className: FTrailsBaseTypeDataPayload

description: Trails Base data payload

code: struct FTrailsBaseTypeDataPayload

bInterpolatedSpawn

type: uint32: 1

description: True if the particle is an interpolated spawn, false if true position based.

bMovementSpawned

description: True if the particle was spawn via movement, false if not.

Flags

description: TRAIL_EMITTER_FLAG_MASK 0xf0000000 TRAIL_EMITTER_PREV_MASK 0x0fffc000 TRAIL_EMITTER_PREV_SHIFT 14 TRAIL_EMITTER_NEXT_MASK 0x00003fff TRAIL_EMITTER_NEXT_SHIFT 0

PinchScaleFactor

type: float

description: The scale factor to use to shrink up in tight curves

RenderingInterpCount

description: The number of points to interpolate between this particle and the next when rendering

SpawnDelta

description: The time slice when the particle was spawned

SpawnedTessellationPoints

description: The tessellated spawn points between this particle and the next one

SpawnTime

description: The time that the particle was spawned

TiledU

description: The starting tiled U value for this particle

TrailIndex

description: The trail index - valid in a START particle only

TriangleCount

description: The number of triangles in the trail - valid in a START particle only


module: Engine

code: void DrawTriangle ( const [InterpolantType](API\Runtime\Engine\FTriangleRasterizer\InterpolantType) & I0, const [InterpolantType](API\Runtime\Engine\FTriangleRasterizer\InterpolantType) & I1, const [InterpolantType](API\Runtime\Engine\FTriangleRasterizer\InterpolantType) & I2, const FVector2D & P0, const FVector2D & P1, const FVector2D & P2, bool BackFacing )


code: FTriangleRasterizer ( const RasterPolicyType & InRasterPolicy )


className: FTriangleRasterizer

description: FTriangleRasterizer- A generic 2d triangle rasterizer which linearly interpolates vertex parameters and calls a virtual function for each pixel.

code: template<class RasterPolicyType> class FTriangleRasterizer : public RasterPolicyType


className: FTriangleSOA

description: Stores 4 triangles in one struct (Struct Of Arrays).

code: struct FTriangleSOA

Normals

description: Triangle normal (including -W for a plane) for each of the 4 triangles.

Payload

description: A 32-bit payload value for each of the 4 triangles.

Positions

description: 3 vertex positions for each of the 4 triangles.


code: [UClass](API\Runtime\CoreUObject\UObject\UClass) * GetClass() const


code: FUnconvertedWrapper ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * InObject )


className: FUnconvertedWrapper

description: Base class for wrappers for unconverted BlueprintGeneratedClasses.

code: template<class NativeType> struct FUnconvertedWrapper

type: NativeType *...


className: FUniformBufferValue

code: struct FUniformBufferValue

Type

type: constFShaderPa...

UniformBuffer

type: FRHIUniformBuff...


code: uint32 AddDefaultParameterValue ( const [UE::Shader::FValue](API\Runtime\Engine\Shader\FValue) & Value )


code: int32 AddVTLayer ( int32 StackIndex, int32 TextureIndex )


code: int32 AddVTStack ( int32 InPreallocatedStackTextureIndex )


className: CounterBase

code: static constexpr int CounterBase = __COUNTER__;


code: void FillUniformBuffer ( const [FMaterialRenderContext](API\Runtime\Engine\FMaterialRenderContext) & MaterialRenderContext, const [FUniformExpressionCache](API\Runtime\Engine\Materials\FUniformExpressionCache) & UniformExpressionCache, const [FRHIUniformBufferLayout](API\Runtime\RHI\FRHIUniformBufferLayout) * UniformBufferLayout, uint8 * TempBuffer, int TempBufferSize ) const


code: void FillUniformBuffer ( const [FMaterialRenderContext](API\Runtime\Engine\FMaterialRenderContext) & MaterialRenderContext, TConstArrayView< [IAllocatedVirtualTexture](API\Runtime\RenderCore\IAllocatedVirtualTexture) * > AllocatedVTs, const [FRHIUniformBufferLayout](API\Runtime\RHI\FRHIUniformBufferLayout) * UniformBufferLayout, uint8 * TempBuffer, int TempBufferSize ) const


code: int32 FindOrAddExternalTextureParameter ( const [FMaterialExternalTextureParameterInfo](API\Runtime\Engine\FMaterialExternalTextureParamete-) & Info )


code: int32 FindOrAddTextureParameter ( EMaterialTextureParameterType Type, const [FMaterialTextureParameterInfo](API\Runtime\Engine\FMaterialTextureParameterInfo) & Info )


code: int32 FindOrAddNumericParameter ( EMaterialParameterType Type, const [FMaterialParameterInfo](API\Runtime\Engine\FMaterialParameterInfo) & ParameterInfo, uint32 DefaultValueOffset )


code: FVTPackedStackAndLayerIndex &40; uint16 InStackIndex, uint16 InLayerIndex &41;


className: FVTPackedStackAndLayerIndex

code: union FVTPackedStackAndLayerIndex

type: FUniformExpress...


code: const uint8 * GetDefaultParameterData ( uint32 Offset ) const


code: [UE::Shader::FValue](API\Runtime\Engine\Shader\FValue) GetDefaultParameterValue ( EMaterialParameterType Type, uint32 Offset ) const


code: void GetGameThreadTextureValue ( EMaterialTextureParameterType Type, int32 Index, const [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * MaterialInterface, const [FMaterial](API\Runtime\Engine\FMaterial) & Material, [UTexture](API\Runtime\Engine\Engine\UTexture) *& OutValue, bool bAllowOverride ) const


code: const [FMaterialNumericParameterInfo](API\Runtime\Engine\FMaterialNumericParameterInfo) & GetNumericParameter ( uint32 Index ) const


code: int32 GetNumTextures ( EMaterialTextureParameterType Type ) const


description: Get a combined hash of all referenced Texture2D's underlying RHI textures, going through TextureReferences. Can be used to tell if any texture has gone through texture streaming mip changes recently.

code: uint32 GetReferencedTexture2DRHIHash ( const [FMaterialRenderContext](API\Runtime\Engine\FMaterialRenderContext) & MaterialRenderContext ) const


code: const [FMaterialTextureParameterInfo](API\Runtime\Engine\FMaterialTextureParameterInfo) & GetTextureParameter ( EMaterialTextureParameterType Type, int32 Index ) const


code: void GetTextureValue ( int32 Index, const [FMaterialRenderContext](API\Runtime\Engine\FMaterialRenderContext) & Context, const [FMaterial](API\Runtime\Engine\FMaterial) & Material, const [URuntimeVirtualTexture](API\Runtime\Engine\VT\URuntimeVirtualTexture) *& OutValue ) const


code: void GetTextureValue ( int32 Index, const [FMaterialRenderContext](API\Runtime\Engine\FMaterialRenderContext) & Context, const [FMaterial](API\Runtime\Engine\FMaterial) & Material, const [USparseVolumeTexture](API\Runtime\Engine\SparseVolumeTexture\USparseVolumeTexture) *& OutValue ) const


code: void GetTextureValue ( EMaterialTextureParameterType Type, int32 Index, const [FMaterialRenderContext](API\Runtime\Engine\FMaterialRenderContext) & Context, const [FMaterial](API\Runtime\Engine\FMaterial) & Material, const [UTexture](API\Runtime\Engine\Engine\UTexture) *& OutValue ) const


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


code: const [FRHIUniformBufferLayoutInitializer](API\Runtime\RHI\FRHIUniformBufferLayoutInitializ-) & GetUniformBufferLayoutInitializer() const


code: [FVTPackedStackAndLayerIndex](API\Runtime\Engine\FUniformExpressionSet\FVTPackedStackAndLayerIndex) GetVTStackAndLayerIndex ( int32 UniformExpressionIndex ) const


code: const [FMaterialVirtualTextureStack](API\Runtime\Engine\FMaterialVirtualTextureStack) & GetVTStack ( int32 Index ) const


code: TConstArrayView< [FMaterialVirtualTextureStack](API\Runtime\Engine\FMaterialVirtualTextureStack) > GetVTStacks() const


className: InterfaceType

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


className: InternalBaseType

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


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


className: InternalLinkType

description: InternalLinkType<COUNTER-CounterBase >

code: template<int Counter> struct InternalLinkType


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


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


code: void SetParameterCollections ( const [TArray](API\Runtime\Core\Containers\TArray)< class [UMaterialParameterCollection](API\Runtime\Engine\Materials\UMaterialParameterCollection) * > & Collections )


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


className: FUniformExpressionSet

description: Stores all uniform expressions for a material generated from a material translation.

code: class FUniformExpressionSet

DefaultValues

type: TMemoryImageArr...

ParameterCollections

description: Ids of parameter collections referenced by the material that was translated.

VTStacks

description: Virtual texture stacks found during compilation


code: bool GetNumericOverride ( EMaterialParameterType Type, const FHashedMaterialParameterInfo & ParameterInfo, [UE::Shader::FValue](API\Runtime\Engine\Shader\FValue) & OutValue ) const


code: [UTexture](API\Runtime\Engine\Engine\UTexture) * GetTextureOverride_GameThread ( EMaterialTextureParameterType Type, const FHashedMaterialParameterInfo & ParameterInfo ) const


code: [UTexture](API\Runtime\Engine\Engine\UTexture) * GetTextureOverride_RenderThread ( EMaterialTextureParameterType Type, const FHashedMaterialParameterInfo & ParameterInfo ) const


code: void SetNumericOverride ( EMaterialParameterType Type, const FHashedMaterialParameterInfo & ParameterInfo, const [UE::Shader::FValue](API\Runtime\Engine\Shader\FValue) & Value, bool bOverride )


code: void SetTextureOverride ( EMaterialTextureParameterType Type, const FHashedMaterialParameterInfo & ParameterInfo, [UTexture](API\Runtime\Engine\Engine\UTexture) * Texture )


className: FUniformParameterOverrides

code: class FUniformParameterOverrides


code: virtual bool AreSymmetricRotations ( const FQuat & A, const FQuat & B, const FVector & Scale3D ) const


description: Base Implementation from PrimitiveComponent, this will be wrong if UpdatedComponent is SceneComponent.

code: virtual bool MoveComponent ( const FVector & Delta, const FQuat & NewRotationQuat, bool bSweep, [FHitResult](API\Runtime\Engine\Engine\FHitResult) * OutHit, EMoveComponentFlags MoveFlags, ETeleportType Teleport, const [FCharacterMovementComponentAsyncInput](API\Runtime\Engine\FCharacterMovementComponentAsync-_1) & Input, [FCharacterMovementComponentAsyncOutput](API\Runtime\Engine\FCharacterMovementComponentAsync-_2) & Output ) const


description: TODO Dedupe with PrimitiveComponent where possible.

code: static void PullBackHit ( [FHitResult](API\Runtime\Engine\Engine\FHitResult) & Hit, const FVector & Start, const FVector & End, const float Dist )


description: Async API, physics thread only.

code: void SetPosition ( const FVector & Position ) const


code: void SetRotation ( const FQuat & Rotation ) const


code: static bool ShouldCheckOverlapFlagToQueueOverlaps ( const [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) & ThisComponent )


code: static bool ShouldIgnoreOverlapResult ( const [UWorld](API\Runtime\Engine\Engine\UWorld) * World, const [AActor](API\Runtime\Engine\GameFramework\AActor) * ThisActor, const [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) & ThisComponent, const [AActor](API\Runtime\Engine\GameFramework\AActor) * OtherActor, const [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) & OtherComponent )


code: static bool ShouldIgnoreHitResult ( const [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld, [FHitResult](API\Runtime\Engine\Engine\FHitResult) const & TestHit, FVector const & MovementDirDenormalized, const [AActor](API\Runtime\Engine\GameFramework\AActor) * MovingActor, EMoveComponentFlags MoveFlags )


code: virtual ~FUpdatedComponentAsyncInput()


className: FUpdatedComponentAsyncInput

description: Represents the UpdatedComponent's state and implementation.

code: struct FUpdatedComponentAsyncInput

bForceGatherOverlaps

type: bool

CollisionShape

type: FCollisionShape

MoveComponentCollisionResponseParams

type: FCollisionRespo...

MoveComponentQueryParams

type: FComponentQuery...

description: PrimComponent->InitSweepCollisionParams + modified IgnoreTouches and trace tag.

PhysicsHandle

type: FPhysicsActorHa...

Scale

type: FVector

UpdatedComponent

type: UPrimitiveCompo...


description: Stolen from prim component TODO dedupe Helper for adding anFOverlapInfouniquely to an Array, using IndexOfOverlapFast and knowing that at least one overlap is valid (non-null

code: void AddUniqueSpeculativeOverlap ( const [FOverlapInfo](API\Runtime\Engine\Engine\FOverlapInfo) & NewOverlap )


description: Stolen from prim component TODO

code: int32 IndexOfOverlap ( const [FOverlapInfo](API\Runtime\Engine\Engine\FOverlapInfo) & SearchItem )


className: FUpdatedComponentAsyncOutput

code: struct FUpdatedComponentAsyncOutput

SpeculativeOverlaps

type: TArray<FOverla...

description: TODO Overlaps: When overlapping, if UpdatedComponent enables overlaps, we cannot read from overlapped component to determine if it needs overlap event, because we are not on game thread.


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


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


code: static constexpr int CounterBase = __COUNTER__;


code: static const TCHAR * GetFunctionName()


code: static const TCHAR * GetSourceFilename()


code: static ENGINE_API [ShaderMetaType](API\Runtime\Engine\FUpdateTexture2DSubresourceCS\ShaderMetaType) & GetStaticType()


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


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


code: typedef typename [TGetBaseTypeHelper](API\Runtime\Core\Serialization\TGetBaseTypeHelper)< [FUpdateTexture2DSubresourceCS](API\Runtime\Engine\FUpdateTexture2DSubresourceCS) >::Type InternalBaseType


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


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


description: InternalLinkType<COUNTER-CounterBase >

code: template<int Counter> struct InternalLinkType


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


code: template<typename ShaderType> static TShaderRef< [FUpdateTexture2DSubresourceCS](API\Runtime\Engine\FUpdateTexture2DSubresourceCS) > SelectShader ( [FGlobalShaderMap](API\Runtime\RenderCore\FGlobalShaderMap) * GlobalShaderMap )


code: static TShaderRef< [FUpdateTexture2DSubresourceCS](API\Runtime\Engine\FUpdateTexture2DSubresourceCS) > SelectShader ( [FGlobalShaderMap](API\Runtime\RenderCore\FGlobalShaderMap) * GlobalShaderMap, EUpdateTextureValueType ValueType )


code: void SetParameters ( [FRHIBatchedShaderParameters](API\Runtime\RHI\FRHIBatchedShaderParameters) & BatchedParameters, const [FUpdateTextureRegion2D](API\Runtime\RHI\FUpdateTextureRegion2D) & UpdateRegionInBlocks, uint32 SrcElementPitch )


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


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


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


code: FUpdateTexture2DSubresourceCS ( const [ShaderMetaType::CompiledShaderInitializerType](API\Runtime\RenderCore\FGlobalShaderType\CompiledShaderInitializerType) & Initializer )


code: class FUpdateTexture2DSubresourceCS : public [FGlobalShader](API\Runtime\RenderCore\FGlobalShader)

DestPosSizeParameter

type: FShaderParamete...

DestTexture

type: FShaderResource...


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


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


code: static constexpr int CounterBase = __COUNTER__;


code: static const TCHAR * GetFunctionName()


code: static const TCHAR * GetSourceFilename()


code: static ENGINE_API [ShaderMetaType](API\Runtime\Engine\FUpdateTexture3DSubresourceCS\ShaderMetaType) & GetStaticType()


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


code: typedef typename [TGetBaseTypeHelper](API\Runtime\Core\Serialization\TGetBaseTypeHelper)< [FUpdateTexture3DSubresourceCS](API\Runtime\Engine\FUpdateTexture3DSubresourceCS) >::Type InternalBaseType


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


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


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


description: InternalLinkType<COUNTER-CounterBase >

code: template<int Counter> struct InternalLinkType


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


className: ShaderTypeRegistration

code: static [FShaderTypeRegistration](API\Runtime\RenderCore\FShaderTypeRegistration) ShaderTypeRegistration {TFunctionRef<::FShaderType&()>{ FUpdateTexture3DSubresourceCS ::GetStaticType}};


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


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


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


code: FUpdateTexture3DSubresourceCS ( const [ShaderMetaType::CompiledShaderInitializerType](API\Runtime\RenderCore\FGlobalShaderType\CompiledShaderInitializerType) & Initializer )


code: class FUpdateTexture3DSubresourceCS : public [FGlobalShader](API\Runtime\RenderCore\FGlobalShader)


className: ContextFilter

code: static EUserActivityContext ContextFilter = EUserActivityContext::Game;


className: FOnActivityChanged

code: typedef TMulticastDelegate_OneParam< void, const [FUserActivity](API\Runtime\Engine\Engine\FUserActivity) & > FOnActivityChanged


code: static const [FUserActivity](API\Runtime\Engine\Engine\FUserActivity) & GetUserActivity()


className: OnActivityChanged

description: Called when the UserActivity changes.


code: static void SetActivity ( const [FUserActivity](API\Runtime\Engine\Engine\FUserActivity) & InUserActivity )


code: static void SetContextFilter ( EUserActivityContext InContext )


className: FUserActivityTracking

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


description: An edge in 2D space, used by these utility functions.

code: struct FUtilEdge2D

description: Start of edge in 2D space.

description: End of edge in 2D space.


description: An edge in 3D space, used by these utility functions.

code: struct FUtilEdge3D

description: Start of edge in 3D space.

description: End of edge in 3D space.


description: A polygon in 2D space, used by utility function.

code: struct FUtilPoly2D

Verts

type: TArray<FUtilVe...

description: Set of verts, in order, for polygon.


description: A set of 2D polygons, along with a transform for going into world space.

code: struct FUtilPoly2DSet

Polys

type: TArray<FUtilPo...

PolyToWorld

type: FMatrix


description: Triangle in 2D space.

code: struct FUtilTri2D


code: FUtilVertex2D ( const FVector2D & InPos )


code: FUtilVertex2D ( const FVector2D & InPos, const [FColor](API\Runtime\Core\Math\FColor) & InColor )


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


description: ICPPStructOps interface

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


code: struct FVector2MaterialInput : public [FMaterialInput< FVector2f >](API\Runtime\Engine\FMaterialInput)


description: Stores XYZ from 4 vectors in one Struct Of Arrays.

code: struct FVector3SOA

X

type: VectorRegister

description: X = (v0.x, v1.x, v2.x, v3.x)

Y

description: Y = (v0.y, v1.y, v2.y, v3.y)

Z

description: Z = (v0.z, v1.z, v2.z, v3.z)


description: Samples a value randomly distributed between two values.

code: void GetRandomValue ( float Time, float *__restrict OutValue, [FRandomStream](API\Runtime\Core\Math\FRandomStream) & RandomStream ) const


description: Computes the range of the distribution.

code: void GetRange ( FVector4f * OutMin, FVector4f * OutMax )


description: LWC_TODO: Precision loss.

code: void GetRange ( FVector4d * OutMin, FVector4d * OutMax )


description: Samples a value from the distribution.

code: void GetValue ( float Time, float *__restrict OutValue ) const


description: Default constructor.


description: A triangle vertex in 2D space, with UV information.

code: struct FUtilVertex2D

Color

type: FColor


description: Raw distribution from which four floats can be looked up per entry.

code: class FVector4Distribution


description: Stores XYZW from 4 vectors in one Struct Of Arrays.

code: struct FVector4SOA

W

description: W = (v0.w, v1.w, v2.w, v3.w)

X

description: X = (v0.x, v1.x, v2.x, v3.x)

Y

description: Y = (v0.y, v1.y, v2.y, v3.y)

Z

description: Z = (v0.z, v1.z, v2.z, v3.z)


description: Computes the range of the distribution.

code: void GetRange ( FVector3f * OutMin, FVector3f * OutMax )


description: LWC_TODO: Precision loss.

code: void GetRange ( FVector3d * OutMin, FVector3d * OutMax )


description: Default constructor.

code: FVectorDistribution()


className: FVectorDistribution

description: Raw distribution from which three floats can be looked up per entry.

code: class FVectorDistribution


code: void FromVector ( const FVector3f & Vec )


code: void ToVector ( FVector3f & Out ) const


code: FVectorFixed48 ( const FVector3f & Vec )


code: void FromVector ( const FVector3f & Value, const float * Mins, const float * Ranges )


code: void ToVector ( FVector3f & Out, const float * Mins, const float * Ranges ) const


code: template<bool bIsDataAligned> static FVector3f ToVector ( const float * Mins, const float * Ranges, const uint32 * PackedValue )


code: FVectorIntervalFixed32NoW ( const FVector3f & Value, const float * Mins, const float * Ranges )


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


description: ICPPStructOps interface

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


className: FVectorMaterialInput

code: struct FVectorMaterialInput : public [FMaterialInput< FVector3f >](API\Runtime\Engine\FMaterialInput)


className: FVert

description: One vertex associated with a Bsp node's polygon. Contains a vertex index into the level's FPoints table, and a unique number which is common to all other sides in the level which are cospatial with this side.

code: class FVert

BackfaceShadowTexCoord

description: The vertex's shadow map coordinate for the backface of the node.

pVertex

description: Variables.

ShadowTexCoord

description: The vertex's shadow map coordinate.


className: FVertexBufferAndSRV

description: Struct to pool the vertex buffer & SRV together

code: struct FVertexBufferAndSRV

VertexBufferRHI

type: FBufferRHIRef


code: FVertexInterpolator ( const [FExpression](API\Runtime\Engine\HLSLTree\FExpression) * InExpression )


className: FVertexInterpolator

code: struct FVertexInterpolator

Expression

type: constFExpressi...

PreparedType

type: FPreparedType

RequestedType

type: FRequestedType


code: FVideoRecordingParameters ( uint64 InRecordingLengthSeconds, bool bInAutoStart, bool bInAutoContinue, bool bInExportToLibrary, [FPlatformUserId](API\Runtime\Core\Misc\FPlatformUserId) InUserId )


className: FVideoRecordingParameters

code: struct FVideoRecordingParameters

bAutoContinue

type: bool

description: If true, a new video will be created based on the original file name and automatically start.

bAutoStart

description: If true, video recording will automatically start.

bExportToLibrary

description: If true, the saved video will be exported to the platform's video library. If false it will remain as a temporary file only.

RecordingLengthSeconds

description: If greater than 0 sets the length of the ring buffer (maximum limited by platform).

UserId

type: FPlatformUserId

description: Set the user current recording belongs to.


code: void ApplyWorldOffset ( const FVector & InOffset )


description: in radians (horizontal,vertical)

code: const FVector2D ComputeHalfFieldOfViewPerAxis() const


code: const FMatrix ComputeProjectionNoAAMatrix() const


code: const FMatrix ComputeViewRotationProjectionMatrix() const


code: const FMatrix ComputeInvProjectionNoAAMatrix() const


className: FMinimalInitializer

code: struct FMinimalInitializer

ConstrainedViewRect

type: FIntRect

StereoPass

type: EStereoscopicPa...


className: FViewElementDrawer

description: An interface to a scene interaction.

code: class FViewElementDrawer


description: Draws the interaction using the given draw interface.

code: virtual void Draw ( const [FSceneView](API\Runtime\Engine\FSceneView) * View, [FPrimitiveDrawInterface](API\Runtime\Engine\FPrimitiveDrawInterface) * PDI )


code: const FMatrix & GetHMDViewMatrixNoRoll() const


code: const FMatrix & GetInvProjectionMatrix() const


code: FVector2f GetInvTanHalfFov() const


code: const FMatrix & GetInvTranslatedViewMatrix() const


code: const FMatrix & GetInvTranslatedViewProjectionMatrix() const


code: const FMatrix & GetInvViewMatrix() const


code: const FMatrix & GetInvViewProjectionMatrix() const


code: const FMatrix & GetOverriddenTranslatedViewMatrix() const


code: const FMatrix & GetOverriddenInvTranslatedViewMatrix() const


code: const FVector & GetPreViewTranslation() const


code: const FMatrix & GetProjectionMatrix() const


code: const FMatrix & GetProjectionNoAAMatrix() const


code: const FVector2D & GetProjectionScale() const


code: const FMatrix & GetScreenToClipMatrix() const


description: Used for initializing the View Uniform Buffer TanAndInvTanHalfFOV variable without repeated calls to IsPerspectiveProjection.


code: const FVector2D GetTemporalAAJitter() const


code: const FMatrix & GetTranslatedViewMatrix() const


code: const FMatrix & GetTranslatedViewProjectionMatrix() const


code: const FMatrix & GetViewMatrix() const


code: const FVector & GetViewOrigin() const


code: const FMatrix & GetViewProjectionMatrix() const


code: void HackAddTemporalAAProjectionJitter ( const FVector2D & InTemporalAAProjectionJitter )


code: void HackOverrideViewMatrixForShadows ( const FMatrix & InViewMatrix )


description: true:perspective, false:orthographic

code: bool IsPerspectiveProjection() const


description: World = TranslatedWorld - PreViewTranslation TranslatedWorld = World + PreViewTranslation

code: void UpdateViewMatrix ( const FVector & ViewLocation, const FRotator & ViewRotation )


code: void UpdatePlanarReflectionViewMatrix ( const [FSceneView](API\Runtime\Engine\FSceneView) & SourceView, const FMirrorMatrix & MirrorMatrix )


code: FViewMatrices ( const [FMinimalInitializer](API\Runtime\Engine\FViewMatrices\FMinimalInitializer) & Initializer )


code: FViewMatrices ( const [FSceneViewInitOptions](API\Runtime\Engine\FSceneViewInitOptions) & InitOptions )


description: Starts a new rendering frame. Called from the rendering thread.

code: virtual void BeginRenderFrame ( [FRHICommandListImmediate](API\Runtime\RHI\FRHICommandListImmediate) & RHICmdList )


className: bIsGameRenderingEnabled

description: True if we should draw game viewports (has no effect on Editor viewports)

code: static bool bIsGameRenderingEnabled = true;


description:
Calculates the view inside the viewport when the aspect ratio is locked. Used for creating cinematic bars.
constrained view rectangle

code: FIntRect CalculateViewExtents ( float AspectRatio, const FIntRect & ViewRect )


code: virtual void CaptureMouse ( bool bCapture )


description: Invalidates the viewport's cached hit proxies at the end of the frame.

code: virtual void DeferInvalidateHitProxy()


description: Updates the viewport's displayed pixels with the results of calling ViewportClient->Draw.

code: void Draw ( bool bShouldPresent )


description: First chance for viewports to render custom stats text

code: virtual int32 DrawStatsHUD ( [FCanvas](API\Runtime\Engine\FCanvas) * InCanvas, const int32 InX, const int32 InY )


description: Ends a rendering frame. Called from the rendering thread.

code: virtual void EndRenderFrame ( [FRHICommandListImmediate](API\Runtime\RHI\FRHICommandListImmediate) & RHICmdList, bool bPresent, bool bLockToVsync )


description:
Starts a new rendering frame. Called from the game thread thread.
Starts a new rendering frame. Called from the game thread thread.

code: virtual void EnqueueBeginRenderFrame ( const bool bShouldPresent )


description: Ends a rendering frame. Called from the game thread.

code: virtual void EnqueueEndRenderFrame ( const bool bLockToVsync, const bool bShouldPresent )


description: Called when a new hit proxy is rendered. The hit proxy consumer should keep aTRefCountPtrto the HitProxy to prevent it from being deleted before the rendered hit proxy map.

code: virtual void AddHitProxy &40; HHitProxy &42; HitProxy &41;


description: FGCObject: addUObjectreferences to GC

code: virtual void AddReferencedObjects &40; FReferenceCollector & Collector &41;


code: const FTexture2DRHIRef & GetHitProxyCPUTexture&40;&41; const


code: const FTexture2DRHIRef & GetHitProxyTexture&40;&41; const


description: Overload this method to report a name for your referencer

code: virtual FString GetReferencerName&40;&41; const


description: Properties.

code: virtual FIntPoint GetSizeXY&40;&41; const


description: Initializes the hit proxy map with the given dimensions.

code: void Init &40; uint32 NewSizeX, uint32 NewSizeY &41;


description: Invalidates the cached hit proxy map.

code: void Invalidate&40;&41;


description: Releases the hit proxy resources.

code: void Release&40;&41;


description: Constructor


description: Destructor

code: virtual &126;FHitProxyMap&40;&41;


className: FHitProxyMap

description: A map from 2D coordinates to cached hit proxies.

code: class FHitProxyMap : public [FHitProxyConsumer](API\Runtime\Engine\FHitProxyConsumer), public [FRenderTarget](API\Runtime\Engine\FRenderTarget), public [FGCObject](API\Runtime\CoreUObject\UObject\FGCObject)


className: FOnViewportResized

description: Delegate type for viewport resize events ( Params: FViewport* Viewport, uint32 )

code: typedef TMulticastDelegate_TwoParams< void, [FViewport](API\Runtime\Engine\FViewport) *, uint32 > FOnViewportResized


description: Returns all actors and models found in the hit proxy within a specified region. InRect must be entirely within the viewport's client area. If the hit proxies are not cached, this will call ViewportClient->Draw with a hit-testing canvas.

code: void GetActorsAndModelsInHitProxy ( FIntRect InRect, [TSet](API\Runtime\Core\Containers\TSet)< [AActor](API\Runtime\Engine\GameFramework\AActor) * > & OutActors, [TSet](API\Runtime\Core\Containers\TSet)< [UModel](API\Runtime\Engine\UModel) * > & OutModels )


description: Accessors.

code: [FViewportClient](API\Runtime\Engine\FViewportClient) * GetClient() const


description: A canvas that can be used while this viewport is being drawn to render debug elements on top of everything else

code: virtual [FCanvas](API\Runtime\Engine\FCanvas) * GetDebugCanvas()


description: aspect ratio that this viewport should be rendered at

code: virtual float GetDesiredAspectRatio() const


description: Returns the dominant element handle at a given point. If X,Y are outside the client area of the viewport, returns an invalid handle.

code: [FTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FTypedElementHandle) GetElementHandleAtPoint ( int32 X, int32 Y )


description: Returns all element handles found within a specified region. InRect must be entirely within the viewport's client area. If the hit proxies are not cached, this will call ViewportClient->Draw with a hit-testing canvas.

code: void GetElementHandlesInRect ( FIntRect InRect, FTypedElementListRef OutElementHandles )


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

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


description: Returns the dominant hit proxy at a given point. If X,Y are outside the client area of the viewport, returns NULL. Caution is required as calling Invalidate after this will free the returnedHHitProxy.

code: [HHitProxy](API\Runtime\Engine\HHitProxy) * GetHitProxy ( int32 X, int32 Y )


description: Copies the hit proxies from an area of the screen into a buffer. InRect must be entirely within the viewport's client area. If the hit proxies are not cached, this will call ViewportClient->Draw with a hit-testing canvas.

code: void GetHitProxyMap ( FIntRect InRect, [TArray](API\Runtime\Core\Containers\TArray)< [HHitProxy](API\Runtime\Engine\HHitProxy) * > & OutMap )


code: FIntPoint GetInitialPositionXY() const


code: void GetMousePos ( FIntPoint & MousePosition, const bool bLocalPosition )


code: const [TArray](API\Runtime\Core\Containers\TArray)< [FColor](API\Runtime\Core\Math\FColor) > & GetRawHitProxyData ( FIntRect InRect )


description: Returns dimensions of RenderTarget texture. Can be called on a game thread.

code: virtual FIntPoint GetRenderTargetTextureSizeXY() const


description: Properties.

code: virtual FIntPoint GetSizeXY() const


description:
Retrieves the interface to the viewport's frame, if it has one.
The viewport's frame interface.


description: Accessors for RHI resources

code: const FViewportRHIRef & GetViewportRHI() const


code: virtual [EWindowMode::Type](API\Runtime\ApplicationCore\GenericPlatform\EWindowMode__Type) GetWindowMode() const


description: New MouseCapture/MouseLock API.

code: virtual bool HasMouseCapture() const


description: Returns if there is a command to toggle freezing

code: virtual bool HasToggleFreezeCommand()


description: Take a high-resolution screenshot and save to disk.

code: void HighResScreenshot()


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

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


description: Invalidates cached hit proxies and the display.

code: void Invalidate()


description: Invalidates the viewport's displayed pixels.

code: void InvalidateDisplay()


description: Invalidates cached hit proxies

code: void InvalidateHitProxy()


description:
Returns true if the mouse cursor is currently visible
True if the mouse cursor is currently visible, otherwise false.

code: virtual bool IsCursorVisible() const


code: virtual bool IsExclusiveFullscreen() const


code: virtual bool IsForegroundWindow() const


description:
Returns whether rendering is globally enabled or disabled.
true if rendering is globally enabled, otherwise false.

code: static bool IsGameRenderingEnabled()


description: Returns true if this viewport should be rendered in HDR

code: bool IsHDRViewport() const


description: whether or not this Controller has a keyboard available to be used

code: virtual bool IsKeyboardAvailable ( int32 ControllerID ) const


description: whether or not this Controller has a mouse available to be used

code: virtual bool IsMouseAvailable ( int32 ControllerID ) const


description: Returns true if the viewport is for play in editor

code: bool IsPlayInEditorViewport() const


description: Returns true if this is an FSlateSceneViewport

code: bool IsSlateViewport() const


code: virtual bool IsSoftwareCursorVisible() const


description: Should return true, if stereo rendering is allowed in this viewport

code: virtual bool IsStereoRenderingAllowed() const


code: bool KeyState ( [FKey](API\Runtime\InputCore\FKey) Key ) const


code: virtual void LockMouseToViewport ( bool bLock )


code: void MoveWindow ( int32 NewPosX, int32 NewPosY, int32 NewSizeX, int32 NewSizeY )


className: PresentAndStopMovieDelay

description: Delay in frames to disable present (but still render scene) and stopping of a movie. This is useful to keep playing a movie while driver caches things on the first frame, which can be slow.

code: static int32 PresentAndStopMovieDelay = 0;


code: void ProcessInput ( float DeltaTime )


description: Handles freezing/unfreezing of rendering


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

code: virtual void ReleaseRHI()


description: Globally enables/disables rendering

code: static void SetGameRenderingEnabled ( bool bIsEnabled, int32 PresentAndStopMovieDelay )


description: Sets HDR Status of Viewport

code: void SetHDRMode ( bool bHDR )


description: Sets the initial size of this viewport. Will do nothing if the viewport has already been sized

code: void SetInitialSize ( FIntPoint InitialSizeXY )


code: void SetMouse ( int32 x, int32 y )


description: Sets this viewport as a play in editor viewport

code: void SetPlayInEditorViewport ( bool bInPlayInEditorViewport )


description: Sets PreCapture coordinates from the current position of the slate cursor.


description: Indicate that the viewport should be block for vsync.

code: virtual void SetRequiresVsync ( bool bShouldVsync )


code: virtual void SetSoftwareCursorPosition ( FVector2D Position )


description: Sets a viewport client if one wasn't provided at construction time.

code: virtual void SetViewportClient ( [FViewportClient](API\Runtime\Engine\FViewportClient) * InViewportClient )


code: virtual void ShowSoftwareCursor ( bool bVisible )


code: virtual void ShowCursor ( bool bVisible )


description: Trigger a high res screenshot. Returns true if the screenshot can be taken, and false if it can't. The screenshot can fail if the requested multiplier makes the screen too big for the GPU to cope with

code: bool TakeHighResScreenShot()


code: virtual bool UpdateMouseCursor ( bool bSetCursor )


description: Update the render target surface RHI to the current back buffer


description: Updates the viewport RHI with the current viewport state.

code: virtual void UpdateViewportRHI ( bool bDestroyed, uint32 NewSizeX, uint32 NewSizeY, [EWindowMode::Type](API\Runtime\ApplicationCore\GenericPlatform\EWindowMode__Type) NewWindowMode, EPixelFormat PreferredPixelFormat )


className: ViewportResizedEvent

description: Send when a viewport is resized


description:
Transforms a coordinate in the local space of this viewport into a virtual desktop pixel.
the transformed coordinate. It is in virtual desktop pixels.

code: FIntPoint ViewportToVirtualDesktopPixel ( FVector2D ViewportCoordinate ) const


description: Constructor.

code: FViewport ( [FViewportClient](API\Runtime\Engine\FViewportClient) * InViewportClient )


description:
Transforms a virtual desktop pixel (the origin is in the primary screen's top left corner) to the local space of this viewport
The transformed pixel. It is normalized to the range [0, 1]

code: FVector2D VirtualDesktopPixelToViewport ( FIntPoint VirtualDesktopPointPx ) const


description: Destructor.

code: virtual ~FViewport()


className: FViewport

description: Encapsulates the I/O of a viewport. The viewport display is implemented using the platform independent RHI.

code: class FViewport : public [FRenderTarget](API\Runtime\Engine\FRenderTarget), protected [FRenderResource](API\Runtime\RenderCore\FRenderResource)

AppVersionString

type: FString

description: The current version of the running instance

bHasRequestedToggleFreeze

type: uint32:  1

description: If a toggle freeze request has been made

bHitProxiesCached

description: True if the hit proxy buffer buffer has up to date hit proxies for this viewport.

bIsHDR

description: If true this viewport is being displayed on a HDR monitor

bIsPlayInEditorViewport

description: If true this viewport is for play in editor

bIsSlateViewport

description: If true this viewport is an FSlateSceneViewport

bRequiresHitProxyStorage

description: True if the viewport client requires hit proxy storage.

bTakeHighResScreenShot

description: Triggers the taking of a high res screen shot for this viewport.

CachedHitProxyData

type: TArray<FColor...

description: Cached hit proxy data.

HitProxyMap

type: FHitProxyMap

description: The viewport's hit proxy map.

HitProxySize

description: The size of the region to check hit proxies

InitialPositionX

description: The initial position of the viewport.

InitialPositionY

description: The initial position of the viewport.

SizeX

description: The width of the viewport.

SizeY

description: The height of the viewport.

ViewportClient

type: FViewportClient...

description: The viewport's client.

ViewportRHI

type: FViewportRHIRef

description: The RHI viewport.

ViewportType

type: FName

description: Used internally for testing runtime instance type before casting

WindowMode

description: What is the current window mode.


description: Called when the mouse is moved while a window input capture is in effect

code: virtual void CapturedMouseMove ( [FViewport](API\Runtime\Engine\FViewport) * InViewport, int32 InMouseX, int32 InMouseY )


code: virtual void Activated ( [FViewport](API\Runtime\Engine\FViewport) * Viewport, const [FWindowActivateEvent](API\Runtime\SlateCore\Input\FWindowActivateEvent) & InActivateEvent )


description: Gets whether or not the viewport captures the Mouse on launch of the application Technically this controls capture on the first window activate, so in situations where the application is launched but isn't activated the effect is delayed until activation.

code: virtual bool CaptureMouseOnLaunch()


code: virtual void CloseRequested ( [FViewport](API\Runtime\Engine\FViewport) * Viewport )


description: Restores GWorld to InWorld

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


description:
Sets GWorld to the appropriate world for this client
the previous GWorld

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


code: virtual void Deactivated ( [FViewport](API\Runtime\Engine\FViewport) * Viewport, const [FWindowActivateEvent](API\Runtime\SlateCore\Input\FWindowActivateEvent) & InActivateEvent )


code: virtual void Draw ( [FViewport](API\Runtime\Engine\FViewport) * Viewport, [FCanvas](API\Runtime\Engine\FCanvas) * Canvas )


description:
Retrieves the cursor that should be displayed by the OS
the cursor that the OS should display

code: virtual [EMouseCursor::Type](API\Runtime\ApplicationCore\GenericPlatform\EMouseCursor__Type) GetCursor ( [FViewport](API\Runtime\Engine\FViewport) * Viewport, int32 X, int32 Y )


description: The DPI Scale of this viewport

code: virtual float GetDPIScale() const


description: Get a ptr to the enabled stats list

code: virtual const [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > * GetEnabledStats() const


code: virtual [FEngineShowFlags](API\Runtime\Engine\FEngineShowFlags) * GetEngineShowFlags()


description: Gets the mouse capture behavior when the viewport is clicked

code: virtual EMouseCaptureMode GetMouseCaptureMode() const


description: Get a ptr to the stat unit data for this viewport

code: virtual [FStatHitchesData](API\Runtime\Engine\FStatHitchesData) * GetStatHitchesData() const


code: virtual [FStatUnitData](API\Runtime\Engine\FStatUnitData) * GetStatUnitData() const


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


description: Optionally do custom handling of a navigation.

code: virtual bool HandleNavigation ( const uint32 InUserIndex, [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > InDestination )


description: Gets whether or not the cursor is hidden when the viewport captures the mouse

code: virtual bool HideCursorDuringCapture() const


description: Check whether we should ignore input.

code: virtual bool IgnoreInput()


description:
Check an axis movement received by the viewport. If the viewport client uses the movement, it should return true to consume it.
True to consume the axis movement, false to pass it on.

code: virtual bool InputAxis ( [FViewport](API\Runtime\Engine\FViewport) * Viewport, [FInputDeviceId](API\Runtime\Core\Misc\FInputDeviceId) InputDevice, [FKey](API\Runtime\InputCore\FKey) Key, float Delta, float DeltaTime, int32 NumSamples, bool bGamepad )


code: virtual bool InputAxis ( [FViewport](API\Runtime\Engine\FViewport) * Viewport, int32 ControllerId, [FKey](API\Runtime\InputCore\FKey) Key, float Delta, float DeltaTime, int32 NumSamples, bool bGamepad )


description:
Check a character input received by the viewport. If the viewport client uses the character, it should return true to consume it.
True to consume the character, false to pass it on.

code: virtual bool InputChar ( [FViewport](API\Runtime\Engine\FViewport) * Viewport, int32 ControllerId, TCHAR Character )


description:
Check a gesture event received by the viewport. If the viewport client uses the event, it should return true to consume it.
True to consume the gesture event, false to pass it on.

code: virtual bool InputGesture ( [FViewport](API\Runtime\Engine\FViewport) * Viewport, EGestureEvent GestureType, const FVector2D & GestureDelta, bool bIsDirectionInvertedFromDevice )


description:
Check a key event received by the viewport. If the viewport client uses the event, it should return true to consume it.
True to consume the key event, false to pass it on.

code: virtual bool InputKey ( const [FInputKeyEventArgs](API\Runtime\Engine\FInputKeyEventArgs) & EventArgs )


description: Deprecated* Use the newInputKey(const FInputKeyEventArgs& EventArgs)function.

code: virtual bool InputKey ( [FViewport](API\Runtime\Engine\FViewport) * Viewport, int32 ControllerId, [FKey](API\Runtime\InputCore\FKey) Key, EInputEvent Event, float AmountDepressed, bool bGamepad )


description:
Each frame, the input system will update the motion data.
True to consume the motion event, false to pass it on.

code: virtual bool InputMotion ( [FViewport](API\Runtime\Engine\FViewport) * Viewport, int32 ControllerId, const FVector & Tilt, const FVector & RotationRate, const FVector & Gravity, const FVector & Acceleration )


code: virtual bool InputTouch ( [FViewport](API\Runtime\Engine\FViewport) * Viewport, int32 ControllerId, uint32 Handle, [ETouchType::Type](API\Runtime\InputCore\ETouchType__Type) Type, const FVector2D & TouchLocation, float Force, [FDateTime](API\Runtime\Core\Misc\FDateTime) DeviceTimestamp, uint32 TouchpadIndex )


code: virtual bool IsFocused ( [FViewport](API\Runtime\Engine\FViewport) * Viewport )


description: Returns true if this viewport is excluding non-game elements from its display

code: virtual bool IsInGameView() const


code: virtual bool IsInPermanentCapture()


description: Returns true if this viewport is orthogonal. If hit proxies are ever used in-game, this will need to be overridden correctly in GameViewportClient.

code: virtual bool IsOrtho() const


description: Check whether a specific stat is enabled for this viewport

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


description: Gets whether or not the cursor is locked to the viewport when the viewport captures the mouse

code: virtual bool LockDuringCapture()


code: virtual void LostFocus ( [FViewport](API\Runtime\Engine\FViewport) * Viewport )


description:
Called to map a cursor reply to an actual widget to render.
the widget that should be rendered for this cursor, returnTOptional<TSharedRef>() if no mapping.

code: virtual [TOptional](API\Runtime\Core\IO\TOptional)< [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > > MapCursor ( [FViewport](API\Runtime\Engine\FViewport) * Viewport, const [FCursorReply](API\Runtime\SlateCore\Input\FCursorReply) & CursorReply )


code: virtual void MouseEnter ( [FViewport](API\Runtime\Engine\FViewport) * Viewport, int32 x, int32 y )


code: virtual void MouseLeave ( [FViewport](API\Runtime\Engine\FViewport) * Viewport )


description: Should we make new windows for popups or create an overlay in the current window.

code: virtual [FPopupMethodReply](API\Runtime\SlateCore\Input\FPopupMethodReply) OnQueryPopupMethod() const


code: virtual void MouseMove ( [FViewport](API\Runtime\Engine\FViewport) * Viewport, int32 X, int32 Y )


description:
Allow viewport client to override the current capture region
true if capture region has been overridden, false otherwise

code: virtual bool OverrideHighResScreenshotCaptureRegion ( FIntRect & OutCaptureRegion )


description: Called from slate when input is finished for this frame, and we should process any queued mouse moves.

code: virtual void ProcessAccumulatedPointerInput ( [FViewport](API\Runtime\Engine\FViewport) * InViewport )


code: virtual bool ProcessScreenShots ( [FViewport](API\Runtime\Engine\FViewport) * Viewport )


description: Called to determine if we should render the focus brush.

code: virtual [TOptional](API\Runtime\Core\IO\TOptional)< bool > QueryShowFocus ( const EFocusCause InFocusCause ) const


code: virtual void ReceivedFocus ( [FViewport](API\Runtime\Engine\FViewport) * Viewport )


code: virtual void RedrawRequested ( [FViewport](API\Runtime\Engine\FViewport) * Viewport )


code: virtual void RequestInvalidateHitProxy ( [FViewport](API\Runtime\Engine\FViewport) * Viewport )


code: virtual bool RequiresHitProxyStorage()


description:
Determine if the viewport client is going to need any keyboard input
true if keyboard input is needed

code: virtual bool RequiresKeyboardInput() const


description: Determines whether this viewport client should receive calls toInputAxis()if the game's window is not currently capturing the mouse. Used by the UI system to easily receive calls to InputAxis while the viewport's mouse capture is disabled.

code: virtual bool RequiresUncapturedAxisInput() const


description: Sets all the stats that should be enabled for the viewport

code: virtual void SetEnabledStats ( const [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & InEnabledStats )


code: virtual void SetIsSimulateInEditorViewport ( bool bInIsSimulateInEditorViewport )


description: Sets whether stats should be visible for the viewport

code: virtual void SetShowStats ( bool bWantStats )


description: Gets whether or not the cursor should always be locked to the viewport.

code: virtual bool ShouldAlwaysLockMouse()


description: Whether or not the scene canvas should be scaled. Note: The debug canvas is always scaled

code: virtual bool ShouldDPIScaleSceneCanvas() const


code: virtual bool WantsPollingMouseMovement() const


description:
Called when the top level window associated with the viewport has been requested to close. At this point, the viewport has not been closed and the operation may be canceled. This may not called from PIE, Editor Windows, on consoles, or before the game ends from other methods. This is only when the platform specific window is closed.
True if the viewport may be closed, false otherwise.

code: virtual bool WindowCloseRequested()


className: FViewportClient

description: An abstract interface to a viewport's client. The viewport's client processes input received by the viewport, and draws the viewport.

code: class FViewportClient


code: void ResizeFrame ( uint32 NewSizeX, uint32 NewSizeY, [EWindowMode::Type](API\Runtime\ApplicationCore\GenericPlatform\EWindowMode__Type) NewWindowMode )


className: FViewportFrame

description: An interface to the platform-specific implementation of a UI frame for a viewport.

code: class FViewportFrame


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


className: bIsStoredInConstantBuffer

code: static bIsStoredInConstantBuffer = true;


className: FileLine

code: static FileLine = builtin_LINE();


className: FileName

code: static FileName = builtin_FILE();


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


className: NumElements

code: static NumElements = 0;


className: zzMemberFunc

code: typedef zzFuncPtr(* zzMemberFunc


className: zzMemberIdView

code: typedef zzFirstMemberId zzMemberIdView


className: FViewShaderParameters

code: class FViewShaderParameters

InstancedView

type: TShaderParamete...


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


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


className: zzMemberIdAtmosphereLightDirection


className: zzMemberIdAtmosphereLightDiscLuminance


className: zzMemberIdAtmosphereIrradianceTexture


className: zzMemberIdAtmosphereInscatterTexture


className: zzMemberIdbShadingEnergyConservation

description: Energy conservation.


className: zzMemberIdbShadingEnergyPreservation


className: zzMemberIdbSubsurfacePostprocessEnabled


className: zzMemberIdBufferToSceneTextureScale


className: zzMemberIdCameraViewToTranslatedWorld


className: zzMemberIdCameraAerialPerspectiveVolume


className: zzMemberIdCoveredExpandSurfaceScale


className: zzMemberIdDepthOfFieldFocalDistance


className: zzMemberIdDiffuseOverrideParameter


className: zzMemberIdDirectionalLightDirection


className: zzMemberIdDistantSkyLightLutTexture


className: zzMemberIdFarShadowStaticMeshLODBias


className: zzMemberIdGGXLTCMatTexture

description: GGX/Sheen LTC textures.


className: zzMemberIdGlintTexture

description: Glints.


className: zzMemberIdGlobalDistanceFieldMipTexture


className: zzMemberIdGlobalDistanceFieldMipFactor


className: zzMemberIdGlobalVirtualTextureMipBias


className: zzMemberIdHairScatteringLUTSampler


className: zzMemberIdHairScatteringLUTTexture

description: Hair.


className: zzMemberIdIESAtlasSizeAndInvSize

description: IES atlas.


className: zzMemberIdIndirectLightingColorScale


className: zzMemberIdIndirectLightingCacheShowFlag


className: zzMemberIdInvDeviceZToWorldZTransform


className: zzMemberIdLandscapeWeightmapSampler

description: Landscape.


className: zzMemberIdLandscapePerComponentData


description: Same as Wrap_WorldGroupSettings and Clamp_WorldGroupSettings, but with mipbias=MaterialTextureMipBias.


className: zzMemberIdMaxGlobalDFAOConeDistance


className: zzMemberIdMotionBlurNormalizedToPixel


className: zzMemberIdNotCoveredExpandSurfaceScale


className: zzMemberIdNumSceneColorMSAASamples


className: zzMemberIdPerlinNoiseGradientTexture


className: zzMemberIdPhysicsFieldClipmapCenter


className: zzMemberIdPhysicsFieldClipmapDistance


className: zzMemberIdPhysicsFieldClipmapResolution


className: zzMemberIdPhysicsFieldClipmapExponent


className: zzMemberIdPhysicsFieldClipmapCount


className: zzMemberIdPhysicsFieldClipmapBuffer


className: zzMemberIdPreIntegratedBRDFSampler


className: zzMemberIdPrevFieldOfViewWideAngles


className: zzMemberIdPrevRelativeWorldCameraOrigin


className: zzMemberIdPrevRelativeWorldViewOrigin


className: zzMemberIdPrevScreenToTranslatedWorld


className: zzMemberIdPrevTranslatedWorldToClip


className: zzMemberIdPrevTranslatedWorldToView


className: zzMemberIdPrevViewToTranslatedWorld


className: zzMemberIdProjectionDepthThicknessScale


className: zzMemberIdRealTimeReflectionCapture


className: zzMemberIdRectLightAtlasSizeAndInvSize

description: Rect light atlas.


className: zzMemberIdRectLightAtlasMaxMipLevel


className: zzMemberIdRelativeWorldCameraOrigin


className: zzMemberIdResolutionFractionAndInv


className: zzMemberIdRoughnessOverrideParameter


className: zzMemberIdRuntimeVirtualTextureMipLevel


className: zzMemberIdRelativePreViewTranslation


className: zzMemberIdShadingEnergyGGXGlassTexture


className: zzMemberIdShadingEnergyGGXSpecTexture


className: zzMemberIdShadingEnergyClothSpecTexture


className: zzMemberIdShadingEnergyDiffuseTexture


className: zzMemberIdSharedPointWrappedSampler


className: zzMemberIdSharedPointClampedSampler


className: zzMemberIdSharedBilinearWrappedSampler


className: zzMemberIdSharedBilinearClampedSampler


className: zzMemberIdSharedTrilinearWrappedSampler


className: zzMemberIdSharedTrilinearClampedSampler


className: zzMemberIdSimpleVolumeTextureSampler


className: zzMemberIdSimpleVolumeEnvTextureSampler


className: zzMemberIdSimpleVolumeTexture

description: Simple volume texture.


className: zzMemberIdSkyAtmospherePresentInScene


className: zzMemberIdSkyAtmosphereBottomRadiusKm


className: zzMemberIdSkyAtmosphereTopRadiusKm


className: zzMemberIdSkyBentNormalBrickTexture


className: zzMemberIdSkyBentNormalTextureSampler


className: zzMemberIdSkyIrradianceEnvironmentMap


className: zzMemberIdSkyLightAffectReflectionFlag


className: zzMemberIdSkyViewLutSizeAndInvSize


className: zzMemberIdSkyViewLutTextureSampler


className: zzMemberIdSpecularOverrideParameter


className: zzMemberIdSpecularProfileTexture

description: Specular Profile.


className: zzMemberIdSSProfilesTransmissionSampler


className: zzMemberIdSSProfilesTexture

description: SSS.


className: zzMemberIdSVPositionToTranslatedWorld


description: Ray tracing.


className: zzMemberIdTranslatedWorldCameraOrigin


className: zzMemberIdTranslatedWorldToCameraView


className: zzMemberIdTranslucencyLightingVolumeMin


className: zzMemberIdTransmittanceLutTexture

description: Atmosphere.


className: zzMemberIdVirtualTextureFeedbackShift


className: zzMemberIdVirtualTextureFeedbackMask


className: zzMemberIdVirtualTextureFeedbackStride


className: zzMemberIdVolumetricFogInvGridSize


className: zzMemberIdVolumetricLightmapBrickSize


className: zzMemberIdVolumetricFogGridZParams


className: zzMemberIdVolumetricFogSVPosToVolumeUV


className: zzMemberIdVolumetricFogMaxDistance


className: zzMemberIdWaterIndirection

description: Water.


code: FVirtualBoneCompactPoseData ( [FCompactPoseBoneIndex](API\Runtime\AnimationCore\FCompactPoseBoneIndex) InVBIndex, [FCompactPoseBoneIndex](API\Runtime\AnimationCore\FCompactPoseBoneIndex) InSourceIndex, [FCompactPoseBoneIndex](API\Runtime\AnimationCore\FCompactPoseBoneIndex) InTargetIndex )


className: FViewUniformShaderParameters

code: class FViewUniformShaderParameters

AtmosphereInscatterTexture

type: TShaderResource...


className: FVirtualBoneCompactPoseData

description: This is a native transient structure. Used to store virtual bone mappings for compact poses

code: struct FVirtualBoneCompactPoseData

SourceIndex

type: FCompactPoseBon...

description: Indexof source bone

TargetIndex

description: Indexof target bone

VBIndex

description: Indexof this virtual bone


code: FVirtualBoneRefData ( int32 InVBRefSkelIndex, int32 InSourceRefSkelIndex, int32 InTargetRefSkelIndex )


className: FVirtualBoneRefData

description: Cached Virtual Bone data fromUSkeleton.

code: struct FVirtualBoneRefData


className: FModeRecord

description: Describes a single available visualization mode.

code: struct FModeRecord

ModeDesc

type: FText

ModeType

type: FModeType


className: FModeType

code: enum FModeType { Standard, Advanced, }


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


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

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


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


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


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

code: static const TCHAR * GetVisualizeConsoleCommandName()


description: Initialize the system.

code: void Initialize()


description: Check if visualization is active.

code: bool IsActive() const


description: Check if system was initialized.

code: bool IsInitialized() const


className: TModeMap

description: Mapping ofFNameto a visualization mode record.

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


description: Update state and check if visualization is active.

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


code: FVirtualShadowMapVisualizationData()


className: FVirtualShadowMapVisualizationData


code: uint32 GetAllocatedvAddress() const


description: FVirtualTexture2DResourcemay have an AllocatedVT, which represents a page table allocation for the virtual texture. VTs used by materials generally don't need their own allocation, since the material has its own page table allocation for each VT stack. VTs used as lightmaps need their own allocation. Also VTs open in texture editor will have a temporary allocation.GetAllocatedVT()will return the current allocation if one exists.AcquireAllocatedVT()will make a new allocation if needed, and return it.ReleaseAllocatedVT()will free any current allocation.

code: [IAllocatedVirtualTexture](API\Runtime\RenderCore\IAllocatedVirtualTexture) * GetAllocatedVT() const


code: virtual uint32 GetBorderSize() const


code: virtual EPixelFormat GetFormat ( uint32 LayerIndex ) const


code: virtual uint32 GetNumLayers() const


code: virtual uint32 GetNumTilesX() const


code: virtual uint32 GetNumTilesY() const


code: virtual FIntPoint GetPhysicalTextureSize ( uint32 LayerIndex ) const


code: const [FVirtualTextureProducerHandle](API\Runtime\RenderCore\FVirtualTextureProducerHandle) & GetProducerHandle() const


code: virtual FIntPoint GetSizeInBlocks() const


description: Returns the width of the texture in pixels.

code: virtual uint32 GetSizeX() const


description: Returns the height of the texture in pixels.

code: virtual uint32 GetSizeY() const


code: virtual uint32 GetTileSize() const


description: Dynamic cast methods.

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


description: Dynamic cast methods (const).

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


code: virtual void InitializeEditorResources ( class [IVirtualTexture](API\Runtime\RenderCore\IVirtualTexture) * InVirtualTexture )


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

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


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

code: virtual void ReleaseRHI()


code: FVirtualTexture2DResource ( const [UTexture2D](API\Runtime\Engine\Engine\UTexture2D) * InOwner, struct FVirtualTextureBuiltData * InVTData, int32 FirstMipToUse )


code: virtual ~FVirtualTexture2DResource()


code: class FVirtualTexture2DResource : public [FTextureResource](API\Runtime\Engine\FTextureResource)

AddressU

type: TEnumAsByte< ES...

AllocatedVT

type: IAllocatedVirtu...

description: Local allocated VT objects used for editor views etc.

bContinuousUpdate

description: Cached runtime virtual texture settings

Filter

description: Cached sampler config

FirstMipToUse

description: Mip offset

PackageName

description: TheFNameof the texture package for stats

ProducerHandle

type: FVirtualTexture...

TexCreateFlags

type: ETextureCreateF...

description: Cached flags for texture creation.

TextureName

description: TheFNameof the texture asset

VTData

description: Built data owned by texture asset


code: [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * GetCloudVolumeMaterial() const


description: Initialization constructor.

code: FVolumetricCloudSceneProxy ( const [UVolumetricCloudComponent](API\Runtime\Engine\Components\UVolumetricCloudComponent) * InComponent )


className: FVolumetricLightmapBasicBrickDataLayers

AmbientVector

type: FVolumetricLigh...


className: FVolumetricCloudSceneProxy

description: Represents aUVolumetricCloudComponentto the rendering thread, created game side from the component.

code: class FVolumetricCloudSceneProxy

type: float

type: bool

GroundAlbedo

type: FColor

RenderSceneInfo

type: FVolumetricClou...


className: Allocation

code: struct Allocation

Data

type: FPrecomputedVol...

description: The data being allocated, as an identifier for the entry.


code: void Insert ( int32 Index, [FPrecomputedVolumetricLightmapData](API\Runtime\Engine\FPrecomputedVolumetricLightmapDa-) * Data )


code: void Remove ( [FPrecomputedVolumetricLightmapData](API\Runtime\Engine\FPrecomputedVolumetricLightmapDa-) * Data )


className: FVolumetricLightmapBrickAtlas

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

Allocations

type: TArray<Allocat...


code: void SetNeedsCPUAccess ( bool InAccess )


className: FVolumetricLightmapBrickData

code: class FVolumetricLightmapBrickData : public [FVolumetricLightmapBasicBrickDataLayers](API\Runtime\Engine\FVolumetricLightmapBasicBrickDat-)


code: template<class VolumetricLightmapBrickDataType> void Initialize ( FIntVector InBrickDataDimensions, VolumetricLightmapBrickDataType & BrickData )


className: FVolumetricLightmapBrickTextureSet

code: struct FVolumetricLightmapBrickTextureSet : public [FVolumetricLightmapBasicBrickDataLayers](API\Runtime\Engine\FVolumetricLightmapBasicBrickDat-)

BrickDataDimensions

type: FIntVector


code: void CreateTargetTexture ( FIntVector Dimensions )


code: void CreateTexture ( FIntVector Dimensions )


description: Deprecated* CreateUAV now requires a command list.

code: void CreateUAV()


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


description: Free memory after it has been used to initialize RHI resource

code: virtual void Discard()


description: ptr to the resource memory which has been preallocated

code: virtual const void * GetResourceBulkData() const


description: size of resource memory

code: virtual uint32 GetResourceBulkDataSize() const


className: FVolumetricLightmapDataLayer

code: class FVolumetricLightmapDataLayer : public [FResourceBulkDataInterface](API\Runtime\Core\Containers\FResourceBulkDataInterface)

Data

type: TArray< uint8 >

DataSize

description: Stored redundantly for stats after Data has been discarded.

Format

type: EPixelFormat

Texture

type: FTextureRHIRef

UAV

type: FUnorderedAcces...


className: FWaveCue

description: Data representing a cue in a wave file.

code: struct FWaveCue

CuePointID

description: Unique identifying gvalue for the cue.

Label

type: FString

description: Cue label.

Position

description: Sample offset associated with the cue point.

SampleLength

description: If this is a region, it will have a duration (sample length)


className: FVTStackEntry

code: struct FVTStackEntry

AddressU

type: TextureAddress

EmitMipValue

type: FEmitShaderExpr...

MipValueMode

type: ETextureMipValu...


className: FWaveFormatInfo

description: The header of an wave formatted file

code: struct FWaveFormatInfo

DataChunkHeader

type: FChunkHeader

FactChunk

type: FFactChunk

FmtChunk

type: FFormatChunk

RiffWaveHeader

type: FRiffWaveHeader

SampleChunk

type: FSampleChunk


description: Function used by the GC.

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


description: Returns the actual volume the wave instance will play at, including all gain stages.

code: float GetActualVolume() const


description: Returns the combined distance and occlusion attenuation of the source voice.


description: Returns the distance attenuation of the source voice

code: float GetDistanceAttenuation() const


description: Returns the dynamic volume of the sound

code: float GetDynamicVolume() const


description: Gets the envelope value of the waveinstance. Only returns non-zero values if it's a real voice. Only implemented in the audio mixer.

code: float GetEnvelopeValue() const


description: Returns the name of the containedUSoundWave


description: Returns the occlusion attenuation of the source voice

code: float GetOcclusionAttenuation() const


description: Returns the pitch of the wave instance

code: float GetPitch() const


description: Whether spatialization is an external send


description: Whether this wave will be spatialized, which controls 3D effects like panning

code: bool GetUseSpatialization() const


description: Returns the volume multiplier on the wave instance.

code: float GetVolumeMultiplier() const


description: Returns the weighted priority of the wave instance.

code: float GetVolumeWeightedPriority() const


description: Returns the volume of the sound including distance attenuation.


description: Returns whether or not the WaveInstance is actively playing sound or set to play when silent.

code: bool IsPlaying() const


description: Returns the volume of the wave instance (ignoring application muting)

code: float GetVolume() const


description: Checks whether wave is streaming and streaming is supported

code: bool IsStreaming() const


description: Notifies the wave instance that it has finished.

code: void NotifyFinished ( const bool bStopped )


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


className: PlayOrderCounter

description: Helper to create good play order forFWaveInstanceinstances

code: static uint32 PlayOrderCounter = 0;


code: void SetDistanceAttenuation ( const float InDistanceAttenuation )


description: Sets the envelope value of the wave instance. Only set if the wave instance is actually generating real audio with a source voice. Only implemented in the audio mixer.

code: void SetEnvelopeValue ( const float InEnvelopeValue )


code: void SetOcclusionAttenuation ( const float InOcclusionAttenuation )


code: void SetPitch ( const float InPitch )


code: void SetSpatializationIsExternalSend ( const bool InSpatializationIsExternalSend )


code: void SetStopping ( const bool bInIsStopping )


description: Whether to use spatialization, which controls 3D effects like panning

code: void SetUseSpatialization ( const bool InUseSpatialization )


description: Setters for various values on wave instances.

code: void SetVolume ( const float InVolume )


code: void SetVolumeMultiplier ( const float InVolumeMultiplier )


description: Returns the actual volume the wave instance will play at


description: Stops the wave instance without notifying NotifyWaveInstanceFinishedHook. This will NOT stop wave instance if it is set up to loop indefinitely or set to remain active.

code: void StopWithoutNotification()


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


description: Constructor, initializing all member variables.

code: FWaveInstance ( const UPTRINT InWaveInstanceHash, [FActiveSound](API\Runtime\Engine\FActiveSound) & ActiveSound )


description: Return total number of samples

code: uint32 GetNumSamples() const


className: FWaveInstance

description: Structure encapsulating all information required to play aUSoundWaveon a channel/source. This is required as a singleUSoundWaveobject can be used in multiple active cues or multiple times in the same cue.

code: struct FWaveInstance

AbsoluteAzimuth

type: float

description: The absolute position of the wave instance relative to forward vector of listener.

ActiveSound

type: FActiveSound&#...

description: Active Sound this wave instance belongs to

AmbientZoneFilterFrequency

description: The low pass filter frequency to use due to ambient zones.

AttenuationDistance

description: Distance over which the sound is attenuated.

AttenuationHighpassFilterFrequency

description: The high pass filter frequency to use due to distance attenuation. (using in audio mixer only)

AttenuationLowpassFilterFrequency

description: The low pass filter frequency to use due to distance attenuation.

AudioLinkSettingsOverride

type: UAudioLinkSetti...

bAlreadyNotifiedHook

type: uint32: 1

description: Whether the notify finished hook has been called since the last update/parsenodes

bApplyRadioFilter

description: Set to true if the sound nodes state that the radio filter should be applied

bCenterChannelOnly

description: Whether or not this sound class forces sounds to the center channel

bEnableBaseSubmix

type: uint32:  1

description: Whether or not to render to the main submix

bEnableBusSends

description: Whether or not to enable sending this audio's output to buses.

bEnableLowPassFilter

description: Whether or not to enable the low pass filter

bEnableSourceDataOverride

description: Whether or not to use source data overrides

bEnableSubmixSends

description: Whether or not to enable Submix Sends in addition to the Main Submix

bIsAmbisonics

description: Whether or not this wave instance is ambisonics.

bIsFinished

description: Whether wave instanced is finished

bIsMusic

description: Whether or not this wave is music

bIsOccluded

description: Whether or not the sound is occluded.

bIsPaused

description: Whether or not this sound is manually paused

bIsStarted

description: Whether wave instanced has been started

bIsStopping

description: Whether or not this wave instance is stopping.

bIsUISound

description: Whether or not this sound plays when the game is paused in the UI

bReportedSpatializationWarning

description: Prevent spamming of spatialization of surround sounds by tracking if the warning has already been emitted

bReverb

description: Whether or not this wave has reverb applied

bShouldSourceBufferListenerZeroBuffer

type: bool

bShouldUseAudioLink

description: AudioLink Opt in

bSpatializationIsExternalSend

description: Whether the spatialization method is an external send

BusSends

type: TArray<FSoundS...

description: The source bus and/or audio bus sends.

EnvelopeFollowerAttackTime

description: The envelope follower attack time in milliseconds.

EnvelopeFollowerReleaseTime

description: The envelope follower release time in milliseconds.

LFEBleed

description: The amount of a sound to bleed to the LFE channel

ListenerToSoundDistanceForPanning

description: The distance from this wave instance to the closest listener. (ignoring attenuation override)

Location

type: FVector

description: Current location

LoopingMode

type: ELoopingMode

description: Looping mode - None, loop with notification, forever

LowPassFilterFrequency

description: The low pass filter frequency to use

ManualReverbSendLevel

description: TODO remove

NonSpatializedRadiusEnd

description: At what distance we are fully non-spatialized

NonSpatializedRadiusMode

type: ENonSpatialized...

description: How we are doing the non-spatialized radius feature.

NonSpatializedRadiusStart

description: At what distance we start transforming into non-spatialized soundsource

NotifyBufferFinishedHooks

type: FNotifyBufferFi...

description: Sound nodes to notify when the current audio buffer finishes

OcclusionFilterFrequency

description: The low pass filter frequency to use if the sound is occluded.

OcclusionPluginSettings

type: UOcclusionPlugi...

description: The occlusion plugin settings to use for the wave instance.

OutputTarget

type: EAudioOutputTar...

description: Which output target the sound should play on.

Pitch

description: Current pitch scale.

PlaybackTime

description: The playback time of the wave instance. Updated from active sound.

Priority

description: An audio component priority value that scales with volume (post all gain stages) and is used to determine voice playback priority.

QuantizedRequestData

type: TUniquePtr<Aud...

description: Quantized Request data

RadioFilterVolume

description: Volume of the radio filter effect

RadioFilterVolumeThreshold

description: The volume at which the radio filter kicks in

ReverbPluginSettings

type: UReverbPluginSo...

ReverbSendLevel

description: The output reverb send level to use for tje wave instance.

SoundClass

type: TObjectPtr<USo...

description: Sound class

SoundClassFilterFrequency

description: The low pass filter frequency to use from sound class.

SoundSubmix

type: USoundSubmixBas...

description: Sound submix object to send audio to for mixing in audio mixer.

SoundSubmixSends

description: Sound submix sends

SourceBufferListener

type: FSharedISourceB...

description: Source Buffer listener

SourceDataOverridePluginSettings

type: USourceDataOver...

description: The source data override plugin settings to use for the wave instance.

SourceEffectChain

type: USoundEffectSou...

description: Sound effect chain

SpatializationMethod

type: ESoundSpatializ...

description: Which spatialization method to use to spatialize 3d sounds.

SpatializationPluginSettings

type: USpatialization...

StartTime

description: An offset/seek time to play this wave instance.

StereoSpread

description: Amount of spread for 3d multi-channel asset spatialization

SubmixSendSettings

type: TArray<FAttenu...

description: The submix send settings to use.

UserIndex

description: User / Controller index that owns the sound

VoiceCenterChannelVolume

description: Voice center channel volume

WaveData

description: Wave data

WaveInstanceHash

type: UPTRINT

description: Hash value for finding the wave instance based on the path through the cue to get to it


code: static const [TArray](API\Runtime\Core\Containers\TArray)< uint32 > & GetOptionalWaveChunkIds()


description: Wave Chunk Id utils

code: static const [TArray](API\Runtime\Core\Containers\TArray)< uint32 > & GetRequiredWaveChunkIds()


description: 16-bit padding.

code: static uint32 Pad16Bit ( uint32 InDW )


description: Read a wave file header from bulkdata

code: bool ReadWaveHeader ( const uint8 * RawWaveData, int32 Size, int32 Offset )


description: Read headers and load all info pointers in WaveModInfo. Returns 0 if invalid data encountered.

code: bool ReadWaveInfo ( const uint8 * WaveData, int32 WaveDataSize, [FString](API\Runtime\Core\Containers\FString) * ErrorMessage, bool InHeaderDataOnly, void ** OutFormatHeader )


description: Constructor.

code: FWaveModInfo()


className: FWaveModInfo

description: Structure for in-memory interpretation and modification of WAVE sound structures.

code: class FWaveModInfo

pAvgBytesPerSec

type: const uint32 &#...

pBitsPerSample

type: const uint16 &#...

pSamplesPerSec

description: Pointers to variables in the in-memory WAVE file.

SampleDataEnd

type: const uint8 ...

TimecodeInfo

type: TPimplPtr<FSou...

description: Timecode data if it was found on import.

WaveCues

type: TArray<FWaveCu...

description: List of cues parsed from the wave file.

WaveSampleLoops

type: TArray<FWaveSa...

description: List of sample loops parsed from the wave file.


className: FWaveRequest

description: Contains a request to load chunks of a sound wave

code: struct FWaveRequest

bPrioritiseRequest

type: bool

RequiredIndices

type: TArray< uint32 ...


className: FWaveSampleLoop

description: Data representing a sample loop in a wave file

code: struct FWaveSampleLoop


code: bool IsCachedShadowValid ( const [FWholeSceneProjectedShadowInitializer](API\Runtime\Engine\FWholeSceneProjectedShadowInitia-) & CachedShadow ) const


className: FWholeSceneProjectedShadowInitializer

description: Information needed to create a whole scene projected shadow.

code: class FWholeSceneProjectedShadowInitializer : public [FProjectedShadowInitializer](API\Runtime\Engine\FProjectedShadowInitializer)

CascadeSettings

type: FShadowCascadeS...


code: FWholeSceneProjectedShadowInitializer()


code: void ApplyWorldOffset ( FVector InOffset )


code: bool GetDirectionalWindParameters ( [FWindData](API\Runtime\Engine\FWindData) & WindData, float & Weight ) const


code: bool GetWindParameters ( const FVector & EvaluatePosition, [FWindData](API\Runtime\Engine\FWindData) & WindData, float & Weight ) const


description: Initialization constructor.

code: FWindSourceSceneProxy ( const FVector & InDirection, float InStrength, float InSpeed, float InMinGustAmt, float InMaxGustAmt )


description: Initialization constructor.

code: FWindSourceSceneProxy ( const FVector & InPosition, float InStrength, float InSpeed, float InMinGustAmt, float InMaxGustAmt, float InRadius )


className: FWindSourceSceneProxy

description: Represents a wind source component to the scene manager in the rendering thread.

code: class FWindSourceSceneProxy


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


className: bIsStoredInConstantBuffer

code: static bIsStoredInConstantBuffer = true;


className: FileName

code: static FileName = builtin_FILE();


className: FileLine

code: static FileLine = builtin_LINE();


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


className: NumElements

code: static NumElements = 0;


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


className: zzMemberFunc

code: typedef zzFuncPtr(* zzMemberFunc


className: zzMemberIdToXYZ

code: typedef zzFirstMemberId zzMemberIdToXYZ


code: FWorkingColorSpaceShaderParameters()


className: FWorkingColorSpaceShaderParameters

bIsSRGB

type: TShaderParamete...


code: [FInGamePerformanceTracker](API\Runtime\Engine\FInGamePerformanceTracker) & GetInGamePerformanceTracker ( EInGamePerfTrackers InTracker, EInGamePerfTrackerThreads InThread )


code: ~FWorldInGamePerformanceTrackers()


className: FWorldInGamePerformanceTrackers

description: Collection of in game performance trackers for a world.

code: class FWorldInGamePerformanceTrackers


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


description: Called if no IsActive functors returned a definitive answer to whether this extension should be active this frame.

code: virtual bool IsActiveThisFrame_Internal ( const [FSceneViewExtensionContext](API\Runtime\Engine\FSceneViewExtensionContext) & Context ) const


code: FWorldSceneViewExtension ( const [FAutoRegister](API\Runtime\Engine\FAutoRegister) & AutoReg, [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld )


className: FWorldSceneViewExtension

description: Scene View Extension which is enabled for all Viewports/Scenes which have the same world.

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


description: Constructor

code: FWrappedStringElement ( const TCHAR * InValue, float Width, float Height )


className: FWrappedStringElement

description: Used by UUIString::WrapString to track information about each line that is generated as the result of wrapping.

code: struct FWrappedStringElement

LineExtent

description: The size (in pixels) that it will take to render this string

Value

type: FString

description: The string associated with this line


className: FZoneProperties

code: struct FZoneProperties

Connectivity

type: FZoneSet

LastRenderTime

type: float

ZoneActor

type: AActor*

description: Variables.


className: FZoneSet

description: FZoneProperties

code: struct FZoneSet


code: float ActorGetDistanceToCollision ( const FVector & Point, ECollisionChannel TraceChannel, FVector & ClosestPointOnCollision, [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) ** OutPrimitiveComponent ) const


description: See if this actor's Tags array contains the supplied name tag

code: bool ActorHasTag ( [FName](API\Runtime\Core\UObject\FName) Tag ) const


description:
Trace a ray against the Components of this Actor and return the first blocking hit
TRUE if a blocking hit is found

code: bool ActorLineTraceSingle ( struct [FHitResult](API\Runtime\Engine\Engine\FHitResult) & OutHit, const FVector & Start, const FVector & End, ECollisionChannel TraceChannel, const struct [FCollisionQueryParams](API\Runtime\Engine\FCollisionQueryParams) & Params ) const


description: Get the local-to-world transform of the RootComponent. Identical toGetTransform().

code: const FTransform & ActorToWorld() const


description: Deprecated* Use AActor::IsDataLayerTypeSupported(TSubclassOf) instead.

code: virtual bool ActorTypeSupportsDataLayer() const


description: Register a SubObject that will get replicated along with the actor component owning it. The subobject needs to be manually removed from the list before it gets deleted.

code: void AddActorComponentReplicatedSubObject ( [UActorComponent](API\Runtime\Engine\Components\UActorComponent) * OwnerComponent, [UObject](API\Runtime\CoreUObject\UObject\UObject) * SubObject, ELifetimeCondition NetCondition )


description: Adds a delta to the rotation of this component in its local reference frame

code: void AddActorLocalRotation ( FRotator DeltaRotation, bool bSweep, [FHitResult](API\Runtime\Engine\Engine\FHitResult) * OutSweepHitResult, ETeleportType Teleport )


description: Adds a delta to the location of this component in its local reference frame.

code: void AddActorLocalOffset ( FVector DeltaLocation, bool bSweep, [FHitResult](API\Runtime\Engine\Engine\FHitResult) * OutSweepHitResult, ETeleportType Teleport )


code: void AddActorLocalRotation ( const FQuat & DeltaRotation, bool bSweep, [FHitResult](API\Runtime\Engine\Engine\FHitResult) * OutSweepHitResult, ETeleportType Teleport )


description: Adds a delta to the transform of this component in its local reference frame

code: void AddActorLocalTransform ( const FTransform & NewTransform, bool bSweep, [FHitResult](API\Runtime\Engine\Engine\FHitResult) * OutSweepHitResult, ETeleportType Teleport )


description: Adds a delta to the location of this actor in world space.

code: void AddActorWorldOffset ( FVector DeltaLocation, bool bSweep, [FHitResult](API\Runtime\Engine\Engine\FHitResult) * OutSweepHitResult, ETeleportType Teleport )


description: Adds a delta to the rotation of this actor in world space.

code: void AddActorWorldRotation ( FRotator DeltaRotation, bool bSweep, [FHitResult](API\Runtime\Engine\Engine\FHitResult) * OutSweepHitResult, ETeleportType Teleport )


code: void AddActorWorldRotation ( const FQuat & DeltaRotation, bool bSweep, [FHitResult](API\Runtime\Engine\Engine\FHitResult) * OutSweepHitResult, ETeleportType Teleport )


description: Adds a delta to the transform of this actor in world space. Ignores scale and sets it to (1,1,1).

code: void AddActorWorldTransform ( const FTransform & DeltaTransform, bool bSweep, [FHitResult](API\Runtime\Engine\Engine\FHitResult) * OutSweepHitResult, ETeleportType Teleport )


description: Adds a delta to the transform of this actor in world space. Scale is unchanged.

code: void AddActorWorldTransformKeepScale ( const FTransform & DeltaTransform, bool bSweep, [FHitResult](API\Runtime\Engine\Engine\FHitResult) * OutSweepHitResult, ETeleportType Teleport )


description: UK2Node_AddComponentDONOTCALL MANUALLY - BLUEPRINT INTERNAL USE ONLY (forAddComponent nodes)

code: [UActorComponent](API\Runtime\Engine\Components\UActorComponent) * AddComponent ( [FName](API\Runtime\Core\UObject\FName) TemplateName, bool bManualAttachment, const FTransform & RelativeTransform, const [UObject](API\Runtime\CoreUObject\UObject\UObject) * ComponentTemplateContext, bool bDeferredFinish )


description: UK2Node_AddComponentByClassDONOTCALL MANUALLY - BLUEPRINT INTERNAL USE ONLY (forAddComponent nodes)

code: [UActorComponent](API\Runtime\Engine\Components\UActorComponent) * AddComponentByClass ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UActorComponent](API\Runtime\Engine\Components\UActorComponent) > Class, bool bManualAttachment, const FTransform & RelativeTransform, bool bDeferredFinish )


code: bool AddDataLayer ( const [UDataLayerInstance](API\Runtime\Engine\WorldPartition\DataLayer\UDataLayerInstance) * DataLayerInstance )


description: Deprecated* Convert DataLayer usingUDataLayerToAssetCommandletand use AddDataLayer(UDataLayerInstance*)

code: PRAGMA_DISABLE_DEPRECATION_WARNINGSbool AddDataLayer ( const [UDEPRECATED_DataLayer](API\Runtime\Engine\WorldPartition\DataLayer\UDEPRECATED_DataLayer) * DataLayer )


description: Deprecated* Use UDataLayerInstance::AddActor(AActor*) instead.

code: bool AddDataLayer ( const [UDataLayerAsset](API\Runtime\Engine\WorldPartition\DataLayer\UDataLayerAsset) * DataLayerAsset )


description: Deprecated* Convert DataLayer usingUDataLayerToAssetCommandletand use AddDataLayer(UDataLayerAsset*)

code: bool AddDataLayer ( const [FActorDataLayer](API\Runtime\Engine\WorldPartition\DataLayer\FActorDataLayer) & ActorDataLayer )


description: Adds a component to the instance components array

code: void AddInstanceComponent ( [UActorComponent](API\Runtime\Engine\Components\UActorComponent) * Component )


description: Puts a component in to the OwnedComponents array of the Actor. The Component must be owned by the Actor or else it will assert In general this should not need to be called directly by anything other thanUActorComponentfunctions

code: void AddOwnedComponent ( [UActorComponent](API\Runtime\Engine\Components\UActorComponent) * Component )


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


description: Register a SubObject that will get replicated along with the actor. The subobject needs to be manually removed from the list before it gets deleted.

code: void AddReplicatedSubObject ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * SubObject, ELifetimeCondition NetCondition )


description: Make this actor tick after PrerequisiteActor. This only applies to this actor's tick function; dependencies for owned components must be set up separately if desired.

code: virtual void AddTickPrerequisiteActor ( [AActor](API\Runtime\Engine\GameFramework\AActor) * PrerequisiteActor )


description: Make this actor tick after PrerequisiteComponent. This only applies to this actor's tick function; dependencies for owned components must be set up separately if desired.

code: virtual void AddTickPrerequisiteComponent ( [UActorComponent](API\Runtime\Engine\Components\UActorComponent) * PrerequisiteComponent )


description: Return the value of bAllowReceiveTickEventOnDedicatedServer, indicating whether the BlueprintReceiveTick()event will occur on dedicated servers.


description:
Allows classes to control if a replicated component can actually be replicated or not in a specific actor class. You can also choose a netcondition to filter to whom the component is replicated to. Called on existing replicated component right beforeBeginPlay()and after that on every new replicated component added to the OwnedComponent list
Return COND_None if this component should be replicated to everyone, COND_Never if it should not be replicated at all or any other conditions for specific filtering.

code: virtual ELifetimeCondition AllowActorComponentToReplicate ( const [UActorComponent](API\Runtime\Engine\Components\UActorComponent) * ComponentToReplicate ) const


description: Called by owning level to shift an actor location and all relevant data structures by specified delta

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


description: Override this function to implement custom logic to be executed every physics step. bAsyncPhysicsTick must be set to true.

code: virtual void AsyncPhysicsTickActor ( float DeltaTime, float SimTime )


description:
Attaches the RootComponent of this Actor to the RootComponent of the supplied actor, optionally at a named socket.
Whether the attachment was successful or not

code: bool AttachToActor ( [AActor](API\Runtime\Engine\GameFramework\AActor) * ParentActor, const [FAttachmentTransformRules](API\Runtime\Engine\Engine\FAttachmentTransformRules) & AttachmentRules, [FName](API\Runtime\Core\UObject\FName) SocketName )


description:
Attaches the RootComponent of this Actor to the supplied component, optionally at a named socket. It is not valid to call this on components that are not Registered.
Whether the attachment was successful or not

code: bool AttachToComponent ( [USceneComponent](API\Runtime\Engine\Components\USceneComponent) * Parent, const [FAttachmentTransformRules](API\Runtime\Engine\Engine\FAttachmentTransformRules) & AttachmentRules, [FName](API\Runtime\Core\UObject\FName) SocketName )


description: Called when this actor becomes the given PlayerController's ViewTarget. Triggers the Blueprint event K2_OnBecomeViewTarget.

code: virtual void BecomeViewTarget ( class [APlayerController](API\Runtime\Engine\GameFramework\APlayerController) * PC )


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: Overridable native event for when play begins for this actor.

code: virtual void BeginPlay()


className: BeginPlayCallDepth

code: static uint32 BeginPlayCallDepth = 0;


className: bUsePercentageBasedScaling

code: static bool bUsePercentageBasedScaling = false;


description: Calculate camera view point, when viewing this actor.

code: virtual void CalcCamera ( float DeltaTime, struct [FMinimalViewInfo](API\Runtime\Engine\Camera\FMinimalViewInfo) & OutResult )


description: Calculates the actor space bounding box of all components in this Actor. This is slower thanGetComponentsBoundingBox(), because the local bounds of the components are not cached  they are recalculated every time this function is called.

code: virtual FBox CalculateComponentsBoundingBoxInLocalSpace ( bool bNonColliding, bool bIncludeFromChildActors ) const


description: Called by the networking system to call PreReplication on this actor and its components using the given NetDriver to find or create RepChangedPropertyTrackers.

code: void CallPreReplication ( [UNetDriver](API\Runtime\Engine\Engine\UNetDriver) * NetDriver )


description: Call the actor's function remotely

code: virtual bool CallRemoteFunction ( [UFunction](API\Runtime\CoreUObject\UObject\UFunction) * Function, void * Parms, [FOutParmRec](API\Runtime\CoreUObject\UObject\FOutParmRec) * OutParms, [FFrame](API\Runtime\CoreUObject\UObject\FFrame) * Stack )


code: bool CanAddDataLayer ( const [UDataLayerInstance](API\Runtime\Engine\WorldPartition\DataLayer\UDataLayerInstance) * InDataLayerInstance ) const


description: Return true if the given Pawn can be "based" on this actor (ie walk on it).

code: virtual bool CanBeBaseForCharacter ( class [APawn](API\Runtime\Engine\GameFramework\APawn) * Pawn ) const


description: This exists so subclasses don't need to have direct access to the bCanBeDamaged property so it can be made private later.

code: bool CanBeDamaged() const


description:
Called during cluster construction if the object can be added to a cluster
true if this object can be inside of a cluster

code: virtual bool CanBeInCluster() const


description: Returns true if this actor allows changing the spatially loaded flag.

code: virtual bool CanChangeIsSpatiallyLoadedFlag() const


description: When selected can this actor be deleted?

code: virtual bool CanDeleteSelectedActor ( [FText](API\Runtime\Core\Internationalization\FText) & OutReason ) const


description:
Called by the editor to query whether a property of this object is allowed to be modified. The property editor uses this to disable controls for properties that should not be changed. When overriding this function you should always call the parent implementation first.
true if the property can be modified in the editor, otherwise false

code: virtual bool CanEditChange ( const [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * InProperty ) const


code: virtual bool CanEditChangeComponent ( const [UActorComponent](API\Runtime\Engine\Components\UActorComponent) * Component, const [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * InProperty ) const


description: Accessor for the value of bCanEverTick

code: bool CanEverTick() const


description: Can this body trigger a resimulation when Physics Prediction is enabled

code: bool CanTriggerResimulation() const


description: Checks components for validity, implemented inAActor

code: bool CheckActorComponents() const


description: Checks for and resolve any name conflicts prior to instancing a new Blueprint Component.

code: void CheckComponentInstanceName ( const [FName](API\Runtime\Core\UObject\FName) InName )


description:
Checks default sub-object assumptions.
true if the assumptions are met, false otherwise.

code: virtual bool CheckDefaultSubobjectsInternal() const


description: Function that gets called from within Map_Check to allow this actor to check itself for any potential errors and register them with map check dialog.

code: virtual void CheckForDeprecated()


code: virtual void CheckForErrors()


description: This will check to see if the Actor is still in the world. It will check things like the KillZ, outside world bounds, etc. and handle the situation.

code: virtual bool CheckStillInWorld()