What channel are we tracing

DebugTraceDistance

description: How far debug trace should go out from player viewpoint

DebugTraceDrawNormalLength

description: How long to draw the normal result

DebugTraceInfoList

type: TArray< struct ...

description: Array of information for capturing

DebugTracePawnInfoList

description: Array of information for capturing


code: virtual void DoExtensionSpecificBugItLog ( [FOutputDevice](API\Runtime\Core\Misc\FOutputDevice) & OutputFile )


code: [APlayerController](API\Runtime\Engine\GameFramework\APlayerController) * GetPlayerController() const


description: Use the outer cheat manager to get a World.

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


className: UCheatManagerExtension

description: A cheat manager extension can extend the main cheat manager in a modular way, being enabled or disabled when the system associated with the cheats is enabled or disabled

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


description: UInputDeviceProperty::EvaluateDeviceProperty

code: virtual void EvaluateDeviceProperty_Implementation ( const [FPlatformUserId](API\Runtime\Core\Misc\FPlatformUserId) PlatformUser, const [FInputDeviceId](API\Runtime\Core\Misc\FInputDeviceId) DeviceId, const float DeltaTime, const float Duration )


description: Recalculates this device property's duration. This should be called whenever there are changes made to things like curves, or other time sensitive properties.

code: virtual float RecalculateDuration()


description: ResetDeviceProperty

code: virtual void ResetDeviceProperty_Implementation ( const [FPlatformUserId](API\Runtime\Core\Misc\FPlatformUserId) PlatformUser, const [FInputDeviceId](API\Runtime\Core\Misc\FInputDeviceId) DeviceId, bool bForceReset )


className: UColorInputDeviceCurveProperty

description: NOTE: This property has platform specific implementations and may behave differently per platform. See the docs for more details on each platform.

code: class UColorInputDeviceCurveProperty : public [UInputDeviceProperty](API\Runtime\Engine\GameFramework\UInputDeviceProperty)

ColorData

type: FDeviceColorCur...

description: Default color data that will be used by default.

DeviceOverrideData

type: TMap<FName,FD...

description: A map of device specific color data.


description: Gets a pointer to the current input device property that theIInputInterfacecan use.


className: UColorInputDeviceProperty

code: class UColorInputDeviceProperty : public [UInputDeviceProperty](API\Runtime\Engine\GameFramework\UInputDeviceProperty)

ColorData

type: FDeviceColorDat...

description: A map of device specific color data.


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


className: UDamageType

description: DamageTypes are never instanced and should be treated as immutable data holders with static code functionality. They should never be stateful.

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

bCausedByWorld

description: True if this damagetype is caused by the world (falling off level, into lava, etc).

bRadialDamageVelChange

description: When applying radial impulses, whether to treat as impulse or velocity change.

bScaleMomentumByMass

description: True to scale imparted momentum by the receiving pawn's mass for pawns using character movement

DamageFalloff

type: float

description: Damage fall-off for radius damage (exponent). Default 1.0=linear, 2.0=square of distance, etc.

DamageImpulse

description: The magnitude of impulse to apply to the Actors damaged by this type.

DestructibleDamageSpreadScale

description: How much the damage spreads on a destructible mesh

DestructibleImpulse

description: How large the impulse should be applied to destructible meshes


description: Send message to client

code: virtual void ClientReceive ( const [FClientReceiveData](API\Runtime\Engine\GameFramework\FClientReceiveData) & ClientData ) const


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


className: UEngineMessage

code: class UEngineMessage : public [ULocalMessage](API\Runtime\Engine\GameFramework\ULocalMessage)

EnteredMessage

type: FString

description: Message when a new player enters the game.

FailedPlaceMessage

description: Message displayed in message dialog when player pawn fails to spawn because no playerstart was available.

GlobalNameChange

description: Message when a player changes their name.

LeftMessage

description: Message when a player leaves the game.

MaxedOutMessage

description: Message when player join attempt is refused because the server is at capacity.

NewPlayerMessage

description: Message when a new player enters the server (if player is unnamed).

NewSpecMessage

description: Message when a new spectator enters the server (if spectator is unnamed).

SpecEnteredMessage

description: Message when a new spectator enters the server (if spectator has a player name).


description: Update Velocity based on input. Also applies gravity.

code: virtual void ApplyControlInputToVelocity ( float DeltaTime )


description: Returns maximum speed of component in current movement mode.

code: virtual float GetMaxSpeed() const


description: Prevent Pawn from leaving the world bounds (if that restriction is enabled in WorldSettings)

code: virtual bool LimitWorldBounds()


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

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


code: virtual bool ResolvePenetrationImpl ( const FVector & Adjustment, const [FHitResult](API\Runtime\Engine\Engine\FHitResult) & Hit, const FQuat & NewRotation )


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


className: UFloatingPawnMovement

description: Normally the root component of the owning actor is moved, however another component may be selected (seeSetUpdatedComponent()). During swept (non-teleporting) movement only collision of UpdatedComponent is considered, attached components will teleport to the end location ignoring collision.

code: class UFloatingPawnMovement : public [UPawnMovementComponent](API\Runtime\Engine\GameFramework\UPawnMovementComponent)

Acceleration

description: Acceleration applied by input (rate of change of velocity)

bPositionCorrected

description: Set to true when a position correction is applied.

Deceleration

description: Deceleration applied when there is no input (rate of change of velocity)

MaxSpeed

description: Maximum velocity magnitude allowed for the controlled Pawn.

TurningBoost

description: Setting affecting extra force applied when changing direction, making turns have less drift and become more responsive.


className: UForceFeedbackAttenuation

description: Wrapper class that can be created as an asset for force feedback attenuation properties which allows reuse of the properties for multiple attenuation components

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

Attenuation

type: FForceFeedbackA...


description: Returns the channel details that should currently be used for the given platform. This will return one of the OverridenDetails if the current platform has one specified. If there isn't an override specified, then it will return the generic "ChannelDetails" array.

code: const [TArray](API\Runtime\Core\Containers\TArray)< [FForceFeedbackChannelDetails](API\Runtime\Engine\GameFramework\FForceFeedbackChannelDetails) > & GetCurrentChannelDetails ( const [FPlatformUserId](API\Runtime\Core\Misc\FPlatformUserId) PlatformUser ) const


description: Returns the longest duration of any activeUInputDeviceProperty's that this effect has on it.

code: float GetTotalDevicePropertyDuration()


code: void GetValues ( const float EvalTime, [FForceFeedbackValues](API\Runtime\ApplicationCore\GenericPlatform\FForceFeedbackValues) & Values, const [FPlatformUserId](API\Runtime\Core\Misc\FPlatformUserId) PlatformUser, float ValueMultiplier ) const


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


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

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


className: UForceFeedbackEffect

description: A predefined force-feedback effect to be played on a controller

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

ChannelDetails

type: TArray<FForceF...

DeviceProperties

description: A map of input device properties that we want to set while this effect is playing

Duration

description: Duration of force feedback pattern in seconds.

PerDeviceOverrides

type: TMap<FName,FF...

description: A map of platform name -> ForceFeedback channel details


description: Applies the settings stored in ScalabilityQuality and saves settings


code: void ApplyResolutionSettings ( bool bCheckForCommandLineOverrides )


description: Applies all current user settings to the game and saves to permanent storage (e.g. file), optionally checking for command line overrides.

code: virtual void ApplySettings ( bool bCheckForCommandLineOverrides )


description: Mark current video mode settings (fullscreenmode/resolution) as being confirmed by the user

code: virtual void ConfirmVideoMode()


description: Enables or disables HDR display output. Can be called again to change the desired nit level

code: void EnableHDRDisplayOutput ( bool bEnable, int32 DisplayNits )


code: void EnableHDRDisplayOutputInternal ( bool bEnable, int32 DisplayNits, bool bFromUserSettings )


description: Picks the best resolution quality for a given screen size

code: float FindResolutionQualityForScreenSize ( float Width, float Height )


className: FUpdateGameUserSettingsFileFromCloud

description: We call this to refresh the config file from a listening Cloud subsystem, before we open it.

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


className: FUpdateCloudDataFromGameUserSettings

description: We call this to notify any listening Cloud subsystem that we have updated the config file.

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


description: Returns the anti-aliasing quality (0..4, higher is better)

code: int32 GetAntiAliasingQuality() const


description: Returns the user's audio quality level setting

code: int32 GetAudioQualityLevel() const


description: the location where GGameUserSettingsIni will be found


description: Returns 0 if HDR isn't supported or is turned off

code: int32 GetCurrentHDRDisplayNits() const


description: Gets the desired resolution quality based on DesiredScreenWidth/Height and the current screen resolution


description: Returns the default resolution when no resolution is set

code: static FIntPoint GetDefaultResolution()


description: Returns the default window mode when no mode is set


description: Returns the default window position when no position is set


description: Returns user's desktop resolution, in pixels.

code: FIntPoint GetDesktopResolution() const


description: Returns the effective frame rate limit (by default it returns the FrameRateLimit member)


description: Returns the foliage quality (0..4, higher is better)

code: int32 GetFoliageQuality() const


description: Gets the user's frame rate limit (0 indiciates the frame rate limit is disabled)

code: float GetFrameRateLimit() const


description: Returns the user setting for game window fullscreen mode.


description: Returns the game local machine settings (resolution, windowing mode, scalability settings, etc...)

code: static [UGameUserSettings](API\Runtime\Engine\GameFramework\UGameUserSettings) * GetGameUserSettings()


description: Returns the global illumination quality (0..4, higher is better)


description: Returns the last confirmed user setting for game screen resolution, in pixels.


description: Returns the last confirmed user setting for game window fullscreen mode.


description: Returns each individual step of the last CPU benchmark result (set by RunHardwareBenchmark)

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


description: Returns the last CPU benchmark result (set by RunHardwareBenchmark)

code: float GetLastCPUBenchmarkResult() const


description: Returns the last GPU benchmark result (set by RunHardwareBenchmark)

code: float GetLastGPUBenchmarkResult() const


description: Returns each individual step of the last GPU benchmark result (set by RunHardwareBenchmark)

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


description: Returns the overall scalability level (can return -1 if the settings are custom)

code: virtual int32 GetOverallScalabilityLevel() const


description: Returns the post-processing quality (0..4, higher is better)

code: int32 GetPostProcessingQuality() const


description: Gets the current frame pacing frame rate in fps, or 0 if none

code: static int32 GetFramePace()


description: Gets the recommended resolution quality based on LastRecommendedScreenWidth/Height and the current screen resolution


description: Returns the reflection quality (0..4, higher is better)

code: int32 GetReflectionQuality() const


description: Gets the current resolution scale as a normalized 0..1 value between MinScaleValue and MaxScaleValue.


description: Returns the current resolution scale and the range.

code: void GetResolutionScaleInformationEx ( float & CurrentScaleNormalized, float & CurrentScaleValue, float & MinScaleValue, float & MaxScaleValue ) const


description: Returns the user setting for game screen resolution, in pixels.

code: FIntPoint GetScreenResolution() const


description: Returns the shadow quality (0..4, higher is better)

code: int32 GetShadowQuality() const


description: Returns the shading quality (0..4, higher is better)

code: int32 GetShadingQuality() const


description: Gets the current vsync interval setting

code: static int32 GetSyncInterval()


description: Returns the texture quality (0..4, higher is better)

code: int32 GetTextureQuality() const


description: Returns the view distance quality (0..4, higher is better)

code: int32 GetViewDistanceQuality() const


code: virtual FIntPoint GetWindowPosition()


description: Returns the visual effects quality (0..4, higher is better)

code: int32 GetVisualEffectQuality() const


description: Checks if any user settings is different from current

code: virtual bool IsDirty() const


description: Checks if the dynamic resolution user setting is different from current system setting

code: bool IsDynamicResolutionDirty() const


description: Returns the user setting for dynamic resolution.

code: virtual bool IsDynamicResolutionEnabled() const


description: Checks if the Screen Resolution user setting is different from current

code: bool IsScreenResolutionDirty() const


description:
Check if the current version of the game user settings is valid. Sub-classes can override this to provide game-specific versioning as necessary.
True if the current version is valid, false if it is not

code: virtual bool IsVersionValid()


description: Checks if the vsync user setting is different from current system setting

code: bool IsVSyncDirty() const


description: Returns the user setting for vsync.

code: bool IsVSyncEnabled() const


description: Loads the user settings from persistent storage

code: virtual void LoadSettings ( bool bForceReload )


description: Loads the user .ini settings into GConfig

code: static void LoadConfigIni ( bool bForceReload )


description: Loads the resolution settings before is object is available

code: static void PreloadResolutionSettings ( bool bAllowCmdLineOverrides )


description: Request a change to the specified resolution and window mode. Optionally apply cmd line overrides.

code: static void RequestResolutionChange ( int32 InResolutionX, int32 InResolutionY, [EWindowMode::Type](API\Runtime\ApplicationCore\GenericPlatform\EWindowMode__Type) InWindowMode, bool bInDoOverrides )


description: Checks if the FullscreenMode user setting is different from current

code: bool IsFullscreenModeDirty() const


description: This function resets all settings to the current system settings

code: virtual void ResetToCurrentSettings()


description: Revert video mode (fullscreenmode/resolution) back to the last user confirmed values

code: void RevertVideoMode()


description: Runs the hardware benchmark and populates ScalabilityQuality as well as the last benchmark results config members, but does not apply the settings it determines. Designed to be called in conjunction with ApplyHardwareBenchmarkResults

code: virtual void RunHardwareBenchmark ( int32 WorkScale, float CPUMultiplier, float GPUMultiplier )


description: Save the user settings to persistent storage (automatically happens as part of ApplySettings)

code: virtual void SaveSettings()


description: Sets the anti-aliasing quality (0..4, higher is better)

code: void SetAntiAliasingQuality ( int32 Value )


description: Sets the user's audio quality level setting

code: void SetAudioQualityLevel ( int32 QualityLevel )


description: Set scalability settings to sensible fallback values, for use when the benchmark fails or potentially causes a crash

code: void SetBenchmarkFallbackValues()


description: Sets the user setting for dynamic resolution. SeeUGameUserSettings::bUseDynamicResolution.

code: void SetDynamicResolutionEnabled ( bool bEnable )


description: Sets the foliage quality (0..4, higher is better)

code: void SetFoliageQuality ( int32 Value )


description: Sets the user's frame rate limit (0 will disable frame rate limiting)

code: void SetFrameRateLimit ( float NewLimit )


description: Sets the user setting for the game window fullscreen mode. SeeUGameUserSettings::FullscreenMode.

code: void SetFullscreenMode ( [EWindowMode::Type](API\Runtime\ApplicationCore\GenericPlatform\EWindowMode__Type) InFullscreenMode )


description: Sets the frame rate limit CVar to the passed in value, 0.0 indicates no limit

code: static void SetFrameRateLimitCVar ( float InLimit )


description: Sets the global illumination quality (0..4, higher is better)

code: void SetGlobalIlluminationQuality ( int32 Value )


description: Changes all scalability settings at once based on a single overall quality level

code: virtual void SetOverallScalabilityLevel ( int32 Value )


description: Sets the post-processing quality (0..4, higher is better)

code: void SetPostProcessingQuality ( int32 Value )


description: Sets the reflection quality (0..4, higher is better)

code: void SetReflectionQuality ( int32 Value )


description: Sets the current resolution scale as a normalized 0..1 value between MinScaleValue and MaxScaleValue.

code: void SetResolutionScaleNormalized ( float NewScaleNormalized )


description: Sets the current resolution scale.

code: void SetResolutionScaleValueEx ( float NewScaleValue )


description: Sets the shading quality (0..4, higher is better)

code: void SetShadingQuality ( int32 Value )


description: Sets the shadow quality (0..4, higher is better)

code: void SetShadowQuality ( int32 Value )


description: Sets the input latency mode 0 and 2

code: static void SetSyncTypeCVar ( int32 InInterval )


description: Sets the texture quality (0..4, higher is better)

code: void SetTextureQuality ( int32 Value )


description: Sets the view distance quality (0..4, higher is better)

code: void SetViewDistanceQuality ( int32 Value )


description: Sets the user setting for game screen resolution, in pixels.

code: void SetScreenResolution ( FIntPoint Resolution )


description: Sets the visual effects quality (0..4, higher is better)

code: void SetVisualEffectQuality ( int32 Value )


description: Sets the user setting for vsync. SeeUGameUserSettings::bUseVSync.

code: void SetVSyncEnabled ( bool bEnable )


code: virtual void SetWindowPosition ( int32 WindowPosX, int32 WindowPosY )


description: Whether the curently running system supports HDR display output

code: virtual bool SupportsHDRDisplayOutput() const


description: Update the version of the game user settings to the current version

code: virtual void UpdateVersion()


description: Validates and resets bad user settings to default. Deletes stale user settings file if necessary.

code: virtual void ValidateSettings()


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


className: UGameUserSettings

description: Stores user settings for a game (for example graphics and sound settings), with the ability to save and load to and from a file.

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

bUseDesiredScreenHeight

type: bool

description: If true, the desired screen height will be used to scale the render resolution automatically.

bUseDynamicResolution

description: Whether to use dynamic resolution or not. (public to allow UI to connect to it)

bUseHDRDisplayOutput

description: HDR

bUseVSync

description: Whether to use VSync or not. (public to allow UI to connect to it)

DesiredScreenHeight

description: Desired screen height used to calculate the resolution scale when user changes display mode

DesiredScreenWidth

description: Desired screen width used to calculate the resolution scale when user changes display mode

FrameRateLimit

description: Frame rate cap

FullscreenMode

description: Game window fullscreen mode 0 = Fullscreen 1 = Windowed fullscreen 2 = Windowed

HDRDisplayOutputNits

description: HDR

LastConfirmedFullscreenMode

description: Last user confirmed fullscreen mode setting.

LastCPUBenchmarkResult

description: Result of the last benchmark (CPU); -1 if there has not been a benchmark run

LastCPUBenchmarkSteps

type: TArray< float >

description: Result of each individual sub-section of the last CPU benchmark; empty if there has not been a benchmark run

LastGPUBenchmarkMultiplier

description: Multiplier used against the last GPU benchmark

LastGPUBenchmarkResult

description: Result of the last benchmark (GPU); -1 if there has not been a benchmark run

LastGPUBenchmarkSteps

description: Result of each individual sub-section of the last GPU benchmark; empty if there has not been a benchmark run

LastRecommendedScreenHeight

description: Result of the last benchmark; calculated resolution to use.

LastUserConfirmedResolutionSizeX

description: Game screen resolution width, in pixels.

LastUserConfirmedResolutionSizeY

description: Game screen resolution height, in pixels.

OnUpdateCloudDataFromGameUserSettings

type: FUpdateCloudDat...

OnUpdateGameUserSettingsFileFromCloud

type: FUpdateGameUser...

PreferredFullscreenMode

description: Fullscreen mode to use when toggling between windowed and fullscreen.

ScalabilityQuality

description: Cached for the UI, current state if stored in console variables

Version

description: All settings will be wiped and set to default if the serialized version differs from UE_GAMEUSERSETTINGS_VERSION.

WindowPosX

description: Window PosX

WindowPosY

description: Window PosY


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

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


className: UHierarchicalLODSetup

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

HierarchicalLODSetup

description: Hierarchical LOD Setup

OverrideBaseMaterial

type: TSoftObjectPtr<...


description: Apply the device property from GetInternalDeviceProperty to the given platform user. Note: To remove any applied affects of this device property, call ResetDeviceProperty.

code: virtual void ApplyDeviceProperty ( const [FPlatformUserId](API\Runtime\Core\Misc\FPlatformUserId) UserId, const [FInputDeviceId](API\Runtime\Core\Misc\FInputDeviceId) DeviceId )


description: UInputDeviceProperty::EvaluateDeviceProperty

code: virtual void EvaluateDeviceProperty_Implementation ( const [FPlatformUserId](API\Runtime\Core\Misc\FPlatformUserId) PlatformUser, const [FInputDeviceId](API\Runtime\Core\Misc\FInputDeviceId) DeviceId, const float DeltaTime, const float Duration )


description: Gets a pointer to the current input device property that theIInputInterfacecan use.


description: Recalculates this device property's duration. This should be called whenever there are changes made to things like curves, or other time sensitive properties.

code: virtual float RecalculateDuration()


className: UInputDeviceAudioBasedVibrationProperty

description: Plays a sound to an input device's speaker. On platforms that support it, this sound will be played in the form of a vibration where the left and right audio channels represent the left and right side of the controller.

code: class UInputDeviceAudioBasedVibrationProperty : public [UInputDeviceProperty](API\Runtime\Engine\GameFramework\UInputDeviceProperty)

Data

type: FAudioBasedVibr...

DeviceOverrideData

type: TMap<FName,FA...

description: A map of device specific color data.


description: Returns true if PlatformUserId A is equal to PlatformUserId B (A == B)

code: static bool EqualEqual_PlatformUserId ( [FPlatformUserId](API\Runtime\Core\Misc\FPlatformUserId) A, [FPlatformUserId](API\Runtime\Core\Misc\FPlatformUserId) B )


description: Returns true if InputDeviceId A is equal to InputDeviceId B (A == B)

code: static bool EqualEqual_InputDeviceId ( [FInputDeviceId](API\Runtime\Core\Misc\FInputDeviceId) A, [FInputDeviceId](API\Runtime\Core\Misc\FInputDeviceId) B )


description:
Get all currently active platform ids, anyone who has a mapped input device
The number of active platform users

code: static int32 GetAllActiveUsers ( [TArray](API\Runtime\Core\Containers\TArray)< [FPlatformUserId](API\Runtime\Core\Misc\FPlatformUserId) > & OutUsers )


description:
Gather all currently connected input devices
The number of connected input devices

code: static int32 GetAllConnectedInputDevices ( [TArray](API\Runtime\Core\Containers\TArray)< [FInputDeviceId](API\Runtime\Core\Misc\FInputDeviceId) > & OutInputDevices )


description:
Get all mapped input devices on this platform regardless of their connection state.
The number of connected input devices

code: static int32 GetAllInputDevices ( [TArray](API\Runtime\Core\Containers\TArray)< [FInputDeviceId](API\Runtime\Core\Misc\FInputDeviceId) > & OutInputDevices )


description: Returns the default device id used for things like keyboard/mouse input


description:
Populates the OutInputDevices array with any InputDeviceID's that are mapped to the given platform user
The number of mapped devices, INDEX_NONE if the user was not found.

code: static int32 GetAllInputDevicesForUser ( const [FPlatformUserId](API\Runtime\Core\Misc\FPlatformUserId) UserId, [TArray](API\Runtime\Core\Containers\TArray)< [FInputDeviceId](API\Runtime\Core\Misc\FInputDeviceId) > & OutInputDevices )


description:
Gets the connection state of the given input device.
The connection state of the given device. EInputDeviceConnectionState::Unknown if the device is not mapped

code: static EInputDeviceConnectionState GetInputDeviceConnectionState ( const [FInputDeviceId](API\Runtime\Core\Misc\FInputDeviceId) DeviceId )


description: Get the player controller who has the given Platform User ID.

code: static [APlayerController](API\Runtime\Engine\GameFramework\APlayerController) * GetPlayerControllerFromPlatformUser ( const [FPlatformUserId](API\Runtime\Core\Misc\FPlatformUserId) UserId )


description: Get the player controller who owns the given input device id

code: static [APlayerController](API\Runtime\Engine\GameFramework\APlayerController) * GetPlayerControllerFromInputDevice ( const [FInputDeviceId](API\Runtime\Core\Misc\FInputDeviceId) DeviceId )


description: Returns the primary input device used by a specific player, or INPUTDEVICEID_NONE if invalid

code: static [FInputDeviceId](API\Runtime\Core\Misc\FInputDeviceId) GetPrimaryInputDeviceForUser ( [FPlatformUserId](API\Runtime\Core\Misc\FPlatformUserId) UserId )


description: Returns the 'Primary' Platform user for this platform. This typically has an internal ID of '0' and is used as the default platform user to map devices such as the keyboard and mouse that don't get assigned unique ID's from their owning platform code.


description: Returns the platform user attached to this input device, or PLATFORMUSERID_NONE if invalid

code: static [FPlatformUserId](API\Runtime\Core\Misc\FPlatformUserId) GetUserForInputDevice ( [FInputDeviceId](API\Runtime\Core\Misc\FInputDeviceId) DeviceId )


description: Returns the platform user id that is being used for unmapped input devices. Will be PLATFORMUSERID_NONE if platform does not support this (this is the default behavior)


description: Static invalid input device


description: Returns true if the given handle is valid

code: static bool IsDevicePropertyHandleValid ( const [FInputDevicePropertyHandle](API\Runtime\Engine\GameFramework\FInputDevicePropertyHandle) & InHandle )


description: Returns true if the given input device is mapped to the unpaired platform user id.

code: static bool IsInputDeviceMappedToUnpairedUser ( const [FInputDeviceId](API\Runtime\Core\Misc\FInputDeviceId) InputDevice )


description: Returns true if the given Platform User Id is the user for unpaired input devices on this platform.

code: static bool IsUnpairedUserId ( const [FPlatformUserId](API\Runtime\Core\Misc\FPlatformUserId) PlatformId )


description:
Check if the given input device is valid
True if the given input device is valid (it has been assigned an ID by the PlatformInputDeviceMapper)

code: static bool IsValidInputDevice ( [FInputDeviceId](API\Runtime\Core\Misc\FInputDeviceId) DeviceId )


description:
Check if the given platform ID is valid
True if the platform ID is valid (it has been assigned by the PlatformInputDeviceMapper)

code: static bool IsValidPlatformId ( [FPlatformUserId](API\Runtime\Core\Misc\FPlatformUserId) UserId )


description: Returns true if InputDeviceId A is not equal to InputDeviceId B (A != B)

code: static bool NotEqual_InputDeviceId ( [FInputDeviceId](API\Runtime\Core\Misc\FInputDeviceId) A, [FInputDeviceId](API\Runtime\Core\Misc\FInputDeviceId) B )


description: Returns true if PlatformUserId A is not equal to PlatformUserId B (A != B)

code: static bool NotEqual_PlatformUserId ( [FPlatformUserId](API\Runtime\Core\Misc\FPlatformUserId) A, [FPlatformUserId](API\Runtime\Core\Misc\FPlatformUserId) B )


description: Static invalid platform user


className: UInputDeviceLibrary

description: IPlatformInputDeviceMapper

code: class UInputDeviceLibrary : public [UBlueprintFunctionLibrary](API\Runtime\Engine\Kismet\UBlueprintFunctionLibrary)


description: Apply the given device property

code: static void ApplyDeviceProperty_Internal ( const [FPlatformUserId](API\Runtime\Core\Misc\FPlatformUserId) UserId, const [FInputDeviceId](API\Runtime\Core\Misc\FInputDeviceId) DeviceId, [FInputDeviceProperty](API\Runtime\ApplicationCore\GenericPlatform\FInputDeviceProperty) * RawProperty )


description: Apply the device property from GetInternalDeviceProperty to the given platform user. Note: To remove any applied affects of this device property, call ResetDeviceProperty.

code: virtual void ApplyDeviceProperty ( const [FPlatformUserId](API\Runtime\Core\Misc\FPlatformUserId) UserId, const [FInputDeviceId](API\Runtime\Core\Misc\FInputDeviceId) DeviceId )


description: UInputDeviceProperty::EvaluateDeviceProperty

code: virtual void EvaluateDeviceProperty_Implementation ( const [FPlatformUserId](API\Runtime\Core\Misc\FPlatformUserId) PlatformUser, const [FInputDeviceId](API\Runtime\Core\Misc\FInputDeviceId) DeviceId, const float DeltaTime, const float Duration )


description:
Evaluate this device property for a given duration. If overriding in Blueprints, make sure to call the parent function!
A pointer to the evaluated input device property.

code: void EvaluateDeviceProperty ( const [FPlatformUserId](API\Runtime\Core\Misc\FPlatformUserId) PlatformUser, const [FInputDeviceId](API\Runtime\Core\Misc\FInputDeviceId) DeviceId, const float DeltaTime, const float Duration )


code: template<class TDataLayout> TDataLayout * GetDeviceSpecificDataMutable ( const [FPlatformUserId](API\Runtime\Core\Misc\FPlatformUserId) UserId, const [FInputDeviceId](API\Runtime\Core\Misc\FInputDeviceId) DeviceId, [TMap](API\Runtime\Core\Containers\TMap)< [FName](API\Runtime\Core\UObject\FName), TDataLayout > & InMap )


description: The duration that this device property should last. Override this if your property has any dynamic curves to be the max time range.

code: float GetDuration() const


description: Returns the device specific data for the given platform user. Returns the default data if none are given

code: template<class TDataLayout> const TDataLayout * GetDeviceSpecificData ( const [FPlatformUserId](API\Runtime\Core\Misc\FPlatformUserId) UserId, const [FInputDeviceId](API\Runtime\Core\Misc\FInputDeviceId) DeviceId, const [TMap](API\Runtime\Core\Containers\TMap)< [FName](API\Runtime\Core\UObject\FName), TDataLayout > & InMap ) const


description: Gets a pointer to the current input device property that theIInputInterfacecan use.


description: Post edit change property to update the duration if there are any dynamic options like for curves.

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


description: Recalculates this device property's duration. This should be called whenever there are changes made to things like curves, or other time sensitive properties.

code: virtual float RecalculateDuration()


description: ResetDeviceProperty

code: virtual void ResetDeviceProperty_Implementation ( const [FPlatformUserId](API\Runtime\Core\Misc\FPlatformUserId) PlatformUser, const [FInputDeviceId](API\Runtime\Core\Misc\FInputDeviceId) DeviceId, bool bForceReset )


description: Reset the current device property. Provides an opportunity to reset device state after evaluation is complete. If overriding in Blueprints, make sure to call the parent function!

code: void ResetDeviceProperty ( const [FPlatformUserId](API\Runtime\Core\Misc\FPlatformUserId) PlatformUser, const [FInputDeviceId](API\Runtime\Core\Misc\FInputDeviceId) DeviceId, bool bForceReset )


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


className: UInputDeviceProperty

description: The behavior of device properties can vary depending on the current platform. Some platforms may not support certain device properties. An older gamepad may not have any advanced trigger haptics for example.

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

PropertyDuration

description: The duration that this device property should last.


description: Spawn a new instance of the given device property class and activate it.

code: [FInputDevicePropertyHandle](API\Runtime\Engine\GameFramework\FInputDevicePropertyHandle) ActivateDevicePropertyOfClass ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UInputDeviceProperty](API\Runtime\Engine\GameFramework\UInputDeviceProperty) > PropertyClass, const [FActivateDevicePropertyParams](API\Runtime\Engine\GameFramework\FActivateDevicePropertyParams) & Params )


description: NOTE: This does NOT make a new instance of the given property. If you pass in the same object before it is completely evaluated, then you see undesired effects.

code: [FInputDevicePropertyHandle](API\Runtime\Engine\GameFramework\FInputDevicePropertyHandle) ActivateDeviceProperty ( [UInputDeviceProperty](API\Runtime\Engine\GameFramework\UInputDeviceProperty) * Property, const [FActivateDevicePropertyParams](API\Runtime\Engine\GameFramework\FActivateDevicePropertyParams) & Params )


description: Implement this for deinitialization of instances of the system

code: virtual void Deinitialize()


className: FResetPIEData

code: struct FResetPIEData

ClassToReset

type: TObjectPtr<UCl...

DeviceId

type: FInputDeviceId

UserId

type: FPlatformUserId


description: NOTE: This may be null if the bEnableInputDeviceSubsystem flag inUInputSettingsis set to false!

code: static [UInputDeviceSubsystem](API\Runtime\Engine\GameFramework\UInputDeviceSubsystem) * Get()


description: Returns a pointer to the active input device property with the given handle. Returns null if the property doesn't exist

code: [UInputDeviceProperty](API\Runtime\Engine\GameFramework\UInputDeviceProperty) * GetActiveDeviceProperty ( const [FInputDevicePropertyHandle](API\Runtime\Engine\GameFramework\FInputDevicePropertyHandle) Handle ) const


code: [FHardwareDeviceIdentifier](API\Runtime\Engine\GameFramework\FHardwareDeviceIdentifier) GetInputDeviceHardwareIdentifier ( const [FInputDeviceId](API\Runtime\Core\Misc\FInputDeviceId) InputDevice ) const


description: Gets the most recently used hardware input device for the given platform user

code: [FHardwareDeviceIdentifier](API\Runtime\Engine\GameFramework\FHardwareDeviceIdentifier) GetMostRecentlyUsedHardwareDevice ( const [FPlatformUserId](API\Runtime\Core\Misc\FPlatformUserId) InUserId ) const


description: Return the stat id to use for this tickable

code: virtual [TStatId](API\Runtime\Core\Stats\TStatId) GetStatId() const


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


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


description: Implement this for initialization of instances of the system

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


description: Returns true if the property associated with the given handle is currently active, and it is not pending removal

code: bool IsPropertyActive ( const [FInputDevicePropertyHandle](API\Runtime\Engine\GameFramework\FInputDevicePropertyHandle) Handle ) 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


code: void OnPIEPaused ( bool bSimulating )


code: void OnPIEResumed ( bool bSimulating )


code: void OnPIEStopped ( bool bSimulating )


description: Callbacks for when PIE is started/stopped. We will likely want to pause/resume input device properties when this happens, or just remove all active properties when PIE stops. This will make designer iteration a little easier

code: void OnPrePIEStarted ( bool bSimulating )


description:
Remove a single device property based on it's handle
The number of removed device properties.

code: void RemoveDevicePropertyByHandle ( const [FInputDevicePropertyHandle](API\Runtime\Engine\GameFramework\FInputDevicePropertyHandle) HandleToRemove )


description: Removes all the current Input Device Properties that are active, regardless of the Platform User

code: void RemoveAllDeviceProperties()


description:
Remove a set of device properties based on their handles.
The number of removed device properties

code: void RemoveDevicePropertyHandles ( const [TSet](API\Runtime\Core\Containers\TSet)< [FInputDevicePropertyHandle](API\Runtime\Engine\GameFramework\FInputDevicePropertyHandle) > & HandlesToRemove )


description: Set the most recently used hardware device from the input processor

code: void SetMostRecentlyUsedHardwareDevice ( const [FInputDeviceId](API\Runtime\Core\Misc\FInputDeviceId) InDeviceId, const [FHardwareDeviceIdentifier](API\Runtime\Engine\GameFramework\FHardwareDeviceIdentifier) & InHardwareId )


description: Note: This function is called on the CDO prior to instances being created!

code: virtual bool ShouldCreateSubsystem ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Outer ) 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: virtual void Tick ( float DeltaTime )


className: UInputDeviceSubsystem

description: The input device subsystem provides an interface to allow users to set Input Device Properties on any Platform User.

code: class UInputDeviceSubsystem : public [UEngineSubsystem](API\Runtime\Engine\Subsystems\UEngineSubsystem), public [FTickableGameObject](API\Runtime\Engine\FTickableGameObject)

ActiveProperties

type: TSet<FActiveDe...

description: Set of currently active input device properties that will be evaluated on tick

InputPreprocessor

type: TSharedPtr< cla...

description: An input processor that is used to determine the most recently used hardware device for each user

LatestInputDeviceIdentifiers

type: TMap<FInputDev...

description: A map of an input device to it's most recent hardware device identifier

LatestUserDeviceIdentifiers

type: TMap<FPlatform...

description: A map of platform user's to their most recent hardware device identifier

OnInputHardwareDeviceChanged

type: FHardwareInputD...

description: A delegate that is fired when a platform user changes what Hardware Input device they are using

PropertiesPendingRemoval

type: TSet<FInputDev...

description: Set of property handles the properties that are currently pending manual removal.

PropertyClassesRequiringReset

type: TArray<FResetP...

description: A set of device properties that should be reset when PIE ends.


description: Apply the device property from GetInternalDeviceProperty to the given platform user. Note: To remove any applied affects of this device property, call ResetDeviceProperty.

code: virtual void ApplyDeviceProperty ( const [FPlatformUserId](API\Runtime\Core\Misc\FPlatformUserId) UserId, const [FInputDeviceId](API\Runtime\Core\Misc\FInputDeviceId) DeviceId )


description: Gets a pointer to the current input device property that theIInputInterfacecan use.


description: ResetDeviceProperty

code: virtual void ResetDeviceProperty_Implementation ( const [FPlatformUserId](API\Runtime\Core\Misc\FPlatformUserId) PlatformUser, const [FInputDeviceId](API\Runtime\Core\Misc\FInputDeviceId) DeviceId, bool bForceReset )


className: UInputDeviceTriggerEffect

description: A property that effect the triggers on a gamepad

code: class UInputDeviceTriggerEffect : public [UInputDeviceProperty](API\Runtime\Engine\GameFramework\UInputDeviceProperty)

BaseTriggerData

type: FDeviceTriggerB...

ResetProperty

type: FInputDeviceTri...

description: Internal property that can be used to reset a given trigger


description: UInputDeviceProperty::EvaluateDeviceProperty

code: virtual void EvaluateDeviceProperty_Implementation ( const [FPlatformUserId](API\Runtime\Core\Misc\FPlatformUserId) PlatformUser, const [FInputDeviceId](API\Runtime\Core\Misc\FInputDeviceId) DeviceId, const float DeltaTime, const float Duration )


description: Recalculates this device property's duration. This should be called whenever there are changes made to things like curves, or other time sensitive properties.

code: virtual float RecalculateDuration()


code: UInputDeviceTriggerFeedbackProperty()


className: UInputDeviceTriggerFeedbackProperty

description: NOTE: This property has platform specific implementations and may behave differently per platform. See the docs for more details on each platform.

code: class UInputDeviceTriggerFeedbackProperty : public [UInputDeviceTriggerEffect](API\Runtime\Engine\GameFramework\UInputDeviceTriggerEffect)

DeviceOverrideData

type: TMap<FName,FD...

description: A map of device specific color data.

TriggerData

type: FDeviceTriggerF...

description: What position on the trigger that the feedback should be applied to over time (1-9)


code: UInputDeviceTriggerResistanceProperty()


className: UInputDeviceTriggerResistanceProperty

code: class UInputDeviceTriggerResistanceProperty : public [UInputDeviceTriggerEffect](API\Runtime\Engine\GameFramework\UInputDeviceTriggerEffect)

DeviceOverrideData

description: A map of device specific color data.

type: FDeviceTriggerT...


code: UInputDeviceTriggerVibrationProperty()


className: UInputDeviceTriggerVibrationProperty

code: class UInputDeviceTriggerVibrationProperty : public [UInputDeviceTriggerEffect](API\Runtime\Engine\GameFramework\UInputDeviceTriggerEffect)

description: A map of device specific color data.


description: Add the given hardware device identifier to this platform's settings.

code: void AddHardwareDeviceIdentifier ( const [FHardwareDeviceIdentifier](API\Runtime\Engine\GameFramework\FHardwareDeviceIdentifier) & InHardwareDevice )


code: static [UInputPlatformSettings](API\Runtime\Engine\GameFramework\UInputPlatformSettings) * Get()


description: and the editor will make a nice drop down for you with all the current options that are in the settings.

code: static const [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & GetAllHardwareDeviceNames()


description: Returns the first matchingFHardwareDeviceIdentifierthat has the given HardwareDeviceIdentifier.

code: const [FHardwareDeviceIdentifier](API\Runtime\Engine\GameFramework\FHardwareDeviceIdentifier) * GetHardwareDeviceForClassName ( const [FName](API\Runtime\Core\UObject\FName) InHardwareDeviceIdentifier ) const


description: Returns an array of all Hardware Device Identifiers known to this platform

code: const [TArray](API\Runtime\Core\Containers\TArray)< [FHardwareDeviceIdentifier](API\Runtime\Engine\GameFramework\FHardwareDeviceIdentifier) > & GetHardwareDevices() const


className: UInputPlatformSettings

description: Per-Platform input options

code: class UInputPlatformSettings : public [UPlatformSettings](API\Runtime\DeveloperSettings\Engine\UPlatformSettings)

HardwareDevices

type: TArray<FHardwa...

description: A list of identifiable hardware devices available on this platform

MaxTriggerFeedbackPosition

description: The maximum position that a trigger can be set to

MaxTriggerFeedbackStrength

description: The maximum strength that trigger feedback can be set to

MaxTriggerVibrationAmplitude

description: The maximum amplitude that can be set on trigger vibrations

MaxTriggerVibrationFrequency

description: The max frequency that a trigger vibration can occur

MaxTriggerVibrationTriggerPosition

description: The max position that a vibration trigger effect can be set to.


description: Append new mapping to existing list

code: void AddActionMapping ( [FInputActionKeyMapping](API\Runtime\Engine\GameFramework\FInputActionKeyMapping) & NewMapping )


description: Programmatically add an action mapping to the project defaults

code: void AddActionMapping ( const [FInputActionKeyMapping](API\Runtime\Engine\GameFramework\FInputActionKeyMapping) & KeyMapping, bool bForceRebuildKeymaps )


description: Append new mapping to existing list

code: void AddAxisMapping ( [FInputAxisKeyMapping](API\Runtime\Engine\GameFramework\FInputAxisKeyMapping) & NewMapping )


description: Programmatically add an axis mapping to the project defaults

code: void AddAxisMapping ( const [FInputAxisKeyMapping](API\Runtime\Engine\GameFramework\FInputAxisKeyMapping) & KeyMapping, bool bForceRebuildKeymaps )


description: Finds unique action name based on existing action names

code: bool DoesActionExist ( const [FName](API\Runtime\Core\UObject\FName) InActionName )


description: Finds unique axis name based on existing action names

code: bool DoesAxisExist ( const [FName](API\Runtime\Core\UObject\FName) InAxisName )


code: bool DoesSpeechExist ( const [FName](API\Runtime\Core\UObject\FName) InSpeechName )


description: When changes are made to the default mappings, push those changes out to PlayerInput key maps

code: void ForceRebuildKeymaps()


code: void GetActionMappingByName ( const [FName](API\Runtime\Core\UObject\FName) InActionName, [TArray](API\Runtime\Core\Containers\TArray)< [FInputActionKeyMapping](API\Runtime\Engine\GameFramework\FInputActionKeyMapping) > & OutMappings ) const


description: Ask for all the action mappings

code: const [TArray](API\Runtime\Core\Containers\TArray)< [FInputActionKeyMapping](API\Runtime\Engine\GameFramework\FInputActionKeyMapping) > & GetActionMappings() const


description: Get the member name for the details panel

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


description: Populate a list of all defined action names

code: void GetActionNames ( [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & ActionNames ) const


description: meta=(GetOptions="Engine.InputSettings.GetAllActionAndAxisNames")

code: static const [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & GetAllActionAndAxisNames()


description: Retrieve all axis mappings by a certain name.

code: void GetAxisMappingByName ( const [FName](API\Runtime\Core\UObject\FName) InAxisName, [TArray](API\Runtime\Core\Containers\TArray)< [FInputAxisKeyMapping](API\Runtime\Engine\GameFramework\FInputAxisKeyMapping) > & OutMappings ) const


description: Ask for all the axis mappings

code: const [TArray](API\Runtime\Core\Containers\TArray)< [FInputAxisKeyMapping](API\Runtime\Engine\GameFramework\FInputAxisKeyMapping) > & GetAxisMappings() const


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


description: Populate a list of all defined axis names

code: void GetAxisNames ( [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & AxisNames ) const


code: static [UClass](API\Runtime\CoreUObject\UObject\UClass) * GetDefaultInputComponentClass()


description: Class accessors.

code: static [UClass](API\Runtime\CoreUObject\UObject\UClass) * GetDefaultPlayerInputClass()


description: Ask for all the speech mappings

code: const [TArray](API\Runtime\Core\Containers\TArray)< [FInputActionSpeechMapping](API\Runtime\Engine\GameFramework\FInputActionSpeechMapping) > & GetSpeechMappings() const


code: [FName](API\Runtime\Core\UObject\FName) GetUniqueActionName ( const [FName](API\Runtime\Core\UObject\FName) BaseActionMappingName )


code: [FName](API\Runtime\Core\UObject\FName) GetUniqueAxisName ( const [FName](API\Runtime\Core\UObject\FName) BaseAxisMappingName )


description: Returns the game local input settings (action mappings, axis mappings, etc...)

code: static [UInputSettings](API\Runtime\Engine\GameFramework\UInputSettings) * GetInputSettings()


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

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


description: Called after the C++ constructor and after the properties have been initialized, including those loaded from config. This is called before any serialization or other setup has happened.

code: virtual void PostInitProperties()


description: Called from ReloadConfig after the object has reloaded its configuration data.

code: virtual void PostReloadConfig ( class [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * PropertyThatWasLoaded )


description: Programmatically remove an action mapping to the project defaults

code: void RemoveActionMapping ( const [FInputActionKeyMapping](API\Runtime\Engine\GameFramework\FInputActionKeyMapping) & KeyMapping, bool bForceRebuildKeymaps )


description: Programmatically remove an axis mapping to the project defaults

code: void RemoveAxisMapping ( const [FInputAxisKeyMapping](API\Runtime\Engine\GameFramework\FInputAxisKeyMapping) & KeyMapping, bool bForceRebuildKeymaps )


description: Flush the current mapping values to the config file

code: void SaveKeyMappings()


description: Set the default player input class.

code: static void SetDefaultPlayerInputClass ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UPlayerInput](API\Runtime\Engine\GameFramework\UPlayerInput) > NewDefaultPlayerInputClass )


description: Set the default input component class.

code: static void SetDefaultInputComponentClass ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UInputComponent](API\Runtime\Engine\Components\UInputComponent) > NewDefaultInputComponentClass )


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


className: UInputSettings

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

AxisConfig

type: TArray< struct ...

description: Properties of Axis controls

bAltEnterTogglesFullscreen

type: uint8: 1

bAlwaysShowTouchInterface

description: Should the touch input interface be shown always, or only when the platform has a touch screen?

bCaptureMouseOnLaunch

description: Controls if the viewport will capture the mouse on Launch of the application

bEnableDynamicComponentInputBinding

description: Should components that are dynamically added via the 'AddComponent' function at runtime have input delegates bound to them?

bEnableFOVScaling

description: Scale the mouse based on the player camera manager's field of view.

bEnableGestureRecognizer

description: Whether or not to use the gesture recognition system to convert touches in to gestures that can be bound and queried

bEnableInputDeviceSubsystem

description: If true, then the input device subsystem will be allowed to Initalize when the engine boots.

bEnableLegacyInputScales

description: Enable the use of legacy input scales on the player controller (InputYawScale, InputPitchScale, and InputRollScale)

bEnableMotionControls

description: If set to false, then the player controller's InputMotion function will never be called.

bEnableMouseSmoothing

description: Mouse smoothing control.

type: uint8:  1

bFilterInputByPlatformUser

description: If true, then the PlayerController::InputKey function will only process an input event if it came from an input device that is owned by the PlayerController's Platform User.

description: If true, then the Player Controller will have it's Pressed Keys flushed when the input mode is changed to Game and UI mode or the game viewport loses focus.

bShowConsoleOnFourFingerTap

description: Whether or not to show the console on 4 finger tap, on mobile platforms

bUseAutocorrect

description: If enabled, virtual keyboards will have autocorrect enabled.

bUseMouseForTouch

description: Allow mouse to be used for touch.

ConsoleKeys

type: TArray<FKey>

description: The keys which open the console.

DefaultTouchInterface

type: FSoftObjectPath

description: The default on-screen touch input interface for the game (can be null to disable the onscreen interface)

DefaultViewportMouseCaptureMode

type: EMouseCaptureMo...

description: The default mouse capture mode for the game viewport

DefaultViewportMouseLockMode

type: EMouseLockMode

description: The default mouse lock state behavior when the viewport acquires capture

DoubleClickTime

type: float

description: If a key is pressed twice in this amount of time it is considered a "double click"

ExcludedAutocorrectCultures

type: TArray<FString...

description: Disables autocorrect for these cultures, even if autocorrect is turned on.

ExcludedAutocorrectDeviceModels

description: Disables autocorrect for these device models, even if autocorrect is turned in.

ExcludedAutocorrectOS

description: Disables autocorrect for these operating systems, even if autocorrect is enabled.

FOVScale

description: The scaling value to multiply the field of view by.

PlatformSettings

type: FPerPlatformSet...

description: Platform specific settings for Input.


description: Returns a handle to the light weight representation and destroys Actor if successful; Returns a handle to Actor otherwise.

code: static [FActorInstanceHandle](API\Runtime\Engine\Engine\FActorInstanceHandle) ConvertActorToLightWeightInstance ( [AActor](API\Runtime\Engine\GameFramework\AActor) * Actor )


code: class ULightWeightInstanceBlueprintFunctionLibrary : public [UBlueprintFunctionLibrary](API\Runtime\Engine\Kismet\UBlueprintFunctionLibrary)


description: Returns a handle to a new light weight instance that represents an object of type ActorClass.

code: static [FActorInstanceHandle](API\Runtime\Engine\Engine\FActorInstanceHandle) CreateNewLightWeightInstance ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * ActorClass, FTransform Transform, [UDataLayerInstance](API\Runtime\Engine\WorldPartition\DataLayer\UDataLayerInstance) * Layer, [UWorld](API\Runtime\Engine\Engine\UWorld) * World )


description: Send message to client

code: virtual void ClientReceive ( const [FClientReceiveData](API\Runtime\Engine\GameFramework\FClientReceiveData) & ClientData ) const


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


className: ULocalMessage

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


description: Asynchronously loads a save game object in the specified slot for the local player, if this returns true the delegate will get called later. False means the load was never scheduled, otherwise it will create and initialize a new instance before calling the delegate if loading failed.

code: static bool AsyncLoadOrCreateSaveGameForLocalPlayer ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [ULocalPlayerSaveGame](API\Runtime\Engine\GameFramework\ULocalPlayerSaveGame) > SaveGameClass, [APlayerController](API\Runtime\Engine\GameFramework\APlayerController) * LocalPlayerController, const [FString](API\Runtime\Core\Containers\FString) & SlotName, [FOnLocalPlayerSaveGameLoaded](API\Runtime\Engine\GameFramework\FOnLocalPlayerSaveGameLoaded) Delegate )


description: Native version of above function, this takes aULocalPlayerand calls a native delegate. False means the load was never scheduled, otherwise it will create and initialize a new instance before calling the delegate if loading failed.

code: static bool AsyncLoadOrCreateSaveGameForLocalPlayer ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [ULocalPlayerSaveGame](API\Runtime\Engine\GameFramework\ULocalPlayerSaveGame) > SaveGameClass, const [ULocalPlayer](API\Runtime\Engine\Engine\ULocalPlayer) * LocalPlayer, const [FString](API\Runtime\Core\Containers\FString) & SlotName, FOnLocalPlayerSaveGameLoadedNative Delegate )


description: Asynchronously save to the slot and user index. This will return true if the save was requested, and errors should be handled by the HandlePostSave function after the save succeeds or fails


description: Create a brand new save game, possibly ready for saving but without trying to load from disk. This will always succeed.

code: static [ULocalPlayerSaveGame](API\Runtime\Engine\GameFramework\ULocalPlayerSaveGame) * CreateNewSaveGameForLocalPlayer ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [ULocalPlayerSaveGame](API\Runtime\Engine\GameFramework\ULocalPlayerSaveGame) > SaveGameClass, const [ULocalPlayer](API\Runtime\Engine\Engine\ULocalPlayer) * LocalPlayer, const [FString](API\Runtime\Core\Containers\FString) & SlotName )


description: Returns the invalid save data version, which means it has never been saved/loaded

code: virtual int32 GetInvalidDataVersion() const


description: Returns the latest save data version, this is used when the new data is saved

code: virtual int32 GetLatestDataVersion() const


description: Returns the local player this is associated with, this will be valid if it is ready to save

code: virtual const [ULocalPlayer](API\Runtime\Engine\Engine\ULocalPlayer) * GetLocalPlayer() const


description: Returns the local player controller this is associated with, this will be valid if it is ready to save

code: virtual [APlayerController](API\Runtime\Engine\GameFramework\APlayerController) * GetLocalPlayerController() const


description: Returns the platform user to save to, based on Local Player by default

code: virtual [FPlatformUserId](API\Runtime\Core\Misc\FPlatformUserId) GetPlatformUserId() const


description: Returns the user index to save to, based on Local Player by default

code: virtual int32 GetPlatformUserIndex() const


description: Returns the game-specific version number this was last saved/loaded as

code: virtual int32 GetSavedDataVersion() const


description: Returns the save slot name to use

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


description: Called after loading, this is not called for newly created saves

code: virtual void HandlePostLoad()


description: Called after saving finishes with success/failure result

code: virtual void HandlePostSave ( bool bSuccess )


description: Called before saving, do any game-specific fixup here

code: virtual void HandlePreSave()


description: Initializes this save after either loading or initial creation, automatically called by load/create functions above

code: virtual void InitializeSaveGame ( const [ULocalPlayer](API\Runtime\Engine\Engine\ULocalPlayer) * LocalPlayer, [FString](API\Runtime\Core\Containers\FString) InSlotName, bool bWasLoaded )


description: Returns true if a save is in progress

code: virtual bool IsSaveInProgress() const


description: Synchronously loads a save game object in the specified slot for the local player, stalling the main thread until it completes. This will return null for invalid parameters, but will create a new instance if the parameters are valid but loading fails.

code: static [ULocalPlayerSaveGame](API\Runtime\Engine\GameFramework\ULocalPlayerSaveGame) * LoadOrCreateSaveGameForLocalPlayer ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [ULocalPlayerSaveGame](API\Runtime\Engine\GameFramework\ULocalPlayerSaveGame) > SaveGameClass, [APlayerController](API\Runtime\Engine\GameFramework\APlayerController) * LocalPlayerController, const [FString](API\Runtime\Core\Containers\FString) & SlotName )


description: Blueprint event called after loading, is not called for newly created saves

code: void OnPostLoad()