description: Deprecated* Please use InitializeTo that takes a FCurveFilterSettings.

code: void InitializeTo ( const [TArray](API\Runtime\Core\Containers\TArray)< FBoneIndexType > & InRequiredBoneIndexArray, const [FCurveEvaluationOption](API\Runtime\Engine\FCurveEvaluationOption) & CurveEvalOption, [UObject](API\Runtime\CoreUObject\UObject\UObject) & InAsset )


description: Returns whether or not the skeleton index is contained in the mapping used to build this container. Note that even if the skeleton index is valid, it might not contain a valid compact pose index if that bone isn't used due to LOD or other reasons.

module: Engine

code: bool IsSkeletonPoseIndexValid ( const [FSkeletonPoseBoneIndex](API\Runtime\AnimationCore\FSkeletonPoseBoneIndex) & SkeletonIndex ) const


description: Returns true ifFBoneContaineris Valid. Needs an Asset, a RefPoseArray, and a RequiredBonesArray.

code: const bool IsValid() const


code: [FCompactPoseBoneIndex](API\Runtime\AnimationCore\FCompactPoseBoneIndex) MakeCompactPoseIndex ( const [FMeshPoseBoneIndex](API\Runtime\AnimationCore\FMeshPoseBoneIndex) & BoneIndex ) const


code: [FMeshPoseBoneIndex](API\Runtime\AnimationCore\FMeshPoseBoneIndex) MakeMeshPoseIndex ( const [FCompactPoseBoneIndex](API\Runtime\AnimationCore\FCompactPoseBoneIndex) & BoneIndex ) const


code: void MarkAllCachedCurveMappingsDirty()


description: Resets the container and reclaims all allocated memory but preserve the serial number.

code: void Reset()


description: Disable Retargeting for debugging.

code: void SetDisableRetargeting ( bool InbDisableRetargeting )


description: Override skeleton ref pose.

code: void SetRefPoseOverride ( const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FSkelMeshRefPoseOverride](API\Runtime\Engine\FSkelMeshRefPoseOverride) > & InRefPoseOverride )


description: Ignore compressed data and use RAW data instead, for debugging.

code: void SetUseRAWData ( bool InbUseRAWData )


description: Use Source data instead.

code: void SetUseSourceData ( bool InbUseSourceData )


description: True if we're requesting RAW data instead of compressed data. For debugging.

code: bool ShouldUseRawData() const


description: True if we're requesting Source data instead of RawAnimationData. For debugging.

code: bool ShouldUseSourceData() const


code: FBoneContainer ( const [TArray](API\Runtime\Core\Containers\TArray)< FBoneIndexType > & InRequiredBoneIndexArray, const [UE::Anim::FCurveFilterSettings](API\Runtime\Engine\FCurveFilterSettings) & InCurveFilterSettings, [UObject](API\Runtime\CoreUObject\UObject\UObject) & InAsset )


description: Deprecated* Please use the constructor that takes a FCurveFilterSettings.

code: FBoneContainer ( const [TArray](API\Runtime\Core\Containers\TArray)< FBoneIndexType > & InRequiredBoneIndexArray, const [FCurveEvaluationOption](API\Runtime\Engine\FCurveEvaluationOption) & CurveEvalOption, [UObject](API\Runtime\CoreUObject\UObject\UObject) & InAsset )


className: FBoneContainer

description: This is a native transient structure. Contains:

code: struct FBoneContainer


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


className: bIsStoredInConstantBuffer

code: static bIsStoredInConstantBuffer = true;


className: FileLine

code: static FileLine = builtin_LINE();


className: FileName

code: static FileName = builtin_FILE();


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


className: NumElements

code: static NumElements = 0;


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


className: zzMemberFunc

code: typedef zzFuncPtr(* zzMemberFunc


code: FBoneMatricesUniformShaderParameters()


className: FBoneMatricesUniformShaderParameters

BoneMatrices

type: TShaderParamete...


code: FBoneTransform ( [FCompactPoseBoneIndex](API\Runtime\AnimationCore\FCompactPoseBoneIndex) InBoneIndex, const FTransform & InTransform )


className: FBoneTransform

code: struct FBoneTransform

BoneIndex

type: FCompactPoseBon...

Transform

type: FTransform

description: Transform to apply


code: bool ChildOutside ( int32 IniChild, bool Outside, uint32 ExtraFlags ) const


description: Functions.

code: bool IsCsg ( uint32 ExtraFlags ) const


className: FBspNode

description: If iPlane==INDEX_NONE, a node has no coplanars. Otherwise iPlane is an index to a coplanar polygon in the Bsp. All polygons that are iPlane children can only have iPlane children themselves, not fronts or backs.

code: struct FBspNode

type: union FBspNode:...

description: IBack: 4Indexto node in front (in direction of Normal).

ComponentElementIndex

description: The index of the element in theUModelComponent's Element array.

ComponentIndex

description: The index inULevel::ModelComponentsof theUModelComponentcontaining this node.

ComponentNodeIndex

description: The index of the node in theUModelComponent's Nodes array.

iVertexIndex

description: The index of the node's first vertex in theUModel's vertex buffer.

Plane

description: Persistent information.


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


description:
Returns true if this surface is currently hidden in the editor
true if this surface is hidden in the editor; false otherwise

code: bool IsHiddenEd() const


description:
Returns true if this surface is hidden at editor startup
true if this surface is hidden at editor startup; false otherwise

code: bool IsHiddenEdAtStartup() const


className: FBspSurf

description: FBspSurfOne Bsp polygon. Lists all of the properties associated with the polygon's plane. Does not include a point list; the actual points are stored along with Bsp nodes, since several nodes which lie in the same plane may reference the same poly.

code: struct FBspSurf

Actor

type: TObjectPtr<ABr...

bHiddenEdLayer

type: bool

LightMapScale

type: float

Material

type: TObjectPtr<UMa...


description: Called when the static lighting has been computed to apply it to the mapping's owner. This function is responsible for deleting ShadowMapData and QuantizedData.

code: virtual void Apply ( [FQuantizedLightmapData](API\Runtime\Engine\FQuantizedLightmapData) * QuantizedData, const [TMap](API\Runtime\Core\Containers\TMap)< [ULightComponent](API\Runtime\Engine\Components\ULightComponent) *, [FShadowMapData2D](API\Runtime\Engine\FShadowMapData2D) * > & ShadowMapData, [ULevel](API\Runtime\Engine\Engine\ULevel) * LightingScenario )


code: virtual bool DebugThisMapping() const


description: Export static lighting mapping instance data to an exporter

code: virtual void ExportMapping ( class FLightmassExporter * Exporter )


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


description: Returns the Guid used for static lighting.FGuidthat identifies the mapping

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


description: UOject* The object that is mapped by this mapping

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


code: const [UModel](API\Runtime\Engine\UModel) * GetModel() const


description: Accesses a triangle.

code: virtual void GetTriangle ( int32 TriangleIndex, [FStaticLightingVertex](API\Runtime\Engine\FStaticLightingVertex) & OutV0, [FStaticLightingVertex](API\Runtime\Engine\FStaticLightingVertex) & OutV1, [FStaticLightingVertex](API\Runtime\Engine\FStaticLightingVertex) & OutV2 ) const


description: Accesses a triangle's vertex indices.

code: virtual void GetTriangleIndices ( int32 TriangleIndex, int32 & OutI0, int32 & OutI1, int32 & OutI2 ) const


description:
Checks if a line segment intersects the mesh.
The intersection of the light-ray with the mesh.

code: virtual [FLightRayIntersection](API\Runtime\Engine\FLightRayIntersection) IntersectLightRay ( const FVector & Start, const FVector & End, bool bFindNearestIntersection ) const


description: Initialization constructor.

code: FBSPSurfaceStaticLighting ( const [FNodeGroup](API\Runtime\Engine\FNodeGroup) * InNodeGroup, [UModel](API\Runtime\Engine\UModel) * Model, [UModelComponent](API\Runtime\Engine\Components\UModelComponent) * Component )


description: Whether or not this mapping should be processed or imported

code: virtual bool IsValidMapping() const


className: FBSPSurfaceStaticLighting

description: Represents a BSP surface to the static lighting system.

code: class FBSPSurfaceStaticLighting : public [FStaticLightingTextureMapping](API\Runtime\Engine\FStaticLightingTextureMapping), public [FStaticLightingMesh](API\Runtime\Engine\FStaticLightingMesh)

bComplete

description: True if the surface has complete static lighting.

MappedRect

type: FIntRect

description: Minimum rectangle that encompasses all mapped texels.

NodeGroup

type: constFNodeGrou...

description: The surface's static lighting node group mapping info.

QuantizedData

type: FQuantizedLight...

description: Quantized light map data

ShadowMapData

type: TMap<ULightCom...


description: Get a named material from the available material map

code: [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * GetMaterial ( [FName](API\Runtime\Core\UObject\FName) InMaterialName ) const


description: Get whether auto exposure should be applied for the visualization mode

code: bool GetMaterialApplyAutoExposure ( [FName](API\Runtime\Core\UObject\FName) InMaterialName ) const


description: Get the default display name if no material is used and the Overview window is being used


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

code: [FText](API\Runtime\Core\Internationalization\FText) GetMaterialDisplayName ( [FName](API\Runtime\Core\UObject\FName) InMaterialName ) const


description: Access the list of materials currently in use by the buffer visualization overview

code: [TArray](API\Runtime\Core\Containers\TArray)< [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * > & GetOverviewMaterials()


description: Return the console command name for enabling single buffer visualization

code: static const TCHAR * GetVisualizationTargetConsoleCommandName()


code: bool IsDifferentToCurrentOverviewMaterialNames ( const [FString](API\Runtime\Core\Containers\FString) & InNameList )


description: Initialise the system

code: void Initialize()


description: Check if system was initialized

code: bool IsInitialized() const


description: Iterator function for iterating over available materials

code: template<class T> void IterateOverAvailableMaterials ( T & Iterator ) const


description: We cache the overview material name list from the console command here, so all dynamically created views can re-use the existing cached list of materials

code: void SetCurrentOverviewMaterialNames ( const [FString](API\Runtime\Core\Containers\FString) & InNameList )


className: TMaterialMap

description: Mapping ofFName(first parameter in ini file material list) to a material record

code: typedef [TMultiMap](API\Runtime\Core\Containers\TMultiMap)< [FName](API\Runtime\Core\UObject\FName), Record > TMaterialMap


description: Adds the decoder to the streaming manager to prevent stream chunks from getting reaped from underneath it

code: virtual void AddDecoder ( [ICompressedAudioInfo](API\Runtime\Engine\ICompressedAudioInfo) * CompressedAudioInfo )


className: FBufferVisualizationData

code: class FBufferVisualizationData


description: Adds aULevelthat has already prepared StreamingData to the streaming manager.

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


description: These are used to reference count consumers of audio chunks.

code: virtual void AddReferenceToChunk ( const [FAudioChunkHandle](API\Runtime\Engine\FAudioChunkHandle) & InHandle )


description: Adds a new Sound Source to the streaming manager.

code: virtual void AddStreamingSoundSource ( [FSoundSource](API\Runtime\Engine\FSoundSource) * SoundSource )


description: IAudioStreamingManagerinterface (unused functions)

code: virtual void AddStreamingSoundWave ( const FSoundWaveProxyPtr & SoundWave )


description:
Blocks till all pending requests are fulfilled.
Number of streaming requests still in flight, if the time limit was reached before they were finished.

code: virtual int32 BlockTillAllRequestsFinished ( float TimeLimit, bool bLogResults )


description: Cancels the timed Forced resources (i.e used the Kismet action "Stream In Textures").

code: virtual void CancelForcedResources()


code: virtual bool CanCreateSoundSource ( const [FWaveInstance](API\Runtime\Engine\FWaveInstance) * WaveInstance ) const


description: Generate a memory report as a formatted string for this streaming manager.


code: [FAudioChunkCache](API\Runtime\Engine\FAudioChunkCache) * GetCacheForChunkSize ( uint32 InChunkSize ) const


description: Returns which cache this sound wave should be in, based on the size of this sound wave's chunk, or nullptr if MemoryLoadOnDemand is disabled.

code: [FAudioChunkCache](API\Runtime\Engine\FAudioChunkCache) * GetCacheForWave ( const FSoundWaveProxyPtr & InSoundWave ) const


description:
Gets a pointer to a chunk of audio data
a handle to the loaded chunk. Can return a default constructedFAudioChunkHandleif the chunk is not loaded yet.

code: virtual [FAudioChunkHandle](API\Runtime\Engine\FAudioChunkHandle) GetLoadedChunk ( const FSoundWaveProxyPtr & SoundWave, uint32 ChunkIndex, bool bBlockForLoad, bool bForImmediatePlayback ) const


description: Returns the next chunk to kick off a load for, or INDEX_NONE if there is only one chunk to cache.

code: int32 GetNextChunkIndex ( const FSoundWaveProxyPtr & InSoundWave, uint32 CurrentChunkIndex ) const


description: Returns true if this is a streaming Sound Source that is managed by the streaming manager.

code: virtual bool IsManagedStreamingSoundSource ( const [FSoundSource](API\Runtime\Engine\FSoundSource) * SoundSource ) const


description: Returns true if this is a Sound Wave that is managed by the streaming manager.

code: virtual bool IsManagedStreamingSoundWave ( const FSoundWaveProxyPtr & SoundWave ) const


description: Returns true if this Sound Wave is currently streaming a chunk.

code: virtual bool IsStreamingInProgress ( const FSoundWaveProxyPtr & SoundWave )


description: Notifies manager of "level" change.

code: virtual void NotifyLevelChange()


description: Notifies manager that level primitives were shifted

code: virtual void NotifyLevelOffset ( class [ULevel](API\Runtime\Engine\Engine\ULevel) * Level, const FVector & Offset )


description: Removes the decoder from the streaming manager.

code: virtual void RemoveDecoder ( [ICompressedAudioInfo](API\Runtime\Engine\ICompressedAudioInfo) * CompressedAudioInfo )


description: This can be used to decrement reference counted handles to audio chunks. Called by the destructor ofFAudioChunkHandle.

code: virtual void RemoveReferenceToChunk ( const [FAudioChunkHandle](API\Runtime\Engine\FAudioChunkHandle) & InHandle )


description: Removes a Sound Source from the streaming manager.

code: virtual void RemoveStreamingSoundSource ( [FSoundSource](API\Runtime\Engine\FSoundSource) * SoundSource )


description: Removes aULevelfrom the streaming manager.

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


description: Removes a Sound Wave from the streaming manager.

code: virtual void RemoveStreamingSoundWave ( const FSoundWaveProxyPtr & SoundWave )


description: Used for rendering debug info:

code: virtual int32 RenderStatAudioStreaming ( [UWorld](API\Runtime\Engine\Engine\UWorld) * World, [FViewport](API\Runtime\Engine\FViewport) * Viewport, [FCanvas](API\Runtime\Engine\FCanvas) * Canvas, int32 X, int32 Y, const FVector * ViewLocation, const FRotator * ViewRotation )


description: IAudioStreamingManagerinterface (used functions)

code: virtual bool RequestChunk ( const FSoundWaveProxyPtr & SoundWave, uint32 ChunkIndex, [TFunction](API\Runtime\Core\GenericPlatform\TFunction)< void(EAudioChunkLoadResult)> OnLoadCompleted, [ENamedThreads::Type](API\Runtime\Core\Async\ENamedThreads__Type) ThreadToCallOnLoadCompletedOn, bool bForImmediatePlayback )


description: Don't stream world resources for the next NumFrames.

code: virtual void SetDisregardWorldResourcesForFrames ( int32 NumFrames )


description: Whether to toggle a performance intensive profiling mode the streaming manager.

code: virtual void SetProfilingMode ( bool bEnabled )


description:
This will start evicting elements from the cache until either hit our target of bytes or run out of chunks we can free.
the amount of bytes we managed to free.

code: virtual uint64 TrimMemory ( uint64 NumBytesToFree )


description: Updates streaming, taking into account all current view infos. Can be called multiple times per frame.

code: virtual void UpdateResourceStreaming ( float DeltaTime, bool bProcessEverything )


description: Constructor, initializing all members

code: FCachedAudioStreamingManager ( const [FCachedAudioStreamingManagerParams](API\Runtime\Engine\FCachedAudioStreamingManagerPara-) & InitParams )


code: virtual ~FCachedAudioStreamingManager()


className: FCachedAudioStreamingManager

description: This implementation of the audio streaming manager uses an internal LRU cache (or in more advanced applications, a bank of parallel LRU caches)

code: struct FCachedAudioStreamingManager : public [IAudioStreamingManager](API\Runtime\Engine\IAudioStreamingManager)

CacheArray

type: TArray<FAudioC...

description: Audio chunk caches. These are set up on initialization.


className: FCacheDimensions

code: struct FCacheDimensions

MaxChunkSize

description: The max size, in bytes, of a single chunk of compressed audio.

MaxMemoryInBytes

description: The maximum number of elements stored in a single cache before it is evicted.


className: FCachedAudioStreamingManagerParams

Caches

type: TArray<FCacheD...

description: Most use cases will only use a single cache, but applications can optionally use multiple LRU caches to reduce churn for specific types of sounds.


className: Section

code: struct Section

IndexBuffer

type: FRHIShaderResou...

RDGPositionBuffer

type: FRDGBufferSRVRe...


className: FCachedGeometry

description: The output of some geometry caching system. For example this might be the GPUSkinCache, MeshDeformer or any other compute process that generates vertex buffers. The contents can be ingested by some rendering system. For example this might be used to place the hair groom system against a deformed mesh.

code: struct FCachedGeometry

DeformedPositionBuffer

type: FRDGBufferRef

Sections

type: TArray<Section...


description: Calling this before reading movement base data, as if it changed during tick, we are using stale data, can't read from game thread. Need to think about this more.

code: void Validate ( const [FCharacterMovementComponentAsyncOutput](API\Runtime\Engine\FCharacterMovementComponentAsync-_2) & Output ) const


className: FCachedMovementBaseAsyncData

description: Don't read into this part too much it needs to be changed.

code: struct FCachedMovementBaseAsyncData

BaseLocation

type: FVector

BaseQuat

type: FQuat

bMovementBaseUsesRelativeLocationCached

description: Invalid if movement base changes.

CachedMovementBase

type: UPrimitiveCompo...

description: Data derived from movement base


className: FCachedSkeletonCurveMapping

description: An array of cached curve remappings. This is used to remap curves between skeletons. It is used in theFBoneContainerand is generated using a lazy approach.

code: struct FCachedSkeletonCurveMapping

bIsDirty

description: The mapping table used for mapping curves.

UIDToArrayIndices

type: TArray<SmartNa...


code: float CalculateFieldOfViewDistanceScale ( const float FieldOfView ) const


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


className: FCachedSystemScalabilityCVars

description: Cache some of the scalability CVars to avoid some virtual function calls (no longer the case with the new console variable system, but we only have 1 render thread) and to detect changes and act accordingly if needed. read by rendering thread[s], written by main thread, uses FlushRenderingCommands() to avoid conflict

code: struct FCachedSystemScalabilityCVars

bInitialized

type: bool

FieldOfViewMinAngle

description: Scaling view distance with active camera field of view.

MaterialQualityLevel

type: EMaterialQualit...

MaxAnisotropy

description: This isn't public as it's only used to detect the change. Use ComputeAnisotropyRT()


className: FCacheKeyDummy

code: struct FCacheKeyDummy

BucketNamePtrDummy

type: const ANSICHAR ...

HashDummy

type: FIoHash


code: const [FCacheKey](API\Developer\DerivedDataCache\FCacheKey) * AsCacheKey() const


code: FCacheKeyProxy ( const [FCacheKey](API\Developer\DerivedDataCache\FCacheKey) & InKey )


className: FCacheKeyProxy

code: struct FCacheKeyProxy : private [TAlignedBytes< sizeof(UE::DerivedData::Private::FCacheKeyDummy), alignof(UE::DerivedData::Private::FCacheKeyDummy)>](API\Runtime\Core\Templates\TAlignedBytes)


className: FCameraOffsetParticlePayload

description: Camera offset particle payload

code: struct FCameraOffsetParticlePayload

BaseOffset

type: float

description: The base amount to offset the particle towards the camera

Offset

description: The amount to offset the particle towards the camera


description: Generates a newFCanvasTileRendererItemfor the current sortkey and adds it to the sortelement list of items to render

code: void AddTileRenderItem ( float X, float Y, float SizeX, float SizeY, float U, float V, float SizeU, float SizeV, const [FMaterialRenderProxy](API\Runtime\Engine\Materials\FMaterialRenderProxy) * MaterialRenderProxy, [FHitProxyId](API\Runtime\Engine\FHitProxyId) HitProxyId, bool bFreezeTime, [FColor](API\Runtime\Core\Math\FColor) InColor )


description: Generates a newFCanvasTriangleRendererItemfor the current sortkey and adds it to the sortelement list of items to render

code: void AddTriangleRenderItem ( const [FCanvasUVTri](API\Runtime\Engine\Engine\FCanvasUVTri) & Tri, const [FMaterialRenderProxy](API\Runtime\Engine\Materials\FMaterialRenderProxy) * MaterialRenderProxy, [FHitProxyId](API\Runtime\Engine\FHitProxyId) HitProxyId, bool bFreezeTime )


description:
Translate EBlendMode into ESimpleElementBlendMode used by tiles
simple element rendering blend mode enum

code: static ESimpleElementBlendMode BlendToSimpleElementBlend ( EBlendMode BlendMode )


description:
Generate a 2D projection for the canvas. Use this if you only want to transform in 2D on the XY plane
Matrix for canvas projection

code: static FMatrix CalcBaseTransform2D ( uint32 ViewSizeX, uint32 ViewSizeY )


description:
Generate a 3D projection for the canvas. Use this if you want to transform in 3D
Matrix for canvas projection

code: static FMatrix CalcBaseTransform3D ( uint32 ViewSizeX, uint32 ViewSizeY, float fFOV, float NearPlane )


description:
Generate a projection matrix for the canvas. Used for CalcBaseTransform3D
Matrix for canvas projection

code: static FMatrix CalcProjectionMatrix ( uint32 ViewSizeX, uint32 ViewSizeY, float fFOV, float NearPlane )


description:
Generate a view matrix for the canvas. Used for CalcBaseTransform3D
Matrix for canvas view orientation

code: static FMatrix CalcViewMatrix ( uint32 ViewSizeX, uint32 ViewSizeY, float fFOV )


description: Clear the canvas

code: void Clear ( const [FLinearColor](API\Runtime\Core\Math\FLinearColor) & Color )


description: Clear the list of dirty batches that need to be rendered by the canvas

code: void ClearBatchesToRender()


description: Copy the conents of the TransformStack from an existing canvas

code: void CopyTransformStack ( const [FCanvas](API\Runtime\Engine\FCanvas) & Copy )


code: static [FCanvas](API\Runtime\Engine\FCanvas) * Create ( [FRDGBuilder](API\Runtime\RenderCore\FRDGBuilder) & GraphBuilder, FRDGTextureRef InRenderTarget, [FHitProxyConsumer](API\Runtime\Engine\FHitProxyConsumer) * InHitProxyConsumer, const [FGameTime](API\Runtime\Engine\FGameTime) & Time, [ERHIFeatureLevel::Type](API\Runtime\RHI\ERHIFeatureLevel__Type) InFeatureLevel, float InDPIScale )


description: Deprecated* Pass down aFGameTimeinstead.

code: static [FCanvas](API\Runtime\Engine\FCanvas) * Create ( [FRDGBuilder](API\Runtime\RenderCore\FRDGBuilder) & GraphBuilder, FRDGTextureRef InRenderTarget, [FHitProxyConsumer](API\Runtime\Engine\FHitProxyConsumer) * InHitProxyConsumer, float InRealTime, float InWorldTime, float InWorldDeltaTime, [ERHIFeatureLevel::Type](API\Runtime\RHI\ERHIFeatureLevel__Type) InFeatureLevel, float InDPIScale )


description: Draw a CanvasItem

code: void DrawItem ( [FCanvasItem](API\Runtime\Engine\FCanvasItem) & Item )


description: Draw a CanvasItem at the given coordinates

code: void DrawItem ( [FCanvasItem](API\Runtime\Engine\FCanvasItem) & Item, const FVector2D & InPosition )


code: void DrawItem ( [FCanvasItem](API\Runtime\Engine\FCanvasItem) & Item, float X, float Y )


code: void DrawNGon ( const FVector2D & Center, const [FColor](API\Runtime\Core\Math\FColor) & Color, int32 NumSides, float Radius )


description:
Draw an string centered on given location. This function is being deprecated. aFCanvasTextItemshould be used instead.
total size in pixels of text drawn

code: int32 DrawShadowedString ( double StartX, double StartY, const TCHAR * Text, const [UFont](API\Runtime\Engine\Engine\UFont) * Font, const [FLinearColor](API\Runtime\Core\Math\FLinearColor) & Color, const [FLinearColor](API\Runtime\Core\Math\FLinearColor) & ShadowColor )


code: int32 DrawShadowedText ( double StartX, double StartY, const [FText](API\Runtime\Core\Internationalization\FText) & Text, const [UFont](API\Runtime\Engine\Engine\UFont) * Font, const [FLinearColor](API\Runtime\Core\Math\FLinearColor) & Color, const [FLinearColor](API\Runtime\Core\Math\FLinearColor) & ShadowColor )


code: void DrawTile ( double X, double Y, double SizeX, double SizeY, float U, float V, float SizeU, float SizeV, const [FLinearColor](API\Runtime\Core\Math\FLinearColor) & Color, const [FTexture](API\Runtime\RenderCore\FTexture) * Texture, ESimpleElementBlendMode BlendMode )


className: ECanvasAllowModes

description: Enum for canvas features that are allowed

code: enum ECanvasAllowModes { Allow_Flush = 1 << 0, Allow_DeleteOnRender = 1 << 1, }


className: ECanvasDrawMode

code: enum ECanvasDrawMode { CDM_DeferDrawing, CDM_ImmediateDrawing, }


className: EElementType

description: Enum that describes what type of element we are currently batching.

code: enum EElementType { ET_Line, ET_Triangle, ET_MAX, }


description:
Equality is based on sort key
true if equal

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


description: Init constructor

code: FCanvasSortElement &40; int32 InDepthSortKey &41;


className: FCanvasSortElement

description: Contains all of the batched elements that need to be rendered at a certain depth sort key

code: class FCanvasSortElement

DepthSortKey

description: Sort key for this set of render batch elements

RenderBatchArray

type: TArray< classF...

description: List of batches that should be rendered at this sort key level


description: Sends a message to the rendering thread to draw the batched elements.

code: void Flush_GameThread ( bool bForce )


code: void Flush_RenderThread ( [FRHICommandListImmediate](API\Runtime\RHI\FRHICommandListImmediate) & RHICmdList, bool bForce )


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


code: const FMatrix & GetMatrix&40;&41; const


code: void SetMatrix &40; const FMatrix & InMatrix &41;


code: FTransformEntry &40; const FMatrix & InMatrix &41;


className: FTransformEntry

description: Entry for the transform stack which stores a matrix and its CRC for faster comparisons

code: class FTransformEntry


description:
Returns aFBatchedElementspointer to be used for adding vertices and primitives for rendering. Adds a new render item to the sort element entry based on the current sort key.
Returns a pointer to aFBatchedElementsobject.

code: [FBatchedElements](API\Runtime\Engine\FBatchedElements) * GetBatchedElements ( [EElementType](API\Runtime\Engine\FCanvas\EElementType) InElementType, [FBatchedElementParameters](API\Runtime\Engine\FBatchedElementParameters) * InBatchedElementParameters, const [FTexture](API\Runtime\RenderCore\FTexture) * Texture, ESimpleElementBlendMode BlendMode, const [FDepthFieldGlowInfo](API\Runtime\Engine\Engine\FDepthFieldGlowInfo) & GlowInfo, bool bApplyDPIScale )


description:
Accessor for allowed canvas modes
current allowed modes

code: uint32 GetAllowedModes() const


description:
Get the bottom-most element of the transform stack.
matrix from transform stack.

code: const FMatrix & GetBottomTransform() const


description: Deprecated* UseFCanvas::GetTime()

code: float GetCurrentDeltaWorldTime() const


description: Deprecated* UseFCanvas::GetTime()

code: float GetCurrentRealTime() const


description: Deprecated* UseFCanvas::GetTime()

code: float GetCurrentWorldTime() const


description:
Access current feature level
feature level that this canvas is rendering at


description:
Get the current top-most transform entry
matrix from transform stack.

code: const FMatrix & GetFullTransform() const


code: [FHitProxyConsumer](API\Runtime\Engine\FHitProxyConsumer) * GetHitProxyConsumer() const


code: FIntPoint GetParentCanvasSize() const


description: Get the current render target for the canvas

code: [FRenderTarget](API\Runtime\Engine\FRenderTarget) * GetRenderTarget() const


code: [FSceneInterface](API\Runtime\Engine\FSceneInterface) * GetScene() const


description:
Access current shader platform
shader platform that this canvas is rendering at


description:
Get the sort element for the given sort key. Allocates a new entry if one does not exist
sort element entry

code: [FCanvasSortElement](API\Runtime\Engine\FCanvas\FCanvasSortElement) & GetSortElement ( int32 DepthSortKey )


description: Access gameplay time

code: const [FGameTime](API\Runtime\Engine\FGameTime) & GetTime() const


description:
Get the current top-most transform entry without the canvas projection
matrix from transform stack.

code: FMatrix GetTransform() const


description: Returns the transform stack

code: const [TArray](API\Runtime\Core\Containers\TArray)< [FTransformEntry](API\Runtime\Engine\FCanvas\FTransformEntry) > & GetTransformStack() const


code: const FIntRect & GetViewRect() const


description:
Determine if the canvas has dirty batches that need to be rendered
true if the canvas has any element to render

code: bool HasBatchesToRender() const


code: bool IsScaledToRenderTarget() const


code: bool IsUsingInternalTexture() const


description:
Pop sort key off of the stack.
top entry of the sort key stack

code: int32 PopDepthSortKey()


description: Removes the top transform from the canvas's transform stack.

code: void PopTransform()


description: Pushes a transform onto the canvas's transform stack.

code: void PushAbsoluteTransform ( const FMatrix & Transform )


description: Push sort key onto the stack. Rendering is done with the current sort key stack entry.

code: void PushDepthSortKey ( int32 InSortKey )


description: Pushes a transform onto the canvas's transform stack, multiplying it with the current top of the stack.

code: void PushRelativeTransform ( const FMatrix & Transform )


description: Toggle allowed canvas modes

code: void SetAllowedModes ( uint32 InAllowedModes )


description: Replace the base (ie. TransformStack(0)) transform for the canvas with the given matrix

code: void SetBaseTransform ( const FMatrix & Transform )


description: Sets the hit proxy which will be used for subsequent canvas primitives.

code: void SetHitProxy ( [HHitProxy](API\Runtime\Engine\HHitProxy) * HitProxy )


code: void SetParentCanvasSize ( FIntPoint InParentSize )


description: Sets a rect that should be used to offset rendering into the viewport render target If not set the canvas will render to the full target

code: void SetRenderTargetRect ( const FIntRect & ViewRect )


description: Marks render target as dirty so that it will be resolved to texture

code: void SetRenderTargetDirty ( bool bDirty )


description: The clipping rectangle used when rendering this canvas

code: void SetRenderTargetScissorRect ( const FIntRect & ScissorRect )


description: Sets the render target which will be used for subsequent canvas primitives.

code: void SetRenderTarget_GameThread ( [FRenderTarget](API\Runtime\Engine\FRenderTarget) * NewRenderTarget )


code: void SetScaledToRenderTarget ( bool bScale )


code: void SetStereoRendering ( bool bStereo )


code: void SetUseInternalTexture ( const bool bInUseInternalTexture )


description: Draw arbitrary aligned rectangle.

code: *param [V](API\Runtime\Engine\FCanvas\V)Vertical position of the upper left corner of the portion of the texture to be shown ( texels )


description:
Return top sort key of the stack.
top entry of the sort key stack

code: int32 TopDepthSortKey()


code: void WrapString ( [FTextSizingParameters](API\Runtime\Engine\FTextSizingParameters) & Parameters, const float InCurX, const TCHAR *const pText, [TArray](API\Runtime\Core\Containers\TArray)< [FWrappedStringElement](API\Runtime\Engine\FWrappedStringElement) > & out_Lines, [FCanvasWordWrapper::FWrappedLineData](API\Runtime\Engine\FCanvasWordWrapper\FWrappedLineData) *const OutWrappedLineData )


description: Constructor. For situations where a world is not available, but time information is

code: FCanvas ( [FRenderTarget](API\Runtime\Engine\FRenderTarget) * InRenderTarget, [FHitProxyConsumer](API\Runtime\Engine\FHitProxyConsumer) * InHitProxyConsumer, const [FGameTime](API\Runtime\Engine\FGameTime) & Time, [ERHIFeatureLevel::Type](API\Runtime\RHI\ERHIFeatureLevel__Type) InFeatureLevel, float InDPIScale )


description: Constructor.

code: FCanvas ( [FRenderTarget](API\Runtime\Engine\FRenderTarget) * InRenderTarget, [FHitProxyConsumer](API\Runtime\Engine\FHitProxyConsumer) * InHitProxyConsumer, [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld, [ERHIFeatureLevel::Type](API\Runtime\RHI\ERHIFeatureLevel__Type) InFeatureLevel, [ECanvasDrawMode](API\Runtime\Engine\FCanvas\ECanvasDrawMode) DrawMode, float InDPIScale )


description: Deprecated* Pass down aFGameTimeinstead.

code: FCanvas ( [FRenderTarget](API\Runtime\Engine\FRenderTarget) * InRenderTarget, [FHitProxyConsumer](API\Runtime\Engine\FHitProxyConsumer) * InHitProxyConsumer, float InRealTime, float InWorldTime, float InWorldDeltaTime, [ERHIFeatureLevel::Type](API\Runtime\RHI\ERHIFeatureLevel__Type) InFeatureLevel, float InDPIScale )


description: Destructor.

code: ~FCanvas()


className: FCanvas

description: Encapsulates the canvas state.

code: class FCanvas

AlphaBlend

type: *paramVVer...

LastElementIndex

description: Store index of last Element off to avoid semi expensive Find()

SortedElementLookupMap

type: TMap< int32, in...

description: Map from sortkey to array index of SortedElements for faster lookup of existing entries

SortedElements

type: TArray<FCanvas...

description: Batched canvas elements to be sorted for rendering. Sort order is back-to-front

V

type: *param V Ve...

WordWrapper

type: TSharedPtr<FCa...

description: Private class for handling word wrapping behavior.


description: FCanvasBatchedElementRenderIteminstance accessorFCanvasBatchedElementRenderIteminstance


description: FCanvasTileRendererIteminstance accessorFCanvasTileRendererIteminstance

code: virtual [FCanvasTileRendererItem](API\Runtime\Engine\FCanvasTileRendererItem) * GetCanvasTileRendererItem()


description:
Renders the canvas item
true if anything rendered

code: bool Render_GameThread ( const [FCanvas](API\Runtime\Engine\FCanvas) * Canvas, [FCanvasRenderThreadScope](API\Runtime\Engine\FCanvasRenderThreadScope) & RenderScope )


code: bool Render_RenderThread ( [FCanvasRenderContext](API\Runtime\Engine\FCanvasRenderContext) & RenderContext, [FMeshPassProcessorRenderState](API\Runtime\Renderer\FMeshPassProcessorRenderState) & DrawRenderState, const [FCanvas](API\Runtime\Engine\FCanvas) * Canvas )


description: FCanvasTriangleRendererIteminstance accessorFCanvasTriangleRendererIteminstance

code: virtual [FCanvasTriangleRendererItem](API\Runtime\Engine\FCanvasTriangleRendererItem) * GetCanvasTriangleRendererItem()


className: FCanvasBaseRenderItem

description: Base interface for canvas items which can be batched for rendering

code: class FCanvasBaseRenderItem


description:
Accessor for the batched elements. This can be used for adding triangles and primitives to the batched elements
pointer to batched elements struct


description:
FCanvasBatchedElementRenderIteminstance accessor
this instance


description:
Determine if this is a matching set by comparing texture,blendmode,elementype,transform. All must match
true if the parameters match this render item

code: bool IsMatch ( [FBatchedElementParameters](API\Runtime\Engine\FBatchedElementParameters) * BatchedElementParameters, const [FTexture](API\Runtime\RenderCore\FTexture) * InTexture, ESimpleElementBlendMode InBlendMode, [FCanvas::EElementType](API\Runtime\Engine\FCanvas\EElementType) InElementType, const [FCanvas::FTransformEntry](API\Runtime\Engine\FCanvas\FTransformEntry) & InTransform, const [FDepthFieldGlowInfo](API\Runtime\Engine\Engine\FDepthFieldGlowInfo) & InGlowInfo )


description:
Renders the canvas item. Iterates over all batched elements and draws them with their own transforms
true if anything rendered

code: virtual bool Render_GameThread ( const [FCanvas](API\Runtime\Engine\FCanvas) * Canvas, [FCanvasRenderThreadScope](API\Runtime\Engine\FCanvasRenderThreadScope) & RenderScope )


description: Init constructor

code: FCanvasBatchedElementRenderItem ( [FBatchedElementParameters](API\Runtime\Engine\FBatchedElementParameters) * InBatchedElementParameters, const [FTexture](API\Runtime\RenderCore\FTexture) * InTexture, ESimpleElementBlendMode InBlendMode, [FCanvas::EElementType](API\Runtime\Engine\FCanvas\EElementType) InElementType, const [FCanvas::FTransformEntry](API\Runtime\Engine\FCanvas\FTransformEntry) & InTransform, const [FDepthFieldGlowInfo](API\Runtime\Engine\Engine\FDepthFieldGlowInfo) & InGlowInfo )


code: virtual bool Render_RenderThread ( [FCanvasRenderContext](API\Runtime\Engine\FCanvasRenderContext) & RenderContext, [FMeshPassProcessorRenderState](API\Runtime\Renderer\FMeshPassProcessorRenderState) & DrawRenderState, const [FCanvas](API\Runtime\Engine\FCanvas) * Canvas )


description: Destructor to delete data in case nothing rendered


className: FCanvasBatchedElementRenderItem

description: Info needed to render a batched element set

code: class FCanvasBatchedElementRenderItem : public [FCanvasBaseRenderItem](API\Runtime\Engine\FCanvasBaseRenderItem)


description: Draw the item at the given coordinates.

code: virtual void Draw ( [FCanvas](API\Runtime\Engine\FCanvas) * InCanvas )


description: Set the Color of the item.

code: virtual void SetColor ( const [FLinearColor](API\Runtime\Core\Math\FLinearColor) & InColor )


description: 3x3 grid border with tiled frame and tiled interior.

code: FCanvasBorderItem ( const FVector2D & InPosition, const [FTexture](API\Runtime\RenderCore\FTexture) * InBorderTexture, const [FTexture](API\Runtime\RenderCore\FTexture) * InBackgroundTexture, const [FTexture](API\Runtime\RenderCore\FTexture) * InBorderLeftTexture, const [FTexture](API\Runtime\RenderCore\FTexture) * InBorderRightTexture, const [FTexture](API\Runtime\RenderCore\FTexture) * InBorderTopTexture, const [FTexture](API\Runtime\RenderCore\FTexture) * InBorderBottomTexture, const FVector2D & InSize, const [FLinearColor](API\Runtime\Core\Math\FLinearColor) & InColor )


className: FCanvasBorderItem

description: Resizable 3x3 border item.

code: class FCanvasBorderItem : public [FCanvasItem](API\Runtime\Engine\FCanvasItem)

BackgroundScale

description: Scale of the border

BackgroundTexture

type: constFTexture...

description: Background tiling texture.

BorderBottomTexture

description: Border bottom tiling texture.

BorderLeftTexture

description: Border left tiling texture.

BorderRightTexture

description: Border right tiling texture.

BorderScale

description: Scale of the border

BorderTexture

description: Corners texture.

BorderTopTexture

description: Border top tiling texture.

description: Border UV Coordinates 0 (Left/Top).

description: Border UV Coordinates 1 (Right/Bottom).

CornerSize

description: Frame corner size in percent of frame texture (should be < 0.5f)

PivotPoint

description: Pivot point.

Rotation

type: FRotator

description: Rotation.

Size

description: Size of the border.

Z

description: Used to calculate depth.


code: FCanvasBoxItem ( const FVector2D & InPosition, const FVector2D & InSize )


className: FCanvasBoxItem

code: class FCanvasBoxItem : public [FCanvasItem](API\Runtime\Engine\FCanvasItem)

LineThickness

description: The thickness of the line.

Size

description: Size of the box.


code: void Draw ( [FCanvas](API\Runtime\Engine\FCanvas) * InCanvas )


description: Draw this item (this will affect the items position for future draw calls that do no specify a position)

code: virtual void Draw ( [FCanvas](API\Runtime\Engine\FCanvas) * InCanvas, const FVector2D & InPosition )


code: virtual void Draw ( [FCanvas](API\Runtime\Engine\FCanvas) * InCanvas, float X, float Y )


description: Basic render item.

code: FCanvasItem ( const FVector2D & InPosition )


className: bShowBoxes

code: static bool bShowBoxes = false;


className: FCanvasItem

code: class FCanvasItem

BatchedElementParameters

type: FBatchedElement...

description: Used for batch rendering.

BlendMode

type: ESimpleElementB...

description: Blend mode.

Color

type: FLinearColor

description: Color of the item.

Position

description: The position to draw the item.

StereoDepth

description: Stereo projection depth in game units. Default value 0 draws at canvas property StereoDepth.


className: bShowLines

code: static bool bShowLines = false;


className: bShowTestbed

code: static bool bShowTestbed = false;


className: bShowText

code: static bool bShowText = false;


className: bShowTiles

code: static bool bShowTiles = false;


className: bShowTris

code: static bool bShowTris = true;


className: bTestState

code: static bool bTestState = false;


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


className: FCanvasItemTestbed

code: class FCanvasItemTestbed

TestMaterial

type: UMaterial*


description: Draw line at the given coordinates.

code: virtual void Draw ( [FCanvas](API\Runtime\Engine\FCanvas) * InCanvas )


description: Draw line at the given coordinates.


description: Draw line at the given coordinates.

code: virtual void Draw ( [FCanvas](API\Runtime\Engine\FCanvas) * InCanvas, const FVector & InPosition )


description: Draw line using the given coordinates.

code: virtual void Draw ( [FCanvas](API\Runtime\Engine\FCanvas) * InCanvas, const FVector2D & InStartPos, const FVector2D & InEndPos )


description: Draw line at the given coordinates.

code: virtual void Draw ( [FCanvas](API\Runtime\Engine\FCanvas) * InCanvas, float InX, float InY )


description: Draw line at the given coordinates.

code: virtual void Draw ( [FCanvas](API\Runtime\Engine\FCanvas) * InCanvas, float X, float Y, float Z )


description: Set the line end position.

code: void SetEndPos ( const FVector2D & InEndPos )


description: A Line.

code: FCanvasLineItem ( const FVector2D & InPosition, const FVector2D & InEndPos )


description: A Line.

code: FCanvasLineItem ( const FVector & InPosition, const FVector & InEndPos )


className: FCanvasLineItem

description: Line item. Note blend mode will be disregarded for these - only SE_BLEND_Opaque is currently supported.

code: class FCanvasLineItem : public [FCanvasItem](API\Runtime\Engine\FCanvasItem)

EndPos

type: FVector

description: The end position of the line.

LineThickness

description: The thickness of the line.

Origin

description: The origin of the line.


description: Regenerates the tri list for the object with a new central point and radius

code: void SetupPosition ( const FVector2D & InPosition, const FVector2D & InRadius )


description: Set the Color of the item.

code: virtual void SetColor ( const [FLinearColor](API\Runtime\Core\Math\FLinearColor) & InColor )


description: NGon item Several tris with a common central point with a fixed radius.

code: FCanvasNGonItem ( const FVector2D & InPosition, const FVector2D & InRadius, int32 InNumSides, const [FLinearColor](API\Runtime\Core\Math\FLinearColor) & InColor )


description: NGon item Several texture tris with a common central point with a fixed radius.

code: FCanvasNGonItem ( const FVector2D & InPosition, const FVector2D & InRadius, int32 InNumSides, const [FTexture](API\Runtime\RenderCore\FTexture) * InTexture, const [FLinearColor](API\Runtime\Core\Math\FLinearColor) & InColor )


className: FCanvasNGonItem

code: class FCanvasNGonItem : public [FCanvasItem](API\Runtime\Engine\FCanvasItem)


code: template<typename ExecuteLambdaType> void AddPass ( [FRDGEventName](API\Runtime\RenderCore\FRDGEventName) && PassName, ExecuteLambdaType && ExecuteLambda )


code: template<typename ExecuteLambdaType, typename ParameterStructType> void AddPass ( [FRDGEventName](API\Runtime\RenderCore\FRDGEventName) && PassName, const ParameterStructType * PassParameters, ExecuteLambdaType && ExecuteLambda )


code: template<typename T, typename... TArgs> T * Alloc ( TArgs &&... Args )


code: template<typename T> void DeferredDelete ( const T * Ptr )


code: FRDGTextureRef GetRenderTarget() const


code: template<typename T> void DeferredRelease ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< T > && Ptr )


code: FCanvasRenderContext ( [FRDGBuilder](API\Runtime\RenderCore\FRDGBuilder) & InGraphBuilder, const [FRenderTarget](API\Runtime\Engine\FRenderTarget) * RenderTarget, FIntRect InViewportRect, FIntRect InScissorRect, bool bScaledToRenderTarget )


className: FCanvasRenderContext

code: class FCanvasRenderContext

GraphBuilder

type: FRDGBuilder&


code: template<typename ExecuteLambdaType> void AddPass ( const TCHAR * PassName, ExecuteLambdaType && Lambda )


className: RenderCommandFunction

code: typedef [TFunction](API\Runtime\Core\GenericPlatform\TFunction)< void([FCanvasRenderContext](API\Runtime\Engine\FCanvasRenderContext) &)> RenderCommandFunction


code: void EnqueueRenderCommand ( [RenderCommandFunction](API\Runtime\Core\GenericPlatform\TFunction) && Lambda )


className: RenderCommandFunctionArray

code: typedef [TArray](API\Runtime\Core\Containers\TArray)< [RenderCommandFunction](API\Runtime\Core\GenericPlatform\TFunction) > RenderCommandFunctionArray


code: FCanvasRenderThreadScope ( const [FCanvas](API\Runtime\Engine\FCanvas) & Canvas )


description: In a method to make it simpler to do effects like shadow, outline

code: virtual void DrawStringInternal ( [FCanvas](API\Runtime\Engine\FCanvas) * InCanvas, const FVector2D & DrawPos, const [FLinearColor](API\Runtime\Core\Math\FLinearColor) & DrawColor, [TArrayView](API\Runtime\Core\Containers\TArrayView)< [FTextEffect](API\Runtime\Engine\FCanvasTextItemBase\FTextEffect) > Offsets )


className: FCanvasRenderThreadScope

code: class FCanvasRenderThreadScope


description: Get the blend mode we should use to draw this text

code: virtual ESimpleElementBlendMode GetTextBlendMode ( const bool bHasShadow ) const


description: Get the measured size of the text to draw

code: virtual FVector2D GetTextSize ( float DPIScale ) const


description: Does this text item have valid text to draw?

code: virtual bool HasValidText() const


description: Text item

code: FCanvasShapedTextItem ( const FVector2D & InPosition, FShapedGlyphSequenceRef InShapedGlyphSequence, const [FLinearColor](API\Runtime\Core\Math\FLinearColor) & InColor )


className: FCanvasShapedTextItem

description: Text item which can handle complex shaped text.

code: class FCanvasShapedTextItem : public [FCanvasTextItemBase](API\Runtime\Engine\FCanvasTextItemBase)

ShapedGlyphSequence

type: FShapedGlyphSeq...

description: The shaped text sequence to draw


code: void DrawStringInternal_OfflineCache ( [FCanvas](API\Runtime\Engine\FCanvas) * InCanvas, const FVector2D & DrawPos, const [FLinearColor](API\Runtime\Core\Math\FLinearColor) & DrawColor, [TArrayView](API\Runtime\Core\Containers\TArrayView)< [FTextEffect](API\Runtime\Engine\FCanvasTextItemBase\FTextEffect) > TextEffects )


code: void DrawStringInternal_RuntimeCache ( [FCanvas](API\Runtime\Engine\FCanvas) * InCanvas, const FVector2D & DrawPos, const [FLinearColor](API\Runtime\Core\Math\FLinearColor) & DrawColor, [TArrayView](API\Runtime\Core\Containers\TArrayView)< [FTextEffect](API\Runtime\Engine\FCanvasTextItemBase\FTextEffect) > TextEffects )


description: Get the type of font cache theUFontis using

code: EFontCacheType GetFontCacheType() const


description: Text item

code: FCanvasTextItem ( const FVector2D & InPosition, const [FText](API\Runtime\Core\Internationalization\FText) & InText, const [UFont](API\Runtime\Engine\Engine\UFont) * InFont, const [FLinearColor](API\Runtime\Core\Math\FLinearColor) & InColor )


description: Text item

code: FCanvasTextItem ( const FVector2D & InPosition, const [FText](API\Runtime\Core\Internationalization\FText) & InText, const [FSlateFontInfo](API\Runtime\SlateCore\Fonts\FSlateFontInfo) & InFontInfo, const [FLinearColor](API\Runtime\Core\Math\FLinearColor) & InColor )


className: FCanvasTextItem

description: Text item with misc optional items such as shadow, centering etc.

code: class FCanvasTextItem : public [FCanvasTextItemBase](API\Runtime\Engine\FCanvasTextItemBase)

Font

type: constUFont...

description: Font to draw text with.

SlateFontInfo

type: TOptional<FSla...

description: Font info to draw the text with.

Text

type: FText

description: The text to draw.


description: Disable the shadow

code: void DisableShadow()


description: Draw the item at the given coordinates.

code: virtual void Draw ( [FCanvas](API\Runtime\Engine\FCanvas) * InCanvas )


code: void DrawStringInternal ( [FCanvas](API\Runtime\Engine\FCanvas) * InCanvas, const FVector2D & DrawPos, const [FLinearColor](API\Runtime\Core\Math\FLinearColor) & DrawColor, [TArrayView](API\Runtime\Core\Containers\TArrayView)< [FTextEffect](API\Runtime\Engine\FCanvasTextItemBase\FTextEffect) > Offsets )


description: Set the shadow offset and color.

code: void EnableShadow ( const [FLinearColor](API\Runtime\Core\Math\FLinearColor) & InColor, const FVector2D & InOffset )


className: FTextEffect

code: struct FTextEffect


code: ESimpleElementBlendMode GetTextBlendMode ( const bool bHasShadow ) const


code: FVector2D GetTextSize ( float DPIScale ) const


code: bool HasValidText() const


description: Set the Color of the item.

code: virtual void SetColor ( const [FLinearColor](API\Runtime\Core\Math\FLinearColor) & InColor )


code: FCanvasTextItemBase ( const FVector2D & InPosition, const [FLinearColor](API\Runtime\Core\Math\FLinearColor) & InColor )


className: FCanvasTextItemBase

description: Base item used for drawing text

code: class FCanvasTextItemBase : public [FCanvasItem](API\Runtime\Engine\FCanvasItem)

BatchedElements

description: These are used by the DrawStringInternal function. Used for batching.

bCentreX

type: bool

description: Centre the text in the viewport on horizontally.

bCentreY

description: Centre the text in the viewport on vertically.

bDontCorrectStereoscopic

description: Disables correction of font render issue when using stereoscopic display.

bOutlined

description: Draw an outline on the text.

Depth

type: float

description: Depth sort key.

DrawnSize

description: The size of the drawn text after the draw call.

FontRenderInfo

type: FFontRenderInfo

description: Custom font render information.

HorizSpacingAdjust

description: Horizontal spacing adjustment.

OutlineColor

description: The color of the outline.

Scale

description: The scale of the text

ShadowColor

description: The color of the shadow

ShadowOffset

description: The offset of the shadow.

TileItem

type: FCanvasTileItem

description: Background tile used to fixup 3d text issues.


description: Tile item using size from texture.

code: FCanvasTileItem ( const FVector2D & InPosition, const [FTexture](API\Runtime\RenderCore\FTexture) * InTexture, const [FLinearColor](API\Runtime\Core\Math\FLinearColor) & InColor )


description: Tile item which uses the default white texture using given size.

code: FCanvasTileItem ( const FVector2D & InPosition, const FVector2D & InSize, const [FLinearColor](API\Runtime\Core\Math\FLinearColor) & InColor )


description: Tile item withFMaterialRenderProxyusing given size.

code: FCanvasTileItem ( const FVector2D & InPosition, const [FMaterialRenderProxy](API\Runtime\Engine\Materials\FMaterialRenderProxy) * InMaterialRenderProxy, const FVector2D & InSize )


description: Tile item with texture using given size.

code: FCanvasTileItem ( const FVector2D & InPosition, const [FTexture](API\Runtime\RenderCore\FTexture) * InTexture, const FVector2D & InSize, const [FLinearColor](API\Runtime\Core\Math\FLinearColor) & InColor )


description: Tile item with texture using size from texture specific UVs.

code: FCanvasTileItem ( const FVector2D & InPosition, const [FTexture](API\Runtime\RenderCore\FTexture) * InTexture, const FVector2D & InUV0, const FVector2D & InUV1, const [FLinearColor](API\Runtime\Core\Math\FLinearColor) & InColor )


description: Tile item withFMaterialRenderProxyusing given size and UVs.

code: FCanvasTileItem ( const FVector2D & InPosition, const [FMaterialRenderProxy](API\Runtime\Engine\Materials\FMaterialRenderProxy) * InMaterialRenderProxy, const FVector2D & InSize, const FVector2D & InUV0, const FVector2D & InUV1 )


description: Tile item with texture using given size and specific UVs.

code: FCanvasTileItem ( const FVector2D & InPosition, const [FTexture](API\Runtime\RenderCore\FTexture) * InTexture, const FVector2D & InSize, const FVector2D & InUV0, const FVector2D & InUV1, const [FLinearColor](API\Runtime\Core\Math\FLinearColor) & InColor )


className: FCanvasTileItem

description: 'Tile' item can override size and UV .

code: class FCanvasTileItem : public [FCanvasItem](API\Runtime\Engine\FCanvasItem)

MaterialRenderProxy

type: constFMaterial...

description: Material proxy for rendering.

PivotPoint

description: Pivot point, as percentage of tile (0-1).

Rotation

description: Rotation.

Size

description: Size of the tile.

Texture

description: Texture to render.

description: UV Coordinates 0 (Left/Top).

description: UV Coordinates 0 (Right/Bottom).

Z

description: Used to calculate depth.


description:
FCanvasTileRendererIteminstance accessor
this instance

code: virtual [FCanvasTileRendererItem](API\Runtime\Engine\FCanvasTileRendererItem) * GetCanvasTileRendererItem()


description: Add a new tile to the render data. These tiles all use the same transform and material proxy

code: int32 AddTile ( float X, float Y, float SizeX, float SizeY, float U, float V, float SizeU, float SizeV, [FHitProxyId](API\Runtime\Engine\FHitProxyId) HitProxyId, [FColor](API\Runtime\Core\Math\FColor) InColor )


description:
Determine if this is a matching set by comparing material,transform. All must match
true if the parameters match this render item

code: bool IsMatch ( const [FMaterialRenderProxy](API\Runtime\Engine\Materials\FMaterialRenderProxy) * InMaterialRenderProxy, const [FCanvas::FTransformEntry](API\Runtime\Engine\FCanvas\FTransformEntry) & InTransform )


description:
Renders the canvas item. Iterates over each tile to be rendered and draws it with its own transforms
true if anything rendered

code: virtual bool Render_GameThread ( const [FCanvas](API\Runtime\Engine\FCanvas) * Canvas, [FCanvasRenderThreadScope](API\Runtime\Engine\FCanvasRenderThreadScope) & RenderScope )


code: virtual bool Render_RenderThread ( [FCanvasRenderContext](API\Runtime\Engine\FCanvasRenderContext) & RenderContext, [FMeshPassProcessorRenderState](API\Runtime\Renderer\FMeshPassProcessorRenderState) & DrawRenderState, const [FCanvas](API\Runtime\Engine\FCanvas) * Canvas )


description: Init constructor

code: FCanvasTileRendererItem ( [ERHIFeatureLevel::Type](API\Runtime\RHI\ERHIFeatureLevel__Type) InFeatureLevel, const [FMaterialRenderProxy](API\Runtime\Engine\Materials\FMaterialRenderProxy) * InMaterialRenderProxy, const [FCanvas::FTransformEntry](API\Runtime\Engine\FCanvas\FTransformEntry) & InTransform, bool bInFreezeTime )


className: FCanvasTileRendererItem

description: Info needed to render a single FTileRenderer

code: class FCanvasTileRendererItem : public [FCanvasBaseRenderItem](API\Runtime\Engine\FCanvasBaseRenderItem)


code: virtual void Draw ( [FCanvas](API\Runtime\Engine\FCanvas) * InCanvas )


description: Set the Color of the item.

code: virtual void SetColor ( const [FLinearColor](API\Runtime\Core\Math\FLinearColor) & InColor )


description: Set all 3 points of triangle

code: void SetPoints ( const FVector2D & InPointA, const FVector2D & InPointB, const FVector2D & InPointC )


description: Triangle item

code: FCanvasTriangleItem ( [FCanvasUVTri](API\Runtime\Engine\Engine\FCanvasUVTri) InSingleTri, const [FTexture](API\Runtime\RenderCore\FTexture) * InTexture )


description: Triangle item

code: FCanvasTriangleItem ( const [TArray](API\Runtime\Core\Containers\TArray)< [FCanvasUVTri](API\Runtime\Engine\Engine\FCanvasUVTri) > & InTriangleList, const [FTexture](API\Runtime\RenderCore\FTexture) * InTexture )


description: Triangle item (no texture)

code: FCanvasTriangleItem ( const FVector2D & InPointA, const FVector2D & InPointB, const FVector2D & InPointC, const [FTexture](API\Runtime\RenderCore\FTexture) * InTexture )


description: Triangle item

code: FCanvasTriangleItem ( const FVector2D & InPointA, const FVector2D & InPointB, const FVector2D & InPointC, const FVector2D & InTexCoordPointA, const FVector2D & InTexCoordPointB, const FVector2D & InTexCoordPointC, const [FTexture](API\Runtime\RenderCore\FTexture) * InTexture )


className: FCanvasTriangleItem

code: class FCanvasTriangleItem : public [FCanvasItem](API\Runtime\Engine\FCanvasItem)

MaterialRenderProxy

description: Material proxy for rendering.

Texture

type: constFTexture...

description: Texture to use for triangle(s).

TriangleList

type: TArray<FCanvas...

description: List of triangles.


description: Reserves space in array for NumTriangles new triangles.

code: void AddReserveTriangles ( int32 NumTriangles )


description: Add a new triangle to the render data. These triangles all use the same transform and material proxy

code: int32 AddTriangle ( const [FCanvasUVTri](API\Runtime\Engine\Engine\FCanvasUVTri) & Tri, [FHitProxyId](API\Runtime\Engine\FHitProxyId) HitProxyId )


description:
FCanvasTriangleRendererIteminstance accessor
this instance

code: virtual [FCanvasTriangleRendererItem](API\Runtime\Engine\FCanvasTriangleRendererItem) * GetCanvasTriangleRendererItem()


description:
Renders the canvas item. Iterates over each triangle to be rendered and draws it with its own transforms
true if anything rendered


description: Init constructor

code: FCanvasTriangleRendererItem ( [ERHIFeatureLevel::Type](API\Runtime\RHI\ERHIFeatureLevel__Type) InFeatureLevel, const [FMaterialRenderProxy](API\Runtime\Engine\Materials\FMaterialRenderProxy) * InMaterialRenderProxy, const [FCanvas::FTransformEntry](API\Runtime\Engine\FCanvas\FTransformEntry) & InTransform, bool bInFreezeTime )


description: Reserves space in array for at least NumTriangles total triangles.

code: void ReserveTriangles ( int32 NumTriangles )


description: Used to generate multi-line/wrapped text.

code: void Execute ( const TCHAR *const InString, const [FTextSizingParameters](API\Runtime\Engine\FTextSizingParameters) & InParameters, [TArray](API\Runtime\Core\Containers\TArray)< [FWrappedStringElement](API\Runtime\Engine\FWrappedStringElement) > & OutStrings, [FWrappedLineData](API\Runtime\Engine\FCanvasWordWrapper\FWrappedLineData) *const OutWrappedLineData )


className: FCanvasTriangleRendererItem

description: Info needed to render a single FTriangleRenderer

code: class FCanvasTriangleRendererItem : public [FCanvasBaseRenderItem](API\Runtime\Engine\FCanvasBaseRenderItem)


className: FWrappedLineData

description: Array of indices where the wrapped lines begin and end in the source string

code: typedef [TArray](API\Runtime\Core\Containers\TArray)< TPair< int32, int32 > > FWrappedLineData


className: FCanvasWordWrapper

code: class FCanvasWordWrapper


description: Adds a new build task.

code: void AddTask ( [FAsyncCardRepresentationTask](API\Runtime\Engine\FAsyncCardRepresentationTask) * Task )


description: Blocks the main thread until all async builds complete.

code: void BlockUntilAllBuildsComplete()


description: Blocks the main thread until the async build of the specified mesh is complete.

code: void BlockUntilBuildComplete ( [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * InStaticMesh, bool bWarnIfBlocked )


description: Blocks the main thread until the async build are either canceled or completed.

code: void CancelAllOutstandingBuilds()


description: Cancel the build on this specific static mesh or block until it is completed if already started.

code: void CancelBuild ( [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * StaticMesh )


description: Cancel the build on these meshes or block until they are completed if already started.

code: void CancelBuilds ( const [TSet](API\Runtime\Core\Containers\TSet)< [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * > & InStaticMeshes )


code: int32 GetNumOutstandingTasks() const


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

code: virtual void ProcessAsyncTasks ( bool bLimitExecutionTime )


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


description: Blocks until it is safe to shut down (worker threads are idle).

code: virtual void Shutdown()


className: FCardRepresentationAsyncQueue

description: Class that manages asynchronous building of mesh distance fields.

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


code: void CacheDerivedData ( const [FString](API\Runtime\Core\Containers\FString) & InDDCKey, const [ITargetPlatform](API\Developer\TargetPlatform\Interfaces\ITargetPlatform) * TargetPlatform, [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * Mesh, [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * GenerateSource, int32 MaxLumenMeshCards, bool bGenerateDistanceFieldAsIfTwoSided, [FSourceMeshDataForDerivedDataTask](API\Runtime\Engine\FSourceMeshDataForDerivedDataTas-) * OptionalSourceMeshData )


code: SIZE_T GetResourceSizeBytes() const


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


className: FCardRepresentationData

description: Card representation payload and output of the mesh build process.

code: class FCardRepresentationData : public [FDeferredCleanupInterface](API\Runtime\RenderCore\FDeferredCleanupInterface)

CardRepresentationDataId

type: FCardRepresenta...

MeshCardsBuildData

type: FMeshCardsBuild...


code: bool operator== ( [FCardRepresentationDataId](API\Runtime\Engine\FCardRepresentationDataId) B ) const


className: FCardRepresentationDataId

description: Unique id per card representation data instance.

code: class FCardRepresentationDataId


code: virtual bool CanJump ( const [FCharacterMovementComponentAsyncInput](API\Runtime\Engine\FCharacterMovementComponentAsync-_1) & Input, [FCharacterMovementComponentAsyncOutput](API\Runtime\Engine\FCharacterMovementComponentAsync-_2) & Output ) const


code: virtual void CheckJumpInput ( float DeltaSeconds, const [FCharacterMovementComponentAsyncInput](API\Runtime\Engine\FCharacterMovementComponentAsync-_1) & Input, [FCharacterMovementComponentAsyncOutput](API\Runtime\Engine\FCharacterMovementComponentAsync-_2) & Output ) const


code: virtual void ClearJumpInput ( float DeltaSeconds, const [FCharacterMovementComponentAsyncInput](API\Runtime\Engine\FCharacterMovementComponentAsync-_1) & Input, [FCharacterMovementComponentAsyncOutput](API\Runtime\Engine\FCharacterMovementComponentAsync-_2) & Output ) const


code: virtual void FaceRotation ( FRotator NewControlRotation, float DeltaTime, const [FCharacterMovementComponentAsyncInput](API\Runtime\Engine\FCharacterMovementComponentAsync-_1) & Input, [FCharacterMovementComponentAsyncOutput](API\Runtime\Engine\FCharacterMovementComponentAsync-_2) & Output ) const


code: virtual void ResetJumpState ( const [FCharacterMovementComponentAsyncInput](API\Runtime\Engine\FCharacterMovementComponentAsync-_1) & Input, [FCharacterMovementComponentAsyncOutput](API\Runtime\Engine\FCharacterMovementComponentAsync-_2) & Output ) const


code: virtual void OnMovementModeChanged ( EMovementMode PrevMovementMode, const [FCharacterMovementComponentAsyncInput](API\Runtime\Engine\FCharacterMovementComponentAsync-_1) & Input, [FCharacterMovementComponentAsyncOutput](API\Runtime\Engine\FCharacterMovementComponentAsync-_2) & Output, uint8 PreviousCustomMode )


className: FCharacterAsyncInput

description: Data and implementation that lives on movement component's character owner.

code: struct FCharacterAsyncInput

ControllerDesiredRotation

type: FRotator

JumpMaxHoldTime

description: Character owner input.

LocalRole

type: ENetRole


description: Get a stat name to describe this callback in external profiling and STATS when Named events are enabled

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


className: FCharacterAsyncOutput

code: struct FCharacterAsyncOutput

Rotation

description: Character Owner Data.


description: Called before simulation step


code: class FCharacterMovementComponentAsyncCallback : public [Chaos::TSimCallbackObject< FCharacterMovementComponentAsyncInput, FCharacterMovementComponentAsyncOutput >](API\Runtime\Chaos\Chaos\TSimCallbackObject)


code: virtual void AdjustFloorHeight ( [FCharacterMovementComponentAsyncOutput](API\Runtime\Engine\FCharacterMovementComponentAsync-_2) & Output ) const


code: virtual void ApplyAccumulatedForces ( float DeltaSeconds, [FCharacterMovementComponentAsyncOutput](API\Runtime\Engine\FCharacterMovementComponentAsync-_2) & Output ) const


code: virtual bool ApplyRequestedMove ( float DeltaTime, float MaxAccel, float MaxSpeed, float Friction, float BrakingDeceleration, FVector & OutAcceleration, float & OutRequestedSpeed, [FCharacterMovementComponentAsyncOutput](API\Runtime\Engine\FCharacterMovementComponentAsync-_2) & Output ) const


code: void ApplyRootMotionToVelocity ( float deltaTime, [FCharacterMovementComponentAsyncOutput](API\Runtime\Engine\FCharacterMovementComponentAsync-_2) & Output ) const


code: virtual void ApplyVelocityBraking ( float DeltaTime, float Friction, float BrakingDeceleration, [FCharacterMovementComponentAsyncOutput](API\Runtime\Engine\FCharacterMovementComponentAsync-_2) & Output ) const


code: virtual float BoostAirControl ( float DeltaTime, float TickAirControl, const FVector & FallAcceleration, [FCharacterMovementComponentAsyncOutput](API\Runtime\Engine\FCharacterMovementComponentAsync-_2) & Output ) const


code: FVector CalcAnimRootMotionVelocity ( const FVector & RootMotionDeltaMove, float DeltaSeconds, const FVector & CurrentVelocity ) const


code: virtual void CalcVelocity ( float DeltaTime, float Friction, bool bFluid, float BrakingDeceleration, [FCharacterMovementComponentAsyncOutput](API\Runtime\Engine\FCharacterMovementComponentAsync-_2) & Output ) const


code: virtual bool CanCrouchInCurrentState ( [FCharacterMovementComponentAsyncOutput](API\Runtime\Engine\FCharacterMovementComponentAsync-_2) & Output ) const


code: virtual bool CanWalkOffLedges ( [FCharacterMovementComponentAsyncOutput](API\Runtime\Engine\FCharacterMovementComponentAsync-_2) & Output ) const


code: virtual bool CanStepUp ( const [FHitResult](API\Runtime\Engine\Engine\FHitResult) & Hit, [FCharacterMovementComponentAsyncOutput](API\Runtime\Engine\FCharacterMovementComponentAsync-_2) & Output ) const


code: virtual bool CheckFall ( const [FFindFloorResult](API\Runtime\Engine\FFindFloorResult) & OldFloor, const [FHitResult](API\Runtime\Engine\Engine\FHitResult) & Hit, const FVector & Delta, const FVector & OldLocation, float remainingTime, float timeTick, int32 Iterations, bool bMustJump, [FCharacterMovementComponentAsyncOutput](API\Runtime\Engine\FCharacterMovementComponentAsync-_2) & Output ) const


code: virtual bool CheckLedgeDirection ( const FVector & OldLocation, const FVector & SideStep, const FVector & GravDir, [FCharacterMovementComponentAsyncOutput](API\Runtime\Engine\FCharacterMovementComponentAsync-_2) & Output ) const


code: virtual void ClearAccumulatedForces ( [FCharacterMovementComponentAsyncOutput](API\Runtime\Engine\FCharacterMovementComponentAsync-_2) & Output ) const


code: virtual bool CanAttemptJump ( [FCharacterMovementComponentAsyncOutput](API\Runtime\Engine\FCharacterMovementComponentAsync-_2) & Output ) const


code: virtual float ComputeAnalogInputModifier ( FVector Acceleration ) const


code: virtual void ComputeFloorDist ( const FVector & CapsuleLocation, float LineDistance, float SweepDistance, [FFindFloorResult](API\Runtime\Engine\FFindFloorResult) & OutFloorResult, float SweepRadius, [FCharacterMovementComponentAsyncOutput](API\Runtime\Engine\FCharacterMovementComponentAsync-_2) & Output, const [FHitResult](API\Runtime\Engine\Engine\FHitResult) * DownwardSweepResult ) const


code: virtual FVector ComputeGroundMovementDelta ( const FVector & Delta, const [FHitResult](API\Runtime\Engine\Engine\FHitResult) & RampHit, const bool bHitFromLineTrace, [FCharacterMovementComponentAsyncOutput](API\Runtime\Engine\FCharacterMovementComponentAsync-_2) & Output ) const


code: virtual FRotator ComputeOrientToMovementRotation ( const FRotator & CurrentRotation, float DeltaTime, FRotator & DeltaRotation, [FCharacterMovementComponentAsyncOutput](API\Runtime\Engine\FCharacterMovementComponentAsync-_2) & Output ) const


code: virtual bool ComputePerchResult ( const float TestRadius, const [FHitResult](API\Runtime\Engine\Engine\FHitResult) & InHit, const float InMaxFloorDist, [FFindFloorResult](API\Runtime\Engine\FFindFloorResult) & OutPerchFloorResult, [FCharacterMovementComponentAsyncOutput](API\Runtime\Engine\FCharacterMovementComponentAsync-_2) & Output ) const


code: virtual FVector ComputeSlideVector ( const FVector & Delta, const float Time, const FVector & Normal, const [FHitResult](API\Runtime\Engine\Engine\FHitResult) & Hit, [FCharacterMovementComponentAsyncOutput](API\Runtime\Engine\FCharacterMovementComponentAsync-_2) & Output ) const


description: Root Motion Stuff.

code: FVector ConstrainAnimRootMotionVelocity ( const FVector & RootMotionVelocity, const FVector & CurrentVelocity, [FCharacterMovementComponentAsyncOutput](API\Runtime\Engine\FCharacterMovementComponentAsync-_2) & Output ) const


code: virtual FVector ConstrainDirectionToPlane ( FVector Direction ) const


code: virtual FVector ConstrainInputAcceleration ( FVector InputAcceleration, const [FCharacterMovementComponentAsyncOutput](API\Runtime\Engine\FCharacterMovementComponentAsync-_2) & Output ) const


code: virtual FVector ConstrainLocationToPlane ( FVector Location ) const


code: virtual FVector ConstrainNormalToPlane ( FVector Normal ) const


description: TODO organize these.

code: virtual void ControlledCharacterMove ( const float DeltaSeconds, [FCharacterMovementComponentAsyncOutput](API\Runtime\Engine\FCharacterMovementComponentAsync-_2) & Output ) const


code: virtual bool DoJump ( bool bReplayingMoves, [FCharacterMovementComponentAsyncOutput](API\Runtime\Engine\FCharacterMovementComponentAsync-_2) & Output ) const


code: virtual void FindFloor ( const FVector & CapsuleLocation, [FFindFloorResult](API\Runtime\Engine\FFindFloorResult) & OutFloorResult, bool bCanUseCachedLocation, [FCharacterMovementComponentAsyncOutput](API\Runtime\Engine\FCharacterMovementComponentAsync-_2) & Output, const [FHitResult](API\Runtime\Engine\Engine\FHitResult) * DownwardSweepResult ) const


code: virtual bool FloorSweepTest ( struct [FHitResult](API\Runtime\Engine\Engine\FHitResult) & OutHit, const FVector & Start, const FVector & End, ECollisionChannel TraceChannel, const struct [FCollisionShape](API\Runtime\PhysicsCore\FCollisionShape) & CollisionShape, const struct [FCollisionQueryParams](API\Runtime\Engine\FCollisionQueryParams) & Params, const struct [FCollisionResponseParams](API\Runtime\Engine\FCollisionResponseParams) & ResponseParam, [FCharacterMovementComponentAsyncOutput](API\Runtime\Engine\FCharacterMovementComponentAsync-_2) & Output ) const


code: virtual FVector GetAirControl ( float DeltaTime, float TickAirControl, const FVector & FallAcceleration, [FCharacterMovementComponentAsyncOutput](API\Runtime\Engine\FCharacterMovementComponentAsync-_2) & Output ) const


code: virtual FVector GetFallingLateralAcceleration ( float DeltaTime, [FCharacterMovementComponentAsyncOutput](API\Runtime\Engine\FCharacterMovementComponentAsync-_2) & Output ) const


code: virtual FVector GetLedgeMove ( const FVector & OldLocation, const FVector & Delta, const FVector & GravDir, [FCharacterMovementComponentAsyncOutput](API\Runtime\Engine\FCharacterMovementComponentAsync-_2) & Output ) const


code: virtual float GetMaxBrakingDeceleration ( [FCharacterMovementComponentAsyncOutput](API\Runtime\Engine\FCharacterMovementComponentAsync-_2) & Output ) const


code: virtual float GetMinAnalogSpeed ( [FCharacterMovementComponentAsyncOutput](API\Runtime\Engine\FCharacterMovementComponentAsync-_2) & Output ) const


code: [FCollisionShape](API\Runtime\PhysicsCore\FCollisionShape) GetPawnCapsuleCollisionShape ( const EShrinkCapsuleExtent ShrinkMode, [FCharacterMovementComponentAsyncOutput](API\Runtime\Engine\FCharacterMovementComponentAsync-_2) & Output, const float CustomShrinkAmount ) const


code: FVector GetPawnCapsuleExtent ( const EShrinkCapsuleExtent ShrinkMode, const float CustomShrinkAmount, [FCharacterMovementComponentAsyncOutput](API\Runtime\Engine\FCharacterMovementComponentAsync-_2) & Output ) const


code: virtual FVector GetPenetrationAdjustment ( [FHitResult](API\Runtime\Engine\Engine\FHitResult) & HitResult ) const


code: float GetPerchRadiusThreshold() const


code: const FRotator & GetRotationRate ( const [FCharacterMovementComponentAsyncOutput](API\Runtime\Engine\FCharacterMovementComponentAsync-_2) & Output ) const


code: virtual float GetMaxSpeed ( [FCharacterMovementComponentAsyncOutput](API\Runtime\Engine\FCharacterMovementComponentAsync-_2) & Output ) const


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


code: ETeleportType GetTeleportType ( [FCharacterMovementComponentAsyncOutput](API\Runtime\Engine\FCharacterMovementComponentAsync-_2) & Output ) const


code: virtual float GetValidPerchRadius ( const [FCharacterMovementComponentAsyncOutput](API\Runtime\Engine\FCharacterMovementComponentAsync-_2) & Output ) const


code: virtual void HandleImpact ( const [FHitResult](API\Runtime\Engine\Engine\FHitResult) & Impact, [FCharacterMovementComponentAsyncOutput](API\Runtime\Engine\FCharacterMovementComponentAsync-_2) & Output, float TimeSlice, const FVector & MoveDelta ) const


code: virtual FVector HandleSlopeBoosting ( const FVector & SlideResult, const FVector & Delta, const float Time, const FVector & Normal, const [FHitResult](API\Runtime\Engine\Engine\FHitResult) & Hit, [FCharacterMovementComponentAsyncOutput](API\Runtime\Engine\FCharacterMovementComponentAsync-_2) & Output ) const


code: virtual void HandleWalkingOffLedge ( const FVector & PreviousFloorImpactNormal, const FVector & PreviousFloorContactNormal, const FVector & PreviousLocation, float TimeDelta ) const


code: virtual bool IsCrouching ( const [FCharacterMovementComponentAsyncOutput](API\Runtime\Engine\FCharacterMovementComponentAsync-_2) & Output ) const


code: virtual bool IsExceedingMaxSpeed ( float MaxSpeed, const [FCharacterMovementComponentAsyncOutput](API\Runtime\Engine\FCharacterMovementComponentAsync-_2) & Output ) const


code: virtual bool IsFalling ( const [FCharacterMovementComponentAsyncOutput](API\Runtime\Engine\FCharacterMovementComponentAsync-_2) & Output ) const


description: UNavMovementComponent(super class) impl.

code: bool IsJumpAllowed() const


code: virtual bool IsFlying ( const [FCharacterMovementComponentAsyncOutput](API\Runtime\Engine\FCharacterMovementComponentAsync-_2) & Output ) const


code: virtual bool IsMovingOnGround ( const [FCharacterMovementComponentAsyncOutput](API\Runtime\Engine\FCharacterMovementComponentAsync-_2) & Output ) const


code: virtual bool IsValidLandingSpot ( const FVector & CapsuleLocation, const [FHitResult](API\Runtime\Engine\Engine\FHitResult) & Hit, [FCharacterMovementComponentAsyncOutput](API\Runtime\Engine\FCharacterMovementComponentAsync-_2) & Output ) const


code: virtual bool IsWithinEdgeTolerance ( const FVector & CapsuleLocation, const FVector & TestImpactPoint, const float CapsuleRadius ) const


code: virtual bool IsWalkable ( const [FHitResult](API\Runtime\Engine\Engine\FHitResult) & Hit ) const


code: virtual FVector LimitAirControl ( float DeltaTime, const FVector & FallAcceleration, const [FHitResult](API\Runtime\Engine\Engine\FHitResult) & HitResult, bool bCheckForValidLandingSpot, [FCharacterMovementComponentAsyncOutput](API\Runtime\Engine\FCharacterMovementComponentAsync-_2) & Output ) const


code: virtual void MaintainHorizontalGroundVelocity ( [FCharacterMovementComponentAsyncOutput](API\Runtime\Engine\FCharacterMovementComponentAsync-_2) & Output ) const


code: virtual void MaybeUpdateBasedMovement ( float DeltaSeconds, [FCharacterMovementComponentAsyncOutput](API\Runtime\Engine\FCharacterMovementComponentAsync-_2) & Output ) const


code: virtual void MoveAlongFloor ( const FVector & InVelocity, float DeltaSeconds, [FStepDownResult](API\Runtime\Engine\FStepDownResult) * OutStepDownResult, [FCharacterMovementComponentAsyncOutput](API\Runtime\Engine\FCharacterMovementComponentAsync-_2) & Output ) const


code: FVector MoveComponent_ComputeSlideVector ( const FVector & Delta, const float Time, const FVector & Normal, const [FHitResult](API\Runtime\Engine\Engine\FHitResult) & Hit, [FCharacterMovementComponentAsyncOutput](API\Runtime\Engine\FCharacterMovementComponentAsync-_2) & Output ) const


description: More fromUMovementComponent, this is not impl ported from CharacterMovementComponent, but super class, so we can call Super:: in CMC impl. TODO rename or re-organize this.

code: FVector MoveComponent_GetPenetrationAdjustment ( [FHitResult](API\Runtime\Engine\Engine\FHitResult) & HitResult ) const


code: virtual bool MoveUpdatedComponent ( const FVector & Delta, const FQuat & NewRotation, bool bSweep, [FCharacterMovementComponentAsyncOutput](API\Runtime\Engine\FCharacterMovementComponentAsync-_2) & Output, [FHitResult](API\Runtime\Engine\Engine\FHitResult) * OutHitResult, ETeleportType TeleportType ) const


code: float MoveComponent_SlideAlongSurface ( const FVector & Delta, float Time, const FVector & Normal, [FHitResult](API\Runtime\Engine\Engine\FHitResult) & Hit, [FCharacterMovementComponentAsyncOutput](API\Runtime\Engine\FCharacterMovementComponentAsync-_2) & Output, bool bHandleImpact ) const


code: virtual void OnCharacterStuckInGeometry ( const [FHitResult](API\Runtime\Engine\Engine\FHitResult) * Hit, [FCharacterMovementComponentAsyncOutput](API\Runtime\Engine\FCharacterMovementComponentAsync-_2) & Output ) const


code: virtual FVector NewFallVelocity ( const FVector & InitialVelocity, const FVector & Gravity, float DeltaTime, [FCharacterMovementComponentAsyncOutput](API\Runtime\Engine\FCharacterMovementComponentAsync-_2) & Output ) const


code: virtual void OnMovementModeChanged ( EMovementMode PreviousMovementMode, uint8 PreviousCustomMode, [FCharacterMovementComponentAsyncOutput](API\Runtime\Engine\FCharacterMovementComponentAsync-_2) & Output ) const


code: virtual void PerformMovement ( float DeltaSeconds, [FCharacterMovementComponentAsyncOutput](API\Runtime\Engine\FCharacterMovementComponentAsync-_2) & Output ) const


code: virtual void PhysFalling ( float deltaTime, int32 Iterations, [FCharacterMovementComponentAsyncOutput](API\Runtime\Engine\FCharacterMovementComponentAsync-_2) & Output ) const


code: virtual void PhysicsRotation ( float DeltaTime, [FCharacterMovementComponentAsyncOutput](API\Runtime\Engine\FCharacterMovementComponentAsync-_2) & Output ) const


code: virtual void PhysWalking ( float deltaTime, int32 Iterations, [FCharacterMovementComponentAsyncOutput](API\Runtime\Engine\FCharacterMovementComponentAsync-_2) & Output ) const


code: virtual bool ResolvePenetration ( const FVector & Adjustment, const [FHitResult](API\Runtime\Engine\Engine\FHitResult) & Hit, const FQuat & NewRotation, [FCharacterMovementComponentAsyncOutput](API\Runtime\Engine\FCharacterMovementComponentAsync-_2) & Output ) const


code: void RestorePreAdditiveRootMotionVelocity ( [FCharacterMovementComponentAsyncOutput](API\Runtime\Engine\FCharacterMovementComponentAsync-_2) & Output ) const


code: virtual void ProcessLanded ( const [FHitResult](API\Runtime\Engine\Engine\FHitResult) & Hit, float remainingTime, int32 Iterations, [FCharacterMovementComponentAsyncOutput](API\Runtime\Engine\FCharacterMovementComponentAsync-_2) & Output ) const


code: virtual bool SafeMoveUpdatedComponent ( const FVector & Delta, const FQuat & NewRotation, bool bSweep, [FHitResult](API\Runtime\Engine\Engine\FHitResult) & OutHit, [FCharacterMovementComponentAsyncOutput](API\Runtime\Engine\FCharacterMovementComponentAsync-_2) & Output, ETeleportType Teleport ) const


code: void RevertMove ( const FVector & OldLocation, [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * OldBase, const FVector & PreviousBaseLocation, const [FFindFloorResult](API\Runtime\Engine\FFindFloorResult) & OldFloor, bool bFailMove, [FCharacterMovementComponentAsyncOutput](API\Runtime\Engine\FCharacterMovementComponentAsync-_2) & Output ) const


code: virtual FVector ScaleInputAcceleration ( FVector InputAcceleration, [FCharacterMovementComponentAsyncOutput](API\Runtime\Engine\FCharacterMovementComponentAsync-_2) & Output ) const


code: void SetBaseFromFloor ( const [FFindFloorResult](API\Runtime\Engine\FFindFloorResult) & FloorResult, [FCharacterMovementComponentAsyncOutput](API\Runtime\Engine\FCharacterMovementComponentAsync-_2) & Output ) const


code: virtual void SetPostLandedPhysics ( const [FHitResult](API\Runtime\Engine\Engine\FHitResult) & Hit, [FCharacterMovementComponentAsyncOutput](API\Runtime\Engine\FCharacterMovementComponentAsync-_2) & Output ) const


code: virtual void SetDefaultMovementMode ( [FCharacterMovementComponentAsyncOutput](API\Runtime\Engine\FCharacterMovementComponentAsync-_2) & Output ) const


code: virtual bool ShouldCatchAir ( const [FFindFloorResult](API\Runtime\Engine\FFindFloorResult) & OldFloor, const [FFindFloorResult](API\Runtime\Engine\FFindFloorResult) & NewFloor ) const


code: virtual bool ShouldCheckForValidLandingSpot ( float DeltaTime, const FVector & Delta, const [FHitResult](API\Runtime\Engine\Engine\FHitResult) & Hit, [FCharacterMovementComponentAsyncOutput](API\Runtime\Engine\FCharacterMovementComponentAsync-_2) & Output ) const


code: virtual bool ShouldComputeAccelerationToReachRequestedVelocity ( const float RequestedSpeed, [FCharacterMovementComponentAsyncOutput](API\Runtime\Engine\FCharacterMovementComponentAsync-_2) & Output ) const


code: virtual bool ShouldComputePerchResult ( const [FHitResult](API\Runtime\Engine\Engine\FHitResult) & InHit, [FCharacterMovementComponentAsyncOutput](API\Runtime\Engine\FCharacterMovementComponentAsync-_2) & Output, bool bCheckRadius ) const


code: virtual bool ShouldLimitAirControl ( float DeltaTime, const FVector & FallAcceleration, [FCharacterMovementComponentAsyncOutput](API\Runtime\Engine\FCharacterMovementComponentAsync-_2) & Output ) const


code: virtual bool ShouldRemainVertical ( [FCharacterMovementComponentAsyncOutput](API\Runtime\Engine\FCharacterMovementComponentAsync-_2) & Output ) const


code: virtual void SetMovementMode ( EMovementMode NewMovementMode, [FCharacterMovementComponentAsyncOutput](API\Runtime\Engine\FCharacterMovementComponentAsync-_2) & Output, uint8 NewCustomMode ) const


description: Entry point of async tick.

code: void Simulate ( const float DeltaSeconds, [FCharacterMovementComponentAsyncOutput](API\Runtime\Engine\FCharacterMovementComponentAsync-_2) & Output ) const


code: virtual void StartFalling ( int32 Iterations, float remainingTime, float timeTick, const FVector & Delta, const FVector & subLoc, [FCharacterMovementComponentAsyncOutput](API\Runtime\Engine\FCharacterMovementComponentAsync-_2) & Output ) const


code: virtual float SlideAlongSurface ( const FVector & Delta, float Time, const FVector & InNormal, [FHitResult](API\Runtime\Engine\Engine\FHitResult) & Hit, bool bHandleImpact, [FCharacterMovementComponentAsyncOutput](API\Runtime\Engine\FCharacterMovementComponentAsync-_2) & Output ) const


code: virtual void StartNewPhysics ( float deltaTime, int32 Iterations, [FCharacterMovementComponentAsyncOutput](API\Runtime\Engine\FCharacterMovementComponentAsync-_2) & Output ) const


code: virtual bool StepUp ( const FVector & GravDir, const FVector & Delta, const [FHitResult](API\Runtime\Engine\Engine\FHitResult) & Hit, [FCharacterMovementComponentAsyncOutput](API\Runtime\Engine\FCharacterMovementComponentAsync-_2) & Output, [FStepDownResult](API\Runtime\Engine\FStepDownResult) * OutStepDownResult ) const


code: void TwoWallAdjust ( FVector & OutDelta, const [FHitResult](API\Runtime\Engine\Engine\FHitResult) & Hit, const FVector & OldHitNormal, [FCharacterMovementComponentAsyncOutput](API\Runtime\Engine\FCharacterMovementComponentAsync-_2) & Output ) const


code: virtual void UpdateBasedMovement ( float DeltaSeconds, [FCharacterMovementComponentAsyncOutput](API\Runtime\Engine\FCharacterMovementComponentAsync-_2) & Output ) const


code: virtual void UpdateCharacterStateAfterMovement ( float DeltaSeconds, [FCharacterMovementComponentAsyncOutput](API\Runtime\Engine\FCharacterMovementComponentAsync-_2) & Output ) const


className: FCharacterMovementComponentAsyncInput

description: Contains all input and implementation required to run async character movement. Base implementation is from CharacterMovementComponent. Contains 'CharacterInput' and 'UpdatedComponentInput' represent data/impl of Character and our UpdatedComponent. All input is const, non-const data goes in output. 'AsyncSimState' points to non-const sim state.

code: struct FCharacterMovementComponentAsyncInput : public [Chaos::FSimCallbackInput](API\Runtime\Chaos\Chaos\FSimCallbackInput)

AsyncSimState

type: TSharedPtr<FCh...

description: This is the latest simulated state of this movement component.

bInitialized

description: Has this been filled out?

CapsuleParams

type: FCollisionQuery...

CharacterInput

type: TUniquePtr<FCh...

CollisionChannel

type: ECollisionChann...

CollisionResponseParams

type: FCollisionRespo...

DefaultLandMovementMode

type: EMovementMode

GTInputs

type: FCharacterMovem...

InputVector

type: FVector

MovementBaseAsyncData

type: FCachedMovement...

NetworkSmoothingMode

type: ENetworkSmoothi...

QueryParams

type: FComponentQuery...

description: Primitive component InitSweepCollisionParams

RandomStream

type: FRandomStream

RootMotion

type: FRootMotionAsyn...

UpdatedComponentInput

type: TUniquePtr<FUp...

World

type: UWorld*


code: void Copy ( const [FCharacterMovementComponentAsyncOutput](API\Runtime\Engine\FCharacterMovementComponentAsync-_2) & Value )


code: static float GetAxisDeltaRotation ( float InAxisRotationRate, float InDeltaTime )


code: static FRotator GetDeltaRotation ( const FRotator & InRotationRate, float InDeltaTime )


code: FCharacterMovementComponentAsyncOutput ( [TUniquePtr](API\Runtime\Core\Templates\TUniquePtr)< [FCharacterOutput](API\Runtime\Engine\FCharacterMovementComponentAsync-_2\FCharacterOutput) > && InCharacterOutput )


className: FCharacterMovementComponentAsyncOutput

code: struct FCharacterMovementComponentAsyncOutput : public [Chaos::FSimCallbackOutput](API\Runtime\Chaos\Chaos\FSimCallbackOutput)

AnalogInputModifier

type: float

bCrouchMaintainsBaseLocation

type: bool

bShouldDisablePostPhysicsTick

description: See MaybeUpdateBasedMovement TODO MovementBase, handle tick group changes properly

CurrentFloor

type: FFindFloorResul...

DeltaQuat

type: FQuat

ModifiedRotationRate

type: FRotator

description: Used to override the rotation rate in the presence of a velocity-based turn curve.

MoveComponentFlags

type: EMoveComponentF...

NewMovementBase

type: UPrimitiveCompo...

NewMovementBaseOwner

type: AActor*

UpdatedComponentOutput

type: FUpdatedCompone...


code: void UpdateOutput ( [FCharacterMovementComponentAsyncOutput](API\Runtime\Engine\FCharacterMovementComponentAsync-_2) & Output ) const


className: FCharacterMovementGTInputs

description: This contains inputs from GT that are applied to async sim state before simulation.

code: struct FCharacterMovementGTInputs

bPressedJump

description: Pawn inputs.

MovementMode

type: EMovementMode


className: FClipSMFace

description: Properties of a clipped static mesh face.

code: struct FClipSMFace

ColorGradient

type: FMatrix

FaceNormal

type: FVector


code: void CopyFace ( const [FClipSMFace](API\Runtime\Engine\FClipSMFace) & OtherFace )


className: FClipSMPolygon

description: Properties of a clipped static mesh polygon.

code: struct FClipSMPolygon : public [FClipSMFace](API\Runtime\Engine\FClipSMFace)

Vertices

type: TArray<FClipSM...


description: Compute the triangle's normal, and the gradients of the triangle's vertex attributes over XYZ.

code: void ComputeGradientsAndNormal()


className: FClipSMTriangle

description: Properties of a clipped static mesh triangle.

code: struct FClipSMTriangle : public [FClipSMFace](API\Runtime\Engine\FClipSMFace)


className: FClipSMVertex

description: Temp vertex struct for one vert of a static mesh triangle.

code: struct FClipSMVertex

Color

type: FColor


className: FClothBufferIndexMapping

description: Structure to store the buffer offsets to the section's cloth deformer mapping data. Also contains the stride to further cloth LODs data for cases where one section has multiple mappings so that it can be wrap deformed with cloth data from a different LOD. When using LOD bias in Raytracing for example.

code: struct FClothBufferIndexMapping

BaseVertexIndex

description: Section first index.

LODBiasStride

description: Stride to the next LOD mapping if any.

MappingOffset

description: Offset in the buffer to the corresponding cloth mapping.


description: Return the stat id to use for this tickable

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


description: Destructor

code: virtual ~FClothBufferPool()


className: FClothBufferPool

description: A pool for vertex buffers with consistent usage, bucketed for efficiency.

code: class FClothBufferPool : public [TRenderResourcePool< FVertexBufferAndSRV, FClothBufferPoolPolicy, FSharedPoolPolicyData::CreationArguments >](API\Runtime\Engine\TRenderResourcePool)


description: Creates the resource

code: [FVertexBufferAndSRV](API\Runtime\Engine\FVertexBufferAndSRV) CreateResource ( [FSharedPoolPolicyData::CreationArguments](API\Runtime\Engine\FSharedPoolPolicyData\CreationArguments) Args )


className: FClothBufferPoolPolicy

description: The policy for pooling bone vertex buffers

code: class FClothBufferPoolPolicy : public [FBoneBufferPoolPolicy](API\Runtime\Engine\FBoneBufferPoolPolicy)


code: FClothCollisionSource ( [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * InSourceComponent, [UPhysicsAsset](API\Runtime\Engine\PhysicsEngine\UPhysicsAsset) * InSourcePhysicsAsset, const FOnBoneTransformsFinalizedMultiCast::FDelegate & InOnBoneTransformsFinalizedDelegate )


className: FClothCollisionSource

description: Helper struct used to store info about a cloth collision source

code: struct FClothCollisionSource

bCached

description: Flag whether the cache is valid

CachedSkeletalMesh

type: TWeakObjectPtr<...

description: Cached skeletal mesh used to invalidate the cache if the skeletal mesh has changed

CachedSphereConnections

type: TArray<FClothC...

description: Cached sphere connections from physics asset

CachedSpheres

description: Cached spheres from physics asset

OnBoneTransformsFinalizedHandle

type: FDelegateHandle

description: Callback used to remove the cloth transform updates delegate

SourceComponent

description: Component that collision data will be copied from

SourcePhysicsAsset

description: Physics asset to use to generate collision against the source component


className: FClothingSectionData

code: struct FClothingSectionData

AssetGuid

type: FGuid

description: Guid of the clothing asset applied to this section

AssetLodIndex

description: LOD inside the applied asset that is used


description: Check that is is valid to call a notification for this entry. Looks at the IsValid() flags on both Actors.

code: bool IsValidForNotify() const


className: FCollisionNotifyInfo

description: One entry in the array of collision notifications pending execution at the end of the physics engine run.

code: struct FCollisionNotifyInfo

type: bool

description: If this notification should be called for the Actor in Info0.

description: If this notification should be called for the Actor in Info1.

type: FRigidBodyColli...

description: Information about the first object involved in the collision.

description: Information about the second object involved in the collision.

RigidCollisionData

type: FCollisionImpac...

description: Information about the collision itself


code: void AddObjectTypesToQuery ( ECollisionChannel QueryChannel )


description: Internal.

code: static [FCollisionObjectQueryParams::InitType](API\Runtime\Engine\FCollisionObjectQueryParams\InitType) GetCollisionChannelFromOverlapFilter ( EOverlapFilterOption Filter )


className: FClothSimulEntry

code: struct FClothSimulEntry


className: InitType

code: enum InitType { AllObjects, AllStaticObjects, AllDynamicObjects, }


code: static bool IsValidObjectQuery ( ECollisionChannel QueryChannel )


code: void RemoveObjectTypesToQuery ( ECollisionChannel QueryChannel )


code: FCollisionObjectQueryParams ( ECollisionChannel QueryChannel )


code: FCollisionObjectQueryParams ( const [TArray](API\Runtime\Core\Containers\TArray)< [TEnumAsByte](API\Runtime\Core\Containers\TEnumAsByte)< EObjectTypeQuery > > & ObjectTypes )


code: FCollisionObjectQueryParams ( enum [FCollisionObjectQueryParams::InitType](API\Runtime\Engine\FCollisionObjectQueryParams\InitType) QueryType )


className: FCollisionObjectQueryParams

description: Structure that contains list of object types the query is intersted in.

code: struct FCollisionObjectQueryParams

IgnoreMask

type: FMaskFilter

description: Extra filtering done during object query. See declaration for filtering logic

ObjectTypesToQuery

description: Set of object type queries that it is interested in


className: FCollisionParameters

description: It includes basic Query Parameter, Response Parameter, Object Query Parameter as well as Shape of collision testing

code: struct FCollisionParameters

CollisionQueryParam

type: FCollisionQuery...

description: Collision Trace Parameters

CollisionShape

type: FCollisionShape

description: Contains Collision Shape data including dimension of the shape

ObjectQueryParam

type: FCollisionObjec...

ResponseParam

type: FCollisionRespo...


code: void AddToAllObjectsQueryFlag ( ECollisionChannel NewChannel )


code: void AddToAllStaticObjectsQueryFlag ( ECollisionChannel NewChannel )


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


code: int32 GetAllDynamicObjectsQueryFlag()


code: int32 GetAllStaticObjectsQueryFlag()


code: void RemoveFromAllObjectsQueryFlag ( ECollisionChannel NewChannel )


code: void RemoveFromAllStaticObjectsQueryFlag ( ECollisionChannel NewChannel )


description: To do this, use ECC_TO_BITFIELD to convert to bit field i.e.FCollisionObjectQueryParams( ECC_TO_BITFIELD(ECC_WorldStatic) | ECC_TO_BITFIELD(ECC_WorldDynamic) )

code: FCollisionObjectQueryParams ( int32 InObjectTypesToQuery )


code: void SetAllDynamicObjectsQueryFlag ( int32 NewQueryFlag )


code: void SetAllObjectsQueryFlag ( int32 NewQueryFlag )


code: void SetAllStaticObjectsQueryFlag ( int32 NewQueryFlag )


className: FCollisionQueryFlag

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

code: struct FCollisionQueryFlag


description: Add an actor for this trace to ignore

code: void AddIgnoredActor ( const [AActor](API\Runtime\Engine\GameFramework\AActor) * InIgnoreActor )


description: Add an actor by ID for this trace to ignore

code: void AddIgnoredActor ( const uint32 InIgnoreActorID )


description: Add a collection of actors for this trace to ignore

code: void AddIgnoredActors ( const [TArray](API\Runtime\Core\Containers\TArray)< [AActor](API\Runtime\Engine\GameFramework\AActor) * > & InIgnoreActors )


code: void AddIgnoredActors ( const [TArray](API\Runtime\Core\Containers\TArray)< const [AActor](API\Runtime\Engine\GameFramework\AActor) * > & InIgnoreActors )


description: Variant that uses an array of TWeakObjectPtrs

code: void AddIgnoredActors ( const [TArray](API\Runtime\Core\Containers\TArray)< [TWeakObjectPtr](API\Runtime\Core\UObject\TWeakObjectPtr)< const [AActor](API\Runtime\Engine\GameFramework\AActor) > > & InIgnoreActors )


description: Add a component for this trace to ignore

code: void AddIgnoredComponent ( const [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * InIgnoreComponent )


description: Add a collection of components for this trace to ignore

code: void AddIgnoredComponents ( const [TArray](API\Runtime\Core\Containers\TArray)< [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * > & InIgnoreComponents )


code: void AddIgnoredComponents ( const [TArray](API\Runtime\Core\Containers\TArray)< [TWeakObjectPtr](API\Runtime\Core\UObject\TWeakObjectPtr)< [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) >> & InIgnoreComponents )