className: FActiveSound

code: struct FActiveSound : public [ISoundModulatable](API\Runtime\AudioExtensions\ISoundModulatable)

AttenuationSettings

type: FSoundAttenuati...

AudioDevice

type: FAudioDevice&#...

AudioVolumeSubmixSendSettings

type: TArray<FAudioV...

bAllowSpatialization

type: uint8: 1

description: Is this sound allowed to be spatialized?

bAlwaysPlay

description: Whether to artificially prioritize the component to play

bApplyInteriorVolumes

description: Whether some part of this sound will want interior sounds to be applied

bApplyRadioFilter

description: If true, this sound will not be stopped when flushing the audio device.

bAsyncOcclusionPending

type: FThreadSafeBool

description: Whether or not there is an async occlusion trace pending

bCenterChannelOnly

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

bEnableBusSendRoutingOverride

type: uint8:  1

description: What the value of the enablement overrides are.

bEnableLowPassFilter

description: Whether or not we have a low-pass filter enabled on this active sound.

bFinished

description: Whether the current component has finished playing

bGotInteriorSettings

description: Whether we have queried for the interior settings at least once

bHandleSubtitles

description: If true, the AudioComponent will be notified when a Wave is started to handle subtitles

bHasActiveBusSendRoutingOverride

description: Whether or not we are overriding the routing enablement options on sounds.

bHasAttenuationSettings

description: Does this sound have attenuation settings specified.

bHasCheckedOcclusion

description: Whether or not the sound has checked if it was occluded already.

bHasExternalSubtitles

description: If true, subtitles are being provided for the sound externally, so it still needs to make sure the sound plays to trigger the subtitles.

bHasNewBusSends

type: bool

description: Whether or not there are Source Bus Sends that have not been sent to the render thread.

bHasVirtualized

description: Whether or not sound has been virtualized and then realized

bIsMusic

description: Whether or not this audio component is a music clip

bIsOccluded

description: Whether we were occluded the last time we checked

bIsPaused

description: Whether or not the active sound is paused. Independently set vs global pause or unpause.

bIsPlayingAudio

description: Whether or not this active sound is playing audio, as in making audible sounds.

bIsPreviewSound

description: Whether or not this active sound is a preview sound

bIsStopping

description: Whether or not the active sound is stopping.

bIsUISound

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

bLocationDefined

description: Whether the Location of the component is well defined

bRadioFilterSelected

description: If true, the decision on whether to apply the radio filter has been made.

bReverb

description: Whether or not the audio component should be excluded from reverb EQ processing

bShouldRemainActiveIfDropped

description: Whether the wave instances should remain active if they're dropped by the prioritization code.

bShouldStopDueToMaxConcurrency

description: Whether or not to stop this active sound due to max concurrency

bUpdateMultiEnvelopeValue

description: Whether or not this active sound will update the average envelope value of every wave instance that plays a sound source.

bUpdatePlaybackTime

description: Whether or not the active sound should update it's owning audio component's playback time.

bUpdatePlayPercentage

description: Whether or not this active sound will update play percentage.

bUpdateSingleEnvelopeValue

description: Whether or not this active sound will update the envelope value of every wave instance that plays a sound source.

bWarnedAboutOrphanedLooping

description: For debugging purposes, output to the log once that a looping sound has been orphaned

ComponentVolumeFader

description: Fader that tracks component volume

ConcurrencyGroupData

type: TMap< FConcurre...

description: The concurrent groups that this sound is actively playing in.

ConcurrencySet

type: TSet<TObjectPt...

description: OptionalUSoundConcurrencyto override for the sound.

CurrentInteriorLPF

type: float

CurrentOcclusionFilterFrequency

type: FDynamicParamet...

description: The interpolated parameter for the low-pass frequency due to occlusion.

CurrentOcclusionVolumeAttenuation

description: The interpolated parameter for the volume attenuation due to occlusion.

DebugColor

type: FColor

EnvelopeFollowerAttackTime

description: Envelope follower attack and release time parameters.

FadeOut

type: EFadeOut

description: Type of fade out currently being applied

FocusData

type: FAttenuationFoc...

description: Cached data pertaining to focus system updated each frame

InteriorSettings

type: FInteriorSettin...

description: Cache what volume settings we had last time so we don't have to search again if we didn't move

LastLocation

type: FVector

description: Location last time playback was updated

LastOcclusionCheckTime

description: Last time we checked for occlusion

LastUpdateTime

description: To remember where the volumes are interpolating to and from.

LowPassFilterFrequency

description: The low-pass filter frequency to apply if bEnableLowPassFilter is true.

MaxDistance

description: The max distance this sound will be audible.

ModulationRouting

type: FSoundModulatio...

NewBusSends

type: TArray<TTuple<...

description: Bus send(s) that have not yet been sent to the render thread.

OcclusionCheckInterval

description: The time in seconds with which to check for occlusion from its closest listener

PlaybackTime

description: Duration between now and when the sound has been started.

PlaybackTimeNonVirtualized

description: If virtualized, duration between last time virtualized and now.

Priority

description: The product of the component priority and theUSoundBasepriority

QuantizedRequestData

description: Quantization information

SoundNodeData

type: TArray< uint8 >

SoundNodeOffsetMap

type: TMap< UPTRINT, ...

SourceBufferListener

type: FSharedISourceB...

description: Source buffer listener

Transform

type: FTransform

VolumeConcurrency

description: The volume used to determine concurrency resolution for "quietest" active sound.


module: Engine

code: FActiveSubtitle ( int32 InIndex, float InPriority, bool InbSplit, bool InbSingleLine, [TArray](API\Runtime\Core\Containers\TArray)< [FSubtitleCue](API\Runtime\Engine\Engine\FSubtitleCue) > InSubtitles )


className: FActiveSubtitle

description: A collection of subtitles, rendered at a certain priority.

code: class FActiveSubtitle

bSingleLine

description: Whether subtitles should be displayed as a sequence of single lines.

bSplit

description: Whether subtitles have come in pre-split, or after they have been split programmatically.

Index

description: Indexinto the Subtitles array for the currently active subtitle in this set.

Priority

description: Priority for this set of subtitles, used byFSubtitleManagerto determine which subtitle to play.

Subtitles

type: TArray<FSubtit...

description: A set of subtitles.


description: Determines if any instance data was actually saved.

code: virtual bool ContainsData() const


description: Replaces any references to old instances during Actor reinstancing

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


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


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


description: Determines whether this component instance data matches the component

code: bool MatchesComponent ( const [UActorComponent](API\Runtime\Engine\Components\UActorComponent) * Component, const [UObject](API\Runtime\CoreUObject\UObject\UObject) * ComponentTemplate ) const


description: Applies this component instance data to the supplied component

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


code: FActorComponentInstanceData ( const [UActorComponent](API\Runtime\Engine\Components\UActorComponent) * SourceComponent )


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


className: FActorComponentInstanceData

description: Base class for component instance cached data of a particular type.

code: struct FActorComponentInstanceData : public [FInstanceCacheDataBase](API\Runtime\Engine\FInstanceCacheDataBase)

SourceComponentCreationMethod

type: EComponentCreat...

description: The method that was used to create the source component

SourceComponentTemplate

type: TObjectPtr< con...

description: The template used to create the source component

SourceComponentTypeSerializedIndex

description: The index of the source component in its owner's serialized array when filtered to just that component type


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


code: bool MatchesComponent ( const [UActorComponent](API\Runtime\Engine\Components\UActorComponent) * Component ) const


code: FActorComponentInstanceSourceInfo()


code: FActorComponentInstanceSourceInfo ( const [UActorComponent](API\Runtime\Engine\Components\UActorComponent) * SourceComponent )


code: FActorComponentInstanceSourceInfo ( [TObjectPtr](API\Runtime\Core\Delegates\TObjectPtr)< const [UObject](API\Runtime\CoreUObject\UObject\UObject) > InSourceComponentTemplate, EComponentCreationMethod InSourceComponentCreationMethod, int32 InSourceComponentTypeSerializedIndex )


description: Add an actor for the manager to run the construction of once dependent asset compilation are done (i.e Static Mesh)

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


description: Empty implementation since deferred actor scripts are not actually async

code: virtual void FinishAllCompilation()


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


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


className: FActorDeferredScriptManager

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

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


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

code: virtual void Shutdown()


code: const [FGuid](API\Runtime\Core\Misc\FGuid) & GetFolderGuid() const


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


code: const [FGuid](API\Runtime\Core\Misc\FGuid) & GetParentFolderGuid() const


code: bool IsFolderInitiallyExpanded() const


description: FActorFolderDescImplementation

code: FActorFolderDesc()


className: FActorFolderDesc

code: struct FActorFolderDesc


code: const [FActorFolderDesc](API\Runtime\Engine\FActorFolderDesc) * GetActorFolderDesc ( const [FGuid](API\Runtime\Core\Misc\FGuid) & InFolderGuid )


code: const [FActorFolderDesc](API\Runtime\Engine\FActorFolderDesc) * GetParentActorFolderDesc ( const [FActorFolderDesc](API\Runtime\Engine\FActorFolderDesc) & InActorFolderDesc )


description: FActorFolderDescsContextImplementation

code: FActorFolderDescsContext ( const [FActorFolderDesc](API\Runtime\Engine\FActorFolderDesc) & InActorFolderDesc )


className: FActorFolderDescsContext

code: class FActorFolderDescsContext


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


description: Iterates over an Actor's components and applies the stored component instance data to each

code: void ApplyToActor ( [AActor](API\Runtime\Engine\GameFramework\AActor) * Actor, const ECacheApplyPhase CacheApplyPhase )


className: FActorInstanceData

description: Per instance data to be persisted for a given actor

code: struct FActorInstanceData : public [FInstanceCacheDataBase](API\Runtime\Engine\FInstanceCacheDataBase)

ActorClass

type: TSubclassOf<AA...

description: The class of the actor that the instance data is for


code: FActorInstanceData ( const [AActor](API\Runtime\Engine\GameFramework\AActor) * SourceActor )


className: Super

code: typedef [TActorIteratorBase](API\Runtime\Engine\TActorIteratorBase)< [FActorIterator](API\Runtime\Engine\FActorIterator) > Super


description: Constructor for creating an end iterator

code: FActorIterator ( EActorIteratorType )


description: Constructor

code: FActorIterator ( const [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld, const EActorIteratorFlags InFlags )


description: Constructor

code: FActorIterator ( const [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld, const [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [AActor](API\Runtime\Engine\GameFramework\AActor) > InClass, const EActorIteratorFlags InFlags )


description:
Returns the current suitable actor pointed at by the Iterator
Current suitable actor

code: [AActor](API\Runtime\Engine\GameFramework\AActor) * GetActorChecked() const


className: FActorIterator

description: Actor iterator Note that when Playing In Editor, this will find actors only in CurrentWorld

code: class FActorIterator : public [TActorIteratorBase< FActorIterator >](API\Runtime\Engine\TActorIteratorBase)


description: Default ctor, inits everything

code: FActorIteratorState ( const [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld, const [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [AActor](API\Runtime\Engine\GameFramework\AActor) > InClass )


className: FActorIteratorState

description: Abstract base class for actor iteration. Implements all operators and relies on IsActorSuitable to be overridden by derived class. Note that when Playing In Editor, this will find actors only in CurrentWorld.

code: class FActorIteratorState

ActorSpawnedDelegateHandle

type: FDelegateHandle

description: Handle to the registered OnActorSpawned delegate

ConsideredCount

description: Number of actors that have been considered thus far

CurrentActor

type: AActor*

description: Current actor pointed to by actor iterator

CurrentWorld

type: constUWorld&#...

description: Current world we are iterating upon

DesiredClass

type: UClass*

description: The class type we are iterating, kept for filtering

Index

description: Index of the current element in the object array

ObjectArray

type: TArray<UObject...

description: Results from the GetObjectsOfClass query

ReachedEnd

type: bool

description: Whether we already reached the end

SpawnedActorArray

type: TArray<AActor...

description: Contains any actors spawned during iteration


className: FActorRange

description: Actor range for ranged-for support. Note that when Playing In Editor, this will find actors only in CurrentWorld

code: class FActorRange


className: FActorReference

code: struct FActorReference


description: Constructor

code: FActorRange ( const [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld, const EActorIteratorFlags InFlags )


className: FAttachedActorInfo

description: Struct to store info about attached actors

code: struct FAttachedActorInfo

Actor

type: TWeakObjectPtr<...

AttachParentName

type: FName


className: FActorRootComponentReconstructionData

description: Internal struct used to store information about an actor's components during reconstruction

AttachedParentInfo

type: FAttachedActorI...

description: The Actor the RootComponent is attached to

AttachedToInfo

type: TArray<FAttach...

description: Actors that are attached to this RootComponent

Transform

description: The RootComponent's transform

TransformRotationCache

type: FRotationConver...

description: The RootComponent's relative rotation cache (enforces using the same rotator)


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


code: virtual void ComputeAdditionalObjectChanges ( const [ITransactionObjectAnnotation](API\Runtime\CoreUObject\Misc\ITransactionObjectAnnotation) * OriginalAnnotation, [TMap](API\Runtime\Core\Containers\TMap)< [UObject](API\Runtime\CoreUObject\UObject\UObject) *, [FTransactionObjectChange](API\Runtime\CoreUObject\Misc\FTransactionObjectChange) > & OutAdditionalObjectChanges )


description: Create an empty instance

code: static [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FActorTransactionAnnotation](API\Runtime\Engine\FActorTransactionAnnotation) > Create()


description: Create an instance from the given actor, optionally caching root component data

code: static [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FActorTransactionAnnotation](API\Runtime\Engine\FActorTransactionAnnotation) > Create ( const [AActor](API\Runtime\Engine\GameFramework\AActor) * InActor, const bool InCacheRootComponentData )


description: Create an instance from the given actor if required (UActorTransactionAnnotation::HasInstanceData would return true), optionally caching root component data

code: static [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FActorTransactionAnnotation](API\Runtime\Engine\FActorTransactionAnnotation) > CreateIfRequired ( const [AActor](API\Runtime\Engine\GameFramework\AActor) * InActor, const bool InCacheRootComponentData )


code: virtual bool SupportsAdditionalObjectChanges() const


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


className: FActorTransactionAnnotation

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

code: class FActorTransactionAnnotation : public [ITransactionObjectAnnotation](API\Runtime\CoreUObject\Misc\ITransactionObjectAnnotation)

ActorTransactionAnnotationData

type: FActorTransacti...


className: FActorTransactionAnnotationData

code: struct FActorTransactionAnnotationData

ComponentInstanceData

type: FComponentInsta...

RootComponentData

type: FActorRootCompo...


className: FAdditionalStaticMeshIndexBuffers

ReversedDepthOnlyIndexBuffer

type: FRawStaticIndex...

description: Reversed depth only index buffer, used to prevent changing culling state between drawcalls.

ReversedIndexBuffer

description: Reversed index buffer, used to prevent changing culling state between drawcalls.

WireframeIndexBuffer

description: Indexbuffer resource for rendering wireframe mode.


description: Sets decode to half-rate

code: virtual void EnableHalfRate ( bool HalfRate )


description: Decompress an entire data file to aTArray

code: virtual void ExpandFile ( uint8 * DstBuffer, struct [FSoundQualityInfo](API\Developer\TargetPlatform\Interfaces\FSoundQualityInfo) * QualityInfo )


description: Gets the offset into the chunk that was last read to (for Streaming Manager priority)

code: virtual int32 GetCurrentChunkOffset() const


description: Gets the chunk index that was last read from (for Streaming Manager requests)

code: virtual int32 GetCurrentChunkIndex() const


description: Gets the size of the source buffer originally passed to the info class (bytes)

code: virtual uint32 GetSourceBufferSize() const


description: Gets the preferred size for a streaming buffer for this decompression scheme

code: virtual int GetStreamBufferSize() const


description:
Decompresses data to raw PCM data.
bool true if the end of the data was reached (for both single shot and looping sounds)

code: virtual bool ReadCompressedData ( uint8 * Destination, bool bLooping, uint32 BufferSize )


description: Reads the header information of a compressed format

code: virtual bool ReadCompressedInfo ( const uint8 * InSrcBufferData, uint32 InSrcBufferDataSize, struct [FSoundQualityInfo](API\Developer\TargetPlatform\Interfaces\FSoundQualityInfo) * QualityInfo )


description:
This can be called to explicitly release this decoder's reference to a chunk of compressed audio without destroying the decoder itself.
true if the chunk was released, false otherwise.

code: virtual bool ReleaseStreamChunk ( bool bBlockUntilReleased )


description: Seeks to time (Some formats might not be seekable)

code: virtual void SeekToTime ( const float SeekTime )


description:
Decompresses streamed data to raw PCM data.
bool true if the end of the data was reached (for both single shot and looping sounds)

code: virtual bool StreamCompressedData ( uint8 * Destination, bool bLooping, uint32 BufferSize, int32 & OutNumBytesStreamed )


description: Internal override implemented by subclasses.

code: virtual bool StreamCompressedInfoInternal ( const FSoundWaveProxyPtr & InWaveProxy, struct [FSoundQualityInfo](API\Developer\TargetPlatform\Interfaces\FSoundQualityInfo) * QualityInfo )


description: Additional overrides for streaming.

code: virtual bool SupportsStreaming() const


description: Whether the decompressed audio will be arranged using Vorbis' channel ordering Seehttp://www.xiph.org/vorbis/doc/Vorbis_I_spec.html#x1-800004.3.9for details

code: virtual bool UsesVorbisChannelOrdering() const


className: FADPCMAudioInfo

code: class FADPCMAudioInfo : public [ICompressedAudioInfo](API\Runtime\Engine\ICompressedAudioInfo)


code: static bool IsSuitable ( const [FBspSurf](API\Runtime\Engine\FBspSurf) * Surface )


className: FAllSurfaceFilter

description: TSurfaceIteratorSurface filter that passes all surfaces.

code: class FAllSurfaceFilter


code: static bool IsSuitable ( const [ULevel](API\Runtime\Engine\Engine\ULevel) * Level )


className: FAllSurfaceLevelFilter

description: Level filters Level filter that passes all levels.

code: class FAllSurfaceLevelFilter


description: Converts internal lerped alpha into the output alpha type

code: float AlphaToBlendOption&40;&41;


description: Converts InAlpha from a linear 0...1 value into the output alpha described by InBlendOption

code: static float AlphaToBlendOption ( float InAlpha, EAlphaBlendOption InBlendOption, [UCurveFloat](API\Runtime\Engine\Curves\UCurveFloat) * InCustomCurve )


description: Gets the current 0..1 alpha value. Changed to AlphaLerp to match with SetAlpha function

code: float GetAlpha() const


description: Get the current begin value

code: float GetBeginValue() const


description: Gets the current blended value

code: float GetBlendedValue() const


description: Getters

code: float GetBlendTime() const


code: float GetBlendTimeRemaining() const


description: Get the current desired value

code: float GetDesiredValue() const


code: [UCurveFloat](API\Runtime\Engine\Curves\UCurveFloat) * GetCustomCurve() const


description: Gets whether or not the blend is complete

code: bool IsComplete() const


description: The reason we need ResetAlpha and ResetBlendTime is that we don't want to modify blend time if direction changes or we don't want to reset alpha if blend time changes Those two have to work independentlyReset to zero / restart the blend. This resets whole thing.

code: void Reset()


description: Reset alpha, this keeps current BlendedValue but modify Alpha to keep the blending state.

code: void ResetAlpha()


description: note this function can modify BlendedValue right away

code: void SetAlpha ( float InAlpha )


description: Setters - need to refresh cached value

code: void SetBlendOption ( EAlphaBlendOption InBlendOption )


description: Update transition blend time. This new value will be applied in the next Update.

code: void SetBlendTime ( float InBlendTime )


code: void SetCustomCurve ( [UCurveFloat](API\Runtime\Engine\Curves\UCurveFloat) * InCustomCurve )


description: Sets the final desired value for the blended value

code: void SetDesiredValue ( float InDesired )


description: This can be (0, 1) if you'd like to increase, or it can be (1, 0) if you'd like to get to 0

code: void SetValueRange ( float Begin, float Desired )


description:
Update interpolation, has to be called once every frame.
How much time remains after the blend completed if applicable e.g. if we have 0.01s left on the blend and update at 30Hz (~0.033s) we would return ~0.023s

code: float Update ( float InDeltaTime )


description: Constructor

code: FAlphaBlend ( float NewBlendTime )


description: Constructor

code: FAlphaBlend ( const [FAlphaBlendArgs](API\Runtime\Engine\FAlphaBlendArgs) & InArgs )


description: Constructor

code: FAlphaBlend ( const [FAlphaBlend](API\Runtime\Engine\FAlphaBlend) & Other, float NewBlendTime )


className: FAlphaBlend

description: Alpha Blend class that supports different blend options as well as custom curves

code: struct FAlphaBlend


code: FAlphaBlendArgs ( float InBlendTime )


code: FAlphaBlendArgs ( const struct [FAlphaBlend](API\Runtime\Engine\FAlphaBlend) & InAlphaBlend )


description:
For example, a Log2MaxValue of 0 can encode -1..1, and 7 can encode -128..128.
The quantized value

code: static uint16 CompressFixed16 ( float Value, int32 Log2MaxValue )


className: FAlphaBlendArgs

description: Alpha Blend construction arguments. Used for creation of an AlphaBlend.

code: struct FAlphaBlendArgs

BlendOption

type: EAlphaBlendOpti...

description: Type of blending used (Linear, Cubic, etc.)

BlendTime

type: float

description: Blend Time

CustomCurve

type: TObjectPtr<UCu...

description: If you're using Custom BlendOption, you can specify curve


headerPath: The header to decompose

description: Decomposes a header created with MakeHeader into three/four fields (two are still left packed into FormatFlags):

code: static void DecomposeHeader ( int32 Header, int32 & KeyFormat, int32 & NumKeys, int32 & FormatFlags )


description:
Decomposes a header created with MakeHeader into three/four fields (two are still left packed into FormatFlags):
And some derived values:

code: static void DecomposeHeader ( int32 Header, int32 & KeyFormat, int32 & NumKeys, int32 & FormatFlags, int32 & BytesPerKey, int32 & FixedBytes )


code: template<> float DecompressFixed16 ( uint16 Value )


description:
Decompresses a fixed point number encoded by ComrpessFixed16
The decompressed value

code: template<int32 Log2MaxValue> static float DecompressFixed16 ( uint16 Value )


description: Decompress a single rotation key from a single track that was compressed with the PerTrack codec (scalar)

code: template<bool bIsDataAligned> static void DecompressRotation ( int32 Format, int32 FormatFlags, FQuat4f & Out, const uint8 *__restrict TopOfStream, const uint8 *__restrict KeyData )


description: Decompress a single translation key from a single track that was compressed with the PerTrack codec (scalar)

code: template<bool bIsDataAligned> static void DecompressTranslation ( int32 Format, int32 FormatFlags, FVector3f & Out, const uint8 *__restrict TopOfStream, const uint8 *__restrict KeyData )


description: Figures out the size of various parts of a compressed track from the format and format flags combo

code: static void GetAllSizesFromFormat ( int32 KeyFormat, int32 FormatFlags, int32 & KeyComponentCount, int32 & KeyComponentSize, int32 & FixedComponentCount, int32 & FixedComponentSize )


code: static void GetByteSizesFromFormat ( int32 KeyFormat, int32 FormatFlags, int32 & BytesPerKey, int32 & FixedBytes )


description: Decompress a single Scale key from a single track that was compressed with the PerTrack codec (scalar)

code: template<bool bIsDataAligned> static void DecompressScale ( int32 Format, int32 FormatFlags, FVector3f & Out, const uint8 *__restrict TopOfStream, const uint8 *__restrict KeyData )


description: Creates a header integer with four fields: NumKeys can be no more than 24 bits (positions 0..23) KeyFlags can be no more than 3 bits (positions 24..27) bReallyNeedsFrameTable is a single bit (position 27) KeyFormat can be no more than 4 bits (positions 31..28)

code: static int32 MakeHeader ( const int32 NumKeys, const int32 KeyFormat, const int32 KeyFlags, bool bReallyNeedsFrameTable )


headerPath: Header to extract the number of keys from

description:
Extracts the number of keys from a header created by MakeHeader
The number of keys encoded in the header

code: static int32 GetKeyCountFromHeader ( int32 Header )


description: This class contains helper methods for dealing with animations compressed with the per-track codec


code: static void AccumulateAdditivePose ( [FAnimationPoseData](API\Runtime\Engine\Animation\FAnimationPoseData) & BaseAnimationPoseData, const [FAnimationPoseData](API\Runtime\Engine\Animation\FAnimationPoseData) & AdditiveAnimationPoseData, float Weight, enum EAdditiveAnimationType AdditiveType )


description: Accumulate Additive Pose based on AdditiveType

code: static void AccumulateAdditivePose ( [FCompactPose](API\Runtime\Engine\FCompactPose) & BasePose, const [FCompactPose](API\Runtime\Engine\FCompactPose) & AdditivePose, [FBlendedCurve](API\Runtime\Engine\Animation\FBlendedCurve) & BaseCurve, const [FBlendedCurve](API\Runtime\Engine\Animation\FBlendedCurve) & AdditiveCurve, float Weight, enum EAdditiveAnimationType AdditiveType )


code: static void AccumulateLocalSpaceAdditivePose ( [FAnimationPoseData](API\Runtime\Engine\Animation\FAnimationPoseData) & BaseAnimationPoseData, const [FAnimationPoseData](API\Runtime\Engine\Animation\FAnimationPoseData) & AdditiveAnimationPoseData, float Weight )


description: Accumulates weighted AdditivePose to BasePose. Rotations are NOT normalized.

code: static void AccumulateLocalSpaceAdditivePose ( [FCompactPose](API\Runtime\Engine\FCompactPose) & BasePose, const [FCompactPose](API\Runtime\Engine\FCompactPose) & AdditivePose, [FBlendedCurve](API\Runtime\Engine\Animation\FBlendedCurve) & BaseCurve, const [FBlendedCurve](API\Runtime\Engine\Animation\FBlendedCurve) & AdditiveCurve, float Weight )


code: static void AccumulateMeshSpaceRotationAdditiveToLocalPose ( [FAnimationPoseData](API\Runtime\Engine\Animation\FAnimationPoseData) & BaseAnimationPoseData, const [FAnimationPoseData](API\Runtime\Engine\Animation\FAnimationPoseData) & MeshSpaceRotationAdditiveAnimationPoseData, float Weight )


description: Accumulate a MeshSpaceRotation Additive pose to a local pose. Rotations are NOT normalized

code: static void AccumulateMeshSpaceRotationAdditiveToLocalPose ( [FCompactPose](API\Runtime\Engine\FCompactPose) & BasePose, const [FCompactPose](API\Runtime\Engine\FCompactPose) & MeshSpaceRotationAdditive, [FBlendedCurve](API\Runtime\Engine\Animation\FBlendedCurve) & BaseCurve, const [FBlendedCurve](API\Runtime\Engine\Animation\FBlendedCurve) & AdditiveCurve, float Weight )


description: Combine CurveKeys (that reference morph targets by name) and ActiveAnims (that reference morphs by reference) into the ActiveMorphTargets array.

code: static void AppendActiveMorphTargets ( const [USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) * InSkeletalMesh, const [TMap](API\Runtime\Core\Containers\TMap)< [FName](API\Runtime\Core\UObject\FName), float > & InMorphCurveAnims, FMorphTargetWeightMap & InOutActiveMorphTargets, [TArray](API\Runtime\Core\Containers\TArray)< float > & InOutMorphTargetWeights )


description: return ETypeAdvanceAnim type

code: static ETypeAdvanceAnim AdvanceTime ( const bool & bAllowLooping, const float & MoveDelta, float & InOutTime, const float & EndTime )


description: Scale transforms by Weight. Result is obviously NOT normalized.

code: static void ApplyWeightToTransform ( const [FBoneContainer](API\Runtime\Engine\FBoneContainer) & RequiredBones, FTransformArrayA2 & Atoms, float Weight )


description:
This optionally blends rotation and/or scale in mesh space. Translation is always in local space.
I had multiple debates about having PerBoneBlendWeights array(for memory reasons), but it so much simplifies multiple purpose for this function instead of searching bonenames or having multiple bone names with multiple weights, and filtering through which one is correct one I assume all those things should be determined before coming here and this only cares about weights

code: static void BlendPosesPerBoneFilter ( [FCompactPose](API\Runtime\Engine\FCompactPose) & BasePose, const [TArray](API\Runtime\Core\Containers\TArray)< [FCompactPose](API\Runtime\Engine\FCompactPose) > & BlendPoses, [FBlendedCurve](API\Runtime\Engine\Animation\FBlendedCurve) & BaseCurve, const [TArray](API\Runtime\Core\Containers\TArray)< [FBlendedCurve](API\Runtime\Engine\Animation\FBlendedCurve) > & BlendCurves, [FCompactPose](API\Runtime\Engine\FCompactPose) & OutPose, [FBlendedCurve](API\Runtime\Engine\Animation\FBlendedCurve) & OutCurve, [TArray](API\Runtime\Core\Containers\TArray)< [FPerBoneBlendWeight](API\Runtime\Engine\Animation\FPerBoneBlendWeight) > & BoneBlendWeights, [EBlendPosesPerBoneFilterFlags](API\Runtime\Engine\FAnimationRuntime\EBlendPosesPerBoneFilterFlags) blendFlags, enum [ECurveBlendOption::Type](API\Runtime\Engine\Animation\ECurveBlendOption__Type) CurveBlendOption )


code: static void BlendPosesPerBoneFilter ( [FCompactPose](API\Runtime\Engine\FCompactPose) & BasePose, const [TArray](API\Runtime\Core\Containers\TArray)< [FCompactPose](API\Runtime\Engine\FCompactPose) > & BlendPoses, [FBlendedCurve](API\Runtime\Engine\Animation\FBlendedCurve) & BaseCurve, const [TArray](API\Runtime\Core\Containers\TArray)< [FBlendedCurve](API\Runtime\Engine\Animation\FBlendedCurve) > & BlendCurves, [UE::Anim::FStackAttributeContainer](API\Runtime\Engine\Animation\FStackAttributeContainer) & CustomAttributes, const [TArray](API\Runtime\Core\Containers\TArray)< [UE::Anim::FStackAttributeContainer](API\Runtime\Engine\Animation\FStackAttributeContainer) > & BlendAttributes, [FAnimationPoseData](API\Runtime\Engine\Animation\FAnimationPoseData) & OutAnimationPoseData, [TArray](API\Runtime\Core\Containers\TArray)< [FPerBoneBlendWeight](API\Runtime\Engine\Animation\FPerBoneBlendWeight) > & BoneBlendWeights, [EBlendPosesPerBoneFilterFlags](API\Runtime\Engine\FAnimationRuntime\EBlendPosesPerBoneFilterFlags) blendFlags, enum [ECurveBlendOption::Type](API\Runtime\Engine\Animation\ECurveBlendOption__Type) CurveBlendOption )


description: The blend is done by taking a weighted sum of each atom, and re-normalizing the quaternion part at the end, not using SLERP. This allows n-way blends, and makes the code much faster, though the angular velocity will not be constant across the blend.

code: static void BlendPosesTogether ( [TArrayView](API\Runtime\Core\Containers\TArrayView)< const [FCompactPose](API\Runtime\Engine\FCompactPose) > SourcePoses, [TArrayView](API\Runtime\Core\Containers\TArrayView)< const [FBlendedCurve](API\Runtime\Engine\Animation\FBlendedCurve) > SourceCurves, [TArrayView](API\Runtime\Core\Containers\TArrayView)< const float > SourceWeights, [FCompactPose](API\Runtime\Engine\FCompactPose) & ResultPose, [FBlendedCurve](API\Runtime\Engine\Animation\FBlendedCurve) & ResultCurve )


code: static void BlendPosesTogether ( [TArrayView](API\Runtime\Core\Containers\TArrayView)< const [FCompactPose](API\Runtime\Engine\FCompactPose) > SourcePoses, [TArrayView](API\Runtime\Core\Containers\TArrayView)< const [FBlendedCurve](API\Runtime\Engine\Animation\FBlendedCurve) > SourceCurves, [TArrayView](API\Runtime\Core\Containers\TArrayView)< const [UE::Anim::FStackAttributeContainer](API\Runtime\Engine\Animation\FStackAttributeContainer) > SourceAttributes, [TArrayView](API\Runtime\Core\Containers\TArrayView)< const float > SourceWeights, [FAnimationPoseData](API\Runtime\Engine\Animation\FAnimationPoseData) & OutAnimationPoseData )


code: static void BlendPosesTogether ( [TArrayView](API\Runtime\Core\Containers\TArrayView)< const [FCompactPose](API\Runtime\Engine\FCompactPose) > SourcePoses, [TArrayView](API\Runtime\Core\Containers\TArrayView)< const [FBlendedCurve](API\Runtime\Engine\Animation\FBlendedCurve) > SourceCurves, [TArrayView](API\Runtime\Core\Containers\TArrayView)< const [UE::Anim::FStackAttributeContainer](API\Runtime\Engine\Animation\FStackAttributeContainer) > SourceAttributes, [TArrayView](API\Runtime\Core\Containers\TArrayView)< const float > SourceWeights, [TArrayView](API\Runtime\Core\Containers\TArrayView)< const int32 > SourceWeightsIndices, [FAnimationPoseData](API\Runtime\Engine\Animation\FAnimationPoseData) & OutPoseData )


code: static void BlendPosesTogetherIndirect ( [TArrayView](API\Runtime\Core\Containers\TArrayView)< const [FCompactPose](API\Runtime\Engine\FCompactPose) *const > SourcePoses, [TArrayView](API\Runtime\Core\Containers\TArrayView)< const [FBlendedCurve](API\Runtime\Engine\Animation\FBlendedCurve) *const > SourceCurves, [TArrayView](API\Runtime\Core\Containers\TArrayView)< const float > SourceWeights, [FCompactPose](API\Runtime\Engine\FCompactPose) & ResultPose, [FBlendedCurve](API\Runtime\Engine\Animation\FBlendedCurve) & ResultCurve )


code: static void BlendPosesTogetherIndirect ( [TArrayView](API\Runtime\Core\Containers\TArrayView)< const [FCompactPose](API\Runtime\Engine\FCompactPose) *const > SourcePoses, [TArrayView](API\Runtime\Core\Containers\TArrayView)< const [FBlendedCurve](API\Runtime\Engine\Animation\FBlendedCurve) *const > SourceCurves, [TArrayView](API\Runtime\Core\Containers\TArrayView)< const [UE::Anim::FStackAttributeContainer](API\Runtime\Engine\Animation\FStackAttributeContainer) *const > SourceAttributes, [TArrayView](API\Runtime\Core\Containers\TArrayView)< const float > SourceWeights, [FAnimationPoseData](API\Runtime\Engine\Animation\FAnimationPoseData) & OutPoseData )


description: This blends in local space

code: static void BlendPosesTogetherPerBone ( [TArrayView](API\Runtime\Core\Containers\TArrayView)< const [FCompactPose](API\Runtime\Engine\FCompactPose) > SourcePoses, [TArrayView](API\Runtime\Core\Containers\TArrayView)< const [FBlendedCurve](API\Runtime\Engine\Animation\FBlendedCurve) > SourceCurves, const [IInterpolationIndexProvider](API\Runtime\Engine\IInterpolationIndexProvider) * InterpolationIndexProvider, [TArrayView](API\Runtime\Core\Containers\TArrayView)< const [FBlendSampleData](API\Runtime\Engine\Animation\FBlendSampleData) > BlendSampleDataCache, [FCompactPose](API\Runtime\Engine\FCompactPose) & ResultPose, [FBlendedCurve](API\Runtime\Engine\Animation\FBlendedCurve) & ResultCurve )


code: static void BlendPosesTogetherPerBone ( [TArrayView](API\Runtime\Core\Containers\TArrayView)< const [FCompactPose](API\Runtime\Engine\FCompactPose) > SourcePoses, [TArrayView](API\Runtime\Core\Containers\TArrayView)< const [FBlendedCurve](API\Runtime\Engine\Animation\FBlendedCurve) > SourceCurves, [TArrayView](API\Runtime\Core\Containers\TArrayView)< const [UE::Anim::FStackAttributeContainer](API\Runtime\Engine\Animation\FStackAttributeContainer) > SourceAttributes, const [IInterpolationIndexProvider](API\Runtime\Engine\IInterpolationIndexProvider) * InterpolationIndexProvider, [TArrayView](API\Runtime\Core\Containers\TArrayView)< const [FBlendSampleData](API\Runtime\Engine\Animation\FBlendSampleData) > BlendSampleDataCache, [FAnimationPoseData](API\Runtime\Engine\Animation\FAnimationPoseData) & OutAnimationPoseData )


description: This blends in local space

code: static void BlendPosesTogetherPerBone ( [TArrayView](API\Runtime\Core\Containers\TArrayView)< const [FCompactPose](API\Runtime\Engine\FCompactPose) > SourcePoses, [TArrayView](API\Runtime\Core\Containers\TArrayView)< const [FBlendedCurve](API\Runtime\Engine\Animation\FBlendedCurve) > SourceCurves, const [IInterpolationIndexProvider](API\Runtime\Engine\IInterpolationIndexProvider) * InterpolationIndexProvider, [TArrayView](API\Runtime\Core\Containers\TArrayView)< const [FBlendSampleData](API\Runtime\Engine\Animation\FBlendSampleData) > BlendSampleDataCache, [TArrayView](API\Runtime\Core\Containers\TArrayView)< const int32 > BlendSampleDataCacheIndices, [FCompactPose](API\Runtime\Engine\FCompactPose) & ResultPose, [FBlendedCurve](API\Runtime\Engine\Animation\FBlendedCurve) & ResultCurve )


code: static void BlendPosesTogetherPerBone ( [TArrayView](API\Runtime\Core\Containers\TArrayView)< const [FCompactPose](API\Runtime\Engine\FCompactPose) > SourcePoses, [TArrayView](API\Runtime\Core\Containers\TArrayView)< const [FBlendedCurve](API\Runtime\Engine\Animation\FBlendedCurve) > SourceCurves, [TArrayView](API\Runtime\Core\Containers\TArrayView)< const [UE::Anim::FStackAttributeContainer](API\Runtime\Engine\Animation\FStackAttributeContainer) > SourceAttributes, const [IInterpolationIndexProvider](API\Runtime\Engine\IInterpolationIndexProvider) * InterpolationIndexProvider, [TArrayView](API\Runtime\Core\Containers\TArrayView)< const [FBlendSampleData](API\Runtime\Engine\Animation\FBlendSampleData) > BlendSampleDataCache, [TArrayView](API\Runtime\Core\Containers\TArrayView)< const int32 > BlendSampleDataCacheIndices, [FAnimationPoseData](API\Runtime\Engine\Animation\FAnimationPoseData) & OutAnimationPoseData )


description: SourceWeightsIndices is used to index SourceWeights, to prevent caller having to supply an ordered weights array

code: static void BlendPosesTogether ( [TArrayView](API\Runtime\Core\Containers\TArrayView)< const [FCompactPose](API\Runtime\Engine\FCompactPose) > SourcePoses, [TArrayView](API\Runtime\Core\Containers\TArrayView)< const [FBlendedCurve](API\Runtime\Engine\Animation\FBlendedCurve) > SourceCurves, [TArrayView](API\Runtime\Core\Containers\TArrayView)< const float > SourceWeights, [TArrayView](API\Runtime\Core\Containers\TArrayView)< const int32 > SourceWeightsIndices, [FCompactPose](API\Runtime\Engine\FCompactPose) & ResultPose, [FBlendedCurve](API\Runtime\Engine\Animation\FBlendedCurve) & ResultCurve )


description: This blends the rotations in mesh space, so is performance intensive as it requires a conversion from joint rotations into mesh space, then the blend, then a conversion back.

code: static void BlendPosesTogetherPerBoneInMeshSpace ( [TArrayView](API\Runtime\Core\Containers\TArrayView)< [FCompactPose](API\Runtime\Engine\FCompactPose) > SourcePoses, [TArrayView](API\Runtime\Core\Containers\TArrayView)< const [FBlendedCurve](API\Runtime\Engine\Animation\FBlendedCurve) > SourceCurves, const [UBlendSpace](API\Runtime\Engine\Animation\UBlendSpace) * BlendSpace, [TArrayView](API\Runtime\Core\Containers\TArrayView)< const [FBlendSampleData](API\Runtime\Engine\Animation\FBlendSampleData) > BlendSampleDataCache, [FCompactPose](API\Runtime\Engine\FCompactPose) & OutResultPose, [FBlendedCurve](API\Runtime\Engine\Animation\FBlendedCurve) & OutResultCurve )


code: static void BlendPosesTogetherPerBoneInMeshSpace ( [TArrayView](API\Runtime\Core\Containers\TArrayView)< [FCompactPose](API\Runtime\Engine\FCompactPose) > SourcePoses, [TArrayView](API\Runtime\Core\Containers\TArrayView)< const [FBlendedCurve](API\Runtime\Engine\Animation\FBlendedCurve) > SourceCurves, [TArrayView](API\Runtime\Core\Containers\TArrayView)< const [UE::Anim::FStackAttributeContainer](API\Runtime\Engine\Animation\FStackAttributeContainer) > SourceAttributes, const [UBlendSpace](API\Runtime\Engine\Animation\UBlendSpace) * BlendSpace, [TArrayView](API\Runtime\Core\Containers\TArrayView)< const [FBlendSampleData](API\Runtime\Engine\Animation\FBlendSampleData) > BlendSampleDataCache, [FAnimationPoseData](API\Runtime\Engine\Animation\FAnimationPoseData) & OutAnimationPoseData )


description: Blend Array of Transforms by weight

code: static void BlendTransformsByWeight ( FTransform & OutTransform, const [TArray](API\Runtime\Core\Containers\TArray)< FTransform > & Transforms, const [TArray](API\Runtime\Core\Containers\TArray)< float > & Weights )


code: static void BlendTwoPosesTogether ( const [FAnimationPoseData](API\Runtime\Engine\Animation\FAnimationPoseData) & SourcePoseOneData, const [FAnimationPoseData](API\Runtime\Engine\Animation\FAnimationPoseData) & SourcePoseTwoData, const float WeightOfPoseOne, [FAnimationPoseData](API\Runtime\Engine\Animation\FAnimationPoseData) & OutAnimationPoseData )


description: The blend is done by taking a weighted sum of each atom, and re-normalizing the quaternion part at the end, not using SLERP.

code: static void BlendTwoPosesTogether ( const [FCompactPose](API\Runtime\Engine\FCompactPose) & SourcePose1, const [FCompactPose](API\Runtime\Engine\FCompactPose) & SourcePose2, const [FBlendedCurve](API\Runtime\Engine\Animation\FBlendedCurve) & SourceCurve1, const [FBlendedCurve](API\Runtime\Engine\Animation\FBlendedCurve) & SourceCurve2, const float WeightOfPose1, [FCompactPose](API\Runtime\Engine\FCompactPose) & ResultPose, [FBlendedCurve](API\Runtime\Engine\Animation\FBlendedCurve) & ResultCurve )


code: static void BlendTwoPosesTogetherPerBone ( const [FAnimationPoseData](API\Runtime\Engine\Animation\FAnimationPoseData) & SourcePoseOneData, const [FAnimationPoseData](API\Runtime\Engine\Animation\FAnimationPoseData) & SourcePoseTwoData, const [TArray](API\Runtime\Core\Containers\TArray)< float > & WeightsOfSource2, [FAnimationPoseData](API\Runtime\Engine\Animation\FAnimationPoseData) & OutAnimationPoseData )


description: This blends in local space

code: static void BlendTwoPosesTogetherPerBone ( const [FCompactPose](API\Runtime\Engine\FCompactPose) & SourcePose1, const [FCompactPose](API\Runtime\Engine\FCompactPose) & SourcePose2, const [FBlendedCurve](API\Runtime\Engine\Animation\FBlendedCurve) & SourceCurve1, const [FBlendedCurve](API\Runtime\Engine\Animation\FBlendedCurve) & SourceCurve2, const [TArray](API\Runtime\Core\Containers\TArray)< float > & WeightsOfSource2, [FCompactPose](API\Runtime\Engine\FCompactPose) & ResultPose, [FBlendedCurve](API\Runtime\Engine\Animation\FBlendedCurve) & ResultCurve )


code: static void CombineWithAdditiveAnimations ( int32 NumAdditivePoses, const FTransformArrayA2 ** SourceAdditivePoses, const float * SourceAdditiveWeights, const [FBoneContainer](API\Runtime\Engine\FBoneContainer) & RequiredBones, FTransformArrayA2 & Atoms )


code: static bool ContainsNaN ( [TArray](API\Runtime\Core\Containers\TArray)< FBoneIndexType > & RequiredBoneIndices, [FA2Pose](API\Runtime\Engine\Animation\FA2Pose) & Pose )


description: Convert a FTransform in a specified bone space to ComponentSpace.

code: static void ConvertBoneSpaceTransformToCS ( const FTransform & ComponentTransform, [FCSPose](API\Runtime\Engine\FCSPose)< [FCompactPose](API\Runtime\Engine\FCompactPose) > & MeshBases, FTransform & InOutBoneSpaceTM, [FCompactPoseBoneIndex](API\Runtime\AnimationCore\FCompactPoseBoneIndex) BoneIndex, EBoneControlSpace Space )


description: Convert a MeshSpaceRotation pose to Local Space. Rotations are NOT normalized.

code: static void ConvertMeshRotationPoseToLocalSpace ( [FCompactPose](API\Runtime\Engine\FCompactPose) & Pose )


description: Convert a ComponentSpace FTransform to specified bone space.

code: static void ConvertCSTransformToBoneSpace ( const FTransform & ComponentTransform, [FCSPose](API\Runtime\Engine\FCSPose)< [FCompactPose](API\Runtime\Engine\FCompactPose) > & MeshBases, FTransform & InOutCSBoneTM, [FCompactPoseBoneIndex](API\Runtime\AnimationCore\FCompactPoseBoneIndex) BoneIndex, EBoneControlSpace Space )


description: Convert TargetPose into an AdditivePose, by doing TargetPose = TargetPose - BasePose

code: static void ConvertPoseToAdditive ( [FCompactPose](API\Runtime\Engine\FCompactPose) & TargetPose, const [FCompactPose](API\Runtime\Engine\FCompactPose) & BasePose )


description: Convert LocalPose into MeshSpaceRotations. Rotations are NOT normalized.

code: static void ConvertPoseToMeshRotation ( [FCompactPose](API\Runtime\Engine\FCompactPose) & LocalPose )


description: Convert LocalTransforms into MeshSpaceTransforms over RequiredBones.

code: static void ConvertPoseToMeshSpace ( const [TArray](API\Runtime\Core\Containers\TArray)< FTransform > & LocalTransforms, [TArray](API\Runtime\Core\Containers\TArray)< FTransform > & MeshSpaceTransforms, const [FBoneContainer](API\Runtime\Engine\FBoneContainer) & RequiredBones )


description: Convert transform to additive

code: static void ConvertTransformToAdditive ( FTransform & TargetTrasnform, const FTransform & BaseTransform )


description: Create Mask Weight for skeleton joints, not per mesh or per required bones You'll have to filter properly with correct mesh joint or required bones The depth should not change based on LOD or mesh or skeleton They still should contain same depth

code: static void CreateMaskWeights ( [TArray](API\Runtime\Core\Containers\TArray)< [FPerBoneBlendWeight](API\Runtime\Engine\Animation\FPerBoneBlendWeight) > & BoneBlendWeights, const [TArray](API\Runtime\Core\Containers\TArray)< [FInputBlendPose](API\Runtime\Engine\Animation\AnimData\FInputBlendPose) > & BlendFilters, const [USkeleton](API\Runtime\Engine\Animation\USkeleton) * Skeleton )


description: Create Mask Weight for skeleton joints, not per mesh or per required bones Individual alphas are read from a BlendProfile using a BlendMask mode

code: static void CreateMaskWeights ( [TArray](API\Runtime\Core\Containers\TArray)< [FPerBoneBlendWeight](API\Runtime\Engine\Animation\FPerBoneBlendWeight) > & BoneBlendWeights, const [TArray](API\Runtime\Core\Containers\TArray)< class [UBlendProfile](API\Runtime\Engine\Animation\UBlendProfile) * > & BlendMasks, const [USkeleton](API\Runtime\Engine\Animation\USkeleton) * Skeleton )


className: EBlendPosesPerBoneFilterFlags

description: Blending flags for BlendPosesPerBoneFilter

code: enum EBlendPosesPerBoneFilterFlags { None = 0, MeshSpaceRotation = (1 << 0), MeshSpaceScale = (1 << 1), }


description: Utility for taking an array of bone indices and ensuring that all parents are present (ie. all bones between those in the array and the root are present). Note that this must ensure the invariant that parent occur before children in BoneIndices.

code: static void EnsureParentsPresent ( [TArray](API\Runtime\Core\Containers\TArray)< FBoneIndexType > & BoneIndices, const [FReferenceSkeleton](API\Runtime\Engine\FReferenceSkeleton) & RefSkeleton )


code: static void ExcludeBonesWithNoParents ( const [TArray](API\Runtime\Core\Containers\TArray)< int32 > & BoneIndices, const [FReferenceSkeleton](API\Runtime\Engine\FReferenceSkeleton) & RefSkeleton, [TArray](API\Runtime\Core\Containers\TArray)< int32 > & FilteredRequiredBones )


code: static void FillUpComponentSpaceTransformsRetargetBasePose ( const [USkeleton](API\Runtime\Engine\Animation\USkeleton) * Skeleton, [TArray](API\Runtime\Core\Containers\TArray)< FTransform > & ComponentSpaceTransforms )


code: static void FillUpComponentSpaceTransformsRetargetBasePose ( const [USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) * Mesh, [TArray](API\Runtime\Core\Containers\TArray)< FTransform > & ComponentSpaceTransforms )


code: static void FillUpComponentSpaceTransforms ( const [FReferenceSkeleton](API\Runtime\Engine\FReferenceSkeleton) & RefSkeleton, const [TArrayView](API\Runtime\Core\Containers\TArrayView)< const FTransform > & BoneSpaceTransforms, [TArray](API\Runtime\Core\Containers\TArray)< FTransform > & ComponentSpaceTransforms )


code: static void FillUpComponentSpaceTransformsRefPose ( const [USkeleton](API\Runtime\Engine\Animation\USkeleton) * Skeleton, [TArray](API\Runtime\Core\Containers\TArray)< FTransform > & ComponentSpaceTransforms )


description: Fill ref pose

code: static void FillWithRefPose ( [TArray](API\Runtime\Core\Containers\TArray)< FTransform > & OutAtoms, const [FBoneContainer](API\Runtime\Engine\FBoneContainer) & RequiredBones )


description: Fill with retarget base ref pose but this isn't used during run-time, so it always copies all of them

code: static void FillWithRetargetBaseRefPose ( [FCompactPose](API\Runtime\Engine\FCompactPose) & OutPose, const [USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) * Mesh )


description: Get Reference Component Space Transform

code: static FTransform GetComponentSpaceRefPose ( const [FCompactPoseBoneIndex](API\Runtime\AnimationCore\FCompactPoseBoneIndex) & CompactPoseBoneIndex, const [FBoneContainer](API\Runtime\Engine\FBoneContainer) & BoneContainer )


description: Space bases

code: static FTransform GetComponentSpaceTransform ( const [FReferenceSkeleton](API\Runtime\Engine\FReferenceSkeleton) & RefSkeleton, const [TArrayView](API\Runtime\Core\Containers\TArrayView)< const FTransform > & BoneSpaceTransforms, int32 BoneIndex )


description: Space bases

code: static FTransform GetComponentSpaceTransformRefPose ( const [FReferenceSkeleton](API\Runtime\Engine\FReferenceSkeleton) & RefSkeleton, int32 BoneIndex )


description: Calculate the component-space bone transform for the specified bone. This is similar toGetComponentSpaceTransform(), but uses a cached array of transforms to prevent re-calculations when requesting transforms for multiple bones with shared parents. This is only likely to be more efficient than FillUpComponentSpaceTransforms if you only need a relatively small number of bone transforms.

code: static const FTransform & GetComponentSpaceTransformWithCache ( const [FReferenceSkeleton](API\Runtime\Engine\FReferenceSkeleton) & InRefSkeleton, const [TArray](API\Runtime\Core\Containers\TArray)< FTransform > & InBoneSpaceTransforms, int32 BoneIndex, [TArray](API\Runtime\Core\Containers\TArray)< FTransform > & CachedTransforms, [TArray](API\Runtime\Core\Containers\TArray)< bool > & CachedTransformReady )


description: Get KeyIndices usingFFrameRate::AsFrameTimeto calculate the keys and alpha value

code: static void GetKeyIndicesFromTime ( int32 & OutKeyIndex1, int32 & OutKeyIndex2, float & OutAlpha, const double Time, const [FFrameRate](API\Runtime\Core\Misc\FFrameRate) & FrameRate, const int32 NumberOfKeys )


description: Get Key Indices (start/end with alpha from start) with input parameter Time, NumKeys from % from StartKeyIndex, meaning (CurrentKeyIndex(float)-StartKeyIndex)/(EndKeyIndex-StartKeyIndex) by this Start-End, it will be between 0-(NumKeys-1), not number of Pos/Rot key tracks The FramesPerSecond parameter must be the sample rate of the animation data, for example 30. If the FramesPerSecond parameter is set to 0 or negative, it will automatically calculate the FramesPerSecond based on the sequence length and number of frames. The reason why you can provide a FramesPerSecond value is because this can be slightly more accurate than calculating it, in case super high precision is needed.

code: static void GetKeyIndicesFromTime ( int32 & OutKeyIndex1, int32 & OutKeyIndex2, float & OutAlpha, const double Time, const int32 NumKeys, const double SequenceLength, double FramesPerSecond )


description: Pose conversion functions.

code: static FTransform GetSpaceTransform ( [FA2Pose](API\Runtime\Engine\Animation\FA2Pose) & Pose, int32 Index )


description: Pose conversion functions.

code: static FTransform GetSpaceTransform ( [FA2CSPose](API\Runtime\Engine\Animation\FA2CSPose) & Pose, int32 Index )


description: Calculate distance how close two strings are.Byclose, it calculates how many operations to transform First to Second The return value is [0-MaxLengthString(First, Second)] 0 means it's identical, Max means it's completely different

code: static int32 GetStringDistance ( const [FString](API\Runtime\Core\Containers\FString) & First, const [FString](API\Runtime\Core\Containers\FString) & Second )


code: static bool HasWeight ( float Weight )


code: static void InitializeTransform ( const [FBoneContainer](API\Runtime\Engine\FBoneContainer) & RequiredBones, FTransformArrayA2 & Atoms )


description: Weight utility functions

code: static bool IsFullWeight ( float Weight )


description: Lerp forFCompactPose. Stores results in PoseA. For each bone performs BoneA[i] = Lerp(BoneA[i], BoneB[i], Alpha * PerBoneWeights[i]);

code: static void LerpPosesPerBone ( [FCompactPose](API\Runtime\Engine\FCompactPose) & PoseA, const [FCompactPose](API\Runtime\Engine\FCompactPose) & PoseB, [FBlendedCurve](API\Runtime\Engine\Animation\FBlendedCurve) & CurveA, const [FBlendedCurve](API\Runtime\Engine\Animation\FBlendedCurve) & CurveB, float Alpha, const [TArray](API\Runtime\Core\Containers\TArray)< float > & PerBoneWeights )


description: Lerp for BoneTransforms. Stores results in A. Performs A = Lerp(A, B, Alpha);

code: static void LerpBoneTransforms ( [TArray](API\Runtime\Core\Containers\TArray)< FTransform > & A, const [TArray](API\Runtime\Core\Containers\TArray)< FTransform > & B, float Alpha, const [TArray](API\Runtime\Core\Containers\TArray)< FBoneIndexType > & RequiredBonesArray )


description: Lerp forFCompactPose. Stores results in PoseA. Performs PoseA = Lerp(PoseA, PoseB, Alpha);

code: static void LerpPoses ( [FCompactPose](API\Runtime\Engine\FCompactPose) & PoseA, const [FCompactPose](API\Runtime\Engine\FCompactPose) & PoseB, [FBlendedCurve](API\Runtime\Engine\Animation\FBlendedCurve) & CurveA, const [FBlendedCurve](API\Runtime\Engine\Animation\FBlendedCurve) & CurveB, float Alpha )


description: Lerp forFCompactPose. Stores results in PoseA. Performs PoseA = Lerp(PoseA, PoseB, Alpha); on reduced set of bones defined in BoneIndices list.

code: static void LerpPosesWithBoneIndexList ( [FCompactPose](API\Runtime\Engine\FCompactPose) & PoseA, const [FCompactPose](API\Runtime\Engine\FCompactPose) & PoseB, [FBlendedCurve](API\Runtime\Engine\Animation\FBlendedCurve) & CurveA, const [FBlendedCurve](API\Runtime\Engine\Animation\FBlendedCurve) & CurveB, float Alpha, const [TArray](API\Runtime\Core\Containers\TArray)< [FCompactPoseBoneIndex](API\Runtime\AnimationCore\FCompactPoseBoneIndex) > & BoneIndices )


code: static void MakeSkeletonRefPoseFromMesh ( const [USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) * InMesh, const [USkeleton](API\Runtime\Engine\Animation\USkeleton) * InSkeleton, [TArray](API\Runtime\Core\Containers\TArray)< FTransform > & OutBoneBuffer )


description: Mirror (swap) curves with the specified MirrorDataTable. Partial mirroring is supported, and curves with two entries (Right->Left and Left->Right) will be swapped while curves with a single entry will be overwritten

code: static void MirrorCurves ( [FBlendedCurve](API\Runtime\Engine\Animation\FBlendedCurve) & Curves, const [UMirrorDataTable](API\Runtime\Engine\Animation\UMirrorDataTable) & MirrorDataTable )


description: Mirror a pose with the specified MirrorDataTable. This method computes the required compact mirror pose and component space reference rotations each call and should not be used for repeated calculations

code: static void MirrorPose ( [FCompactPose](API\Runtime\Engine\FCompactPose) & Pose, const [UMirrorDataTable](API\Runtime\Engine\Animation\UMirrorDataTable) & MirrorDataTable )


description: Mirror Pose using cached mirror bones and components space arrays.

code: static void MirrorPose ( [FCompactPose](API\Runtime\Engine\FCompactPose) & Pose, [EAxis::Type](API\Runtime\Core\Math\EAxis__Type) MirrorAxis, const [TArray](API\Runtime\Core\Containers\TArray)< [FCompactPoseBoneIndex](API\Runtime\AnimationCore\FCompactPoseBoneIndex) > & CompactPoseMirrorBones, const TCustomBoneIndexArray< FQuat, [FCompactPoseBoneIndex](API\Runtime\AnimationCore\FCompactPoseBoneIndex) > & ComponentSpaceRefRotations )


description:
Mirror a quaternion across the specified mirror axis
The quaternion mirrored across the specified axis

code: static FQuat MirrorQuat ( const FQuat & Q, [EAxis::Type](API\Runtime\Core\Math\EAxis__Type) MirrorAxis )


description:
Mirror a vector across the specified mirror axis
The vector mirrored across the specified axis

code: static FVector MirrorVector ( const FVector & V, [EAxis::Type](API\Runtime\Core\Math\EAxis__Type) MirrorAxis )


code: static void NormalizeRotations ( FTransformArrayA2 & Atoms )


code: static void NormalizeRotations ( const [FBoneContainer](API\Runtime\Engine\FBoneContainer) & RequiredBones, FTransformArrayA2 & Atoms )


description: Retarget a single bone transform, to apply right after extraction.

code: static void RetargetBoneTransform ( const [USkeleton](API\Runtime\Engine\Animation\USkeleton) * SourceSkeleton, const [FName](API\Runtime\Core\UObject\FName) & RetargetSource, FTransform & BoneTransform, const int32 SkeletonBoneIndex, const [FCompactPoseBoneIndex](API\Runtime\AnimationCore\FCompactPoseBoneIndex) & BoneIndex, const [FBoneContainer](API\Runtime\Engine\FBoneContainer) & RequiredBones, const bool bIsBakedAdditive )


code: static void RetargetBoneTransform ( const [USkeleton](API\Runtime\Engine\Animation\USkeleton) * MySkeleton, const [FName](API\Runtime\Core\UObject\FName) & SourceName, const [TArray](API\Runtime\Core\Containers\TArray)< FTransform > & RetargetTransforms, FTransform & BoneTransform, const int32 SkeletonBoneIndex, const [FCompactPoseBoneIndex](API\Runtime\AnimationCore\FCompactPoseBoneIndex) & BoneIndex, const [FBoneContainer](API\Runtime\Engine\FBoneContainer) & RequiredBones, const bool bIsBakedAdditive )


code: static void SetSpaceTransform ( [FA2Pose](API\Runtime\Engine\Animation\FA2Pose) & Pose, int32 Index, FTransform & NewTransform )


code: static void SetSpaceTransform ( [FA2CSPose](API\Runtime\Engine\Animation\FA2CSPose) & Pose, int32 Index, FTransform & NewTransform )


code: static void TickBlendWeight ( float DeltaTime, float DesiredWeight, float & Weight, float & BlendTime )


code: static void UpdateDesiredBoneWeight ( const [TArray](API\Runtime\Core\Containers\TArray)< [FPerBoneBlendWeight](API\Runtime\Engine\Animation\FPerBoneBlendWeight) > & SrcBoneBlendWeights, [TArray](API\Runtime\Core\Containers\TArray)< [FPerBoneBlendWeight](API\Runtime\Engine\Animation\FPerBoneBlendWeight) > & TargetBoneBlendWeights, const [TArray](API\Runtime\Core\Containers\TArray)< float > & BlendWeights )


className: FAnimationRuntime

description: In AnimationRunTime Library, we extract animation data based on Skeleton hierarchy, not ref pose hierarchy. Ref pose will need to be re-mapped later

code: class FAnimationRuntime


description: Array to keep track of SkeletalMeshes we have built metadata for, and log out the results just once.

code: static void BuildSkeletonMetaData ( [USkeleton](API\Runtime\Engine\Animation\USkeleton) * Skeleton, [TArray](API\Runtime\Core\Containers\TArray)< [FBoneData](API\Runtime\Engine\Animation\FBoneData) > & OutBoneData )


description: Builds the local-to-component matrix for the specified bone.

code: static void BuildComponentSpaceTransform ( FTransform & OutTransform, int32 BoneIndex, const [TArray](API\Runtime\Core\Containers\TArray)< FTransform > & BoneSpaceTransforms, const [TArray](API\Runtime\Core\Containers\TArray)< [FBoneData](API\Runtime\Engine\Animation\FBoneData) > & BoneData )


description: The track height is defined as the minimal number of bones away from an end effector (end effectors are 0, their parents are 1, etc...)

code: static void CalculateTrackHeights ( const [FCompressibleAnimData](API\Runtime\Engine\Animation\FCompressibleAnimData) & CompressibleAnimData, int NumTracks, [TArray](API\Runtime\Core\Containers\TArray)< int32 > & TrackHeights )


description:
Compresses the animation bones within a sequence with the chosen settings. Note: This modifies the sequence.
Returns true on success, false it we fail to compress

code: static bool CompressAnimBones ( [FCompressibleAnimData](API\Runtime\Engine\Animation\FCompressibleAnimData) & AnimSeq, [FCompressibleAnimDataResult](API\Runtime\Engine\Animation\FCompressibleAnimDataResult) & Target )


description:
Compresses the animation curves within a sequence with the chosen settings. Note: This modifies the sequence.
Returns true on success, false it we fail to compress

code: static bool CompressAnimCurves ( [FCompressibleAnimData](API\Runtime\Engine\Animation\FCompressibleAnimData) & AnimSeq, [FCompressedAnimSequence](API\Runtime\Engine\Animation\FCompressedAnimSequence) & Target )


description:
Utility function to measure the accuracy of a compressed animation. Each end-effector is checked for world-space movement as a result of compression.
None.

code: static void ComputeCompressionError ( const [FCompressibleAnimData](API\Runtime\Engine\Animation\FCompressibleAnimData) & CompressibleAnimData, [FCompressibleAnimDataResult](API\Runtime\Engine\Animation\FCompressibleAnimDataResult) & CompressedData, AnimationErrorStats & ErrorStats )


description: Makes sure that the animation sequence and all its dependencies required for compression are loaded.

code: static void EnsureAnimSequenceLoaded ( [UAnimSequence](API\Runtime\Engine\Animation\UAnimSequence) & AnimSeq )


description: Extract specific frame from raw track and place in OutAtom (return identity if track is malformed)

code: static void ExtractTransformForFrameFromTrackSafe ( const [FRawAnimSequenceTrack](API\Runtime\Engine\Animation\FRawAnimSequenceTrack) & RawTrack, int32 Frame, FTransform & OutAtom )


description: Extract specific frame from raw track and place in OutAtom.

code: static void ExtractTransformForFrameFromTrack ( const [FRawAnimSequenceTrack](API\Runtime\Engine\Animation\FRawAnimSequenceTrack) & RawTrack, int32 Frame, FTransform & OutAtom )


description: Deprecated* ExtractTransformFromCompressionData has been deprecated, use different signature

code: static void ExtractTransformFromCompressionData ( const [FCompressibleAnimData](API\Runtime\Engine\Animation\FCompressibleAnimData) & CompressibleAnimData, [FCompressibleAnimDataResult](API\Runtime\Engine\Animation\FCompressibleAnimDataResult) & CompressedAnimData, float Time, int32 TrackIndex, bool bUseRawData, FTransform & OutBoneTransform )


code: static void ExtractTransformFromCompressionData ( const [FCompressibleAnimData](API\Runtime\Engine\Animation\FCompressibleAnimData) & CompressibleAnimData, [FCompressibleAnimDataResult](API\Runtime\Engine\Animation\FCompressibleAnimDataResult) & CompressedAnimData, double Time, int32 TrackIndex, bool bUseRawData, FTransform & OutBoneTransform )


description: Deprecated* ExtractTransformFromTrack has been deprecated, use different signature

code: static void ExtractTransformFromTrack ( float Time, int32 NumFrames, float SequenceLength, const struct [FRawAnimSequenceTrack](API\Runtime\Engine\Animation\FRawAnimSequenceTrack) & RawTrack, EAnimInterpolationType Interpolation, FTransform & OutAtom )


code: static void ExtractTransformFromTrack ( const struct [FRawAnimSequenceTrack](API\Runtime\Engine\Animation\FRawAnimSequenceTrack) & RawTrack, double Time, int32 NumFrames, double SequenceLength, EAnimInterpolationType Interpolation, FTransform & OutAtom )


description:
Converts an animation codec format into a human readable string
The format as a string

code: static [FString](API\Runtime\Core\Containers\FString) GetAnimationKeyFormatString ( enum AnimationKeyFormat InFormat )


description:
Converts an animation compression type into a human readable string
The format as a string

code: static [FString](API\Runtime\Core\Containers\FString) GetAnimationCompressionFormatString ( enum AnimationCompressionFormat InFormat )


code: static int32 GetAnimTrackIndexForSkeletonBone ( const int32 InSkeletonBoneIndex, const [TArray](API\Runtime\Core\Containers\TArray)< [FTrackToSkeletonMap](API\Runtime\Engine\Animation\FTrackToSkeletonMap) > & TrackToSkelMap )


description: Returns the default animation bone compression settings for the FAnimRecorder, can never by null.


description: Returns the default animation bone compression settings, can never by null.


description: Get default Outer for AnimSequences contained in this AnimSet. The intent is to use that when Constructing new AnimSequences to put into that set. The Outer will be Package._Group.

code: static [UObject](API\Runtime\CoreUObject\UObject\UObject) * GetDefaultAnimSequenceOuter ( [UAnimSet](API\Runtime\Engine\Animation\UAnimSet) * InAnimSet, bool bCreateIfNotFound )


description: Returns the default animation curve compression settings, can never by null.


description: Returns the default animation variable frame stripping settings, can never by null.


description:
Determines the current setting for recompressing all animations upon load. The default value is False, but may be overridden by an optional field in the base engine INI file.
true if the engine settings request that all animations be recompiled


description:
Checks a set of key times to see if the spacing is uniform or non-uniform. Note: If there are as many times as frames, they are automatically assumed to be uniformly spaced. Note: If there are two or fewer times, they are automatically assumed to be uniformly spaced.
true if the keys are uniformly spaced (or one of the trivial conditions is detected). false if any key spacing is greater than 1e-4 off.

code: static bool HasUniformKeySpacing ( int32 NumFrames, const [TArray](API\Runtime\Core\Containers\TArray)< float > & Times )


description: Preload the bone, curve and recorder compression settings


description: Perturbs the bone(s) associated with each track in turn, measuring the maximum error introduced in end effectors as a result

code: static void TallyErrorsFromPerturbation ( const [FCompressibleAnimData](API\Runtime\Engine\Animation\FCompressibleAnimData) & CompressibleAnimData, int32 NumTracks, const FVector & PositionNudge, const FQuat & RotationNudge, const FVector & ScaleNudge, [TArray](API\Runtime\Core\Containers\TArray)< [FAnimPerturbationError](API\Runtime\Engine\FAnimPerturbationError) > & InducedErrors )


className: FAnimationUtils

description: A collection of useful functions for skeletal mesh animation.

code: class FAnimationUtils


className: FAnimPerturbationError

description: Error statistics for an animation generated by TallyErrorsFromPerturbation, representing errors in translation or rotation due to a small incremental translation or rotation

code: struct FAnimPerturbationError

MaxErrorInTransDueToRot

description: Float MaxErrorInScaleDueToTrans; // Not used TODO: Either use or remove

MaxErrorInTransDueToScale

description: Float MaxErrorInScaleDueToRot; // Not used TODO: Either use or remove


className: FAnimTrailTypeDataPayload

description: AnimTrail payload

code: struct FAnimTrailTypeDataPayload : public [FTrailsBaseTypeDataPayload](API\Runtime\Engine\FTrailsBaseTypeDataPayload)

Direction

description: Direction from the first socket sample to the second.

InterpolationParameter

description: Parameter of this knot on the spline

Length

description: Half length between the sockets. First vertex = Location - Dir * Length; Second vertex = Location + Dir * Lenght.

Tangent

description: Tangent of the curve.


code: static FUniformBufferRHIRef CreateUniformBuffer ( const [FAPEXClothUniformShaderParameters](API\Runtime\Engine\FAPEXClothUniformShaderParameter-) & 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;


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


className: zzLastMemberId

code: typedef zzFirstMemberId zzLastMemberId


className: zzMemberFunc

code: typedef zzFuncPtr(* zzMemberFunc


code: FAPEXClothUniformShaderParameters()


className: FAPEXClothUniformShaderParameters

code: class FAPEXClothUniformShaderParameters


code: FAssetCompileData ( const [TWeakObjectPtr](API\Runtime\Core\UObject\TWeakObjectPtr)< [UObject](API\Runtime\CoreUObject\UObject\UObject) > & InAsset )


className: FAssetCompileData

code: struct FAssetCompileData

Asset

description: Object being compiled


description: Blocks until completion of all assets.

code: void FinishAllCompilation()


description: Finish compilation of the requested objects.

code: void FinishCompilationForObjects ( [TArrayView](API\Runtime\Core\Containers\TArrayView)< [UObject](API\Runtime\CoreUObject\UObject\UObject) *const > InObjects )


className: FPackageScopeEvent

description: Event called before and after FinishAllCompilation or ProcessAsyncTasks run operations on a specific package, used for subscribers to associate low-level actions with that Package (e.g.TObjectPtrreads). void OnPackageScopeEvent(UPackage* Package, bool bEntering) Called with bEntering=true followed by actions for Package followed by call with bEntering=false.

code: typedef TMulticastDelegate_TwoParams< void, [UPackage](API\Runtime\CoreUObject\UObject\UPackage) *, bool > FPackageScopeEvent


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


description: Returns the number of outstanding asset compilations.

code: int32 GetNumRemainingAssets() const


description: Register the list of registered managers.

code: [TArrayView](API\Runtime\Core\Containers\TArrayView)< [IAssetCompilingManager](API\Runtime\Engine\IAssetCompilingManager) *const > GetRegisteredManagers() const


description: Returns the thread-pool where asset compilation should be scheduled.

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


description: Event called after an asset finishes compilation.


description: Called once per frame, fetches completed tasks and applies them to the scene.

code: void ProcessAsyncTasks ( bool bLimitExecutionTime )


code: void ProcessAsyncTasks ( const [AssetCompilation::FProcessAsyncTaskParams](API\Runtime\Engine\FProcessAsyncTaskParams) & Params )


description: Register an asset compiling manager.

code: bool RegisterManager ( [IAssetCompilingManager](API\Runtime\Engine\IAssetCompilingManager) * InAssetCompilingManager )


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

code: void Shutdown()


description: Unregister an asset compiling manager.

code: bool UnregisterManager ( [IAssetCompilingManager](API\Runtime\Engine\IAssetCompilingManager) * InAssetCompilingManager )


className: FAssetCompilingManager

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

code: class FAssetCompilingManager


className: FASyncAudioChunkLoadResult

description: Struct used to store results of an async file load.

code: struct FASyncAudioChunkLoadResult

DataResults

type: uint8 *

description: Place to safely copy the ptr of a loaded audio chunk when load result is finished.

LoadedAudioChunkIndex

description: Loaded audio chunk index.

StreamingWaveData

type: FStreamingWaveD...

description: Actual storage of the loaded audio chunk, will be filled on audio thread.


description: Performs the async audio decompression

code: void DoWork()


description: Worker for decompression on a separate thread

code: FAsyncAudioDecompressWorker ( [USoundWave](API\Runtime\Engine\Sound\USoundWave) * InWave, int32 InNumPrecacheFrames, [FAudioDevice](API\Runtime\Engine\FAudioDevice) * InAudioDevice )


className: FAsyncAudioDecompressWorker

description: Asynchronous audio decompression

code: class FAsyncAudioDecompressWorker : public [FNonAbandonableTask](API\Runtime\Core\Async\FNonAbandonableTask)

AudioInfo

type: ICompressedAudi...

Wave

type: USoundWave*...


description: Constructor, just zeros everything

code: FAsyncBufferFillData()


description: Destructor, frees memory and zeros everything

code: ~FAsyncBufferFillData()


className: FAsyncBufferFillData

code: struct FAsyncBufferFillData

DynamicParameterData

type: void *

description: Pointer to dynamic parameter data

IndexCount

description: Number of indices in IndexData

IndexData

description: Pointer to index data

LocalToWorld

type: FMatrix

description: Local to world transform.

OutTriangleCount

description: Number of triangles filled in

VertexCount

description: Number of verts in VertexData

VertexData

description: Pointer to vertex data

VertexSize

description: Stride of verts, used only for error checking

View

type: constFSceneVie...

description: View for this buffer fill task

WorldToLocal

description: World to local transform.


className: FAsyncCardRepresentationTask

code: class FAsyncCardRepresentationTask

AsyncTask

type: TUniquePtr<FAs...

bGenerateDistanceFieldAsIfTwoSided

type: bool

DDCKey

type: FString

GeneratedCardRepresentation

type: FCardRepresenta...

GenerateSource

type: UStaticMesh...

MaterialBlendModes

type: TArray<FSigned...

SourceMeshData

type: FSourceMeshData...


code: FAsyncCardRepresentationTaskWorker ( [FAsyncCardRepresentationTask](API\Runtime\Engine\FAsyncCardRepresentationTask) & InTask )


className: FAsyncCardRepresentationTaskWorker

code: class FAsyncCardRepresentationTaskWorker : public [FNonAbandonableTask](API\Runtime\Core\Async\FNonAbandonableTask)


code: FAsyncCompilationNotification ( [FTextFormat](API\Runtime\Core\Internationalization\FTextFormat) InAssetNameFormat )


className: FAsyncCompilationNotification

code: class FAsyncCompilationNotification


code: FAsyncCompilationStandardCVars ( const TCHAR * AssetType, const TCHAR * AssetTypePluralLowerCase, const FConsoleCommandDelegate & FinishAllCommand )


className: FAsyncCompilationStandardCVars

code: class FAsyncCompilationStandardCVars

AsyncCompilation

type: TAutoConsoleVar...

AsyncCompilationFinishAll

type: FAutoConsoleCom...


className: FAsyncDistanceFieldTask

description: A task to build a distance field for a single mesh

code: class FAsyncDistanceFieldTask

DistanceFieldResolutionScale

type: float

GeneratedVolumeData

type: FDistanceFieldV...

TargetPlatform

type: constITargetPl...


code: FAsyncDistanceFieldTaskWorker ( [FAsyncDistanceFieldTask](API\Runtime\Engine\FAsyncDistanceFieldTask) & InTask )


className: FAsyncDistanceFieldTaskWorker

code: class FAsyncDistanceFieldTaskWorker : public [FNonAbandonableTask](API\Runtime\Core\Async\FNonAbandonableTask)


description: Tells the queued work that it is being abandoned so that it can do per object clean up as needed. This will only be called if it is being abandoned before completion. NOTE: This requires the object to delete itself using whatever heap it was allocated in.

code: virtual void Abandon()


description: This is where the real thread work is done. All work that is done for this queued object should be done from within the call to this function.

code: virtual void DoThreadedWork()


code: FAsyncEncode ( TPendingTextureType * InPendingTexture, [ULevel](API\Runtime\Engine\Engine\ULevel) * InLightingScenario, [FThreadSafeCounter](API\Runtime\Core\HAL\FThreadSafeCounter) & InCounter, [ITextureCompressorModule](API\Developer\TextureCompressor\ITextureCompressorModule) * InCompressor )


className: FAsyncEncode

code: template<typename TPendingTextureType> class FAsyncEncode : public [IQueuedWork](API\Runtime\Core\Misc\IQueuedWork)


code: void EnsureCompletion ( bool bDoWorkOnThisThreadIfNotStarted )


code: [FAsyncRealtimeAudioTaskWorker](API\Runtime\Engine\FAsyncRealtimeAudioTaskWorker)< T > & GetTask()


code: FAsyncRealtimeAudioTaskProxy ( T * InAudioBuffer, [USoundWave](API\Runtime\Engine\Sound\USoundWave) * InWaveData )


code: FAsyncRealtimeAudioTaskProxy ( [USoundWave](API\Runtime\Engine\Sound\USoundWave) * InWaveData, uint8 * InAudioData, int32 InMaxSamples )


code: FAsyncRealtimeAudioTaskProxy ( T * InAudioBuffer, uint8 * InAudioData, int32 InNumFramesToDecode, bool bInLoopingMode, bool bInSkipFirstBuffer )


className: FAsyncRealtimeAudioTaskProxy

code: template<class T> class FAsyncRealtimeAudioTaskProxy


code: FAsyncRealtimeAudioTaskWorker ( T * InAudioBuffer, [USoundWave](API\Runtime\Engine\Sound\USoundWave) * InWaveData )


code: FAsyncRealtimeAudioTaskWorker ( [USoundWave](API\Runtime\Engine\Sound\USoundWave) * InWaveData, uint8 * InAudioData, int32 InMaxSamples )


code: FAsyncRealtimeAudioTaskWorker ( T * InAudioBuffer, uint8 * InAudioData, int32 InNumPrecacheFrames, bool bInLoopingMode, bool bInSkipFirstBuffer )


className: FAsyncRealtimeAudioTaskWorker

code: template<class T> class FAsyncRealtimeAudioTaskWorker : public [FNonAbandonableTask](API\Runtime\Core\Async\FNonAbandonableTask)

AudioBuffer

type: T *

AudioData

type: uint8 *

bLooped

type: uint32: 1

TaskType

type: ERealtimeAudioT...


description: Retrieves the derived chunk from the derived data cache.

code: void DoWork()


description: Initialization constructor.

code: FAsyncStreamDerivedChunkWorker ( const [FString](API\Runtime\Core\Containers\FString) & InDerivedDataKey, void * InDestChunkData, int32 InChunkSize, [FThreadSafeCounter](API\Runtime\Core\HAL\FThreadSafeCounter) * InThreadSafeCounter, [TFunction](API\Runtime\Core\GenericPlatform\TFunction)< void(bool)> InOnLoadComplete )


className: FAsyncStreamDerivedChunkWorker

description: Async worker to stream audio chunks from the derived data cache.

code: class FAsyncStreamDerivedChunkWorker : public [FNonAbandonableTask](API\Runtime\Core\Async\FNonAbandonableTask)


className: FAttenuationFocusData

description: Attenuation focus system data computed per update per active sound

code: struct FAttenuationFocusData

AbsoluteAzimuth

description: Absolute azimuth of the active sound relative to the listener. Used for 3d audio calculations.

Azimuth

description: Azimuth of the active sound relative to the listener. Used by sound focus.

bFirstFocusUpdate

description: If this is the first update for focus.

DistanceScale

description: Cached calculation of the amount distance is scaled due to focus

FocusFactor

description: Value used to allow smooth interpolation in/out of focus

PriorityHighest

description: Cached highest priority of the parent active sound's wave instances.

PriorityScale

description: The amount priority is scaled due to focus

VolumeScale

description: The amount volume is scaled due to focus


description: Returns true if the streaming mip request failed.

code: bool DidRequestFail() const


description: Computes and returns some geometry related to the listener and the given sound transform.

code: static [FAttenuationListenerData](API\Runtime\Engine\FAttenuationListenerData) Create ( const [FAudioDevice](API\Runtime\Engine\FAudioDevice) & AudioDevice, const FTransform & InListenerTransform, const FTransform & InSoundTransform, const [FSoundAttenuationSettings](API\Runtime\Engine\Sound\FSoundAttenuationSettings) & InAttenuationSettings )


code: static [FAttenuationListenerData](API\Runtime\Engine\FAttenuationListenerData) Create ( const [FAudioDevice](API\Runtime\Engine\FAudioDevice) & AudioDevice, int32 ListenerIndex, const FTransform & InSoundTransform, const [FSoundAttenuationSettings](API\Runtime\Engine\Sound\FSoundAttenuationSettings) & InAttenuationSettings )


className: FAttenuationListenerData

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

code: struct FAttenuationListenerData

AttenuationSettings

type: constFSoundAtt...

ListenerToSoundDir

type: FVector

ListenerToSoundDistanceForPanning

description: (AudioMixer only) Non-attenuation distance for calculating surround sound speaker maps for sources w/ spread

ListenerTransform

type: FTransform

SoundTransform

type: const FTransfor...


className: FAttractorParticlePayload

description: AttractorParticle

code: struct FAttractorParticlePayload


description: Add an additional reference for a chunk.

code: void AddNewReferenceToChunk ( const [FChunkKey](API\Runtime\Engine\FAudioChunkCache\FChunkKey) & InKey )


description: Places chunk in cache, or puts this chunk back at the top of the cache if it's already loaded. Returns the static lookup ID of the chunk in the cache on success, or InvalidAudioStreamCacheLookupID on failiure.

code: uint64 AddOrTouchChunk ( const [FChunkKey](API\Runtime\Engine\FAudioChunkCache\FChunkKey) & InKey, const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FSoundWaveData](API\Runtime\Engine\Sound\FSoundWaveData) > & InSoundWavePtr, [TFunction](API\Runtime\Core\GenericPlatform\TFunction)< void(EAudioChunkLoadResult) > OnLoadCompleted, [ENamedThreads::Type](API\Runtime\Core\Async\ENamedThreads__Type) CallbackThread, bool bNeededForPlayback )


description: Debug tools: Call this to start enqueing reports on any cache misses to a queue. This queue will continue to grow until FlushCacheMissLog is called.

code: void BeginLoggingCacheMisses()


description: This function will continue to lock until any async file loads are finished.

code: void BlockForAllPendingLoads() const


description: This function will cancel any in-flight loads and wait for their completion.

code: void CancelAllPendingLoads()


description: Evict all sounds from the cache.

code: void ClearCache()


code: TPair< int, int > DebugBirdsEyeDisplay ( [UWorld](API\Runtime\Engine\Engine\UWorld) * World, [FViewport](API\Runtime\Engine\FViewport) * Viewport, [FCanvas](API\Runtime\Engine\FCanvas) * Canvas, int32 X, int32 Y, const FVector * ViewLocation, const FRotator * ViewRotation ) const


description: This is for debugging purposes only. Prints the elements in the cache from most recently used to least. Returns the dimensions of this debug log so that multiple caches can be tiled across the screen.

code: TPair< int, int > DebugDisplayLegacy ( [UWorld](API\Runtime\Engine\Engine\UWorld) * World, [FViewport](API\Runtime\Engine\FViewport) * Viewport, [FCanvas](API\Runtime\Engine\FCanvas) * Canvas, int32 X, int32 Y, const FVector * ViewLocation, const FRotator * ViewRotation ) const


description: Generate a formatted text file for this cache.


code: TPair< int, int > DebugDisplay ( [UWorld](API\Runtime\Engine\Engine\UWorld) * World, [FViewport](API\Runtime\Engine\FViewport) * Viewport, [FCanvas](API\Runtime\Engine\FCanvas) * Canvas, int32 X, int32 Y, const FVector * ViewLocation, const FRotator * ViewRotation ) const


code: TPair< int, int > DebugVisualDisplay ( [UWorld](API\Runtime\Engine\Engine\UWorld) * World, [FViewport](API\Runtime\Engine\FViewport) * Viewport, [FCanvas](API\Runtime\Engine\FCanvas) * Canvas, int32 X, int32 Y, const FVector * ViewLocation, const FRotator * ViewRotation ) const


description: Static helper function to make sure a chunk is withing the bounds of aUSoundWave.

code: static bool DoesKeyContainValidChunkIndex ( const [FChunkKey](API\Runtime\Engine\FAudioChunkCache\FChunkKey) & InKey, const [FSoundWaveData](API\Runtime\Engine\Sound\FSoundWaveData) & InSoundWaveData )


className: EDebugDisplayElementTypes

code: enum EDebugDisplayElementTypes { NumRetainedAndPlaying = 0, NumRetained, NumPrimedAndPlaying, NumPrimed, NumRetainedAndPlayingCacheMiss, NumRetainedCacheMiss, NumPrimedAndPlayingCacheMiss, NumPrimedCacheMiss, NumLODAndPlaying, NumLOD, NumTrimmed, NumLoadInProgress, NumOther, Count, }


code: bool operator&61;&61; &40; const FCacheMissEntry & Other &41; const


description: Ctor

code: FCacheMissEntry &40; FName InSoundWaveName, uint32 InChunkIndex &41;


className: FCacheMissEntry

code: struct FCacheMissEntry

SoundWaveName

type: FName


code: FChunkKey & operator&61; &40; const FChunkKey & Other &41;


code: bool operator&61;&61; &40; const FChunkKey & Other &41; const


code: FChunkKey &40; const FChunkKey & Other &41;


code: FChunkKey &40; const FSoundWavePtr & InSoundWave, uint32 InChunkIndex, uint32 InChunkRevision &41;


code: FChunkKey &40; const FName & InSoundWaveName, const FObjectKey & InSoundWaveObjectKey, uint32 InChunkIndex, uint32 InChunkRevision &41;


className: FChunkKey

code: struct FChunkKey

ChunkRevision

description: This is used in the editor to invalidate stale compressed chunks.

ObjectKey

type: FObjectKey


description: Interface with the cache id lookup map

code: uint64 GetCacheLookupIDForChunk ( const [FChunkKey](API\Runtime\Engine\FAudioChunkCache\FChunkKey) & InChunkKey ) const


description: When called, flushes the entire queue of cache misses that has accumulated And prints them to a formatted


description: Returns the chunk asked for, or an emptyTArrayViewif that chunk is not loaded. InOutCacheLookupID can optionally be set as a cache offset to use directly rather than searching the cache for a matching chunk. InOutCacheLookupID will be set to the offset the chunk is in the cache, which can be used for faster lookup in the future.

code: [TArrayView](API\Runtime\Core\Containers\TArrayView)< uint8 > GetChunk ( const [FChunkKey](API\Runtime\Engine\FAudioChunkCache\FChunkKey) & InKey, const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FSoundWaveData](API\Runtime\Engine\Sound\FSoundWaveData) > & InSoundWavePtr, bool bBlockForLoadCompletion, bool bNeededForPlayback, uint64 & InOutCacheLookupID )


description: Returns an array of the USoundwaves retaining the least recently used retained chunks in the cache. This can potentially return soundwaves for chunks that are retained by a currently playing sound, if the cache is thrashed enough.

code: [TArray](API\Runtime\Core\Containers\TArray)< [FObjectKey](API\Runtime\CoreUObject\UObject\FObjectKey) > GetLeastRecentlyUsedRetainedSoundWaves ( int32 NumSoundWavesToRetrieve )


code: void IncrementCacheOverflowCounter()


code: int32 GetNumberOfCacheOverflows() const


code: void RemoveReferenceToChunk ( const [FChunkKey](API\Runtime\Engine\FAudioChunkCache\FChunkKey) & InKey )


code: void SetCacheLookupIDForChunk ( const [FChunkKey](API\Runtime\Engine\FAudioChunkCache\FChunkKey) & InChunkKey, uint64 InCacheLookupID )


description: Reports the size of this cache's memory pool, in bytes.

code: uint64 ReportCacheSize()


description: This function will reclaim memory by freeing as many chunks as needed to free BytesToFree. returns the amount of bytes we were actually able to free. It's important to note that this will block any chunk requests.

code: uint64 TrimMemory ( uint64 BytesToFree, bool bAllowRetainedChunkTrimming )


description: This will stop enqueueing reports of cache misses.

code: void StopLoggingCacheMisses()


code: FAudioChunkCache ( uint32 InMaxChunkSize, uint32 NumChunks, uint64 InMemoryLimitInBytes )


className: FAudioChunkCache

description: Basic fixed-size LRU cache for retaining chunks of compressed audio data.

code: class FAudioChunkCache

MaxChunkSize

type: const int32


description: Gets a pointer to the compressed chunk.

code: const uint8 * GetData() const


description: If the soundwave has been recompressed, the compressed audio retained by this handle will not be up to date, and this will return true.

code: bool IsStale() const


description: Checks whether this points to a valid compressed chunk.

code: bool IsValid() const


description: Returns the num bytes pointed to byGetData().

code: uint32 Num() const


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


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


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


code: FAudioChunkHandle ( [FAudioChunkHandle](API\Runtime\Engine\FAudioChunkHandle) && Other )


description: This constructor should only be called by an implementation ofIAudioStreamingManager.

code: FAudioChunkHandle &40; const uint8 &42; InData, uint32 NumBytes, const FSoundWaveProxyPtr & InSoundWave, const FName & SoundWaveName, uint32 InChunkIndex, uint64 InCacheLookupID &41;


className: FAudioChunkHandle

description: This structure allows audio chunk data to be accessed, and guarantees that the chunk in question will not be deleted during it's lifecycle.

code: class FAudioChunkHandle


className: FAudioClassInfo

description: Structure for collating info about sound classes

code: struct FAudioClassInfo


description: Adds a fence command to the audio command queue. Conceptually, the pending fence count is incremented to reflect the pending fence command. Once the rendering thread has executed the fence command, it decrements the pending fence count.

code: void BeginFence()


description: Return true if the fence is complete

code: bool IsFenceComplete() const


description:
Waits for pending fence commands to retire.
Waits for pending fence commands to retire.

code: void Wait ( bool bProcessGameThreadTasks ) const


className: FAudioCommandFence

description: Used to track pending audio commands from the game thread.

code: class FAudioCommandFence


description: Activates a Reverb Effect without the need for a volume

code: void ActivateReverbEffect ( [UReverbEffect](API\Runtime\Engine\Sound\UReverbEffect) * ReverbEffect, [FName](API\Runtime\Core\UObject\FName) TagName, float Priority, float Volume, float FadeTime )


code: void AddAudioVolumeProxy ( const [FAudioVolumeProxy](API\Runtime\Engine\Sound\FAudioVolumeProxy) & Proxy )


description: Adds an envelope follower delegate to the submix for this audio device.

code: virtual void AddEnvelopeFollowerDelegate ( [USoundSubmix](API\Runtime\Engine\Sound\USoundSubmix) * InSubmix, const [FOnSubmixEnvelopeBP](API\Runtime\Engine\Sound\FOnSubmixEnvelopeBP) & OnSubmixEnvelopeBP )


description: Adds an active sound to the audio device

code: void AddNewActiveSound ( const [FActiveSound](API\Runtime\Engine\FActiveSound) & ActiveSound, const [TArray](API\Runtime\Core\Containers\TArray)< [FAudioParameter](API\Runtime\AudioExtensions\FAudioParameter) > * InDefaultParams )


code: void AddNewActiveSound ( const [FActiveSound](API\Runtime\Engine\FActiveSound) & ActiveSound, [TArray](API\Runtime\Core\Containers\TArray)< [FAudioParameter](API\Runtime\AudioExtensions\FAudioParameter) > && InDefaultParams )


description: Deprecated* AddPatchForAudioBus is deprecated. Use AddPatchOutputForAudioBus.

code: virtual [Audio::FPatchOutputStrongPtr](API\Runtime\Engine\FPatchOutputStrongPtr) AddPatchForAudioBus ( uint32 InAudioBusId, float InPatchGain )


description: Deprecated* AddPatchForAudioBus_GameThread is deprecated. Use AddPatchOutputForAudioBus.

code: virtual [Audio::FPatchOutputStrongPtr](API\Runtime\Engine\FPatchOutputStrongPtr) AddPatchForAudioBus_GameThread ( uint32 InAudioBusId, float InPatchGain )


description: Deprecated* This overload of AddPatchInputForAudioBus is deprecated. Use the overload that takes the number of frames and channels as parameters.

code: virtual void AddPatchInputForAudioBus ( const [Audio::FPatchInput](API\Runtime\SignalProcessing\DSP\FPatchInput) & InPatchInput, uint32 InAudioBusId, float InPatchGain )


code: virtual [Audio::FPatchOutputStrongPtr](API\Runtime\Engine\FPatchOutputStrongPtr) AddPatchForSubmix ( uint32 InObjectId, float InPatchGain )


code: virtual [Audio::FPatchInput](API\Runtime\SignalProcessing\DSP\FPatchInput) AddPatchInputForAudioBus ( uint32 InAudioBusId, int32 InFrames, int32 InChannels, float InGain )


description: Deprecated* AddPatchInputForAudioBus_GameThread is deprecated. Use AddPatchInputForAudioBus.

code: virtual void AddPatchInputForAudioBus_GameThread ( const [Audio::FPatchInput](API\Runtime\SignalProcessing\DSP\FPatchInput) & InPatchInput, uint32 InAudioBusId, float InPatchGain )


code: [FDelegateHandle](API\Runtime\Core\Delegates\FDelegateHandle) AddPostRenderDelegate ( const FOnAudioDevicePostRender::FDelegate & InDelegate )


code: [FDelegateHandle](API\Runtime\Core\Delegates\FDelegateHandle) AddPreRenderDelegate ( const FOnAudioDevicePreRender::FDelegate & InDelegate )


description: Track references to UObjects

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


description: Marks a sound to be stopped. Returns true if added to stop, false if already pending stop.

code: void AddSoundToStop ( [FActiveSound](API\Runtime\Engine\FActiveSound) * SoundToStop )


code: void AddVirtualLoop ( const [FAudioVirtualLoop](API\Runtime\Engine\FAudioVirtualLoop) & InVirtualLoop )


code: virtual void AddSpectralAnalysisDelegate ( [USoundSubmix](API\Runtime\Engine\Sound\USoundSubmix) * InSubmix, const [FSoundSpectrumAnalyzerDelegateSettings](API\Runtime\Engine\Sound\FSoundSpectrumAnalyzerDelegateSe-) & InDelegateSettings, const [FOnSubmixSpectralAnalysisBP](API\Runtime\Engine\Sound\FOnSubmixSpectralAnalysisBP) & OnSubmixSpectralAnalysisBP )


description: Applies interior settings from affecting volumes to the active sound (called on audio thread)

code: void ApplyInteriorSettings ( [FActiveSound](API\Runtime\Engine\FActiveSound) & ActiveSound, [FSoundParseParameters](API\Runtime\Engine\FSoundParseParameters) & ParseParams ) const


code: virtual [Audio::FPatchOutputStrongPtr](API\Runtime\Engine\FPatchOutputStrongPtr) AddPatchOutputForAudioBus ( uint32 InAudioBusId, int32 InFrames, int32 InChannels, float InGain )


code: bool AreStartupSoundsPreCached() const


description: Whether a given Audio Component ID should be allowed to have multiple associated Active Sounds

code: bool CanHaveMultipleActiveSounds ( uint64 AudioComponentID ) const


description: Query if the editor is in VR Preview for the current play world. Returns false for non-editor builds

code: static bool CanUseVRAudioDevice()


code: float ClampPitch ( float InPitchScale ) const


description: Removes a listener attenuation override.

code: void ClearListenerAttenuationOverride()


description: Removes a listener attenuation override for the specified listener.

code: void ClearListenerAttenuationOverride ( int32 ListenerIndex )


description: Clears a sound class override in the given sound mix.

code: void ClearSoundMixClassOverride ( [USoundMix](API\Runtime\Engine\Sound\USoundMix) * InSoundMix, [USoundClass](API\Runtime\Engine\Sound\USoundClass) * InSoundClass, float FadeOutTime )


description: Clear the effect of one SoundMix completely.

code: void ClearSoundMixModifier ( [USoundMix](API\Runtime\Engine\Sound\USoundMix) * SoundMix )


description: Clear the effect of all SoundMix modifiers.

code: void ClearSoundMixModifiers()


description: Clears all submix effect chain overrides from the submix.

code: virtual void ClearSubmixEffectChainOverride ( [USoundSubmix](API\Runtime\Engine\Sound\USoundSubmix) * InSoundSubmix, float InCrossfadeTime )


description: Counts the bytes for the structures used in this class

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


description:
Creates an audio component to handle playing a sound.
The created audio component if the function successfully created one or a nullptr if not successful. Note: if audio is disabled or if there were no hardware audio devices available, this will return nullptr.

code: static [UAudioComponent](API\Runtime\Engine\Components\UAudioComponent) * CreateComponent ( [USoundBase](API\Runtime\Engine\Sound\USoundBase) * Sound, const [FCreateComponentParams](API\Runtime\Engine\FAudioDevice\FCreateComponentParams) & Params )


description: Creates a Compressed audio info class suitable for decompressing this SoundWave

code: virtual [ICompressedAudioInfo](API\Runtime\Engine\ICompressedAudioInfo) * CreateCompressedAudioInfo ( const [USoundWave](API\Runtime\Engine\Sound\USoundWave) * SoundWave ) const


description: Deprecated* CreateCompressedAudioInfo is now deprecated. Please useIAudioInfoFactory::Create()instead

code: virtual [ICompressedAudioInfo](API\Runtime\Engine\ICompressedAudioInfo) * CreateCompressedAudioInfo ( const FSoundWaveProxyPtr & SoundWave ) const


description: Creates a new platform specific sound source


description: Deactivates a Reverb Effect not applied by a volume

code: void DeactivateReverbEffect ( [FName](API\Runtime\Core\UObject\FName) TagName )


code: virtual [FAudioEffectsManager](API\Runtime\Engine\FAudioEffectsManager) * CreateEffectsManager()