code: FScopedStoreArchiveOffset ( [FArchive](API\Runtime\Core\Serialization\FArchive) & InAr )


className: FScopedStoreArchiveOffset

description: Helps track Offsets in an Archive before the actual size of the offset is known. This relies on serialization always used a fixed number of bytes for primitive types, and Sane implementations of Seek and Tell.

module: Engine

code: class FScopedStoreArchiveOffset


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


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


className: CounterBase

code: static constexpr int CounterBase = __COUNTER__;


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


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


className: InterfaceType

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


className: InternalBaseType

code: typedef typename [TGetBaseTypeHelper](API\Runtime\Core\Serialization\TGetBaseTypeHelper)< [FScreenFromSlice0PS](API\Runtime\Engine\FScreenFromSlice0PS) >::Type InternalBaseType


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


className: InternalLinkType

code: template<int Counter> struct InternalLinkType


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


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


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


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


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


code: FScreenFromSlice0PS ( const [ShaderMetaType::CompiledShaderInitializerType](API\Runtime\RenderCore\FGlobalShaderType\CompiledShaderInitializerType) & Initializer )


description: A pixel shader for rendering a textured screen element, taking only the first slice of the array

code: class FScreenFromSlice0PS : public [FScreenPS](API\Runtime\Engine\FScreenPS)


code: void DrawLine ( const [FText](API\Runtime\Core\Internationalization\FText) & Message, int32 X, const [FLinearColor](API\Runtime\Core\Math\FLinearColor) & Color )


code: FScreenMessageWriter ( [FCanvas](API\Runtime\Engine\FCanvas) & InCanvas, int32 InY )


className: FScreenMessageWriter

description: Helper class to write a line of texts on screen

code: struct FScreenMessageWriter

Canvas

type: FCanvas&


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


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


code: static constexpr int CounterBase = __COUNTER__;


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


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


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


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


description: InternalLinkType<COUNTER-CounterBase >

code: template<int Counter> struct InternalLinkType


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


description: Initialize(FTypeLayoutDesc& TypeDesc)

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


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


code: void SetParameters ( [FRHIBatchedShaderParameters](API\Runtime\RHI\FRHIBatchedShaderParameters) & BatchedParameters, const [FTexture](API\Runtime\RenderCore\FTexture) * Texture )


description: Deprecated* SetParameters withFRHIBatchedShaderParametersshould be used.

code: void SetParameters ( [FRHICommandList](API\Runtime\RHI\FRHICommandList) & RHICmdList, const [FTexture](API\Runtime\RenderCore\FTexture) * Texture )


code: void SetParameters ( [FRHIBatchedShaderParameters](API\Runtime\RHI\FRHIBatchedShaderParameters) & BatchedParameters, [FRHISamplerState](API\Runtime\RHI\FRHISamplerState) * SamplerStateRHI, [FRHITexture](API\Runtime\RHI\FRHITexture) * TextureRHI )


code: void SetParameters ( [FRHICommandList](API\Runtime\RHI\FRHICommandList) & RHICmdList, [FRHISamplerState](API\Runtime\RHI\FRHISamplerState) * SamplerStateRHI, [FRHITexture](API\Runtime\RHI\FRHITexture) * TextureRHI )


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


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


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


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


className: FScreenPS

description: A pixel shader for rendering a textured screen element.

code: class FScreenPS : public [FGlobalShader](API\Runtime\RenderCore\FGlobalShader)


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


code: static constexpr int CounterBase = __COUNTER__;


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


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


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


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


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


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


description: InternalLinkType<COUNTER-CounterBase >

code: template<int Counter> struct InternalLinkType


description: Initialize(FTypeLayoutDesc& TypeDesc)

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


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


code: void SetParameters ( [FRHIBatchedShaderParameters](API\Runtime\RHI\FRHIBatchedShaderParameters) & BatchedParameters, const [FTexture](API\Runtime\RenderCore\FTexture) * Texture )


code: void SetParameters ( [FRHICommandList](API\Runtime\RHI\FRHICommandList) & RHICmdList, const [FTexture](API\Runtime\RenderCore\FTexture) * Texture )


code: void SetParameters ( [FRHIBatchedShaderParameters](API\Runtime\RHI\FRHIBatchedShaderParameters) & BatchedParameters, [FRHISamplerState](API\Runtime\RHI\FRHISamplerState) * SamplerStateRHI, [FRHITexture](API\Runtime\RHI\FRHITexture) * TextureRHI )


code: void SetParameters ( [FRHICommandList](API\Runtime\RHI\FRHICommandList) & RHICmdList, [FRHISamplerState](API\Runtime\RHI\FRHISamplerState) * SamplerStateRHI, [FRHITexture](API\Runtime\RHI\FRHITexture) * TextureRHI )


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


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


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


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


className: FScreenPSInvertAlpha

code: class FScreenPSInvertAlpha : public [FGlobalShader](API\Runtime\RenderCore\FGlobalShader)


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


code: static constexpr int CounterBase = __COUNTER__;


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


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


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


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


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


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


description: InternalLinkType<COUNTER-CounterBase >

code: template<int Counter> struct InternalLinkType


description: Initialize(FTypeLayoutDesc& TypeDesc)

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


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


code: void SetParameters ( [FRHIBatchedShaderParameters](API\Runtime\RHI\FRHIBatchedShaderParameters) & BatchedParameters, const [FTexture](API\Runtime\RenderCore\FTexture) * Texture, int MipLevel )


code: void SetParameters ( [FRHICommandList](API\Runtime\RHI\FRHICommandList) & RHICmdList, const [FTexture](API\Runtime\RenderCore\FTexture) * Texture, int MipLevel )


code: void SetParameters ( [FRHIBatchedShaderParameters](API\Runtime\RHI\FRHIBatchedShaderParameters) & BatchedParameters, [FRHISamplerState](API\Runtime\RHI\FRHISamplerState) * SamplerStateRHI, [FRHITexture](API\Runtime\RHI\FRHITexture) * TextureRHI, int MipLevel )


code: void SetParameters ( [FRHICommandList](API\Runtime\RHI\FRHICommandList) & RHICmdList, [FRHISamplerState](API\Runtime\RHI\FRHISamplerState) * SamplerStateRHI, [FRHITexture](API\Runtime\RHI\FRHITexture) * TextureRHI, int MipLevel )


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


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


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


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


className: FScreenPSMipLevel

description: A pixel shader for rendering a textured screen element with mip maps.

code: class FScreenPSMipLevel : public [FGlobalShader](API\Runtime\RenderCore\FGlobalShader)


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


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


code: static constexpr int CounterBase = __COUNTER__;


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


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


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


description: InternalLinkType<COUNTER-CounterBase >

code: template<int Counter> struct InternalLinkType


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


description: Initialize(FTypeLayoutDesc& TypeDesc)

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


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


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


code: void SetParameters ( [FRHIBatchedShaderParameters](API\Runtime\RHI\FRHIBatchedShaderParameters) & BatchedParameters, const [FTexture](API\Runtime\RenderCore\FTexture) * Texture )


code: void SetParameters ( [FRHIBatchedShaderParameters](API\Runtime\RHI\FRHIBatchedShaderParameters) & BatchedParameters, [FRHISamplerState](API\Runtime\RHI\FRHISamplerState) * SamplerStateRHI, [FRHITexture](API\Runtime\RHI\FRHITexture) * TextureRHI )


code: void SetParameters ( [FRHICommandList](API\Runtime\RHI\FRHICommandList) & RHICmdList, const [FTexture](API\Runtime\RenderCore\FTexture) * Texture )


code: void SetParameters ( [FRHICommandList](API\Runtime\RHI\FRHICommandList) & RHICmdList, [FRHISamplerState](API\Runtime\RHI\FRHISamplerState) * SamplerStateRHI, [FRHITexture](API\Runtime\RHI\FRHITexture) * TextureRHI )


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


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


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


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


className: FScreenPSsRGBSource

code: class FScreenPSsRGBSource : public [FGlobalShader](API\Runtime\RenderCore\FGlobalShader)


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


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


code: static constexpr int CounterBase = __COUNTER__;


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


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


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


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


description: Initialize(FTypeLayoutDesc& TypeDesc)

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


description: InternalLinkType<COUNTER-CounterBase >

code: template<int Counter> struct InternalLinkType


code: void SetParameters ( [FRHIBatchedShaderParameters](API\Runtime\RHI\FRHIBatchedShaderParameters) & BatchedParameters, const [FTexture](API\Runtime\RenderCore\FTexture) * Texture, int MipLevel )


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


code: void SetParameters ( [FRHICommandList](API\Runtime\RHI\FRHICommandList) & RHICmdList, const [FTexture](API\Runtime\RenderCore\FTexture) * Texture, int MipLevel )


code: void SetParameters ( [FRHIBatchedShaderParameters](API\Runtime\RHI\FRHIBatchedShaderParameters) & BatchedParameters, [FRHISamplerState](API\Runtime\RHI\FRHISamplerState) * SamplerStateRHI, [FRHITexture](API\Runtime\RHI\FRHITexture) * TextureRHI, int MipLevel )


code: void SetParameters ( [FRHICommandList](API\Runtime\RHI\FRHICommandList) & RHICmdList, [FRHISamplerState](API\Runtime\RHI\FRHISamplerState) * SamplerStateRHI, [FRHITexture](API\Runtime\RHI\FRHITexture) * TextureRHI, int MipLevel )


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


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


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


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


className: FScreenPSsRGBSourceMipLevel

code: class FScreenPSsRGBSourceMipLevel : public [FGlobalShader](API\Runtime\RenderCore\FGlobalShader)


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


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


code: static constexpr int CounterBase = __COUNTER__;


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


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


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


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


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


description: InternalLinkType<COUNTER-CounterBase >

code: template<int Counter> struct InternalLinkType


description: Initialize(FTypeLayoutDesc& TypeDesc)

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


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


code: void SetParameters ( [FRHICommandList](API\Runtime\RHI\FRHICommandList) & RHICmdList, const [FTexture](API\Runtime\RenderCore\FTexture) * Texture )


code: void SetParameters ( [FRHIBatchedShaderParameters](API\Runtime\RHI\FRHIBatchedShaderParameters) & BatchedParameters, const [FTexture](API\Runtime\RenderCore\FTexture) * Texture )


code: void SetParameters ( [FRHIBatchedShaderParameters](API\Runtime\RHI\FRHIBatchedShaderParameters) & BatchedParameters, [FRHISamplerState](API\Runtime\RHI\FRHISamplerState) * SamplerStateRHI, [FRHITexture](API\Runtime\RHI\FRHITexture) * TextureRHI )


code: void SetParameters ( [FRHICommandList](API\Runtime\RHI\FRHICommandList) & RHICmdList, [FRHISamplerState](API\Runtime\RHI\FRHISamplerState) * SamplerStateRHI, [FRHITexture](API\Runtime\RHI\FRHITexture) * TextureRHI )


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


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


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


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


code: class FScreenPS_OSE : public [FGlobalShader](API\Runtime\RenderCore\FGlobalShader)


className: bIsScreenshotRequested

code: static bool bIsScreenshotRequested = false;


className: bShowUI

code: static bool bShowUI = false;


description: Creates a new screenshot filename from the passed in filename template

code: static void CreateViewportScreenShotFilename ( [FString](API\Runtime\Core\Containers\FString) & InOutFilename )


description: The filename of the next screenshot

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


description: Access a temporary color array for storing the pixel colors for the highres screenshot mask

code: static [TArray](API\Runtime\Core\Containers\TArray)< [FColor](API\Runtime\Core\Math\FColor) > * GetHighresScreenshotMaskColorArray()


description: Extents of array returned by function above

code: static FIntPoint & GetHighresScreenshotMaskExtents()


className: HighresScreenshotMaskColorArray

code: static [TArray](API\Runtime\Core\Containers\TArray)< [FColor](API\Runtime\Core\Math\FColor) > HighresScreenshotMaskColorArray;


description: True if a screenshot is requested

code: static bool IsScreenshotRequested()


code: static FOnScreenshotCaptured & OnScreenshotCaptured()


code: static FOnScreenshotRequestProcessed & OnScreenshotRequestProcessed()


description: Requests a new screenshot with a specific filename

code: static void RequestScreenshot ( const [FString](API\Runtime\Core\Containers\FString) & InFilename, bool bInShowUI, bool bAddFilenameSuffix, bool bHdrScreenshot )


description: Requests a new screenshot. Screenshot can be read from memory by subscribing to the ViewPort's OnScreenshotCaptured delegate.

code: static void RequestScreenshot ( bool bInShowUI )


description: Resets a screenshot request

code: static void Reset()


description: True if UI should be shown in the screenshot

code: static bool ShouldShowUI()


className: FScreenshotRequest

code: struct FScreenshotRequest


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

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


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

code: virtual void ReleaseRHI()


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


description: Destructor.

code: virtual ~FScreenVertexDeclaration()


className: FScreenVertexDeclaration

description: The filter vertex declaration resource type.

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

VertexDeclarationRHI

type: FVertexDeclarat...


code: static constexpr int CounterBase = __COUNTER__;


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


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


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


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


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


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


code: template<int Counter> struct InternalLinkType


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


code: void SetParameters ( [FRHIBatchedShaderParameters](API\Runtime\RHI\FRHIBatchedShaderParameters) & BatchedParameters, [FRHIUniformBuffer](API\Runtime\RHI\FRHIUniformBuffer) * ViewUniformBuffer )


code: void SetParameters ( [FRHICommandList](API\Runtime\RHI\FRHICommandList) & RHICmdList, [FRHIUniformBuffer](API\Runtime\RHI\FRHIUniformBuffer) * ViewUniformBuffer )


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


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


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


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


className: FScreenVS

description: A vertex shader for rendering a textured screen element.

code: class FScreenVS : public [FGlobalShader](API\Runtime\RenderCore\FGlobalShader)


code: virtual int32 GetObjectNumber() const


description: Should the given object be considered selected by the current export?

code: virtual bool IsObjectSelected ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * InObj ) const


code: FSelectedActorExportObjectInnerContext ( const [TArray](API\Runtime\Core\Containers\TArray)< [AActor](API\Runtime\Engine\GameFramework\AActor) * > InSelectedActors )


className: FSelectedActorExportObjectInnerContext

code: class FSelectedActorExportObjectInnerContext : public [FExportObjectInnerContext](API\Runtime\Engine\FExportObjectInnerContext)


className: Super

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


description: Constructor

code: FSelectedActorIterator ( const [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld )


description: Constructor for creating an end iterator

code: FSelectedActorIterator ( EActorIteratorType )


description: Constructor

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


description: Constructor

code: FSelectedActorRange ( const [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld )


className: FSelectedActorIterator

description: Selected actor iterator, this is for ease of use but the same can be done by adding EActorIteratorFlags::OnlySelectedActors to

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


className: FSelectedActorRange

description: Selected actor range for ranged-for support.

code: class FSelectedActorRange


description: Default ctor

code: FSelectedLightmapSample()


description: Constructor used for a texture lightmap sample

code: FSelectedLightmapSample ( [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * InComponent, int32 InNodeIndex, FLightMapRef & InLightmap, FVector InPosition, int32 InLocalX, int32 InLocalY, int32 InMappingSizeX, int32 InMappingSizeY )


className: FSelectedLightmapSample

description: Stores debug information for a lightmap sample.

code: struct FSelectedLightmapSample

Component

type: UPrimitiveCompo...

Lightmap

type: FLightMapRef

LocalX

description: Position in the texture mapping

Position

type: FVector


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


className: FSelectedSurfaceFilter

description: TSelectedSurfaceIteratorSurface filter that passes selected surfaces.

code: class FSelectedSurfaceFilter


className: TriangleVertices

description: Array into which triangle vertices are placed (legacy use only)

code: static [TArray](API\Runtime\Core\Containers\TArray)< FVector > TriangleVertices;


description: Creates an object representing the intersection between an axis-aligned bounding box and a convex polygon.

code: FSeparatingAxisPointCheck ( const [TArray](API\Runtime\Core\Containers\TArray)< FVector > & InPolyVertices, const FVector & InBoxCenter, const FVector & InBoxExtent, bool bInCalcLeastPenetration )


description: Legacy constructor for the class (deprecated)

code: FSeparatingAxisPointCheck ( const FVector & InV0, const FVector & InV1, const FVector & InV2, const FVector & InBoxCenter, const FVector & InBoxExtent, float InBestDist )


className: FSeparatingAxisPointCheck

description: FSeparatingAxisPointCheck- Checks for intersection between an AABB and a convex polygon.

code: class FSeparatingAxisPointCheck

BestDist

type: float

description: The amount that the bounding box is penetrating the axis defined by HitNormal

bHit

type: bool

description: Whether the bounding box intersects with the polygon

HitNormal

description: The normal of the separating axis that the bounding box is penetrating the least


code: void Swap ( [FSerializedObject](API\Runtime\Engine\FSerializedObject) & Other )


className: FSerializedObject

code: struct FSerializedObject

ReferencedNames

type: TArray<FName>

description: Names referenced by the transacted object

ReferencedObjects

type: TArray<FPersis...

description: External objects referenced by the transacted object

SerializedData

type: FSerializedObje...

description: The serialized data for the transacted object


code: const void * GetPtr ( int64 Offset ) const


code: void Read ( void * Dest, int64 Offset, int64 Num ) const


code: void Write ( const void * Src, int64 Offset, int64 Num )


className: FSerializedObjectData

code: struct FSerializedObjectData


description:
This operator can be implemented by sub-classes that wish to serializeFNameinstances.
This instance.

code: virtual [FArchive](API\Runtime\Core\Serialization\FArchive) & operator<< ( class [FName](API\Runtime\Core\UObject\FName) & Value )


description:
This operator can be implemented by sub-classes that wish to serializeUObjectinstances.
This instance.

code: virtual [FArchive](API\Runtime\Core\Serialization\FArchive) & operator<< ( class [UObject](API\Runtime\CoreUObject\UObject\UObject) *& Value )


description: Attempts to set the current offset into backing data storage, this will do nothing if there is no storage.

code: virtual void Seek ( int64 InPos )


code: virtual void Serialize ( void * SerData, int64 Num )


description: Returns the current location within the backing data storage, which can possibly be passed to Seek later to restore a read/write location. If this returns -1, there is no backing data storage and Seek will not function.

code: virtual int64 Tell()


description: Returns total size of the backing data storage.

code: virtual int64 TotalSize()


code: FSerializedObjectDataReader ( const [FSerializedObject](API\Runtime\Engine\FSerializedObject) & InSerializedObject )


className: FSerializedObjectDataReader

description: Core archive to read a transaction object from the buffer.

code: class FSerializedObjectDataReader : public [FArchiveUObject](API\Runtime\CoreUObject\Serialization\FArchiveUObject)

SerializedObject

type: constFSerializ...


code: FSerializedObjectDataWriter ( [FSerializedObject](API\Runtime\Engine\FSerializedObject) & InSerializedObject )


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


className: FSerializedObjectDataWriter

description: Core archive to write a transaction object to the buffer.

code: class FSerializedObjectDataWriter : public [UE::Transaction::Internal::FSerializedObjectDataWriterCommon](API\Runtime\Engine\FSerializedObjectDataWriterCommo-)

NameMap

type: TMap<FName, in...

ObjectMap

type: TMap<UObject&...


code: virtual void OnDataSerialized ( int64 InOffset, int64 InNum )


code: FSerializedObjectDataWriterCommon ( [FSerializedObjectData](API\Runtime\Engine\FSerializedObjectData) & InSerializedData )


className: FSerializedObjectDataWriterCommon

code: class FSerializedObjectDataWriterCommon : public [FArchiveUObject](API\Runtime\CoreUObject\Serialization\FArchiveUObject)


code: void SetObject ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * InObject )


code: void Swap ( [FSerializedObjectInfo](API\Runtime\Engine\FSerializedObjectInfo) & Other )


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


className: FSerializedObjectInfo

code: struct FSerializedObjectInfo : public [FTransactionObjectId](API\Runtime\CoreUObject\Misc\FTransactionObjectId)

bIsPendingKill

description: The pending kill state of the object when it was serialized


code: void AppendSerializedData ( const [FSerializedTaggedData](API\Runtime\Engine\FSerializedTaggedData) & InData )


code: void AppendSerializedData ( const int64 InOffset, const int64 InSize )


code: static [FSerializedTaggedData](API\Runtime\Engine\FSerializedTaggedData) FromOffsetAndSize ( const int64 InOffset, const int64 InSize )


code: static [FSerializedTaggedData](API\Runtime\Engine\FSerializedTaggedData) FromStartAndEnd ( const int64 InStart, const int64 InEnd )


className: FSerializedTaggedData

code: struct FSerializedTaggedData

DataOffset

description: Offset to the start of the tagged data within the serialized object

DataSize

description: Size (in bytes) of the tagged data within the serialized object


description: Main work loop.

code: virtual int32 CompilingLoop()


description: Initialization constructor.

code: FShaderCompileDistributedThreadRunnable_Interface ( class [FShaderCompilingManager](API\Runtime\Engine\FShaderCompilingManager) * InManager, class [IDistributedBuildController](API\Developer\DistributedBuildInterface\IDistributedBuildController) & InController )


code: class FShaderCompileDistributedThreadRunnable_Interface : public [FShaderCompileThreadRunnableBase](API\Runtime\Engine\FShaderCompileThreadRunnableBase)

CachedController

type: IDistributedBui...

PlatformShaderInputFilesCache

type: TMap< EShaderPl...


code: void GatherAnalytics ( const [FString](API\Runtime\Core\Containers\FString) & BaseName, [TArray](API\Runtime\Core\Containers\TArray)< [FAnalyticsEventAttribute](API\Runtime\Analytics\FAnalyticsEventAttribute) > & Attributes ) const


description: Adds the job to cache.

code: void AddToCacheAndProcessPending ( [FShaderCommonCompileJob](API\Runtime\RenderCore\FShaderCommonCompileJob) * FinishedJob )


code: int32 GetNumOutstandingJobs() const


code: int32 GetNumPendingJobs ( EShaderCompileJobPriority InPriority ) const


description: Log caching statistics.

code: void LogCachingStats()


code: int32 GetPendingJobs ( EShaderCompilerWorkerType InWorkerType, EShaderCompileJobPriority InPriority, int32 MinNumJobs, int32 MaxNumJobs, [TArray](API\Runtime\Core\Containers\TArray)< FShaderCommonCompileJobPtr > & OutJobs )


code: [FShaderCompileJob](API\Runtime\RenderCore\FShaderCompileJob) * PrepareJob ( uint32 InId, const [FShaderCompileJobKey](API\Runtime\RenderCore\FShaderCompileJobKey) & InKey, EShaderCompileJobPriority InPriority )


code: [FShaderPipelineCompileJob](API\Runtime\RenderCore\FShaderPipelineCompileJob) * PrepareJob ( uint32 InId, const [FShaderPipelineCompileJobKey](API\Runtime\RenderCore\FShaderPipelineCompileJobKey) & InKey, EShaderCompileJobPriority InPriority )


description: This is an entry point for all jobs that have finished the compilation (whether real or cached). Can be called from multiple threads.

code: void ProcessFinishedJob ( [FShaderCommonCompileJob](API\Runtime\RenderCore\FShaderCommonCompileJob) * FinishedJob, bool bWasCached )


code: int32 RemoveAllPendingJobsWithId ( uint32 InId )


code: void RemoveJob ( [FShaderCommonCompileJob](API\Runtime\RenderCore\FShaderCommonCompileJob) * InJob )


code: void SubmitJobs ( const [TArray](API\Runtime\Core\Containers\TArray)< FShaderCommonCompileJobPtr > & InJobs )


className: FShaderCompileJobCollection

code: class FShaderCompileJobCollection


code: void AddDDCMiss ( uint32 NumMisses )


className: EExecutionType

code: enum EExecutionType { Local, Distributed, }


className: FShaderCompilerSinglePermutationStat

PermutationString

type: FString


code: FShaderCompilerSinglePermutationStat &40; FString PermutationString, uint32 Compiled, uint32 Cooked &41;


className: FShaderStats

code: struct FShaderStats

PermutationCompilations

type: TArray<FShader...


className: FShaderTimings

description: Structure used to describe compiling time of a shader type (for all the instances of it that we have seen).

code: struct FShaderTimings


code: void GatherAnalytics ( const [FString](API\Runtime\Core\Containers\FString) & BaseName, [TArray](API\Runtime\Core\Containers\TArray)< [FAnalyticsEventAttribute](API\Runtime\Analytics\FAnalyticsEventAttribute) > & Attributes )


code: const [TSparseArray](API\Runtime\Core\Containers\TSparseArray)< [ShaderCompilerStats](API\Runtime\Engine\FShaderCompilerStats\ShaderCompilerStats) > & GetShaderCompilerStats()


description: Marks the job as given out to a worker for execution for the stats purpose. Job will be modified to include the current timestamp.

code: void RegisterAssignedJob ( [FShaderCommonCompileJob](API\Runtime\RenderCore\FShaderCommonCompileJob) & InOutJob )


code: void RegisterCompiledShaders ( uint32 NumPermutations, EShaderPlatform Platform, const [FString](API\Runtime\Core\Containers\FString) MaterialPath, [FString](API\Runtime\Core\Containers\FString) PermutationString )


description: Marks the job as finished for the stats purpose. Job will be modified to include the current timestamp.

code: void RegisterFinishedJob ( [FShaderCommonCompileJob](API\Runtime\RenderCore\FShaderCommonCompileJob) & InOutJob )


code: void RegisterCookedShaders ( uint32 NumCooked, float CompileTime, EShaderPlatform Platform, const [FString](API\Runtime\Core\Containers\FString) MaterialPath, [FString](API\Runtime\Core\Containers\FString) PermutationString )


description: Informs statistics about a time a local ShaderCompileWorker spent idle.

code: void RegisterLocalWorkerIdleTime ( double IdleTime )


description: Informs statistics about a new job batch, so we can tally up batches.

code: void RegisterJobBatch ( int32 NumJobs, [EExecutionType](API\Runtime\Engine\FShaderCompilerStats\EExecutionType) ExecType )


description: Lets the stats to know about a newly added job. Job will be modified to include the current timestamp.

code: void RegisterNewPendingJob ( [FShaderCommonCompileJob](API\Runtime\RenderCore\FShaderCommonCompileJob) & InOutJob )


code: void WriteStats ( class [FOutputDevice](API\Runtime\Core\Misc\FOutputDevice) * Ar )


className: ShaderCompilerStats

code: typedef [TMap](API\Runtime\Core\Containers\TMap)< [FString](API\Runtime\Core\Containers\FString), [FShaderStats](API\Runtime\Engine\FShaderCompilerStats\FShaderStats) > ShaderCompilerStats


className: FShaderCompilerStats

code: class FShaderCompilerStats


description: Initialization constructor.

code: FShaderCompileThreadRunnable ( class [FShaderCompilingManager](API\Runtime\Engine\FShaderCompilingManager) * InManager )


code: virtual ~FShaderCompileThreadRunnable()


className: FShaderCompileThreadRunnable

description: Shader compiling thread This runs in the background while UE is running, launches shader compile worker processes when necessary, and feeds them inputs and reads back the outputs.

code: class FShaderCompileThreadRunnable : public [FShaderCompileThreadRunnableBase](API\Runtime\Engine\FShaderCompileThreadRunnableBase)


description: Main work loop.

code: int32 CompilingLoop()


description: Entry point for the shader compiling thread.

code: virtual uint32 Run()


description: Events from the manager


code: void SetPriorityRange ( EShaderCompileJobPriority MinPriority, EShaderCompileJobPriority MaxPriority )


description: Exit

code: virtual void Stop()


code: FShaderCompileThreadRunnableBase ( class [FShaderCompilingManager](API\Runtime\Engine\FShaderCompilingManager) * InManager )


className: FShaderCompileThreadRunnableBase

code: class FShaderCompileThreadRunnableBase : public [FRunnable](API\Runtime\Core\HAL\FRunnable)

bForceFinish

type: TAtomic< bool >

Manager

type: FShaderCompilin...

description: The manager for this thread

Thread

type: FRunnableThread...

description: The runnable thread


code: static void AppendGBufferDDCKeyString ( const EShaderPlatform Platform, [FString](API\Runtime\Core\Containers\FString) & KeyString )


code: static void ApplyDerivedDefines ( [FShaderCompilerEnvironment](API\Runtime\RenderCore\FShaderCompilerEnvironment) & OutEnvironment, [FShaderCompilerEnvironment](API\Runtime\RenderCore\FShaderCompilerEnvironment) * SharedEnvironment, const EShaderPlatform Platform )


code: static void ApplyFetchEnvironment ( [FShaderLightmapPropertyDefines](API\Runtime\RenderCore\FShaderLightmapPropertyDefines) & DefineData, const [FShaderCompilerEnvironment](API\Runtime\RenderCore\FShaderCompilerEnvironment) & Environment )


code: static void ApplyFetchEnvironment ( [FShaderMaterialPropertyDefines](API\Runtime\RenderCore\FShaderMaterialPropertyDefines) & DefineData, const [FShaderCompilerEnvironment](API\Runtime\RenderCore\FShaderCompilerEnvironment) & Environment )


code: static void ApplyFetchEnvironment ( [FShaderCompilerDefines](API\Runtime\RenderCore\FShaderCompilerDefines) & DefineData, const [FShaderCompilerEnvironment](API\Runtime\RenderCore\FShaderCompilerEnvironment) & Environment )


code: static void ApplyFetchEnvironment ( [FShaderGlobalDefines](API\Runtime\RenderCore\FShaderGlobalDefines) & DefineData, const [FShaderCompilerEnvironment](API\Runtime\RenderCore\FShaderCompilerEnvironment) & Environment, const EShaderPlatform Platform )


code: static [FArchive](API\Runtime\Core\Serialization\FArchive) * CreateFileHelper ( const [FString](API\Runtime\Core\Containers\FString) & Filename )


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


code: static void DoReadTaskResults ( const [TArray](API\Runtime\Core\Containers\TArray)< FShaderCommonCompileJobPtr > & QueuedJobs, [FArchive](API\Runtime\Core\Serialization\FArchive) & OutputFile )


description: Execute the specified (single or pipeline) shader compile job.

code: static void ExecuteShaderCompileJob ( [FShaderCommonCompileJob](API\Runtime\RenderCore\FShaderCommonCompileJob) & Job )


code: static bool DoWriteTasks ( const [TArray](API\Runtime\Core\Containers\TArray)< FShaderCommonCompileJobPtr > & QueuedJobs, [FArchive](API\Runtime\Core\Serialization\FArchive) & TransferFile, [IDistributedBuildController](API\Developer\DistributedBuildInterface\IDistributedBuildController) * BuildDistributionController, bool bUseRelativePaths, bool bCompressTaskFile )


code: static int FetchCompileInt ( const [FShaderCompilerEnvironment](API\Runtime\RenderCore\FShaderCompilerEnvironment) & Enviroment, const char * SrcName )


code: static EGBufferLayout FetchGBufferLayout ( const [FShaderCompilerEnvironment](API\Runtime\RenderCore\FShaderCompilerEnvironment) & Environment )


code: static [FGBufferParams](API\Runtime\RenderCore\FGBufferParams) FetchGBufferParamsPipeline ( EShaderPlatform Platform, EGBufferLayout Layout )


code: static [FGBufferParams](API\Runtime\RenderCore\FGBufferParams) FetchGBufferParamsRuntime ( EShaderPlatform Platform, EGBufferLayout Layout )


code: static void GenerateBrdfHeaders ( const EShaderPlatform Platform )


code: static void GenerateBrdfHeaders ( const [FName](API\Runtime\Core\UObject\FName) & ShaderFormat )


code: static void MoveFileHelper ( const [FString](API\Runtime\Core\Containers\FString) & To, const [FString](API\Runtime\Core\Containers\FString) & From )


code: static void WriteGBufferInfoAutogen ( EShaderPlatform TargetPlatform, [ERHIFeatureLevel::Type](API\Runtime\RHI\ERHIFeatureLevel__Type) FeatureLevel )


className: FShaderCompileUtilities

code: class FShaderCompileUtilities


code: bool AreWarningsSuppressed ( const EShaderPlatform Platform ) const


description: Removes all outstanding compile jobs for the passed shader maps.

code: void CancelCompilation ( const TCHAR * MaterialName, const [TArray](API\Runtime\Core\Containers\TArray)< int32 > & ShaderMapIdsToCancel )


code: [FString](API\Runtime\Core\Containers\FString) CreateShaderDebugInfoPath ( const [FShaderCompilerInput](API\Runtime\RenderCore\FShaderCompilerInput) & ShaderCompilerInput ) const


description: Blocks until completion of all async shader compiling, and assigns shader maps to relevant materials. This should be called before exit if the DDC needs to be made up to date.

code: virtual void FinishAllCompilation()


className: EDumpShaderDebugInfo

code: enum EDumpShaderDebugInfo { Never = 0, Always = 1, OnError = 2, OnErrorOrWarning = 3, }


description: Blocks until completion of the requested shader maps. This will not assign the shader map to any materials, the caller is responsible for that.

code: void FinishCompilation ( const TCHAR * MaterialName, const [TArray](API\Runtime\Core\Containers\TArray)< int32 > & ShaderMapIdsToFinishCompiling )


code: void GatherAnalytics ( [TArray](API\Runtime\Core\Containers\TArray)< [FAnalyticsEventAttribute](API\Runtime\Analytics\FAnalyticsEventAttribute) > & Attributes ) const


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


description: Returns the (current) number of local workers.

code: int32 GetNumLocalWorkers() const


code: int32 GetNumOutstandingJobs() const


description: Returns the number of outstanding compile jobs. Note: This is dependent on NumOutstandingJobs which is updated from another thread, so the results are non-deterministic.

code: int32 GetNumRemainingJobs() const


description: Return true if we have shader jobs in any state shader jobs are removed when they are applied to the gamethreadshadermap accessable from gamethread

code: bool HasShaderJobs() const


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


description: Returns whether normal throttling settings should be ignored because shader compilation is at the moment the only action blocking the critical path. An example of such situation is startup compilation of global shaders and default materials, but there may be more cases like that.

code: bool IgnoreAllThrottling() const


code: void IncrementNumDumpedShaderSources()


description: Returns whether async compiling is happening. Note: This is dependent on NumOutstandingJobs which is updated from another thread, so the results are non-deterministic.

code: bool IsCompiling() const


code: bool IsCompilingShaderMap ( uint32 Id )


code: bool IsShaderCompilationSkipped() const


description: Returns true if the given shader compile worker is still running.

code: static bool IsShaderCompilerWorkerRunning ( [FProcHandle](API\Runtime\Core\Unix\FProcHandle) & WorkerHandle )


description: Called by external systems that have updated the number of worker threads available.

code: void OnMachineResourcesChanged ( int32 NumberOfCores, int32 NumberOfCoresIncludingHyperthreads )


code: [FShaderPipelineCompileJob](API\Runtime\RenderCore\FShaderPipelineCompileJob) * PreparePipelineCompileJob ( uint32 Id, const [FShaderPipelineCompileJobKey](API\Runtime\RenderCore\FShaderPipelineCompileJobKey) & Key, EShaderCompileJobPriority Priority )


description: Prepares a job of the given type for compilation. If a job with the given Id/Key already exists, it will attempt to adjust to the higher priority if possible, and nullptr will be returned. If a non-nullptr is returned, the given job should be filled out with relevant information, then passed toSubmitJobs()when ready

code: [FShaderCompileJob](API\Runtime\RenderCore\FShaderCompileJob) * PrepareShaderCompileJob ( uint32 Id, const [FShaderCompileJobKey](API\Runtime\RenderCore\FShaderCompileJobKey) & Key, EShaderCompileJobPriority Priority )


description: Prints stats related to shader compilation to the log.

code: void PrintStats ( bool bForceLogIgnoringTimeInverval )


description: Processes completed asynchronous shader maps, and assigns them to relevant materials.

code: void ProcessAsyncResults ( float TimeSlice, bool bBlockOnGlobalShaderCompletion )


description: Version of ProcessAsyncResults that specifies use of ProcessGameThreadTargetTime for the timeslice.

code: void ProcessAsyncResults ( bool bLimitExecutionTime, bool bBlockOnGlobalShaderCompletion )


description: This is an entry point for all jobs that have finished the compilation. Can be called from multiple threads.

code: void ProcessFinishedJob ( [FShaderCommonCompileJob](API\Runtime\RenderCore\FShaderCommonCompileJob) * FinishedJob )


code: void SetExternalJobs ( int32 NumJobs )


description: Returns whether to display a notification that shader compiling is happening in the background. Note: This is dependent on NumOutstandingJobs which is updated from another thread, so the results are non-deterministic.


code: bool ShouldRecompileToDumpShaderDebugInfo ( const [FShaderCompileJob](API\Runtime\RenderCore\FShaderCompileJob) & Job ) const


code: bool ShouldRecompileToDumpShaderDebugInfo ( const [FShaderCompilerInput](API\Runtime\RenderCore\FShaderCompilerInput) & Input, const [FShaderCompilerOutput](API\Runtime\RenderCore\FShaderCompilerOutput) & Output, bool bSucceeded ) const


description: Shutdown the shader compile manager this function should be used when ending the game to shutdown shader compile threads will not complete current pending shader compilation

code: virtual void Shutdown()


code: void SkipShaderCompilation ( bool toggle )


description: Adds shader jobs to be asynchronously compiled. FinishCompilation or ProcessAsyncResults must be used to get the results.

code: void SubmitJobs ( [TArray](API\Runtime\Core\Containers\TArray)< FShaderCommonCompileJobPtr > & NewJobs, const [FString](API\Runtime\Core\Containers\FString) MaterialBasePath, [FString](API\Runtime\Core\Containers\FString) PermutationString )


code: void SuppressWarnings ( const EShaderPlatform Platform )


className: FShaderCompilingManager

description: Manager of asynchronous and parallel shader compilation. This class contains an interface to enqueue and retreive asynchronous shader jobs, and manages aFShaderCompileThreadRunnable.

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


description: Adds a job output to the cache

code: void AddJobOutput ( const [FShaderCommonCompileJob](API\Runtime\RenderCore\FShaderCommonCompileJob) * FinishedJob, const [FJobInputHash](API\Runtime\Engine\FShaderJobCache\FJobInputHash) & Hash, const [FJobCachedOutput](API\Runtime\Engine\FShaderJobCache\FJobCachedOutput) & Contents, int InitialHitCount, const bool bAddToDDC )


description: Looks for the job in the cache, returns null if not found

code: [FJobCachedOutput](API\Runtime\Engine\FShaderJobCache\FJobCachedOutput) * Find ( const [FJobInputHash](API\Runtime\Engine\FShaderJobCache\FJobInputHash) & Hash, const bool bCheckDDC )


description: Gather statistics to send to analytics

code: void GatherAnalytics ( const [FString](API\Runtime\Core\Containers\FString) & BaseName, [TArray](API\Runtime\Core\Containers\TArray)< [FAnalyticsEventAttribute](API\Runtime\Analytics\FAnalyticsEventAttribute) > & Attributes ) const


description: Calculates memory used by the cache

code: uint64 GetAllocatedMemory() const


description: Calculates current memory budget, in bytes

code: uint64 GetCurrentMemoryBudget() const


description: Logs out the statistics

code: void LogStats()


className: FShaderJobCache

code: class FShaderJobCache


description: Default constructor.

code: FShaderRecompileData()


description: Recompile all the changed shaders for the current platform.

code: FShaderRecompileData ( const [FString](API\Runtime\Core\Containers\FString) & InPlatformName, [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > * OutModifiedFiles, [TArray](API\Runtime\Core\Containers\TArray)< uint8 > * OutMeshMaterialMaps, [TArray](API\Runtime\Core\Containers\TArray)< uint8 > * OutGlobalShaderMap )


description: For recompiling just global shaders.

code: FShaderRecompileData ( const [FString](API\Runtime\Core\Containers\FString) & InPlatformName, EShaderPlatform InShaderPlatform, ODSCRecompileCommand InCommandType, [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > * OutModifiedFiles, [TArray](API\Runtime\Core\Containers\TArray)< uint8 > * OutMeshMaterialMaps, [TArray](API\Runtime\Core\Containers\TArray)< uint8 > * OutGlobalShaderMap )


className: FShaderRecompileData

code: struct FShaderRecompileData

CommandType

type: ODSCRecompileCo...

description: What type of shaders to recompile. All, Changed, Global, or Material?

FeatureLevel

type: ERHIFeatureLeve...

GlobalShaderMap

type: TArray< uint8 >...

description: Global shader map, returned to the caller.

MaterialsToLoad

type: TArray<FString...

description: Materials to load.

MeshMaterialMaps

description: Mesh materials, returned to the caller.

ModifiedFiles

description: All filenames that have been changed during the shader compilation.

PlatformName

description: The platform name to compile for.

QualityLevel

type: EMaterialQualit...

ShaderPlatform

type: EShaderPlatform

description: Shader platform

ShadersToRecompile

type: TArray<FODSCRe...

description: On-demand shader compiler payload.

ShaderTypesToLoad

description: The names of shader type file names to compile shaders for.


code: int32 CompileWithDefault ( class [FMaterialCompiler](API\Runtime\Engine\FMaterialCompiler) * Compiler, EMaterialProperty Property )


description: ICPPStructOps interface

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


className: FShadingModelMaterialInput

code: struct FShadingModelMaterialInput : public [FMaterialInput< uint32 >](API\Runtime\Engine\FMaterialInput)


className: FShadowCascadeSettings

description: Information about a single shadow cascade.

code: class FShadowCascadeSettings

bFarShadowCascade

type: bool

description: When enabled, the cascade only renders objects marked with bCastFarShadows enabled (e.g. Landscape).

CascadeBiasDistribution

type: float

description: Strength of depth bias across cascades.

FadePlaneLength

description: The length of the fade region (SplitFar - FadePlaneOffset), in world units (linear).

FadePlaneOffset

description: ?? The distance from the camera to the start of the fade region, in world units (linear).

FarFrustumPlane

type: FPlane

ShadowBoundsAccurate

type: FConvexVolume

description: The accurate bounds of the cascade used for primitive culling.

ShadowSplitIndex

description: Indexof the split if this is a whole scene shadow from a directional light, Or index of the direction if this is a whole scene shadow from a point light, otherwise INDEX_NONE.

SplitFar

description: The distance from the camera to the far split plane, in world units (linear).

SplitFarFadeRegion

description: In world units (linear).

SplitNear

description: The distance from the camera to the near split plane, in world units (linear).

SplitNearFadeRegion

description: In world units (linear).


description: Reference counting.

code: void AddRef()


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


description: Called when the light-map is no longer referenced. Should release the lightmap's resources.

code: virtual void Cleanup()


description:
Checks if a light is stored in this shadow-map.
True if the light is stored in the light-map.

code: bool ContainsLight ( const [FGuid](API\Runtime\Core\Misc\FGuid) & LightGuid ) const


description: Runtime type casting.

code: virtual [FShadowMap2D](API\Runtime\Engine\FShadowMap2D) * GetShadowMap2D()


code: virtual const [FShadowMap2D](API\Runtime\Engine\FShadowMap2D) * GetShadowMap2D() const


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


description: Default constructor.

code: FShadowMap()


code: FShadowMap ( [TArray](API\Runtime\Core\Containers\TArray)< [FGuid](API\Runtime\Core\Misc\FGuid) > InLightGuids )


description: Destructor.

code: virtual ~FShadowMap()


className: FShadowMap

description: The abstract base class of 1D and 2D shadow-maps.

code: class FShadowMap : private [FDeferredCleanupInterface](API\Runtime\RenderCore\FDeferredCleanupInterface)

LightGuids

type: TArray<FGuid>

description: The GUIDs of lights which this shadow-map stores.


description: Allocates texture space for the shadow-map and stores the shadow-map's raw data for deferred encoding. If the shadow-map has no shadows in it, it will return NULL.

code: static [TRefCountPtr](API\Runtime\Core\Templates\TRefCountPtr)< [FShadowMap2D](API\Runtime\Engine\FShadowMap2D) > AllocateInstancedShadowMap ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * LightMapOuter, [UInstancedStaticMeshComponent](API\Runtime\Engine\Components\UInstancedStaticMeshComponent) * Component, [TArray](API\Runtime\Core\Containers\TArray)< [TMap](API\Runtime\Core\Containers\TMap)< [ULightComponent](API\Runtime\Engine\Components\ULightComponent) *, [TUniquePtr](API\Runtime\Core\Templates\TUniquePtr)< [FShadowMapData2D](API\Runtime\Engine\FShadowMapData2D) >>> && InstancedShadowMapData, [UMapBuildDataRegistry](API\Runtime\Engine\Engine\UMapBuildDataRegistry) * Registry, [FGuid](API\Runtime\Core\Misc\FGuid) MapBuildDataId, const FBoxSphereBounds & Bounds, ELightMapPaddingType PaddingType, EShadowMapFlags ShadowmapFlags )


code: static [TRefCountPtr](API\Runtime\Core\Templates\TRefCountPtr)< [FShadowMap2D](API\Runtime\Engine\FShadowMap2D) > AllocateShadowMap ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * LightMapOuter, const [TMap](API\Runtime\Core\Containers\TMap)< [ULightComponent](API\Runtime\Engine\Components\ULightComponent) *, [FShadowMapData2D](API\Runtime\Engine\FShadowMapData2D) * > & ShadowMapData, const FBoxSphereBounds & Bounds, ELightMapPaddingType InPaddingType, EShadowMapFlags InShadowmapFlags )


className: bUpdateStatus

description: If true, update the status when encoding light maps

code: static bool bUpdateStatus = true;


description: Constructs mip maps for a single shadowmap texture.

code: static int32 EncodeSingleTexture ( [ULevel](API\Runtime\Engine\Engine\ULevel) * LightingScenario, struct FShadowMapPendingTexture & PendingTexture, [UShadowMapTexture2D](API\Runtime\Engine\Engine\UShadowMapTexture2D) * Texture, [TArray](API\Runtime\Core\Containers\TArray)< [TArray](API\Runtime\Core\Containers\TArray)< [FFourDistanceFieldSamples](API\Runtime\Engine\FFourDistanceFieldSamples) >> & MipData )


description: Executes all pending shadow-map encoding requests.

code: static void EncodeTextures ( [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld, [ULevel](API\Runtime\Engine\Engine\ULevel) * LightingScenario, bool bLightingSuccessful, bool bMultithreadedEncode )


code: const FVector2D & GetCoordinateBias() const


code: const FVector2D & GetCoordinateScale() const


code: virtual [FShadowMapInteraction](API\Runtime\Engine\FShadowMapInteraction) GetInteraction() const


description: Accessors.


description: Accessors.

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


code: bool IsShadowFactorTexture() const


description: Call to enable/disable status update of LightMap encoding

code: static void SetStatusUpdate ( bool bInEnable )


code: FShadowMap2D ( const [TMap](API\Runtime\Core\Containers\TMap)< [ULightComponent](API\Runtime\Engine\Components\ULightComponent) *, [FShadowMapData2D](API\Runtime\Engine\FShadowMapData2D) * > & ShadowMapData )


code: FShadowMap2D ( [TArray](API\Runtime\Core\Containers\TArray)< [FGuid](API\Runtime\Core\Misc\FGuid) > LightGuids )


code: class FShadowMap2D : public [FShadowMap](API\Runtime\Engine\FShadowMap)

bChannelValid

description: Tracks which of the 4 channels has valid texture data.

CoordinateBias

description: The bias which is applied to the shadow-map coordinates before sampling the shadow-map textures.

CoordinateScale

description: The scale which is applied to the shadow-map coordinates before sampling the shadow-map textures.

InvUniformPenumbraSize

description: Stores the inverse of the penumbra size, normalized.

Texture

type: TObjectPtr<USh...

description: The texture which contains the shadow-map data.


description: Accessors.

code: uint32 GetSizeX() const


code: virtual float GetSurfaceHeight() const


code: virtual float GetSurfaceWidth() const


code: virtual [ShadowMapDataType](API\Runtime\Engine\FShadowMapData2D\ShadowMapDataType) GetType() const


code: virtual void Quantize ( [TArray](API\Runtime\Core\Containers\TArray)< [FQuantizedSignedDistanceFieldShadowSample](API\Runtime\Engine\FQuantizedSignedDistanceFieldSha-) > & OutData ) const


code: virtual void Serialize ( [FArchive](API\Runtime\Core\Serialization\FArchive) * OutShadowMap )


className: ShadowMapDataType

code: enum ShadowMapDataType { UNKNOWN, SHADOW_FACTOR_DATA, SHADOW_FACTOR_DATA_QUANTIZED, SHADOW_SIGNED_DISTANCE_FIELD_DATA, SHADOW_SIGNED_DISTANCE_FIELD_DATA_QUANTIZED, }


code: FShadowMapData2D ( uint32 InSizeX, uint32 InSizeY )


description: The raw data which is used to construct a 2D shadowmap.

code: class FShadowMapData2D

SizeX

description: The width of the shadow-map.

SizeY

description: The height of the shadow-map.


code: bool GetChannelValid ( int32 ChannelIndex ) const


code: const FVector2D & GetCoordinateBias() const


code: const FVector2D & GetCoordinateScale() const


code: [UShadowMapTexture2D](API\Runtime\Engine\Engine\UShadowMapTexture2D) * GetTexture() const


description: Accessors.


code: const [ULightMapVirtualTexture2D](API\Runtime\Engine\VT\ULightMapVirtualTexture2D) * GetVirtualTexture() const


code: static [FShadowMapInteraction](API\Runtime\Engine\FShadowMapInteraction) InitVirtualTexture ( class [ULightMapVirtualTexture2D](API\Runtime\Engine\VT\ULightMapVirtualTexture2D) * InTexture, const FVector2D & InCoordinateScale, const FVector2D & InCoordinateBias, const bool * InChannelValid, const FVector4f & InInvUniformPenumbraSize )


description: Factory functions.


code: static [FShadowMapInteraction](API\Runtime\Engine\FShadowMapInteraction) Texture ( class [UShadowMapTexture2D](API\Runtime\Engine\Engine\UShadowMapTexture2D) * InTexture, const FVector2D & InCoordinateScale, const FVector2D & InCoordinateBias, const bool * InChannelValid, const FVector4f & InInvUniformPenumbraSize )


description: Default constructor.

code: FShadowMapInteraction()


className: FShadowMapInteraction

description: Information about the static shadowing information for a primitive.

code: class FShadowMapInteraction


code: const [FSignedDistanceFieldShadowSample](API\Runtime\Engine\FSignedDistanceFieldShadowSample) & operator() ( uint32 X, uint32 Y ) const


code: [FSignedDistanceFieldShadowSample](API\Runtime\Engine\FSignedDistanceFieldShadowSample) & operator() ( uint32 X, uint32 Y )


code: FShadowSignedDistanceFieldData2D ( uint32 InSizeX, uint32 InSizeY )


description: A 2D signed distance field map, which consists ofFSignedDistanceFieldShadowSample's.

code: class FShadowSignedDistanceFieldData2D : public [FShadowMapData2D](API\Runtime\Engine\FShadowMapData2D)


className: BucketSizes

description: The bucket sizes


className: CreationArguments

description: Buffers are created with a simple byte size

code: typedef uint32 CreationArguments


className: CullAfterFramesNum

description: Max. number of resources to cull in a single frame

code: enum { CullAfterFramesNum = 30 }


description:
Get the pool bucket index from the size
The bucket index.

code: uint32 GetPoolBucketIndex ( uint32 Size )


description:
Get the pool bucket size from the index
The bucket size.

code: uint32 GetPoolBucketSize ( uint32 Bucket )


className: NumPoolBucketSizes

description: Number of frames to leaves buffers before reclaiming/reusing

code: enum { NumPoolBucketSizes = 18 }


className: NumSafeFrames

code: enum { NumSafeFrames = 3 }


className: NumToDrainPerFrame

description: Number of pool buckets

code: enum { NumToDrainPerFrame = 10 }


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

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


className: FSharedPoolPolicyData

description: Shared data & implementation for the different types of pool

code: class FSharedPoolPolicyData


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

code: virtual void ReleaseRHI()


code: FSharedSamplerState ( bool bInWrap )


className: FSignedDistanceFieldShadowSample

code: struct FSignedDistanceFieldShadowSample

Distance

description: Normalized and encoded distance to the nearest shadow transition, in the range [0, 1], where .5 is at the transition.

IsMapped

description: True if this sample maps to a valid point on a surface.

PenumbraSize

description: Normalized penumbra size, in the range [0,1].


className: FSharedSamplerState

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

SamplerStateRHI

type: FSamplerStateRH...


code: virtual [ICompressedAudioInfo](API\Runtime\Engine\ICompressedAudioInfo) * Create()


code: FSimpleAudioInfoFactory ( [TFunction](API\Runtime\Core\GenericPlatform\TFunction)< [ICompressedAudioInfo](API\Runtime\Engine\ICompressedAudioInfo) *(void)> InLambda, [FName](API\Runtime\Core\UObject\FName) InFormatName )


code: virtual ~FSimpleAudioInfoFactory()


className: FSimpleAudioInfoFactory

code: class FSimpleAudioInfoFactory : public [IAudioInfoFactory](API\Runtime\Engine\IAudioInfoFactory)


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


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


className: CounterBase

code: static constexpr int CounterBase = __COUNTER__;


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


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


className: InterfaceType

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


className: InternalBaseType

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


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


className: InternalLinkType

code: template<int Counter> struct InternalLinkType


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


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


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


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


className: FSimpleElementAlphaOnlyPS

description: Simple pixel shader that just reads from an alpha-only texture

code: class FSimpleElementAlphaOnlyPS : public [FSimpleElementPS](API\Runtime\Engine\FSimpleElementPS)


code: virtual void AddReserveLines ( uint8 DepthPriorityGroup, int32 NumLines, bool bDepthBiased, bool bThickLines )


code: void DrawBatchedElements ( [FRHICommandList](API\Runtime\RHI\FRHICommandList) & RHICmdList, const [FMeshPassProcessorRenderState](API\Runtime\Renderer\FMeshPassProcessorRenderState) & DrawRenderState, const [FSceneView](API\Runtime\Engine\FSceneView) & InView, [EBlendModeFilter::Type](API\Runtime\Engine\EBlendModeFilter__Type) Filter, ESceneDepthPriorityGroup DPG ) const


description: Draw an opaque line. The alpha component of Color is ignored.

code: virtual void DrawLine ( const FVector & Start, const FVector & End, const [FLinearColor](API\Runtime\Core\Math\FLinearColor) & Color, uint8 DepthPriorityGroup, float Thickness, float DepthBias, bool bScreenSpace )


description: Not supported.

code: virtual int32 DrawMesh ( const [FMeshBatch](API\Runtime\Engine\FMeshBatch) & Mesh )


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


code: virtual void DrawSprite ( const FVector & Position, float SizeX, float SizeY, const [FTexture](API\Runtime\RenderCore\FTexture) * Sprite, const [FLinearColor](API\Runtime\Core\Math\FLinearColor) & Color, uint8 DepthPriorityGroup, float U, float UL, float V, float VL, uint8 BlendMode, float OpacityMaskRevVal )


description: Draw a translucent line. The alpha component of Color determines the transparency.

code: virtual void DrawTranslucentLine ( const FVector & Start, const FVector & End, const [FLinearColor](API\Runtime\Core\Math\FLinearColor) & Color, uint8 DepthPriorityGroup, float Thickness, float DepthBias, bool bScreenSpace )


code: bool HasPrimitives ( ESceneDepthPriorityGroup DPG ) const


description: Not supported.

code: virtual bool IsHitTesting()


code: virtual void RegisterDynamicResource ( [FDynamicPrimitiveResource](API\Runtime\Engine\FDynamicPrimitiveResource) * DynamicResource )


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


className: FSimpleElementCollector

description: Primitive draw interface implementation used to store primitives requested to be drawn when gathering dynamic mesh elements.

code: class FSimpleElementCollector : public [FPrimitiveDrawInterface](API\Runtime\Engine\FPrimitiveDrawInterface)

BatchedElements

type: FBatchedElement...

description: The batched simple elements.


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


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


code: static constexpr int CounterBase = __COUNTER__;


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


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


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


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


description: Initialize(FTypeLayoutDesc& TypeDesc)

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


description: InternalLinkType<COUNTER-CounterBase >

code: template<int Counter> struct InternalLinkType


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


description: Sets all the constant parameters for this shader

code: void SetParameters ( [FRHIBatchedShaderParameters](API\Runtime\RHI\FRHIBatchedShaderParameters) & BatchedParameters, const [FTexture](API\Runtime\RenderCore\FTexture) * TextureValue, const FMatrix & ColorWeightsValue, float GammaValue )


description: Deprecated* SetParameters withFRHIBatchedShaderParametersshould be used.

code: void SetParameters ( [FRHICommandList](API\Runtime\RHI\FRHICommandList) & RHICmdList, const [FTexture](API\Runtime\RenderCore\FTexture) * TextureValue, const FMatrix & ColorWeightsValue, float GammaValue )


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


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


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


code: FSimpleElementColorChannelMaskPS()


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


className: FSimpleElementColorChannelMaskPS

description: A pixel shader for rendering a texture with the ability to weight the colors for each channel. The shader also features the ability to view alpha channels and desaturate any red, green or blue channels

code: class FSimpleElementColorChannelMaskPS : public [FGlobalShader](API\Runtime\RenderCore\FGlobalShader)


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


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


code: static constexpr int CounterBase = __COUNTER__;


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


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


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


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


description: Initialize(FTypeLayoutDesc& TypeDesc)

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


description: InternalLinkType<COUNTER-CounterBase >

code: template<int Counter> struct InternalLinkType


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


code: void SetParameters ( [FRHIBatchedShaderParameters](API\Runtime\RHI\FRHIBatchedShaderParameters) & BatchedParameters, const [FTexture](API\Runtime\RenderCore\FTexture) * Texture, float Gamma, float ClipRef, float SmoothWidthValue, bool EnableShadowValue, const FVector2D & ShadowDirectionValue, const [FLinearColor](API\Runtime\Core\Math\FLinearColor) & ShadowColorValue, float ShadowSmoothWidthValue, const [FDepthFieldGlowInfo](API\Runtime\Engine\Engine\FDepthFieldGlowInfo) & GlowInfo, ESimpleElementBlendMode BlendMode )


code: void SetParameters ( [FRHICommandList](API\Runtime\RHI\FRHICommandList) & RHICmdList, const [FTexture](API\Runtime\RenderCore\FTexture) * Texture, float Gamma, float ClipRef, float SmoothWidthValue, bool EnableShadowValue, const FVector2D & ShadowDirectionValue, const [FLinearColor](API\Runtime\Core\Math\FLinearColor) & ShadowColorValue, float ShadowSmoothWidthValue, const [FDepthFieldGlowInfo](API\Runtime\Engine\Engine\FDepthFieldGlowInfo) & GlowInfo, ESimpleElementBlendMode BlendMode )


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


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


code: FSimpleElementDistanceFieldGammaPS()


description: Constructor

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


className: FSimpleElementDistanceFieldGammaPS

description: A pixel shader for rendering a masked texture using signed distance filed for alpha on a simple element.

code: class FSimpleElementDistanceFieldGammaPS : public [FSimpleElementMaskedGammaBasePS](API\Runtime\Engine\FSimpleElementMaskedGammaBasePS)


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


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


code: static constexpr int CounterBase = __COUNTER__;


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


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


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


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


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


code: template<int Counter> struct InternalLinkType


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


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


className: FSimpleElementGammaAlphaOnlyPS

description: Simple pixel shader that just reads from an alpha-only texture and gamma corrects the output

code: class FSimpleElementGammaAlphaOnlyPS : public [FSimpleElementGammaBasePS](API\Runtime\Engine\FSimpleElementGammaBasePS)


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


description: Initialize(FTypeLayoutDesc& TypeDesc)

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


description: InternalLinkType<COUNTER-CounterBase >


code: void SetParameters ( [FRHIBatchedShaderParameters](API\Runtime\RHI\FRHIBatchedShaderParameters) & BatchedParameters, const [FTexture](API\Runtime\RenderCore\FTexture) * Texture, float GammaValue, ESimpleElementBlendMode BlendMode )


code: void SetParameters ( [FRHICommandList](API\Runtime\RHI\FRHICommandList) & RHICmdList, const [FTexture](API\Runtime\RenderCore\FTexture) * Texture, float GammaValue, ESimpleElementBlendMode BlendMode )


code: void SetParameters ( [FRHIBatchedShaderParameters](API\Runtime\RHI\FRHIBatchedShaderParameters) & BatchedParameters, const [FSceneView](API\Runtime\Engine\FSceneView) * View, const [FTexture](API\Runtime\RenderCore\FTexture) * Texture, float GammaValue, ESimpleElementBlendMode BlendMode )


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


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


className: FSimpleElementGammaBasePS

description: A pixel shader for rendering a texture on a simple element.

code: class FSimpleElementGammaBasePS : public [FSimpleElementPS](API\Runtime\Engine\FSimpleElementPS)


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


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


code: static constexpr int CounterBase = __COUNTER__;


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


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


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


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


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


code: template<int Counter> struct InternalLinkType


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


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


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


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


className: FSimpleElementGammaPS

code: template<bool bSRGBTexture> class FSimpleElementGammaPS : public [FSimpleElementGammaBasePS](API\Runtime\Engine\FSimpleElementGammaBasePS)


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


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


description: Initialize(FTypeLayoutDesc& TypeDesc)

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


description: InternalLinkType<COUNTER-CounterBase >


code: void SetParameters ( [FRHICommandList](API\Runtime\RHI\FRHICommandList) & RHICmdList, const [FTexture](API\Runtime\RenderCore\FTexture) * TextureValue )


code: void SetParameters ( [FRHIBatchedShaderParameters](API\Runtime\RHI\FRHIBatchedShaderParameters) & BatchedParameters, const [FTexture](API\Runtime\RenderCore\FTexture) * TextureValue )


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


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


description:
Serialize constant paramaters for this shader
true if any of the parameters were outdated

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


className: FSimpleElementHitProxyPS

code: class FSimpleElementHitProxyPS : public [FGlobalShader](API\Runtime\RenderCore\FGlobalShader)


code: static constexpr int CounterBase = __COUNTER__;


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


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


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


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


code: void SetParameters ( [FRHIBatchedShaderParameters](API\Runtime\RHI\FRHIBatchedShaderParameters) & BatchedParameters, const [FTexture](API\Runtime\RenderCore\FTexture) * Texture, float Gamma, float ClipRefValue, ESimpleElementBlendMode BlendMode )


code: void SetParameters ( [FRHIBatchedShaderParameters](API\Runtime\RHI\FRHIBatchedShaderParameters) & BatchedParameters, const [FSceneView](API\Runtime\Engine\FSceneView) * View, const [FTexture](API\Runtime\RenderCore\FTexture) * Texture, float Gamma, float ClipRefValue, ESimpleElementBlendMode BlendMode )


code: void SetParameters ( [FRHICommandList](API\Runtime\RHI\FRHICommandList) & RHICmdList, const [FTexture](API\Runtime\RenderCore\FTexture) * Texture, float Gamma, float ClipRefValue, ESimpleElementBlendMode BlendMode )


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


className: FSimpleElementMaskedGammaBasePS

description: A pixel shader for rendering a masked texture on a simple element.

code: class FSimpleElementMaskedGammaBasePS : public [FSimpleElementGammaBasePS](API\Runtime\Engine\FSimpleElementGammaBasePS)


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


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


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


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


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


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


code: template<int Counter> struct InternalLinkType


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


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


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


className: FSimpleElementMaskedGammaPS

code: template<bool bSRGBTexture> class FSimpleElementMaskedGammaPS : public [FSimpleElementMaskedGammaBasePS](API\Runtime\Engine\FSimpleElementMaskedGammaBasePS)


code: static constexpr int CounterBase = __COUNTER__;


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


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


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


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


description: InternalLinkType<COUNTER-CounterBase >


description: Initialize(FTypeLayoutDesc& TypeDesc)

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


code: void SetEditorCompositingParameters ( [FRHICommandList](API\Runtime\RHI\FRHICommandList) & RHICmdList, const [FSceneView](API\Runtime\Engine\FSceneView) * View )


description: Sets parameters for compositing editor primitives

code: void SetEditorCompositingParameters ( [FRHIBatchedShaderParameters](API\Runtime\RHI\FRHIBatchedShaderParameters) & BatchedParameters, const [FSceneView](API\Runtime\Engine\FSceneView) * View )


code: void SetParameters ( [FRHIBatchedShaderParameters](API\Runtime\RHI\FRHIBatchedShaderParameters) & BatchedParameters, const [FTexture](API\Runtime\RenderCore\FTexture) * TextureValue )


code: void SetParameters ( [FRHICommandList](API\Runtime\RHI\FRHICommandList) & RHICmdList, const [FTexture](API\Runtime\RenderCore\FTexture) * TextureValue )


code: void SetParameters ( [FRHIBatchedShaderParameters](API\Runtime\RHI\FRHIBatchedShaderParameters) & BatchedParameters, const [FSceneView](API\Runtime\Engine\FSceneView) * View, const [FTexture](API\Runtime\RenderCore\FTexture) * TextureValue )


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


className: FSimpleElementPS

description: Simple pixel shader that just reads from a texture This is used for resolves and needs to be as efficient as possible

code: class FSimpleElementPS : public [FGlobalShader](API\Runtime\RenderCore\FGlobalShader)


code: FSimpleElementVertex ( const FVector3d & InPosition, const FVector2D & InTextureCoordinate, const [FLinearColor](API\Runtime\Core\Math\FLinearColor) & InColor, [FHitProxyId](API\Runtime\Engine\FHitProxyId) InHitProxyId )


code: FSimpleElementVertex ( const FVector4d & InPosition, const FVector2D & InTextureCoordinate, const [FLinearColor](API\Runtime\Core\Math\FLinearColor) & InColor, [FHitProxyId](API\Runtime\Engine\FHitProxyId) InHitProxyId )


code: FSimpleElementVertex ( const FVector4f & InPosition, const FVector2f & InTextureCoordinate, const [FLinearColor](API\Runtime\Core\Math\FLinearColor) & InColor, const [FColor](API\Runtime\Core\Math\FColor) & InHitProxyColor )


code: FSimpleElementVertex ( const FVector4f & InPosition, const FVector2D & InTextureCoordinate, const [FLinearColor](API\Runtime\Core\Math\FLinearColor) & InColor, const [FColor](API\Runtime\Core\Math\FColor) & InHitProxyColor )


code: FSimpleElementVertex ( const FVector3f & InPosition, const FVector2D & InTextureCoordinate, const [FLinearColor](API\Runtime\Core\Math\FLinearColor) & InColor, const [FColor](API\Runtime\Core\Math\FColor) & InHitProxyColor )


code: FSimpleElementVertex ( const FVector3d & InPosition, const FVector2D & InTextureCoordinate, const [FLinearColor](API\Runtime\Core\Math\FLinearColor) & InColor, const [FColor](API\Runtime\Core\Math\FColor) & InHitProxyColor )


code: FSimpleElementVertex ( const FVector4d & InPosition, const FVector2D & InTextureCoordinate, const [FLinearColor](API\Runtime\Core\Math\FLinearColor) & InColor, const [FColor](API\Runtime\Core\Math\FColor) & InHitProxyColor )


code: FSimpleElementVertex ( const FVector4f & InPosition, const FVector2D & InTextureCoordinate, const [FLinearColor](API\Runtime\Core\Math\FLinearColor) & InColor, [FHitProxyId](API\Runtime\Engine\FHitProxyId) InHitProxyId )


code: FSimpleElementVertex ( const FVector3f & InPosition, const FVector2D & InTextureCoordinate, const [FLinearColor](API\Runtime\Core\Math\FLinearColor) & InColor, [FHitProxyId](API\Runtime\Engine\FHitProxyId) InHitProxyId )


className: FSimpleElementVertex

description: The type used to store batched line vertices.

code: struct FSimpleElementVertex

Color

type: FLinearColor

HitProxyIdColor

type: FColor

RelativePosition

description: Store LWC-scale positions per-vertex Could potentially optimize this by storing a global batch offset, along with relative position per-vertex, but this would be more complicated Could also pack this structure to save some space, W component of position is currently unused for example


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

code: virtual void ReleaseRHI()


code: FSimpleElementVertex ( const FVector4f & InPosition, const FVector2f & InTextureCoordinate, const [FLinearColor](API\Runtime\Core\Math\FLinearColor) & InColor, [FHitProxyId](API\Runtime\Engine\FHitProxyId) InHitProxyId )


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

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


code: FSimpleElementVertexDeclaration ( [FSimpleElementVertexDeclaration](API\Runtime\Engine\FSimpleElementVertexDeclaration) && )


className: FSimpleElementVertexDeclaration

description: The simple element vertex declaration resource type.

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

VertexDeclarationRHI

type: FVertexDeclarat...


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


className: CounterBase

code: static constexpr int CounterBase = __COUNTER__;


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


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


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


className: InterfaceType

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


className: InternalBaseType

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


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


className: InternalLinkType

description: InternalLinkType<COUNTER-CounterBase >

code: template<int Counter> struct InternalLinkType


description: Initialize(FTypeLayoutDesc& TypeDesc)

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


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


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


code: void SetParameters ( [FRHIBatchedShaderParameters](API\Runtime\RHI\FRHIBatchedShaderParameters) & BatchedParameters, const FMatrix & WorldToClipMatrix )


code: void SetParameters ( [FRHIBatchedShaderParameters](API\Runtime\RHI\FRHIBatchedShaderParameters) & BatchedParameters, const [FRelativeViewMatrices](API\Runtime\Engine\FRelativeViewMatrices) & Matrices )


code: void SetParameters ( [FRHICommandList](API\Runtime\RHI\FRHICommandList) & RHICmdList, const FMatrix & WorldToClipMatrix )


code: void SetParameters ( [FRHICommandList](API\Runtime\RHI\FRHICommandList) & RHICmdList, const [FRelativeViewMatrices](API\Runtime\Engine\FRelativeViewMatrices) & Matrices )


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


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


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


className: FSimpleElementVS

description: A vertex shader for rendering a texture on a simple element.

code: class FSimpleElementVS : public [FGlobalShader](API\Runtime\RenderCore\FGlobalShader)


description: Returns the per-view data for a simple light entry.

code: const [FSimpleLightPerViewEntry](API\Runtime\Engine\FSimpleLightPerViewEntry) & GetViewDependentData ( int32 LightIndex, int32 ViewIndex, int32 NumViews ) const


className: FSimpleLightArray

description: Data pertaining to a set of simple dynamic lights

code: class FSimpleLightArray

InstanceData

type: TArray<FSimple...

description: Data per simple dynamic light instance, independent of view

InstancePerViewDataIndices

description: Indices into the per-view data for each light.

PerViewData

description: Per-view data for each light


className: FSimpleLightInstacePerViewIndexData


className: FSimpleLightEntry

description: Data for a simple dynamic light.

code: class FSimpleLightEntry


className: FSimpleLightPerViewEntry

description: Data for a simple dynamic light which could change per-view.

code: class FSimpleLightPerViewEntry

Position

type: FVector


description: Called when initialized.

code: void Initialize ( class [UAnimSingleNodeInstance](API\Runtime\Engine\Animation\UAnimSingleNodeInstance) * Instance )