description: Sets the controller to use as the viewpoint for recording prioritization purposes.

code: void SetViewerOverride ( [APlayerController](API\Runtime\Engine\GameFramework\APlayerController) *const InViewerOverride )


description: Associate a world with this net driver. Disassociates any previous world first.

module: Engine

code: virtual void SetWorld ( class [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld )


description: Returns true if the client should destroy immediately any actor that becomes torn-off

code: virtual bool ShouldClientDestroyTearOffActors() const


description: Returns true if this network driver will forward a received remote function call to other active net drivers.

code: virtual bool ShouldForwardFunction ( [AActor](API\Runtime\Engine\GameFramework\AActor) * Actor, [UFunction](API\Runtime\CoreUObject\UObject\UFunction) * Function, void * Parms ) const


description: Returns whether or not RPCs processed by this driver should be ignored.

code: virtual bool ShouldIgnoreRPCs() const


description: Returns true if actor channels with InGUID should queue up bunches, even if they wouldn't otherwise be queued.

code: virtual bool ShouldQueueBunchesForActorGUID ( [FNetworkGUID](API\Runtime\Core\Misc\FNetworkGUID) InGUID ) const


description: Returns true if RepNotifies should be checked and generated when receiving properties for the given object.

code: virtual bool ShouldReceiveRepNotifiesForObject ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object ) const


description: Returns true if this network driver will replicate the given actor.

code: virtual bool ShouldReplicateActor ( [AActor](API\Runtime\Engine\GameFramework\AActor) * Actor ) const


description: Returns true if this network driver will handle the remote function call for the given actor.

code: virtual bool ShouldReplicateFunction ( [AActor](API\Runtime\Engine\GameFramework\AActor) * Actor, [UFunction](API\Runtime\CoreUObject\UObject\UFunction) * Function ) const


description: Returns whether or not properties that are replicating using this driver should not call RepNotify functions.

code: virtual bool ShouldSkipRepNotifies() const


description: Returns true if TickFlush can be called in parallel with the Slate tick.


description: Deprecated* Internal call will be made private in the future.

code: void SkipTimeInternal ( const float SecondsToSkip, const bool InFastForward, const bool InIsForCheckpoint )


code: void SkipTime ( const float InTimeToSkip )


code: void SpawnDemoRecSpectator ( [UNetConnection](API\Runtime\Engine\Engine\UNetConnection) * Connection, const [FURL](API\Runtime\Engine\Engine\FURL) & ListenURL )


description:
Creates a new splitscreen replay viewer.
If the viewer was able to be created or not.

code: bool SpawnSplitscreenViewer ( [ULocalPlayer](API\Runtime\Engine\Engine\ULocalPlayer) * NewPlayer, [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld )


code: void TickDemoRecord ( float DeltaSeconds )


code: void TickDemoPlayback ( float DeltaSeconds )


description: Handle time update: read and process packets

code: virtual void TickDispatch ( float DeltaTime )


description: ReplicateActors and Flush

code: virtual void TickFlush ( float DeltaSeconds )


description: Called by a task thread if the engine is doing async end of frame tasks in parallel with Slate.

code: void TickFlushAsyncEndOfFrame ( float DeltaSeconds )


code: void WriteDemoFrameFromQueuedDemoPackets ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar, [TArray](API\Runtime\Core\Containers\TArray)< [FQueuedDemoPacket](API\Runtime\Engine\FQueuedDemoPacket) > & QueuedPackets, float FrameTime, EWriteDemoFrameFlags Flags )


code: void WritePacket ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar, uint8 * Data, int32 Count )


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


code: UDemoNetDriver ( [FVTableHelper](API\Runtime\CoreUObject\UObject\FVTableHelper) & Helper )


className: UDemoNetDriver

description: Simulated network driver for recording and playing back game sessions.

code: class UDemoNetDriver : public [UNetDriver](API\Runtime\Engine\Engine\UNetDriver)

AccumulatedRecordTime

type: double

description: Internal debug timing/tracking

bIsWaitingForHeaderDownload

type: uint8:  1

PlaybackPackets

type: TArray<FPlayba...

description: PlaybackPackets are used to buffer packets up when we read a demo frame, which we can then process when the time is right

QueuedPacketsBeforeTravel

type: TArray<FQueued...


description: Called by the engine after it calls LoadMap for this PendingNetGame.

code: virtual bool LoadMapCompleted ( [UEngine](API\Runtime\Engine\Engine\UEngine) * Engine, [FWorldContext](API\Runtime\Engine\Engine\FWorldContext) & Context, bool bLoadedMapSuccessfully, const [FString](API\Runtime\Core\Containers\FString) & LoadMapError )


description: Send JOIN to other end

code: virtual void SendJoin()


description: Update the pending level's status.

code: virtual void Tick ( float DeltaTime )


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


className: UDemoPendingNetGame

code: class UDemoPendingNetGame : public [UPendingNetGame](API\Runtime\Engine\Engine\UPendingNetGame)


description: Breakpoints have been moved to Engine/Source/Editor/UnrealEd/Public/Kismet2/Breakpoint.h, renamed toFBlueprintBreakpoint, and are now UStructs

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


description:
Return the scale to use given the size of the viewport.
The Scale to apply to the entire UI.

code: virtual float GetDPIScaleBasedOnSize ( FIntPoint Size ) const


className: UDPICustomScalingRule

description: Custom Scaling Rules for Slate and UMG Widgets can be implemented by sub-classing from this class and setting this rule to be used in your project settings.

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


code: virtual void BindDynamicDelegates ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * InInstance ) const


code: virtual void UnbindDynamicDelegatesForProperty ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * InInstance, const [FObjectProperty](API\Runtime\CoreUObject\UObject\FObjectProperty) * InObjectProperty ) const


code: virtual void UnbindDynamicDelegates ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Instance ) const


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


className: UDynamicBlueprintBinding

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


description: Allows external systems to add a new simple engine stat function.

code: void AddEngineStat ( const [FName](API\Runtime\Core\UObject\FName) & InCommandName, const [FName](API\Runtime\Core\UObject\FName) & InCategoryName, const [FText](API\Runtime\Core\Internationalization\FText) & InDescriptionString, [FEngineStatRender](API\Runtime\Engine\Engine\UEngine\FEngineStatRender) InRenderFunc, [FEngineStatToggle](API\Runtime\Engine\Engine\UEngine\FEngineStatToggle) InToggleFunc, const bool bInIsRHS )


code: void AddNewPendingStreamingLevel ( [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld, [FName](API\Runtime\Core\UObject\FName) PackageName, bool bNewShouldBeLoaded, bool bNewShouldBeVisible, int32 LODIndex )


description: This function will add a debug message to the onscreen message list. It will be displayed for FrameCount frames.

code: void AddOnScreenDebugMessage ( uint64 Key, float TimeToDisplay, [FColor](API\Runtime\Core\Math\FColor) DisplayColor, const [FString](API\Runtime\Core\Containers\FString) & DebugMessage, bool bNewerOnTop, const FVector2D & TextScale )


description: Wrapper from int32 to uint64

code: void AddOnScreenDebugMessage ( int32 Key, float TimeToDisplay, [FColor](API\Runtime\Core\Math\FColor) DisplayColor, const [FString](API\Runtime\Core\Containers\FString) & DebugMessage, bool bNewerOnTop, const FVector2D & TextScale )


description: Register a performance data consumer with the engine; it will be passed performance information each frame

code: void AddPerformanceDataConsumer ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IPerformanceDataConsumer](API\Runtime\Engine\IPerformanceDataConsumer) > Consumer )


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


description: Deprecated* This is deprecated to follow inclusive naming rules. UseAddTextureStreamingLoc()instead.

code: void AddTextureStreamingSlaveLoc ( FVector InLoc, float BoostFactor, bool bOverrideLocation, float OverrideDuration )


description: Adds a world location as a secondary view location for purposes of texture streaming. Lasts one frame, or a specified number of seconds (for overriding locations only).

code: void AddTextureStreamingLoc ( FVector InLoc, float BoostFactor, bool bOverrideLocation, float OverrideDuration )


description: true if selection of translucent objects in perspective view ports is allowed

code: virtual bool AllowSelectTranslucent() const


description: true if editor analytics are enabled

code: virtual bool AreEditorAnalyticsEnabled() const


code: virtual int32 BeginTransaction ( const TCHAR * TransactionContext, const [FText](API\Runtime\Core\Internationalization\FText) & Description, [UObject](API\Runtime\CoreUObject\UObject\UObject) * PrimaryObject )


description: Updates level streaming state using active game players view and blocks until all sub-levels are loaded/ visible/ hidden so further calls to UpdateLevelStreaming won't do any work unless state changes.

code: void BlockTillLevelStreamingCompleted ( [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld )


description: Called by internal engine systems after actor folder is added

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


description: Called by internal engine systems after actor folder is removed

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


description: Called by internal engine systems after a level has finished updating its actor folder list

code: void BroadcastActorFoldersUpdated ( [ULevel](API\Runtime\Engine\Engine\ULevel) * InLevel )


description: Called when actors have been translated, rotated, or scaled by the editor

code: void BroadcastActorsMoved ( [TArray](API\Runtime\Core\Containers\TArray)< [AActor](API\Runtime\Engine\GameFramework\AActor) * > & Actors ) const


description: Called afterUEditorEngine::Tickhas been called (orUGameEngine::Tickin standalone)

code: void BroadcastEditorClose()


description: Called by internal engine systems after a level actor has been added

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


description: Called by internal engine systems after a level actor has been attached

code: void BroadcastLevelActorAttached ( [AActor](API\Runtime\Engine\GameFramework\AActor) * InActor, const [AActor](API\Runtime\Engine\GameFramework\AActor) * InParent )


description: Called by internal engine systems after level actors have changed to notify other subsystems

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


description: Called by internal engine systems after a level actor has been detached

code: void BroadcastLevelActorDetached ( [AActor](API\Runtime\Engine\GameFramework\AActor) * InActor, const [AActor](API\Runtime\Engine\GameFramework\AActor) * InParent )


description: Called by internal engine systems after a level actor's folder has been changed

code: void BroadcastLevelActorFolderChanged ( const [AActor](API\Runtime\Engine\GameFramework\AActor) * InActor, [FName](API\Runtime\Core\UObject\FName) OldPath )


description: Called by internal engine systems after a world's actor list changes in a way not specifiable through other LevelActor__Events to notify other subsystems

code: void BroadcastLevelActorListChanged()


description: Called by internal engine systems after level actors have changed outer

code: void BroadcastLevelActorOuterChanged ( [AActor](API\Runtime\Engine\GameFramework\AActor) * InActor, [UObject](API\Runtime\CoreUObject\UObject\UObject) * InOldOuter )


description: Called by internal engine systems after a level actor has been requested to be renamed

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


code: void BroadcastLevelComponentRequestRename ( const [UActorComponent](API\Runtime\Engine\Components\UActorComponent) * InComponent )


description: Called by internal engine systems after network burst or DDoS is detected

code: void BroadcastNetworkDDosSEscalation ( [UWorld](API\Runtime\Engine\Engine\UWorld) * World, [UNetDriver](API\Runtime\Engine\Engine\UNetDriver) * NetDriver, [FString](API\Runtime\Core\Containers\FString) SeverityCategory )


description: Called by internal engine systems after a network failure has occurred

code: void BroadcastNetworkFailure ( [UWorld](API\Runtime\Engine\Engine\UWorld) * World, [UNetDriver](API\Runtime\Engine\Engine\UNetDriver) * NetDriver, [ENetworkFailure::Type](API\Runtime\NetCore\Net\Core\Connection\ENetworkFailure__Type) FailureType, const [FString](API\Runtime\Core\Containers\FString) & ErrorString )


description: Called by internal engine systems after network lag has been detected

code: void BroadcastNetworkLagStateChanged ( [UWorld](API\Runtime\Engine\Engine\UWorld) * World, [UNetDriver](API\Runtime\Engine\Engine\UNetDriver) * NetDriver, [ENetworkLagState::Type](API\Runtime\Engine\Engine\ENetworkLagState__Type) LagType )


description: Called by internal engine systems after an actor has been moved to notify other subsystems

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


description: Called by internal engine systems when an actor is being moved to notify other subsystems

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


description: Called by SceneComponent PropagateTransformUpdate to nofify of any component transform change

code: void BroadcastOnComponentTransformChanged ( [USceneComponent](API\Runtime\Engine\Components\USceneComponent) * InComponent, ETeleportType InTeleport )


code: void BroadcastPostEditorTick ( float DeltaSeconds )


description: Called by internal engine systems after a travel failure has occurred

code: void BroadcastTravelFailure ( [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld, [ETravelFailure::Type](API\Runtime\Engine\Engine\ETravelFailure__Type) FailureType, const [FString](API\Runtime\Core\Containers\FString) & ErrorString )


description: Browse to a specified URL, relative to the current one.

code: virtual [EBrowseReturnVal::Type](API\Runtime\Engine\Engine\EBrowseReturnVal__Type) Browse ( [FWorldContext](API\Runtime\Engine\Engine\FWorldContext) & WorldContext, [FURL](API\Runtime\Engine\Engine\FURL) URL, [FString](API\Runtime\Core\Containers\FString) & Error )


code: void BrowseToDefaultMap ( [FWorldContext](API\Runtime\Engine\Engine\FWorldContext) & WorldContext )


description: Cancel pending level.

code: virtual void CancelAllPending()


code: virtual void CancelPending ( [FWorldContext](API\Runtime\Engine\Engine\FWorldContext) & WorldContext )


code: virtual void CancelPending ( [UNetDriver](API\Runtime\Engine\Engine\UNetDriver) * PendingNetGameDriver )


code: virtual void CancelPending ( [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld, [UPendingNetGame](API\Runtime\Engine\Engine\UPendingNetGame) * NewPendingNetGame )


description: Cancels pending map change.

code: void CancelPendingMapChange ( [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld )


description: Cancels pending map change.

code: void CancelPendingMapChange ( [FWorldContext](API\Runtime\Engine\Engine\FWorldContext) & Context )


code: virtual void CancelTransaction ( int32 Index )


description: Override dynamic resolution state for next frame. Old dynamic resolution state will be disabled, and the new one will be enabled automatically at next frame.

code: void ChangeDynamicResolutionStateAtNextFrame ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< class [IDynamicResolutionState](API\Runtime\Engine\IDynamicResolutionState) > NewState )


description: Finds any World(s) and related objects that are still referenced after being destroyed by LoadMap and logs which objects are holding the references. May rename packages for the dangling objects to allow the world to be reloaded without conflicting with the existing one.

code: virtual void CheckAndHandleStaleWorldObjectReferences ( [FWorldContext](API\Runtime\Engine\Engine\FWorldContext) * InWorldContext )


description: Clean up the GameViewport

code: void CleanupGameViewport()


description: Removes the PerMapPackages from the RootSet

code: void CleanupPackagesToFullyLoad ( [FWorldContext](API\Runtime\Engine\Engine\FWorldContext) & Context, EFullyLoadPackageType FullyLoadType, const [FString](API\Runtime\Core\Containers\FString) & Tag )


description: Clear out the debug properties array that is storing values to show on the screen

code: void ClearDebugDisplayProperties()


description: Clear any existing debug messages

code: void ClearOnScreenDebugMessages()


code: bool CommitMapChange ( [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld )


description:
Finalizes the pending map change that was being kicked off by PrepareMapChange.
true if successful, false if there were errors (use GetMapChangeFailureDescription for error description)

code: bool CommitMapChange ( [FWorldContext](API\Runtime\Engine\Engine\FWorldContext) & Context )


description: Collect garbage once per frame driven by World ticks

code: void ConditionalCollectGarbage()


code: void ConditionalCommitMapChange ( [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld )


description: Commit map change if requested and map change is pending. Called every frame.

code: void ConditionalCommitMapChange ( [FWorldContext](API\Runtime\Engine\Engine\FWorldContext) & WorldContext )


code: static void CopyPropertiesForUnrelatedObjects ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * OldObject, [UObject](API\Runtime\CoreUObject\UObject\UObject) * NewObject, [FCopyPropertiesForUnrelatedObjectsParams](API\Runtime\Engine\Engine\UEngine\FCopyPropertiesForUnrelatedObjec-) Params )


description: Conditionally load this texture for a platform. Always loaded in Editor


description:
Allows games to correct the negative delta
new delta

code: virtual double CorrectNegativeTimeDelta ( double DeltaRealTime )


description:
Creates aUNetDriverand associates a name with it.
True if the driver was created successfully, false if there was an error.

code: bool CreateNamedNetDriver ( [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld, [FName](API\Runtime\Core\UObject\FName) NetDriverName, [FName](API\Runtime\Core\UObject\FName) NetDriverDefinition )


code: bool CreateNamedNetDriver ( [UPendingNetGame](API\Runtime\Engine\Engine\UPendingNetGame) * PendingNetGame, [FName](API\Runtime\Core\UObject\FName) NetDriverName, [FName](API\Runtime\Core\UObject\FName) NetDriverDefinition )


code: [FWorldContext](API\Runtime\Engine\Engine\FWorldContext) & CreateNewWorldContext ( [EWorldType::Type](API\Runtime\Engine\Engine\EWorldType__Type) WorldType )


description:
Creates aUNetDriverwith an engine assigned name
new netdriver if successful, nullptr otherwise

code: [UNetDriver](API\Runtime\Engine\Engine\UNetDriver) * CreateNetDriver ( [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld, [FName](API\Runtime\Core\UObject\FName) NetDriverDefinition )


description: This should only ever be called for a EditorEngine.

code: virtual [UWorld](API\Runtime\Engine\Engine\UWorld) * CreatePIEWorldByDuplication ( [FWorldContext](API\Runtime\Engine\Engine\FWorldContext) & Context, [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld, [FString](API\Runtime\Core\Containers\FString) & PlayWorldMapName )


code: virtual void CreateStartupAnalyticsAttributes ( [TArray](API\Runtime\Core\Containers\TArray)< struct [FAnalyticsEventAttribute](API\Runtime\Analytics\FAnalyticsEventAttribute) > & StartSessionAttributes ) const


description: Requests a one frame delay of Garbage Collection

code: void DelayGarbageCollection()


description: Destroys aUNetDriverbased on its name.

code: void DestroyNamedNetDriver ( [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld, [FName](API\Runtime\Core\UObject\FName) NetDriverName )


description: Destroys aUNetDriverbased on its name.

code: void DestroyNamedNetDriver ( [UPendingNetGame](API\Runtime\Engine\Engine\UPendingNetGame) * PendingNetGame, [FName](API\Runtime\Core\UObject\FName) NetDriverName )


code: virtual void DestroyWorldContext ( [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld )


description:
Renders warnings about the level that should be addressed prior to shipping
The Y position in the canvas after the last drawn string

code: float DrawOnscreenDebugMessages ( [UWorld](API\Runtime\Engine\Engine\UWorld) * World, [FViewport](API\Runtime\Engine\FViewport) * Viewport, [FCanvas](API\Runtime\Engine\FCanvas) * Canvas, [UCanvas](API\Runtime\Engine\Engine\UCanvas) * CanvasObject, float MessageX, float MessageY )


description: Emit an event for dynamic resolution if not already done.

code: void EmitDynamicResolutionEvent ( EDynamicResolutionStateEvent Event )


description: Enables or disables the ScreenSaver (desktop only)

code: void EnableScreenSaver ( bool bEnable )


description: Wrapper for firing a simple stat exec.

code: void ExecEngineStat ( [UWorld](API\Runtime\Engine\Engine\UWorld) * World, [FCommonViewportClient](API\Runtime\Engine\FCommonViewportClient) * ViewportClient, const TCHAR * InName )


description: Implementation of Exec that is only called in non-shipping targets

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


description: Implementation of Exec that is only called in editor

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


description: If this function returns true, the DynamicSourceLevels collection will be duplicated for the given map. This is necessary to do outside of the editor when we don't have the original editor world, and it's not safe to copy the dynamic levels once they've been fully initialized, so we pre-duplicate them when the original levels are first created.

code: virtual bool Experimental_ShouldPreDuplicateMap ( const [FName](API\Runtime\Core\UObject\FName) MapName ) const


className: FActorFolderAddedEvent

description: Editor-only event triggered when an actor folder is added to the world

code: class FActorFolderAddedEvent : public TBaseMulticastDelegate_OneParam< void, UActorFolder * >


className: FActorFolderRemovedEvent

description: Editor-only event triggered when an actor folder is removed from the world

code: class FActorFolderRemovedEvent : public TBaseMulticastDelegate_OneParam< void, UActorFolder * >


className: FActorFoldersUpdatedEvent

description: Editor-only event triggered when actor folders are updated for a level

code: class FActorFoldersUpdatedEvent : public TBaseMulticastDelegate_OneParam< void, ULevel * >


code: FCopyPropertiesForUnrelatedObjectsParams &40; const FCopyPropertiesForUnrelatedObjectsParams & &41;


description: Makes a strong effort to copy everything possible from and old object to a new object of a different class, used for blueprint to update things after a recompile.

bClearReferences

type: bool

bSkipCompilerGeneratedDefaults

description: Skips copying properties with BlueprintCompilerGeneratedDefaults metadata

OptionalReplacementMappings

type: TMap<UObject&...

SourceObjectArchetype

type: UObject*

description: In cases where the SourceObject will no longer be able to look up its correct Archetype, it can be supplied.


className: FEditorCloseEvent

description: Delegate broadcast afterUEditorEngine::Tickhas been called (orUGameEngine::Tickin standalone)

code: class FEditorCloseEvent : public TBaseMulticastDelegate_NoParams< void >


className: FEngineStatRender

description: Function definition for those stats which have their own render functions (or affect another render functions).

code: typedef TBaseDelegate_SevenParams< int32, [UWorld](API\Runtime\Engine\Engine\UWorld) *, [FViewport](API\Runtime\Engine\FViewport) *, [FCanvas](API\Runtime\Engine\FCanvas) *, int32, int32, const FVector *, const FRotator * > FEngineStatRender


className: FEngineStatToggle

description: Function definition for those stats which have their own toggle functions (or toggle other stats).

code: typedef TBaseDelegate_ThreeParams< bool, [UWorld](API\Runtime\Engine\Engine\UWorld) *, [FCommonViewportClient](API\Runtime\Engine\FCommonViewportClient) *, const TCHAR * > FEngineStatToggle


className: FErrorsAndWarningsCollector

code: struct FErrorsAndWarningsCollector : public [FBufferedOutputDevice](API\Runtime\Core\Misc\FBufferedOutputDevice)

ActiveLines

type: TArray<FBuffer...

DisplayTime

type: float

MessagesToCountMap

type: TMap< uint32, u...


description: Attempts to find what is referencing a world that should have been garbage collected

code: static void FindAndPrintStaleReferencesToObject ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * ObjectToFindReferencesTo, [ELogVerbosity::Type](API\Runtime\Core\Logging\ELogVerbosity__Type) Verbosity )


description: Attempts to find a reference chain leading to a world that should have been garbage collected

code: static [FString](API\Runtime\Core\Containers\FString) FindAndPrintStaleReferencesToObject ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * ObjectToFindReferencesTo, EPrintStaleReferencesOptions Options )


description: Deprecated* Please useFReferenceChainSearch::FindAndPrintStaleReferencesToObjects

code: static [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > FindAndPrintStaleReferencesToObjects ( TConstArrayView< [UObject](API\Runtime\CoreUObject\UObject\UObject) * > ObjectsToFindReferencesTo, EPrintStaleReferencesOptions Options )


description: Returns the firstULocalPlayerthat matches the given ControllerId. This will search across all world contexts.

code: [ULocalPlayer](API\Runtime\Engine\Engine\ULocalPlayer) * FindFirstLocalPlayerFromControllerId ( int32 ControllerId ) const


description: Returns the firstULocalPlayerthat matches the given platform user id, or the first player if the id is invalid This will search across all world contexts.

code: [ULocalPlayer](API\Runtime\Engine\Engine\ULocalPlayer) * FindFirstLocalPlayerFromPlatformUserId ( [FPlatformUserId](API\Runtime\Core\Misc\FPlatformUserId) PlatformUserId ) const


description:
Finds aUNetDriverbased on its name.
A pointer to theUNetDriverthat was found, or nullptr if it wasn't found.

code: [UNetDriver](API\Runtime\Engine\Engine\UNetDriver) * FindNamedNetDriver ( const [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld, [FName](API\Runtime\Core\UObject\FName) NetDriverName )


code: [UNetDriver](API\Runtime\Engine\Engine\UNetDriver) * FindNamedNetDriver ( const [UPendingNetGame](API\Runtime\Engine\Engine\UPendingNetGame) * InPendingNetGame, [FName](API\Runtime\Core\UObject\FName) NetDriverName )


className: FLevelActorAddedEvent

description: Editor-only event triggered when actors are added to the world

code: class FLevelActorAddedEvent : public TBaseMulticastDelegate_OneParam< void, AActor * >


description: Because properties are destroyed here,Super::FinishDestroy()should always be called at the end of your child class'sFinishDestroy()method, rather than at the beginning.

code: virtual void FinishDestroy()


className: FLevelActorAttachedEvent

description: Editor-only event triggered when actors are attached in the world

code: class FLevelActorAttachedEvent : public TBaseMulticastDelegate_TwoParams< void, AActor *, const AActor * >


className: FLevelActorDeletedEvent

description: Editor-only event triggered when actors are deleted from the world

code: class FLevelActorDeletedEvent : public TBaseMulticastDelegate_OneParam< void, AActor * >


className: FLevelActorDetachedEvent

description: Editor-only event triggered when actors are detached in the world

code: class FLevelActorDetachedEvent : public TBaseMulticastDelegate_TwoParams< void, AActor *, const AActor * >


className: FLevelActorListChangedEvent

description: Editor-only event triggered when the actor list of the world has changed

code: class FLevelActorListChangedEvent : public TBaseMulticastDelegate_NoParams< void >


className: FLevelActorFolderChangedEvent

description: Editor-only event triggered when actors' folders are changed

code: class FLevelActorFolderChangedEvent : public TBaseMulticastDelegate_TwoParams< void, const AActor *, FName >


className: FLevelActorOuterChangedEvent

description: Editor-only event triggered when actors outer changes

code: class FLevelActorOuterChangedEvent : public TBaseMulticastDelegate_TwoParams< void, AActor *, UObject * >


className: FLevelActorRequestRenameEvent

description: Editor-only event triggered when actors are being requested to be renamed

code: class FLevelActorRequestRenameEvent : public TBaseMulticastDelegate_OneParam< void, const AActor * >


className: FLevelComponentRequestRenameEvent

code: class FLevelComponentRequestRenameEvent : public TBaseMulticastDelegate_OneParam< void, const UActorComponent * >


code: virtual void FocusNextPIEWorld ( [UWorld](API\Runtime\Engine\Engine\UWorld) * CurrentPieWorld, bool previous )


className: FOnActorMovedEvent

description: Editor-only event triggered after an actor is moved, rotated or scaled (AActor::PostEditMove)

code: class FOnActorMovedEvent : public TBaseMulticastDelegate_OneParam< void, AActor * >


className: FOnActorMovingEvent

description: Editor-only event triggered when an actor is being moved, rotated or scaled (AActor::PostEditMove)

code: class FOnActorMovingEvent : public TBaseMulticastDelegate_OneParam< void, AActor * >


className: FOnActorsMovedEvent

description: Editor-only event triggered after actors are moved, rotated or scaled by an editor system

code: class FOnActorsMovedEvent : public TBaseMulticastDelegate_OneParam< void, TArray< AActor * > & >


className: FOnComponentTransformChangedEvent

description: Editor-only event triggered when any component transform is changed

code: class FOnComponentTransformChangedEvent : public TBaseMulticastDelegate_TwoParams< void, USceneComponent *, ETeleportType >


className: FOnNetworkDDoSEscalation

description: Network burst or DDoS detected. Used for triggering analytics, mostly

code: class FOnNetworkDDoSEscalation : public TBaseMulticastDelegate_ThreeParams< void, UWorld *, UNetDriver *, FString >


className: FOnNetworkLagStateChanged

description: Network lag detected. For the server this means all clients are timing out. On the client it means you are timing out.

code: class FOnNetworkLagStateChanged : public TBaseMulticastDelegate_ThreeParams< void, UWorld *, UNetDriver *, ENetworkLagState::Type >


className: FOnNetworkFailure

description: Error message event relating to network failures

code: class FOnNetworkFailure : public TBaseMulticastDelegate_FourParams< void, UWorld *, UNetDriver *, ENetworkFailure::Type, const FString & >


className: FOnNewStatRegistered

description: Delegate we fire every time a new stat has been registered.

code: class FOnNewStatRegistered : public TBaseMulticastDelegate_ThreeParams< void, const FName &, const FName &, const FText & >


className: FOnTravelFailure

description: Error message event relating to server travel failures

code: class FOnTravelFailure : public TBaseMulticastDelegate_ThreeParams< void, UWorld *, ETravelFailure::Type, const FString & >


description: Updates the timer between garbage collection such that at the next opportunity garbage collection will be run.

code: void ForceGarbageCollection ( bool bFullPurge )


className: FPostEditorTick

description: Delegate broadcast afterUEditorEngine::Tickhas been called (orUGameEngine::Tickin standalone)

code: class FPostEditorTick : public TBaseMulticastDelegate_OneParam< void, float >


className: FWorldAddedEvent

description: Triggered when a world is added.

code: class FWorldAddedEvent : public TBaseMulticastDelegate_OneParam< void, UWorld * >


className: FWorldContextDestroyedEvent

description: Triggered when a world context is destroyed.

code: class FWorldContextDestroyedEvent : public TBaseMulticastDelegate_OneParam< void, FWorldContext & >


className: FWorldDestroyedEvent

description: Triggered when a world is destroyed.

code: class FWorldDestroyedEvent : public TBaseMulticastDelegate_OneParam< void, UWorld * >


code: [UGameViewportClient](API\Runtime\Engine\Engine\UGameViewportClient) * GameViewportForWorld ( const [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld ) const


description: the currently active audio device


description: Returns the specified additional font.

code: static [UFont](API\Runtime\Engine\Engine\UFont) * GetAdditionalFont ( int32 AdditionalFontIndex )


description: Gets all local players associated with the engine. This function should only be used in rare cases where no UWorld* is available to get a player list associated with the world. E.g, - use GetFirstLocalPlayerController(UWorld *InWorld) when possible!

code: void GetAllLocalPlayerControllers ( [TArray](API\Runtime\Core\Containers\TArray)< [APlayerController](API\Runtime\Engine\GameFramework\APlayerController) * > & PlayerList )


description: the audio device manager of theUEngine, this allows the creation and management of multiple audio devices.


description: Returns the average game/render/gpu/total time since this function was last called

code: void GetAverageUnitTimes ( [TArray](API\Runtime\Core\Containers\TArray)< float > & AverageTimes )


description:
Tries to find the currently active primary Game or Play in Editor world, returning null if it is ambiguous. This should only be called if you do not have a reliable world context object to use.
either nullptr or a World that is guaranteed to be of type Game or PIE

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


description: Returns the firstULocalPlayerthat should be used for debug purposes. This should only be used in very special cases where no UWorld* is available! Anything using this will not function properly under multiple worlds. Always prefer to useGetFirstGamePlayer()or even better -FLocalPlayerIteratorthe firstULocalPlayer


description: Get the custom time step that control the Engine Framerate/Timestep

code: [UEngineCustomTimeStep](API\Runtime\Engine\Engine\UEngineCustomTimeStep) * GetCustomTimeStep() const


description: The feature used to create new worlds, by default. Overridden for feature level preview in the editor

code: virtual [ERHIFeatureLevel::Type](API\Runtime\RHI\ERHIFeatureLevel__Type) GetDefaultWorldFeatureLevel() const


description: Returns the current display gamma value

code: float GetDisplayGamma() const


description: Queries informations about the current state dynamic resolution.

code: void GetDynamicResolutionCurrentStateInfos ( [FDynamicResolutionStateInfos](API\Runtime\Engine\Engine\FDynamicResolutionStateInfos) & OutInfos ) const


description: Get's global dynamic resolution state


description: Get the user setting for dynamic resolution.


description: Get an Engine Subsystem of specified type

code: template<typename TSubsystemClass> TSubsystemClass * GetEngineSubsystem() const


code: [UEngineSubsystem](API\Runtime\Engine\Subsystems\UEngineSubsystem) * GetEngineSubsystemBase ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UEngineSubsystem](API\Runtime\Engine\Subsystems\UEngineSubsystem) > SubsystemClass ) const


description: Get all Engine Subsystem of specified type, this is only necessary for interfaces that can have multiple implementations instanced at a time.

code: template<typename TSubsystemClass> const [TArray](API\Runtime\Core\Containers\TArray)< TSubsystemClass * > & GetEngineSubsystemArray() const


description:
Return the firstULocalPlayerin the GamePlayers array.
firstULocalPlayeror nullptr if the array is empty

code: [ULocalPlayer](API\Runtime\Engine\Engine\ULocalPlayer) * GetFirstGamePlayer ( [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld )


code: [ULocalPlayer](API\Runtime\Engine\Engine\ULocalPlayer) * GetFirstGamePlayer ( const [UGameViewportClient](API\Runtime\Engine\Engine\UGameViewportClient) * InViewport )


code: [ULocalPlayer](API\Runtime\Engine\Engine\ULocalPlayer) * GetFirstGamePlayer ( [UPendingNetGame](API\Runtime\Engine\Engine\UPendingNetGame) * PendingNetGame )


description:
Find a Local Player Controller, which may not exist at all if this is a server.
first found LocalPlayerController. Fine for single player, in split screen, one will be picked.

code: [APlayerController](API\Runtime\Engine\GameFramework\APlayerController) * GetFirstLocalPlayerController ( const [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld )


description: Returns the display color for a given frame time (based on t.TargetFrameTimeThreshold and t.UnacceptableFrameTimeThreshold)

code: [FColor](API\Runtime\Core\Math\FColor) GetFrameTimeDisplayColor ( float FrameTimeMS ) const


description:
Return theULocalPlayerwith the given index.
pointer to the LocalPlayer with the given index

code: [ULocalPlayer](API\Runtime\Engine\Engine\ULocalPlayer) * GetGamePlayer ( const [UGameViewportClient](API\Runtime\Engine\Engine\UGameViewportClient) * InViewport, int32 InPlayer )


code: [ULocalPlayer](API\Runtime\Engine\Engine\ULocalPlayer) * GetGamePlayer ( [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld, int32 InPlayer )


code: const [TArray](API\Runtime\Core\Containers\TArray)< class [ULocalPlayer](API\Runtime\Engine\Engine\ULocalPlayer) * > & GetGamePlayers ( [UWorld](API\Runtime\Engine\Engine\UWorld) * World ) const


code: const [TArray](API\Runtime\Core\Containers\TArray)< class [ULocalPlayer](API\Runtime\Engine\Engine\ULocalPlayer) * > & GetGamePlayers ( const [UGameViewportClient](API\Runtime\Engine\Engine\UGameViewportClient) * Viewport ) const


description: Returns the global instance of the game user settings class.

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


description: Returns the GameViewport widget

code: virtual [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< class [SViewport](API\Runtime\Slate\Widgets\SViewport) > GetGameViewportWidget() const


description: Called from GetFunctionCallspace on specific objects to check for authority/cosmetic function tags using global state

code: int32 GetGlobalFunctionCallspace ( [UFunction](API\Runtime\CoreUObject\UObject\UFunction) * Function, [UObject](API\Runtime\CoreUObject\UObject\UObject) * FunctionTarget, [FFrame](API\Runtime\CoreUObject\UObject\FFrame) * Stack )


code: uint32 GetGlobalNetTravelCount() const


code: const [FLinearColor](API\Runtime\Core\Math\FLinearColor) & GetHoveredMaterialColor() const


description:
Returns the engine's default large font
Large font.

code: static [UFont](API\Runtime\Engine\Engine\UFont) * GetLargeFont()


description:
Retrieves the LocalPlayer for the player which has the ControllerId specified
The player that has the ControllerId specified, or nullptr if no players have that ControllerId

code: [ULocalPlayer](API\Runtime\Engine\Engine\ULocalPlayer) * GetLocalPlayerFromControllerId ( const [UGameViewportClient](API\Runtime\Engine\Engine\UGameViewportClient) * InViewport, const int32 ControllerId ) const


code: [ULocalPlayer](API\Runtime\Engine\Engine\ULocalPlayer) * GetLocalPlayerFromControllerId ( [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld, const int32 ControllerId ) const


code: [ULocalPlayer](API\Runtime\Engine\Engine\ULocalPlayer) * GetLocalPlayerFromInputDevice ( const [UGameViewportClient](API\Runtime\Engine\Engine\UGameViewportClient) * InViewport, const [FInputDeviceId](API\Runtime\Core\Misc\FInputDeviceId) InputDevice ) const


code: [ULocalPlayer](API\Runtime\Engine\Engine\ULocalPlayer) * GetLocalPlayerFromInputDevice ( [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld, const [FInputDeviceId](API\Runtime\Core\Misc\FInputDeviceId) InputDevice ) const


description:
Returns the first LocalPlayer that matches the given platform user id
The player that has the PlatformUserId specified, or nullptr if no players have that PlatformUserId

code: [ULocalPlayer](API\Runtime\Engine\Engine\ULocalPlayer) * GetLocalPlayerFromPlatformUserId ( [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld, const [FPlatformUserId](API\Runtime\Core\Misc\FPlatformUserId) PlatformUserId ) const


description: Return a reference to the GamePlayers array.

code: [TArray](API\Runtime\Core\Containers\TArray)< class [ULocalPlayer](API\Runtime\Engine\Engine\ULocalPlayer) * >::TConstIterator GetLocalPlayerIterator ( [UWorld](API\Runtime\Engine\Engine\UWorld) * World )


code: [TArray](API\Runtime\Core\Containers\TArray)< class [ULocalPlayer](API\Runtime\Engine\Engine\ULocalPlayer) * >::TConstIterator GetLocalPlayerIterator ( const [UGameViewportClient](API\Runtime\Engine\Engine\UGameViewportClient) * Viewport )


description: the main audio device.


description: the main audio device handle used by the engine.

code: uint32 GetMainAudioDeviceID() const


description: Returns whether or not the map build in progressed was canceled by the user.

code: virtual bool GetMapBuildCancelled() const


description:
Returns the failure description in case of a failed map change request.
Human readable failure description in case of failure, empty string otherwise

code: [FString](API\Runtime\Core\Containers\FString) GetMapChangeFailureDescription ( [FWorldContext](API\Runtime\Engine\Engine\FWorldContext) & Context )


code: [FString](API\Runtime\Core\Containers\FString) GetMapChangeFailureDescription ( [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld )


description: Get max fps.

code: virtual float GetMaxFPS() const


description: Get tick rate limitor.

code: virtual float GetMaxTickRate ( float DeltaTime, bool bAllowFrameRateSmoothing ) const


description:
Gets the engine's default medium font.
Medium font.

code: static [UFont](API\Runtime\Engine\Engine\UFont) * GetMediumFont()


description:
Returns the current netmode
Note: if there is no valid net driver, returns NM_StandAlone
current netmode

code: ENetMode GetNetMode ( const [UWorld](API\Runtime\Engine\Engine\UWorld) * World ) const


code: virtual [UGameViewportClient](API\Runtime\Engine\Engine\UGameViewportClient) * GetNextPIEViewport ( [UGameViewportClient](API\Runtime\Engine\Engine\UGameViewportClient) * CurrentViewport )


description: Return the number of entries in the GamePlayers array

code: int32 GetNumGamePlayers ( const [UGameViewportClient](API\Runtime\Engine\Engine\UGameViewportClient) * InViewport )


description: Looks up the GUID of a package on disk. The package must NOT be in the autodownload cache. This may require loading the header of the package in question and is therefore slow.

code: static [FGuid](API\Runtime\Core\Misc\FGuid) GetPackageGuid ( [FName](API\Runtime\Core\UObject\FName) PackageName, bool bForPIE )


description: Deprecated* Please useGetPostRenderDelegateEx().


description: Deprecated* Please useGetPreRenderDelegateEx().


description: Return the ini platform name the current preview platform, or false if there is no preview platform.

code: virtual bool GetPreviewPlatformName ( [FName](API\Runtime\Core\UObject\FName) & PlatformName ) const


code: int32 GetNumGamePlayers ( [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld )


description:
Computes a color to use for property coloration for the given object.
true if a color was successfully set on OutColor, false otherwise.

code: virtual bool GetPropertyColorationColor ( class [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object, [FColor](API\Runtime\Core\Math\FColor) & OutColor )


description: Get the color to use for object selection

code: const [FLinearColor](API\Runtime\Core\Math\FLinearColor) & GetSelectedMaterialColor() const


code: const [FLinearColor](API\Runtime\Core\Math\FLinearColor) & GetSelectionOutlineColor() const


description:
Get a locator for Portal services.
The service locator.


description:
Gets the engine's default small font
Small font.

code: static [UFont](API\Runtime\Engine\Engine\UFont) * GetSmallFont()


description: Get the index of the provided sprite categoryIndexof the provided sprite category, if possible; INDEX_NONE otherwise

code: virtual int32 GetSpriteCategoryIndex ( const [FName](API\Runtime\Core\UObject\FName) & InSpriteCategory )


description: Uses StatColorMappings to find a color for this stat's value.

code: bool GetStatValueColoration ( const [FString](API\Runtime\Core\Containers\FString) & StatName, float Value, [FColor](API\Runtime\Core\Math\FColor) & OutColor )


code: const [FLinearColor](API\Runtime\Core\Math\FLinearColor) & GetSubduedSelectionOutlineColor() const


description:
Returns the engine's default subtitle font
Subtitle font.

code: static [UFont](API\Runtime\Engine\Engine\UFont) * GetSubtitleFont()


description: Returns the current desired time between garbage collection passes (not the time remaining)


description: Returns GetTimeBetweenGarbageCollectionPasses but tweaked if its an idle server or not

code: virtual float GetTimeBetweenGarbageCollectionPasses ( bool bHasPlayersConnected ) const


description: Get the TimecodeProvider that control the Engine's Timecode.

code: [UTimecodeProvider](API\Runtime\Engine\Engine\UTimecodeProvider) * GetTimecodeProvider() const


description:
Gets the engine's default tiny font.
Tiny font.

code: static [UFont](API\Runtime\Engine\Engine\UFont) * GetTinyFont()


code: [FWorldContext](API\Runtime\Engine\Engine\FWorldContext) & GetWorldContextFromPendingNetGameNetDriverChecked ( const [UNetDriver](API\Runtime\Engine\Engine\UNetDriver) * InPendingNetGame )


code: const [FWorldContext](API\Runtime\Engine\Engine\FWorldContext) & GetWorldContextFromPendingNetGameNetDriverChecked ( const [UNetDriver](API\Runtime\Engine\Engine\UNetDriver) * InPendingNetGame ) const


code: [FWorldContext](API\Runtime\Engine\Engine\FWorldContext) * GetWorldContextFromGameViewport ( const [UGameViewportClient](API\Runtime\Engine\Engine\UGameViewportClient) * InViewport )


code: const [FWorldContext](API\Runtime\Engine\Engine\FWorldContext) * GetWorldContextFromGameViewport ( const [UGameViewportClient](API\Runtime\Engine\Engine\UGameViewportClient) * InViewport ) const


code: [FWorldContext](API\Runtime\Engine\Engine\FWorldContext) & GetWorldContextFromGameViewportChecked ( const [UGameViewportClient](API\Runtime\Engine\Engine\UGameViewportClient) * InViewport )


code: const [FWorldContext](API\Runtime\Engine\Engine\FWorldContext) & GetWorldContextFromGameViewportChecked ( const [UGameViewportClient](API\Runtime\Engine\Engine\UGameViewportClient) * InViewport ) const


code: [FWorldContext](API\Runtime\Engine\Engine\FWorldContext) * GetWorldContextFromHandle ( const [FName](API\Runtime\Core\UObject\FName) WorldContextHandle )


code: const [FWorldContext](API\Runtime\Engine\Engine\FWorldContext) * GetWorldContextFromHandle ( const [FName](API\Runtime\Core\UObject\FName) WorldContextHandle ) const


code: [FWorldContext](API\Runtime\Engine\Engine\FWorldContext) & GetWorldContextFromHandleChecked ( const [FName](API\Runtime\Core\UObject\FName) WorldContextHandle )


code: const [FWorldContext](API\Runtime\Engine\Engine\FWorldContext) & GetWorldContextFromHandleChecked ( const [FName](API\Runtime\Core\UObject\FName) WorldContextHandle ) const


code: [FWorldContext](API\Runtime\Engine\Engine\FWorldContext) * GetWorldContextFromPendingNetGame ( const [UPendingNetGame](API\Runtime\Engine\Engine\UPendingNetGame) * InPendingNetGame )


code: const [FWorldContext](API\Runtime\Engine\Engine\FWorldContext) * GetWorldContextFromPendingNetGame ( const [UPendingNetGame](API\Runtime\Engine\Engine\UPendingNetGame) * InPendingNetGame ) const


code: [FWorldContext](API\Runtime\Engine\Engine\FWorldContext) * GetWorldContextFromPendingNetGameNetDriver ( const [UNetDriver](API\Runtime\Engine\Engine\UNetDriver) * InPendingNetGame )


code: const [FWorldContext](API\Runtime\Engine\Engine\FWorldContext) * GetWorldContextFromPendingNetGameNetDriver ( const [UNetDriver](API\Runtime\Engine\Engine\UNetDriver) * InPendingNetGame ) const


code: const [FWorldContext](API\Runtime\Engine\Engine\FWorldContext) & GetWorldContextFromPendingNetGameChecked ( const [UPendingNetGame](API\Runtime\Engine\Engine\UPendingNetGame) * InPendingNetGame ) const


code: [FWorldContext](API\Runtime\Engine\Engine\FWorldContext) & GetWorldContextFromPendingNetGameChecked ( const [UPendingNetGame](API\Runtime\Engine\Engine\UPendingNetGame) * InPendingNetGame )


code: [FWorldContext](API\Runtime\Engine\Engine\FWorldContext) * GetWorldContextFromPIEInstance ( const int32 PIEInstance )


code: const [FWorldContext](API\Runtime\Engine\Engine\FWorldContext) * GetWorldContextFromPIEInstance ( const int32 PIEInstance ) const


code: [FWorldContext](API\Runtime\Engine\Engine\FWorldContext) & GetWorldContextFromPIEInstanceChecked ( const int32 PIEInstance )


code: const [FWorldContext](API\Runtime\Engine\Engine\FWorldContext) & GetWorldContextFromPIEInstanceChecked ( const int32 PIEInstance ) const


code: [FWorldContext](API\Runtime\Engine\Engine\FWorldContext) * GetWorldContextFromWorld ( const [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld )


code: const [FWorldContext](API\Runtime\Engine\Engine\FWorldContext) * GetWorldContextFromWorld ( const [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld ) const


code: const [FWorldContext](API\Runtime\Engine\Engine\FWorldContext) & GetWorldContextFromWorldChecked ( const [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld ) const


code: [FWorldContext](API\Runtime\Engine\Engine\FWorldContext) & GetWorldContextFromWorldChecked ( const [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld )


code: const [TIndirectArray](API\Runtime\Core\Containers\TIndirectArray)< [FWorldContext](API\Runtime\Engine\Engine\FWorldContext) > & GetWorldContexts() const


description:
Obtain a world object pointer from an object with has a world context.
The world to which the object belongs or nullptr if it cannot be found.

code: [UWorld](API\Runtime\Engine\Engine\UWorld) * GetWorldFromContextObject ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object, EGetWorldErrorMode ErrorMode ) const


code: bool HandleAnimSeqStatsCommand ( const TCHAR * Cmd, [FOutputDevice](API\Runtime\Core\Misc\FOutputDevice) & Ar )


description:
Obtain a world object pointer from an object with has a world context.
The world to which the object belongs; asserts if the world cannot be found!

code: [UWorld](API\Runtime\Engine\Engine\UWorld) * GetWorldFromContextObjectChecked ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object ) const


description: Attempts to gracefully handle a failure to travel to the default map.

code: virtual void HandleBrowseToDefaultMapFailure ( [FWorldContext](API\Runtime\Engine\Engine\FWorldContext) & Context, const [FString](API\Runtime\Core\Containers\FString) & TextURL, const [FString](API\Runtime\Core\Containers\FString) & Error )


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


code: bool HandleConfigHashCommand ( const TCHAR * Cmd, [FOutputDevice](API\Runtime\Core\Misc\FOutputDevice) & Ar )


code: bool HandleConfigMemCommand ( const TCHAR * Cmd, [FOutputDevice](API\Runtime\Core\Misc\FOutputDevice) & Ar )


code: bool HandleContentComparisonCommand ( const TCHAR * Cmd, [FOutputDevice](API\Runtime\Core\Misc\FOutputDevice) & Ar )


code: bool HandleCountDisabledParticleItemsCommand ( const TCHAR * Cmd, [FOutputDevice](API\Runtime\Core\Misc\FOutputDevice) & Ar )


code: bool HandleCrackURLCommand ( const TCHAR * Cmd, [FOutputDevice](API\Runtime\Core\Misc\FOutputDevice) & Ar )


code: bool HandleDebugCommand ( const TCHAR * Cmd, [FOutputDevice](API\Runtime\Core\Misc\FOutputDevice) & Ar )


code: bool HandleDeferCommand ( const TCHAR * Cmd, [FOutputDevice](API\Runtime\Core\Misc\FOutputDevice) & Ar )


code: bool HandleDirCommand ( const TCHAR * Cmd, [FOutputDevice](API\Runtime\Core\Misc\FOutputDevice) & Ar )


code: bool HandleDisableAllScreenMessagesCommand ( const TCHAR * Cmd, [FOutputDevice](API\Runtime\Core\Misc\FOutputDevice) & Ar )


description: The proper way to disconnect a given World and NetDriver. Travels world if necessary, cleans up pending connects if necessary.

code: void HandleDisconnect ( [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld, [UNetDriver](API\Runtime\Engine\Engine\UNetDriver) * NetDriver )


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


code: bool HandleDumpAllocatorStats ( const TCHAR * Cmd, [FOutputDevice](API\Runtime\Core\Misc\FOutputDevice) & Ar )


description: Compile in Debug, Development, and Test.

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


code: bool HandleDumpAvailableResolutionsCommand ( const TCHAR * Cmd, [FOutputDevice](API\Runtime\Core\Misc\FOutputDevice) & Ar )


code: bool HandleDumpGPUCommand ( const TCHAR * Cmd, [FOutputDevice](API\Runtime\Core\Misc\FOutputDevice) & Ar )


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


code: bool HandleDumpMaterialStatsCommand ( const TCHAR * Cmd, [FOutputDevice](API\Runtime\Core\Misc\FOutputDevice) & Ar )


code: bool HandleDumpParticleCountsCommand ( const TCHAR * Cmd, [FOutputDevice](API\Runtime\Core\Misc\FOutputDevice) & Ar )


code: bool HandleDumpShaderCompileStatsCommand ( const TCHAR * Cmd, [FOutputDevice](API\Runtime\Core\Misc\FOutputDevice) & Ar )


code: bool HandleDumpShaderStatsCommand ( const TCHAR * Cmd, [FOutputDevice](API\Runtime\Core\Misc\FOutputDevice) & Ar )


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


code: bool HandleEnableAllScreenMessagesCommand ( const TCHAR * Cmd, [FOutputDevice](API\Runtime\Core\Misc\FOutputDevice) & Ar )


description: Exec command handlers

code: bool HandleFlushLogCommand ( const TCHAR * Cmd, [FOutputDevice](API\Runtime\Core\Misc\FOutputDevice) & Ar )


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


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


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


code: bool HandleGameVerCommand ( const TCHAR * Cmd, [FOutputDevice](API\Runtime\Core\Misc\FOutputDevice) & Ar )


code: bool HandleGammaCommand ( const TCHAR * Cmd, [FOutputDevice](API\Runtime\Core\Misc\FOutputDevice) & Ar )


code: bool HandleGetIniCommand ( const TCHAR * Cmd, [FOutputDevice](API\Runtime\Core\Misc\FOutputDevice) & Ar )


code: bool HandleHeapCheckCommand ( const TCHAR * Cmd, [FOutputDevice](API\Runtime\Core\Misc\FOutputDevice) & Ar )


description: Compile in Debug or Development.

code: bool HandleHotReloadCommand ( const TCHAR * Cmd, [FOutputDevice](API\Runtime\Core\Misc\FOutputDevice) & Ar )


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


code: bool HandleListAnimsCommand ( const TCHAR * Cmd, [FOutputDevice](API\Runtime\Core\Misc\FOutputDevice) & Ar )


code: bool HandleListLoadedPackagesCommand ( const TCHAR * Cmd, [FOutputDevice](API\Runtime\Core\Misc\FOutputDevice) & Ar )


code: bool HandleListParticleSystemsCommand ( const TCHAR * Cmd, [FOutputDevice](API\Runtime\Core\Misc\FOutputDevice) & Ar )


code: bool HandleListSkeletalMeshesCommand ( const TCHAR * Cmd, [FOutputDevice](API\Runtime\Core\Misc\FOutputDevice) & Ar )


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


code: bool HandleListStaticMeshesCommand ( const TCHAR * Cmd, [FOutputDevice](API\Runtime\Core\Misc\FOutputDevice) & Ar )


code: bool HandleListTexturesCommand ( const TCHAR * Cmd, [FOutputDevice](API\Runtime\Core\Misc\FOutputDevice) & Ar )


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


code: bool HandleMemCommand ( const TCHAR * Cmd, [FOutputDevice](API\Runtime\Core\Misc\FOutputDevice) & Ar )


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


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


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


description: Notification of network error messages, allows the engine to handle the failure

code: virtual void HandleNetworkFailure ( [UWorld](API\Runtime\Engine\Engine\UWorld) * World, [UNetDriver](API\Runtime\Engine\Engine\UNetDriver) * NetDriver, [ENetworkFailure::Type](API\Runtime\NetCore\Net\Core\Connection\ENetworkFailure__Type) FailureType, const [FString](API\Runtime\Core\Containers\FString) & ErrorString )


description: Notification of network lag state change messages.

code: virtual void HandleNetworkLagStateChanged ( [UWorld](API\Runtime\Engine\Engine\UWorld) * World, [UNetDriver](API\Runtime\Engine\Engine\UNetDriver) * NetDriver, [ENetworkLagState::Type](API\Runtime\Engine\Engine\ENetworkLagState__Type) LagType )


code: bool HandleObjCommand ( const TCHAR * Cmd, [FOutputDevice](API\Runtime\Core\Misc\FOutputDevice) & Ar )


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


code: bool HandleParticleMeshUsageCommand ( const TCHAR * Cmd, [FOutputDevice](API\Runtime\Core\Misc\FOutputDevice) & Ar )


code: bool HandleProfileCommand ( const TCHAR * Cmd, [FOutputDevice](API\Runtime\Core\Misc\FOutputDevice) & Ar )


description: Only compile in when STATS is set.

code: bool HandleProfileGPUCommand ( const TCHAR * Cmd, [FOutputDevice](API\Runtime\Core\Misc\FOutputDevice) & Ar )


code: bool HandleProfileGPUHitchesCommand ( const TCHAR * Cmd, [FOutputDevice](API\Runtime\Core\Misc\FOutputDevice) & Ar )


code: bool HandleRecompileShadersCommand ( const TCHAR * Cmd, [FOutputDevice](API\Runtime\Core\Misc\FOutputDevice) & Ar )


code: bool HandleRecompileGlobalShadersCommand ( const TCHAR * Cmd, [FOutputDevice](API\Runtime\Core\Misc\FOutputDevice) & Ar )


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


code: bool HandleRemoteTextureStatsCommand ( const TCHAR * Cmd, [FOutputDevice](API\Runtime\Core\Misc\FOutputDevice) & Ar )


code: bool HandleShaderComplexityCommand ( const TCHAR * Cmd, [FOutputDevice](API\Runtime\Core\Misc\FOutputDevice) & Ar )


code: bool HandleShowLogCommand ( const TCHAR * Cmd, [FOutputDevice](API\Runtime\Core\Misc\FOutputDevice) & Ar )


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


code: bool HandleStartFPSChartCommand ( const TCHAR * Cmd, [FOutputDevice](API\Runtime\Core\Misc\FOutputDevice) & Ar )


code: bool HandleStatCommand ( [UWorld](API\Runtime\Engine\Engine\UWorld) * World, [FCommonViewportClient](API\Runtime\Engine\FCommonViewportClient) * ViewportClient, const TCHAR * Cmd, [FOutputDevice](API\Runtime\Core\Misc\FOutputDevice) & Ar )


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


code: bool HandleStopMovieCaptureCommand ( const TCHAR * Cmd, [FOutputDevice](API\Runtime\Core\Misc\FOutputDevice) & Ar )


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


code: bool HandleTestslateGameUICommand ( const TCHAR * Cmd, [FOutputDevice](API\Runtime\Core\Misc\FOutputDevice) & Ar )


code: bool HandleToggleAllScreenMessagesCommand ( const TCHAR * Cmd, [FOutputDevice](API\Runtime\Core\Misc\FOutputDevice) & Ar )


code: bool HandleToggleAsyncComputeCommand ( const TCHAR * Cmd, [FOutputDevice](API\Runtime\Core\Misc\FOutputDevice) & Ar )


code: bool HandleTogglegtPsysLODCommand ( const TCHAR * Cmd, [FOutputDevice](API\Runtime\Core\Misc\FOutputDevice) & Ar )


code: bool HandleToggleOnscreenDebugMessageDisplayCommand ( const TCHAR * Cmd, [FOutputDevice](API\Runtime\Core\Misc\FOutputDevice) & Ar )


code: bool HandleToggleOnscreenDebugMessageSystemCommand ( const TCHAR * Cmd, [FOutputDevice](API\Runtime\Core\Misc\FOutputDevice) & Ar )


code: bool HandleToggleRenderingThreadCommand ( const TCHAR * Cmd, [FOutputDevice](API\Runtime\Core\Misc\FOutputDevice) & Ar )


code: bool HandleTrackParticleRenderingStatsCommand ( const TCHAR * Cmd, [FOutputDevice](API\Runtime\Core\Misc\FOutputDevice) & Ar )


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


description: Notification of server travel error messages, generally network connection related (package verification, client server handshaking, etc) allows the engine to handle the failure

code: virtual void HandleTravelFailure ( [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld, [ETravelFailure::Type](API\Runtime\Engine\Engine\ETravelFailure__Type) FailureType, const [FString](API\Runtime\Core\Containers\FString) & ErrorString )


code: bool HandleViewnamesCommand ( const TCHAR * Cmd, [FOutputDevice](API\Runtime\Core\Misc\FOutputDevice) & Ar )


description: whether there are currently multiple local players in the given world

code: virtual bool HasMultipleLocalPlayers ( [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld )


code: void IncrementGlobalNetTravelCount()


description: Initialize the game engine.

code: virtual void Init ( [IEngineLoop](API\Runtime\Engine\IEngineLoop) * InEngineLoop )


description: Initialize the audio device manager


description:
Detects and initializes any attached eye-tracking devices
true if there is an initialized device, false otherwise


description:
Detects and initializes any attached HMD devices
true if there is an initialized device, false otherwise

code: virtual bool InitializeHMDDevice()


description: Loads all Engine object references from their corresponding config entries.


description: Initialize Portal services.

code: virtual void InitializePortalServices()


description: Whether we're allowed to do frame rate smoothing

code: virtual bool IsAllowedFramerateSmoothing() const


description: Initializes the running average delta to some good initial framerate.


description: If true, we're running in a backward compatible mode whereFPlatformUserIdand ControllerId are the same. If false, there can be more than one local player with the same platform user id

code: virtual bool IsControllerIdUsingPlatformUserId() const


description: true if the engine is autosaving a package

code: virtual bool IsAutosaving() const


description: the GIsEditor flag setting

code: bool IsEditor()


description:
Check to see if the specified stat name is a simple stat.
true if the stat is a registered simple stat.

code: bool IsEngineStat ( const [FString](API\Runtime\Core\Containers\FString) & InName )


code: virtual bool IsInitialized() const


code: bool IsPreparingMapChange ( [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld )


description:
Returns whether we are currently preparing for a map change or not.
true if we are preparing for a map change, false otherwise

code: bool IsPreparingMapChange ( [FWorldContext](API\Runtime\Engine\Engine\FWorldContext) & Context )


code: bool IsReadyForMapChange ( [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld )


description: true if property coloration color has a valid implementation

code: virtual bool IsPropertyColorationColorFeatureActivated() const


description:
Returns whether the prepared map change is ready for commit having called.
true if we're ready to commit the map change, false otherwise

code: bool IsReadyForMapChange ( [FWorldContext](API\Runtime\Engine\Engine\FWorldContext) & Context )


description: Whether the application should avoid rendering anything to give GPU resources to other applications

code: virtual bool IsRenderingSuspended() const


description: Mostly done to check if PIE is being set up, go GWorld is going to change, and it's not reallythe_G_WorldNOTE: hope this goes away once PIE and regular game triggering are not that separate code paths

code: virtual bool IsSettingUpPlayWorld() const


description: whether we currently have more than one local player

code: virtual bool IsSplitScreen ( [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld )


description: whether we're currently running with stereoscopic 3D enabled

code: bool IsStereoscopic3D ( [FViewport](API\Runtime\Engine\FViewport) * InViewport )


description: Helper function that returns true if InWorld is the outer of a level in a collection of type DynamicDuplicatedLevels. For internal engine use.

code: bool IsWorldDuplicate ( const [UWorld](API\Runtime\Engine\Engine\UWorld) *const InWorld )


code: [FURL](API\Runtime\Engine\Engine\FURL) & LastURLFromWorld ( [UWorld](API\Runtime\Engine\Engine\UWorld) * World )


description: Delay loading this texture until it is needed by the renderer. The texture is uncompressed and contains no mips so it can't be streamed.

code: void LoadBlueNoiseTexture()


code: void LoadDefaultBloomTexture()


description: Delay loading this texture until it is needed by the renderer.

code: void LoadDefaultFilmGrainTexture()


description: Delay loading the glint texture until it is needed by the renderer. This texture is not going to be streamed to be available right away.

code: void LoadGlintTextures()


code: virtual bool LoadMap ( [FWorldContext](API\Runtime\Engine\Engine\FWorldContext) & WorldContext, [FURL](API\Runtime\Engine\Engine\FURL) URL, class [UPendingNetGame](API\Runtime\Engine\Engine\UPendingNetGame) * Pending, [FString](API\Runtime\Core\Containers\FString) & Error )


description: Called to allow overloading by child engines

code: virtual void LoadMapRedrawViewports()


description: Loads the PerMapPackages for the given map, and adds them to the RootSet

code: void LoadPackagesFully ( [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld, EFullyLoadPackageType FullyLoadType, const [FString](API\Runtime\Core\Containers\FString) & Tag )


description: Delay loading the SimpleVolume texture until it is needed by the renderer. This texture is not going to be streamed to be available right away.

code: void LoadSimpleVolumeTextures()


description: Logs performance capture for use in automation analytics

code: void LogPerformanceCapture ( [UWorld](API\Runtime\Engine\Engine\UWorld) * World, const [FString](API\Runtime\Core\Containers\FString) & MapName, const [FString](API\Runtime\Core\Containers\FString) & SequenceName, float EventTime )


description: Makes sure map name is a long package name.

code: bool MakeSureMapNameIsValid ( [FString](API\Runtime\Core\Containers\FString) & InOutMapName )


code: virtual void MovePendingLevel ( [FWorldContext](API\Runtime\Engine\Engine\FWorldContext) & Context )


code: virtual bool NetworkRemapPath ( [UNetConnection](API\Runtime\Engine\Engine\UNetConnection) * Connection, [FString](API\Runtime\Core\Containers\FString) & Str, bool bReading )


code: virtual bool NetworkRemapPath ( [UPendingNetGame](API\Runtime\Engine\Engine\UPendingNetGame) * PendingNetGame, [FString](API\Runtime\Core\Containers\FString) & Str, bool bReading )


code: virtual void NotifyToolsOfObjectReplacement ( const [TMap](API\Runtime\Core\Containers\TMap)< [UObject](API\Runtime\CoreUObject\UObject\UObject) *, [UObject](API\Runtime\CoreUObject\UObject\UObject) * > & OldToNewInstanceMap )


description: Return custom time step changed event.


description: Pauses / un-pauses the game-play when focus of the game's window gets lost / gained.

code: virtual void OnLostFocusPause ( bool EnablePause )


description: true if only editor-visible levels should be loaded in Play-In-Editor sessions

code: virtual bool OnlyLoadEditorVisibleLevelsInPIE() const


description: Event triggered when network burst or DDoS is detected


description: Event triggered after network lag is being experienced or lag has ended


description: Event triggered after a network failure of any kind has occurred


description: Retrieve the message for the given key

code: bool OnScreenDebugMessageExists ( uint64 Key )


description: Return timecode provider changed event.


description: Return the world context destroyed event.


description: Return the world destroyed event.


description: Sets an override color to use instead of the user setting

code: void OverrideSelectedMaterialColor ( const [FLinearColor](API\Runtime\Core\Math\FLinearColor) & OverrideColor )


description: Called at startup, in the middle of FEngineLoop::Init.

code: void ParseCommandline()


description: Pause dynamic resolution for this frame.

code: void PauseDynamicResolution()


code: [UPendingNetGame](API\Runtime\Engine\Engine\UPendingNetGame) * PendingNetGameFromWorld ( [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld )


description: Event triggered after a server travel failure of any kind has occurred


description: Return the world added event.


description: Capture screenshots and performance metrics

code: void PerformanceCapture ( [UWorld](API\Runtime\Engine\Engine\UWorld) * World, const [FString](API\Runtime\Core\Containers\FString) & MapName, const [FString](API\Runtime\Core\Containers\FString) & SequenceName, float EventTime )


description: Requests that the engine intentionally performs an invalid operation. Used for testing error handling and external crash reporters

code: bool PerformError ( const TCHAR * Cmd, [FOutputDevice](API\Runtime\Core\Misc\FOutputDevice) & Out )


description: Interface to allow WorldSettings to request immediate garbage collection


code: virtual void PostCreatePIEWorld ( [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld )


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

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


description: Called at shutdown, just before the exit purge.

code: virtual void PreExit()


description: true if level streaming should prefer to stream levels from disk instead of duplicating them from editor world

code: virtual bool PreferToStreamLevelsInPIE() const


code: bool PrepareMapChange ( [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld, const [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & LevelNames )


description:
Prepares the engine for a map change by pre-loading level packages in the background.
true if all packages were in the package file cache and the operation succeeded, false otherwise. false as a return value also indicates that the code has given up.

code: bool PrepareMapChange ( [FWorldContext](API\Runtime\Engine\Engine\FWorldContext) & WorldContext, const [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & LevelNames )


description: Handles freezing/unfreezing of rendering

code: virtual void ProcessToggleFreezeCommand ( [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld )


description: Handles frezing/unfreezing of streaming

code: virtual void ProcessToggleFreezeStreamingCommand ( [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld )


description: Record EngineAnalytics information for attached HMD devices.

code: virtual void RecordHMDAnalytics()


code: virtual void RedrawViewports ( bool bShouldPresent )


description: Delegate handling when streaming pause begins. Set initially inFStreamingPauseRenderingModule::StartupModule()but can then be overridden by games.

code: void RegisterBeginStreamingPauseRenderingDelegate ( FBeginStreamingPauseDelegate * InDelegate )


description: Delegate handling when streaming pause ends. Set initially inFStreamingPauseRenderingModule::StartupModule()but can then be overridden by games.

code: void RegisterEndStreamingPauseRenderingDelegate ( FEndStreamingPauseDelegate * InDelegate )


description: Causes the current custom time step to be shut down and then reinitialized.

code: void ReinitializeCustomTimeStep()


description: Causes the current timecode provider to be shut down and then reinitialized.

code: void ReinitializeTimecodeProvider()


code: virtual void RemapGamepadControllerIdForPIE ( class [UGameViewportClient](API\Runtime\Engine\Engine\UGameViewportClient) * InGameViewport, int32 & ControllerId )


code: void RemoveEngineStat ( const [FName](API\Runtime\Core\UObject\FName) & InCommandName )


description: Remove the message for the given key.

code: void RemoveOnScreenDebugMessage ( uint64 Key )


description: Remove a previously registered performance data consumer

code: void RemovePerformanceDataConsumer ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IPerformanceDataConsumer](API\Runtime\Engine\IPerformanceDataConsumer) > Consumer )


description: Function to render all the simple stats

code: void RenderEngineStats ( [UWorld](API\Runtime\Engine\Engine\UWorld) * World, [FViewport](API\Runtime\Engine\FViewport) * Viewport, [FCanvas](API\Runtime\Engine\FCanvas) * Canvas, int32 LHSX, int32 & InOutLHSY, int32 RHSX, int32 & InOutRHSY, const FVector * ViewLocation, const FRotator * ViewRotation )


code: virtual void ResetPIEAudioSetting ( [UWorld](API\Runtime\Engine\Engine\UWorld) * CurrentPieWorld )


description:
Function to render text indicating whether named events are enabled.
The ending Y position to continue rendering stats at.

code: int32 RenderNamedEventsEnabled ( [FCanvas](API\Runtime\Engine\FCanvas) * Canvas, int32 X, int32 Y )


description: Restores the selected material color back to the user setting

code: void RestoreSelectedMaterialColor()


description: Resume dynamic resolution for this frame.

code: void ResumeDynamicResolution()


code: [FSeamlessTravelHandler](API\Runtime\Engine\Engine\FSeamlessTravelHandler) & SeamlessTravelHandlerForWorld ( [UWorld](API\Runtime\Engine\Engine\UWorld) * World )


description: Dispatches EndOfFrameUpdates for all UWorlds


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

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


description: Updates the values used to calculate the average game/render/gpu/total time

code: void SetAverageUnitTimes ( float FrameTime, float RenderThreadTime, float GameThreadTime, float GPUFrameTime, float RHITFrameTime )


code: void SetClientTravel ( [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld, const TCHAR * NextURL, ETravelType InTravelType )


code: void SetClientTravel ( [UPendingNetGame](API\Runtime\Engine\Engine\UPendingNetGame) * PendingNetGame, const TCHAR * NextURL, ETravelType InTravelType )


code: void SetClientTravelFromPendingGameNetDriver ( [UNetDriver](API\Runtime\Engine\Engine\UNetDriver) * PendingGameNetDriverGame, const TCHAR * NextURL, ETravelType InTravelType )


description:
Set the custom time step that will control the Engine Framerate/Timestep. It will shutdown the previous custom time step. The new custom time step will be initialized.
the result of the custom time step initialization.

code: bool SetCustomTimeStep ( [UEngineCustomTimeStep](API\Runtime\Engine\Engine\UEngineCustomTimeStep) * InCustomTimeStep )


description: Set the user setting for dynamic resolution.

code: void SetDynamicResolutionUserSetting ( bool Enable )


description: Set the state of the specified stat.

code: void SetEngineStat ( [UWorld](API\Runtime\Engine\Engine\UWorld) * World, [FCommonViewportClient](API\Runtime\Engine\FCommonViewportClient) * ViewportClient, const [FString](API\Runtime\Core\Containers\FString) & InName, const bool bShow )


description: Set the state of the specified stats (note: array processed in reverse order when !bShow).

code: void SetEngineStats ( [UWorld](API\Runtime\Engine\Engine\UWorld) * World, [FCommonViewportClient](API\Runtime\Engine\FCommonViewportClient) * ViewportClient, const [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & InNames, const bool bShow )


code: static void SetFlashIndicatorLatencyMarker ( uint64 FrameNumber )


code: static void SetInputSampleLatencyMarker ( uint64 FrameNumber )


code: void SetIsVanillaProduct ( bool bInIsVanillaProduct )


description: Sets the flag that states whether or not the map build was canceled.

code: virtual void SetMapBuildCancelled ( bool InCancelled )


description: Set max fps. Overrides console variable.

code: virtual void SetMaxFPS ( const float MaxFPS )


code: static void SetPresentLatencyMarkerStart ( uint64 FrameNumber )


code: static void SetPresentLatencyMarkerEnd ( uint64 FrameNumber )


description: Set priority and affinity on game thread either from ini file or from FPlatformAffinity::GetGameThreadPriority()


code: static void SetRenderSubmitLatencyMarkerEnd ( uint64 FrameNumber )


code: static void SetRenderSubmitLatencyMarkerStart ( uint64 FrameNumber )


description: Sets the selected material color. Do not use this if you plan to override the selected material color. Use OverrideSelectedMaterialColor instead This is set by the editor preferences

code: void SetSelectedMaterialColor ( const [FLinearColor](API\Runtime\Core\Math\FLinearColor) & InSelectedMaterialColor )


code: void SetSelectionOutlineColor ( const [FLinearColor](API\Runtime\Core\Math\FLinearColor) & InSelectionOutlineColor )


code: void SetShouldCommitPendingMapChange ( [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld, bool NewShouldCommitPendingMapChange )


code: static void SetSimulationLatencyMarkerEnd ( uint64 FrameNumber )


code: static void SetSimulationLatencyMarkerStart ( uint64 FrameNumber )


code: void SetSubduedSelectionOutlineColor ( const [FLinearColor](API\Runtime\Core\Math\FLinearColor) & InSubduedSelectionOutlineColor )


description:
Set the timecode provider that will control the Engine's timecode. It will shutdown the previous timecode provider. The new timecode provider will be initialized.
the result value of the new timecode provider initialization.

code: bool SetTimecodeProvider ( [UTimecodeProvider](API\Runtime\Engine\Engine\UTimecodeProvider) * InTimecodeProvider )


description: Note: Things that force a GC will still force a GC after using this method (and they will also reset the timer)

code: void SetTimeUntilNextGarbageCollection ( float MinTimeUntilNextPass )


description: Returns true if the global context is client-only and authority only events should always be ignored. This will return false if it is unknown, use GetCurrentPlayWorld if you have a possible world.

code: bool ShouldAbsorbAuthorityOnlyEvent()


description: Returns true if the global context is dedicated server and cosmetic only events should always be ignored. This will return false if it is unknown, use GetCurrentPlayWorld if you have a possible world.

code: bool ShouldAbsorbCosmeticOnlyEvent()


code: virtual bool ShouldDoAsyncEndOfFrameTasks() const


code: bool ShouldCommitPendingMapChange ( const [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld ) const


description: Allows derived classes to force garbage collection based on various factors (low on availableUObjectslots / other resources)


description: Allows the editor to accept or reject the drawing of wire frame brush shapes based on mode and tool.

code: virtual bool ShouldDrawBrushWireframe ( class [AActor](API\Runtime\Engine\GameFramework\AActor) * InActor )


description: Returns true if BROWSE should shuts down the current network driver.


description: true to throttle CPU usage based on current state (usually editor minimized or not in foreground)

code: virtual bool ShouldThrottleCPUUsage() const


description: Shutdown any relevant net drivers

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


description: Spawns all of the registered server actors

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


description: Start the game, separate from the initialize call to allow for post initialize configuration before the game starts.

code: virtual void Start()


description: Starts the FPS chart data capture (if another run is already active then this command is ignored except to change the active label).

code: virtual void StartFPSChart ( const [FString](API\Runtime\Core\Containers\FString) & Label, bool bRecordPerFrameTimes )


description: Stops the FPS chart data capture (if no run is active then this command is ignored).

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


code: void SwapControllerId ( [ULocalPlayer](API\Runtime\Engine\Engine\ULocalPlayer) * NewPlayer, const int32 CurrentControllerId, const int32 NewControllerID ) const


code: void SwapPlatformUserId ( [ULocalPlayer](API\Runtime\Engine\Engine\ULocalPlayer) * NewPlayer, const [FPlatformUserId](API\Runtime\Core\Misc\FPlatformUserId) CurrentUserId, const [FPlatformUserId](API\Runtime\Core\Misc\FPlatformUserId) NewUserID ) const


description: Update everything.

code: virtual void Tick ( float DeltaSeconds, bool bIdleMode )


description: Calculates information about the previous frame and passes it to all active performance data consumers.

code: void TickPerformanceMonitoring ( float DeltaSeconds )


description: Executes the deferred commands

code: void TickDeferredCommands()


code: virtual void TickWorldTravel ( [FWorldContext](API\Runtime\Engine\Engine\FWorldContext) & WorldContext, float DeltaSeconds )


description: Compute tick rate limitor.

code: virtual void UpdateRunningAverageDeltaTime ( float DeltaTime, bool bAllowFrameRateSmoothing )


description: Attempts to reclaim any idle memory by performing a garbage collection and broadcasting FCoreDelegates::OnMemoryTrim. Pending rendering commands are first flushed. This is called between level loads and may be called at other times, but is expensive and should be used sparingly. Do

code: static void TrimMemory()


description: Update FApp::CurrentTime / FApp::DeltaTime while taking into account max tick rate.


description: Update FApp::Timecode.

code: void UpdateTimecode()


code: void UpdateTransitionType ( [UWorld](API\Runtime\Engine\Engine\UWorld) * CurrentWorld )


description: Needs to be called when a world is added to broadcast messages.

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


description: Needs to be called when a world is destroyed to broadcast messages.

code: virtual void WorldDestroyed ( [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld )


code: bool WorldHasValidContext ( [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld )


code: virtual bool WorldIsPIEInNewViewport ( [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld )


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


className: UEngine

description: Abstract base class of all Engine classes, responsible for management of systems critical to editor or game systems. Also defines default classes for certain engine systems.

code: class UEngine : public [UObject](API\Runtime\CoreUObject\UObject\UObject), public [FExec](API\Runtime\Core\Misc\FExec)


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


className: UEngineBaseTypes

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


description: This CustomTimeStep became the Engine's CustomTimeStep.

code: virtual bool Initialize ( class [UEngine](API\Runtime\Engine\Engine\UEngine) * InEngine )


description: The state of the CustomTimeStep.

code: virtual ECustomTimeStepSynchronizationState GetSynchronizationState() const


description: This CustomTimeStep stop being the Engine's CustomTimeStep.

code: virtual void Shutdown ( class [UEngine](API\Runtime\Engine\Engine\UEngine) * InEngine )


description: Default behaviour of the engine. Update FApp::LastTime

code: static void UpdateApplicationLastTime()


description:
Update FApp::CurrentTime/FApp::DeltaTime and optionally wait until the end of the frame.
true if the Engine's TimeStep should also be performed; false otherwise.

code: virtual bool UpdateTimeStep ( class [UEngine](API\Runtime\Engine\Engine\UEngine) * InEngine )


className: UEngineCustomTimeStep

description: A CustomTimeStep control the Engine Framerate/Timestep. This will update the FApp::CurrentTime/FApp::DeltaTime. This is useful when you want the engine to be synchronized with an external clock (genlock).

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


description: Convert a trace type to a collision channel.

code: static ECollisionChannel ConvertToCollisionChannel ( ETraceTypeQuery TraceType )


description: Convert an object type to a collision channel.

code: static ECollisionChannel ConvertToCollisionChannel ( EObjectTypeQuery ObjectType )


description: Convert a collision channel to a trace type. Note: performs a search of trace types.

code: static ETraceTypeQuery ConvertToTraceType ( ECollisionChannel CollisionChannel )


description: Convert a collision channel to an object type. Note: performs a search of object types.

code: static EObjectTypeQuery ConvertToObjectType ( ECollisionChannel CollisionChannel )


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


className: UEngineTypes

description: Utility class for engine types

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


description: The source of a net upgrade message

code: namespace UE { namespace Net { enum ENetUpgradeSource { ControlChannel, StatelessHandshake, } } }


description: ScaleFactor is multiplied before send and divided by post receive. A higher ScaleFactor means more precision. MaxBitsPerComponent is the maximum number of bits to use per component. This is only a maximum. A header is written (size = Log2 (MaxBitsPerComponent)) to indicate how many bits are actually used.

code: namespace UE { namespace Net { namespace Private { template<int32 ScaleFactor, int32 MaxBitsPerComponent> bool UE::Net::Private::LegacyReadPackedVector ( FVector3f & Value, [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar ) } } }


code: namespace UE { namespace TextureDefines { static bool UE::TextureDefines::ShouldUseGreyScaleEditorVisualization ( TextureCompressionSettings CompressionSettings ) } }


code: namespace UE { namespace TextureDefines { static bool UE::TextureDefines::IsHDR ( TextureCompressionSettings CompressionSettings ) } }


code: namespace UE { namespace TextureDefines { static bool UE::TextureDefines::IsHDR ( ETextureSourceFormat Format ) } }


code: namespace UE { namespace TextureDefines { static bool UE::TextureDefines::IsUncompressed ( TextureCompressionSettings CompressionSettings ) } }


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: Caches the character count and maximum character height for this font (as well as sub-fonts, in the multi-font case)


description:
Gets the kerning value for a pair of characters
The kerning value

code: int8 GetCharKerning ( TCHAR First, TCHAR Second ) const


description:
Gets the horizontal distance from the origin to the left most border of the given character
The offset value

code: int16 GetCharHorizontalOffset ( TCHAR InCh ) const


description: Calculate the width and height of a single character using this font's default size and scale.

code: void GetCharSize ( TCHAR InCh, float & Width, float & Height ) const


description: IFontProviderInterface

code: virtual const [FCompositeFont](API\Runtime\SlateCore\Fonts\FCompositeFont) * GetCompositeFont() const


description:
Get the scaling factor
float The scaling factor currently set

code: float GetFontScalingFactor()


description: Returns the maximum height for any character in this font using this font's default size and scale.

code: float GetMaxCharHeight() const


description: Get the info needed to use thisUFontwith Slate, using the fallback data for legacy Canvas APIs


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

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


description: Determines the height and width for the passed in string.

code: void GetStringHeightAndWidth ( const [FString](API\Runtime\Core\Containers\FString) & InString, int32 & Height, int32 & Width ) const


code: void GetStringHeightAndWidth ( const TCHAR * Text, int32 & Height, int32 & Width ) const


description:
Calculate the height of the string using this font's default size and scale.
the height (in pixels) of the specified text, or 0 if Text was nullptr.

code: int32 GetStringHeightSize ( const TCHAR * Text ) const


description:
Calculate the width of the string using this font's default size and scale.
the width (in pixels) of the specified text, or 0 if Text was nullptr.

code: int32 GetStringSize ( const TCHAR * Text ) const


className: NULLCHARACTER

description: This is the character that RemapChar will return if the specified character doesn't exist in the font

code: static const TCHAR NULLCHARACTER = 127;


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

code: virtual void PostLoad()


code: TCHAR RemapChar ( TCHAR CharCode ) const


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


description: Set the scaling factor

code: void SetFontScalingFactor ( float InScalingFactor )


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

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


className: UFont

description: A font can either be:

code: class UFont : public [UObject](API\Runtime\CoreUObject\UObject\UObject), public [IFontProviderInterface](API\Runtime\SlateCore\Fonts\IFontProviderInterface)

Characters

type: TArray< struct ...

description: List of characters in the font.

CharRemap

type: TMap< uint16, u...

description: When IsRemapped is true, this array maps unicode values to entries in the Characters array

CompositeFont

type: FCompositeFont

description: Embedded composite font data

EmScale

description: Font metrics.

FontCacheType

type: EFontCacheType

description: What kind of font caching should we use? This controls which options we see

ImportOptions

type: FFontImportOpti...

description: Options used when importing this font

IsRemapped

description: True if font is 'remapped'.

Kerning

description: Default horizontal spacing between characters when rendering text with this font

LegacyFontName

type: FName

description: The default font name to use for legacy Canvas APIs that don't specify a font name

LegacyFontSize

description: The default size of the font used for legacy Canvas APIs that don't specify a font size

MaxCharHeight

type: TArray< int32 >

description: The maximum height of a character in this font.

NumCharacters

description: Number of characters in the font, not including multiple instances of the same character (for multi-fonts).

ScalingFactor

description: Scale to apply to the font.

Textures

type: TArray<TObject...

description: NOTE: Do not expose this to the editor as it has nasty crash potential.


description: These should typically match the name of the package, but with a different extension.

code: virtual void CookAdditionalFilesOverride &40; const TCHAR &42; PackageFilename, const ITargetPlatform &42; TargetPlatform, TFunctionRef< void(const TCHAR &42;Filename, void &42;Data, int64Size)> WriteAdditionalFile &41;


description: Returns the overridden value of the ascend. This value will be used only if IsAscendOverridden returns true.

code: virtual int32 GetAscendOverriddenValue() const


description: Gathers a list of asset registry searchable tags which are name/value pairs with some type information This only needs to be implemented for asset objects

code: virtual void GetAssetRegistryTags ( [TArray](API\Runtime\Core\Containers\TArray)< [FAssetRegistryTag](API\Runtime\CoreUObject\UObject\UObject\FAssetRegistryTag) > & OutTags ) const


description: Returns the overridden value of the descend. This value will be used only if IsDescendOverridden returns true.

code: virtual int32 GetDescendOverriddenValue() const


description: Get the data buffer containing the data for the current font face.

code: virtual FFontFaceDataConstRef GetFontFaceData() const


description: Get the filename of the font to use. This may not actually exist on disk in editor builds and we should load the face buffer instead.

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


description: Get the hinting algorithm to use with the font.

code: virtual EFontHinting GetHinting() const


description: Get the method to use when laying out the font?

code: virtual EFontLayoutMethod GetLayoutMethod() const


description: Get the enum controlling how this font should be loaded at runtime.

code: virtual EFontLoadingPolicy GetLoadingPolicy() const


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

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


description: Initialize this font face from legacy bulk data.

code: virtual void InitializeFromBulkData ( const [FString](API\Runtime\Core\Containers\FString) & InFilename, const EFontHinting InHinting, const void * InBulkDataPtr, const int32 InBulkDataSizeBytes )


description: Returns true if the ascend is overridden.

code: virtual bool IsAscendOverridden() const


description: Returns true if the descend is overridden.

code: virtual bool IsDescendOverridden() const


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

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


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

code: virtual void PostEditUndo()


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

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


description: Default constructor

code: UFontFace()


className: UFontFace

description: A font face asset contains the raw payload data for a source TTF/OTF file as used by FreeType. During cook this asset type generates a ".ufont" file containing the raw payload data (unless loaded "Inline").

code: class UFontFace : public [UObject](API\Runtime\CoreUObject\UObject\UObject), public [IFontFaceInterface](API\Runtime\SlateCore\Fonts\IFontFaceInterface)

AscendOverriddenValue

description: The typographic ascender of the face, expressed in font units.

bIsAscendOverridden

description: Activate this option to use the specified ascend value instead of the value from the font.

bIsDescendOverridden

description: Activate this option to use the specified descend value instead of the value from the font.

FontFaceData

type: FFontFaceDataRe...

description: The data associated with the font face.

Hinting

type: EFontHinting

description: The hinting algorithm to use with the font face.

LayoutMethod

type: EFontLayoutMeth...

description: Which method should we use when laying out the font? Try changing this if you notice clipping or height issues with your font.

LoadingPolicy

type: EFontLoadingPol...

description: Enum controlling how this font face should be loaded at runtime.

SourceFilename

type: FString

description: The filename of the font face we were created from.

SubFaces

type: TArray<FString...

description: Transient cache of the sub-faces available within this face


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