description: Deprecated* The AcceptPrebuiltTree method is moving toUGrassInstancedStaticMeshComponent. Please update your project to use the new component and method or your project may not compile in the next udpate.

code: void AcceptPrebuiltTree ( [TArray](API\Runtime\Core\Containers\TArray)< [FInstancedStaticMeshInstanceData](API\Runtime\Engine\Components\FInstancedStaticMeshInstanceData) > & InInstanceData, [TArray](API\Runtime\Core\Containers\TArray)< [FClusterNode](API\Runtime\Engine\Components\FClusterNode) > & InClusterTree, int32 InOcclusionLayerNumNodes, int32 InNumBuiltRenderInstances )


description: Average number of instances per leaf

module: Engine

code: float ActualInstancesPerLeaf()


description: Add an instance to this component. Transform is given in local space of this component unless bWorldSpace is set.

code: virtual int32 AddInstance ( const FTransform & InstanceTransform, bool bWorldSpace )


description: Add multiple instances to this component. Transform is given in local space of this component unless bWorldSpace is set.

code: virtual [TArray](API\Runtime\Core\Containers\TArray)< int32 > AddInstances ( const [TArray](API\Runtime\Core\Containers\TArray)< FTransform > & InstanceTransforms, bool bShouldReturnIndices, bool bWorldSpace )


code: void ApplyBuildTree ( FClusterBuilder & Builder, const bool bWasAsyncBuild )


description: Apply the results of the async build.

code: void ApplyBuildTreeAsync ( [ENamedThreads::Type](API\Runtime\Core\Async\ENamedThreads__Type) CurrentThread, const FGraphEventRef & MyCompletionGraphEvent, [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< FClusterBuilder, ESPMode::ThreadSafe > Builder, double StartTime )


description: Applies the cached component instance data to a newly blueprint constructed component.

code: virtual void ApplyComponentInstanceData ( struct [FInstancedStaticMeshComponentInstanceData](API\Runtime\Engine\Components\FInstancedStaticMeshComponentIns-) * ComponentInstanceData )


description: This is array view version of the UFUNCTION, blueprints do not support ArrayViews at the time of adding this one

code: virtual bool BatchUpdateInstancesTransforms ( int32 StartInstanceIndex, [TArrayView](API\Runtime\Core\Containers\TArrayView)< const FTransform > NewInstancesTransforms, bool bWorldSpace, bool bMarkRenderStateDirty, bool bTeleport )


description:
Update the transform for an array of instances.
True on success.

code: virtual bool BatchUpdateInstancesTransforms ( int32 StartInstanceIndex, const [TArray](API\Runtime\Core\Containers\TArray)< FTransform > & NewInstancesTransforms, bool bWorldSpace, bool bMarkRenderStateDirty, bool bTeleport )


description:
Update the transform for a number of instances.
True on success.

code: virtual bool BatchUpdateInstancesTransform ( int32 StartInstanceIndex, int32 NumInstances, const FTransform & NewInstancesTransform, bool bWorldSpace, bool bMarkRenderStateDirty, bool bTeleport )


code: virtual bool BatchUpdateInstancesData ( int32 StartInstanceIndex, int32 NumInstances, [FInstancedStaticMeshInstanceData](API\Runtime\Engine\Components\FInstancedStaticMeshInstanceData) * StartInstanceData, bool bMarkRenderStateDirty, bool bTeleport )


description: Deprecated* The BuildTreeAnyThread method is moving toUGrassInstancedStaticMeshComponent. Please update your project to use the new component and method or your project may not compile in the next udpate.

code: static void BuildTreeAnyThread ( [TArray](API\Runtime\Core\Containers\TArray)< FMatrix > & InstanceTransforms, [TArray](API\Runtime\Core\Containers\TArray)< float > & InstanceCustomDataFloats, int32 NumCustomDataFloats, const FBox & MeshBox, [TArray](API\Runtime\Core\Containers\TArray)< [FClusterNode](API\Runtime\Engine\Components\FClusterNode) > & OutClusterTree, [TArray](API\Runtime\Core\Containers\TArray)< int32 > & OutSortedInstances, [TArray](API\Runtime\Core\Containers\TArray)< int32 > & OutInstanceReorderTable, int32 & OutOcclusionLayerNum, int32 MaxInstancesPerLeaf, bool InGenerateInstanceScalingRange )


code: bool BuildTreeIfOutdated ( bool Async, bool ForceUpdate )


description: Calculate the bounds of the component. Default behavior is a bounding box/sphere of zero size.

code: virtual FBoxSphereBounds CalcBounds ( const FTransform & LocalToWorld ) const


description: Clear all instances being rendered by this component.

code: virtual void ClearInstances()


description:
Creates a proxy to represent the primitive to the scene manager in the rendering thread.
The proxy object.

code: virtual [FPrimitiveSceneProxy](API\Runtime\Engine\FPrimitiveSceneProxy) * CreateSceneProxy()


description: Overload this in child implementations that wish to extend Static Mesh or Nanite scene proxy implementations.

code: virtual [FPrimitiveSceneProxy](API\Runtime\Engine\FPrimitiveSceneProxy) * CreateStaticMeshSceneProxy ( [Nanite::FMaterialAudit](API\Runtime\Engine\FMaterialAudit) & NaniteMaterials, bool bCreateNanite )


description: Heuristic for the number of leaves in the tree

code: int32 DesiredInstancesPerLeaf()


description: Returns the instances with instance bounds overlapping the specified sphere. The return value is an array of instance indices.

code: virtual [TArray](API\Runtime\Core\Containers\TArray)< int32 > GetInstancesOverlappingSphere ( const FVector & Center, float Radius, bool bSphereInWorldSpace ) const


description: Returns the instances with instance bounds overlapping the specified box. The return value is an array of instance indices.

code: virtual [TArray](API\Runtime\Core\Containers\TArray)< int32 > GetInstancesOverlappingBox ( const FBox & Box, bool bBoxInWorldSpace ) const


code: void GetInstanceTransforms ( [TArray](API\Runtime\Core\Containers\TArray)< FMatrix > & InstanceTransforms, FVector const & Offset ) const


description: Get bounds for navigation octree

code: virtual FBox GetNavigationBounds() const


description: Handles request from navigation system to gather instance transforms in a specific area box.

code: virtual void GetNavigationPerInstanceTransforms ( const FBox & AreaBox, [TArray](API\Runtime\Core\Containers\TArray)< FTransform > & InstanceData ) const


description: Number of instances in the render-side instance buffer.

code: virtual int32 GetNumRenderInstances() const


description: Get the number of instances that overlap a given box

code: int32 GetOverlappingBoxCount ( const FBox & Box ) const


description: Get the number of instances that overlap a given sphere

code: int32 GetOverlappingSphereCount ( const FSphere & Sphere ) const


description: Get the transforms of instances inside the provided box

code: void GetOverlappingBoxTransforms ( const FBox & Box, [TArray](API\Runtime\Core\Containers\TArray)< FTransform > & OutTransforms ) const


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

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


description: Get the translated space for instance transforms to be passed to the renderer. In the renderer data structures we only have floating point precision for instance transforms relative to their owning primitive. The primitive transform itself has double precision. Some ISM that are authored in world space need to adjust the local space to keep instance transforms within precision limits.

code: virtual FVector GetTranslatedInstanceSpaceOrigin() const


code: void GetTree ( [TArray](API\Runtime\Core\Containers\TArray)< [FClusterNode](API\Runtime\Engine\Components\FClusterNode) > & OutClusterTree )


description: Gets and approximate number of verts for each LOD to generate heuristics

code: int32 GetVertsForLOD ( int32 LODIndex )


code: void InitializeInstancingRandomSeed()


description: Creates rendering buffer from serialized data, if any


description: Request to navigation system to update only part of navmesh occupied by specified instance.

code: virtual void PartialNavigationUpdate ( int32 InstanceIdx )


description: For testing, prints some stats after any kind of build

code: void PostBuildStats()


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

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


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

code: virtual void PostEditUndo()


description: Called after importing property values for this object (paste, duplicate or .t3d import) Allow the object to perform any cleanup for properties which shouldn't be duplicated or are unsupported by the script serialization

code: virtual void PostEditImport()


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

code: virtual void PostLoad()


description: Preallocated memory to include the new added instances count, to prevent reallloc during the add operation.

code: virtual void PreAllocateInstancesMemory ( int32 AddedInstanceCount )


description: Updates any visuals after the lighting has changed


description: Remove the instance specified. Returns True on success.

code: virtual bool RemoveInstance ( int32 InstanceIndex )


description: Remove the instances specified. Returns True on success.

code: virtual bool RemoveInstances ( const [TArray](API\Runtime\Core\Containers\TArray)< int32 > & InstancesToRemove )


code: virtual bool RemoveInstances ( const [TArray](API\Runtime\Core\Containers\TArray)< int32 > & InstancesToRemove, bool bInstanceArrayAlreadySortedInReverseOrder )


description: Removes specified instances

code: void RemoveInstancesInternal ( const int32 * InstanceIndices, int32 Num )


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

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


description: Per Instance Custom Data

code: virtual bool SetCustomData ( int32 InstanceIndex, [TArrayView](API\Runtime\Core\Containers\TArrayView)< const float > CustomDataFloats, bool bMarkRenderStateDirty )


description: Update custom data for specific instance

code: virtual bool SetCustomDataValue ( int32 InstanceIndex, int32 CustomDataIndex, float CustomDataValue, bool bMarkRenderStateDirty )


description: Sets the fading start and culling end distances for this component.

code: void SetLODDistanceScale ( float InLODDistanceScale )


code: void SetPerInstanceLightMapAndEditorData ( [FStaticMeshInstanceData](API\Runtime\Engine\FStaticMeshInstanceData) & PerInstanceData, const [TArray](API\Runtime\Core\Containers\TArray)< [TRefCountPtr](API\Runtime\Core\Templates\TRefCountPtr)< [HHitProxy](API\Runtime\Engine\HHitProxy) >> & HitProxies )


description: Return true ifCreatePhysicsState()should be called. IdeallyCreatePhysicsState()should always succeed if this returns true, but this isn't currently the case

code: virtual bool ShouldCreatePhysicsState() const


description: Does this component support partial navigation updates

code: virtual bool SupportsPartialNavigationUpdate() const


description: Returns true if RemoveAtSwap is enabled. Derived classes may always return true regardless of whether SetRemoveSwapEnabled() was called.

code: virtual bool SupportsRemoveSwap() const


description: Will apply current density scaling, if enabled

code: void UpdateDensityScaling()


description:
Update the transform for the instance specified.
True on success.

code: virtual bool UpdateInstanceTransform ( int32 InstanceIndex, const FTransform & NewInstanceTransform, bool bWorldSpace, bool bMarkRenderStateDirty, bool bTeleport )


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


code: class UHierarchicalInstancedStaticMeshComponent : public [UInstancedStaticMeshComponent](API\Runtime\Engine\Components\UInstancedStaticMeshComponent)

AccumulatedNavigationDirtyArea

type: FBox

bAutoRebuildTreeOnInstanceChanges

type: bool:  1

bCanEnableDensityScaling

description: In Editor mode we might disable the density scaling for edition

bDisableCollision

type: bool

bEnableDensityScaling

type: uint32: 1

description: Enable for detail meshes that don't really affect the game.

BuildTreeAsyncTasks

type: FGraphEventArra...

BuiltInstanceBounds

description: Bounding box of any built instances (cached from the ClusterTree)

bUseTranslatedInstanceSpace

type: uint32:  1

description: If true then we allow a translated space when building the cluster tree.

CacheMeshExtendedBounds

type: FBoxSphereBound...

description: The last mesh bounds that was cache.

ClusterTreePtr

type: TSharedPtr<TAr...

CurrentDensityScaling

type: float

description: Current value of density scaling applied to this component.

type: friend

InstanceCountToRender

description: Instances to render (including removed one until the build is complete)

InstanceLODDistanceScale

description: Scale applied to change the computation of LOD distances when using the StaticMesh screen sizes.

NumBuiltInstances

description: The number of instances in the ClusterTree. Subsequent instances will always be rendered.

NumBuiltRenderInstances

description: Normally equal to NumBuiltInstances, but can be lower if density scaling is in effect.

OcclusionLayerNumNodes

description: The number of nodes in the occlusion layer.

SortedInstances

type: TArray< int32 >

description: Table for remapping instances from cluster tree to PerInstanceSMData order.

TranslatedInstanceSpaceOrigin

type: FVector

description: Origin of the translated space used when building the cluster tree.

UnbuiltInstanceBounds

description: Bounding box of any unbuilt instances.

UnbuiltInstanceBoundsList

type: TArray< FBox >

description: Bounds of each individual unbuilt instance, used for LOD calculation.

ViewRelevanceType

type: EHISMViewReleva...


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


className: UInitialActiveSoundParams

description: Legacy struct used for storing named parameter for a given AudioComponent.Convenience class to get audio parameters set on an active sound's playback

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

AudioParams

type: TArray<FAudioP...

description: Collection of parameters to be sent to the active sound.


description: RemoveActionBinding

code: [FInputActionBinding](API\Runtime\Engine\Components\FInputActionBinding) & AddActionBinding ( [FInputActionBinding](API\Runtime\Engine\Components\FInputActionBinding) Binding )


description: Binds a delegate function to an Action defined in the project settings. Returned reference is only guaranteed to be valid until another action is bound.

code: template<class UserClass> [FInputActionBinding](API\Runtime\Engine\Components\FInputActionBinding) & BindAction ( const [FName](API\Runtime\Core\UObject\FName) ActionName, const EInputEvent KeyEvent, UserClass * Object, typename FInputActionHandlerSignature::TMethodPtr< UserClass > Func )


code: template<class UserClass> [FInputActionBinding](API\Runtime\Engine\Components\FInputActionBinding) & BindAction ( const [FName](API\Runtime\Core\UObject\FName) ActionName, const EInputEvent KeyEvent, UserClass * Object, typename FInputActionHandlerWithKeySignature::TMethodPtr< UserClass > Func )


code: template<class DelegateType, class UserClass, typename... VarTypes> [FInputActionBinding](API\Runtime\Engine\Components\FInputActionBinding) & BindAction ( const [FName](API\Runtime\Core\UObject\FName) ActionName, const EInputEvent KeyEvent, UserClass * Object, typename DelegateType::template TMethodPtr< UserClass > Func, VarTypes... Vars )


description: Binds a delegate function an Axis defined in the project settings. Returned reference is only guaranteed to be valid until another axis is bound.

code: template<class UserClass> [FInputAxisBinding](API\Runtime\Engine\Components\FInputAxisBinding) & BindAxis ( const [FName](API\Runtime\Core\UObject\FName) AxisName, UserClass * Object, typename FInputAxisHandlerSignature::TMethodPtr< UserClass > Func )


description: Indicates that the InputComponent is interested in knowing the Axis value (via GetAxisValue) but does not want a delegate function called each frame. Returned reference is only guaranteed to be valid until another axis is bound.

code: [FInputAxisBinding](API\Runtime\Engine\Components\FInputAxisBinding) & BindAxis ( const [FName](API\Runtime\Core\UObject\FName) AxisName )


description: Indicates that the InputComponent is interested in knowing/consuming an axis key's value (via GetAxisKeyValue) but does not want a delegate function called each frame. Returned reference is only guaranteed to be valid until another axis key is bound.

code: [FInputAxisKeyBinding](API\Runtime\Engine\Components\FInputAxisKeyBinding) & BindAxisKey ( const [FKey](API\Runtime\InputCore\FKey) AxisKey )


description: Binds a delegate function for an axis key (e.g. Mouse X). Returned reference is only guaranteed to be valid until another axis key is bound.

code: template<class UserClass> [FInputAxisKeyBinding](API\Runtime\Engine\Components\FInputAxisKeyBinding) & BindAxisKey ( const [FKey](API\Runtime\InputCore\FKey) AxisKey, UserClass * Object, typename FInputAxisHandlerSignature::TMethodPtr< UserClass > Func )


description: Binds a gesture event to a delegate function. Returned reference is only guaranteed to be valid until another gesture event is bound.

code: template<class UserClass> [FInputGestureBinding](API\Runtime\Engine\Components\FInputGestureBinding) & BindGesture ( const [FKey](API\Runtime\InputCore\FKey) GestureKey, UserClass * Object, typename FInputGestureHandlerSignature::TMethodPtr< UserClass > Func )


description: Binds a chord event to a delegate function. Returned reference is only guaranteed to be valid until another input key is bound.

code: template<class UserClass> [FInputKeyBinding](API\Runtime\Engine\Components\FInputKeyBinding) & BindKey ( const [FInputChord](API\Runtime\Slate\Framework\Commands\FInputChord) Chord, const EInputEvent KeyEvent, UserClass * Object, typename FInputActionHandlerSignature::TMethodPtr< UserClass > Func )


description: Binds a key event to a delegate function. Returned reference is only guaranteed to be valid until another input key is bound.

code: template<class UserClass> [FInputKeyBinding](API\Runtime\Engine\Components\FInputKeyBinding) & BindKey ( const [FKey](API\Runtime\InputCore\FKey) Key, const EInputEvent KeyEvent, UserClass * Object, typename FInputActionHandlerSignature::TMethodPtr< UserClass > Func )


description: Binds a key event to a delegate function with key signature. Returned reference is only guaranteed to be valid until another input key is bound.

code: template<class UserClass> [FInputKeyBinding](API\Runtime\Engine\Components\FInputKeyBinding) & BindKey ( const [FKey](API\Runtime\InputCore\FKey) Key, const EInputEvent KeyEvent, UserClass * Object, typename FInputActionHandlerWithKeySignature::TMethodPtr< UserClass > Func )


description: Binds this input component to touch events. Returned reference is only guaranteed to be valid until another touch event is bound.

code: template<class UserClass> [FInputTouchBinding](API\Runtime\Engine\Components\FInputTouchBinding) & BindTouch ( const EInputEvent KeyEvent, UserClass * Object, typename FInputTouchHandlerSignature::TMethodPtr< UserClass > Func )


description: Indicates that the InputComponent is interested in knowing/consuming a vector axis key's value (via GetVectorAxisKeyValue) but does not want a delegate function called each frame. Returned reference is only guaranteed to be valid until another vector axis key is bound.

code: [FInputVectorAxisBinding](API\Runtime\Engine\Components\FInputVectorAxisBinding) & BindVectorAxis ( const [FKey](API\Runtime\InputCore\FKey) AxisKey )


description: Binds a delegate function to a vector axis key (e.g. Tilt) Returned reference is only guaranteed to be valid until another vector axis key is bound.

code: template<class UserClass> [FInputVectorAxisBinding](API\Runtime\Engine\Components\FInputVectorAxisBinding) & BindVectorAxis ( const [FKey](API\Runtime\InputCore\FKey) AxisKey, UserClass * Object, typename FInputVectorAxisHandlerSignature::TMethodPtr< UserClass > Func )


description: RemoveActionBinding

code: virtual void ClearActionBindings()


description: Removes all axis bindings.

code: void ClearAxisBindings()


description: Clears any inut callback delegates from the givenUObject

code: virtual void ClearBindingsForObject ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * InOwner )


description: Clears all cached binding values.

code: void ClearBindingValues()


code: void ConditionalBuildKeyMap ( [UPlayerInput](API\Runtime\Engine\GameFramework\UPlayerInput) * PlayerInput )


description: RemoveActionBinding

code: [FInputActionBinding](API\Runtime\Engine\Components\FInputActionBinding) & GetActionBinding ( const int32 BindingIndex ) const


description: GetVectorAxisValue

code: float GetAxisKeyValue ( const [FKey](API\Runtime\InputCore\FKey) AxisKey ) const


description: GetVectorAxisValue

code: float GetAxisValue ( const [FName](API\Runtime\Core\UObject\FName) AxisName ) const


description: RemoveActionBinding

code: int32 GetNumActionBindings() const


description: GetAxisKeyValue

code: FVector GetVectorAxisValue ( const [FKey](API\Runtime\InputCore\FKey) AxisKey ) const


description:
Checks whether this component has any input bindings.
true if any bindings are set, false otherwise.

code: bool HasBindings() const


description: GetNumActionBindings

code: void RemoveActionBinding ( const int32 BindingIndex )


description: GetNumActionBindings

code: void RemoveActionBinding ( [FName](API\Runtime\Core\UObject\FName) ActionName, EInputEvent KeyEvent )


description: GetNumActionBindings

code: void RemoveActionBinding ( const [FInputActionBinding](API\Runtime\Engine\Components\FInputActionBinding) & BindingToRemove, const int32 BindingIndex )


description: GetNumActionBindings

code: void RemoveActionBindingForHandle ( const int32 Handle )


description: Removes the axis binding with the specified name.

code: void RemoveAxisBinding ( const [FName](API\Runtime\Core\UObject\FName) AxisName )


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


className: UInputComponent

code: class UInputComponent : public [UActorComponent](API\Runtime\Engine\Components\UActorComponent)

AxisBindings

type: TArray<FInputA...

description: The collection of axis bindings.

AxisKeyBindings

description: The collection of axis key bindings.

bBlockInput

type: uint8: 1

description: Whether any components lower on the input stack should be allowed to receive input.

GestureBindings

type: TArray<FInputG...

description: The collection of gesture bindings.

KeyBindings

type: TArray<FInputK...

description: The collection of key bindings.

Priority

description: The priority of this input component when pushed in to the stack.

TouchBindings

type: TArray<FInputT...

description: The collection of touch bindings.

VectorAxisBindings

type: TArray<FInputV...

description: The collection of vector axis bindings.


description: Add an instance to this component. Transform is given in local space of this component unless bWorldSpace is set.

code: virtual int32 AddInstance ( const FTransform & InstanceTransform, bool bWorldSpace )


description: Internal version of AddInstance

code: int32 AddInstanceInternal ( int32 InstanceIndex, [FInstancedStaticMeshInstanceData](API\Runtime\Engine\Components\FInstancedStaticMeshInstanceData) * InNewInstanceData, const FTransform & InstanceTransform, bool bWorldSpace )


description: Add multiple instances to this component. Transform is given in local space of this component unless bWorldSpace is set.

code: virtual [TArray](API\Runtime\Core\Containers\TArray)< int32 > AddInstances ( const [TArray](API\Runtime\Core\Containers\TArray)< FTransform > & InstanceTransforms, bool bShouldReturnIndices, bool bWorldSpace )


description: Internal implementation of AddInstances

code: [TArray](API\Runtime\Core\Containers\TArray)< int32 > AddInstancesInternal ( TConstArrayView< FTransform > InstanceTransforms, bool bShouldReturnIndices, bool bWorldSpace )


description: Add an instance to this component. Transform is given in world space.

code: int32 AddInstanceWorldSpace ( const FTransform & WorldTransform )


description: Applies the cached component instance data to a newly blueprint constructed component.

code: virtual void ApplyComponentInstanceData ( struct [FInstancedStaticMeshComponentInstanceData](API\Runtime\Engine\Components\FInstancedStaticMeshComponentIns-) * ComponentInstanceData )


code: void ApplyLightMapping ( [FStaticLightingTextureMapping_InstancedStaticMesh](API\Runtime\Engine\Engine\FStaticLightingTextureMapping_In-) * InMapping, [ULevel](API\Runtime\Engine\Engine\ULevel) * LightingScenario )


description:
Update the transform for an array of instances.
True on success.

code: virtual bool BatchUpdateInstancesTransforms ( int32 StartInstanceIndex, const [TArray](API\Runtime\Core\Containers\TArray)< FTransform > & NewInstancesTransforms, bool bWorldSpace, bool bMarkRenderStateDirty, bool bTeleport )


description: This is array view version of the UFUNCTION, blueprints do not support ArrayViews at the time of adding this one

code: virtual bool BatchUpdateInstancesTransforms ( int32 StartInstanceIndex, [TArrayView](API\Runtime\Core\Containers\TArrayView)< const FTransform > NewInstancesTransforms, bool bWorldSpace, bool bMarkRenderStateDirty, bool bTeleport )


description: Update the transform for an array of instances. Overloaded version which takes an array of NewPreviousFrameTransforms.

code: virtual bool BatchUpdateInstancesTransforms ( int32 StartInstanceIndex, const [TArray](API\Runtime\Core\Containers\TArray)< FTransform > & NewInstancesTransforms, const [TArray](API\Runtime\Core\Containers\TArray)< FTransform > & NewInstancesPrevTransforms, bool bWorldSpace, bool bMarkRenderStateDirty, bool bTeleport )


description:
Update the transform for a number of instances.
True on success.

code: virtual bool BatchUpdateInstancesTransform ( int32 StartInstanceIndex, int32 NumInstances, const FTransform & NewInstancesTransform, bool bWorldSpace, bool bMarkRenderStateDirty, bool bTeleport )


code: virtual bool BatchUpdateInstancesData ( int32 StartInstanceIndex, int32 NumInstances, [FInstancedStaticMeshInstanceData](API\Runtime\Engine\Components\FInstancedStaticMeshInstanceData) * StartInstanceData, bool bMarkRenderStateDirty, bool bTeleport )


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

code: virtual void BeginDestroy()


description: Build instance buffer for rendering from current component data.

code: void BuildRenderData ( [FStaticMeshInstanceData](API\Runtime\Engine\FStaticMeshInstanceData) & OutData, [TArray](API\Runtime\Core\Containers\TArray)< [TRefCountPtr](API\Runtime\Core\Templates\TRefCountPtr)< [HHitProxy](API\Runtime\Engine\HHitProxy) >> & OutHitProxies )


description: Build the data to compute accuracte StreaminTexture data.

code: virtual bool BuildTextureStreamingDataImpl ( ETextureStreamingBuildType BuildType, [EMaterialQualityLevel::Type](API\Runtime\Engine\EMaterialQualityLevel__Type) QualityLevel, [ERHIFeatureLevel::Type](API\Runtime\RHI\ERHIFeatureLevel__Type) FeatureLevel, [TSet](API\Runtime\Core\Containers\TSet)< [FGuid](API\Runtime\Core\Misc\FGuid) > & DependentResources, bool & bOutSupportsBuildTextureStreamingData )


description: Calculate the bounds of the component. Default behavior is a bounding box/sphere of zero size.

code: virtual FBoxSphereBounds CalcBounds ( const FTransform & LocalToWorld ) const


description: Determines whether or not the simulate physics setting can be edited interactively on this component

code: virtual bool CanEditSimulatePhysics()


description:
Can the given static mesh instance be moved in the world?
True if it can be moved, false otherwise.

code: virtual bool CanMoveSMInstance ( const [FSMInstanceId](API\Runtime\Engine\Elements\SMInstance\FSMInstanceId) & InstanceId, const ETypedElementWorldType WorldType ) const


description:
Can the given static mesh instance be edited?
True if it can be edited, false otherwise.

code: virtual bool CanEditSMInstance ( const [FSMInstanceId](API\Runtime\Engine\Elements\SMInstance\FSMInstanceId) & InstanceId ) const


description: Terminate all body instances owned by this component.

code: void ClearAllInstanceBodies()


description: Clear all instances being rendered by this component.

code: virtual void ClearInstances()


description: Deselect all instances.

code: void ClearInstanceSelection()


description: Precache all PSOs which can be used by the component

code: virtual void CollectPSOPrecacheData ( const [FPSOPrecacheParams](API\Runtime\Engine\FPSOPrecacheParams) & BasePrecachePSOParams, [FComponentPSOPrecacheParamsList](API\Runtime\Engine\Components\UPrimitiveComponent\FComponentPSOPrecacheParamsList) & OutParams )


description:
Determines whether the supplied bounding box intersects with the component. Used by the editor in orthographic viewports.
true if the supplied bounding box is determined to intersect the component (partially or wholly)

code: virtual bool ComponentIsTouchingSelectionBox ( const FBox & InSelBBox, const bool bConsiderOnlyBSP, const bool bMustEncompassEntireComponent ) const


description:
Determines whether the supplied frustum intersects with the component. Used by the editor in perspective viewports.
true if the supplied bounding box is determined to intersect the component (partially or wholly)

code: virtual bool ComponentIsTouchingSelectionFrustum ( const [FConvexVolume](API\Runtime\Engine\FConvexVolume) & InFrustum, const bool bConsiderOnlyBSP, const bool bMustEncompassEntireComponent ) const


description: Override this method for custom behavior forComponentOverlapComponent()

code: virtual bool ComponentOverlapComponentImpl ( class [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * PrimComp, const FVector Pos, const FQuat & Rot, const [FCollisionQueryParams](API\Runtime\Engine\FCollisionQueryParams) & Params )


description: Override this method for custom behavior forComponentOverlapMulti()

code: virtual bool ComponentOverlapMultiImpl ( [TArray](API\Runtime\Core\Containers\TArray)< struct [FOverlapResult](API\Runtime\Engine\Engine\FOverlapResult) > & OutOverlaps, const class [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld, const FVector & Pos, const FQuat & Rot, ECollisionChannel TestChannel, const struct [FComponentQueryParams](API\Runtime\Engine\FComponentQueryParams) & Params, const struct [FCollisionObjectQueryParams](API\Runtime\Engine\FCollisionObjectQueryParams) & ObjectQueryParams ) const


description: Creates body instances for all instances owned by this component.

code: void CreateAllInstanceBodies()


code: void CreateHitProxyData ( [TArray](API\Runtime\Core\Containers\TArray)< [TRefCountPtr](API\Runtime\Core\Templates\TRefCountPtr)< [HHitProxy](API\Runtime\Engine\HHitProxy) >> & HitProxies )


description:
Creates a proxy to represent the primitive to the scene manager in the rendering thread.
The proxy object.

code: virtual [FPrimitiveSceneProxy](API\Runtime\Engine\FPrimitiveSceneProxy) * CreateSceneProxy()


description: Overload this in child implementations that wish to extend Static Mesh or Nanite scene proxy implementations.

code: virtual [FPrimitiveSceneProxy](API\Runtime\Engine\FPrimitiveSceneProxy) * CreateStaticMeshSceneProxy ( [Nanite::FMaterialAudit](API\Runtime\Engine\FMaterialAudit) & NaniteMaterials, bool bCreateNanite )


description:
Attempt to delete the given static mesh instances.
True if any instances were deleted, false otherwise.

code: virtual bool DeleteSMInstances ( [TArrayView](API\Runtime\Core\Containers\TArrayView)< const [FSMInstanceId](API\Runtime\Engine\Elements\SMInstance\FSMInstanceId) > InstanceIds )


description:
Collects custom navigable geometry of component.
true if regular navigable geometry exporting should be run as well

code: virtual bool DoCustomNavigableGeometryExport ( [FNavigableGeometryExport](API\Runtime\Engine\AI\FNavigableGeometryExport) & GeomExport ) const


description:
Attempt to duplicate the given static mesh instances, retrieving the IDs of any new instances.
True if any instances were duplicated, false otherwise.

code: virtual bool DuplicateSMInstances ( [TArrayView](API\Runtime\Core\Containers\TArrayView)< const [FSMInstanceId](API\Runtime\Engine\Elements\SMInstance\FSMInstanceId) > InstanceIds, [TArray](API\Runtime\Core\Containers\TArray)< [FSMInstanceId](API\Runtime\Engine\Elements\SMInstance\FSMInstanceId) > & OutNewInstanceIds )


className: EInstanceDeletionReason

description: The reason why a deletion operation is currently happening.

code: enum EInstanceDeletionReason { NotDeleting, EntryAlreadyRemoved, EntryRemoval, Clearing, }


code: void FlushInstanceUpdateCommands ( bool bFlushInstanceUpdateCmdBuffer )


description:
Returns BodyInstance of the component.
Returns the BodyInstance based on various states (does component have multiple bodies? Is the body welded to another body?)

code: virtual [FBodyInstance](API\Runtime\Engine\PhysicsEngine\FBodyInstance) * GetBodyInstance ( [FName](API\Runtime\Core\UObject\FName) BoneName, bool bGetWelded, int32 Index ) const


description: UTypedElementHierarchyInterface.

code: virtual void GetComponentChildElements ( [TArray](API\Runtime\Core\Containers\TArray)< [FTypedElementHandle](API\Runtime\TypedElementFramework\Elements\Framework\FTypedElementHandle) > & OutElementHandles, const bool bAllowCreate )


description: Called before we throw away components during RerunConstructionScripts, to cache any data we wish to persist across that operation

code: virtual [TStructOnScope](API\Runtime\CoreUObject\UObject\TStructOnScope)< [FActorComponentInstanceData](API\Runtime\Engine\FActorComponentInstanceData) > GetComponentInstanceData() const


description: Gets the fading start and culling end distances for this component.

code: void GetCullDistances ( int32 & OutStartCullDistance, int32 & OutEndCullDistance ) const


description: Get the number of instances in this component.

code: int32 GetInstanceCount() const


description: Get the prev transform for the instance specified. Only works if PerInstancePrevTransform has been setup and updated through BatchUpdateInstancesTransforms

code: bool GetInstancePrevTransform ( int32 InstanceIndex, FTransform & OutInstanceTransform, bool bWorldSpace ) const


code: void GetInstancesMinMaxScale ( FVector & MinScale, FVector & MaxScale ) const


description: Returns the instances with instance bounds overlapping the specified sphere. The return value is an array of instance indices.

code: virtual [TArray](API\Runtime\Core\Containers\TArray)< int32 > GetInstancesOverlappingSphere ( const FVector & Center, float Radius, bool bSphereInWorldSpace ) const


description: Returns the instances with instance bounds overlapping the specified box. The return value is an array of instance indices.

code: virtual [TArray](API\Runtime\Core\Containers\TArray)< int32 > GetInstancesOverlappingBox ( const FBox & Box, bool bBoxInWorldSpace ) const


description: Get the transform for the instance specified. Instance is returned in local space of this component unless bWorldSpace is set. Returns True on success.

code: bool GetInstanceTransform ( int32 InstanceIndex, FTransform & OutInstanceTransform, bool bWorldSpace ) const


description: Get material, UV density and bounds for a given material index.

code: virtual bool GetMaterialStreamingData ( int32 MaterialIndex, [FPrimitiveMaterialInfo](API\Runtime\Engine\Engine\FPrimitiveMaterialInfo) & MaterialData ) const


description: Shadow map memory usage is per light whereof lightmap data is independent of number of lights, assuming at least one.

code: virtual void GetLightAndShadowMapMemoryUsage ( int32 & LightMapMemoryUsage, int32 & ShadowMapMemoryUsage ) const


description: Get bounds for navigation octree

code: virtual FBox GetNavigationBounds() const


description: Prepare navigation modifiers

code: virtual void GetNavigationData ( [FNavigationRelevantData](API\Runtime\Engine\AI\Navigation\FNavigationRelevantData) & Data ) const


description: Handles request from navigation system to gather instance transforms in a specific area box.

code: virtual void GetNavigationPerInstanceTransforms ( const FBox & AreaBox, [TArray](API\Runtime\Core\Containers\TArray)< FTransform > & InstanceData ) const


description: Number of instances in the render-side instance buffer.

code: virtual int32 GetNumRenderInstances() const


description: Returns the render instance buffer index.

code: int32 GetRenderIndex ( int32 InInstanceIndex ) const


description: Returns the matrix that should be used to render this component. Allows component class to perform graphical distortion to the component not supported by an FTransform NOTE: When overriding this method to alter the transform used for rendering it is typically neccessary to also implementUSceneComponent::UpdateBounds. Otherwise the Local bounds will not match the world space bounds, causing incorrect culling.

code: virtual FMatrix GetRenderMatrix() const


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

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


description:
The transform should be in the local space of the owner ISM component, unless bWorldSpace is set.
True if the transform was retrieved, false otherwise.

code: virtual bool GetSMInstanceTransform ( const [FSMInstanceId](API\Runtime\Engine\Elements\SMInstance\FSMInstanceId) & InstanceId, FTransform & OutInstanceTransform, bool bWorldSpace ) const


code: virtual void GetStaticLightingInfo ( [FStaticLightingPrimitiveInfo](API\Runtime\Engine\FStaticLightingPrimitiveInfo) & OutPrimitiveInfo, const [TArray](API\Runtime\Core\Containers\TArray)< [ULightComponent](API\Runtime\Engine\Components\ULightComponent) * > & InRelevantLights, const [FLightingBuildOptions](API\Runtime\Engine\FLightingBuildOptions) & Options )


code: virtual FBox GetStreamingBounds() const


description: Get the StreaminTexture data.

code: virtual void GetStreamingRenderAssetInfo ( [FStreamingTextureLevelContext](API\Runtime\Engine\Engine\FStreamingTextureLevelContext) & LevelContext, [TArray](API\Runtime\Core\Containers\TArray)< [FStreamingRenderAssetPrimitiveInfo](API\Runtime\Engine\Engine\FStreamingRenderAssetPrimitiveIn-) > & OutStreamingRenderAssets ) const


description: Get the scale comming form the component, when computing StreamingTexture data. Used to support instanced meshes.

code: virtual float GetTextureStreamingTransformScale() const


description: Get the translated space for instance transforms to be passed to the renderer. In the renderer data structures we only have floating point precision for instance transforms relative to their owning primitive. The primitive transform itself has double precision. Some ISM that are authored in world space need to adjust the local space to keep instance transforms within precision limits.

code: virtual FVector GetTranslatedInstanceSpaceOrigin() const


description: Initializes the body instance for the specified instance of the static mesh.

code: void InitInstanceBody ( int32 InstanceIdx, [FBodyInstance](API\Runtime\Engine\PhysicsEngine\FBodyInstance) * InBodyInstance )


description: Initialize the Per Instance Render Data

code: void InitPerInstanceRenderData ( bool InitializeFromCurrentData, [FStaticMeshInstanceData](API\Runtime\Engine\FStaticMeshInstanceData) * InSharedInstanceBufferData, bool InRequireCPUAccess )


description: Override to specify that a component is relevant to the HLOD generation.

code: virtual bool IsHLODRelevant() const


description: Check to see if an instance is selected.

code: bool IsInstanceSelected ( int32 InInstanceIndex ) const


code: virtual bool IsInstanceTouchingSelectionBox ( int32 InstanceIndex, const FBox & InBox, const bool bMustEncompassEntireInstance ) const


code: virtual bool IsInstanceTouchingSelectionFrustum ( int32 InstanceIndex, const [FConvexVolume](API\Runtime\Engine\FConvexVolume) & InFrustum, const bool bMustEncompassEntireInstance ) const


description: Are modifiers active?

code: virtual bool IsNavigationRelevant() const


description: Does the given index map to a valid instance in this component?

code: bool IsValidInstance ( int32 InstanceIndex ) const


description:
Trace a ray against just this component.
true if a hit is found

code: virtual bool LineTraceComponent ( [FHitResult](API\Runtime\Engine\Engine\FHitResult) & OutHit, const FVector Start, const FVector End, const [FCollisionQueryParams](API\Runtime\Engine\FCollisionQueryParams) & Params )


description: This gives the manager a chance to start a move operation, to avoid performing repeated work until the move is finished.

code: virtual void NotifySMInstanceMovementStarted ( const [FSMInstanceId](API\Runtime\Engine\Elements\SMInstance\FSMInstanceId) & InstanceId )


description: This gives the manager a chance to update a move operation.

code: virtual void NotifySMInstanceMovementOngoing ( const [FSMInstanceId](API\Runtime\Engine\Elements\SMInstance\FSMInstanceId) & InstanceId )


description: This gives the manager a chance to end a move operation.

code: virtual void NotifySMInstanceMovementEnded ( const [FSMInstanceId](API\Runtime\Engine\Elements\SMInstance\FSMInstanceId) & InstanceId )


description: This gives the manager a chance to sync any internal selection state.

code: virtual void NotifySMInstanceSelectionChanged ( const [FSMInstanceId](API\Runtime\Engine\Elements\SMInstance\FSMInstanceId) & InstanceId, const bool bIsSelected )


description: Used to create any physics engine information for this component

code: virtual void OnCreatePhysicsState()


description: Used to shut down and physics engine structure for this component

code: virtual void OnDestroyPhysicsState()


description: Creates rendering buffer from serialized data, if any


description: Called when a component is registered, after Scene is set, but before CreateRenderState_Concurrent or OnCreatePhysicsState are called.

code: virtual void OnRegister()


description: Native callback when this component is moved

code: virtual void OnUpdateTransform ( EUpdateTransformFlags UpdateTransformFlags, ETeleportType Teleport )


code: virtual bool OverlapComponent ( const FVector & Pos, const FQuat & Rot, const [FCollisionShape](API\Runtime\PhysicsCore\FCollisionShape) & CollisionShape ) const


description: Request to navigation system to update only part of navmesh occupied by specified instance.

code: virtual void PartialNavigationUpdate ( int32 InstanceIdx )


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

code: virtual void PostEditUndo()


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

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


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

code: virtual void PostLoad()


description: Preallocated memory to include the new added instances count, to prevent reallloc during the add operation.

code: virtual void PreAllocateInstancesMemory ( int32 AddedInstanceCount )


description: Updates any visuals after the lighting has changed


description: Transfers ownership of instance render data to a render thread. Instance render data will be released in scene proxy destructor or on render thread task.

code: void ReleasePerInstanceRenderData()


description: Remove the instance specified. Returns True on success.

code: virtual bool RemoveInstance ( int32 InstanceIndex )


description: Internal version of RemoveInstance

code: bool RemoveInstanceInternal ( int32 InstanceIndex, bool InstanceAlreadyRemoved )


description: Remove the instances specified. Returns True on success.

code: virtual bool RemoveInstances ( const [TArray](API\Runtime\Core\Containers\TArray)< int32 > & InstancesToRemove )


code: virtual bool RemoveInstances ( const [TArray](API\Runtime\Core\Containers\TArray)< int32 > & InstancesToRemove, bool bInstanceArrayAlreadySortedInReverseOrder )


description: Select/deselect an instance or group of instances.

code: void SelectInstance ( bool bInSelected, int32 InInstanceIndex, int32 InInstanceCount )


description: Called to send instance data for this component to the rendering thread


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

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


description: Serialize instance buffer that is used for rendering. Only for cooked content

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


description: Sets the fading start and culling end distances for this component.

code: void SetCullDistances ( int32 StartCullDistance, int32 EndCullDistance )


description: Per Instance Custom Data

code: virtual bool SetCustomData ( int32 InstanceIndex, [TArrayView](API\Runtime\Core\Containers\TArrayView)< const float > CustomDataFloats, bool bMarkRenderStateDirty )


description: Update custom data for specific instance

code: virtual bool SetCustomDataValue ( int32 InstanceIndex, int32 CustomDataIndex, float CustomDataValue, bool bMarkRenderStateDirty )


description: Update number of custom data entries per instance. This applies to all instances and will reallocate the full custom data buffer and reset all values to 0

code: virtual void SetNumCustomDataFloats ( int32 InNumCustomDataFloats )


description: Sets to use RemoveAtSwap on instance removal. This is an optimization, but will change the resultant instance reordering.

code: void SetRemoveSwap()


description:
The transform should be in the local space of the owner ISM component, unless bWorldSpace is set.
True if the transform was updated, false otherwise.

code: virtual bool SetSMInstanceTransform ( const [FSMInstanceId](API\Runtime\Engine\Elements\SMInstance\FSMInstanceId) & InstanceId, const FTransform & InstanceTransform, bool bWorldSpace, bool bMarkRenderStateDirty, bool bTeleport )


description: Return true ifCreatePhysicsState()should be called. IdeallyCreatePhysicsState()should always succeed if this returns true, but this isn't currently the case

code: virtual bool ShouldCreatePhysicsState() const


description: Does this component support partial navigation updates

code: virtual bool SupportsPartialNavigationUpdate() const


description: Returns true if RemoveAtSwap is enabled. Derived classes may always return true regardless of whether SetRemoveSwapEnabled() was called.

code: virtual bool SupportsRemoveSwap() const


description: Whether the component type supports static lighting.

code: virtual bool SupportsStaticLighting() const


description:
Trace a shape against just this component.
true if a hit is found

code: virtual bool SweepComponent ( [FHitResult](API\Runtime\Engine\Engine\FHitResult) & OutHit, const FVector Start, const FVector End, const FQuat & ShapeWorldRotation, const [FCollisionShape](API\Runtime\PhysicsCore\FCollisionShape) & CollisionShape, bool bTraceComplex )


description:
Update the transform for the instance specified.
True on success.

code: virtual bool UpdateInstanceTransform ( int32 InstanceIndex, const FTransform & NewInstanceTransform, bool bWorldSpace, bool bMarkRenderStateDirty, bool bTeleport )


description:
Lightweight interface to add, remove and update instances.
True on success

code: virtual bool UpdateInstances ( const [TArray](API\Runtime\Core\Containers\TArray)< int32 > & UpdateInstanceIds, const [TArray](API\Runtime\Core\Containers\TArray)< FTransform > & UpdateInstanceTransforms, const [TArray](API\Runtime\Core\Containers\TArray)< FTransform > & UpdateInstancePreviousTransforms, int32 NumCustomFloats, const [TArray](API\Runtime\Core\Containers\TArray)< float > & CustomFloatData )


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


description: Needs implementation in InstancedStaticMesh.cpp to compile UniquePtr for forward declared class

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


className: UInstancedStaticMeshComponent

description: A component that efficiently renders multiple instances of the same StaticMesh.

code: class UInstancedStaticMeshComponent : public [UStaticMeshComponent](API\Runtime\Engine\Components\UStaticMeshComponent), public [ISMInstanceManager](API\Runtime\Engine\Elements\SMInstance\ISMInstanceManager)

AdditionalRandomSeeds

type: TArray<FInstan...

description: Additional random seeds ranges.

bForceShowAllInstancesDetails

type: bool

description: Indicates that the user has purposedly chosen to show the instance list in the details panel, despite the performance warning.

bSupportRemoveAtSwap

description: Flag for using RemoveAtSwap on instance removal.

CachedMappings

description: The mappings for all the instances of this component.

DeletionState

type: EInstanceDeleti...

description: This will be set to the appropriate state when one or more instances are in the process of being deleted.

InstanceBodies

type: TArray<FBodyIn...

description: Physics representation of the instance bodies.

InstanceDataBuffers

type: TUniquePtr<FSt...

description: Buffers with per-instance data laid out for rendering.

InstanceEndCullDistance

description: Distance from camera at which each instance completely fades out.

InstanceIdToInstanceIndexMap

type: TMap< int32, in...

description: Used to cache a unique identifier for each instance.

InstanceReorderTable

description: Mapping from PerInstanceSMData order to instance render buffer order.

InstanceStartCullDistance

description: Distance from camera at which each instance begins to fade out.

InstanceUpdateCmdBuffer

type: FInstanceUpdate...

description: This is here because in void FScene::UpdatePrimitiveInstance(UPrimitiveComponent* Primitive) we want access to the instances updates through the primitive component in a generic way.

InstancingRandomSeed

description: Value used to seed the random number stream that generates random numbers for each of this mesh's instances.

NumCustomDataFloats

description: Defines the number of floats that will be available per instance for custom data

NumPendingLightmaps

description: Number of pending lightmaps still to be calculated (Apply()'d).

PerInstancePrevTransform

type: TArray< FMatrix...

description: TODO: KevinO cleanup.

PerInstanceRenderData

type: TSharedPtr<FPe...

description: Render data will be initialized on PostLoad or on demand. Released on the rendering thread.

PerInstanceSMCustomData

type: TArray< float >

description: Array of custom data for instances.

PerInstanceSMData

description: Array of instances, bulk serialized.

ProxySize

description: Tracks outstanding proxysize, as this is a bit hard to do with the fire-and-forget grass.

SelectedInstances

type: TBitArray

description: One bit per instance if the instance is selected.


description: Add a control point that represents a position.

code: virtual void AddControlPointPosition ( FVector Pos, bool bPositionIsRelative )


description: Called by owner actor on position shifting Component should update all relevant data structures to reflect new actor location

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


description: Begins Play for the component. Called when the owning Actor begins play or when the component is created if the Actor has already begun play. Actor BeginPlay normally happens right after PostInitializeComponents but can be delayed for networked or child actors. Requires component to be registered and initialized.

code: virtual void BeginPlay()


description: Calculate the new current time

code: float CalculateNewTime ( float TimeNow, float Delta, [FHitResult](API\Runtime\Engine\Engine\FHitResult) & HitResult, bool InBroadcastEvent, bool & OutStopped, float & OutTimeRemainder )


description: Compute the distance for the given time.

code: virtual FVector ComputeMoveDelta ( float Time ) const


description: Initialise the control points array. Call after adding control points if they are add after begin play .

code: void FinaliseControlPoints()


className: FOnInterpToResetDelegate

code: class FOnInterpToResetDelegate


className: FOnInterpToReverseDelegate

code: class FOnInterpToReverseDelegate


className: FOnInterpToStopDelegate

code: class FOnInterpToStopDelegate


className: FOnInterpToWaitBeginDelegate

code: class FOnInterpToWaitBeginDelegate


className: FOnInterpToWaitEndDelegate

code: class FOnInterpToWaitEndDelegate


description: ShouldUseSubStepping()

code: float GetSimulationTimeStep ( float RemainingTime, int32 Iterations ) const


description: true if the simulation should stop.

code: bool HandleHitWall ( const [FHitResult](API\Runtime\Engine\Engine\FHitResult) & Hit, float TimeTick, const FVector & MoveDelta )


description: Deal with an impact. Change direction, stop etc depending on the current behaviour setting.

code: virtual void HandleImpact ( const [FHitResult](API\Runtime\Engine\Engine\FHitResult) & Hit, float TimeSlice, const FVector & MoveDelta )


description: Minimum delta time considered when ticking. Delta times below this are not considered. This is a very small non-zero positive value to avoid potential divide-by-zero in simulation code.

code: static const float MIN_TICK_TIME = 0.0002f;


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

code: virtual bool CheckStillInWorld()


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

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


description: Clear the control points array and set to stopped.

code: void ResetControlPoints()


description: Reset to start. Sets time to zero and direction to 1.

code: void RestartMovement ( float InitialDirection )


description: Reverse direction we are moving

code: void ReverseDirection ( const [FHitResult](API\Runtime\Engine\Engine\FHitResult) & Hit, float Time, bool InBroadcastEvent )


description: GetSimulationTimeStep()

code: virtual bool ShouldUseSubStepping() const


description: Stops movement immediately (zeroes velocity, usually zeros acceleration for components with acceleration).

code: virtual void StopMovementImmediately()


description: Clears the reference to UpdatedComponent, fires stop event, and stops ticking.

code: void StopSimulating ( const [FHitResult](API\Runtime\Engine\Engine\FHitResult) & HitResult )


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

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


description: Update the control points. Adjusts the positions of there are any actor control points as well as updating the spline type

code: virtual void UpdateControlPoints ( bool InForceUpdate )


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


className: UInterpToMovementComponent

description: UMovementComponent

code: class UInterpToMovementComponent : public [UMovementComponent](API\Runtime\Engine\GameFramework\UMovementComponent)

bCheckIfStillInWorld

description: Do we want this comp to perform CheckStillInWorld checks?

bContainsActorControlPoints

description: Are there any actor control points in use

BehaviourType

type: EInterpToBehavi...

description: Movement behaviour of the component

bForceSubStepping

type: uint32: 1

description: If true, forces sub-stepping to break up movement into discrete smaller steps to improve accuracy of the trajectory.

bIsWaiting

description: Have we hit something and are waiting for it to move to carry on moving

bPauseOnImpact

description: If true, will pause movement on impact.

bStopped

description: Have we stopped (because we hit something, or reached the end of the cycle

bSweep

description: If true, will sweep for blocking collision during movement.

ControlPoints

type: TArray<FInterp...

description: List of control points to visit.

CurrentDirection

type: float

description: Current direction along spline timeline

CurrentTime

description: Current position on spline

Duration

description: How long to take to move from the first point to the last (or vice versa)

MaxSimulationIterations

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

MaxSimulationTimeStep

description: Max time delta for each discrete simulation step.

OnInterpToReverse

type: FOnInterpToReve...

description: Called when InterpTo impacts something and reverse is enabled.

OnInterpToStop

type: FOnInterpToStop...

description: Called when InterpTo has come to a stop.

OnResetDelegate

type: FOnInterpToRese...

description: Called when InterpTo reached the end and reset back to start .

OnWaitBeginDelegate

type: FOnInterpToWait...

description: Called when InterpTo has come to a stop but will resume when possible.

OnWaitEndDelegate

description: Called when InterpTo has resumed following a stop.

TeleportType

type: ETeleportType

description: Physics teleport type.

TimeMultiplier

description: User to


description:
Test whether the light affects the given bounding volume.
True if the light affects the bounding volume

code: virtual bool AffectsBounds ( const FBoxSphereBounds & InBounds ) const


code: void ApplyComponentInstanceData ( struct [FPrecomputedLightInstanceData](API\Runtime\Engine\Components\FPrecomputedLightInstanceData) * ComponentInstanceData )


description:
Test whether this light affects the given primitive. This checks both the primitive and light settings for light relevance and also calls AffectsBounds.
True if the light affects the primitive.

code: bool AffectsPrimitive ( const [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * Primitive ) const


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

code: virtual void BeginDestroy()


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

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


description: Set the light func to null, but remember the current value so it can be restored later

code: void ClearLightFunctionMaterial()


description: Compute current light brightness based on whether there is a valid IES profile texture attached, and whether IES brightness is enabled

code: virtual float ComputeLightBrightness() const


description: This is called concurrently on multiple threads (but never the same component concurrently)

code: virtual void CreateRenderState_Concurrent ( [FRegisterComponentContext](API\Runtime\Engine\Components\FRegisterComponentContext) * Context )


code: virtual [FLightSceneProxy](API\Runtime\Engine\FLightSceneProxy) * CreateSceneProxy() const


className: FOnUpdateColorAndBrightness

code: typedef TMulticastDelegate_OneParam< void, [ULightComponent](API\Runtime\Engine\Components\ULightComponent) & > FOnUpdateColorAndBrightness


code: virtual [FLinearColor](API\Runtime\Core\Math\FLinearColor) GetAtmosphereSunDiskColorScale() const


code: virtual uint8 GetAtmosphereSunLightIndex() const


description: Return the world-space bounding box of the light's influence.

code: virtual FBox GetBoundingBox() const


code: virtual FSphere GetBoundingSphere() const


description: Get the color temperature in the working color space.


description: Called before we throw away components during RerunConstructionScripts, to cache any data we wish to persist across that operation

code: virtual [TStructOnScope](API\Runtime\CoreUObject\UObject\TStructOnScope)< [FActorComponentInstanceData](API\Runtime\Engine\FActorComponentInstanceData) > GetComponentInstanceData() const


description: Script interface to retrieve light direction.

code: FVector GetDirection() const


code: const [FLightComponentMapBuildData](API\Runtime\Engine\Engine\FLightComponentMapBuildData) * GetLightComponentMapBuildData() const


code: virtual [FLightmassLightSettings](API\Runtime\Engine\Engine\FLightmassLightSettings) GetLightmassSettings() const


description: Return the homogenous position of the light.

code: virtual FVector4 GetLightPosition() const


description: ELightComponentType for the light component class

code: virtual ELightComponentType GetLightType() const


code: virtual ELightUnits GetLightUnits() const


description: MaterialInterface assigned to the given material index (if any)

code: virtual [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * GetMaterial ( int32 ElementIndex ) const


description:
Returns full material property path andUObjectowner property object Path examples: Material property path with array element and inner struct Materials[0].InnerStruct.Material Material property path with array element Materials[0] Simple material property path Materials
true if that was successfully resolved and component has material

code: virtual bool GetMaterialPropertyPath ( int32 ElementIndex, [UObject](API\Runtime\CoreUObject\UObject\UObject) *& OutOwner, [FString](API\Runtime\Core\Containers\FString) & OutPropertyPath, [FProperty](API\Runtime\CoreUObject\UObject\FProperty) *& OutProperty )


description: number of material elements in this primitive

code: virtual int32 GetNumMaterials() const


code: virtual FBox GetStreamingBounds() const


code: virtual float GetUniformPenumbraSize() const


code: void InitializeStaticShadowDepthMap()


description: Called when this actor component has moved, allowing it to discard statically cached lighting information.

code: virtual void InvalidateLightingCacheDetailed ( bool bInvalidateBuildEnqueuedLighting, bool bTranslationOnly )


description: True if our precomputed lighting is up to date

code: virtual bool IsPrecomputedLightingValid() const


description:
Called to check if the object is ready for FinishDestroy. This is called after BeginDestroy to check the completion of the potentially asynchronous object cleanup.
True if the object's asynchronous cleanup has completed and it is ready for FinishDestroy to be called.

code: virtual bool IsReadyForFinishDestroy()


description: Whether to consider light as a sunlight for atmospheric scattering.

code: virtual bool IsUsedAsAtmosphereSunLight() const


description:
Check whether a given primitive will cast shadows from this light.
Returns True if a primitive blocks this light.

code: bool IsShadowCast ( [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * Primitive ) const


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

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


description: UActorComponentInterface

code: virtual void OnRegister()


description: Called after thisUObjecthas been serialized

code: virtual void PostLoad()


description: Deprecated* Use version that takesFObjectPreSaveContextinstead.

code: virtual PRAGMA_DISABLE_DEPRECATION_WARNINGSvoid PreSave ( const class [ITargetPlatform](API\Developer\TargetPlatform\Interfaces\ITargetPlatform) * TargetPlatform )


description: Objects created from within PreSave will NOT have PreSave called on them!!!

code: virtual void PreSave ( [FObjectPreSaveContext](API\Runtime\CoreUObject\UObject\FObjectPreSaveContext) SaveContext )


description: Updates any visuals after the lighting has changed


description: This function is supposed to be called only when

code: static void ReassignStationaryLightChannels ( [UWorld](API\Runtime\Engine\Engine\UWorld) * TargetWorld, bool bAssignForLightingBuild, [ULevel](API\Runtime\Engine\Engine\ULevel) * LightingScenario )


description: This is called concurrently on multiple threads (but never the same component concurrently)


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

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


code: void SetAffectTranslucentLighting ( bool bNewValue )


code: void SetBloomMaxBrightness ( float NewValue )


code: void SetBloomScale ( float NewValue )


code: void SetBloomThreshold ( float NewValue )


code: void SetBloomTint ( [FColor](API\Runtime\Core\Math\FColor) NewValue )


code: void SetEnableLightShaftBloom ( bool bNewValue )


code: void SetForceCachedShadowsForMovablePrimitives ( bool bNewValue )


code: void SetIESBrightnessScale ( float NewValue )


code: void SetIESTexture ( [UTextureLightProfile](API\Runtime\Engine\Engine\UTextureLightProfile) * NewValue )


code: void SetIndirectLightingIntensity ( float NewIntensity )


description: Set brightness of the light

code: void SetIntensity ( float NewIntensity )


description: Set the Intensity using the brightness. The unit of brightness depends on the light type.

code: virtual void SetLightBrightness ( float InBrightness )


description: Set color of the light

code: void SetLightColor ( [FLinearColor](API\Runtime\Core\Math\FLinearColor) NewLightColor, bool bSRGB )


description: Set color of the light

code: void SetLightFColor ( [FColor](API\Runtime\Core\Math\FColor) NewLightColor )


code: void SetLightFunctionDisabledBrightness ( float NewValue )


code: void SetLightFunctionFadeDistance ( float NewLightFunctionFadeDistance )


code: void SetLightFunctionMaterial ( [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * NewLightFunctionMaterial )


code: void SetLightFunctionScale ( FVector NewLightFunctionScale )


code: void SetLightingChannels ( bool bChannel0, bool bChannel1, bool bChannel2 )


code: void SetShadowBias ( float NewValue )


description: Set the MaterialInterface to use for the given element index (if valid)

code: virtual void SetMaterial ( int32 ElementIndex, [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * InMaterial )


code: void SetShadowSlopeBias ( float NewValue )


code: void SetSpecularScale ( float NewValue )


description: Set color temperature of the light

code: void SetTemperature ( float NewTemperature )


code: void SetUseIESBrightness ( bool bNewValue )


code: void SetTransmission ( bool bNewValue )


code: void SetUseTemperature ( bool bNewValue )


code: void SetVolumetricScatteringIntensity ( float NewIntensity )


description: Script interface to update the color and brightness on the render thread.

code: void UpdateColorAndBrightness()


className: UpdateColorAndBrightnessEvent

description: Called When light color or brightness needs update


description: Update the texture used on the editor sprite

code: virtual void UpdateLightSpriteTexture()


description: Updates/ resets light GUIDs.

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


className: ULightComponent

code: class ULightComponent : public [ULightComponentBase](API\Runtime\Engine\Components\ULightComponentBase)

bAddedToSceneVisible

description: True when this light component has been added to the scene as a normal visible light.

bCastShadowsFromCinematicObjectsOnly

description: Whether the light should only cast shadows from components marked as bCastCinematicShadows.

bEnableLightShaftBloom

description: Whether to render light shaft bloom from this light.

bForceCachedShadowsForMovablePrimitives

type: uint32:  1

description: Enables cached shadows for movable primitives for this light even if r.shadow.cachedshadowscastfrommovableprimitives is 0

BloomMaxBrightness

description: After exposure is applied, scene color brightness larger than BloomMaxBrightness will be rescaled down to BloomMaxBrightness.

BloomScale

description: Scales the additive color.

BloomThreshold

description: Scene color must be larger than this to create bloom in the light shafts.

BloomTint

type: FColor

description: Multiplies against scene color to create the bloom color.

bUseIESBrightness

description: True: take light brightness from IES profile, false: use the light brightness - the maximum light in one direction is used to define no masking.

bUseRayTracedDistanceFieldShadows

type: bool

description: Whether to use ray traced distance field area shadows.

bUseTemperature

description: False: use white (D65) as illuminant.

CastTranslucentShadows

description: Whether the light is allowed to cast dynamic shadows from translucency.

ContactShadowCastingIntensity

description: Intensity of the shadows cast by primitives with "cast contact shadow" enabled.

ContactShadowLength

description: Length of screen space ray trace for sharp contact shadows. Zero is disabled.

ContactShadowLengthInWS

description: Where Length of screen space ray trace for sharp contact shadows is in world space units or in screen space units.

ContactShadowNonCastingIntensity

description: Intensity of the shadows cast by primitives with "cast contact shadow" disabled.

DestroyFence

type: FRenderCommandF...

description: Fence used to track progress of render resource destruction.

DisabledBrightness

description: Brightness factor applied to the light when the light function is specified but disabled, for example in scene captures that use SceneCapView_LitNoShadows.

IESBrightnessScale

description: Global scale for IES brightness contribution.

IESTexture

type: TObjectPtr< cla...

description: IES texture (light profiles from real world measured data)

LightFunctionFadeDistance

description: Distance at which the light function should be completely faded to DisabledBrightness.

LightFunctionMaterial

description: The light function material to be applied to this light.

LightFunctionScale

type: FVector

description: Scales the light function projection.

LightingChannels

type: FLightingChanne...

description: Channels that this light should affect.

PreviewShadowMapChannel

description: Transient shadowmap channel used to preview the results of stationary light shadowmap packing.

RayStartOffsetDepthScale

description: Controls how large of an offset ray traced shadows have from the receiving surface as the camera gets further away.

SceneProxy

type: FLightSceneProx...

description: The light's scene info.

ShadowBias

description: Controls how accurate self shadowing of whole scene shadows from this light are.

ShadowResolutionScale

description: Scales the resolution of shadowmaps used to shadow this light.

ShadowSharpen

description: Amount to sharpen shadow filtering

SpecularScale

description: Multiplier on specular highlights.

StashedLightFunctionMaterial

description: When clearing the light func, e.g. because the light is made static, this field remembers the last value

StaticShadowDepthMap

type: FStaticShadowDe...

Temperature

description: Color temperature in Kelvin of the blackbody illuminant. White (D65) is 6500K.


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

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


description: Path to the editor sprite for the light component class

code: [UTexture2D](API\Runtime\Engine\Engine\UTexture2D) * GetEditorSprite() const


description: Uniform scaling factor for the sprite for the light component class

code: float GetEditorSpriteScale() const


description: Gets the light color as a linear color


description: Get the extent used when placing this component in the editor, used for 'pulling back' hit.

code: virtual FBoxSphereBounds GetPlacementExtent() const


description: Return True if a light's parameters as well as its position is static during gameplay, and can thus use static lighting. A light withHasStaticLighting()== true will always haveHasStaticShadowing()== true as well.

code: bool HasStaticLighting() const


description: Whether the light has static direct shadowing. The light may still have dynamic brightness and color. The light may or may not also have static lighting.

code: bool HasStaticShadowing() const


description: Returns true if the light's Mobility is set to Movable

code: bool IsMovable() const


description: UActorComponentInterface

code: virtual void OnRegister()


description: Called when a component is unregistered. Called after DestroyRenderState_Concurrent and OnDestroyPhysicsState are called.

code: virtual void OnUnregister()


description: Called after duplication & serialization and before PostLoad. Used to e.g. make sure GUIDs remains globally unique.

code: virtual void PostDuplicate ( [EDuplicateMode::Type](API\Runtime\CoreUObject\UObject\EDuplicateMode__Type) DuplicateMode )


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

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


description: Called after importing property values for this object (paste, duplicate or .t3d import) Allow the object to perform any cleanup for properties which shouldn't be duplicated or are unsupported by the script serialization

code: virtual void PostEditImport()


description: UObjectInterface

code: virtual void PostLoad()


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

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


code: void SetAffectGlobalIllumination ( bool bNewValue )


code: void SetAffectReflection ( bool bNewValue )


code: void SetCastDeepShadow ( bool bNewValue )


code: void SetCastRaytracedShadow ( bool bNewValue )


code: void SetCastRaytracedShadows ( [ECastRayTracedShadow::Type](API\Runtime\Engine\Engine\ECastRayTracedShadow__Type) bNewValue )


description: Sets whether this light casts shadows

code: void SetCastShadows ( bool bNewValue )


code: void SetCastVolumetricShadow ( bool bNewValue )


code: void SetSamplesPerPixel ( int NewValue )


description: We return a small bounds to allow us to non-interpenetrates when placing lights in the level.

code: virtual bool ShouldCollideWhenPlacing() const


description: Update/reset light GUIDs.

code: virtual void UpdateLightGUIDs()


description: Update the texture used on the editor sprite

code: virtual void UpdateLightSpriteTexture()


description: Validates light GUIDs and resets as appropriate.

code: void ValidateLightGUIDs()


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


className: ULightComponentBase

code: class ULightComponentBase : public [USceneComponent](API\Runtime\Engine\Components\USceneComponent)

bAffectGlobalIllumination

description: Whether the light affects global illumination, when ray-traced global illumination is enabled.

bAffectReflection

description: Whether the light affects objects in reflections, when ray-traced reflection is enabled.

bAffectsWorld

type: uint32: 1

description: Whether the light can affect the world, or whether it is disabled.

bAffectTranslucentLighting

description: Whether the light affects translucency or not.

bCastDeepShadow

description: Whether the light should cast high quality hair-strands self-shadowing.

bCastVolumetricShadow

description: Whether the light shadows volumetric fog. Disabling this can save GPU time.

bTransmission

description: Whether light from this light transmits through surfaces with subsurface scattering profiles.

CastDynamicShadows

description: Whether the light should cast shadows from dynamic objects.

CastRaytracedShadow

type: TEnumAsByte<EC...

CastShadows

description: Whether the light should cast any shadows.

CastStaticShadows

description: Whether the light should cast shadows from static objects.

DeepShadowLayerDistribution

description: Change the deep shadow layers distribution 0:linear distribution (uniform layer distribution), 1:exponential (more details on near small details).

DynamicEditorTexture

type: TObjectPtr<UTe...

description: Sprite for dynamic light in the editor.

DynamicEditorTextureScale

description: Sprite scaling for dynamic light in the editor.

IndirectLightingIntensity

description: Scales the indirect lighting contribution from this light.

Intensity

description: Total energy that the light emits.

LightColor

description: Filter color of the light. Note that this can change the light's effective intensity.

LightGuid

type: FGuid

description: GUID used to associate a light component with precomputed shadowing information across levels.

SamplesPerPixel

type: int

description: Samples per pixel for ray tracing

StaticEditorTexture

description: Sprite for static light in the editor.

StaticEditorTextureScale

description: Sprite scaling for static light in the editor.

VolumetricScatteringIntensity

description: Intensity of the volumetric scattering from this light. This scales Intensity and LightColor.


description: This is called concurrently on multiple threads (but never the same component concurrently)

code: virtual void CreateRenderState_Concurrent ( [FRegisterComponentContext](API\Runtime\Engine\Components\FRegisterComponentContext) * Context )


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


className: ULightmassPortalComponent

code: class ULightmassPortalComponent : public [USceneComponent](API\Runtime\Engine\Components\USceneComponent)


code: void AddCircle ( const FVector & Base, const FVector & X, const FVector & Y, const [FLinearColor](API\Runtime\Core\Math\FLinearColor) & Color, const float Radius, int32 NumSides, const float LifeTime, uint8 DepthPriority, const float Thickness, const uint32 BatchID )


code: void AddHalfCircle ( const FVector & Base, const FVector & X, const FVector & Y, const [FLinearColor](API\Runtime\Core\Math\FLinearColor) & Color, const float Radius, int32 NumSides, const float LifeTime, uint8 DepthPriority, const float Thickness, const uint32 BatchID )


description: Called by owner actor on position shifting Component should update all relevant data structures to reflect new actor location

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


description: Calculate the bounds of the component. Default behavior is a bounding box/sphere of zero size.

code: virtual FBoxSphereBounds CalcBounds ( const FTransform & LocalToWorld ) const


description: Remove batched lines, points and meshes with given ID

code: void ClearBatch ( uint32 InBatchID )


description:
Creates a new scene proxy for the line batcher component.
Pointer to the FLineBatcherSceneProxy

code: virtual [FPrimitiveSceneProxy](API\Runtime\Engine\FPrimitiveSceneProxy) * CreateSceneProxy()


description: Draw a box

code: void DrawBox ( const FBox & Box, const FMatrix & TM, [FLinearColor](API\Runtime\Core\Math\FLinearColor) Color, uint8 InDepthPriorityGroup, uint32 BatchID )


description: Draw a box

code: void DrawBox ( const FVector & Center, const FVector & Box, [FLinearColor](API\Runtime\Core\Math\FLinearColor) Color, float LifeTime, uint8 DepthPriority, float Thickness, uint32 BatchID )


description: Draw a box

code: void DrawBox ( const FVector & Center, const FVector & Box, const FQuat & Rotation, [FLinearColor](API\Runtime\Core\Math\FLinearColor) Color, float LifeTime, uint8 DepthPriority, float Thickness, uint32 BatchID )


description: Draw a cone

code: void DrawCapsule ( const FVector & Center, float HalfHeight, float Radius, const FQuat & Rotation, [FLinearColor](API\Runtime\Core\Math\FLinearColor) Color, float LifeTime, uint8 DepthPriority, float Thickness, uint32 BatchID )


description: Draw a circle

code: void DrawCircle ( const FVector & Base, const FVector & X, const FVector & Y, [FLinearColor](API\Runtime\Core\Math\FLinearColor) Color, float Radius, int32 NumSides, uint8 DepthPriority, uint32 BatchID )


description: Draw a cone

code: void DrawCone ( const FVector & Origin, const FVector & Direction, float Length, float AngleWidth, float AngleHeight, int32 NumSides, [FLinearColor](API\Runtime\Core\Math\FLinearColor) DrawColor, float LifeTime, uint8 DepthPriority, float Thickness, uint32 BatchID )


description: Draw a cylinder

code: void DrawCylinder ( const FVector & Start, const FVector & End, float Radius, int32 Segments, [FLinearColor](API\Runtime\Core\Math\FLinearColor) Color, float LifeTime, uint8 DepthPriority, float Thickness, uint32 BatchID )


description: Draw an arrow

code: void DrawDirectionalArrow ( const FMatrix & ArrowToWorld, [FLinearColor](API\Runtime\Core\Math\FLinearColor) InColor, float Length, float ArrowSize, uint8 DepthPriority, uint32 BatchID )


description: Draw an arrow

code: void DrawDirectionalArrow ( const FVector & LineStart, const FVector & LineEnd, float ArrowSize, [FLinearColor](API\Runtime\Core\Math\FLinearColor) Color, float LifeTime, uint8 DepthPriority, float Thickness, uint32 BatchID )


code: virtual void DrawLine ( const FVector & Start, const FVector & End, const [FLinearColor](API\Runtime\Core\Math\FLinearColor) & Color, uint8 DepthPriority, float Thickness, float LifeTime, uint32 BatchID )


description: Provide many lines to draw - faster than calling DrawLine many times.

code: void DrawLines ( [TArrayView](API\Runtime\Core\Containers\TArrayView)< [FBatchedLine](API\Runtime\Engine\Components\FBatchedLine) > InLines )


description: Draw a mesh

code: void DrawMesh ( [TArray](API\Runtime\Core\Containers\TArray)< FVector > const & Verts, [TArray](API\Runtime\Core\Containers\TArray)< int32 > const & Indices, [FColor](API\Runtime\Core\Math\FColor) const & Color, uint8 DepthPriority, float LifeTime, uint32 BatchID )


code: virtual void DrawPoint ( const FVector & Position, const [FLinearColor](API\Runtime\Core\Math\FLinearColor) & Color, float PointSize, uint8 DepthPriority, float LifeTime, uint32 BatchID )


description: Draw a box

code: void DrawSolidBox ( FBox const & Box, FTransform const & Xform, const [FColor](API\Runtime\Core\Math\FColor) & Color, uint8 DepthPriority, float LifeTime, uint32 BatchID )


description: Draw a sphere

code: void DrawSphere ( const FVector & Center, float Radius, int32 Segments, [FLinearColor](API\Runtime\Core\Math\FLinearColor) Color, float LifeTime, uint8 DepthPriority, float Thickness, uint32 BatchID )


description: Clear all batched lines, points and meshes

code: void Flush()


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

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


description: Defines the value for an invalid id

code: static constexpr uint32 INVALID_ID = 0;


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


className: ULineBatchComponent

description: The line batch component buffers and draws lines (and some other line-based shapes) in a scene. This can be useful for debug drawing, but is not very performant for runtime use.

code: class ULineBatchComponent : public [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent)

BatchedLines

type: TArray<FBatche...

description: Buffer of lines to draw

BatchedMeshes

description: Buffer of simple meshes to draw

BatchedPoints

description: Buffer or points to draw

bCalculateAccurateBounds

description: Whether to calculate a tight accurate bounds (encompassing all points), or use a giant bounds that is fast to compute.

DefaultLifeTime

type: float

description: Default time that lines/points will draw for


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

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


code: virtual void CreateRenderState_Concurrent ( [FRegisterComponentContext](API\Runtime\Engine\Components\FRegisterComponentContext) * Context )


description: Callback to create the rendering thread mirror.


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

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


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


className: ULocalHeightFogComponent

code: class ULocalHeightFogComponent : public [USceneComponent](API\Runtime\Engine\Components\USceneComponent)

FogAlbedo

type: FLinearColor

description: Controls the albedo of this fog volume.

FogDensity

description: Global density factor for this fog.

FogEmissive

description: Controls the emissive color of this fog volume.

FogHeightFalloff

description: Controls how the density decreases as height increases.

FogHeightOffset

description: Height offset, relative to the actor Z position.

FogMode

type: ELocalFogMode

description: Controls the softness of the transition region when the volume is fading out.

FogPhaseG

description: Controls the phase `G_ parameter, describing the directionality of the scattering within this fog volume.

FogRadialAttenuation

description: Controls how strong the radial attenuation of this fog volume is.

FogSortPriority

description: The priority can be used as a way to override the sorting by distance.


description:
Test whether the light affects the given bounding volume.
True if the light affects the bounding volume

code: virtual bool AffectsBounds ( const FBoxSphereBounds & InBounds ) const


description: Return the world-space bounding box of the light's influence.

code: virtual FBox GetBoundingBox() const


code: virtual FSphere GetBoundingSphere() const


code: virtual [FLightmassLightSettings](API\Runtime\Engine\Engine\FLightmassLightSettings) GetLightmassSettings() const


description: Return the homogenous position of the light.

code: virtual FVector4 GetLightPosition() const


code: virtual ELightUnits GetLightUnits() const


code: static float GetUnitsConversionFactor ( ELightUnits SrcUnits, ELightUnits TargetUnits, float CosHalfConeAngle )


description: Called after property has changed via e.g. property window or set command.


description: This is called concurrently on multiple threads (but never the same component concurrently)


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

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


code: void SetAttenuationRadius ( float NewRadius )


description: Set the units used for the intensity of the light

code: void SetIntensityUnits ( ELightUnits NewIntensityUnits )


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


description: Returns a string detailing


className: ULocalLightComponent

description: A light component which emits light from a single point equally in all directions.

code: class ULocalLightComponent : public [ULightComponent](API\Runtime\Engine\Components\ULightComponent)

AttenuationRadius

description: Bounds the light's visible influence.

IntensityUnits

type: ELightUnits

description: Units used for the intensity.

InverseExposureBlend

description: Blend Factor used to blend between Intensity and Intensity/Exposure.

LightmassSettings

type: FLightmassPoint...

description: The Lightmass settings for this object.


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


className: ULODSyncComponent

description: This allows to find the highest LOD of all the parts, and sync to that LOD

code: class ULODSyncComponent : public [UActorComponent](API\Runtime\Engine\Components\UActorComponent)

ComponentsToSync

type: TArray<FCompon...

description: Array of components whose LOD may drive or be driven by this component.

CustomLODMapping

type: TMap<FName,FL...

description: But if you want custom, add here.

ForcedLOD

description: If -1, it's automatically switching

MinLOD

description: Minimum LOD to use when syncing components.

NumLODs

description: If -1, it's default and it will calculate the max number of LODs from all sub components if not, it is a number of LODs (not the max index of LODs)


description: Adds an element to the sprite.

code: void AddElement ( class [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * Material, class [UCurveFloat](API\Runtime\Engine\Curves\UCurveFloat) * DistanceToOpacityCurve, bool bSizeIsInScreenSpace, float BaseSizeX, float BaseSizeY, class [UCurveFloat](API\Runtime\Engine\Curves\UCurveFloat) * DistanceToSizeCurve )


description: Calculate the bounds of the component. Default behavior is a bounding box/sphere of zero size.

code: virtual FBoxSphereBounds CalcBounds ( const FTransform & LocalToWorld ) const


description:
Creates a proxy to represent the primitive to the scene manager in the rendering thread.
The proxy object.

code: virtual [FPrimitiveSceneProxy](API\Runtime\Engine\FPrimitiveSceneProxy) * CreateSceneProxy()


description:
Returns the material used by the element at the specified index
the material used by the indexed element of this mesh.

code: virtual [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * GetMaterial ( int32 ElementIndex ) const


description:
Returns full material property path andUObjectowner property object Path examples: Material property path with array element and inner struct Materials[0].InnerStruct.Material Material property path with array element Materials[0] Simple material property path Materials
true if that was successfully resolved and component has material

code: virtual bool GetMaterialPropertyPath ( int32 ElementIndex, [UObject](API\Runtime\CoreUObject\UObject\UObject) *& OutOwner, [FString](API\Runtime\Core\Containers\FString) & OutPropertyPath, [FProperty](API\Runtime\CoreUObject\UObject\FProperty) *& OutProperty )


description: Retrieves the materials used in this component

code: virtual void GetUsedMaterials ( [TArray](API\Runtime\Core\Containers\TArray)< [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * > & OutMaterials, bool bGetDebugMaterials ) const


description:
Changes the material applied to an element of the mesh.
the material used by the indexed element of this mesh.

code: virtual void SetMaterial ( int32 ElementIndex, class [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * Material )


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

code: virtual void PostLoad()


description: Set all elements of this material billboard component

code: void SetElements ( const [TArray](API\Runtime\Core\Containers\TArray)< [FMaterialSpriteElement](API\Runtime\Engine\Components\FMaterialSpriteElement) > & NewElements )


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


className: UMaterialBillboardComponent

description: A 2d material that will be rendered always facing the camera.

code: class UMaterialBillboardComponent : public [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent)

Elements

type: TArray<FMateri...

description: Current array of material billboard elements


description: Retrieves all the (scalar/vector-)parameters from within the used materials on the SkeletalMesh, and stores material index vs parameter names


description: This empties all override materials and used by editor when replacing preview mesh

code: void EmptyOverrideMaterials()


description: The override array must not end with a nullptrUMaterialInterface.

code: void CleanUpOverrideMaterials()


className: FMaterialParameterCache

description: Struct containing information about a given parameter name

code: struct FMaterialParameterCache

ScalarParameterDefaultValue

description: Material default parameter for the scalar parameter We only cache the last one as we can't trace back from [name, index] This data is used for animation system to set default back to it

ScalarParameterMaterialIndices

type: TArray< int32 >

description: Material indices for the retrieved scalar material parameter names

VectorParameterMaterialIndices

description: Material indices for the retrieved vector material parameter names


description: Get the default overlay material max draw distance

code: virtual float GetDefaultOverlayMaterialMaxDrawDistance() const


description: Get the default overlay material used by a mesh

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


code: virtual int32 GetMaterialIndex ( [FName](API\Runtime\Core\UObject\FName) MaterialSlotName ) const


description: Accesses the scene relevance information for the materials applied to the mesh. Valid from game thread only.

code: virtual [FMaterialRelevance](API\Runtime\Engine\Materials\FMaterialRelevance) GetMaterialRelevance ( [ERHIFeatureLevel::Type](API\Runtime\RHI\ERHIFeatureLevel__Type) InFeatureLevel ) const


code: virtual [TArray](API\Runtime\Core\Containers\TArray)< class [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * > GetMaterials() const


code: virtual [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > GetMaterialSlotNames() const


description: Get the material info for texture streaming. Return whether the data is valid or not.

code: virtual bool GetMaterialStreamingData ( int32 MaterialIndex, [FPrimitiveMaterialInfo](API\Runtime\Engine\Engine\FPrimitiveMaterialInfo) & MaterialData ) const


description: Return number of material elements in this primitive

code: virtual int32 GetNumMaterials() const


description: Returns override materials count

code: virtual int32 GetNumOverrideMaterials() const


description: Get the overlay material used by this instance

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


description: NOTE: This is not reliable when cooking, as initializing the default value requires a render resource that only exists if the owning world is rendering.

code: float GetScalarParameterDefaultValue ( const [FName](API\Runtime\Core\UObject\FName) ParameterName )


description: Generate streaming data for all materials.

code: void GetStreamingTextureInfoInner ( [FStreamingTextureLevelContext](API\Runtime\Engine\Engine\FStreamingTextureLevelContext) & LevelContext, const [TArray](API\Runtime\Core\Containers\TArray)< [FStreamingTextureBuildInfo](API\Runtime\Engine\Engine\FStreamingTextureBuildInfo) > * PreBuiltData, float ComponentScaling, [TArray](API\Runtime\Core\Containers\TArray)< [FStreamingRenderAssetPrimitiveInfo](API\Runtime\Engine\Engine\FStreamingRenderAssetPrimitiveIn-) > & OutStreamingTextures ) const


description: Retrieves the materials used in this component

code: virtual void GetUsedMaterials ( [TArray](API\Runtime\Core\Containers\TArray)< [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * > & OutMaterials, bool bGetDebugMaterials ) const


description: Returns true if there are any override materials set for this component

code: bool HasOverrideMaterials()


code: virtual bool IsMaterialSlotNameValid ( [FName](API\Runtime\Core\UObject\FName) MaterialSlotName ) const