description: Draw arbitrary aligned rectangle.

code: void DrawTile ( [UTexture](API\Runtime\Engine\Engine\UTexture) * Tex, float X, float Y, float XL, float YL, float U, float V, float UL, float VL, EBlendMode BlendMode )


className: ELastCharacterIndexFormat

module: Engine

code: enum ELastCharacterIndexFormat { LastWholeCharacterBeforeOffset, CharacterAtOffset, Unused, }


description: Return X,Y for center of the draw region.

code: void GetCenter ( double & outX, double & outY ) const


description: Creates if necessary and returns ReporterGraph instance for 2d graph canvas drawing

code: [TWeakObjectPtr](API\Runtime\Core\UObject\TWeakObjectPtr)< class [UReporterGraph](API\Runtime\Engine\Debug\UReporterGraph) > GetReporterGraph()


description: the current DPI scale being applied to all canvas draw elements

code: float GetDPIScale() const


description: Initializes the canvas.

code: void Init ( int32 InSizeX, int32 InSizeY, [FSceneView](API\Runtime\Engine\FSceneView) * InSceneView, [FCanvas](API\Runtime\Engine\FCanvas) * InCanvas )


description: Performs a deprojection of a screen space coordinate using the projection matrix set up for the Canvas.

code: void K2_Deproject ( FVector2D ScreenPosition, FVector & WorldOrigin, FVector & WorldDirection )


description: Draws a 3x3 grid border with tiled frame and tiled interior on the Canvas.

code: void K2_DrawBorder ( [UTexture](API\Runtime\Engine\Engine\UTexture) * BorderTexture, [UTexture](API\Runtime\Engine\Engine\UTexture) * BackgroundTexture, [UTexture](API\Runtime\Engine\Engine\UTexture) * LeftBorderTexture, [UTexture](API\Runtime\Engine\Engine\UTexture) * RightBorderTexture, [UTexture](API\Runtime\Engine\Engine\UTexture) * TopBorderTexture, [UTexture](API\Runtime\Engine\Engine\UTexture) * BottomBorderTexture, FVector2D ScreenPosition, FVector2D ScreenSize, FVector2D CoordinatePosition, FVector2D CoordinateSize, [FLinearColor](API\Runtime\Core\Math\FLinearColor) RenderColor, FVector2D BorderScale, FVector2D BackgroundScale, float Rotation, FVector2D PivotPoint, FVector2D CornerSize )


description: Draws an unfilled box on the Canvas.

code: void K2_DrawBox ( FVector2D ScreenPosition, FVector2D ScreenSize, float Thickness, [FLinearColor](API\Runtime\Core\Math\FLinearColor) RenderColor )


code: void GetCenter ( float & outX, float & outY ) const


description: Draws a line on the Canvas.

code: void K2_DrawLine ( FVector2D ScreenPositionA, FVector2D ScreenPositionB, float Thickness, [FLinearColor](API\Runtime\Core\Math\FLinearColor) RenderColor )


description: Draws a set of triangles on the Canvas.

code: void K2_DrawMaterialTriangle ( [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * RenderMaterial, [TArray](API\Runtime\Core\Containers\TArray)< [FCanvasUVTri](API\Runtime\Engine\Engine\FCanvasUVTri) > Triangles )


description: Draws a material on the Canvas.

code: void K2_DrawMaterial ( [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * RenderMaterial, FVector2D ScreenPosition, FVector2D ScreenSize, FVector2D CoordinatePosition, FVector2D CoordinateSize, float Rotation, FVector2D PivotPoint )


description: Draws a polygon on the Canvas.

code: void K2_DrawPolygon ( [UTexture](API\Runtime\Engine\Engine\UTexture) * RenderTexture, FVector2D ScreenPosition, FVector2D Radius, int32 NumberOfSides, [FLinearColor](API\Runtime\Core\Math\FLinearColor) RenderColor )


description: Draws text on the Canvas.

code: void K2_DrawText ( [UFont](API\Runtime\Engine\Engine\UFont) * RenderFont, const [FString](API\Runtime\Core\Containers\FString) & RenderText, FVector2D ScreenPosition, FVector2D Scale, [FLinearColor](API\Runtime\Core\Math\FLinearColor) RenderColor, float Kerning, [FLinearColor](API\Runtime\Core\Math\FLinearColor) ShadowColor, FVector2D ShadowOffset, bool bCentreX, bool bCentreY, bool bOutlined, [FLinearColor](API\Runtime\Core\Math\FLinearColor) OutlineColor )


description: Draws a texture on the Canvas.

code: void K2_DrawTexture ( [UTexture](API\Runtime\Engine\Engine\UTexture) * RenderTexture, FVector2D ScreenPosition, FVector2D ScreenSize, FVector2D CoordinatePosition, FVector2D CoordinateSize, [FLinearColor](API\Runtime\Core\Math\FLinearColor) RenderColor, EBlendMode BlendMode, float Rotation, FVector2D PivotPoint )


description: Draws a set of triangles on the Canvas.

code: void K2_DrawTriangle ( [UTexture](API\Runtime\Engine\Engine\UTexture) * RenderTexture, [TArray](API\Runtime\Core\Containers\TArray)< [FCanvasUVTri](API\Runtime\Engine\Engine\FCanvasUVTri) > Triangles )


description:
Performs a projection of a world space coordinates using the projection matrix set up for the Canvas.
Returns a vector where X, Y defines a screen space position representing the world space location.

code: FVector K2_Project ( FVector WorldLocation )


description:
Returns the wrapped text size in screen space coordinates.
Returns the screen space size of the text.

code: FVector2D K2_StrLen ( [UFont](API\Runtime\Engine\Engine\UFont) * RenderFont, const [FString](API\Runtime\Core\Containers\FString) & RenderText )


description:
Returns the clipped text size in screen space coordinates.
Returns the screen space size of the text.

code: FVector2D K2_TextSize ( [UFont](API\Runtime\Engine\Engine\UFont) * RenderFont, const [FString](API\Runtime\Core\Containers\FString) & RenderText, FVector2D Scale )


description: Fake CanvasIcon constructor.

code: static [FCanvasIcon](API\Runtime\Engine\Engine\FCanvasIcon) MakeIcon ( class [UTexture](API\Runtime\Engine\Engine\UTexture) * Texture, float U, float V, float UL, float VL )


description: Measures a string, optionally stopped after the specified horizontal offset in pixels is reached.

code: static void MeasureStringInternal ( [FTextSizingParameters](API\Runtime\Engine\FTextSizingParameters) & Parameters, const TCHAR *const pText, const int32 TextLength, const int32 StopAfterHorizontalOffset, const [ELastCharacterIndexFormat](API\Runtime\Engine\Engine\UCanvas\ELastCharacterIndexFormat) CharIndexFormat, int32 & OutLastCharacterIndex )


description:
Transforms a 3D world-space vector into 2D screen coordinates.
The transformed vector.

code: FVector Project ( FVector Location, bool bClampToZeroPlane ) const


description: Reset canvas parameters, optionally do not change the origin

code: virtual void Reset ( bool bKeepOrigin )


description: Sets the position of the lower-left corner of the clipping region of the Canvas

code: void SetClip ( float X, float Y )


description: Set draw color. (FColor)

code: void SetDrawColor ( [FColor](API\Runtime\Core\Math\FColor) const & C )


description: Set draw color. (R,G,B,A)

code: void SetDrawColor ( uint8 R, uint8 G, uint8 B, uint8 A )


description: Set DrawColor with aFLinearColorand optional opacity override

code: void SetLinearDrawColor ( [FLinearColor](API\Runtime\Core\Math\FLinearColor) InColor, float OpacityOverride )


description: Changes the view for the canvas.

code: void SetView ( [FSceneView](API\Runtime\Engine\FSceneView) * InView )


description: Calculate the length of a string, taking text wrapping into account.

code: void StrLen ( const [UFont](API\Runtime\Engine\Engine\UFont) * InFont, const [FString](API\Runtime\Core\Containers\FString) & InText, float & XL, float & YL, bool bDPIAware )


code: void StrLen ( const [UFont](API\Runtime\Engine\Engine\UFont) * InFont, const [FString](API\Runtime\Core\Containers\FString) & InText, double & XL, double & YL, bool bDPIAware )


code: static void StrLen ( const [UFont](API\Runtime\Engine\Engine\UFont) * InFont, const [FString](API\Runtime\Core\Containers\FString) & InText, float & XL, float & YL, bool bDPIAware, [FCanvas](API\Runtime\Engine\FCanvas) * InCanvas )


code: static void StrLen ( const [UFont](API\Runtime\Engine\Engine\UFont) * InFont, const [FString](API\Runtime\Core\Containers\FString) & InText, double & XL, double & YL, bool bDPIAware, [FCanvas](API\Runtime\Engine\FCanvas) * InCanvas )


description: Calculates the horizontal and vertical size of a given string. This is used for clipped text as it does not take wrapping into account.

code: void TextSize ( const [UFont](API\Runtime\Engine\Engine\UFont) * InFont, const [FString](API\Runtime\Core\Containers\FString) & InText, float & XL, float & YL, float ScaleX, float ScaleY )


code: void TextSize ( const [UFont](API\Runtime\Engine\Engine\UFont) * InFont, const [FString](API\Runtime\Core\Containers\FString) & InText, double & XL, double & YL, double ScaleX, double ScaleY )


description: Updates the canvas.

code: void Update()


description: Function to go through all constructed canvas items and update their safe zone data.


description: Updates cached SafeZone data from the device. Call when main device is resized.

code: void UpdateSafeZoneData()


description: Compute size and optionally print text with word wrap.

code: int32 WrappedPrint ( bool Draw, float X, float Y, int32 & out_XL, int32 & out_YL, const [UFont](API\Runtime\Engine\Engine\UFont) * Font, float ScaleX, float ScaleY, bool bCenterTextX, bool bCenterTextY, const TCHAR * Text, const [FFontRenderInfo](API\Runtime\Engine\Engine\FFontRenderInfo) & RenderInfo )


description: Calculate the size of a string built from a font, word wrapped to a specified region.

code: void WrappedStrLenf ( const [UFont](API\Runtime\Engine\Engine\UFont) * Font, float ScaleX, float ScaleY, int32 & XL, int32 & YL, const TCHAR * Fmt, ... )


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


description: Parses a single string into an array of strings that will fit inside the specified bounding region.

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


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


className: UCanvas

description: A drawing canvas.

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

bCenterX

type: uint32: 1

Canvas

type: FCanvas*

ClipX

type: float

ColorModulate

type: FPlane

description: Internal.

DefaultTexture

type: TObjectPtr< cla...

DisplayDebugManager

type: FDisplayDebugMa...

DrawColor

type: FColor

HmdOrientation

type: FQuat

OrgX

description: Modifiable properties.

ReporterGraph

description: Helper class to render 2d graphs on canvas

SafeZonePadX

description: Cached data for safe zone calculation.

SceneView

type: FSceneView*...

ViewProjectionMatrix

type: FMatrix


description:
Creates a new canvas render target and initializes it to the specified dimensions
Returns the instanced render target.

code: static [UCanvasRenderTarget2D](API\Runtime\Engine\Engine\UCanvasRenderTarget2D) * CreateCanvasRenderTarget2D ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UCanvasRenderTarget2D](API\Runtime\Engine\Engine\UCanvasRenderTarget2D) > CanvasRenderTarget2DClass, int32 Width, int32 Height )


description: Don't delete the underlying resource if it already exists

code: void FastUpdateResource()


description: Gets a specific render target's size from the global map of canvas render targets.

code: void GetSize ( int32 & Width, int32 & Height )


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


description: Allows a Blueprint to implement how this Canvas Render Target 2D should be updated.

code: void ReceiveUpdate ( [UCanvas](API\Runtime\Engine\Engine\UCanvas) * Canvas, int32 Width, int32 Height )


code: void SetShouldClearRenderTargetOnReceiveUpdate ( bool bInShouldClearRenderTargetOnReceiveUpdate )


code: UCanvasRenderTarget2D ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


description: CanvasRenderTarget2D is 2D render target which exposes a Canvas interface to allow you to draw elements onto it directly. UseCreateCanvasRenderTarget2D()to create a render target texture by unique name, then bind a function to the OnCanvasRenderTargetUpdate delegate which will be called when the render target is updated. If you need to repaint your canvas every single frame, simply callUpdateResource()on it from a Tick function. Also, remember to hold onto your new canvas render target with a reference so that it doesn't get garbage collected.

code: class UCanvasRenderTarget2D : public [UTextureRenderTarget2D](API\Runtime\Engine\Engine\UTextureRenderTarget2D)

bShouldClearRenderTargetOnReceiveUpdate

type: bool

description: If true, clear the render target to green whenever OnReceiveUpdate() is called.

OnCanvasRenderTargetUpdate

type: FOnCanvasRender...

description: Called when this Canvas Render Target is asked to update its texture resource.

World

type: TWeakObjectPtr<...

description: The world this render target will be used with


description: Notification that this channel has been placed in a channel pool and needs to reset to its original state so it can be used again like a new channel

code: virtual void AddedToChannelPool()


description: Append any export bunches

code: virtual void AppendExportBunches ( [TArray](API\Runtime\Core\Containers\TArray)< [FOutBunch](API\Runtime\Engine\Net\FOutBunch) * > & OutExportBunches )


description: Append any "must be mapped" guids to front of bunch. These are guids that the client will wait on before processing this bunch.

code: virtual void AppendMustBeMappedGuids ( [FOutBunch](API\Runtime\Engine\Net\FOutBunch) * Bunch )


description: Make sure the incoming buffer is in sequence and there are no duplicates.

code: void AssertInSequenced()


description: Updates the the canvas render target texture's resource. This is where the render target will create or find a canvas object to use. It also callsUpdateResourceImmediate()to clear the render target texture from the deferred rendering list, to stop the texture from being cleared the next frame. From there it will ask the rendering thread to set up the RHI viewport. The canvas is then set up for rendering and then the user's update delegate is called. The canvas is then flushed and the RHI resolves the texture to make it available for rendering.

code: virtual void UpdateResource()


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

code: virtual void BeginDestroy()


description: Return true to indicate that this channel no longer needs toTick()every frame.

code: virtual bool CanStopTicking() const


description: Close the base channel. Returns how many bits were written to the send buffer

code: virtual int64 Close ( EChannelCloseReason Reason )


description: Cleans up channel structures and nulls references to the channel

code: virtual bool CleanUp ( const bool bForDestroy, EChannelCloseReason CloseReason )


description: Cleans up channel if it hasn't already been

code: void ConditionalCleanUp ( const bool bForDestroy, EChannelCloseReason CloseReason )


description: Describe the channel.


description: UChannelinterface. Initialize this channel for the given connection and index.

code: virtual void Init ( [UNetConnection](API\Runtime\Engine\Engine\UNetConnection) * InConnection, int32 InChIndex, EChannelCreateFlags CreateFlags )


description: Return whether this channel is ready for sending.

code: int32 IsNetReady ( bool Saturate )


description: Closes the actor channel but with a 'dormant' flag set so it can be reopened

code: virtual void BecomeDormant()


description: Returns whether replication is currently paused on this channel

code: virtual bool IsReplicationPaused()


description: Deprecated* Will be removed from test/shipping in the future.

code: void PrintReliableBunchBuffer()


description: Returns true if channel is ready to go dormant (e.g., all outstanding property updates have been ACK'd)

code: virtual bool ReadyForDormancy ( bool suppressLogs )


description: Positive acknowledgment processing.

code: virtual void ReceivedAck ( int32 AckPacketId )


description: Handle an acknowledgment on this channel. Note: Channel might be closed/cleaned-up by this call.

code: void ReceivedAcks()


description: Handle an acknowledgment on this channel, returns true if the channel should be closed and fills in the OutCloseReason leaving it to the caller to cleanup the channel. Note: Temporary channels might be closed/cleaned-up by this call.

code: bool ReceivedAcks ( EChannelCloseReason & OutCloseReason )


description: Handle an incoming bunch.

code: virtual void ReceivedBunch ( [FInBunch](API\Runtime\Engine\Net\FInBunch) & Bunch )


description: Negative acknowledgment processing.

code: virtual void ReceivedNak ( int32 NakPacketId )


description: Process a raw, possibly out-of-sequence bunch: either queue it or dispatch it. The bunch is sure not to be discarded.

code: void ReceivedRawBunch ( [FInBunch](API\Runtime\Engine\Net\FInBunch) & Bunch, bool & bOutSkipAck )


description: Process a properly-sequenced bunch.

code: bool ReceivedSequencedBunch ( [FInBunch](API\Runtime\Engine\Net\FInBunch) & Bunch )


description: Send a bunch if it's not overflowed, and queue it if it's reliable.

code: virtual [FPacketIdRange](API\Runtime\CoreUObject\UObject\FPacketIdRange) SendBunch ( [FOutBunch](API\Runtime\Engine\Net\FOutBunch) * Bunch, bool Merge )


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

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


description: Sets whether replication is currently paused on this channel or not

code: virtual void SetReplicationPaused ( bool InbIsReplicationPaused )


description: Puts the channel in a state to start becoming dormant. It will not become dormant until ReadyForDormancy returns true in Tick

code: virtual void StartBecomingDormant()


description: Set the closing flag.

code: virtual void SetClosingFlag()


description: Handle time passing on this channel.

code: virtual void Tick()


className: UChannel

description: Base class of communication channels.

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

ChName

type: FName

InPartialBunch

type: FInBunch*

OpenAcked

description: Variables.

OpenPacketId

type: FPacketIdRange

OutRec

type: FOutBunch*


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

code: virtual void AssertValid()


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

code: virtual void CleanUp()


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

code: virtual void FlushNet ( bool bIgnoreSimulation )


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

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


description: Handle the player controller client

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


code: virtual void InitChildConnection ( [UNetDriver](API\Runtime\Engine\Engine\UNetDriver) * InDriver, [UNetConnection](API\Runtime\Engine\Engine\UNetConnection) * InParent )


description: Initialize this connection instancetoa remote source

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


description: Initialize this connection instancefroma remote source

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


description: Resets theFBitWriterto its default state

code: virtual void InitSendBuffer()


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

code: virtual bool IsEncryptionEnabled() const


description: Return whether this channel is ready for sending.

code: virtual int32 IsNetReady ( bool Saturate )


description: the remote machine address

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


description: the description of connection


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

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


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

code: virtual void Tick ( float DeltaSeconds )


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


className: UChildConnection

description: Represents a secondary split screen connection that reroutes calls to the parent connection.

code: class UChildConnection : public [UNetConnection](API\Runtime\Engine\Engine\UNetConnection)


description: Create a new document in the cloud (uninitialized, unsaved, use the Write/Save functions)Indexof the new document, or -1 on failure.

code: virtual int32 CreateCloudDocument ( const [FString](API\Runtime\Core\Containers\FString) & Filename )


description: the name of the given cloud by index (up toGetNumCloudDocuments()- 1)

code: virtual [FString](API\Runtime\Core\Containers\FString) GetCloudDocumentName ( int32 Index )


description: the number of documents that are known to exist in the cloud

code: virtual int32 GetNumCloudDocuments ( bool bIsForConflict )


description: Performs any initialization.

code: virtual void Init()


description: Once a document has been read in, use this to return a string representing the. entire document. This should only be used if SaveDocumentWithString was used to generate the document.

code: virtual void ParseDocumentAsBytes ( int32 Index, [TArray](API\Runtime\Core\Containers\TArray)< uint8 > & ByteData, bool bIsForConflict )


description:
Once a document has been read in, use this to return a string representing the entire document. This should only be used if SaveDocumentWithString was used to generate the document.
The object deserialized from the document. It will be none if anything went wrongs.

code: virtual [UObject](API\Runtime\CoreUObject\UObject\UObject) * ParseDocumentAsObject ( int32 Index, [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< class [UObject](API\Runtime\CoreUObject\UObject\UObject) > ObjectClass, int32 ExpectedVersion, bool bIsForConflict )


description:
Once a document has been read in, use this to return a string representing the entire document. This should only be used if SaveDocumentWithString was used to generate the document.
The document as a string. It will be empty if anything went wrong.

code: virtual [FString](API\Runtime\Core\Containers\FString) ParseDocumentAsString ( int32 Index, bool bIsForConflict )


description:
Kick off an async query of documents that exist in the cloud. If any documents have already been retrieved, this will flush those documents, and refresh the set. A CSD_DocumentQueryComplete delegate will be called when it completes (if this function returns true). Then useGetNumCloudDocuments()andGetCloudDocumentName()to get the information about any existing documents.
true on success, false otherwise.

code: virtual bool QueryForCloudDocuments()


description: Reads a document into memory (or whatever is needed so that the ParseDocumentAs* functions operate synchronously without stalling the game). A CSD_DocumentReadComplete delegate will be called (if this function returns true).

code: virtual bool ReadCloudDocument ( int32 Index, bool bIsForConflict )


description:
Initiate reading a key/value pair from cloud storage. A CSD_KeyValueReadComplete. delegate will be called when it completes (if this function returns true).
true on success, false otherwise.

code: virtual bool ReadKeyValue ( const [FString](API\Runtime\Core\Containers\FString) & KeyName, EPlatformInterfaceDataType Type, class [UObject](API\Runtime\CoreUObject\UObject\UObject) * SerializedObj )


description: If there was a conflict notification, this will simply tell the cloud interface to choose the most recently modified version, and toss any others.


description: If there was a conflict notification, this will tell the cloud interface to choose the version with a givenIndexto be the primary version, and to toss any others.

code: virtual bool ResolveConflictWithVersionIndex ( int32 Index )


description: Prepare a document for writing to the cloud with an array of bytes as input data. This is synchronous.

code: virtual bool SaveDocumentWithBytes ( int32 Index, const [TArray](API\Runtime\Core\Containers\TArray)< uint8 > & ByteData )


description: Prepare a document for writing to the cloud with an object as input data. This is synchronous.

code: virtual bool SaveDocumentWithObject ( int32 Index, class [UObject](API\Runtime\CoreUObject\UObject\UObject) * ObjectData, int32 SaveVersion )


description: Prepare a document for writing to the cloud with a string as input data. This is synchronous.

code: virtual bool SaveDocumentWithString ( int32 Index, const [FString](API\Runtime\Core\Containers\FString) & StringData )


description: Writes a document that has been already "saved" using the SaveDocumentWith* functions. A CSD_DocumentWriteComplete delegate will be called (if this function returns true).

code: virtual bool WriteCloudDocument ( int32 Index )


description:
Write a key/value pair to the cloud. A CSD_KeyValueWriteComplete. delegate will be called when it completes (if this function returns true).
true on success, false otherwise.

code: virtual bool WriteKeyValue ( const [FString](API\Runtime\Core\Containers\FString) & KeyName, const [FPlatformInterfaceData](API\Runtime\Engine\Engine\FPlatformInterfaceData) & Value )


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


className: UCloudStorageBase

description: Base class for the various platform interface classes.

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

bSuppressDelegateCalls

type: uint32: 1

description: If true, delegate callbacks should be skipped.

LocalCloudFiles

type: TArray<FString...

description: When using local storage (aka "cloud emulation"), this maintains a list of the file paths.


code: static const [FName](API\Runtime\Core\UObject\FName) BlockAllDynamic_ProfileName = FName(TEXT("BlockAllDynamic"));


code: static const [FName](API\Runtime\Core\UObject\FName) BlockAll_ProfileName = FName(TEXT("BlockAll"));


description: Convert ObjectType or TraceType to CollisionChannel

code: ECollisionChannel ConvertToCollisionChannel ( bool TraceType, int32 Index ) const


description:
Convert collision channel to TraceTypeQuery. Note: performs a search of object types.
TraceTypeQuery_MAX if the conversion was not possible

code: ETraceTypeQuery ConvertToTraceType ( ECollisionChannel CollisionChannel ) const


description:
Convert collision channel to ObjectTypeQuery. Note: performs a search of object types.
ObjectTypeQuery_MAX if the conversion was not possible

code: EObjectTypeQuery ConvertToObjectType ( ECollisionChannel CollisionChannel ) const


className: CustomCollisionProfileName

description: Custom collision profile name that you can modify what you'd like

code: static [FName](API\Runtime\Core\UObject\FName) CustomCollisionProfileName = FName(TEXT("Custom"));


code: static const [FName](API\Runtime\Core\UObject\FName) DefaultProjectile_ProfileName = FName(TEXT("DefaultProjectile"));


className: FOnLoadProfileConfig

description: Holds a delegate to be invoked when LoadProfileConfig is called.

code: typedef TMulticastDelegate_OneParam< void, [UCollisionProfile](API\Runtime\Engine\Engine\UCollisionProfile) * > FOnLoadProfileConfig


description: Accessor and initializer

code: static [UCollisionProfile](API\Runtime\Engine\Engine\UCollisionProfile) * Get()


description: Get the channel and response params from the specified profile

code: static bool GetChannelAndResponseParams ( [FName](API\Runtime\Core\UObject\FName) ProfileName, ECollisionChannel & CollisionChannel, [FCollisionResponseParams](API\Runtime\Engine\FCollisionResponseParams) & ResponseParams )


description: Accessor for UI customization

code: int32 GetNumOfProfiles() const


description: Accessor for UI customization

code: const [FCollisionResponseTemplate](API\Runtime\Engine\Engine\FCollisionResponseTemplate) * GetProfileByIndex ( int32 Index ) const


description: EndUObjectinterface Fill up the array with the profile names

code: static void GetProfileNames ( [TArray](API\Runtime\Core\Containers\TArray)< [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FName](API\Runtime\Core\UObject\FName) >> & OutNameList )


description: Fill up the loaded config of the profile name to the BodyInstance

code: bool GetProfileTemplate ( [FName](API\Runtime\Core\UObject\FName) ProfileName, struct [FCollisionResponseTemplate](API\Runtime\Engine\Engine\FCollisionResponseTemplate) & ProfileData ) const


description: It loads profile redirect data

code: void LoadProfileConfig ( bool bForceInit )


description: Check if this profile name has been redirected

code: const [FName](API\Runtime\Core\UObject\FName) * LookForProfileRedirect ( [FName](API\Runtime\Core\UObject\FName) ProfileName ) const


description: Default property name for no collision - this is very popular

code: static const [FName](API\Runtime\Core\UObject\FName) NoCollision_ProfileName = FName(TEXT("NoCollision"));


code: static const [FName](API\Runtime\Core\UObject\FName) Pawn_ProfileName = FName(TEXT("Pawn"));


code: static const [FName](API\Runtime\Core\UObject\FName) PhysicsActor_ProfileName = FName(TEXT("PhysicsActor"));


description: UObjectinterface

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


description: BeginUObjectinterface

code: virtual void PostReloadConfig ( class [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * PropertyThatWasLoaded )


code: bool ReadConfig ( [FName](API\Runtime\Core\UObject\FName) ProfileName, struct [FBodyInstance](API\Runtime\Engine\PhysicsEngine\FBodyInstance) & BodyInstance ) const


code: [FName](API\Runtime\Core\UObject\FName) ReturnChannelNameFromContainerIndex ( int32 ContainerIndex ) const


description: Return index of Container index from DisplayName and vice versa this is misnamed now since I changed to update name if the name changed

code: int32 ReturnContainerIndexFromChannelName ( [FName](API\Runtime\Core\UObject\FName) & InOutDisplayName ) const


code: static const [FName](API\Runtime\Core\UObject\FName) Vehicle_ProfileName = FName(TEXT("Vehicle"));


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


className: UCollisionProfile

description: Set up and modify collision settings.

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

OnLoadProfileConfig

type: FOnLoadProfileC...


code: virtual void BindDynamicDelegates ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * InInstance ) const


code: virtual void UnbindDynamicDelegatesForProperty ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * InInstance, const [FObjectProperty](API\Runtime\CoreUObject\UObject\FObjectProperty) * InObjectProperty ) const


code: virtual void UnbindDynamicDelegates ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * InInstance ) const


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


className: UComponentDelegateBinding

code: class UComponentDelegateBinding : public [UDynamicBlueprintBinding](API\Runtime\Engine\Engine\UDynamicBlueprintBinding)

ComponentDelegateBindings

type: TArray<FBluepr...


description: Support for runtime modification of parent tables, Be aware this can be slow and can cause hitches during gameplay

code: void AppendParentTables ( const [TArray](API\Runtime\Core\Containers\TArray)< [UCurveTable](API\Runtime\Engine\Engine\UCurveTable) * > & NewTables )


description: Empty the table info (will not clear RowCurve)

code: virtual void EmptyTable()


description: Searches the parent tables to see if there are any loops. Returns a pointer to the first table found that depends on itself if a loop exists. Returns nullptr if no loops are found.

code: const [UCompositeCurveTable](API\Runtime\Engine\Engine\UCompositeCurveTable) * FindLoops ( [TArray](API\Runtime\Core\Containers\TArray)< const [UCompositeCurveTable](API\Runtime\Engine\Engine\UCompositeCurveTable) * > AlreadySeenTables ) const


description: Called during cooking. Must return all objects that will be Preload()ed when this is serialized at load time. Only used by the EDL.

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


code: void OnParentTablesUpdated ( [EPropertyChangeType::Type](API\Runtime\CoreUObject\UObject\Type) ChangeType )


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

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


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

code: virtual void PostEditUndo()


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

code: virtual void PostLoad()


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

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


code: void UpdateCachedRowMap ( bool bWarnOnInvalidChildren )


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


className: UCompositeCurveTable

description: Curve table composed of a stack of other curve tables.

code: class UCompositeCurveTable : public [UCurveTable](API\Runtime\Engine\Engine\UCurveTable)

bIsLoading

type: uint8:  1

description: True if this asset is currently being loaded; false otherwise

bUpdatingParentTables

description: True if we're already in the middle of updating parent tables for this asset

OldParentTables

type: TArray<TObject...

description: Temporary copy used to detect changes so we can update delegates correctly on removal

ParentTables

description: Parent tables Tables with higher indices override data in tables with lower indices


description: Copies RowData into table. That is: create Row if not found and copy data into the RowMap based on RowData. This is a "copy in" operation, so changing the passed in RowData after the fact does nothing.

code: virtual void AddRow ( [FName](API\Runtime\Core\UObject\FName) RowName, const [FTableRowBase](API\Runtime\Engine\Engine\FTableRowBase) & RowData )


description: Support for runtime modification of parent tables Be aware this can be slow and can cause hitches during gameplay

code: void AppendParentTables ( const [TArray](API\Runtime\Core\Containers\TArray)< [UDataTable](API\Runtime\Engine\Engine\UDataTable) * > & NewTables )


description: Empties the table if bClearParentTables is false then the row map will be cleared but the parent table array won't be changed

code: void EmptyCompositeTable ( bool bClearParentTables )


description: Table management overrides. Composite data tables don't currently add or remove rows.


code: virtual void CleanBeforeStructChange()


code: const [UCompositeDataTable](API\Runtime\Engine\Engine\UCompositeDataTable) * FindLoops ( [TArray](API\Runtime\Core\Containers\TArray)< const [UCompositeDataTable](API\Runtime\Engine\Engine\UCompositeDataTable) * > AlreadySeenTables ) const


className: ERowState

code: enum ERowState { Inherited, Overridden, New, Invalid, }


code: [ERowState](API\Runtime\Engine\Engine\UCompositeDataTable\ERowState) GetRowState ( [FName](API\Runtime\Core\UObject\FName) RowName ) const


description: Removes a single row from the DataTable by name. Just returns if row is not found.

code: virtual void RemoveRow ( [FName](API\Runtime\Core\UObject\FName) RowName )


code: virtual void RestoreAfterStructChange()


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


className: UCompositeDataTable

description: Data table composed of a stack of other data tables.

code: class UCompositeDataTable : public [UDataTable](API\Runtime\Engine\Engine\UDataTable)

bShouldNotClearParentTablesOnEmpty

description: If this is true then the parent table array will not be cleared when EmptyTable is called

RowSourceMap

type: TMap<FName,ER...


description: Appends the specified text to the string of typed text

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


description: Virtual function to allow subclasses ofUConsoleto add additional commands

code: virtual void AugmentRuntimeAutoCompleteList ( [TArray](API\Runtime\Core\Containers\TArray)< [FAutoCompleteCommand](API\Runtime\EngineSettings\FAutoCompleteCommand) > & List )


description: Perform actions on transition to the Open state

code: virtual void BeginState_Open ( [FName](API\Runtime\Core\UObject\FName) PreviousStateName )


description: Perform actions on transition to Typing state

code: virtual void BeginState_Typing ( [FName](API\Runtime\Core\UObject\FName) PreviousStateName )


description: Clears the console output buffer.

code: virtual void ClearOutput()


description: Build the list of auto complete console commands

code: virtual void BuildRuntimeAutoCompleteList ( bool bForce )


code: virtual bool ConsoleActive() const


description: Executes a console command.

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


description: Perform actions on transition from Open state

code: virtual void EndState_Open ( [FName](API\Runtime\Core\UObject\FName) NextStateName )


description: Perform actions on transition from Typing state

code: virtual void EndState_Typing ( [FName](API\Runtime\Core\UObject\FName) NextStateName )


description: Controls state transitions for the console

code: virtual void FakeGotoState ( [FName](API\Runtime\Core\UObject\FName) NextStateName )


description: Clears out all pressed keys from the player's input object.

code: virtual void FlushPlayerInput()


className: FOnConsoleActivationStateChanged

description: Deletate for when the console is activated or deactivated

code: typedef TMulticastDelegate_OneParam< void, bool > FOnConsoleActivationStateChanged


className: FRegisterConsoleAutoCompleteEntries

description: Delegate for registering hot-reloaded classes that have been added

code: typedef TMulticastDelegate_OneParam< void, [TArray](API\Runtime\Core\Containers\TArray)< [FAutoCompleteCommand](API\Runtime\EngineSettings\FAutoCompleteCommand) > & > FRegisterConsoleAutoCompleteEntries


description: Deprecated* This version of InputAxis has been deprecated. Please use the version that takes anFInputDeviceIdinstead

code: virtual bool InputAxis ( int32 ControllerId, [FKey](API\Runtime\InputCore\FKey) Key, float Delta, float DeltaTime, int32 NumSamples, bool bGamepad )


code: virtual bool InputAxis ( [FInputDeviceId](API\Runtime\Core\Misc\FInputDeviceId) DevideId, [FKey](API\Runtime\InputCore\FKey) Key, float Delta, float DeltaTime, int32 NumSamples, bool bGamepad )


description: Deprecated* This version of InputChar has been deprecated. Please use the version that takes anFInputDeviceIdinstead

code: virtual bool InputChar ( int32 ControllerId, const [FString](API\Runtime\Core\Containers\FString) & Unicode )


code: virtual bool InputChar ( [FInputDeviceId](API\Runtime\Core\Misc\FInputDeviceId) DeviceId, const [FString](API\Runtime\Core\Containers\FString) & Unicode )


description: This state is used when the console is open.

code: virtual bool InputChar_Open ( int32 ControllerId, const [FString](API\Runtime\Core\Containers\FString) & Unicode )


code: virtual bool InputChar_Open ( [FInputDeviceId](API\Runtime\Core\Misc\FInputDeviceId) DeviceId, const [FString](API\Runtime\Core\Containers\FString) & Unicode )


description:
Process a character input event (typing) routed through unrealscript from another object. This method is assigned as the value for the OnReceivedNativeInputKey delegate so that native input events are routed to this unrealscript function.
True to consume the character, false to pass it on.

code: virtual bool InputChar_Typing ( int32 ControllerId, const [FString](API\Runtime\Core\Containers\FString) & Unicode )


code: virtual bool InputChar_Typing ( [FInputDeviceId](API\Runtime\Core\Misc\FInputDeviceId) DeviceId, const [FString](API\Runtime\Core\Containers\FString) & Unicode )


description: Deprecated* This version of InputKey has been deprecated. Please use the version that takes anFInputDeviceIdinstead

code: virtual bool InputKey ( int32 ControllerId, [FKey](API\Runtime\InputCore\FKey) Key, EInputEvent Event, float AmountDepressed, bool bGamepad )


code: virtual bool InputKey ( [FInputDeviceId](API\Runtime\Core\Misc\FInputDeviceId) DeviceId, [FKey](API\Runtime\InputCore\FKey) Key, EInputEvent Event, float AmountDepressed, bool bGamepad )


description:
Process an input key event routed through unrealscript from another object. This method is assigned as the value for the OnReceivedNativeInputKey delegate so that native input events are routed to this unrealscript function.
true to consume the key event, false to pass it on.

code: virtual bool InputKey_Open ( int32 ControllerId, [FKey](API\Runtime\InputCore\FKey) Key, EInputEvent Event, float AmountDepressed, bool bGamepad )


code: virtual bool InputKey_Open ( [FInputDeviceId](API\Runtime\Core\Misc\FInputDeviceId) DeviceId, [FKey](API\Runtime\InputCore\FKey) Key, EInputEvent Event, float AmountDepressed, bool bGamepad )


description: Deprecated* This version of InputTouch has been deprecated. Please use the version that takes anFInputDeviceIdinstead

code: virtual bool InputTouch ( int32 ControllerId, uint32 Handle, [ETouchType::Type](API\Runtime\InputCore\ETouchType__Type) Type, const FVector2D & TouchLocation, float Force, [FDateTime](API\Runtime\Core\Misc\FDateTime) DeviceTimestamp, uint32 TouchpadIndex )


code: virtual bool InputTouch ( [FInputDeviceId](API\Runtime\Core\Misc\FInputDeviceId) DevideId, uint32 Handle, [ETouchType::Type](API\Runtime\InputCore\ETouchType__Type) Type, const FVector2D & TouchLocation, float Force, [FDateTime](API\Runtime\Core\Misc\FDateTime) DeviceTimestamp, uint32 TouchpadIndex )


description: Max number of command history entries

code: static const int32 MAX_HISTORY_ENTRIES = 50;


description: Prints a (potentially multi-line)FStringof text to the console. The text is split into separate lines and passed to OutputTextLine.

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


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

code: virtual void PostInitProperties()


description: Render to the canvas based on the console state

code: virtual void PostRender_Console ( class [UCanvas](API\Runtime\Engine\Engine\UCanvas) * Canvas )


description: Perform rendering of the console on the canvas

code: virtual void PostRender_Console_Open ( class [UCanvas](API\Runtime\Engine\Engine\UCanvas) * Canvas )


code: virtual void PostRender_Console_Typing ( class [UCanvas](API\Runtime\Engine\Engine\UCanvas) * Canvas )


description: Looks for Control key presses and the copy/paste combination that apply to both the console bar and the full open console

code: virtual bool ProcessControlKey ( [FKey](API\Runtime\InputCore\FKey) Key, EInputEvent Event )


description: Looks for Shift key presses

code: virtual bool ProcessShiftKey ( [FKey](API\Runtime\InputCore\FKey) Key, EInputEvent Event )


className: RegisterConsoleAutoCompleteEntries


description: Set cursor position for typing text

code: virtual void SetCursorPos ( int32 Position )


description: Set the input to text

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


description: Opens the typing bar with text already entered.

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


description: Update the auto complete indices from the typed string

code: virtual void UpdateCompleteIndices()


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


description: Always tick the control channel for now.

code: virtual bool CanStopTicking() const


className: UConsole

description: A basic command line console that accepts most commands.

code: class UConsole : public [UObject](API\Runtime\CoreUObject\UObject\UObject), public [FOutputDevice](API\Runtime\Core\Misc\FOutputDevice)

AutoComplete

type: TArray<FAutoCo...

description: Current list of matching commands for auto-complete,

AutoCompleteCursor

description: -1: auto complete cursor is not visible, >=0

AutoCompleteIndex

description: Currently selected auto complete index

AutoCompleteList

description: Full list of auto-complete commands and info

AutoCompleteTree

type: FAutoCompleteNo...

bAutoCompleteLocked

description: Is the current auto-complete selection locked

bCaptureKeyInput

description: Indicates that InputChar events should be captured to prevent them from being passed on to other interactions.

bCtrl

description: True while a control key is pressed.

bIsRuntimeAutoCompleteUpToDate

description: Do we need to rebuild auto complete?

bShift

description: True while a shift key is pressed.

ConsoleState

description: NAME_Typing, NAME_Open or NAME_None.

ConsoleTargetPlayer

type: TObjectPtr< cla...

description: The player which the next console command should be executed in the context of.

HistoryBuffer

description: Holds the history buffer, order is old to new

LastAutoCompletedCommand

type: FString

description: The most recent input that was autocompleted during this open console session.

PrecompletedInputLine

description: The command the user would get if they autocompleted their current input.

SBHead

description: Where in the scrollback buffer are we

Scrollback

description: Holds the scrollback buffer

TypedStr

description: The command the user is currently typing.


description:
Inspects the packet for endianess information. Validates this information against what the client sent. If anything seems wrong, the connection is closed
true if the packet is good, false otherwise (closes socket)

code: bool CheckEndianess ( [FInBunch](API\Runtime\Engine\Net\FInBunch) & Bunch )


description: Describe the text channel.


description: UChannelinterface. Initialize this channel for the given connection and index.

code: virtual void Init ( [UNetConnection](API\Runtime\Engine\Engine\UNetConnection) * InConnection, int32 InChIndex, EChannelCreateFlags CreateFlags )


description: Maximum size of additional buffer if this is exceeded as well, we kill the connection.  FIXME temporarily huge until we figure out how to handle 1 asset/package implication on packagemap

code: enum { MAX_QUEUED_CONTROL_MESSAGES = 32768 }


description: Adds the given bunch to the QueuedMessages list. Closes the connection if MAX_QUEUED_CONTROL_MESSAGES is exceeded

code: void QueueMessage ( const [FOutBunch](API\Runtime\Engine\Net\FOutBunch) * Bunch )


description: Handle an incoming bunch.

code: virtual void ReceivedBunch ( [FInBunch](API\Runtime\Engine\Net\FInBunch) & Bunch )


description: Handle receiving a destruction message for an actor outside of an actor channel.

code: void ReceiveDestructionInfo ( [FInBunch](API\Runtime\Engine\Net\FInBunch) & Bunch )


description: Send a bunch if it's not overflowed, and queue it if it's reliable.

code: virtual [FPacketIdRange](API\Runtime\CoreUObject\UObject\FPacketIdRange) SendBunch ( [FOutBunch](API\Runtime\Engine\Net\FOutBunch) * Bunch, bool Merge )


description: Sends a message to destroy a specific actor without creating an actor channel.

code: int64 SendDestructionInfo ( [FActorDestructionInfo](API\Runtime\Engine\Engine\FActorDestructionInfo) * DestructionInfo )


description: Handle time passing on this channel.

code: virtual void Tick()


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


description: Default constructor


className: UControlChannel

description: A channel for exchanging connection control messages.

code: class UControlChannel : public [UChannel](API\Runtime\Engine\Engine\UChannel)

bNeedsEndianInspection

type: bool

description: Used to interrogate the first packet received to determine endianess of the sending client

QueuedMessages

type: TArray<FQueued...

description: Provides an extra buffer beyond RELIABLE_BUFFER for control channel messages as we must be able to guarantee delivery for them because they include package map updates and other info critical to client/server synchronization


code: [FRichCurve](API\Runtime\Engine\Curves\FRichCurve) & AddRichCurve ( [FName](API\Runtime\Core\UObject\FName) RowName )


code: [FSimpleCurve](API\Runtime\Engine\Curves\FSimpleCurve) & AddSimpleCurve ( [FName](API\Runtime\Core\UObject\FName) RowName )


description:
Create table from CSV style comma-separated string. RowCurve must be defined before calling this function.
Set of problems encountered while processing input

code: [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > CreateTableFromCSVString ( const [FString](API\Runtime\Core\Containers\FString) & InString, ERichCurveInterpMode InterpMode )


description:
Create table from JSON string. RowCurve must be defined before calling this function.
Set of problems encountered while processing input

code: [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > CreateTableFromJSONString ( const [FString](API\Runtime\Core\Containers\FString) & InString, ERichCurveInterpMode InterpMode )


description:
Create table from another Curve Table
Set of problems encountered while processing input

code: [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > CreateTableFromOtherTable ( const [UCurveTable](API\Runtime\Engine\Engine\UCurveTable) * InTable )


description: Remove a curve row from the table. Note the associated curve will be deleted.

code: void DeleteRow ( [FName](API\Runtime\Core\UObject\FName) & CurveName )


description: Empty the table info (will not clear RowCurve)

code: virtual void EmptyTable()


description: Function to find the row of a table given its name.

code: [FRealCurve](API\Runtime\Engine\Curves\FRealCurve) * FindCurve ( [FName](API\Runtime\Core\UObject\FName) RowName, const [FString](API\Runtime\Core\Containers\FString) & ContextString, bool bWarnIfNotFound ) const


description: High performance version with no type safety

code: [FRealCurve](API\Runtime\Engine\Curves\FRealCurve) * FindCurveUnchecked ( [FName](API\Runtime\Core\UObject\FName) RowName ) const


code: [FRichCurve](API\Runtime\Engine\Curves\FRichCurve) * FindRichCurve ( [FName](API\Runtime\Core\UObject\FName) RowName, const [FString](API\Runtime\Core\Containers\FString) & ContextString, bool bWarnIfNotFound ) const


code: [FSimpleCurve](API\Runtime\Engine\Curves\FSimpleCurve) * FindSimpleCurve ( [FName](API\Runtime\Core\UObject\FName) RowName, const [FString](API\Runtime\Core\Containers\FString) & ContextString, bool bWarnIfNotFound ) const


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

code: virtual void FinishDestroy()


className: FOnCurveTableChanged

code: typedef TMulticastDelegate_NoParams< void > FOnCurveTableChanged


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

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


description: Returns set of curves to edit. Must not release the curves while being edited.

code: virtual [TArray](API\Runtime\Core\Containers\TArray)< FRichCurveEditInfoConst > GetCurves() const


description: Returns set of curves to query. Must not release the curves while being edited.

code: virtual [TArray](API\Runtime\Core\Containers\TArray)< FRichCurveEditInfo > GetCurves()


code: static FCriticalSection & GetCurveTableChangeCriticalSection()


code: static int32 GetGlobalCachedCurveID()


description: Returns the owner(s) of the curve

code: virtual [TArray](API\Runtime\Core\Containers\TArray)< const [UObject](API\Runtime\CoreUObject\UObject\UObject) * > GetOwners() const


code: const [TMap](API\Runtime\Core\Containers\TMap)< [FName](API\Runtime\Core\UObject\FName), [FRichCurve](API\Runtime\Engine\Curves\FRichCurve) * > & GetRichCurveRowMap() const


code: const [TMap](API\Runtime\Core\Containers\TMap)< [FName](API\Runtime\Core\UObject\FName), [FRichCurve](API\Runtime\Engine\Curves\FRichCurve) * > & GetRichCurveRowMap()


code: const [TMap](API\Runtime\Core\Containers\TMap)< [FName](API\Runtime\Core\UObject\FName), [FRealCurve](API\Runtime\Engine\Curves\FRealCurve) * > & GetRowMap() const


code: const [TMap](API\Runtime\Core\Containers\TMap)< [FName](API\Runtime\Core\UObject\FName), [FRealCurve](API\Runtime\Engine\Curves\FRealCurve) * > & GetRowMap()


code: const [TMap](API\Runtime\Core\Containers\TMap)< [FName](API\Runtime\Core\UObject\FName), [FSimpleCurve](API\Runtime\Engine\Curves\FSimpleCurve) * > & GetSimpleCurveRowMap() const


code: const [TMap](API\Runtime\Core\Containers\TMap)< [FName](API\Runtime\Core\UObject\FName), [FSimpleCurve](API\Runtime\Engine\Curves\FSimpleCurve) * > & GetSimpleCurveRowMap()


description: Output entire contents of table as CSV


description: Output entire contents of table as JSON


description: Output entire contents of table as a string


className: GlobalCachedCurveID

code: static int32 GlobalCachedCurveID = 1;


description: Whether the curves returned by GetCurves are rich or simple curves

code: virtual bool HasRichCurves() const


code: static void InvalidateAllCachedCurves()


description: Validates that a previously retrieved curve is still valid for editing.

code: virtual bool IsValidCurve ( FRichCurveEditInfo CurveInfo )


description: Called to make curve owner transactional

code: virtual void MakeTransactional()


description: Util that removes invalid chars and then make anFNameUtil that removes invalid chars and then make anFNameA valid name from InString

code: static [FName](API\Runtime\Core\UObject\FName) MakeValidName ( const [FString](API\Runtime\Core\Containers\FString) & InString )


description: Called to modify the owner of the curve

code: virtual void ModifyOwner()


description: Called when any of the curves have been changed

code: virtual void OnCurveChanged ( const [TArray](API\Runtime\Core\Containers\TArray)< FRichCurveEditInfo > & ChangedCurveEditInfos )


description: Gets a multicast delegate that is called any time the curve table changes.


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

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


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

code: virtual void PostInitProperties()


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

code: virtual void PostLoad()


description: Removes a single row from the CurveTable by name. Just returns if row is not found.

code: virtual void RemoveRow ( [FName](API\Runtime\Core\UObject\FName) RowName )


description: Move the curve to anotherFNamein the table

code: void RenameRow ( [FName](API\Runtime\Core\UObject\FName) & CurveName, [FName](API\Runtime\Core\UObject\FName) & NewCurveName )


description: Called during package reload to repoint a curve interface asset

code: virtual bool RepointCurveOwner ( const [FPackageReloadedEvent](API\Runtime\CoreUObject\UObject\FPackageReloadedEvent) & InPackageReloadedEvent, [FCurveOwnerInterface](API\Runtime\Engine\Curves\FCurveOwnerInterface) *& OutNewCurveOwner ) const


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

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


description: Output entire contents of table as JSON. bAsArray true will write is as a JSON array, false will write it as a series of named objects

code: template<typename CharType> bool WriteTableAsJSON ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< TJsonWriter< CharType, TPrettyJsonPrintPolicy< CharType > > > & JsonWriter, bool bAsArray ) const


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


className: UCurveTable

description: Imported spreadsheet table as curves.

code: class UCurveTable : public [UObject](API\Runtime\CoreUObject\UObject\UObject), public [FCurveOwnerInterface](API\Runtime\Engine\Curves\FCurveOwnerInterface)

CurveTableMode

type: ECurveTableMode

RowMap

type: TMap<FName,FR...

description: Map of name of row to row data structure.


code: virtual void Serialize ( [FStructuredArchiveRecord](API\Runtime\Core\Serialization\FStructuredArchiveRecord) Record )


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


className: UDataAsset

description: Create a simple asset that stores data related to a particular system in an instance of this class. Assets can be made in the Content Browser using any native class that inherits from this. If you want data inheritance or a complicated hierarchy, Data Only Blueprint Classes should be created instead.

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


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


description: Copies RowData into table. That is: create Row if not found and copy data into the RowMap based on RowData. This is a "copy in" operation, so changing the passed in RowData after the fact does nothing.

code: virtual void AddRow ( [FName](API\Runtime\Core\UObject\FName) RowName, const [FTableRowBase](API\Runtime\Engine\Engine\FTableRowBase) & RowData )


description: Called to add rows to the data table

code: virtual void AddRowInternal ( [FName](API\Runtime\Core\UObject\FName) RowName, uint8 * RowDataPtr )


description: Returns true if it is valid to import multiple table rows with the same name; returns false otherwise

code: virtual bool AllowDuplicateRowsOnImport() const


code: virtual void CleanBeforeStructChange()


description: Copies all the import options from another table, this does not copy row dawta

code: bool CopyImportOptions ( [UDataTable](API\Runtime\Engine\Engine\UDataTable) * SourceTable )


description:
Create table from CSV style comma-separated string. RowStruct must be defined before calling this function.
Set of problems encountered while processing input

code: [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > CreateTableFromCSVString ( const [FString](API\Runtime\Core\Containers\FString) & InString )


description:
Create table from JSON style string. RowStruct must be defined before calling this function.
Set of problems encountered while processing input

code: [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > CreateTableFromJSONString ( const [FString](API\Runtime\Core\Containers\FString) & InString )


description:
Create table from another Data Table
Set of problems encountered while processing input

code: [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > CreateTableFromOtherTable ( const [UDataTable](API\Runtime\Engine\Engine\UDataTable) * InTable )


description:
Create table from a raw data map with a given script struct
Set of problems encountered while processing input

code: [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > CreateTableFromRawData ( [TMap](API\Runtime\Core\Containers\TMap)< [FName](API\Runtime\Core\UObject\FName), const uint8 * > & DataMap, [UScriptStruct](API\Runtime\CoreUObject\UObject\UScriptStruct) * InRowStruct )


description: Empty the table info (will not clear RowStruct)

code: virtual void EmptyTable()


description: Function to find the row of a table given its name.

code: template<class T> T * FindRow ( [FName](API\Runtime\Core\UObject\FName) RowName, const TCHAR * ContextString, bool bWarnIfRowMissing ) const


code: template<class T> T * FindRow ( [FName](API\Runtime\Core\UObject\FName) RowName, const [FString](API\Runtime\Core\Containers\FString) & ContextString, bool bWarnIfRowMissing ) const


description: High performance version with no type safety

code: uint8 * FindRowUnchecked ( [FName](API\Runtime\Core\UObject\FName) RowName ) const


description: Returns the column property where PropertyName matches the name of the column property. Returns NULL if no match is found or the match is not a supported table property

code: [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * FindTableProperty ( const [FName](API\Runtime\Core\UObject\FName) & PropertyName ) const


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

code: virtual void FinishDestroy()


className: FOnDataTableChanged

code: typedef TMulticastDelegate_NoParams< void > FOnDataTableChanged


className: FOnDataTableImport

code: typedef TMulticastDelegate_NoParams< void > FOnDataTableImport


description: Perform some operation for every row.

code: template<class T> void ForeachRow ( const TCHAR * ContextString, [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< void(const [FName](API\Runtime\Core\UObject\FName) &Key, const T &Value)> Predicate ) const


code: template<class T> void ForeachRow ( const [FString](API\Runtime\Core\Containers\FString) & ContextString, [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< void(const [FName](API\Runtime\Core\UObject\FName) &Key, const T &Value)> Predicate ) const


className: CriticalSection

code: static CriticalSection;


code: FScopedDataTableChange &40; UDataTable &42; InTable &41;


className: FScopedDataTableChange

description: Used to trigger the data table changed delegate. This allows us to trigger the delegate only once from more complex changes

code: struct FScopedDataTableChange


description: Get all of the rows in the table, regardless of name

code: template<class T> void GetAllRows ( const TCHAR * ContextString, [TArray](API\Runtime\Core\Containers\TArray)< T * > & OutRowArray ) const


code: template<class T> void GetAllRows ( const [FString](API\Runtime\Core\Containers\FString) & ContextString, [TArray](API\Runtime\Core\Containers\TArray)< T * > & OutRowArray ) const


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

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


description: Get an array of all the column titles, using the friendly display name from the property

code: [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > GetColumnTitles() const


code: [UScriptStruct](API\Runtime\CoreUObject\UObject\UScriptStruct) & GetEmptyUsingStruct() const


description: TODO: remove this, it is temporarily here to allow DataTableEditorUtils to compile until I get around to updating functions like RemoveRow and RenameRow.

code: virtual [TMap](API\Runtime\Core\Containers\TMap)< [FName](API\Runtime\Core\UObject\FName), uint8 * > & GetNonConstRowMap()


description: Called during cooking. Must return all objects that will be Preload()ed when this is serialized at load time. Only used by the EDL.

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


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

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


code: virtual const [TMap](API\Runtime\Core\Containers\TMap)< [FName](API\Runtime\Core\UObject\FName), uint8 * > & GetRowMap() const


code: virtual const [TMap](API\Runtime\Core\Containers\TMap)< [FName](API\Runtime\Core\UObject\FName), uint8 * > & GetRowMap()


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


description: Deprecated* Class names are now represented by path names. Please use GetRowStructPathName.


code: const [UScriptStruct](API\Runtime\CoreUObject\UObject\UScriptStruct) * GetRowStruct() const


description: Output entire contents of table as CSV

code: [FString](API\Runtime\Core\Containers\FString) GetTableAsCSV ( const EDataTableExportFlags InDTExportFlags ) const


description: Output entire contents of table as JSON

code: [FString](API\Runtime\Core\Containers\FString) GetTableAsJSON ( const EDataTableExportFlags InDTExportFlags ) const


description: Output entire contents of table as a string

code: [FString](API\Runtime\Core\Containers\FString) GetTableAsString ( const EDataTableExportFlags InDTExportFlags ) const


description: Get array for each row in the table. The first row is the titles

code: [TArray](API\Runtime\Core\Containers\TArray)< [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > > GetTableData ( const EDataTableExportFlags InDTExportFlags ) const


description: Get array of UProperties that corresponds to columns in the table

code: [TArray](API\Runtime\Core\Containers\TArray)< [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * > GetTablePropertyArray ( const [TArray](API\Runtime\Core\Containers\TArray)< const TCHAR * > & Cells, [UStruct](API\Runtime\CoreUObject\UObject\UStruct) * RowStruct, [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & OutProblems, int32 KeyColumn )


description: Get an array of all the column titles, using the unique name from the property

code: [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > GetUniqueColumnTitles() const


description: Call whenever the data of a table has changed, this calls theOnDataTableChanged()delegate and per-row callbacks. If ChangedRowName is not none, only that row was changed, otherwise assume all rows have changed

code: void HandleDataTableChanged ( [FName](API\Runtime\Core\UObject\FName) ChangedRowName )


code: void LoadStructData ( [FStructuredArchiveSlot](API\Runtime\Core\Serialization\FStructuredArchiveSlot) Slot )


description:
Called during saving to determine the load flags to save with the object. If false, this object will be discarded on clients
true if this object should be loaded on clients

code: virtual bool NeedsLoadForClient() const


description:
Called during saving to include this object in client/servers running in editor builds, even if they wouldn't normally be. If false, this object will still get loaded if NeedsLoadForServer/Client are true
true if this object should always be loaded for games running in editor builds

code: virtual bool NeedsLoadForEditorGame() const


description: Gets a multicast delegate that is called any time the data table changes.


description: Called whenever new data is imported into the data table via CreateTableFrom*; Alerts each imported row and gives the row struct a chance to operate on the imported data

code: void OnPostDataImported ( [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & OutCollectedImportProblems )


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

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


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

code: virtual void PostInitProperties()


description:
Performs fixup on loaded asset registry data. This function is called from inside the AssetRegistry CriticalSection. DO NOT CALL ASSETREGISTRY FUNCTIONS FROM THIS FUNCTION, IT WILL DEADLOCK. Note that this function is only called on Class Default Objects where the actual object instance data used to generate the asset data is not available.
Pointer to new asset data after fixup or nullptr if no fixup was required

code: virtual void PostLoadAssetRegistryTags ( const [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) & InAssetData, [TArray](API\Runtime\Core\Containers\TArray)< [FAssetRegistryTag](API\Runtime\CoreUObject\UObject\UObject\FAssetRegistryTag) > & OutTagsAndValuesToUpdate ) const


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

code: virtual void PostLoad()


description: Removes a single row from the DataTable by name. Just returns if row is not found.

code: virtual void RemoveRow ( [FName](API\Runtime\Core\UObject\FName) RowName )


description: Deletes the row memory

code: virtual void RemoveRowInternal ( [FName](API\Runtime\Core\UObject\FName) RowName )


code: virtual void RestoreAfterStructChange()


code: void SaveStructData ( [FStructuredArchiveSlot](API\Runtime\Core\Serialization\FStructuredArchiveSlot) Slot )


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

code: virtual void Serialize ( [FStructuredArchiveRecord](API\Runtime\Core\Serialization\FStructuredArchiveRecord) Record )


description: Output the fields from a particular row (use RowMap to get RowData) to an existing JsonWriter

code: template<typename CharType> bool WriteRowAsJSON ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< TJsonWriter< CharType, TPrettyJsonPrintPolicy< CharType > > > & JsonWriter, const void * RowData, const EDataTableExportFlags InDTExportFlags ) const


description: Output entire contents of table as JSON

code: template<typename CharType> bool WriteTableAsJSON ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< TJsonWriter< CharType, TPrettyJsonPrintPolicy< CharType > > > & JsonWriter, const EDataTableExportFlags InDTExportFlags ) const


description: Output entire contents of table as a JSON Object

code: template<typename CharType> bool WriteTableAsJSONObject ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< TJsonWriter< CharType, TPrettyJsonPrintPolicy< CharType > > > & JsonWriter, const EDataTableExportFlags InDTExportFlags ) const


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


className: UDataTable

description: Imported spreadsheet table.

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

AssetImportData

description: The file this data table was imported from, may be empty

bIgnoreExtraFields

description: Set to true to ignore extra fields in the import data, if false it will warn about them

bIgnoreMissingFields

description: Set to true to ignore any fields that are expected but missing, if false it will warn about them

bStripFromClientBuilds

description: Set to true to not cook this data table into client builds.

FDataTableEditorUtils

type: friend

ImportKeyField

description: Explicit field in import data to use as key.

type: TMap<FName, ui...

description: Map of name of row to row data structure.

RowsSerializedWithTags

type: TArray< uint8 >

description: When RowStruct is being modified, row data is stored serialized with tags

RowStruct

type: TObjectPtr<USc...

description: Structure to use for each row of the table, must inherit fromFTableRowBase

RowStructPathName

type: FTopLevelAssetP...

description: The name of the RowStruct we were using when we were last saved

TemporarilyReferencedObjects

type: TSet<TObjectPt...


code: static [UDebugCameraControllerSettings](API\Runtime\Engine\Engine\UDebugCameraControllerSettings) * Get()


code: [TArray](API\Runtime\Core\Containers\TArray)< EViewModeIndex > GetCycleViewModes()


description: UObjectinterface


className: UDebugCameraControllerSettings

description: Default debug camera controller settings.

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

CycleViewModes

type: TArray<FDebugC...


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


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

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


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

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


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

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


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

code: virtual void FlushNet ( bool bIgnoreSimulation )


description: The DemoRecording driver object


code: [TMap](API\Runtime\Core\Containers\TMap)< [FNetworkGUID](API\Runtime\Core\Misc\FNetworkGUID), [UActorChannel](API\Runtime\Engine\Engine\UActorChannel) * > & GetOpenChannelMap()


description: The DemoRecording driver object

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


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

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


description: Handle the player controller client

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


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

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


description: Initialize this connection instancetoa remote source

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


description: Initialize this connection instancefroma remote source

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


description: Return whether this channel is ready for sending.

code: virtual int32 IsNetReady ( bool Saturate )


description: the description of connection


description: the remote machine address

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


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

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


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


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

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


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


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


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

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


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


className: UDemoNetConnection

description: Simulated network connection for recording and playing back game sessions.

code: class UDemoNetConnection : public [UNetConnection](API\Runtime\Engine\Engine\UNetConnection)


code: void AddEvent ( const [FString](API\Runtime\Core\Containers\FString) & Group, const [FString](API\Runtime\Core\Containers\FString) & Meta, const [TArray](API\Runtime\Core\Containers\TArray)< uint8 > & Data )


description: If a channel is associated with Actor, adds the channel's GUID to the list of GUIDs excluded from queuing bunches during scrubbing.

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


description: Adds the channel's GUID to the list of GUIDs excluded from queuing bunches during scrubbing.

code: void AddNonQueuedGUIDForScrubbing ( [FNetworkGUID](API\Runtime\Core\Misc\FNetworkGUID) InGUID )


code: void AddOrUpdateEvent ( const [FString](API\Runtime\Core\Containers\FString) & EventName, const [FString](API\Runtime\Core\Containers\FString) & Group, const [FString](API\Runtime\Core\Containers\FString) & Meta, const [TArray](API\Runtime\Core\Containers\TArray)< uint8 > & Data )


code: void AddReplayTask ( [FQueuedReplayTask](API\Runtime\Engine\Engine\FQueuedReplayTask) * NewTask )


description: Adds a join-in-progress user to the set of users associated with the currently recording replay (if any)

code: void AddUserToReplay ( const [FString](API\Runtime\Core\Containers\FString) & UserString )


description: Compares the values of replicated properties stored in State with the current values of the object replicators. Logs and returns true if there were any differences.

code: bool ComparePropertyState ( const FDemoSavedPropertyState & State ) const


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


description: Called when we are already recording but have traveled to a new map to start recording again

code: bool ContinueListen ( [FURL](API\Runtime\Engine\Engine\FURL) & ListenURL )


code: bool DemoReplicateActor ( [AActor](API\Runtime\Engine\GameFramework\AActor) * Actor, [UNetConnection](API\Runtime\Engine\Engine\UNetConnection) * Connection, bool bMustReplicate )


description:
Whether or not this NetDriver supports encryption. Does not signify that encryption is actually enabled, nor setup by thePacketHandler.
Whether or not this NetDriver supports encryption.

code: virtual bool DoesSupportEncryption() const


code: void EnumerateEvents ( const [FString](API\Runtime\Core\Containers\FString) & Group, const FEnumerateEventsCallback & Delegate )


description: In most cases, this is desirable over EnumerateEvents because it will explicitly use ActiveReplayName instead of letting the streamer decide.

code: void EnumerateEventsForActiveReplay ( const [FString](API\Runtime\Core\Containers\FString) & Group, const FEnumerateEventsCallback & Delegate )


code: void EnumerateEventsForActiveReplay ( const [FString](API\Runtime\Core\Containers\FString) & Group, const int32 UserIndex, const FEnumerateEventsCallback & Delegate )


code: void FinalizeFastForward ( const double StartTime )


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

code: virtual void FinishDestroy()


description: Game code API for updating server Actor Replication State

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


description: Gets the actively recording or playback replay (stream) name. Note, this will be empty when not recording or playing back.

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


description: Returns the actor that corresponds to InGUID, if one can be found.

code: virtual [AActor](API\Runtime\Engine\GameFramework\AActor) * GetActorForGUID ( [FNetworkGUID](API\Runtime\Core\Misc\FNetworkGUID) InGUID ) const


code: double GetCurrentLevelIndex() const


description: Current record/playback position in seconds

code: float GetDemoCurrentTime() const


code: uint32 GetDemoCurrentTimeInMS() const


description: Current record/playback frame number

code: int32 GetDemoFrameNum() const


description: the unique identifier for the lifetime of this object.

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


description: Total time of demo in seconds

code: float GetDemoTotalTime() const


code: FReplayExternalDataArray * GetExternalDataArrayForObject ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object )


description: Returns the existingFNetworkGUIDof InActor, if it has one.

code: virtual [FNetworkGUID](API\Runtime\Core\Misc\FNetworkGUID) GetGUIDForActor ( const [AActor](API\Runtime\Engine\GameFramework\AActor) * InActor ) const


code: double GetLastCheckpointTime() const


description: Simplified rating of replay frame fidelity as percentage of actors that were replicated. [0..1] where 0 means nothing was recorded this frame and 1 means full fidelity. This treats all actors equally. Assuming more important actors are prioritized higher, in general actual "fidelity" is expected to be higher than reported, which should be fine for detecting low-fidelity frame/intervals in replay file.


code: const [TArray](API\Runtime\Core\Containers\TArray)< [FLevelNameAndTime](API\Runtime\Engine\FLevelNameAndTime) > & GetLevelNameAndTimeList()


code: float GetMaxDesiredRecordTimeMS() const


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


description: Deprecated* Will be removed in favor of custom versions, use GetPlaybackReplayVersion instead

code: uint32 GetPlaybackDemoVersion() const


code: [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< class [INetworkReplayStreamer](API\Runtime\NetworkReplayStreaming\INetworkReplayStreamer) > GetReplayStreamer() const


description: Get the socket subsytem appropriate for this net driver

code: virtual [ISocketSubsystem](API\Runtime\Sockets\ISocketSubsystem) * GetSocketSubsystem()


code: [APlayerController](API\Runtime\Engine\GameFramework\APlayerController) * GetSpectatorController() const


description: Scrubs playback to the given time.

code: void GotoTimeInSeconds ( const float TimeInSeconds, const FOnGotoTimeDelegate & InOnGotoTimeDelegate )


description: Returns whether or not this replay was recorded / is playing with delta checkpoints.

code: bool HasDeltaCheckpoints() const


description: Returns whether or not this replay was recorded / is playing with the game specific per frame data feature.

code: bool HasGameSpecificFrameData() const


description: Returns whether or not this replay was recorded / is playing with Level Streaming fixes.

code: bool HasLevelStreamingFixes() const


description:
Common initialization between server and client connection setup
true if successful, false otherwise (check Error parameter)

code: virtual bool InitBase ( bool bInitAsClient, [FNetworkNotify](API\Runtime\Engine\Engine\FNetworkNotify) * InNotify, const [FURL](API\Runtime\Engine\Engine\FURL) & URL, bool bReuseAddressAndPort, [FString](API\Runtime\Core\Containers\FString) & Error )


description:
Initialize the net driver in client mode
true if successful, false otherwise (check Error parameter)

code: virtual bool InitConnect ( [FNetworkNotify](API\Runtime\Engine\Engine\FNetworkNotify) * InNotify, const [FURL](API\Runtime\Engine\Engine\FURL) & ConnectURL, [FString](API\Runtime\Core\Containers\FString) & Error )


description:
Initialize the network driver in server mode (listener)
true if successful, false otherwise (check Error parameter)

code: virtual bool InitListen ( [FNetworkNotify](API\Runtime\Engine\Engine\FNetworkNotify) * InNotify, [FURL](API\Runtime\Engine\Engine\FURL) & ListenURL, bool bReuseAddressAndPort, [FString](API\Runtime\Core\Containers\FString) & Error )


description: Initialize the list of destroyed net startup actors from the current World


description: Subclasses may override this to customize channel creation. Called by GetOrCreateChannel if the pool is exhausted and a new channel must be allocated.

code: virtual [UChannel](API\Runtime\Engine\Engine\UChannel) * InternalCreateChannelByName ( const [FName](API\Runtime\Core\UObject\FName) & ChName )


description:
Returns true if this net driver is valid for the current configuration. Safe to call on a CDO if necessary
true if available, false otherwise

code: virtual bool IsAvailable() const


code: bool IsFinalizingFastForward() const


description: Deprecated* Internal call will be made private in the future.

code: bool InitConnectInternal ( [FString](API\Runtime\Core\Containers\FString) & Error )


description: Returns true if this actor is considered to be in a loaded level

code: virtual bool IsLevelInitializedForActor ( const [AActor](API\Runtime\Engine\GameFramework\AActor) * InActor, const [UNetConnection](API\Runtime\Engine\Engine\UNetConnection) * InConnection ) const


code: bool IsNamedTaskInQueue ( const [FName](API\Runtime\Core\UObject\FName) & Name ) const


description: true if the net resource is valid or false if it should not be used

code: virtual bool IsNetResourceValid()


code: bool IsPlayingClientReplay() const


code: bool IsRecordingMapChanges() const


code: bool IsRestoringStartupActors() const


description: Returns true if we're in the process of saving a checkpoint.

code: bool IsSavingCheckpoint() const


description: true if this netdriver is handling accepting connections

code: virtual bool IsServer() const


description: network number


description: Sends a 'connectionless' (not associated with a UNetConection) packet, to the specified address. NOTE: Address is an abstract format defined by subclasses. Anything calling this, must use an address supplied by the net driver.

code: virtual void LowLevelSend ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< const [FInternetAddr](API\Runtime\Sockets\FInternetAddr) > Address, void * Data, int32 CountBits, [FOutPacketTraits](API\Runtime\NetCommon\Net\Common\Packets\FOutPacketTraits) & Traits )


description: Called when an actor channel is cleaned up for an actor.

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


description: Called when an actor channel is remotely opened for an actor.

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


description: Called when a spawned actor is destroyed.

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


description: Called after an actor channel is opened on a client when the actor was previously dormant.

code: virtual void NotifyActorClientDormancyChanged ( [AActor](API\Runtime\Engine\GameFramework\AActor) * Actor, ENetDormancy OldDormancyState )


description: Called when an actor is being unloaded during a seamless travel or do due level streaming The main point is that it calls the normal NotifyActorDestroyed to destroy the channel on the server but also removes the Actor reference, sets broken flag, and cleans up actor class references on clients.

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


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


code: void NotifyDemoPlaybackError ( const [UE::Net::TNetResult](API\Runtime\NetCore\Net\Core\Connection\TNetResult)< EReplayResult > & Result )


description: Deprecated* Please use NotifyDemoPlaybackError instead

code: PRAGMA_DISABLE_DEPRECATION_WARNINGSvoid NotifyDemoPlaybackFailure ( EDemoPlayFailure::Type FailureType )


code: void NotifyDemoRecordFailure ( const [UE::Net::TNetResult](API\Runtime\NetCore\Net\Core\Connection\TNetResult)< EReplayResult > & Result )


description: Called when a "go to time" operation is completed.

code: void NotifyGotoTimeFinished ( bool bWasSuccessful )


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


description: Called when seamless travel begins when recording a replay.

code: void OnSeamlessTravelStartDuringRecording ( const [FString](API\Runtime\Core\Containers\FString) & LevelName )


code: void PauseChannels ( const bool bPause )


code: void PauseRecording ( const bool bInPauseRecording )


description: PostTick actions

code: virtual void PostTickFlush()


description: Process any local talker packets that need to be sent to the server


description: Process any local talker packets that need to be sent to clients


code: bool ProcessPacket ( const [FPlaybackPacket](API\Runtime\Engine\FPlaybackPacket) & PlaybackPacket )


code: bool ProcessPacket ( const uint8 * Data, int32 Count )


description: Process a remote function call on some actor destined for a remote location

code: virtual void ProcessRemoteFunction ( class [AActor](API\Runtime\Engine\GameFramework\AActor) * Actor, class [UFunction](API\Runtime\CoreUObject\UObject\UFunction) * Function, void * Parameters, struct [FOutParmRec](API\Runtime\CoreUObject\UObject\FOutParmRec) * OutParms, struct [FFrame](API\Runtime\CoreUObject\UObject\FFrame) * Stack, class [UObject](API\Runtime\CoreUObject\UObject\UObject) * SubObject )


code: void ProcessSeamlessTravel ( int32 LevelIndex )


description: Call this function during playback to track net startup actors that need a hard reset when scrubbing, which is done by destroying and then re-spawning

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


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


code: bool ReadDemoFrameIntoPlaybackPackets ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar, [TArray](API\Runtime\Core\Containers\TArray)< [FPlaybackPacket](API\Runtime\Engine\FPlaybackPacket) > & Packets, const bool bForLevelFastForward, float * OutTime )


description:
Removes a splitscreen demo viewer and cleans up its connection.
If the player was successfully removed from the replay.

code: bool RemoveSplitscreenViewer ( [APlayerController](API\Runtime\Engine\GameFramework\APlayerController) * RemovePlayer, bool bMarkOwnerForDeletion )


code: void ReplayStreamingReady ( const [FStartStreamingResult](API\Runtime\NetworkReplayStreaming\FStartStreamingResult) & Result )


description: In most cases, this is desirable over RequestEventData because it will explicitly use ActiveReplayName instead of letting the streamer decide.

code: void RequestEventDataForActiveReplay ( const [FString](API\Runtime\Core\Containers\FString) & EventID, const FRequestEventDataCallback & Delegate )


code: void RequestEventData ( const [FString](API\Runtime\Core\Containers\FString) & EventID, const FRequestEventDataCallback & Delegate )


code: void RequestEventDataForActiveReplay ( const [FString](API\Runtime\Core\Containers\FString) & EventID, const int32 UserIndex, const FRequestEventDataCallback & Delegate )


description: Retrieve data for all events matching the requested group, and call the passed in delegate on completion.

code: void RequestEventGroupDataForActiveReplay ( const [FString](API\Runtime\Core\Containers\FString) & Group, const FRequestEventGroupDataCallback & Delegate )


code: void RequestEventGroupDataForActiveReplay ( const [FString](API\Runtime\Core\Containers\FString) & Group, const int32 UserIndex, const FRequestEventGroupDataCallback & Delegate )


description: Restores the given player controller so that it properly points to the given NetConnection after scrubbing when viewing a replay.

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


code: void RespawnNecessaryNetStartupActors ( [TArray](API\Runtime\Core\Containers\TArray)< [AActor](API\Runtime\Engine\GameFramework\AActor) * > & SpawnedActors, [ULevel](API\Runtime\Engine\Engine\ULevel) * Level )


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

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


description: Returns the replicated state of every object on a current actor channel. Use the result to compare in DiffReplicatedProperties.


description: Enable or disable prioritization of actors for recording.

code: void SetActorPrioritizationEnabled ( const bool bInPrioritizeActors )


description: Sets the analytics provider

code: virtual void SetAnalyticsProvider ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IAnalyticsProvider](API\Runtime\Analytics\Interfaces\IAnalyticsProvider) > InProvider )


description: Sets CheckpointSaveMaxMSPerFrame.

code: void SetCheckpointSaveMaxMSPerFrame ( const float InCheckpointSaveMaxMSPerFrame )


code: void SetDemoCurrentTime ( float CurrentTime )


code: void SetCurrentLevelIndex ( int32 Index )


code: void SetDemoTotalTime ( float TotalTime )


code: bool SetExternalDataForObject ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * OwningObject, const uint8 * Src, const int32 NumBits )


code: void SetLastCheckpointTime ( double CheckpointTime )


description: Sets the desired maximum recording time in milliseconds.

code: void SetMaxDesiredRecordTimeMS ( const float InMaxDesiredRecordTimeMS )


code: void SetPlayingPlaylist ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< struct [FReplayPlaylistTracker](API\Runtime\Engine\Net\FReplayPlaylistTracker) > InPlaylistTracker )


description: Sets the main spectator controller to be used and adds them to the spectator control array

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