description: IInterface_AsyncCompilationimplementation begin

code: virtual bool IsCompiling() const


description: Returns if an async task for a certain platform has finished.

module: Engine

code: bool IsCompressedDataReady ( [FName](API\Runtime\Core\UObject\FName) Format, const [FPlatformAudioCookOverrides](API\Runtime\AudioPlatformConfiguration\FPlatformAudioCookOverrides) * CompressionOverrides ) const


code: bool IsLoadedFromCookedData() 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: Returns whether the sound base is set up in a playable manner

code: virtual bool IsPlayable() const


description: Returns whether the sound is seekable.

code: virtual bool IsSeekable() const


description: Checks whether sound has been categorized as streaming.

code: bool IsStreaming ( const TCHAR * PlatformName ) const


code: bool IsStreaming ( const [FPlatformAudioCookOverrides](API\Runtime\AudioPlatformConfiguration\FPlatformAudioCookOverrides) & Overrides ) const


description: Returns true if the zeroth chunk is loaded, or attempts to load it if not already loaded, returning true if the load was successful. Can return false if either an error was encountered in attempting to load the chunk or if stream caching is not enabled for the given sound.

code: bool LoadZerothChunk()


description: Called when the procedural sound wave begins on the render thread. Only used in the audio mixer and when bProcedural is true.

code: virtual void OnBeginGenerate()


description: Called when the procedural sound wave is done generating on the render thread. Only used in the audio mixer and when bProcedural is true..

code: virtual void OnEndGenerate()


code: virtual void OnEndGenerate ( ISoundGeneratorPtr Generator )


description: If Stream Caching is enabled, this can be used to override the default loading behavior of thisUSoundWave. This can even be called on USoundWaves that still have the RF_NeedLoad flag, and won't be stomped by serialization. NOTE: The new behavior will be ignored if it is less memory-aggressive than existing (even inherited) behavior

code: void OverrideLoadingBehavior ( ESoundWaveLoadingBehavior InLoadingBehavior )


description: Parses the Sound to generate the WaveInstances to play.

code: virtual void Parse ( class [FAudioDevice](API\Runtime\Engine\FAudioDevice) * AudioDevice, const UPTRINT NodeWaveInstanceHash, [FActiveSound](API\Runtime\Engine\FActiveSound) & ActiveSound, const [FSoundParseParameters](API\Runtime\Engine\FSoundParseParameters) & ParseParams, [TArray](API\Runtime\Core\Containers\TArray)< [FWaveInstance](API\Runtime\Engine\FWaveInstance) * > & WaveInstances )


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

code: virtual void PostInitProperties()


description: Remove the compressed audio data associated with the passed in wave

code: void RemoveAudioResource()


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: If stream caching is enabled and au.streamcache.KeepFirstChunkInMemory is 1, this will release thisUSoundWave's first chunk, allowing it to be deleted.

code: void ReleaseCompressedAudio()


code: void RemovePlayingSource ( const [FSoundWaveClientPtr](API\Runtime\Engine\Sound\USoundWave\FSoundWaveClientPtr) & Source )


description: If stream caching is enabled, set this sound wave to retain a strong handle to its first chunk. If not called on the game thread, bForceSync must be true.

code: void RetainCompressedAudio ( bool bForceSync )


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: Serializes cooked platform data.

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


description: Sets the curve data for this sound wave.

code: void SetCurveData ( [UCurveTable](API\Runtime\Engine\Engine\UCurveTable) * InCurves )


code: void SetError ( const TCHAR * InErrorMsg )


description: Sets the internal curve data for this sound wave.

code: void SetInternalCurveData ( [UCurveTable](API\Runtime\Engine\Engine\UCurveTable) * InCurves )


code: void SetImportedSampleRate ( uint32 InImportedSampleRate )


code: void SetPrecacheState ( ESoundWavePrecacheState InState )


code: virtual void SetRedrawThumbnail ( bool bInRedraw )


description: Overwrite sample rate. Used for procedural soundwaves, as well as sound waves that are resampled on compress/decompress.

code: void SetSampleRate ( uint32 InSampleRate )


description: Procedurally set the compression type.

code: void SetSoundAssetCompressionType ( ESoundAssetCompressionType InSoundAssetCompressionType, bool bMarkDirty )


code: void SetTimecodeInfo ( const [FSoundWaveTimecodeInfo](API\Runtime\Engine\Sound\FSoundWaveTimecodeInfo) & InTimecode )


description: Checks whether we should use the load on demand cache.

code: bool ShouldUseStreamCaching() const


description: Returns whether sound supports subtitles.

code: virtual bool SupportsSubtitles() const


description: Attempts to update the cached platform data after any changes that might affect it

code: void UpdatePlatformData()


description: All caching has finished for this object (all IsCachedCookedPlatformDataLoaded functions have finished for all platforms)


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


code: virtual void BeginGetCompressedData ( [FName](API\Runtime\Core\UObject\FName) Format, const [FPlatformAudioCookOverrides](API\Runtime\AudioPlatformConfiguration\FPlatformAudioCookOverrides) * CompressionOverrides )


className: USoundWave

code: class USoundWave : public [USoundBase](API\Runtime\Engine\Sound\USoundBase), public [IAudioProxyDataFactory](API\Runtime\AudioExtensions\IAudioProxyDataFactory), public [IInterface_AsyncCompilation](API\Runtime\Engine\Interfaces\IInterface_AsyncCompilation)

AssetImportData

type: TObjectPtr< cla...

AsyncLoadingDataFormats

type: TMap<FName, ui...

AudioDecompressor

type: FAsyncAudioDeco...

bCanProcessAsync

type: uint8:  1

description: Set to true for procedural waves that can be processed asynchronously.

bDecompressedFromOgg

description: Whether this SoundWave was decompressed from OGG.

bDynamicResource

description: Whether to free the resource data after it has been uploaded to the hardware

bEnableAmplitudeEnvelopeAnalysis

description: Whether or not to enable cook-time amplitude envelope analysis.

bEnableBakedFFTAnalysis

description: Whether or not to enable cook-time baked FFT analysis.

bIsAmbisonics

description: Whether or not this source is ambisonics file format.

bIsSourceBus

description: Set to true of this is a bus sound source.

bLooping

description: If set, when played directly (not through a sound cue) the wave will be played looping.

bManualWordWrap

description: If set to true will disable automatic generation of line breaks - use if the subtitles have been split manually.

bMature

description: If set to true if this sound is considered to contain mature/adult content.

bProcedural

description: Set to true for programmatically generated audio.

bRequiresStopFade

type: uint8: 1

description: Set to true if fade is required when sound is abruptly stopped.

bSingleLine

description: If set to true the subtitles display as a sequence of single lines as opposed to multiline.

bStreaming

description: Here for legacy code.

CachedRealtimeFirstBuffer

type: uint8 *

description: Pointer to 16 bit PCM data - used to avoid synchronous operation to obtain first block of the realtime decompressed buffer

ChannelOffsets

type: TArray< int32 >

description: Offsets into the bulk data for the source wav data

ChannelSizes

description: Sizes of the bulk data for the source wav data

Comment

type: FString

description: Provides contextual information for the sound to the translator.

CompressedDataGuid

type: FGuid

description: GUID used to uniquely identify this node so it can be found in the DDC

CookedEnvelopeTimeData

type: TArray<FSoundW...

description: The cooked cooked envelope data.

CookedPlatformData

type: TSortedMap<FSt...

description: Cooked streaming platform data for this sound

CookedSpectralTimeData

description: The cooked spectral time data.

CuePoints

description: Cue point data parsed fro the .wav file. Contains "Loop Regions" as cue points as well!

CurrentChunkRevision

type: TSharedPtr<FTh...

description: The current revision of our compressed audio data. Used to tell when a chunk in the cache is stale.

Curves

description: Curves associated with this sound wave

DecompressionType

type: TEnumAsByte< ED...

description: Type of buffer this wave uses. Set once on load

EnvelopeFollowerAttackTime

description: The attack time in milliseconds.

EnvelopeFollowerFrameSize

description: How many audio frames to average a new envelope value.

EnvelopeFollowerReleaseTime

description: The release time in milliseconds.

FFTAnalysisAttackTime

description: Attack time in milliseconds of the spectral envelope follower.

FFTAnalysisFrameSize

description: How many audio frames analyze at a time.

FFTAnalysisReleaseTime

description: Release time in milliseconds of the spectral envelope follower.

FFTSize

type: ESoundWaveFFTSi...

description: The FFT window size to use for fft analysis.

FrequenciesToAnalyze

type: TArray< float >

description: The frequencies (in hz) to analyze when doing baked FFT analysis.

ImportedSampleRate

description: Sample rate of the imported sound wave.

InitialChunkSize

description: Use this to override how much audio data is loaded when thisUSoundWaveis loaded.

InternalCurves

description: Hold a reference to our internal curve so we can switch back to it if we want to

LoadingBehavior

type: ESoundWaveLoadi...

description: Loading behavior members are lazily initialized in const getters.

ModulationSettings

type: FSoundModulatio...

description: Modulation Settings

NumChannels

description: Number of channels of multichannel data; 1 or 2 for regular mono and stereo files

NumPrecacheFrames

description: The number of frames which have been precached for this sound wave.

NumSourcesPlaying

type: FThreadSafeCoun...

description: The number of sounds currently playing this sound wave.

OverrideSoundToUseForAnalysis

type: TObjectPtr<USo...

description: Specify a sound to use for the baked analysis.

Pitch

type: float

description: Playback pitch for sound.

RawData

description: Uncompressed wav data 16 bit in mono or stereo - stereo not allowed for multichannel data

RawDataCriticalSection

type: FCriticalSectio...

description: FByteBulkData doesn't currently support read-only access from multiple threads, so we limit access to RawData with a critical section on cook.

RawPCMData

description: Pointer to 16 bit PCM data - used to decompress data to and preview sounds

RawPCMDataSize

description: Size of RawPCMData, or what RawPCMData would be if the sound was fully decompressed

ResourceID

description: Resource index to cross reference with buffers

SampleRate

description: Cooked sample rate of the asset. Can be modified by sample rate override.

SampleRateQuality

type: ESoundwaveSampl...

description: Quality of sample rate conversion for platforms that opt into resampling during cook.

SoundGroup

type: TEnumAsByte< ES...

SoundWaveDataPtr

type: TSharedPtr<FSo...

SubtitlePriority

description: The priority of the subtitle.

Subtitles

type: TArray< struct ...

description: Subtitle cues.

TimecodeInfo

type: FSoundWaveTimec...

description: Information about the time-code from import, if available.

TrackedMemoryUsage

description: Cache the total used memory recorded for this SoundWave to keep INC/DEC consistent

Transformations

type: TArray<TObject...

description: Waveform edits to be applied to this SoundWave on cook (editing transformations will trigger a cook)

TreatFileAsLoopingForAnalysis

description: Whether or not we should treat the sound wave used for analysis (this or the override) as looping while performing analysis.

Volume

description: Playback volume of sound 0 to 1 - Default is 1.0.


description: This is only used for DTYPE_Procedural audio. It's recommended to useUSynthComponentbase class for procedurally generated sound vs overriding this function. If a new component is not feasible, consider usingUSoundWaveProceduralbase class vsUSoundWavebase class since as it implements GeneratePCMData for you and you only need to return PCM data.

code: virtual int32 GeneratePCMData ( uint8 * PCMData, const int32 SamplesNeeded )


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

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


description: Query bytes queued for playback

code: int32 GetAvailableAudioByteCount()


description:
Gets the compressed data from derived data cache for the specified platform Warning, the returned pointer isn't valid after we add new formats
compressed data, if it could be obtained

code: virtual FByteBulkData * GetCompressedData ( [FName](API\Runtime\Core\UObject\FName) Format, const [FPlatformAudioCookOverrides](API\Runtime\AudioPlatformConfiguration\FPlatformAudioCookOverrides) * CompressionOverrides )


description: Sum of the size of waves referenced by this cue for the given platform.

code: virtual int32 GetResourceSizeForFormat ( [FName](API\Runtime\Core\UObject\FName) Format )


code: virtual bool HasCompressedData ( [FName](API\Runtime\Core\UObject\FName) Format, [ITargetPlatform](API\Developer\TargetPlatform\Interfaces\ITargetPlatform) * TargetPlatform ) const


description: Copy the compressed audio data from the bulk data

code: virtual void InitAudioResource ( FByteBulkData & CompressedData )


description:
Copy the compressed audio data from derived data cache
true if the resource has been successfully initialized or it was already initialized.

code: virtual bool InitAudioResource ( [FName](API\Runtime\Core\UObject\FName) Format )


description: Virtual function to generate PCM audio from the audio render thread. Returns number of samples generated

code: virtual int32 OnGeneratePCMAudio ( [TArray](API\Runtime\Core\Containers\TArray)< uint8 > & OutAudio, int32 NumSamples )


description: Add data to the FIFO that feeds the audio device.

code: void QueueAudio ( const uint8 * AudioData, const int32 BufferSize )


description: Remove all queued data from the FIFO. This is only necessary if you want to start over, orGeneratePCMData()isn't going to be called, since that will eventually drain it.

code: void ResetAudio()


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


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

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


className: USoundWaveProcedural

code: class USoundWaveProcedural : public [USoundWave](API\Runtime\Engine\Sound\USoundWave)

NumBufferUnderrunSamples

description: Number of samples to pad with 0 if there isn't enough audio available.

NumSamplesToGeneratePerCallback

description: The number of PCM samples we want to generate. This can't be larger than SamplesNeeded in GeneratePCMData callback, but can be less.

OnSoundWaveProceduralUnderflow

type: FOnSoundWavePro...

description: Called when GeneratePCMData is called but not enough data is available.

SampleByteSize

description: Size in bytes of a single sample of audio in the procedural audio buffer.


code: bool Validate ( bool bPrintToLog )


description: PageTableVolumeAABBMin needs to be aligned to a power of two such that (PageTableVolumeAABBMin / pow(2, MipLevel)) results in an integer value for all mip levels. Otherwise we could end up with higher mip levels that are shifted in world space (due to PageTableVolumeAABBMin getting rounded down for every mip level) and would therefore not have corresponding voxels for voxels of lower mip levels. Such a shifted page table mip level causes clearly visible artifacts because the volume looks cut off where the page table ends. This problem can be avoided by aligning PageTableVolumeAABBMin to pow(2, (NumMipLevelsGlobal - 1)), where NumMipLevelsGlobal is the maximum number of mip levels in the entire animated SVT sequence.

code: void UpdatePageTableFromGlobalNumMipLevels ( int32 NumMipLevelsGlobal )


code: FHeader ( const FIntVector3 & AABBMin, const FIntVector3 & AABBMax, EPixelFormat FormatA, EPixelFormat FormatB, const FVector4f & FallbackValueA, const FVector4f & FallbackValueB )


className: FHeader

code: struct FHeader

AttributesFormats

type: TStaticArray< E...

FallbackValues

type: TStaticArray< F...


className: FMipLevelStreamingInfo

description: Finally there is the actual voxel data, which is simply the all non-fallback voxels in contiguous memory.

code: struct FMipLevelStreamingInfo

OccupancyBitsOffset

type: TStaticArray< i...


description: Builds all the data from SourceData. Is called byCache().

code: bool Build ( [USparseVolumeTextureFrame](API\Runtime\Engine\SparseVolumeTexture\USparseVolumeTextureFrame) * Owner, [UE::Serialization::FEditorBulkData](API\Runtime\CoreUObject\Serialization\FEditorBulkData) & SourceData )


description: Cache the built data to/from DDC. If bLocalCachingOnly is true, the read/write queries will only use the local DDC; otherwise the remote DDC will also be used.

code: void Cache ( [USparseVolumeTextureFrame](API\Runtime\Engine\SparseVolumeTexture\USparseVolumeTextureFrame) * Owner, [UE::Serialization::FEditorBulkData](API\Runtime\CoreUObject\Serialization\FEditorBulkData) & SourceData, bool bLocalCachingOnly )


description: Removes the StreamableMipLevels bulk data if it was successfully cached to DDC.

code: void DropBulkData()


className: EDDCRebuildState

code: enum EDDCRebuildState { Initial, Pending, Succeeded, Failed, }


description: Returns true if there are streamable mip levels.

code: bool HasStreamingData() const


description: Fills StreamableMipLevels with data from DDC. Returns true when done.

code: bool RebuildBulkDataFromCacheAsync ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * Owner, bool & bFailed )


description: Called when serializing to/from DDC buffers and when serializing the owningUSparseVolumeTextureFrame.

code: void Serialize ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar, [UObject](API\Runtime\CoreUObject\UObject\UObject) * Owner, bool bCooked )


description: Sets empty default data. This is used when caching/building is canceled but some form of valid data is needed.

code: void SetDefault ( EPixelFormat FormatA, EPixelFormat FormatB, const FVector4f & FallbackValueA, const FVector4f & FallbackValueB )


className: FResources

description: Represents the derived data of a SVT that is needed by the streaming manager.

code: struct FResources

DDCKeyHash

type: FIoHash

Header

type: FHeader

MipLevelStreamingInfo

type: TArray<FMipLev...

description: Info about sizes and offsets into the streamable mip level data. The last entry refers to the root mip level which is stored in RootData, not StreamableMipLevels.

ResourceName

type: FString

description: These are used for logging and retrieving StreamableMipLevels from DDC in FStreamingManager.

RootData

type: TArray< uint8 >

description: Data for the highest/"root" mip level.

StreamableMipLevels

type: FByteBulkData

description: Data for all streamable mip levels.


code: bool BuildDerivedData ( const [FTextureDataAddressingInfo](API\Runtime\Engine\SparseVolumeTexture\FTextureDataAddressingInfo) & AddressingInfo, int32 NumMipLevelsGlobal, bool bMoveMip0FromThis, [FTextureData](API\Runtime\Engine\SparseVolumeTexture\FTextureData) & OutDerivedData )


code: bool Create ( const [ITextureDataProvider](API\Runtime\Engine\SparseVolumeTexture\ITextureDataProvider) & DataProvider )


code: bool CreateFromDense ( const [FTextureDataCreateInfo](API\Runtime\Engine\SparseVolumeTexture\FTextureDataCreateInfo) & CreateInfo, const TArrayView64< uint8 > & VoxelDataA, const TArrayView64< uint8 > & VoxelDataB )


className: FMipMap

code: struct FMipMap

PageTable

type: TArray< uint32 ...

PhysicalTileDataA

type: TArray64< uint8...


code: FVector4f Load ( const FIntVector3 & VolumeCoord, int32 MipLevel, int32 AttributesIdx, const [FTextureDataAddressingInfo](API\Runtime\Engine\SparseVolumeTexture\FTextureDataAddressingInfo) & AddressingInfo ) const


className: FTextureData

description: Holds the data for a SparseVolumeTexture that is stored on disk. It only has a single mip after importing a source asset. The mip chain is built during cooking. Tiles are addressed by a flat index; unlike the runtime representation, this one stores all tiles in a 1D array (per mip level) and doesn't have the concept of a 3D physical tile texture. The page table itself is 3D though.

code: struct FTextureData

MipMaps

type: TArray<FMipMap...


className: FTextureDataAddressingInfo

code: struct FTextureDataAddressingInfo

AddressX

type: TextureAddress


className: FTextureDataCreateInfo

code: struct FTextureDataCreateInfo


code: const [FHeader](API\Runtime\Engine\SparseVolumeTexture\FHeader) & GetHeader() const


code: int32 GetNumLogicalMipLevels() const


code: void GetPackedUniforms ( FUintVector4 & OutPacked0, FUintVector4 & OutPacked1 ) const


code: [FRHITextureReference](API\Runtime\RHI\FRHITextureReference) * GetPageTableTexture() const


code: [FRHITextureReference](API\Runtime\RHI\FRHITextureReference) * GetPhysicalTileDataATexture() const


code: [FRHITextureReference](API\Runtime\RHI\FRHITextureReference) * GetPhysicalTileDataBTexture() const


code: [FRHIShaderResourceView](API\Runtime\RHI\FRHIShaderResourceView) * GetStreamingInfoBufferSRV() const


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

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


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

code: virtual void ReleaseRHI()


description: Updates the GlobalVolumeResolution member in a thread-safe way.

code: void SetGlobalVolumeResolution_GameThread ( const FIntVector3 & GlobalVolumeResolution )


className: FTextureRenderResources

description: Encapsulates RHI resources needed to render a SparseVolumeTexture.

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


code: void Add_GameThread ( [UStreamableSparseVolumeTexture](API\Runtime\Engine\SparseVolumeTexture\UStreamableSparseVolumeTexture) * SparseVolumeTexture )


description: Begins updating the streaming manager. If r.SparseVolumeTexture.Streaming.AsyncThread is 1 and bBlocking is false, most of the updating work is done in another thread.

code: void BeginAsyncUpdate ( [FRDGBuilder](API\Runtime\RenderCore\FRDGBuilder) & GraphBuilder, bool bBlocking )


description: Waits for the job started inBeginAsyncUpdate()to complete, issues GPU work and does some cleanup.

code: void EndAsyncUpdate ( [FRDGBuilder](API\Runtime\RenderCore\FRDGBuilder) & GraphBuilder )


code: void Request ( [UStreamableSparseVolumeTexture](API\Runtime\Engine\SparseVolumeTexture\UStreamableSparseVolumeTexture) * SparseVolumeTexture, float FrameIndex, int32 MipLevel, bool bBlocking )


code: void Remove_GameThread ( [UStreamableSparseVolumeTexture](API\Runtime\Engine\SparseVolumeTexture\UStreamableSparseVolumeTexture) * SparseVolumeTexture )


description: Issues a rendering command for updating the streaming manager. This is not normally needed, but is necessary in cases where blocking requests are required and the SVT is used in a rendering command (which is executed before the streaming manager would normally update). A call to this function is not needed when the SVT is used in a regular pass called from FDeferredShadingSceneRenderer::Render().

code: void Update_GameThread()


description: Request a frame to be streamed in. FrameIndex is of float type so that the fractional part can be used to better track the playback speed/direction. This function automatically also requests all higher mip levels and adds prefetch requests for upcoming frames.

code: void Request_GameThread ( [UStreamableSparseVolumeTexture](API\Runtime\Engine\SparseVolumeTexture\UStreamableSparseVolumeTexture) * SparseVolumeTexture, float FrameIndex, int32 MipLevel, bool bBlocking )


className: IStreamingManager

description: Interface for the SparseVolumeTexture streaming manager.

code: class IStreamingManager


code: void IteratePhysicalSource ( [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< void(const FIntVector3 &Coord, int32 AttributesIdx, int32 ComponentIdx, float VoxelValue)> OnVisit ) const


className: ITextureDataProvider

code: class ITextureDataProvider


code: virtual const [UE::SVT::FTextureRenderResources](API\Runtime\Engine\SparseVolumeTexture\FTextureRenderResources) * GetTextureRenderResources() const


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


className: UAnimatedSparseVolumeTexture

description: Represents a streamable SparseVolumeTexture with one or more frames. UseUSparseVolumeTextureFrame::GetFrameAndIssueStreamingRequest()to bind extract a particular frame to be used for rendering.

code: class UAnimatedSparseVolumeTexture : public [UStreamableSparseVolumeTexture](API\Runtime\Engine\SparseVolumeTexture\UStreamableSparseVolumeTexture)


code: virtual ~UAnimatedSparseVolumeTexture()


code: void GetCurrentFramesForInterpolation ( [USparseVolumeTextureFrame](API\Runtime\Engine\SparseVolumeTexture\USparseVolumeTextureFrame) *& Frame0, [USparseVolumeTextureFrame](API\Runtime\Engine\SparseVolumeTexture\USparseVolumeTextureFrame) *& Frame1, float & LerpAlpha )


code: [USparseVolumeTextureFrame](API\Runtime\Engine\SparseVolumeTexture\USparseVolumeTextureFrame) * GetFrameByIndex ( int32 FrameIndex )


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


className: UAnimatedSparseVolumeTextureController

description: Utility (blueprint) class for controlling SparseVolumeTexture playback.

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

bBlockingStreamingRequests

type: bool

FrameRate

type: float

SparseVolumeTexture

type: TObjectPtr<USp...


code: namespace UE { namespace SVT { enum EResourceFlag { EResourceFlag_StreamingDataInDDC = 1 << 0u, } } }


className: ENotifyMaterialsEffectOnShaders

code: enum ENotifyMaterialsEffectOnShaders { Default, DoesNotInvalidate, }


code: virtual EPixelFormat GetFormat ( int32 AttributesIndex ) const


code: virtual FVector4f GetFallbackValue ( int32 AttributesIndex ) const


code: virtual int32 GetNumFrames() const


code: virtual int32 GetNumMipLevels() const


code: virtual TextureAddress GetTextureAddressX() const


code: virtual TextureAddress GetTextureAddressY() const


code: virtual TextureAddress GetTextureAddressZ() const


code: virtual const [UE::SVT::FTextureRenderResources](API\Runtime\Engine\SparseVolumeTexture\FTextureRenderResources) * GetTextureRenderResources() const


description: Getter for the shader uniform parameter type with index as ESparseVolumeTextureShaderUniform.

code: static [UE::Shader::EValueType](API\Runtime\Engine\Shader\UE__Shader__EValueType) GetUniformParameterType ( int32 Index )


description: Getter for the shader uniform parameters with index as ESparseVolumeTextureShaderUniform.

code: FVector4 GetUniformParameter ( int32 Index ) const


code: virtual FIntVector GetVolumeResolution() const


description: Notify any loaded material instances that the texture has changed.

code: void NotifyMaterials ( const [ENotifyMaterialsEffectOnShaders](API\Runtime\Engine\SparseVolumeTexture\USparseVolumeTexture\ENotifyMaterials-) EffectOnShaders )


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


className: USparseVolumeTexture

description: SparseVolumeTexture base interface to communicate with material graph and shader bindings.

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


description: Starts caching of platform specific data for the target platform Called when cooking before serialization so that object can prepare platform specific data Not called during normal loading of objects

code: virtual void BeginCacheForCookedPlatformData ( const [ITargetPlatform](API\Developer\TargetPlatform\Interfaces\ITargetPlatform) * TargetPlatform )


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

code: virtual void BeginDestroy()


description: Caches the derived data (FResources) of this frame to/from DDC and ensures that FTextureRenderResources exists.

code: void Cache ( bool bSkipDDCAndSetResourcesToDefault )


description: Clear all cached cooked platform data


description: Clears cached cooked platform data for specific platform

code: virtual void ClearCachedCookedPlatformData ( const [ITargetPlatform](API\Developer\TargetPlatform\Interfaces\ITargetPlatform) * TargetPlatform )


description: Creates TextureRenderResources if they don't already exist. Returns false if they already existed.

code: bool CreateTextureRenderResources()


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

code: virtual void FinishDestroy()


code: virtual FVector4f GetFallbackValue ( int32 AttributesIndex ) const


code: virtual EPixelFormat GetFormat ( int32 AttributesIndex ) const


description: Retrieves a frame from the given SparseVolumeTexture and also issues a streaming request for it. FrameIndex is of float type so that the streaming system can use the fractional part to more easily keep track of playback speed and direction (forward/reverse playback). MipLevel is the lowest mip level that the caller intends to use but does not guarantee that the mip is actually resident. If bBlocking is true, DDC streaming requests will block on completion, guaranteeing that the requested frame will have been streamed in after the next streaming system update. If streaming cooked data from disk, the highest priority will be used, but no guarantee is given.

code: static [USparseVolumeTextureFrame](API\Runtime\Engine\SparseVolumeTexture\USparseVolumeTextureFrame) * GetFrameAndIssueStreamingRequest ( [USparseVolumeTexture](API\Runtime\Engine\SparseVolumeTexture\USparseVolumeTexture) * SparseVolumeTexture, float FrameIndex, int32 MipLevel, bool bBlocking )


code: virtual int32 GetNumFrames() const


code: virtual int32 GetNumMipLevels() 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 )


code: virtual TextureAddress GetTextureAddressX() const


code: virtual TextureAddress GetTextureAddressY() const


code: virtual TextureAddress GetTextureAddressZ() const


code: virtual const [UE::SVT::FTextureRenderResources](API\Runtime\Engine\SparseVolumeTexture\FTextureRenderResources) * GetTextureRenderResources() const


code: virtual FIntVector GetVolumeResolution() const


code: bool Initialize ( [USparseVolumeTexture](API\Runtime\Engine\SparseVolumeTexture\USparseVolumeTexture) * InOwner, int32 InFrameIndex, [UE::SVT::FTextureData](API\Runtime\Engine\SparseVolumeTexture\FTextureData) & UncookedFrame )


description: Have we finished loading all the cooked platform data for the target platforms requested in BeginCacheForCookedPlatformData

code: virtual bool IsCachedCookedPlatformDataLoaded ( const [ITargetPlatform](API\Developer\TargetPlatform\Interfaces\ITargetPlatform) * TargetPlatform )


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: 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: All caching has finished for this object (all IsCachedCookedPlatformDataLoaded functions have finished for all platforms)


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


code: virtual ~USparseVolumeTextureFrame()


description: OverrideAppendFrame()to ensure that there is never more than a single frame in a static SVT.

code: virtual bool AppendFrame ( [UE::SVT::FTextureData](API\Runtime\Engine\SparseVolumeTexture\FTextureData) & UncookedFrame )


className: USparseVolumeTextureFrame

description: Represents a frame in a SparseVolumeTexture sequence and owns the actual data needed for rendering. Is owned by aUStreamableSparseVolumeTextureobject.

code: class USparseVolumeTextureFrame : public [USparseVolumeTexture](API\Runtime\Engine\SparseVolumeTexture\USparseVolumeTexture)


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


code: virtual ~UStaticSparseVolumeTexture()


className: UStaticSparseVolumeTexture

description: Represents a streamable SparseVolumeTexture asset with a single frame. Although there is only a single frame, it is still recommended to useUSparseVolumeTextureFrame::GetFrameAndIssueStreamingRequest().

code: class UStaticSparseVolumeTexture : public [UStreamableSparseVolumeTexture](API\Runtime\Engine\SparseVolumeTexture\UStreamableSparseVolumeTexture)


code: virtual void BeginDestroy()


description: Multi-phase initialization: CallBeginInitialize(), then callAppendFrame()for each frame to add and then finish initialization with a call toEndInitialize(). The NumExpectedFrames parameter onBeginInitialize()just serves as a potential optimization to reserve memory for the frames to be appended and doesn't need to match the exact number if it is not known at the time.

code: virtual bool BeginInitialize ( int32 NumExpectedFrames )


className: EInitState

code: enum EInitState { EInitState_Uninitialized, EInitState_Pending, EInitState_Done, EInitState_Failed, }


code: virtual void FinishDestroy()


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

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


code: virtual FVector4f GetFallbackValue ( int32 AttributesIndex ) const


code: virtual EPixelFormat GetFormat ( int32 AttributesIndex ) const


description: Consider usingUSparseVolumeTextureFrame::GetFrameAndIssueStreamingRequest()if the frame should have streaming requests issued.

code: [USparseVolumeTextureFrame](API\Runtime\Engine\SparseVolumeTexture\USparseVolumeTextureFrame) * GetFrame ( int32 FrameIndex ) const


code: virtual int32 GetNumFrames() const


code: virtual int32 GetNumMipLevels() const


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


code: virtual TextureAddress GetTextureAddressX() const


code: virtual TextureAddress GetTextureAddressY() const


code: virtual TextureAddress GetTextureAddressZ() const


code: virtual const [UE::SVT::FTextureRenderResources](API\Runtime\Engine\SparseVolumeTexture\FTextureRenderResources) * GetTextureRenderResources() const


code: virtual FIntVector GetVolumeResolution() const


description: Convenience function wrapping the multi-phase initialization functions above.

code: virtual bool Initialize ( const [TArrayView](API\Runtime\Core\Containers\TArrayView)< [UE::SVT::FTextureData](API\Runtime\Engine\SparseVolumeTexture\FTextureData) > & UncookedData )


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

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


code: virtual void PostLoad()


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

code: virtual void PostInitProperties()


description: Ensures all frames have derived data (based on the source data and the current settings like TextureAddress modes etc.) cached to DDC and are ready for rendering. Disconnects this SVT from the streaming manager, calls Cache() on all frames and finally connects to FStreamingManager again.

code: void RecacheFrames()


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


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


className: UStreamableSparseVolumeTexture

description: Represents a streamable SparseVolumeTexture asset and serves as base class forUStaticSparseVolumeTextureandUAnimatedSparseVolumeTexture. It has an array ofUSparseVolumeTextureFrame.

code: class UStreamableSparseVolumeTexture : public [USparseVolumeTexture](API\Runtime\Engine\SparseVolumeTexture\USparseVolumeTexture)

AddressX

type: TEnumAsByte< en...

description: The addressing mode to use for the X axis.

AddressY

description: The addressing mode to use for the Y axis.

AddressZ

description: The addressing mode to use for the Z axis.

AssetImportData

type: TObjectPtr< cla...

bLocalDDCOnly

description: If enabled, the SparseVolumeTexture is only going to use the local DDC. For certain assets it might be reasonable to also use the remote DDC, but for larger assets this will mean long up- and download times.

Frames

type: TArray<TObject...

VolumeBoundsMax

type: FIntVector


code: bool Contains ( const [FName](API\Runtime\Core\UObject\FName) & InPackageName ) const


code: [ULevelStreaming](API\Runtime\Engine\Engine\ULevelStreaming) * GetVisibleStreamingLevel ( const [FName](API\Runtime\Core\UObject\FName) & InPackageName ) const


code: void SetIsVisible ( [ULevelStreaming](API\Runtime\Engine\Engine\ULevelStreaming) * InStreamingLevel, bool bInIsVisible )


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


code: static [AServerStreamingLevelsVisibility](API\Runtime\Engine\Streaming\AServerStreamingLevelsVisibility) * SpawnServerActor ( [UWorld](API\Runtime\Engine\Engine\UWorld) * World )


className: AServerStreamingLevelsVisibility

description: Actor used to replicate server's visible level streaming

code: class AServerStreamingLevelsVisibility : public [AActor](API\Runtime\Engine\GameFramework\AActor)


className: OnLevelBeginMakingVisible

description: Notifications on when work actually beings on making a level visible or invisible, so profiling tools can measure the difference between time spent waiting to be added to the world and time spend actively working.

code: static [TMulticastDelegate](API\Runtime\Core\Delegates\TMulticastDelegate)< void([UWorld](API\Runtime\Engine\Engine\UWorld) *, const [ULevelStreaming](API\Runtime\Engine\Engine\ULevelStreaming) *, [ULevel](API\Runtime\Engine\Engine\ULevel) *LoadedLevel)> OnLevelBeginMakingVisible;


className: OnLevelBeginMakingInvisible

code: static [TMulticastDelegate](API\Runtime\Core\Delegates\TMulticastDelegate)< void([UWorld](API\Runtime\Engine\Engine\UWorld) *, const [ULevelStreaming](API\Runtime\Engine\Engine\ULevelStreaming) *, [ULevel](API\Runtime\Engine\Engine\ULevel) *LoadedLevel)> OnLevelBeginMakingInvisible;


className: OnLevelStreamingTargetStateChanged

description: Called when a new target state for a streaming level is determined. Can be used to measure latency between requests and application (e.g. limits on current level loads & visibility changes)

code: static [TMulticastDelegate](API\Runtime\Core\Delegates\TMulticastDelegate)< void([UWorld](API\Runtime\Engine\Engine\UWorld) *, const [ULevelStreaming](API\Runtime\Engine\Engine\ULevelStreaming) *, [ULevel](API\Runtime\Engine\Engine\ULevel) *LevelIfLoaded, ELevelStreamingState[Current](API\Plugins\DatasmithContent\EDatasmithImportSearchPackagePol-), ELevelStreamingTargetState PrevTarget, ELevelStreamingTargetState NewTarget)> OnLevelStreamingTargetStateChanged;


className: OnLevelStreamingStateChanged

description: Called when a streaming level enters a new state. When a level is newly added to the streaming system, PreviousState and NewState may be equal.

code: static [TMulticastDelegate](API\Runtime\Core\Delegates\TMulticastDelegate)< void([UWorld](API\Runtime\Engine\Engine\UWorld) *, const [ULevelStreaming](API\Runtime\Engine\Engine\ULevelStreaming) *, [ULevel](API\Runtime\Engine\Engine\ULevel) *LevelIfLoaded, ELevelStreamingState PreviousState, ELevelStreamingState NewState)> OnLevelStreamingStateChanged;


description: Validate that everything is valid and makes sense for a streaming requests.

code: bool IsValidForStreamingRequest() const


description: Return whether this has any information to be relied on.

code: bool IsValid() const


className: FLevelStreamingDelegates

description: TODO: what is the best way to capture a level which is queued for unload while it is during async load or add to world? Are level async loads actually cancelled?

code: struct FLevelStreamingDelegates


description: Considering the given render resource LOD count, return the corresponding first LOD index within the render resource LOD array.

code: int32 LODCountToFirstLODIdx ( int32 InLODCount ) const


description: Considering the given render resource LOD count, return the corresponding first LOD index within the asset LOD array.

code: int32 LODCountToAssetFirstLODIdx ( int32 InLODCount ) const


description: The maximum number of streaming LODs the streaming supports.

code: static const uint32 MAX_LOD_COUNT = 16;


code: void operator= ( const [FStreamableRenderResourceState](API\Runtime\Engine\Streaming\FStreamableRenderResourceState) & Other )


code: bool StreamIn ( int32 InLODCount )


description: Return the first resident LOD index within the render resource LOD array.

code: int32 ResidentFirstLODIdx() const


code: bool StreamOut ( int32 InLODCount )


description: Return the first requested LOD index within the render resource LOD array.

code: int32 RequestedFirstLODIdx() const


description: Manually implement copy operations, because MSVC produces bad codegen for bitfields in unions (as of the 14.35.32217 toolchain)

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


className: FStreamableRenderResourceState

description: An important concept within this structure is that the resource first LOD is not required to be the first asset LOD, the offset being defined by AssetLODBias. This allows the streaming logic to ignore invalid, non relevant entries, or too many entries in the asset.

code: struct FStreamableRenderResourceState

type: union FStreamab...

AssetLODBias

description: The asset LOD index of the resource LOD 0.

bHasPendingInitHint

type: uint8:  1

description: Whether the render resources have pending InitRHI().

bHasPendingLODTransitionHint

description: Whether there is currently a visual LOD transition, following a streaming operation.

bSupportsStreaming

description: Whether the resource LODs can be streamed or not.

LODBiasModifier

description: An additional LOD bias modifier set during asset loading based on the current RHI feature level or other settings

MaxNumLODs

description: The maximum number of LODs the resource can possibly have. Might be less than the asset LOD count.

NumNonOptionalLODs

description: The number of LODs (streaming or not) that are guarantied to be installed, for example in PAKs.

NumNonStreamingLODs

description: The number of always loaded LODs, which can not be streamed out.

NumRequestedLODs

description: The expected number of LODs after the current streaming request completes.

NumResidentLODs

description: The current number of LODs the resource has. Between NumNonStreamingLODs and MaxNumLODs.


code: FStreamableTexture ( const [FString](API\Runtime\Core\Containers\FString) & InName, const [FGuid](API\Runtime\Core\Misc\FGuid) & InGuid )


className: FStreamableTexture

code: struct FStreamableTexture

Guid

type: FGuid


description: Helper to set the next tick state and thread. Validates that the progression is coherent.

code: void AdvanceTo ( [ETickState](API\Runtime\Engine\Streaming\FTextureMipDataProvider\ETickState) InState, [ETickThread](API\Runtime\Engine\Streaming\FTextureMipDataProvider\ETickThread) InThread )


description: Abort anything that could be stalling the update inPollMips(). Called from an async task. Expected behavior is to cancel any pending IO operations. Called when the FTextureStreamIn update is cancelled and the current step is to be waiting on uponPollMips(). This is becauseCancel()can only be executed when any pending operations are completed (seeFTextureUpdateSyncOptions).

code: virtual void AbortPollMips()


description: Cancel the progression and release any temporary resources. Called within the FTextureStreamIn update when the stream in request is aborted or cannot complete correctly TheCancel()function is called on the thread returned byGetCancelThread().

code: void Cancel ( const [FTextureUpdateSyncOptions](API\Runtime\Engine\Streaming\FTextureUpdateSyncOptions) & SyncOptions )


description: Release any temporary data and objects that where used for the update. Final step executed after the texture has been updated correctly.

code: void CleanUp ( const [FTextureUpdateSyncOptions](API\Runtime\Engine\Streaming\FTextureUpdateSyncOptions) & SyncOptions )


className: ETickThread

code: enum ETickThread { Async, Render, None, }


className: ETickState

code: enum ETickState { Init, GetMips, PollMips, CleanUp, Done, }


description: Returns on which threadCancel()must be called in the texture update (from FTextureStreamIn) to release ressources safely and correctly.ETickThread::Nonewhen ready to delete this.


description: Return the next value StartingMipIndex (for the next provider). Must be FTextureUpdateContext::CurrentFirstMipIndex to indicate that all mips have been handled.

code: int32 GetMips ( const [FTextureUpdateContext](API\Runtime\Engine\Streaming\FTextureUpdateContext) & Context, int32 StartingMipIndex, const FTextureMipInfoArray & MipInfos, const [FTextureUpdateSyncOptions](API\Runtime\Engine\Streaming\FTextureUpdateSyncOptions) & SyncOptions )


description: Get the next tick state and thread for the mip allocator. Used by FTextureStreamIn to schedule correctly the update between FTextureMipAllocator andFTextureMipDataProvider.


description: Initialize data prelimary to theGetMips()step. Can be called several time (it does not have to advance to GetMips immediately). Mostly useful to simplify the logic inGetMips(). This is because GetMips is a chained call between all mip data providers, each taking some mips to handle, and is not compatible with multi step process. This means thatGetMips()must return immediately and can not postpone or delay return by not advancing to the next steps.

code: void Init ( const [FTextureUpdateContext](API\Runtime\Engine\Streaming\FTextureUpdateContext) & Context, const [FTextureUpdateSyncOptions](API\Runtime\Engine\Streaming\FTextureUpdateSyncOptions) & SyncOptions )


description: Return true unless the texture update needs to be aborted because the mip won't be updated correctly (for example IO error).

code: bool PollMips ( const [FTextureUpdateSyncOptions](API\Runtime\Engine\Streaming\FTextureUpdateSyncOptions) & SyncOptions )


description: Constructor, defining the first tick step and thread.

code: FTextureMipDataProvider ( const [UTexture](API\Runtime\Engine\Engine\UTexture) * Texture, [ETickState](API\Runtime\Engine\Streaming\FTextureMipDataProvider\ETickState) InTickState, [ETickThread](API\Runtime\Engine\Streaming\FTextureMipDataProvider\ETickThread) InTickThread )


code: virtual ~FTextureMipDataProvider()


className: FTextureMipDataProvider

description: FTextureMipDataProviderdefines the update steps and interface to implement the mip data strategy used in FTextureStreamIn. It allows to decouples where the texture mip data source from the texture update. Typical implementations are using DDC, disk files, internet server or dynamically generated.

code: class FTextureMipDataProvider

CurrentFirstLODIdx

type: const int32

description: The resident first LOD resource index. With domain = [0, ResourceState.NumLODs[. NOT THE ASSET LOD INDEX!

PendingFirstLODIdx

description: The requested first LOD resource index. With domain = [0, ResourceState.NumLODs[. NOT THE ASSET LOD INDEX!

ResourceState

type: constFStreamab...

description: The streamable state requested.


className: EThreadType

code: typedef int32 EThreadType


className: FTextureMipInfo

description: Describes a mip that gets updated through FTextureStreamIn.

code: struct FTextureMipInfo

CubeFace

type: ECubeFace

DestData

type: void *

Format

type: EPixelFormat


code: FTextureUpdateContext ( const [UTexture](API\Runtime\Engine\Engine\UTexture) * InTexture, [EThreadType](API\Runtime\Engine\Streaming\FTextureUpdateContext\EThreadType) InCurrentThread )


code: FTextureUpdateContext ( const [UStreamableRenderAsset](API\Runtime\Engine\Engine\UStreamableRenderAsset) * InTexture, [EThreadType](API\Runtime\Engine\Streaming\FTextureUpdateContext\EThreadType) InCurrentThread )


className: FTextureUpdateContext

description: A constant context used throughout the texture stream in update tick. Hold useful information for eitherFTextureMipDataProvideror FTextureMipAllocator.

code: struct FTextureUpdateContext

CurrentThread

type: EThreadType

description: The current executing thread.

MipsView

type: TArrayView< con...

description: The array view of streamable mips from the asset.

Resource

type: FStreamableText...

description: The current streamabble resource of this texture.

Texture

type: constUTexture...

description: The texture to update, this must be the same one as the one used when creating the FTextureUpdate object.


className: FCallback

code: typedef [TFunction](API\Runtime\Core\GenericPlatform\TFunction)< void()> FCallback


className: FTextureUpdateSyncOptions

description: If no sync options are used in the tick of eitherFTextureMipDataProvideror FTextureMipAllocator, the tick must at least advance to the next state through AdvanceTo() to prevent infinite loops.

code: struct FTextureUpdateSyncOptions

bSnooze

type: bool *

description: A bool to tell whether the tick should be postponed by a small duration (undefined by design).

Counter

type: FThreadSafeCoun...

description: A counter that will be incremented before doing an operation and then decremented once has completed.

RescheduleCallback

type: FCallback

description: A callback to force a new tick on the relevant thread.


code: virtual bool GetStreamableTexture ( uint16 InTextureIndex, [FString](API\Runtime\Core\Containers\FString) & OutTextureName, [FGuid](API\Runtime\Core\Misc\FGuid) & OutTextureGuid ) const


code: virtual void InitializeTextureStreamingContainer ( uint32 InPackedTextureStreamingQualityLevelFeatureLevel )


description: Returns whether this component is an editor-only object or not

code: virtual bool IsEditorOnly() const


code: virtual uint16 RegisterStreamableTexture ( [UTexture](API\Runtime\Engine\Engine\UTexture) * InTexture )


code: class UActorTextureStreamingBuildDataComponent : public [UActorComponent](API\Runtime\Engine\Components\UActorComponent), public [ITextureStreamingContainer](API\Runtime\Engine\Engine\ITextureStreamingContainer)


code: template<class InterfaceToCastTo> void ForEachSubsystem ( [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< bool(InterfaceToCastTo *)> InFunction ) const


className: FAudioSubsystemCollection

description: FAudioSubsystemCollection- Subsystem collection specifically targeting UAudioEngineSubsystems

code: class FAudioSubsystemCollection : public [FSubsystemCollection< UAudioEngineSubsystem >](API\Runtime\Engine\Subsystems\FSubsystemCollection)


description: Get a Subsystem by type

code: template<typename TSubsystemClass> TSubsystemClass * GetSubsystem ( const [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< TSubsystemClass > & SubsystemClass ) const


description: Construct aFSubsystemCollection, pass in the owning object almost certainly (this).

code: FObjectSubsystemCollection()


description: Get a list of Subsystems by type

code: template<typename TSubsystemClass> const [TArray](API\Runtime\Core\Containers\TArray)< TSubsystemClass * > & GetSubsystemArray ( const [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< TSubsystemClass > & SubsystemClass ) const


className: FObjectSubsystemCollection

description: Subsystem collection which delegatesUObjectreferences to its owningUObject(object needs to implement AddReferencedObjects and forward call to Collection

code: template<typename TBaseType> class FObjectSubsystemCollection : public [FSubsystemCollectionBase](API\Runtime\Engine\Subsystems\FSubsystemCollectionBase)


description: FGCObjectInterface

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


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

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


code: FSubsystemCollection()


className: FSubsystemCollection

code: template<typename TBaseType> class FSubsystemCollection : public [FSubsystemCollectionBase](API\Runtime\Engine\Subsystems\FSubsystemCollectionBase), public [FGCObject](API\Runtime\CoreUObject\UObject\FGCObject)


description: Registers and adds instances of the specified Subsystem class to all existing SubsystemCollections of the correct type. Should be used by specific subsystems in plug ins when plugin is activated.

code: static void ActivateExternalSubsystem ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * SubsystemClass )


description: Collect references held by this collection

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


description: Unregisters and removed instances of the specified Subsystem class from all existing SubsystemCollections of the correct type. Should be used by specific subsystems in plug ins when plugin is deactivated.

code: static void DeactivateExternalSubsystem ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * SubsystemClass )


description: Get the collection BaseType

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


description: Clears the collection, while deinitializing the systems

code: void Deinitialize()


description: Get a list of Subsystems by type

code: const [TArray](API\Runtime\Core\Containers\TArray)< [USubsystem](API\Runtime\Engine\Subsystems\USubsystem) * > & GetSubsystemArrayInternal ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * SubsystemClass ) const


description: Get a Subsystem by type

code: [USubsystem](API\Runtime\Engine\Subsystems\USubsystem) * GetSubsystemInternal ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * SubsystemClass ) const


description: Initialize the collection of systems, systems will be created and initialized

code: void Initialize ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * NewOuter )


description: Only call fromInitialize()of Systems to ensure initialization order Note: Dependencies only work within a collection

code: template<typename TSubsystemClass> TSubsystemClass * InitializeDependency()


code: [USubsystem](API\Runtime\Engine\Subsystems\USubsystem) * InitializeDependency ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [USubsystem](API\Runtime\Engine\Subsystems\USubsystem) > SubsystemClass )


description: Returns true if collection was already initialized

code: bool IsInitialized() const


description: Protected constructor - Use the FSubsystemCollectionclass

code: FSubsystemCollectionBase()


description: Protected constructor - for use by the template only(FSubsystemCollection)

code: FSubsystemCollectionBase ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * InBaseType )


description: Destructor will be called from virtual ~FGCObject in GC cleanup

code: virtual ~FSubsystemCollectionBase()


className: FSubsystemCollectionBase

code: class FSubsystemCollectionBase


description: Returns the owning audio device handle

code: virtual [FAudioDeviceHandle](API\Runtime\Engine\FAudioDeviceHandle) GetAudioDeviceHandle() const


description: Return the mixer device from the owning device handle

code: virtual const [Audio::FMixerDevice](API\Runtime\AudioMixer\FMixerDevice) * GetMixerDevice() const


description: Return a mutable version of the source manager associated with the owning device handle

code: virtual Audio::FMixerSourceManager * GetMutableSourceManager()


description: Return a mutable version of the mixer device from the owning device handle

code: virtual [Audio::FMixerDevice](API\Runtime\AudioMixer\FMixerDevice) * GetMutableMixerDevice()


description: Return the source manager associated with the owning device handle

code: virtual const Audio::FMixerSourceManager * GetSourceManager() const


description: Override to get an update call during AudioDevice::Update Note: This call will happen on the audio thread

code: virtual void Update()


className: UAudioEngineSubsystem

description: UAudioEngineSubsystemBase class for auto instanced and initialized systems that share the lifetime of the audio device

code: class UAudioEngineSubsystem : public [UDynamicSubsystem](API\Runtime\Engine\Subsystems\UDynamicSubsystem)


description: Get the ID of the owning audio device


description: Set the ID of the owning audio device

code: void SetAudioDeviceID ( [Audio::FDeviceId](API\Runtime\Engine\FDeviceId) DeviceID )


className: UAudioSubsystemCollectionRoot

description: UAudioSubsystemCollectionRootRootUObjectused to anchor UAudioEngineSubsystems to theFAudioDevice

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


className: UDynamicSubsystem

description: If instances of your subsystem aren't being created it maybe that the module they are in isn't being explicitly loaded, make sure there is a LoadModule("ModuleName") to load the module.

code: class UDynamicSubsystem : public [USubsystem](API\Runtime\Engine\Subsystems\USubsystem)


className: UEngineSubsystem

description: UEngineSubsystems are dynamic and will be initialized when the module is loaded if necessary. This means that after StartupModule() is called on the module containing a subsystem, the subsystem collection with instantiate and initialize the subsystem automatically. If the subsystem collection is created post module load then the instances will be created at collection initialization time.

code: class UEngineSubsystem : public [UDynamicSubsystem](API\Runtime\Engine\Subsystems\UDynamicSubsystem)


code: [UGameInstance](API\Runtime\Engine\Engine\UGameInstance) * GetGameInstance() const


className: UGameInstanceSubsystem

description: UGameInstanceSubsystemBase class for auto instanced and initialized systems that share the lifetime of the game instance

code: class UGameInstanceSubsystem : public [USubsystem](API\Runtime\Engine\Subsystems\USubsystem)


code: template<typename LocalPlayerType> LocalPlayerType * GetLocalPlayer() const


code: template<typename LocalPlayerType> LocalPlayerType * GetLocalPlayerChecked() const


description: Callback for when the player controller is changed on this subsystem's owning local player

code: virtual void PlayerControllerChanged ( [APlayerController](API\Runtime\Engine\GameFramework\APlayerController) * NewPlayerController )


className: ULocalPlayerSubsystem

description: ULocalPlayerSubsystemBase class for auto instanced and initialized subsystem that share the lifetime of local players

code: class ULocalPlayerSubsystem : public [USubsystem](API\Runtime\Engine\Subsystems\USubsystem)


description: Implement this for deinitialization of instances of the system

code: virtual void Deinitialize()


description: Overridden to check global network context

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


description: Implement this for initialization of instances of the system

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


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

code: virtual bool ShouldCreateSubsystem ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Outer ) const


className: USubsystem

description: Which can be accessed by: UGameInstance* GameInstance = ...; const TArray& MySubsystems = GameInstance->GetSubsystemArray();

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


description: Get an AudioEngine Subsystem from the AudioDevice associated with the provided context

code: static [UAudioEngineSubsystem](API\Runtime\Engine\Subsystems\UAudioEngineSubsystem) * GetAudioEngineSubsystem ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * ContextObject, [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UAudioEngineSubsystem](API\Runtime\Engine\Subsystems\UAudioEngineSubsystem) > Class )


description: Get a Game Instance Subsystem from the Game Instance associated with the provided context

code: static [UEngineSubsystem](API\Runtime\Engine\Subsystems\UEngineSubsystem) * GetEngineSubsystem ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UEngineSubsystem](API\Runtime\Engine\Subsystems\UEngineSubsystem) > Class )


code: static [UGameInstanceSubsystem](API\Runtime\Engine\Subsystems\UGameInstanceSubsystem) * GetGameInstanceSubsystem ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * ContextObject, [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UGameInstanceSubsystem](API\Runtime\Engine\Subsystems\UGameInstanceSubsystem) > Class )


description: Get a Local Player Subsystem from the LocalPlayer associated with the provided context If the player controller isn't associated to a LocalPlayer nullptr is returned

code: static [ULocalPlayerSubsystem](API\Runtime\Engine\Subsystems\ULocalPlayerSubsystem) * GetLocalPlayerSubSystemFromPlayerController ( [APlayerController](API\Runtime\Engine\GameFramework\APlayerController) * PlayerController, [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [ULocalPlayerSubsystem](API\Runtime\Engine\Subsystems\ULocalPlayerSubsystem) > Class )


description: Get a Local Player Subsystem from the Local Player associated with the provided context

code: static [ULocalPlayerSubsystem](API\Runtime\Engine\Subsystems\ULocalPlayerSubsystem) * GetLocalPlayerSubsystem ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * ContextObject, [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [ULocalPlayerSubsystem](API\Runtime\Engine\Subsystems\ULocalPlayerSubsystem) > Class )


description: Get a World Subsystem from the World associated with the provided context

code: static [UWorldSubsystem](API\Runtime\Engine\Subsystems\UWorldSubsystem) * GetWorldSubsystem ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * ContextObject, [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UWorldSubsystem](API\Runtime\Engine\Subsystems\UWorldSubsystem) > Class )


className: USubsystemBlueprintLibrary

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


description: Return the stat id to use for this tickable

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


description:
Virtual that can be overloaded by the inheriting class. It is used to determine whether an object will ever be able to tick, and if not, it will not get added to the tickable objects array. If the tickable tick type is Conditional then the virtual IsTickable will be called to determine whether to tick the object on each given frame
true if object will ever want to be ticked, false otherwise.

code: virtual ETickableTickType GetTickableTickType() const


description: USubsystemimplementation Begin.


description: FTickableGameObjectimplementation Begin.

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


description:
Virtual that can be overloaded by the inheriting class. It is used to determine whether an object is allowed to tick. This is different than IsTickable for keeping existing tickable objects working while providing an extra-safety for classes that decide to implement it (e.g. tickable world subsystems that have been deinitialized are not allowed to tick, regardless of what IsTickable says)
true if object is allowed to be ticked, false otherwise.

code: virtual bool IsAllowedToTick() const


description: Pure virtual that must be overloaded by the inheriting class. It will be called from within LevelTick.cpp after ticking all actors or from the rendering thread (depending on bIsRenderingThreadObject)

code: virtual void Tick ( float DeltaTime )


className: UTickableWorldSubsystem

description: UTickableWorldSubsystemBase class for auto instanced and initialized systems that share the lifetime of aUWorldand are ticking along with it

code: class UTickableWorldSubsystem : public [UWorldSubsystem](API\Runtime\Engine\Subsystems\UWorldSubsystem), public [FTickableGameObject](API\Runtime\Engine\FTickableGameObject)


code: virtual bool DoesSupportWorldType ( const [EWorldType::Type](API\Runtime\Engine\Engine\EWorldType__Type) WorldType ) const


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


description: This should not be called on default object since the method assumes a valid outer world.

code: [UWorld](API\Runtime\Engine\Engine\UWorld) & GetWorldRef() const


description: Called when world is ready to start gameplay before the game mode transitions to the correct state and call BeginPlay on all actors

code: virtual void OnWorldBeginPlay ( [UWorld](API\Runtime\Engine\Engine\UWorld) & InWorld )


description: Called after world components (e.g. line batcher and all level components) have been updated

code: virtual void OnWorldComponentsUpdated ( [UWorld](API\Runtime\Engine\Engine\UWorld) & World )


description: Called once all UWorldSubsystems have been initialized

code: virtual void PostInitialize()


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

code: virtual bool ShouldCreateSubsystem ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Outer ) const


description: Updates sub-system required streaming levels (called by world's UpdateStreamingState function)

code: virtual void UpdateStreamingState()


className: UWorldSubsystem

description: UWorldSubsystemBase class for auto instanced and initialized systems that share the lifetime of aUWorld

code: class UWorldSubsystem : public [USubsystem](API\Runtime\Engine\Subsystems\USubsystem)


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

code: ActorType * operator->() const


code: ActorType * operator*() const


className: Super

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


description: Constructor for creating an end iterator

code: TActorIterator ( EActorIteratorType )


description: Constructor

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


className: TActorIterator

description: Misc. Iterator types

code: template<typename ActorType> class TActorIterator : public [TActorIteratorBase< TActorIterator< ActorType > >](API\Runtime\Engine\TActorIteratorBase)


description:
Used to examine whether this level is valid for iteration or not This function should be redefined (thus hiding this one) in a derived class if it wants special level filtering.
true if the level can be iterated, false otherwise

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


description: Clears the current Actor in the array (setting it to NULL).

code: void ClearCurrent()


description:
Returns the number of actors considered thus far. Can be used in combination with GetProgressDenominator to gauge progress iterating over all actors.
number of actors considered thus far.

code: int32 GetProgressNumerator() const


description:
Determines whether this is a valid actor or not. This function should be redefined (thus hiding this one) in a derived class if it wants special actor filtering.
true

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


code: [AActor](API\Runtime\Engine\GameFramework\AActor) * operator->() const


className: TActorIteratorBase::operator bool

description:
Returns whether the iterator has reached the end and no longer points to a suitable actor.
true if iterator points to a suitable actor, false if it has reached the end

code: operator bool() const


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


description: Iterates to next suitable actor.

code: void operator++()


description: Hide the constructors as construction on this class should only be done by subclasses

code: TActorIteratorBase ( EActorIteratorType )


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


className: TActorIteratorBase

description: Template class used to filter actors by certain characteristics

code: template<typename Derived> class TActorIteratorBase


description: Constructor

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


className: TActorRange

description: Template actor range for ranged-for support.

code: template<typename ActorType> class TActorRange


code: TArrayCaster ( const [TArray](API\Runtime\Core\Containers\TArray)< T > & InArr )


code: template<typename U> [TArray](API\Runtime\Core\Containers\TArray)< U > & Get()


code: TArrayCaster ( [TArray](API\Runtime\Core\Containers\TArray)< T > && InArr )


className: TArrayCaster

code: template<typename T> struct TArrayCaster

Val

type: TArray< T >

ValRef

type: TArray< T > &


code: TBasePlayerControllerIterator ( class [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld )


className: TBasePlayerControllerIterator

description: // This can only be done on the server! // Only the server has player controllers for everyone! check(GetWorld()->GetNetMode() != NM_Client); }

code: template<class T, bool LocalOnly> class TBasePlayerControllerIterator

Current

type: T *

Iter

type: FConstPlayerCon...


className: TCompilableAsyncTask

code: template<typename AsyncTaskType> class TCompilableAsyncTask : public [AsyncCompilationHelpers::ICompilable](API\Runtime\Engine\ICompilable)


description: Initialization constructor.

code: TComponentReregisterContext()


className: TComponentReregisterContext

description: Removes all components of the templated type from their scenes for the lifetime of the class.

code: template<class ComponentType> class TComponentReregisterContext


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


className: CounterBase

code: static constexpr int CounterBase = __COUNTER__;


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


code: static const TCHAR * GetFunctionName()


code: static const TCHAR * GetSourceFilename()


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


code: template<> ENGINE_API [TCopyDataCS](API\Runtime\Engine\TCopyDataCS)< 2 >::[ShaderMetaType](API\Runtime\Engine\TCopyDataCS\ShaderMetaType) & GetStaticType()


code: template<> ENGINE_API [TCopyDataCS](API\Runtime\Engine\TCopyDataCS)< 1 >::[ShaderMetaType](API\Runtime\Engine\TCopyDataCS\ShaderMetaType) & GetStaticType()


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


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


className: InterfaceType

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


className: InternalBaseType

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


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


className: InternalLinkType

description: InternalLinkType<COUNTER-CounterBase >

code: template<int Counter> struct InternalLinkType


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


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


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


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


code: template<> [FTypeLayoutDesc](API\Runtime\Core\Serialization\FTypeLayoutDesc) & StaticGetTypeLayout()


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


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


className: TCopyDataCS

code: template<uint32 ElementsPerThread> class TCopyDataCS : public [FGlobalShader](API\Runtime\RenderCore\FGlobalShader)

DestBuffer

type: FShaderResource...


code: bool IsEnabled ( const [FEngineShowFlags](API\Runtime\Engine\FEngineShowFlags) & ShowFlags )


code: TCustomShowFlag ( const TCHAR * Name, bool DefaultEnabled, EShowFlagGroup Group, [FText](API\Runtime\Core\Internationalization\FText) DisplayName )


className: TCustomShowFlag

description: Statically register a custom show flag to control rendering - useTCustomShowFlag::IsEnabledto get current state for a given view.

code: template<EShowFlagShippingValue ShippingValue> struct TCustomShowFlag


className: FBlueprintEditorPromotionSettings

description: Holds settings for the blueprint editor build promotion tests

DefaultParticleAsset

type: FFilePath

description: Default particle asset to use for tests

FirstMeshPath

description: The starting mesh for the blueprint

SecondMeshPath

description: The mesh to set on the blueprint after the delay


className: FBuildPromotionImportWorkflowSettings

description: Holds settings for the import workflow stage of the build promotion test

Animation

type: FEditorImportWo...

description: Import settings for the animation asset.

BlendShapeMesh

description: Import settings for the blend shape

Diffuse

description: Import settings for the Diffuse texture

MorphMesh

description: Import settings for the morph mesh

Normal

description: Import settings for the Normalmap texture

OtherAssetsToImport

type: TArray<FEditor...

description: Import settings for any other assets you may want to import

ReimportStaticMesh

description: Import settings for the static mesh to re-import

SkeletalMesh

description: Import settings for the skeletal mesh

Sound

description: Import settings for the sound

StaticMesh

description: Import settings for the static mesh

SurroundSound

description: Import settings for the surround sound (Select any of the channels. It will auto import the rest)


className: FBuildPromotionNewProjectSettings

description: Holds settings for the new project stage of the build promotion test

NewProjectFolderOverride

type: FDirectoryPath

description: The path for the new project

NewProjectNameOverride

type: FString

description: The name of the project


className: FBuildPromotionOpenAssetSettings

description: Holds settings for the open assets stage of the build promotion test

code: struct FBuildPromotionOpenAssetSettings

BlueprintAsset

description: The blueprint asset to open

MaterialAsset

description: The material asset to open

ParticleSystemAsset

description: The particle system asset to open

SkeletalMeshAsset

description: The skeletal mesh asset to open

StaticMeshAsset

description: The static mesh asset to open

TextureAsset

description: The texture asset to open


className: FBuildPromotionTestSettings

description: Holds settings for the editor build promotion test

code: struct FBuildPromotionTestSettings

DefaultStaticMeshAsset

description: Default static mesh asset to apply materials to

ImportWorkflow

type: FBuildPromotion...

description: Import workflow settings

NewProjectSettings

description: New project settings

OpenAssets

description: Open assets settings

SourceControlMaterial

description: Material to modify for the content browser step


className: FEditorImportExportTestDefinition

description: Holds settings for the asset import / export automation test

bSkipExport

type: bool

description: If true, the export step will be skipped

ExportFileExtension

description: The file extension to use when exporting

FactorySettings

type: TArray<FImport...

description: Settings for the import factory

ImportFilePath

description: The file to import


className: FEditorImportWorkflowDefinition

description: Holds settings for the asset import workflow test

code: struct FEditorImportWorkflowDefinition

FactorySettings

description: Settings for the import factory

description: The file to import


className: FEditorMapPerformanceTestDefinition

PerformanceTestmap

type: FSoftObjectPath

description: Map to be used for the Performance Capture

TestTimer

description: How long is this test expected to run before stopping


className: FImportFactorySettingValues

description: HoldsFPropertynames and values to customize factory settings

code: struct FImportFactorySettingValues

SettingName

description: The name of theFPropertyto change

Value

description: The value to apply to theFProperty


className: FLaunchOnTestSettings

description: Holds settings for the editor Launch On With Map Iterations test.

code: struct FLaunchOnTestSettings

DeviceID

description: Device to be used

LaunchOnTestmap

description: Map to be used for the Launch On test


className: FMaterialEditorPromotionSettings

description: Holds settings for the material editor build promotion tests

code: struct FMaterialEditorPromotionSettings

DefaultDiffuseTexture

description: Default material asset to apply to static meshes


className: FParticleEditorPromotionSettings

description: Holds settings for the particle editor build promotion tests

code: struct FParticleEditorPromotionSettings

DefaultParticleAsset

description: Default particle asset to use for tests


className: UAutomationTestSettings

description: Implements the Editor's user settings.

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

AssetsToOpen

type: TArray<FString...

description: Asset to test for open in automation process

AutomationTestmap

description: The automation test map to be used for several of the automation tests.

BlueprintEditorPromotionTest

type: FBlueprintEdito...

description: Blueprint editor promotion test settings

BuildPromotionTest

description: Editor build promotion test settings

bUseAllProjectMapsToPlayInPIE

description: Use all Maps from project for PlayMapInPIE test

DefaultInteractiveFramerate

type: float

description: Default value used for FWaitForInteractiveFrameRate.

DefaultInteractiveFramerateDuration

description: Default time in seconds that DefaultInteractiveFramerate must remain true in FWaitForInteractiveFrameRate

DefaultInteractiveFramerateWaitTime

description: Default wait time in seconds for FWaitForInteractiveFrameRate. After this time a test will fail.

DefaultScreenshotResolution

type: FIntPoint

description: The default resolution to take all automation screenshots at.

EditorPerformanceTestMaps

description: The map to be used for the editor performance capture tool.

EditorTestModules

description: Modules to load that have editor tests

EngineTestModules

description: Modules to load that have engine tests

ExternalTools

type: TArray<FExtern...

description: External executables and scripts to run as part of automation.

ImportExportTestDefinitions

description: Asset import / Export test settings

LaunchOnSettings

type: TArray<FLaunch...

description: The map and device type to be used for the editor Launch On With Map Iterations test.

MapsToPIETest

description: Maps to PIE during the PIE test

MaterialEditorPromotionTest

type: FMaterialEditor...

description: Material editor promotion test settings

ParticleEditorPromotionTest

type: FParticleEditor...

description: Particle editor promotion test settings

PIETestDuration

description: PIE test duration in seconds. Only applied if you do PIETest

TestLevelFolders

description: Folders containing levels to exclude from automated tests


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


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


className: UTextPropertyTestObject

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

DefaultedText

type: FText


description: Computes the difference between two value arrays (templated)

code: namespace TextureLayoutTools { template<typename ValueType> void TextureLayoutTools::ComputeDifferenceArray ( const ValueType * ValuesA, const ValueType * ValuesB, const int32 ValueCount, [TArray](API\Runtime\Core\Containers\TArray)< double > & OutValueDifferences ) }


className: FExternalToolDefinition

description: Structure for defining an external tool

code: struct FExternalToolDefinition

CommandLineOptions

description: The command line options to pass to the executable.

ExecutablePath

type: FFilePath

description: The executable to run.

ScriptDirectory

description: If the ScriptExtension is set, look here for the script files.

ScriptExtension

description: If set, look for scripts with this extension.

ToolName

description: The name of the tool / test.

WorkingDirectory

description: The working directory for the new process.


description:
Computes the mean square root deviation for a set of values (templated)
Mean square deviation for the value set

code: namespace TextureLayoutTools { template<typename ValueType> double TextureLayoutTools::ComputeRootMeanSquareDeviation ( const ValueType * Values, const int32 ValueCount ) }


className: Type

code: typedef typename TTupleElement< 0, typename MapType::ElementType >::[Type](API\Runtime\Engine\TGetKeyType\Type) Type


className: TGetKeyType

code: template<typename MapType> struct TGetKeyType


className: TGetTypeLayoutHelper<                          EMaterialParameterType >::Do

code: static const FTypeLayoutDesc & Do &40; const EMaterialParameterType & &41;


code: template<> struct TGetTypeLayoutHelper< EMaterialParameterType >


code: virtual const FShaderResourceViewRHIRef GetClothBuffer() const


description: Get buffer containing cloth influences.


description: Get offset from vertex index to cloth influence index at a given vertex index. The offset will be constant for all vertices in the same section.

code: virtual uint32 GetClothIndexOffset ( uint32 VertexIndex, uint32 LODBias ) const


description: Cloth vertex factory access.


code: virtual [FGPUBaseSkinAPEXClothVertexFactory](API\Runtime\Engine\FGPUBaseSkinAPEXClothVertexFacto-) const * GetClothVertexFactory() const


code: virtual [FVertexFactoryType](API\Runtime\RenderCore\FVertexFactoryType) * GetType() const


code: virtual [FGPUBaseSkinVertexFactory](API\Runtime\Engine\FGPUBaseSkinVertexFactory) * GetVertexFactory()


code: virtual const [FGPUBaseSkinVertexFactory](API\Runtime\Engine\FGPUBaseSkinVertexFactory) * GetVertexFactory() const


description: Creates declarations for each of the vertex stream components and initializes the device resource

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


description: Modify compile environment to enable the apex clothing path

code: static void ModifyCompilationEnvironment ( const [FVertexFactoryShaderPermutationParameters](API\Runtime\Renderer\FVertexFactoryShaderPermutationP-) & Parameters, [FShaderCompilerEnvironment](API\Runtime\RenderCore\FShaderCompilerEnvironment) & OutEnvironment )


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

code: virtual void ReleaseRHI()


code: static bool ShouldCompilePermutation ( const [FVertexFactoryShaderPermutationParameters](API\Runtime\Renderer\FVertexFactoryShaderPermutationP-) & Parameters )


description: An implementation of the interface used by TSynchronizedResource to update the resource with new data from the game thread.

code: virtual void SetData ( const [FGPUSkinDataType](API\Runtime\Engine\FGPUSkinDataType) * InData )


className: StaticType

description: Bind cloth gpu skin vertex factory to its shader file and its shader parameters


description: Constructor presizing bone matrices array to used amount.

code: TGPUSkinAPEXClothVertexFactory ( [ERHIFeatureLevel::Type](API\Runtime\RHI\ERHIFeatureLevel__Type) InFeatureLevel, uint32 InNumVertices, uint32 InNumInfluencesPerVertex )


description: Destructor takes care of the Data pointer. SinceFGPUBaseSkinVertexFactorydoes not know the real type of the Data, delete the data here instead.


className: TGPUSkinAPEXClothVertexFactory

description: Vertex factory with vertex stream components for GPU-skinned and morph target streams

code: template<GPUSkinBoneInfluenceType BoneInfluenceType> class TGPUSkinAPEXClothVertexFactory : public [FGPUBaseSkinAPEXClothVertexFactory](API\Runtime\Engine\FGPUBaseSkinAPEXClothVertexFacto-), public [TGPUSkinVertexFactory< BoneInfluenceType >](API\Runtime\Engine\TGPUSkinVertexFactory)

ClothDataPtr

type: FGPUSkinAPEXClo...

description: Alias pointer toTUniquePtrData ofFGPUBaseSkinVertexFactory.


description:
Add the decl elements for the streams
Add the vertex declaration elements for the streams.

code: virtual void AddVertexElements ( FVertexDeclarationElementList & OutElements )


code: virtual GPUSkinBoneInfluenceType GetBoneInfluenceType() const


code: virtual const FMorphVertexBuffer * GetMorphVertexBuffer ( bool bPrevious ) const


className: Super

code: typedef [TGPUSkinVertexFactory](API\Runtime\Engine\TGPUSkinVertexFactory)< BoneInfluenceType > Super


code: virtual uint32 GetMorphVertexBufferUpdatedFrameNumber() const


description: TGPUSkinVertexFactorydoes not support manual vertex fetch yet so worst case element set is returned to make sure the PSO can be compiled

code: static void GetPSOPrecacheVertexFetchElements ( EVertexInputStreamType VertexInputStreamType, FVertexDeclarationElementList & Elements )


code: static void GetVertexElements ( [ERHIFeatureLevel::Type](API\Runtime\RHI\ERHIFeatureLevel__Type) FeatureLevel, EVertexInputStreamType InputStreamType, [FGPUSkinDataType](API\Runtime\Engine\FGPUSkinDataType) & GPUSkinData, FVertexDeclarationElementList & Elements )


code: static void GetVertexElements ( [ERHIFeatureLevel::Type](API\Runtime\RHI\ERHIFeatureLevel__Type) FeatureLevel, EVertexInputStreamType InputStreamType, [FGPUSkinDataType](API\Runtime\Engine\FGPUSkinDataType) & GPUSkinData, FVertexDeclarationElementList & Elements, [FVertexStreamList](API\Runtime\RenderCore\FVertexFactory\FVertexStreamList) & InOutStreams, int32 & OutMorphDeltaStreamIndex )


description: Bind gpu skin vertex factory to its shader file and its shader parameters


description: FGPUBaseSkinVertexFactoryoverrides

code: virtual void UpdateMorphVertexStream ( const class FMorphVertexBuffer * MorphVertexBuffer )


className: TGPUSkinVertexFactory

description: Vertex factory with vertex stream components for GPU skinned vertices

code: template<GPUSkinBoneInfluenceType BoneInfluenceType> class TGPUSkinVertexFactory : public [FGPUBaseSkinVertexFactory](API\Runtime\Engine\FGPUBaseSkinVertexFactory)


code: TGPUSkinVertexFactory ( [ERHIFeatureLevel::Type](API\Runtime\RHI\ERHIFeatureLevel__Type) InFeatureLevel, uint32 InNumVertices )


code: template<> struct THasTypeLayout< EMaterialParameterType >


className: Value

code: enum { Value = std::is_same_v<IndexType, typename TRangeIndexType<RangeType>::Type> || std::is_void_v<typename TRangeIndexType<RangeType>::Type> }


className: TIsCompatibleRangeIndexType

description: IndexType is compatible with RangeType::IndexType if they are the same or if RangeType doesn't have an index type.

code: template<typename IndexType, typename RangeType> struct TIsCompatibleRangeIndexType


code: template<> struct TIsContiguousContainer< FStaticMeshSectionArray > : public [TIsContiguousContainer< TArray< FStaticMeshSection, TInlineAllocator< 1 > > >](API\Runtime\Core\Misc\TIsContiguousContainer)


code: enum &123; Value = true &125;


description: These act like a POD asFColoris also set to act like POD.

code: template<> struct TIsPODType< FQuantizedDirectionalLightSample >


code: template<> struct TIsPODType< FQuantizedSimpleLightSample >


code: template<> struct TIsZeroConstructType< FStaticMeshSectionArray > : public [TIsZeroConstructType< TArray< FStaticMeshSection, TInlineAllocator< 1 > > >](API\Runtime\Core\Memory\TIsZeroConstructType)


className: DataProviderType

description: Exposes data provider type to clients.


className: NodeType

description: Exposes node type to clients.

code: typedef [TkDOPNode](API\Runtime\Engine\TkDOPNode)< [DataProviderType](API\Runtime\Engine\TkDOPCollisionCheck\DataProviderType), KDOP_IDX_TYPE > NodeType


className: TreeType

description: Exposes tree type to clients.

code: typedef [TkDOPTree](API\Runtime\Engine\TkDOPTree)< [DataProviderType](API\Runtime\Engine\TkDOPCollisionCheck\DataProviderType), KDOP_IDX_TYPE > TreeType


description: Hide the default ctor

code: TkDOPCollisionCheck ( const [DataProviderType](API\Runtime\Engine\TkDOPCollisionCheck\DataProviderType) & InCollDataProvider )


className: TkDOPCollisionCheck

description: Base struct for all collision checks. Holds a reference to the collision data provider, which is a struct that abstracts out the access to a particular mesh/primitives data

code: template<typename COLL_DATA_PROVIDER, typename KDOP_IDX_TYPE> struct TkDOPCollisionCheck

CollDataProvider

type: constDataProvi...

description: Used to get access to local->world, vertices, etc. without using virtuals

kDOPTree

type: constTreeType...

description: The kDOP tree

Nodes

type: constTChunkedA...

description: The array of the nodes for the kDOP tree

SOATriangles

description: The collision triangle data for the kDOP tree


description: Transforms the local hit normal into a world space normal using the transpose adjoint and flips the normal if need be

code: FVector4 GetHitNormal()


description: Sets up the FkDOPLineCollisionCheck structure for performing line checks against a kDOPTree. Initializes all of the variables that are used throughout the line check.

code: TkDOPLineCollisionCheck ( const FVector4 & InStart, const FVector4 & InEnd, bool bInbFindClosestIntersection, const COLL_DATA_PROVIDER & InCollDataProvider, [FkHitResult](API\Runtime\Engine\FkHitResult) * InResult )


className: TkDOPLineCollisionCheck

description: This struct holds the information used to do a line check against the kDOP tree. The collision provider gives access to various matrices, vertex data etc. without having to use virtual functions.

code: template<typename COLL_DATA_PROVIDER, typename KDOP_IDX_TYPE> struct TkDOPLineCollisionCheck : public [TkDOPCollisionCheck< COLL_DATA_PROVIDER, KDOP_IDX_TYPE >](API\Runtime\Engine\TkDOPCollisionCheck), public [TkDOPCollisionCheck< COLL_DATA_PROVIDER, KDOP_IDX_TYPE >](API\Runtime\Engine\TkDOPCollisionCheck)

bFindClosestIntersection

type: const bool

description: Flags for optimizing a trace

DirSOA

description: Direction of the line (not normalized, just EndSOA-StartSOA), where each component is replicated into their own vector registers.

End

type: const FVector4 ...

EndSOA

description: End of the line, where each component is replicated into their own vector registers.

HitNodeIndex

description: Indexinto the kDOP tree's nodes of the node that was hit.

LocalHitNormal

description: Normal in local space which gets transformed to world at the very end.

LocalStart

description: Locally calculated vectors.

Result

type: FkHitResult...

description: Where the collision results get stored

Start

description: Constant input vars.

StartSOA

description: Start of the line, where each component is replicated into their own vector registers.


description: Determines the line in the FkDOPLineCollisionCheck intersects this node. It also will check the child nodes if it is not a leaf, otherwise it will check against the triangle data.

code: bool LineCheck ( [TkDOPLineCollisionCheck](API\Runtime\Engine\TkDOPLineCollisionCheck)< COLL_DATA_PROVIDER, KDOP_IDX_TYPE > & Check, [TTraversalHistory](API\Runtime\Engine\TTraversalHistory)< KDOP_IDX_TYPE > History ) const


code: void LineCheckBounds ( [TkDOPLineCollisionCheck](API\Runtime\Engine\TkDOPLineCollisionCheck)< COLL_DATA_PROVIDER, KDOP_IDX_TYPE > & Check, FVector4 & HitTime, int32 NodeHit ) const


code: bool LineCheckPreCalculated ( [TkDOPLineCollisionCheck](API\Runtime\Engine\TkDOPLineCollisionCheck)< COLL_DATA_PROVIDER, KDOP_IDX_TYPE > & Check, const FVector4 & NodeHitTime, [TTraversalHistory](API\Runtime\Engine\TTraversalHistory)< KDOP_IDX_TYPE > History, int32 * NodeHit ) const


description: Works through the list of triangles in this node checking each one for a collision.

code: bool LineCheckTriangles ( [TkDOPLineCollisionCheck](API\Runtime\Engine\TkDOPLineCollisionCheck)< COLL_DATA_PROVIDER, KDOP_IDX_TYPE > & Check, const [TTraversalHistory](API\Runtime\Engine\TTraversalHistory)< KDOP_IDX_TYPE > & History ) const


description: Exposes node type to clients.

code: typedef [TkDOPNode](API\Runtime\Engine\TkDOPNode)< [DataProviderType](API\Runtime\Engine\TkDOPNode\DataProviderType), KDOP_IDX_TYPE > NodeType


description:
Determines if the node is a leaf or not. If it is not a leaf, it subdivides the list of triangles again adding two child nodes and splitting them on the mean (splatter method). Otherwise it sets up the triangle information.
bounding box for this node

code: FBox SplitTriangleList ( int32 Start, int32 NumTris, [TArray](API\Runtime\Core\Containers\TArray)< [FkDOPBuildCollisionTriangle](API\Runtime\Engine\FkDOPBuildCollisionTriangle)< KDOP_IDX_TYPE > > & BuildTriangles, [TChunkedArray](API\Runtime\Core\Containers\TChunkedArray)< [FTriangleSOA](API\Runtime\Engine\FTriangleSOA) > & SOATriangles, [TChunkedArray](API\Runtime\Core\Containers\TChunkedArray)< [NodeType](API\Runtime\Engine\TkDOPNode\NodeType) > & Nodes )


description: Inits the data to no child nodes and an inverted volume

code: TkDOPNode()