description: Used internally to determine which actors should go on the world's NetworkActor list.

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


description: Is this the persistent level

module: Engine

code: bool IsPersistentLevel() 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 true if the level uses actor folders mode.

code: bool IsUsingActorFolders() const


description: Returns true if the level uses external actors mode.

code: bool IsUsingExternalActors() const


description: Returns true if the level uses external objects.

code: bool IsUsingExternalObjects() const


description:
Returns if the level is a cell from a WorldPartition World.
The cell associated with the level.


className: LevelDirtiedEvent

description: Called when a level package has been dirtied.


className: LoadAllExternalObjectsTag

code: static const [FName](API\Runtime\Core\UObject\FName) LoadAllExternalObjectsTag;


description: Marks level bounds as dirty so they will be recalculated

code: void MarkLevelBoundsDirty()


description: Marks all level components render state as dirty


description: Called after lighting was built and data gets propagated to this level

code: void OnApplyNewLightingData ( bool bLightingSuccessful )


description: Called when level is loaded.

code: void OnLevelLoaded()


description: Called when the level script blueprint has been successfully changed and compiled. Handles creating an instance of the blueprint class in LevelScriptActor

code: void OnLevelScriptBlueprintChanged ( class [ULevelScriptBlueprint](API\Runtime\Engine\Engine\ULevelScriptBlueprint) * InBlueprint )


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

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


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

code: virtual void PostEditUndo()


description: 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: 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: FObjectDuplicationParameters

code: virtual void PreDuplicate ( [FObjectDuplicationParameters](API\Runtime\CoreUObject\UObject\FObjectDuplicationParameters) & DupParams )


description: Called before applying a transaction to the object. Default implementation simply calls PreEditChange.

code: virtual void PreEditUndo()


description: Deprecated* Use version that takesFObjectPreSaveContextinstead.

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


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

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


description: Push any pending auto receive input actor's input components on to the player controller's input stack

code: void PushPendingAutoReceiveInput ( [APlayerController](API\Runtime\Engine\GameFramework\APlayerController) * PC )


description: Meant to be called only from editor, calculating and storing static geometry to be used with off-line and/or on-line navigation building

code: void RebuildStaticNavigableGeometry()


description: Register an actor that should be added to a player's input stack when they are created

code: void RegisterActorForAutoReceiveInput ( [AActor](API\Runtime\Engine\GameFramework\AActor) * Actor, const int32 PlayerIndex )


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


code: uint16 RegisterStreamableTexture ( const [FString](API\Runtime\Core\Containers\FString) & InTextureName, const [FGuid](API\Runtime\Core\Misc\FGuid) & InTextureGuid )


description: Releases rendering resources for this level.

code: void ReleaseRenderingResources()


description: Remove a dynamically loaded actor from this level.

code: void RemoveLoadedActors ( const [TArray](API\Runtime\Core\Containers\TArray)< [AActor](API\Runtime\Engine\GameFramework\AActor) * > & ActorList, const FTransform * TransformToRemove )


code: void RemoveLoadedActor ( [AActor](API\Runtime\Engine\GameFramework\AActor) * Actor, const FTransform * TransformToRemove )


code: virtual void RemoveUserDataOfClass ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UAssetUserData](API\Runtime\Engine\Engine\UAssetUserData) > InUserDataClass )


description: Resets the level nav list.

code: void ResetNavList()


description: Method for resetting routing actor initialization for the next time this level is streamed.


description:
Called to defer loading a subobject to its top-level container object. Useful with the package override feature, where an object might not be saved in the same package as its outer, especially if the the top-level object does lazy loading of these objects.
true if the object loaded or exists, depending on bLoadIfExists

code: virtual bool ResolveSubobject ( const TCHAR * SubObjectPath, [UObject](API\Runtime\CoreUObject\UObject\UObject) *& OutObject, bool bLoadIfExists )


description: Routes pre and post initialize to actors and also sets volumes.

code: void RouteActorInitialize ( int32 NumActorsToProcess )


description: Scans/Updates all Level Assets (level package and external packages)

code: static void ScanLevelAssets ( const [FString](API\Runtime\Core\Containers\FString) & InLevelPackageName )


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: Sets the cached level collection that contains this level. Should only be called byFLevelCollection.

code: void SetCachedLevelCollection ( [FLevelCollection](API\Runtime\Engine\Engine\FLevelCollection) *const InCachedLevelCollection )


description: Sets whether this level is a lighting scenario and handles propagating the change.

code: void SetLightingScenario ( bool bNewIsLightingScenario )


description: Sets if the level uses actor folders mode or not. Returns true if succeeded.

code: bool SetUseActorFolders ( bool bEnabled, bool bInteractive )


description: Sets if the level uses external actors mode or not.

code: void SetUseExternalActors ( bool bEnable )


code: void SetWorldDataLayers ( [AWorldDataLayers](API\Runtime\Engine\WorldPartition\DataLayer\AWorldDataLayers) * NewWorldDataLayers )


code: void SetWorldSettings ( [AWorldSettings](API\Runtime\Engine\GameFramework\AWorldSettings) * NewWorldSettings )


description: Returns true if the level wants newly spawned actors to be external


description: Sorts the actor list by net relevancy and static behaviour. First all not net relevant static actors, then all net relevant static actors and then the rest. This is done to allow the dynamic and net relevant actor iterators to skip large amounts of actors.

code: void SortActorList()


className: StreamedLevelsOwningWorld

description: Set before calling LoadPackage for a streaming level to ensure that OwningWorld is correct on the Level

code: static [TMap](API\Runtime\Core\Containers\TMap)< [FName](API\Runtime\Core\UObject\FName), [TWeakObjectPtr](API\Runtime\Core\UObject\TWeakObjectPtr)< [UWorld](API\Runtime\Engine\Engine\UWorld) > > StreamedLevelsOwningWorld;


description: Updates all components of actors associated with this level (aka in Actors array) and creates the BSP model components.

code: void UpdateLevelComponents ( bool bRerunConstructionScripts, [FRegisterComponentContext](API\Runtime\Engine\Components\FRegisterComponentContext) * Context )


description: Updates the model components associated with this level

code: void UpdateModelComponents()


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


description: DO NOT USE. This constructor is for internal usage only for hot-reload purposes.

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


className: ULevel

description: UActor

code: class ULevel : public [UObject](API\Runtime\CoreUObject\UObject\UObject), public [IInterface_AssetUserData](API\Runtime\Engine\Interfaces\IInterface_AssetUserData), public [ITextureStreamingContainer](API\Runtime\Engine\Engine\ITextureStreamingContainer)

ActorCluster

type: TObjectPtr<ULe...

ActorPackagingScheme

type: EActorPackaging...

Actors

type: TArray<TObject...

description: Array of all actors in this level, used by FActorIteratorBase and derived classes

ActorsForGC

description: Array of actors to be exposed to GC in this level.

AssetUserData

description: Array of user data stored with the asset

bActorClusterCreated

type: uint8:  1

description: Whether the level had its actor cluster created.

bAlreadyAssociatedStreamableResources

type: uint8: 1

description: Whether we already associated streamable resources.

bAlreadyClearedActorsSeamlessTravelFlag

description: Whether we already clearedAActor::bActorSeamlessTraveled.

bAlreadyInitializedNetworkActors

description: Whether we already initialized network actors.

bAlreadyMovedActors

description: The below variables are used temporarily while making a level visible.

bAlreadyShiftedActors

description: Whether we already shift actors positions according to world composition.

bAlreadySortedActorList

description: Whether we already sorted the actor list.

bAlreadyUpdatedComponents

description: Whether we already updated components.

bAreComponentsCurrentlyRegistered

description: Whether components are currently registered or not.

bClientOnlyVisible

description: Whether this level is specific to client, visibility state will not be replicated to server

bContainsStableActorGUIDs

description: Whether the level has been saved after introducing actor GUIDs

bFixupActorFoldersAtLoad

description: Whether the level should call FixupActorFolders on its actors when loading the level/actors (only used when level is using actor folder objects)

bGarbageCollectionClusteringEnabled

description: If true, allows garbage collection clustering for the level

bGeometryDirtyForLighting

description: Whether the geometry needs to be rebuilt for correct lighting

bHasCurrentActorCalledPreRegister

description: Whether the actor referenced by CurrentActorIndexForUpdateComponents has called PreRegisterAllComponents

bHasRerunConstructionScripts

description: Whether this level has gone through a complete rerun construction script pass.

bIsAssociatingLevel

description: Whether this level is in the process of being associated with its world (i.e. we are within AddToWorld for this level

bIsBeingRemoved

description: Whether the level is currently being removed from the world

bIsDisassociatingLevel

description: Whether this level is in the process of being disassociated with its world (i.e. we are within RemoveFromWorld for this level

bIsLightingScenario

description: Whether the level is a lighting scenario.

bIsPartitioned

description: Whether the level is partitioned or not.

bIsVisible

description: Whether the level is currently visible/ associated with the world.

bLocked

description: Whether this level is locked; that is, its actors are read-only Used by WorldBrowser to lock a level when correspondingULevelStreamingdoes not exist

bPromptWhenAddingToLevelBeforeCheckout

type: bool

bRequireFullVisibilityToRender

description: Whether this level should be fully added to the world before rendering its components

description: Whether the level has finished registering all static components in the streaming manager.

bTextureStreamingRotationChanged

description: Whether a level transform rotation was applied since the texture streaming builds.

bUseExternalActors

description: Use external actors, new actor spawned in this level will be external and existing external actors will be loaded on load.

bWasDuplicated

description: Whether this level was duplicated

bWasDuplicatedForPIE

description: Whether this level was duplicated for PIE

CurrentActorIndexForIncrementalUpdate

description: Current index into actors array for updating components.

FixupOverrideVertexColorsCount

type: std::atomic< ui...

IncrementalComponentState

type: EIncrementalCom...

description: The current stage for incrementally updating actor components in the level

InstancedFoliageActor

type: TWeakObjectPtr<...

description: Cached pointer to Foliage actor

LevelBoundsActor

description: Actor which defines level logical bounding box

LevelBuildDataId

type: FGuid

description: Identifies map build data specific to this level, eg lighting volume samples.

LevelColor

type: FLinearColor

description: The level color used for visualization.

LevelScriptActor

type: TObjectPtr< cla...

description: The level scripting actor, created by instantiating the class from LevelScriptBlueprint.

LevelScriptBlueprint

description: Reference to the blueprint for level scripting

LevelSimplification

type: FLevelSimplific...

description: Level simplification settings for each LOD

LightBuildLevelOffset

type: FIntVector

description: Level offset at time when lighting was built

LightmapTotalSize

type: float

description: Total number of KB used for lightmap textures in the level.

MapBuildData

type: TObjectPtr<UMa...

description: Registry for data from the map build.

Model

description: BSPUModel.

ModelComponents

description: BSP Model components used for rendering.

NavDataChunks

description: Navigation related data that can be stored per level

NavListStart

description: Start and end of the navigation list for this level, used for quickly fixing up when streaming this level in/out.

NumTextureStreamingDirtyResources

description: Num of resources that have changed since the last texture streaming build. Updated in map check.

NumTextureStreamingUnbuiltComponents

description: Num of components missing valid texture streaming data. Updated in map check.

OnApplyLevelTransform

type: FLevelTransform...

OnCleanupLevel

type: FLevelCleanupEv...

OnLoadedActorAddedToLevelEvent

type: FLoadedActorAdd...

OnLoadedActorRemovedFromLevelEvent

type: FLoadedActorRem...

OwningWorld

type: TObjectPtr<UWo...

description: The World that has this level in its Levels array.

description: Packed quality level and feature level used when building texture streaming data.

PlayFromHereActor

type: AActor*

PrecomputedLightVolume

type: FPrecomputedLig...

description: The precomputed light information for this level.

PrecomputedVisibilityHandler

type: FPrecomputedVis...

description: Contains precomputed visibility data for this level.

PrecomputedVolumeDistanceField

type: FPrecomputedVol...

description: Precomputed volume distance field for this level.

PrecomputedVolumetricLightmap

description: The volumetric lightmap data for this level.

RemoveFromSceneFence

type: FRenderCommandF...

description: Fence used to track when the rendering thread has finished referencing thisULevel's resources.

ShadowmapTotalSize

description: Total number of KB used for shadowmap textures in the level.

StaticNavigableGeometry

type: TArray< FVector...

description: Threes of triangle vertices - AABB filtering friendly.

StreamingTextureGuids

type: TArray<FGuid>

description: The Guid of each streamable texture refered byFStreamingTextureBuildInfo::TextureLevelIndex

StreamingTextures

type: TArray<FName>

description: The name of each streamable texture referred byFStreamingTextureBuildInfo::TextureLevelIndex

TextureStreamingResourceGuids

description: The Guid list of all materials and meshes Guid used in the last texture streaming build.

TickTaskLevel

type: FTickTaskLevel ...

description: Data structures for holding the tick functions

URL

type: FURL

description: URL associated with this level.


description: Called after PostLoad to createUObjectcluster

code: virtual void CreateCluster()


className: ULevelActorContainer

description: Root object for all level actors

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

Actors

type: TArray<TObject...

description: Array of actors in a level


description: Called during Garbage Collection to perform additional cleanup when the cluster is about to be destroyed due to PendingKill flag being set on it.


description: Generate a name for a level script blueprint from the current level

code: static [FString](API\Runtime\Core\Containers\FString) CreateLevelScriptNameFromLevel ( const class [ULevel](API\Runtime\Engine\Engine\ULevel) * Level )


code: [ULevel](API\Runtime\Engine\Engine\ULevel) * GetLevel() const


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


description: the user-friendly name of the blueprint

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


className: ULevelScriptBlueprint

description: ALevelScriptActor

code: class ULevelScriptBlueprint : public [UBlueprint](API\Runtime\Engine\Engine\UBlueprint)

FriendlyName

type: FString

description: The friendly name to use for UI


code: void AddLevelToCollectionAfterReload()


description: Begin a client instigated NetVisibility request

code: void BeginClientNetVisibilityRequest ( bool bInShouldBeVisible )


description: Traverses all streaming level objects in the persistent world and in all inner worlds and calls appropriate delegate for streaming objects that refer specified level

code: static void BroadcastLevelLoadedStatus ( [UWorld](API\Runtime\Engine\Engine\UWorld) * PersistentWorld, [FName](API\Runtime\Core\UObject\FName) LevelPackageName, bool bLoaded )


code: static void BroadcastLevelVisibleStatus ( [UWorld](API\Runtime\Engine\Engine\UWorld) * PersistentWorld, [FName](API\Runtime\Core\UObject\FName) LevelPackageName, bool bVisible )


description: Returns whether the streaming level can make visible (can call AddToWorld).

code: bool CanMakeVisible()


description: Returns whether level status can be replicated from the server to the client

code: virtual bool CanReplicateStreamingStatus() const


description: Sets the LoadedLevel value to NULL

code: void ClearLoadedLevel()


description: Creates a new instance of this streaming level with a provided unique instance name

code: [ULevelStreaming](API\Runtime\Engine\Engine\ULevelStreaming) * CreateInstance ( const [FString](API\Runtime\Core\Containers\FString) & UniqueInstanceName )


description: Utility that draws a legend of level streaming status

code: static void DebugDrawLegend ( const [UWorld](API\Runtime\Engine\Engine\UWorld) * World, class [UCanvas](API\Runtime\Engine\Engine\UCanvas) * Canvas, const FVector2D & Offset )


description: Whether client should be using making invisible transaction requests to the server (default value).


description: Whether client should be using making visible transaction requests to the server (default value).


description: Returns whether the streaming level can make invisible (can call RemoveFromWorld).

code: bool CanMakeInvisible()


code: static PRAGMA_DISABLE_DEPRECATION_WARNINGS const TCHAR * EnumToString ( ECurrentState InCurrentState )


className: EReqLevelBlock

code: enum EReqLevelBlock { BlockAlwaysLoadedLevelsOnly, AlwaysBlock, NeverBlock, }


code: static [ULevelStreaming](API\Runtime\Engine\Engine\ULevelStreaming) * FindStreamingLevel ( const [ULevel](API\Runtime\Engine\Engine\ULevel) * Level )


code: FLevelAnnotation &40; ULevelStreaming &42; InLevelStreaming &41;


className: FLevelAnnotation

description: Annotation for fast inverse lookup.

code: struct FLevelAnnotation

LevelStreaming

type: ULevelStreaming...


code: bool operator&40;&41; &40; const ULevelStreaming &42; Candidate &41; const


code: FPackageNameMatcher &40; const FName & InPackageName &41;


className: FPackageNameMatcher

description: Matcher for searching streaming levels by PackageName

code: struct FPackageNameMatcher

PackageName

type: FName


description: Returns the current loaded/visible state of the streaming level.


code: virtual [TOptional](API\Runtime\Core\IO\TOptional)< [FFolder::FRootObject](API\Runtime\Engine\FFolder\FRootObject) > GetFolderRootObject() const


description: Get the folder path for this level for use in the world browser. Only available in editor builds

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


description: Returns if the streaming level has requested to be unloaded and removed.


description: Returns the world composition level LOD index.

code: int32 GetLevelLODIndex() const


description: Returns the Level Script Actor of the level if the level is loaded and valid


description: Used for debugging Level's status


description: Utility that gets a color for a particular level status

code: static [FColor](API\Runtime\Core\Math\FColor) GetLevelStreamingStatusColor ( EStreamingStatus Status )


description: Name of the level package that is currently loaded.


description: Gets a pointer to the LoadedLevel value

code: [ULevel](API\Runtime\Engine\Engine\ULevel) * GetLoadedLevel() const


description: Sets the relative priority of considering the streaming level. Changing the priority will not interrupt the currently considered level, but will affect the next time a level is being selected for evaluation.

code: int32 GetPriority() const


description: Returns the value of bShouldBeVisible. Use ShouldBeVisible to query whether a streaming level should be visible based on its own criteria.

code: bool GetShouldBeVisibleFlag() const


description: Get a bounding box around the streaming volumes associated with this LevelStreaming object

code: FBox GetStreamingVolumeBounds()


description: Returns if the streaming level should be visible in the editor.

code: bool GetShouldBeVisibleInEditor() const


description: Returns theUWorldthat triggered the streaming of this streaming level.

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


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


description: Returns a constant reference to the world asset this streaming level object references

code: const [TSoftObjectPtr](API\Runtime\CoreUObject\UObject\TSoftObjectPtr)< [UWorld](API\Runtime\Engine\Engine\UWorld) > & GetWorldAsset() const


description: Utility that returns a string for a streaming level status

code: static const TCHAR * GetLevelStreamingStatusDisplayName ( EStreamingStatus Status )


description: Gets the package name for the world asset referred to by this level streaming as anFName

code: virtual [FName](API\Runtime\Core\UObject\FName) GetWorldAssetPackageFName() const


description: Gets the package name for the world asset referred to by this level streaming


code: virtual const [IWorldPartitionCell](API\Runtime\Engine\WorldPartition\IWorldPartitionCell) * GetWorldPartitionCell() const


description: Returns whether the streaming level has loaded a level.

code: bool HasLoadedLevel() const


description: Returns whether the streaming level is in the loading state.

code: bool HasLoadRequestPending() const


description: Returns whether streaming level is visible

code: bool IsLevelVisible() const


description: Returns whether streaming level is loaded

code: bool IsLevelLoaded() const


description: Returns whether level has streaming state change pending

code: bool IsStreamingStatePending() const


description: Returns false if the level package associated to that streaming level is invalid.

code: bool IsValidStreamingLevel() const


description: Returns if the streaming level can be modified by user

code: virtual bool IsUserManaged() const


description: Check if we are waiting for a making visible or invisible streaming transaction

code: bool IsWaitingForNetVisibilityTransactionAck ( ENetLevelVisibilityRequest InRequestType ) const


className: LevelAnnotations

code: static [FUObjectAnnotationSparse](API\Runtime\CoreUObject\UObject\FUObjectAnnotationSparse)< [FLevelAnnotation](API\Runtime\Engine\Engine\ULevelStreaming\FLevelAnnotation), false > LevelAnnotations;


description: Called by SetLoadedLevel

code: virtual void OnLevelLoadedChanged ( [ULevel](API\Runtime\Engine\Engine\ULevel) * Level )


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

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


description: Override Pre/PostEditUndo functions to handle editor transform

code: virtual void PostEditUndo()


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: Sets loaded level, fixups for PIE, notifies level is loaded, apply necessary modifications on level once loaded.

code: void PrepareLoadedLevel ( [ULevel](API\Runtime\Engine\Engine\ULevel) * InLevel, [UPackage](API\Runtime\CoreUObject\UObject\UPackage) * InLevelPackage, int32 InPIEInstanceID )


code: static void RemoveLevelAnnotation ( const [ULevel](API\Runtime\Engine\Engine\ULevel) * Level )


description: After a sub level is reloaded in the editor the cache state needs to be refreshed.


description: Remove duplicates in EditorStreamingVolumes list

code: void RemoveStreamingVolumeDuplicates()


description: Rename package name to PIE appropriate name

code: void RenameForPIE ( int PIEInstanceID, bool bKeepWorldAssetName )


description:
Try to find loaded level in memory, issue a loading request otherwise
true if the load request was issued or a package was already loaded

code: virtual bool RequestLevel ( [UWorld](API\Runtime\Engine\Engine\UWorld) * PersistentWorld, bool bAllowLevelLoadRequests, [EReqLevelBlock](API\Runtime\Engine\Engine\ULevelStreaming\EReqLevelBlock) BlockPolicy )


description:
Prepare the transition to the new state.
true if the state change can be performed, false otherwise.

code: virtual bool RequestVisibilityChange ( bool bVisible )


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

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


description: Updates the current state of the streaming level and notifies any observers.

code: void SetCurrentState ( ELevelStreamingState NewState )


description: Sets the folder path for this level in the world browser. Only available in editor builds

code: void SetFolderPath ( const [FName](API\Runtime\Core\UObject\FName) & InFolderPath )


description: Sets if the streaming level should be unloaded and removed.

code: void SetIsRequestingUnloadAndRemoval ( bool bInIsRequestingUnloadAndRemoval )


description: Sets the world composition level LOD index and marks the streaming level as requiring consideration.

code: void SetLevelLODIndex ( int32 LODIndex )


description: Sets the value of LoadedLevel

code: virtual void SetLoadedLevel ( [ULevel](API\Runtime\Engine\Engine\ULevel) * Level )


description: Sets the relative priority of considering the streaming level. Changing the priority will not interrupt the currently considered level, but will affect the next time a level is being selected for evaluation.

code: void SetPriority ( int32 NewPriority )


description: Virtual that can be overridden to change whether a streaming level should be loaded. Doesn't do anything at the base level as should be loaded defaults to true

code: virtual void SetShouldBeLoaded ( bool bInShouldBeLoaded )


description: Sets the should be visible flag and marks the streaming level as requiring consideration.

code: void SetShouldBeVisible ( bool bInShouldBeVisible )


description: Sets if the streaming level should be visible in the editor.

code: void SetShouldBeVisibleInEditor ( bool bInShouldBeVisibleInEditor )


description: Setter for WorldAsset. Use this instead of setting WorldAsset directly to update the cached package name.

code: virtual void SetWorldAsset ( const [TSoftObjectPtr](API\Runtime\CoreUObject\UObject\TSoftObjectPtr)< [UWorld](API\Runtime\Engine\Engine\UWorld) > & NewWorldAsset )


description: Sets the world asset based on the package name assuming it contains a world of the same name.

code: void SetWorldAssetByPackageName ( [FName](API\Runtime\Core\UObject\FName) InPackageName )


code: virtual bool ShouldBeAlwaysLoaded() const


description:
Return whether this level should be present in memory which in turn tells the streaming code to stream it in. Please note that a change in value from false to true only tells the streaming code that it needs to START streaming it in so the code needs to return true an appropriate amount of time before it is needed.
true if level should be loaded/ streamed in, false otherwise

code: virtual bool ShouldBeLoaded() const


code: virtual bool ShouldBlockOnUnload() const


description:
Return whether this level should be visible/ associated with the world if it is loaded.
true if the level should be visible, false otherwise

code: virtual bool ShouldBeVisible() const


description: Returns whether level should start to render only when it will be fully added to the world or not.

code: virtual bool ShouldRequireFullVisibilityToRender() const


description: If true level streaming can reuse an unloaded level that wasn't GC'd yet.

code: static bool ShouldReuseUnloadedButStillAroundLevels ( const [ULevel](API\Runtime\Engine\Engine\ULevel) * InLevel )


description: If true server will wait for client acknowledgment before making treating streaming levels as visible for the client


description: Returns if the streaming level is visible in LevelCollectionModel

code: virtual bool ShowInLevelCollection() const


description: Set the current state of the current visibility/streaming transaction

code: void UpdateNetVisibilityTransactionState ( bool bInShouldBeVisible, [FNetLevelVisibilityTransactionId](API\Runtime\Engine\GameFramework\FNetLevelVisibilityTransactionId) TransactionId )


className: ULevelStreaming

description: Abstract base class of container object encapsulating data required for streaming and providing interface for when a level should be streamed in and out of memory.

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

bClientOnlyVisible

type: bool

description: Applied to LoadedLevel

bDisableDistanceStreaming

type: uint8: 1

description: Whether this level streaming object should be ignored by world composition distance streaming, so streaming state can be controlled by other systems (ex: in blueprints)

bDrawOnLevelStatusMap

type: uint8:  1

description: If true, will be drawn on the 'level streaming status' map (STAT LEVELMAP console command)

bGarbageCollectionClusteringEnabled

description: If true, allows garbage collection clustering for the level.

bIsStatic

description: Whether this level only contains static actors that aren't affected by gameplay or replication.

bLocked

description: Whether this level is locked; that is, its actors are read-only.

bShouldBeLoaded

description: Whether the level should be loaded

bShouldBlockOnLoad

description: Whether we want to force a blocking load

bShouldBlockOnUnload

description: Whether we want to force a blocking unload

description: Whether the streaming level can safely skip making invisible transaction request from the client to the server

description: Whether the streaming level can safely skip making visible transaction request from the client to the server

EditorStreamingVolumes

description: The level streaming volumes bound to this level.

FailedToLoad

type: ECurrentState

Keywords

type: TArray<FString...

description: List of keywords to filter on in the level browser

LastVolumeUnloadRequestTime

type: float

description: Time of last volume unload request. Used in preventing spurious unload requests.

LevelColor

type: FLinearColor

description: The level color used for visualization. (Show -> Advanced -> Level Coloration)

LevelTransform

type: FTransform

description: Transform applied to actors after loading.

LoadedLevel

type: TObjectPtr< cla...

description: Pointer to Level object if currently loaded/ streamed in.

LODPackageNames

description: LOD versions of this level

LODPackageNamesToLoad

description: LOD package names on disk

MinTimeBetweenVolumeUnloadRequests

description: Cooldown time in seconds between volume-based unload requests.

OnLevelHidden

type: FLevelStreaming...

description: Called when level is no longer visible, may not be removed from world yet

OnLevelLoaded

description: Called when level is streamed in

OnLevelShown

description: Called when level is added to the world and is visible

OnLevelUnloaded

description: Called when level is streamed out

PackageNameToLoad

description: If this isn't Name_None, then we load from this package on disk to the new package named PackageName

PendingUnloadLevel

description: Pointer to a Level object that was previously active and was replaced with a new LoadedLevel (for LOD switching)

StreamingPriority

description: The relative priority of considering the streaming level.

WorldAsset

type: TSoftObjectPtr<...

description: The reference to the world containing the level to load


description: Called during cooking. Returns a list of objects. The packages containing those objects will be prestreamed, when the package containing this is loaded. Only used by the EDL.

code: virtual void GetPrestreamPackages ( [TArray](API\Runtime\Core\Containers\TArray)< [UObject](API\Runtime\CoreUObject\UObject\UObject) * > & OutPrestream )


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


className: ULevelStreamingAlwaysLoaded

description: LevelStreamingAlwaysLoaded

code: class ULevelStreamingAlwaysLoaded : public [ULevelStreaming](API\Runtime\Engine\Engine\ULevelStreaming)


code: FLoadLevelInstanceParams &40; UWorld &42; InWorld, const FString & InLongPackageName, FTransform InLevelTransform &41;


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


className: FLoadLevelInstanceParams

code: struct FLoadLevelInstanceParams

bInitiallyVisible

description: Set whether the level will be made visible initially.

bLoadAsTempPackage

description: If set, package path is prefixed by /Temp.

LevelTransform

description: Transform of the instanced level.

LongPackageName

description: Level long package name to load.

OptionalLevelNameOverride

type: constFString&...

description: If set, the loaded level package have this name, which is used by other functions like UnloadStreamLevel.

OptionalLevelStreamingClass

type: TSubclassOf<UL...

description: If set, the level streaming class will be used instead ofULevelStreamingDynamic.

World

type: UWorld*

description: World to instance the level into.


code: static [FString](API\Runtime\Core\Containers\FString) GetLevelInstancePackageName ( const [FLoadLevelInstanceParams](API\Runtime\Engine\Engine\ULevelStreamingDynamic\FLoadLevelInstanceParams) & Params )


code: static [ULevelStreamingDynamic](API\Runtime\Engine\Engine\ULevelStreamingDynamic) * LoadLevelInstance ( const [FLoadLevelInstanceParams](API\Runtime\Engine\Engine\ULevelStreamingDynamic\FLoadLevelInstanceParams) & Params, bool & bOutSuccess )


description:
Project Settings -> Packaging -> List of Maps to Include in a Packaged Build (you may have to show advanced or type in filter)
Streaming level object for a level instance

code: static [ULevelStreamingDynamic](API\Runtime\Engine\Engine\ULevelStreamingDynamic) * LoadLevelInstance ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, [FString](API\Runtime\Core\Containers\FString) LevelName, FVector Location, FRotator Rotation, bool & bOutSuccess, const [FString](API\Runtime\Core\Containers\FString) & OptionalLevelNameOverride, [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [ULevelStreamingDynamic](API\Runtime\Engine\Engine\ULevelStreamingDynamic) > OptionalLevelStreamingClass, bool bLoadAsTempPackage )


code: static [ULevelStreamingDynamic](API\Runtime\Engine\Engine\ULevelStreamingDynamic) * LoadLevelInstanceBySoftObjectPtr ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, [TSoftObjectPtr](API\Runtime\CoreUObject\UObject\TSoftObjectPtr)< [UWorld](API\Runtime\Engine\Engine\UWorld) > Level, const FTransform LevelTransform, bool & bOutSuccess, const [FString](API\Runtime\Core\Containers\FString) & OptionalLevelNameOverride, [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [ULevelStreamingDynamic](API\Runtime\Engine\Engine\ULevelStreamingDynamic) > OptionalLevelStreamingClass, bool bLoadAsTempPackage )


code: static [ULevelStreamingDynamic](API\Runtime\Engine\Engine\ULevelStreamingDynamic) * LoadLevelInstanceBySoftObjectPtr ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, [TSoftObjectPtr](API\Runtime\CoreUObject\UObject\TSoftObjectPtr)< [UWorld](API\Runtime\Engine\Engine\UWorld) > Level, FVector Location, FRotator Rotation, bool & bOutSuccess, const [FString](API\Runtime\Core\Containers\FString) & OptionalLevelNameOverride, [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [ULevelStreamingDynamic](API\Runtime\Engine\Engine\ULevelStreamingDynamic) > OptionalLevelStreamingClass, bool bLoadAsTempPackage )


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: Virtual that can be overridden to change whether a streaming level should be loaded. Doesn't do anything at the base level as should be loaded defaults to true

code: virtual void SetShouldBeLoaded ( bool bInShouldBeLoaded )


description:
Return whether this level should be present in memory which in turn tells the streaming code to stream it in. Please note that a change in value from false to true only tells the streaming code that it needs to START streaming it in so the code needs to return true an appropriate amount of time before it is needed.
true if level should be loaded/ streamed in, false otherwise

code: virtual bool ShouldBeLoaded() const


className: UniqueLevelInstanceId

description: Counter used by LoadLevelInstance to create unique level names.

code: static int32 UniqueLevelInstanceId = 0;


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


className: ULevelStreamingDynamic

description: Dynamically controlled streaming implementation.

code: class ULevelStreamingDynamic : public [ULevelStreaming](API\Runtime\Engine\Engine\ULevelStreaming)

bInitiallyLoaded

type: uint32: 1

description: Whether the level should be loaded at startup

bInitiallyVisible

description: Whether the level should be visible at startup if it is loaded


description:
Return whether this level should be visible/ associated with the world if it is loaded.
true if the level should be visible, false otherwise

code: virtual bool ShouldBeVisible() const


description: Returns a one line description of an object for viewing in the generic browser


className: ULevelStreamingPersistent

description: LevelStreamingPersistent

code: class ULevelStreamingPersistent : public [ULevelStreaming](API\Runtime\Engine\Engine\ULevelStreaming)


code: ULevelStreamingPersistent ( 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 )


code: class ULightMapTexture2D : public [UTexture2D](API\Runtime\Engine\Engine\UTexture2D)

LightmapFlags

type: ELightMapFlags

description: Bit-field with lightmap flags.


code: ULightMapTexture2D ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


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


description:
Calculate the view init settings for drawing from this view actor
true if the view options were filled in. false in various fail conditions.

code: virtual bool CalcSceneViewInitOptions ( struct [FSceneViewInitOptions](API\Runtime\Engine\FSceneViewInitOptions) & OutInitOptions, [FViewport](API\Runtime\Engine\FViewport) * Viewport, class [FViewElementDrawer](API\Runtime\Engine\FViewElementDrawer) * ViewDrawer, int32 StereoViewIndex )


description: Calculate the view settings for drawing from this view actor

code: virtual [FSceneView](API\Runtime\Engine\FSceneView) * CalcSceneView ( class [FSceneViewFamily](API\Runtime\Engine\FSceneViewFamily) * ViewFamily, FVector & OutViewLocation, FRotator & OutViewRotation, [FViewport](API\Runtime\Engine\FViewport) * Viewport, class [FViewElementDrawer](API\Runtime\Engine\FViewElementDrawer) * ViewDrawer, int32 StereoViewIndex )


description: Clear cached view state. Suitable for calling when cleaning up the world but the view state has some references objects (usually mids) owned by the world (thus preventing GC)

code: virtual void CleanupViewState ( FStringView MidParentRootPath )


code: void ExecMacro ( const TCHAR * Filename, [FOutputDevice](API\Runtime\Core\Misc\FOutputDevice) & Ar )


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()


description: Implementation of Exec that is only called in editor

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


className: FOnControllerIdChanged

code: class FOnControllerIdChanged : public TBaseMulticastDelegate_TwoParams< void, int32, int32 >


className: FOnPlatformUserIdChanged

description: Event called when this local player has been assigned to a new platform-level user

code: class FOnPlatformUserIdChanged : public TBaseMulticastDelegate_TwoParams< void, FPlatformUserId, FPlatformUserId >


className: FOnPlayerControllerChanged

description: Event called when this local player has had a new outer PlayerController set

code: class FOnPlayerControllerChanged : public TBaseMulticastDelegate_OneParam< void, APlayerController * >


code: FOptionalAllottedSize &40; std::nullptr_t Empty &41;


code: FOptionalAllottedSize &40; const FVector2d &42; InVector2D &41;


code: FOptionalAllottedSize &40; const FVector2f &42; InVector2D &41;


className: FOptionalAllottedSize

code: struct FOptionalAllottedSize


description:
Retrieves this player's unique net ID that was previously cached
unique Id associated with this player


description: Returns the controller ID for the player. This is a legacy identifier corresponding to the primary physical controller used by the player. You may want to use GetPlatformUserIndex or GetLocalPlayerIndex instead.

code: int32 GetControllerId() const


description:
Get the game instance associated with this local player
GameInstance related to local player

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


description:
Retrieves any game-specific login options for this player if this function returns a non-empty string, the returned option or options be added passed in to the level loading and connection code. Options are in URL format, key=value, with multiple options concatenated together with an & between each key/value pair
URL Option or options for this game, Empty string otherwise

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


description: Returns the index of this player in the Game instances local players arrayIndexin array, will be >= 0 if this is a fully registered player

code: int32 GetIndexInGameInstance() const


description: Returns the logical local player index where 0 is the first LocalPlayer that was created.Bydefault, this uses index in the game instance array. This index is used for gameplay purposes but will not be correct for platform functions.

code: virtual int32 GetLocalPlayerIndex() const


description:
Retrieves this player's name/tag from the online subsystem if this function returns a non-empty string, the returned name will replace the "Name" URL parameter passed around in the level loading and connection code, which normally comes from DefaultEngine.ini
Name of player if specified (by onlinesubsystem or otherwise), Empty string otherwise

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


description:
This function will give you two points in Pixel Space that surround the World Space box.
False if there is no viewport, or if the box is behind the camera completely

code: bool GetPixelBoundingBox ( const FBox & ActorBox, FVector2D & OutLowerLeft, FVector2D & OutUpperRight, const FVector2f * OptionalAllotedSize )


description: Deprecated* Please use const FVector2f* directly

code: bool GetPixelBoundingBox ( const FBox & ActorBox, FVector2D & OutLowerLeft, FVector2D & OutUpperRight, [FOptionalAllottedSize](API\Runtime\Engine\Engine\ULocalPlayer\FOptionalAllottedSize) OptionalAllotedSize )


code: static bool GetPixelBoundingBox ( const [FSceneViewProjectionData](API\Runtime\Engine\FSceneViewProjectionData) & ProjectionData, const FBox & ActorBox, FVector2D & OutLowerLeft, FVector2D & OutUpperRight, const FVector2f * OptionalAllotedSize )


code: static bool GetPixelBoundingBox ( const [FSceneViewProjectionData](API\Runtime\Engine\FSceneViewProjectionData) & ProjectionData, const FBox & ActorBox, FVector2D & OutLowerLeft, FVector2D & OutUpperRight, [FOptionalAllottedSize](API\Runtime\Engine\Engine\ULocalPlayer\FOptionalAllottedSize) OptionalAllotedSize )


description:
This function will give you a point in Pixel Space from a World Space position
False if there is no viewport, or if the box is behind the camera completely

code: bool GetPixelPoint ( const FVector & InPoint, FVector2D & OutPoint, const FVector2f * OptionalAllotedSize )


code: bool GetPixelPoint ( const FVector & InPoint, FVector2D & OutPoint, [FOptionalAllottedSize](API\Runtime\Engine\Engine\ULocalPlayer\FOptionalAllottedSize) OptionalAllotedSize )


code: static bool GetPixelPoint ( const [FSceneViewProjectionData](API\Runtime\Engine\FSceneViewProjectionData) & ProjectionData, const FVector & InPoint, FVector2D & OutPoint, const FVector2f * OptionalAllotedSize )


code: static bool GetPixelPoint ( const [FSceneViewProjectionData](API\Runtime\Engine\FSceneViewProjectionData) & ProjectionData, const FVector & InPoint, FVector2D & OutPoint, [FOptionalAllottedSize](API\Runtime\Engine\Engine\ULocalPlayer\FOptionalAllottedSize) OptionalAllotedSize )


description: Returns the platform user that is assigned to this player


description: Converts the platform user id to an index where 0 is the first logged in user. This index is used for platform functions like save games, user selection, and slate input.

code: virtual int32 GetPlatformUserIndex() const


description:
Retrieves the preferred unique net id. This is for backwards compatibility for games that don't use the cached unique net id logic
unique Id associated with this player

code: virtual [FUniqueNetIdRepl](API\Runtime\Engine\GameFramework\FUniqueNetIdRepl) GetPreferredUniqueNetId() const


description: Getter for slate operations.


description:
Helper function for deriving various bits of data needed for projection
False if there is no viewport, or if the Actor is null

code: virtual bool GetProjectionData ( [FViewport](API\Runtime\Engine\FViewport) * Viewport, [FSceneViewProjectionData](API\Runtime\Engine\FSceneViewProjectionData) & ProjectionData, int32 StereoViewIndex ) const


code: const [FReply](API\Runtime\SlateCore\Input\FReply) & GetSlateOperations() const


description: Get the SlateUser that this LocalPlayer corresponds to

code: virtual [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FSlateUser](API\Runtime\Slate\Framework\Application\FSlateUser) > GetSlateUser()


code: virtual [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< const [FSlateUser](API\Runtime\Slate\Framework\Application\FSlateUser) > GetSlateUser() const


description: Get a Subsystem of specified type

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


description: Get a Subsystem of specified type from the provided LocalPlayer returns nullptr if the Subsystem cannot be found or the LocalPlayer is null

code: template<typename TSubsystemClass> static TSubsystemClass * GetSubsystem ( const [ULocalPlayer](API\Runtime\Engine\Engine\ULocalPlayer) * LocalPlayer )


description: Do not hold onto this Array reference unless you are sure the lifetime is less than that ofULocalPlayer

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


description: Get a Subsystem of specified type

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


description:
Retrieves this player's unique net ID from the online subsystem using the platform user Id
unique Id associated with this player

code: virtual [FUniqueNetIdRepl](API\Runtime\Engine\GameFramework\FUniqueNetIdRepl) GetUniqueNetIdForPlatformUser() const


description: This should be deprecated when engine code has been changed to expectFPlatformUserIdUE_DEPRECATED(5.x, "Use GetUniqueNetIdForPlatformUser instead")


description: Retrieve the viewpoint of this player.

code: virtual void GetViewPoint ( [FMinimalViewInfo](API\Runtime\Engine\Camera\FMinimalViewInfo) & OutViewInfo ) const


description:
Get the world the players actor belongs to
Returns the world of the LocalPlayer's PlayerController. NULL if the LocalPlayer does not have a PlayerController

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


description: Exec command handlers

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


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


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


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


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


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


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


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


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


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


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


description: Called to initialize the online delegates

code: virtual void InitOnlineSession()


description: Deprecated* Platform User Id now has priority over ControllerId, these are not expected to be the same


description:
Determines whether this player is the first and primary player on their machine.
true if this player is not using splitscreen, or is the first player in the split-screen layout.

code: bool IsPrimaryPlayer() const


code: [FOnControllerIdChanged](API\Runtime\Engine\Engine\ULocalPlayer\FOnControllerIdChanged) & OnControllerIdChanged() const


description: Called at creation time for internal setup

code: virtual void PlayerAdded ( class [UGameViewportClient](API\Runtime\Engine\Engine\UGameViewportClient) * InViewportClient, int32 InControllerID )


code: virtual void PlayerAdded ( class [UGameViewportClient](API\Runtime\Engine\Engine\UGameViewportClient) * InViewportClient, [FPlatformUserId](API\Runtime\Core\Misc\FPlatformUserId) InUserId )


description: Called when the player is removed from the viewport client

code: virtual void PlayerRemoved()


description: Called when this player has had it's outer Player Controller set for remote net connections

code: virtual void ReceivedPlayerController ( [APlayerController](API\Runtime\Engine\GameFramework\APlayerController) * NewController )


description: this happens automatically for all viewports that exist during the initial server connect so it's only necessary to manually call this for viewports created after that if the join fails (because the server was full, for example) all viewports on this client will be disconnected

code: virtual void SendSplitJoin ( [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & Options )


description: Sets the players current cached unique net id

code: void SetCachedUniqueNetId ( FUniqueNetIdPtr NewUniqueNetId )


code: void SetCachedUniqueNetId ( TYPE_OF_NULLPTR )


code: void SetCachedUniqueNetId ( const [FUniqueNetIdRepl](API\Runtime\Engine\GameFramework\FUniqueNetIdRepl) & NewUniqueNetId )


description: Change the physical ControllerId for this player; if the specified ControllerId is already taken by another player, changes the ControllerId for the other player to the ControllerId currently in use by this player.

code: virtual void SetControllerId ( int32 NewControllerId )


description: Changes the platform user that is assigned to this player

code: virtual void SetPlatformUserId ( [FPlatformUserId](API\Runtime\Core\Misc\FPlatformUserId) InPlatformUserId )


description:
Create an actor for this player.
False if an error occurred, true if the play actor was successfully spawned.

code: virtual bool SpawnPlayActor ( const [FString](API\Runtime\Core\Containers\FString) & URL, [FString](API\Runtime\Core\Containers\FString) & OutError, [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld )


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


description: DO NOT USE. This constructor is for internal usage only for hot-reload purposes.

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


className: ULocalPlayer

description: Each player that is active on the current client/listen server has a LocalPlayer. It stays active across maps, and there may be several spawned in the case of splitscreen/coop. There will be 0 spawned on dedicated servers.

code: class ULocalPlayer : public [UPlayer](API\Runtime\Engine\Engine\UPlayer)

AspectRatioAxisConstraint

type: TEnumAsByte< en...

description: How to constrain perspective viewport FOV

bSentSplitJoin

description: Set when we've sent a split join request

CachedUniqueNetId

type: FUniqueNetIdRep...

description: TheFUniqueNetIdwhich this player is associated with.

LastViewLocation

type: FVector

description: The location of the player's view the previous frame.

Origin

description: The coordinates for the upper left corner of the primary viewport subregion allocated to this player.

PendingLevelPlayerControllerClass

type: TSubclassOf< cl...

description: The class of PlayerController to spawn for players logging in.

Size

description: The size of the primary viewport subregion allocated to this player. 0-1

SlateOperations

type: FReply

description: FReplyused to defer some slate operations.

ViewportClient

description: The primary viewport containing this player's view.


code: void AddLevelPrecomputedLightVolumeBuildData ( const [FGuid](API\Runtime\Core\Misc\FGuid) & LevelId, [FPrecomputedLightVolumeData](API\Runtime\Engine\FPrecomputedLightVolumeData) * InData )


code: void AddLevelPrecomputedVolumetricLightmapBuildData ( const [FGuid](API\Runtime\Core\Misc\FGuid) & LevelId, [FPrecomputedVolumetricLightmapData](API\Runtime\Engine\FPrecomputedVolumetricLightmapDa-) * InData )


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


description: Allocates a newFPrecomputedLightVolumeDatafrom the registry. Warning: Further allocations will invalidate the returned reference.

code: [FPrecomputedLightVolumeData](API\Runtime\Engine\FPrecomputedLightVolumeData) & AllocateLevelPrecomputedLightVolumeBuildData ( const [FGuid](API\Runtime\Core\Misc\FGuid) & LevelId )


description: Allocates a newFMeshMapBuildDatafrom the registry. Warning: Further allocations will invalidate the returned reference.

code: [FMeshMapBuildData](API\Runtime\Engine\Engine\FMeshMapBuildData) & AllocateMeshBuildData ( const [FGuid](API\Runtime\Core\Misc\FGuid) & MeshId, bool bMarkDirty )


description: Allocates a newFPrecomputedVolumetricLightmapDatafrom the registry. Warning: Further allocations will invalidate the returned reference.

code: [FPrecomputedVolumetricLightmapData](API\Runtime\Engine\FPrecomputedVolumetricLightmapDa-) & AllocateLevelPrecomputedVolumetricLightmapBuildData ( const [FGuid](API\Runtime\Core\Misc\FGuid) & LevelId )


description: Allocates a newFReflectionCaptureMapBuildDatafrom the registry. Warning: Further allocations will invalidate the returned reference.

code: [FReflectionCaptureMapBuildData](API\Runtime\Engine\Engine\FReflectionCaptureMapBuildData) & AllocateReflectionCaptureBuildData ( const [FGuid](API\Runtime\Core\Misc\FGuid) & CaptureId, bool bMarkDirty )


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()


code: void ClearSkyAtmosphereBuildData()


code: static void DeclareConstructClasses ( [TArray](API\Runtime\Core\Containers\TArray)< [FTopLevelAssetPath](API\Runtime\CoreUObject\UObject\FTopLevelAssetPath) > & OutConstructClasses, const [UClass](API\Runtime\CoreUObject\UObject\UClass) * SpecificSubclass )


description: Allocates a newFLightComponentMapBuildDatafrom the registry. Warning: Further allocations will invalidate the returned reference.

code: [FLightComponentMapBuildData](API\Runtime\Engine\Engine\FLightComponentMapBuildData) & FindOrAllocateLightBuildData ( [FGuid](API\Runtime\Core\Misc\FGuid) LightId, bool bMarkDirty )


description: Allocates a newFSkyAtmosphereMapBuildDatafrom the registry. Warning: Further allocations will invalidate the returned reference.

code: [FSkyAtmosphereMapBuildData](API\Runtime\Engine\Engine\FSkyAtmosphereMapBuildData) & FindOrAllocateSkyAtmosphereBuildData ( const [FGuid](API\Runtime\Core\Misc\FGuid) & Guid )


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: const [FPrecomputedLightVolumeData](API\Runtime\Engine\FPrecomputedLightVolumeData) * GetLevelPrecomputedLightVolumeBuildData ( [FGuid](API\Runtime\Core\Misc\FGuid) LevelId ) const


code: [FPrecomputedLightVolumeData](API\Runtime\Engine\FPrecomputedLightVolumeData) * GetLevelPrecomputedLightVolumeBuildData ( [FGuid](API\Runtime\Core\Misc\FGuid) LevelId )


code: const [FPrecomputedVolumetricLightmapData](API\Runtime\Engine\FPrecomputedVolumetricLightmapDa-) * GetLevelPrecomputedVolumetricLightmapBuildData ( [FGuid](API\Runtime\Core\Misc\FGuid) LevelId ) const


code: [FPrecomputedVolumetricLightmapData](API\Runtime\Engine\FPrecomputedVolumetricLightmapDa-) * GetLevelPrecomputedVolumetricLightmapBuildData ( [FGuid](API\Runtime\Core\Misc\FGuid) LevelId )


code: const [FLightComponentMapBuildData](API\Runtime\Engine\Engine\FLightComponentMapBuildData) * GetLightBuildData ( [FGuid](API\Runtime\Core\Misc\FGuid) LightId ) const


code: [FLightComponentMapBuildData](API\Runtime\Engine\Engine\FLightComponentMapBuildData) * GetLightBuildData ( [FGuid](API\Runtime\Core\Misc\FGuid) LightId )


code: void GetLightmapResourceClusterStats ( int32 & NumMeshes, int32 & NumClusters ) const


code: const [FMeshMapBuildData](API\Runtime\Engine\Engine\FMeshMapBuildData) * GetMeshBuildData ( [FGuid](API\Runtime\Core\Misc\FGuid) MeshId ) const


code: [FMeshMapBuildData](API\Runtime\Engine\Engine\FMeshMapBuildData) * GetMeshBuildData ( [FGuid](API\Runtime\Core\Misc\FGuid) MeshId )


code: [FMeshMapBuildData](API\Runtime\Engine\Engine\FMeshMapBuildData) * GetMeshBuildDataDuringBuild ( [FGuid](API\Runtime\Core\Misc\FGuid) MeshId )


code: const [FReflectionCaptureMapBuildData](API\Runtime\Engine\Engine\FReflectionCaptureMapBuildData) * GetReflectionCaptureBuildData ( [FGuid](API\Runtime\Core\Misc\FGuid) CaptureId ) const


code: [FReflectionCaptureMapBuildData](API\Runtime\Engine\Engine\FReflectionCaptureMapBuildData) * GetReflectionCaptureBuildData ( [FGuid](API\Runtime\Core\Misc\FGuid) CaptureId )


description: pointer to theFSkyAtmosphereMapBuildData, nullptr if built data has not been built yet.

code: const [FSkyAtmosphereMapBuildData](API\Runtime\Engine\Engine\FSkyAtmosphereMapBuildData) * GetSkyAtmosphereBuildData ( const [FGuid](API\Runtime\Core\Misc\FGuid) & Guid ) const


description: Called by HandleLegacyMapBuildData with legacy BuildData without ReflectionCapture Data or called by PostLoad for legacy BuildData with old EncodedData

code: void HandleLegacyEncodedCubemapData()


description: Initializes rendering resources for all lightmap resource clusters.

code: void InitializeClusterRenderingResources ( [ERHIFeatureLevel::Type](API\Runtime\RHI\ERHIFeatureLevel__Type) InFeatureLevel )


code: void InvalidateReflectionCaptures ( const [TSet](API\Runtime\Core\Containers\TSet)< [FGuid](API\Runtime\Core\Misc\FGuid) > * ResourcesToKeep )


code: void InvalidateSurfaceLightmaps ( [UWorld](API\Runtime\Engine\Engine\UWorld) * World, bool bRecreateRenderState, const [TSet](API\Runtime\Core\Containers\TSet)< [FGuid](API\Runtime\Core\Misc\FGuid) > * ResourcesToKeep )


code: void InvalidateStaticLighting ( [UWorld](API\Runtime\Engine\Engine\UWorld) * World, bool bRecreateRenderState, const [TSet](API\Runtime\Core\Containers\TSet)< [FGuid](API\Runtime\Core\Misc\FGuid) > * ResourcesToKeep )


code: bool IsLightingValid ( [ERHIFeatureLevel::Type](API\Runtime\RHI\ERHIFeatureLevel__Type) InFeatureLevel ) const


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: Must be called once MeshBuildData is done being modified, to build resource clusters.

code: void SetupLightmapResourceClusters()


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

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


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


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()


className: UMapBuildDataRegistry

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

LevelLightingQuality

description: The lighting quality the level was last built with


description: Gets the settings container name for the settings, either Project or Editor

code: virtual [FName](API\Runtime\Core\UObject\FName) GetContainerName() const


description: Gets the category for the settings, some high level grouping like, Editor, Engine, Game...etc.

code: virtual [FName](API\Runtime\Core\UObject\FName) GetCategoryName() const


description: UObjectinterface

code: virtual void PostEditChangeProperty ( struct [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()


code: void SetMeshReductionModuleName ( [FName](API\Runtime\Core\UObject\FName) InMeshReductionModuleName )


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


className: UMeshSimplificationSettings

code: class UMeshSimplificationSettings : public [UDeveloperSettings](API\Runtime\DeveloperSettings\Engine\UDeveloperSettings)

bMeshReductionBackwardCompatible

type: bool

MeshReductionModuleName

type: FName

description: Mesh reduction plugin to use when simplifying mesh geometry


description: Triggers a product purchase. Will fire a MTF_PurchaseComplete if this function returns true.

code: virtual bool BeginPurchase ( int32 Index )


description: True if the user is allowed to make purchases - should give a nice message if not

code: virtual bool IsAllowedToMakePurchases()


description:
Query system for what purchases are available. Will fire a MTD_PurchaseQueryComplete if this function returns true.
True if the query started successfully (delegate will receive final result)


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


className: UMicroTransactionBase

code: class UMicroTransactionBase : public [UPlatformInterfaceBase](API\Runtime\Engine\Engine\UPlatformInterfaceBase)

AvailableProducts

type: TArray< struct ...

description: The list of products available to purchase, filled out by the time a MTD_PurchaseQueryComplete is fired

LastError

type: FString

description: In case of errors, this will describe the most recent error

LastErrorSolution

description: In case of errors, this will describe possible solutions (if there are any)


code: const FActorChannelMap & ActorChannelMap() const


code: void AddActorChannel ( [AActor](API\Runtime\Engine\GameFramework\AActor) * Actor, [UActorChannel](API\Runtime\Engine\Engine\UActorChannel) * Channel )


description: Add a replicator to the dormancy map and release its strong pointer to its object

code: void AddDormantReplicator ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object, const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FObjectReplicator](API\Runtime\Engine\Net\FObjectReplicator) > & Replicator )


code: void AddDestructionInfo ( [FActorDestructionInfo](API\Runtime\Engine\Engine\FActorDestructionInfo) * DestructionInfo )


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


code: void AddReservedChannel ( int32 ChIndex )


description: Make sure this connection is in a reasonable state.

code: virtual void AssertValid()


description: Closes the control channel, cleans up structures, and prepares for deletion

code: virtual void CleanUp()


description: Remove the reference of all dormant object replicators owned by an actor

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


description: Removes dormant object replicators from objects now invalid.

code: void CleanupStaleDormantReplicators()


description: Clear stored flushed replicated sub-objects for a given actor, generally after replication or when the actor is destroyed

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


code: void ClearDormantReplicatorsReference()


description:
Returns whether the client has initialized the level required for the given object
true if the client has initialized the level the object is in or the object is not in a level, false otherwise

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


description: Closes the connection (including sending a close notify across the network) NOTE: To be deprecated in the near future.

code: void Close()


description: Closes the connection (including sending a close notify across the network)

code: void Close ( [FNetCloseResult](API\Runtime\NetCore\Net\Core\Connection\TNetResult) && CloseReason )


code: void Close ( [FNetResult](API\Runtime\NetCore\Net\Core\Connection\FNetResult) && CloseReason )


description: Returns the current packet stability analytics and resets them. This would be similar to calls to Get and Reset separately, except that the caller will assume ownership of the data in this case.

code: void ConsumePacketAnalytics ( [FNetConnectionPacketAnalytics](API\Runtime\Engine\Net\FNetConnectionPacketAnalytics) & Out )


description: Returns the current delinquency analytics and resets them. This would be similar to calls to Get and Reset separately, except that the caller will assume ownership of data in this case.

code: void ConsumeQueuedActorDelinquencyAnalytics ( [FNetQueuedActorDelinquencyAnalytics](API\Runtime\Engine\Net\FNetQueuedActorDelinquencyAnalyt-) & Out )


description: Returns the current saturation analytics and resets them. This would be similar to calls to Get and Reset separately, except that the caller will assume ownership of data in this case.

code: void ConsumeSaturationAnalytics ( [FNetConnectionSaturationAnalytics](API\Runtime\Engine\Net\FNetConnectionSaturationAnalytic-) & Out )


code: bool ContainsActorChannel ( const [TWeakObjectPtr](API\Runtime\Core\UObject\TWeakObjectPtr)< [AActor](API\Runtime\Engine\GameFramework\AActor) > & Actor )


description: Called byUActorChannel. Handles creating a new replicator for an actor

code: virtual [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FObjectReplicator](API\Runtime\Engine\Net\FObjectReplicator) > CreateReplicatorForNewActorChannel ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object )


description: Create a channel.

code: [UChannel](API\Runtime\Engine\Engine\UChannel) * CreateChannelByName ( const [FName](API\Runtime\Core\UObject\FName) & ChName, EChannelCreateFlags CreateFlags, int32 ChannelIndex )


code: static const int32 DEFAULT_MAX_CHANNEL_SIZE = 32767;


description: Describe the connection.


description: Called internally to destroy an actor during replay fast-forward when the actor channel index will be recycled

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


description: During cleanup this will destroy the actor owned by this connection (generally a PlayerController)

code: virtual void DestroyOwningActor()


description: Disassemble and dispatch packet. PacketId is an id of the packet to dispatch bOutSkipAck Flag that marks packet as dropped

code: virtual void DispatchPacket ( [FBitReader](API\Runtime\Core\Serialization\FBitReader) & Reader, int32 PacketId, bool & bOutSkipAck, bool & bOutHasBunchErrors )


description: Enables encryption for the underlying encryption packet handler component.

code: void EnableEncryption()


description: Sets the encryption data and enables encryption.

code: void EnableEncryption ( const [FEncryptionData](API\Runtime\CoreUObject\UObject\FEncryptionData) & EncryptionData )


description: Sets the encryption data, enables encryption, and sends the encryption ack to the client.

code: void EnableEncryptionServer ( const [FEncryptionData](API\Runtime\CoreUObject\UObject\FEncryptionData) & EncryptionData )


className: EWriteBitsDataType

description: What type of data is being written

code: enum EWriteBitsDataType { Unknown, Bunch, Ack, }


description: Trigger a callback on all dormant replicators owned by a dormant actor

code: void ExecuteOnAllDormantReplicatorsOfActor ( [AActor](API\Runtime\Engine\GameFramework\AActor) * OwnerActor, [UE::Net::FExecuteForEachDormantReplicator](API\Runtime\Engine\Net\FExecuteForEachDormantReplicator) ExecuteFunction )


description: Trigger a callback on all dormant replicators of every dormant actor we stored

code: void ExecuteOnAllDormantReplicators ( [UE::Net::FExecuteForEachDormantReplicator](API\Runtime\Engine\Net\FExecuteForEachDormantReplicator) ExecuteFunction )


code: [UActorChannel](API\Runtime\Engine\Engine\UActorChannel) ** FindActorChannel ( const [TWeakObjectPtr](API\Runtime\Core\UObject\TWeakObjectPtr)< [AActor](API\Runtime\Engine\GameFramework\AActor) > & Actor )


code: [UActorChannel](API\Runtime\Engine\Engine\UActorChannel) * FindActorChannelRef ( const [TWeakObjectPtr](API\Runtime\Core\UObject\TWeakObjectPtr)< [AActor](API\Runtime\Engine\GameFramework\AActor) > & Actor )


description: Find a dormant replicator for the channel actor or one of its subobjects. Removes it from the map if found.

code: [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FObjectReplicator](API\Runtime\Engine\Net\FObjectReplicator) > FindAndRemoveDormantReplicator ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object )


code: [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FObjectReplicator](API\Runtime\Engine\Net\FObjectReplicator) > FindAndRemoveDormantReplicator ( [AActor](API\Runtime\Engine\GameFramework\AActor) * OwnerActor, [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object )


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 void FlushDormancy ( class [AActor](API\Runtime\Engine\GameFramework\AActor) * Actor )


description: Wrapper for validating an objects dormancy state, and to prepare the object for replication again

code: void FlushDormancyForObject ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object )


description: Validate an objects dormancy state and prepare the object for replication again

code: void FlushDormancyForObject ( [AActor](API\Runtime\Engine\GameFramework\AActor) * DormantActor, [UObject](API\Runtime\CoreUObject\UObject\UObject) * ReplicatedObject )


description: Flushes any pending data, bundling it into a packet and sending it viaLowLevelSend()also handles network simulation settings (simulated lag, packet loss, etc) unless bIgnoreSimulation is true

code: virtual void FlushNet ( bool bIgnoreSimulation )


description: Flush the cache of sequenced packets waiting for a missing packet. Will flush only up to the next missing packet, unless bFlushWholeCache is set.

code: void FlushPacketOrderCache ( bool bFlushWholeCache )


className: FNetConnectionPacketLoss

description: Percentage of packets lost during the last StatPeriod

code: typedef [TPacketLossData](API\Runtime\Engine\Net\TPacketLossData)< 3 > FNetConnectionPacketLoss


description: Forces properties on this actor to do a compare for one frame (rather than share shadow state)

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


description: Returns the actor starvation map

code: [TMap](API\Runtime\Core\Containers\TMap)< [FString](API\Runtime\Core\Containers\FString), [TArray](API\Runtime\Core\Containers\TArray)< float > > & GetActorsStarvedByClassTimeMap()


description: the port of the connection as an integer

code: virtual int32 GetAddrPort()


description: Current jitter for this connection in milliseconds

code: float GetAverageJitterInMS() const


code: const [TSet](API\Runtime\Core\Containers\TSet)< [FName](API\Runtime\Core\UObject\FName) > & GetClientMakingVisibleLevelNames() const


code: const EConnectionState GetConnectionState() const


code: [TSet](API\Runtime\Core\Containers\TSet)< [FNetworkGUID](API\Runtime\Core\Misc\FNetworkGUID) > & GetDestroyedStartupOrDormantActorGUIDs()


description:
Retrieve stored set of replicated sub-objects of the given actor at the time of the last dormancy flush This data is cleared when the actor is processed by ReplicateActor
A map of network guids to weak object pointers

code: [UE::Net::FDormantObjectMap](API\Runtime\Engine\Net\FDormantObjectMap) * GetDormantFlushedObjectsForActor ( [AActor](API\Runtime\Engine\GameFramework\AActor) * Actor )


description: The driver object


code: const [UNetDriver](API\Runtime\Engine\Engine\UNetDriver) * GetDriver() const


description: Returns number of bits left in current packet that can be used without causing a flush

code: int64 GetFreeSendBufferBits()


code: const [FNetConnectionPacketLoss](API\Runtime\Engine\Engine\UNetConnection\FNetConnectionPacketLoss) & GetInLossPercentage() const


code: int32 GetInTotalHandlerPackets() const


code: FNetTraceCollector * GetInTraceCollector() const


description: Return last notified packet id

code: int32 GetLastNotifiedPacketId() const


description: The maximum number of bits allowed within a single bunch.

code: int32 GetMaxSingleBunchSizeBits() const


code: uint32 GetNetworkCustomVersion ( const [FGuid](API\Runtime\Core\Misc\FGuid) & VersionGuid ) const


code: int32 GetNumTickingChannels() const


description: Returns the OutgoingBunches array, only to be used byUChannel::SendBunch

code: [TArray](API\Runtime\Core\Containers\TArray)< [FOutBunch](API\Runtime\Engine\Net\FOutBunch) * > & GetOutgoingBunches()


code: const [FNetConnectionPacketLoss](API\Runtime\Engine\Engine\UNetConnection\FNetConnectionPacketLoss) & GetOutLossPercentage() const


description: Get the current number of sent packets for which we have received a delivery notification


code: FNetTraceCollector * GetOutTraceCollector() const


description: Returns the current packet stability analytics.

code: const [FNetConnectionPacketAnalytics](API\Runtime\Engine\Net\FNetConnectionPacketAnalytics) & GetPacketAnalytics() const


description: If this is a child connection it will return the topmost parent coonnection ID, otherwise it will return its own ID.

code: uint32 GetParentConnectionId() const


description: Returns the online platform name for the player on this connection. Only valid for client connections on servers.


description: Returns the current delinquency analytics.

code: const [FNetQueuedActorDelinquencyAnalytics](API\Runtime\Engine\Net\FNetQueuedActorDelinquencyAnalyt-) & GetQueuedActorDelinquencyAnalytics() const


description:
Return the platform specificFInternetAddrtype, containing this connections address. If nullptr is returned, connection is not added to MappedClientConnections, and can't receive net packets which depend on this.
The platform specificFInternetAddrcontaining this connections address

code: virtual [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< const [FInternetAddr](API\Runtime\Sockets\FInternetAddr) > GetRemoteAddr()


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


code: [ULevel](API\Runtime\Engine\Engine\ULevel) * GetRepContextLevel() const


description: Returns the current saturation analytics.

code: const [FNetConnectionSaturationAnalytics](API\Runtime\Engine\Net\FNetConnectionSaturationAnalytic-) & GetSaturationAnalytics() const


description: Return current timeout value that should be used

code: virtual float GetTimeoutValue()


description:
Get the total number of out of order packets on this connection.
The total number of out of order packets.

code: int32 GetTotalOutOfOrderPackets() const


description:
Get the total number of out of order packets that were duplicates on this connection.
The total number of out of order packets that were duplicates.


description:
Get the total number of out of order packets lost on this connection.
The total number of out of order packets lost.


description:
Get the total number of out of order packets recovered on this connection.
The total number of out of order packets recovered.


description:
Get the representation of a secondary splitscreen connection that reroutes calls to the parent connection
NULL for this connection.

code: virtual [UChildConnection](API\Runtime\Engine\Engine\UChildConnection) * GetUChildConnection()


description: Finds the voice channel for this connection or NULL if none


description:
Get the world the connection belongs to
Returns the world of the net driver, or the owning actor on this connection

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


className: GNetConnectionBeingCleanedUp

description: : set to net connection currently insideCleanUp(), for HasClientLoadedCurrentWorld() to be able to find it during PlayerController destruction, since we clear its Player before destroying it. (and that's not easily reversed)

code: static class [UNetConnection](API\Runtime\Engine\Engine\UNetConnection) * GNetConnectionBeingCleanedUp = NULL;


description: Handle the player controller client

code: virtual void HandleClientPlayer ( class [APlayerController](API\Runtime\Engine\GameFramework\APlayerController) * PC, class [UNetConnection](API\Runtime\Engine\Engine\UNetConnection) * NetConnection )


description: This is called whenever a connection has passed the relative time to be considered timed out.

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


description: Handles parsing/validation and logging of NMT_CloseReason messages

code: void HandleReceiveCloseReason ( const [FString](API\Runtime\Core\Containers\FString) & CloseReasonList )


description: Handles receiving NMT_Upgrade messages (including at stateless handshake level)

code: void HandleReceiveNetUpgrade ( uint32 RemoteNetworkVersion, EEngineNetworkRuntimeFeatures RemoteNetworkFeatures, [UE::Net::ENetUpgradeSource](API\Runtime\Engine\Engine\UE__Net__ENetUpgradeSource) NetUpgradeSource )


description: Whether or not a client packet has been received - used serverside, to delay any packet sends

code: bool HasReceivedClientPacket()


description: Initialize common settings for this connection instance

code: virtual void InitBase ( [UNetDriver](API\Runtime\Engine\Engine\UNetDriver) * InDriver, class [FSocket](API\Runtime\Sockets\FSocket) * InSocket, const [FURL](API\Runtime\Engine\Engine\FURL) & InURL, EConnectionState InState, int32 InMaxPacket, int32 InPacketOverhead )


description: Initializes an "addressless" connection with the passed in settings

code: virtual void InitConnection ( [UNetDriver](API\Runtime\Engine\Engine\UNetDriver) * InDriver, EConnectionState InState, const [FURL](API\Runtime\Engine\Engine\FURL) & InURL, int32 InConnectionSpeed, int32 InMaxPacket )


description: Initializes thePacketHandler

code: virtual void InitHandler()


description: Initialize this connection instancetoa remote source

code: virtual void InitLocalConnection ( [UNetDriver](API\Runtime\Engine\Engine\UNetDriver) * InDriver, class [FSocket](API\Runtime\Sockets\FSocket) * InSocket, const [FURL](API\Runtime\Engine\Engine\FURL) & InURL, EConnectionState InState, int32 InMaxPacket, int32 InPacketOverhead )


description: Initialize this connection instancefroma remote source

code: virtual void InitRemoteConnection ( [UNetDriver](API\Runtime\Engine\Engine\UNetDriver) * InDriver, class [FSocket](API\Runtime\Sockets\FSocket) * InSocket, const [FURL](API\Runtime\Engine\Engine\FURL) & InURL, const class [FInternetAddr](API\Runtime\Sockets\FInternetAddr) & InRemoteAddr, EConnectionState InState, int32 InMaxPacket, int32 InPacketOverhead )


description: Resets theFBitWriterto its default state

code: virtual void InitSendBuffer()


description: Initializes the sequence numbers for the connection, usually from shared randomized data

code: virtual void InitSequence ( int32 IncomingSequence, int32 OutgoingSequence )


description: This function validates that ClientMsgType is the next expected msg type.

code: bool IsClientMsgTypeValid ( const uint8 ClientMsgType )


description: Returns true if encryption is enabled for this connection.

code: virtual bool IsEncryptionEnabled() const


description: Return whether this channel is ready for sending.

code: virtual int32 IsNetReady ( bool Saturate )


code: virtual bool IsReplayReady() const


description: !!!WARNING!!! This is a security risk as the connection will accept much larger bunches before hitting the reliable buffer limit, or the array/string serialization limit.


description: the description of connection


code: virtual void NotifyActorChannelCleanedUp ( [UActorChannel](API\Runtime\Engine\Engine\UActorChannel) * Channel, EChannelCloseReason CloseReason )


description: the remote machine address

code: virtual [FString](API\Runtime\Core\Containers\FString) LowLevelGetRemoteAddress ( bool bAppendPort )


description: Sends a byte stream to the remote endpoint using the underlying socket

code: virtual void LowLevelSend ( void * Data, int32 CountBits, [FOutPacketTraits](API\Runtime\NetCommon\Net\Common\Packets\FOutPacketTraits) & Traits )


description: Called when owning network driver receives NotifyActorDestroyed.

code: virtual void NotifyActorDestroyed ( [AActor](API\Runtime\Engine\GameFramework\AActor) * Actor, bool IsSeamlessTravel )


description: Called when an actor channel is open and knows its NetGUID.

code: virtual void NotifyActorNetGUID ( [UActorChannel](API\Runtime\Engine\Engine\UActorChannel) * Channel )


description: Notification that the NetDriver analytics provider has been updated NOTE: Can also mean disabled, e.g. during hotfix

code: virtual void NotifyAnalyticsProvider()


description: Notification that information about this connection may have been updated

code: void NotifyConnectionUpdated()


description: Pops the LastStart bits off of the send buffer, used for merging bunches

code: void PopLastStart()


description: Called after Driver.TickDispatch has processed received packets

code: void PostTickDispatch()


description: Called before Driver.TickDispatch processes received packets

code: void PreTickDispatch()


description: Read input

code: void ReadInput ( float DeltaSeconds )


description: Packet was negatively acknowledged.

code: void ReceivedNak ( int32 NakPacketId )


description: Handle a packet we just received. bIsReinjectedPacket is true if a packet is reprocessed after getting cached bDispatchPacket if true the packet will be processed (passed to DispatchPacket)

code: virtual void ReceivedPacket ( [FBitReader](API\Runtime\Core\Serialization\FBitReader) & Reader, bool bIsReinjectedPacket, bool bDispatchPacket )


description: Allows the connection to process the raw data that was received

code: virtual void ReceivedRawPacket ( void * Data, int32 Count )


description: Gets a unique ID for the connection, this ID depends on the underlying connection For IP connections this is an IP Address and port, for steam this is a SteamID


description: Actor Channel Accessors

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


code: void RemoveDestructionInfo ( [FActorDestructionInfo](API\Runtime\Engine\Engine\FActorDestructionInfo) * DestructionInfo )


description: Remove any reference to the dormant object replicator

code: void RemoveDormantReplicator ( [AActor](API\Runtime\Engine\GameFramework\AActor) * Actor, [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object )


description: Clears the actor starvation map

code: void ResetActorsStarvedByClassTimeMap()


description: Clear all Game specific state. Called during seamless travel

code: void ResetGameWorldState()


description: Resets the current packet stability analytics.

code: void ResetPacketAnalytics()


description: Sets all of the bit-tracking variables to zero.

code: void ResetPacketBitCounts()


description: Resets the current delinquency analytics.


description: Resets the current saturation analytics.

code: void ResetSaturationAnalytics()


description: Sends the NMT_Challenge message

code: void SendChallengeControlMessage()


description: Sends the NMT_Challenge message based on encryption response

code: void SendChallengeControlMessage ( const [FEncryptionKeyResponse](API\Runtime\Engine\Engine\FEncryptionKeyResponse) & Response )


description: Sends an NMT_EncryptionAck message

code: void SendClientEncryptionAck()


description: Sends an NMT_CloseReason message, with the specified close reason or close reason chain. Called automatically byUNetConnection::Close, but should be called beforehand if sending a packet that will trigger a remote close.

code: void SendCloseReason ( [FNetCloseResult](API\Runtime\NetCore\Net\Core\Connection\TNetResult) && CloseReason )


code: void SendCloseReason ( [FNetResult](API\Runtime\NetCore\Net\Core\Connection\FNetResult) && CloseReason )


code: int32 SendRawBunch ( [FOutBunch](API\Runtime\Engine\Net\FOutBunch) & Bunch, bool InAllowMerge )


description: Send a raw bunch

code: int32 SendRawBunch ( [FOutBunch](API\Runtime\Engine\Net\FOutBunch) & Bunch, bool InAllowMerge, const FNetTraceCollector * BunchCollector )


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: Sets whether we handle opening channels with an index that already exists, used by replays to fast forward the packet stream

code: void SetAllowExistingChannelIndex ( bool bAllow )


description: Wrapper for setting the current client login state, so we can trap for debugging, and verbosity purposes.

code: virtual void SetClientLoginState ( const [EClientLoginState::Type](API\Runtime\Engine\Engine\EClientLoginState__Type) NewState )


code: void SetConnectionId ( uint32 InConnectionId )


code: void SetClientWorldPackageName ( [FName](API\Runtime\Core\UObject\FName) NewClientWorldPackageName )


code: void SetConnectionState ( EConnectionState ConnectionState )


description: Sets the data for the underlying encryption packet handler component, but doesn't modify encryption enabled state.

code: void SetEncryptionData ( const [FEncryptionData](API\Runtime\CoreUObject\UObject\FEncryptionData) & EncryptionData )


description: Sets engine version information for compatibility purposes

code: void SetEngineVersion ( const [FEngineVersion](API\Runtime\Core\Misc\FEngineVersion) & InEngineVersion )


description: Wrapper for setting the current expected client login msg type.

code: void SetExpectedClientLoginMsgType ( const uint8 NewType )


code: void SetForceInitialDirty ( bool bValue )


description: Sets whether or not we should ignore bunches for a specific set of NetGUIDs. Should only be used with InternalAck.

code: void SetIgnoreActorBunches ( bool bInIgnoreActorBunches, [TSet](API\Runtime\Core\Containers\TSet)< [FNetworkGUID](API\Runtime\Core\Misc\FNetworkGUID) > && InIgnoredBunchGuids )


description: Sets whether or not GetFreeChannelIndex should ignore reserved channels Should only be used with InternalAck.

code: void SetIgnoreReservedChannels ( bool bInIgnoreReservedChannels )


code: void SetInternalAck ( bool bValue )


description: Set version information on an archive that can be used for compatibility checks

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


code: void SetNetworkCustomVersions ( const [FCustomVersionContainer](API\Runtime\Core\Serialization\FCustomVersionContainer) & CustomVersions )


description: Sets the UE package version for compatibility purposes

code: void SetPackageVersionUE ( [FPackageFileVersion](API\Runtime\Core\UObject\FPackageFileVersion) InPackageVersionUE )


description: Sets the licensee package version for compatibility purposes

code: void SetPackageVersionLicenseeUE ( int32 InPackageVersionLicenseeUE )


description: Sets the OS/NIC level timestamp, for the last packet that was received

code: void SetPacketOSReceiveTime ( const [FPacketTimestamp](API\Runtime\NetCommon\Net\Common\Packets\FPacketTimestamp) & InOSReceiveTime, bool bInIsOSReceiveTimeLocal )


description: Sets the PlayerOnlinePlatformName member. Called by the engine during the login process with the NMT_Login message parameter.

code: void SetPlayerOnlinePlatformName ( const [FName](API\Runtime\Core\UObject\FName) InPlayerOnlinePlatformName )


code: void SetReplicationConnectionDriver ( [UReplicationConnectionDriver](API\Runtime\Engine\Engine\UReplicationConnectionDriver) * NewReplicationConnectionDriver )


description: Sets whether or not we should track released channel indices, see also SetIgnoreReservedChannels Should only be used with InternalAck.

code: void SetReserveDestroyedChannels ( bool bInReserveChannels )


code: void SetUnlimitedBunchSizeAllowed ( bool bValue )


description:
Called to determine if a voice packet should be replicated to this connection or any of its child connections
true if it should be sent on this connection, false otherwise

code: bool ShouldReplicateVoicePacketFrom ( const [FUniqueNetId](API\Runtime\CoreOnline\Online\FUniqueNetId) & Sender )


description: Make sure this connection is in a reasonable state.

code: void SlowAssertValid()


description: Adds the channel to the ticking channels list. USed to selectively tick channels that have queued bunches or are pending dormancy.

code: void StartTickingChannel ( [UChannel](API\Runtime\Engine\Engine\UChannel) * Channel )


description: Removes a channel from the ticking list directly

code: void StopTickingChannel ( [UChannel](API\Runtime\Engine\Engine\UChannel) * Channel )


description: Store a replicator to the dormancy map and release its strong pointer to its object

code: void StoreDormantReplicator ( [AActor](API\Runtime\Engine\GameFramework\AActor) * OwnerActor, [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object, const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FObjectReplicator](API\Runtime\Engine\Net\FObjectReplicator) > & ObjectReplicator )


description: Poll the connection. If it is timed out, close it.

code: virtual void Tick ( float DeltaSeconds )


description: This function tracks the number of log calls per second for this client, and disconnects the client if it detects too many calls are made per second

code: bool TrackLogsPerSecond()


description: Called to notify the connection that we attempted to replicate its actors this frame. This is primarily for analytics book keeping.

code: void TrackReplicationForAnalytics ( const bool bWasSaturated )


description: UpdateFNetLevelVisibilityTransactionIdfor server instigated level streaming

code: [FNetLevelVisibilityTransactionId](API\Runtime\Engine\GameFramework\FNetLevelVisibilityTransactionId) UpdateLevelStreamStatusChangedTransactionId ( const [ULevelStreaming](API\Runtime\Engine\Engine\ULevelStreaming) * LevelObject, const [FName](API\Runtime\Core\UObject\FName) PackageName, bool bShouldBeVisible )


description: Called by PlayerController to tell connection about client level visibility change

code: void UpdateLevelVisibility ( const struct [FUpdateLevelVisibilityLevelInfo](API\Runtime\Engine\GameFramework\FUpdateLevelVisibilityLevelInfo) & LevelVisibility )


description: Copies the settings from the net driver to our local copy

code: void UpdatePacketSimulationSettings()


description: Validates theFBitWriterto make sure it's not in an error state

code: virtual void ValidateSendBuffer()


description: Appends the passed in data to the SendBuffer to be sent when FlushNet is called

code: int32 WriteBitsToSendBuffer ( const uint8 * Bits, const int32 SizeInBits, const uint8 * ExtraBits, const int32 ExtraSizeInBits, [EWriteBitsDataType](API\Runtime\Engine\Engine\UNetConnection\EWriteBitsDataType) DataType )


description: Constructors and destructors.

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


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


description: Destructor

code: virtual ~UNetConnection()