description: Creates and initializes a new TextureCubeArray with the requested settings

code: static [UTextureCubeArray](API\Runtime\Engine\Engine\UTextureCubeArray) * CreateTransient ( int32 InSizeX, int32 InSizeY, int32 InArraySize, EPixelFormat InFormat, const [FName](API\Runtime\Core\UObject\FName) InName )


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

module: Engine

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


code: virtual [TMap](API\Runtime\Core\Containers\TMap)< [FString](API\Runtime\Core\Containers\FString), [FTexturePlatformData](API\Runtime\Engine\Engine\FTexturePlatformData) * > * GetCookedPlatformData()


description: Return a one line description of an object for viewing in the thumbnail view of the generic browser


description: The material value type of this texture.

code: virtual EMaterialValueType GetMaterialType() const


description: Return maximum dimension for this texture type.

code: virtual uint32 GetMaximumDimension() const


code: EPixelFormat GetPixelFormat() const


description: Get the derived data for this texture on this platform.


description: Get the const derived data for this texture on this platform.

code: const [FTexturePlatformData](API\Runtime\Engine\Engine\FTexturePlatformData) * GetPlatformData() const


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

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


description: Textures that use the derived data cache must override this function and provide a pointer to the linked list of platform data.

code: virtual [FTexturePlatformData](API\Runtime\Engine\Engine\FTexturePlatformData) ** GetRunningPlatformData()


description: the array size of the surface represented by the texture.

code: virtual uint32 GetSurfaceArraySize() const


description: the depth of the surface represented by the texture.

code: virtual float GetSurfaceDepth() const


description: the height of the surface represented by the texture.

code: virtual float GetSurfaceHeight() const


description: the width of the surface represented by the texture.

code: virtual float GetSurfaceWidth() const


description: Get Texture Class

code: virtual ETextureClass GetTextureClass() const


description: Returns true if the current texture is a default placeholder because compilation is still ongoing.

code: virtual bool IsDefaultTexture() 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: Called when a property on this object has been modified externally

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


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: Set the derived data for this texture on this platform.

code: void SetPlatformData ( [FTexturePlatformData](API\Runtime\Engine\Engine\FTexturePlatformData) * PlatformData )


code: bool UpdateSourceFromSourceTextures ( bool bCreatingNewTexture )


description: Creates a new resource for the texture, and updates any cached references to the resource.

code: virtual void UpdateResource()


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


className: UTextureCubeArray

code: class UTextureCubeArray : public [UTexture](API\Runtime\Engine\Engine\UTexture)

bSourceGeneratedFromSourceTexturesArray

type: bool

description: Is set to true if the source texture was generated from the SourceTextures array (which is not always the case, i.e. the source texture could be imported from a DDS file containing multiple cubemaps).

CookedPlatformData

type: TMap<FString, ...

PrivatePlatformData

type: FTexturePlatfor...

description: The derived data for this texture on this platform.

SourceTextures

type: TArray<TObject...

description: Add Textures


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


className: UTextureLightProfile

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

Brightness

type: float

description: Light brightness in Candelas, imported from IES profile, <= 0 if the profile is used for masking only.

TextureMultiplier

description: Multiplier to map texture value to result to integrate over the sphere to 1.0f


description:
Calculates and returns the LOD bias based on texture LOD group, LOD bias and maximum size.
LOD bias

code: int32 CalculateLODBias ( const [UTexture](API\Runtime\Engine\Engine\UTexture) * Texture, bool bIncCinematicMips ) const


description:
Calculates and returns the LOD bias based on the information provided.
LOD bias

code: int32 CalculateLODBias ( int32 Width, int32 Height, int32 MaxSize, int32 LODGroup, int32 LODBias, int32 NumCinematicMipLevels, TextureMipGenSettings MipGenSetting, bool bVirtualTexture ) const


code: void GetDownscaleOptions ( const [UTexture](API\Runtime\Engine\Engine\UTexture) & Texture, const [ITargetPlatform](API\Developer\TargetPlatform\Interfaces\ITargetPlatform) & CurrentPlatform, float & Downscale, ETextureDownscaleOptions & DownscaleOptions ) const


code: void GetMipGenSettings ( const [UTexture](API\Runtime\Engine\Engine\UTexture) & Texture, TextureMipGenSettings & OutMipGenSettings, float & OutSharpen, uint32 & OutKernelSize, bool & bOutDownsampleWithAverage, bool & bOutSharpenWithoutColorShift, bool & bOutBorderColorBlack ) const


description:
Returns the mip load options of a texture.
The mip load option

code: ETextureMipLoadOptions GetMipLoadOptions ( const [UTexture](API\Runtime\Engine\Engine\UTexture) * Texture ) const


description:
Returns the filter state that should be used for the passed in texture, taking into account other system settings.
Filter sampler state for passed in texture

code: ETextureSamplerFilter GetSamplerFilter ( const [UTexture](API\Runtime\Engine\Engine\UTexture) * Texture ) const


code: ETextureSamplerFilter GetSamplerFilter ( int32 InLODGroup ) const


description:
Returns the texture group names, sorted like enum.
array of texture group names

code: static [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > GetTextureGroupNames()


description:
TextureLODGroups access with bounds check
A handle to the indexed LOD group.

code: [FTextureLODGroup](API\Runtime\Engine\Engine\FTextureLODGroup) & GetTextureLODGroup ( TextureGroup GroupIndex )


code: const [FTextureLODGroup](API\Runtime\Engine\Engine\FTextureLODGroup) & GetTextureLODGroup ( TextureGroup GroupIndex ) const


description:
Calculate num optional mips
Num optional mips counted from higest mip

code: int32 CalculateNumOptionalMips ( int32 LODGroup, const int32 Width, const int32 Height, const int32 NumMips, const int32 MinMipToInline, TextureMipGenSettings InMipGenSetting ) const


description:
Returns the LODGroup mip gen settings
TextureMipGenSettings for lod group

code: const TextureMipGenSettings GetTextureMipGenSettings ( int32 InLODGroup ) const


code: void SetupLODGroup ( int32 GroupId )


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


className: UTextureLODSettings

description: Structure containing all information related to an LOD group and providing helper functions to calculate the LOD bias of a given group.

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

TextureLODGroups

type: TArray<FTextur...

description: Array of LOD settings with entries per group.


description: Create aFTextureMipDataProviderto handle a single StreamIn mip operation. The object lifetime will be managed byFRenderAssetUpdate.

code: virtual [FTextureMipDataProvider](API\Runtime\Engine\Streaming\FTextureMipDataProvider) * AllocateMipDataProvider ( [UTexture](API\Runtime\Engine\Engine\UTexture) * Asset )


description: Returns true if TextureMipDataProviders allocated by this factory can provide MipData by themselves, even without loading from disk at all, so streaming can be enabled for their textures.

code: virtual bool WillProvideMipDataWithoutDisk() const


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


className: UTextureMipDataProviderFactory

description: UTextureMipDataProviderFactorydefines an interface to create instances ofFTextureMipDataProvider. Derived classes fromUTextureMipDataProviderFactorycan be attached to UTexture::MipDataProviderFactory to define a new source for mip content (instead of the default disk file or ddc mips). Usecases include dynamic textures that need to be driven by the texture streaming or textures that get they data over the network.

code: class UTextureMipDataProviderFactory : public [UAssetUserData](API\Runtime\Engine\Engine\UAssetUserData)


description: Implemented by subclasses to create a new resource for the texture.

code: virtual [FTextureResource](API\Runtime\Engine\FTextureResource) * CreateResource()


description:
Returns a pointer to the (game thread managed) render target resource. Note that you're not allowed to deferenced this pointer on the game thread, you can only pass the pointer around and check for NULLness
pointer to resource


description: The material value type of this texture.

code: virtual EMaterialValueType GetMaterialType() const


description:
Render thread: Access the render target resource for this texture target object
pointer to resource or NULL if not initialized


description: Get Texture Class

code: virtual ETextureClass GetTextureClass() const


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


className: UTextureRenderTarget

description: Base for all render target texture resources

code: class UTextureRenderTarget : public [UTexture](API\Runtime\Engine\Engine\UTexture)

bCanCreateUAV

type: uint32:  1

description: If true, it will be possible to create a FUnorderedAccessViewRHIRef using RHICreateUnorderedAccessView and the internal FTexture2DRHIRef.

bNeedsTwoCopies

type: uint32: 1

description: If true, there will be two copies in memory - one for the texture and one for the render target.


description:
Utility for creating a newUTexture2Dfrom a TextureRenderTarget2D TextureRenderTarget2D must be square and a power of two size.
NewUTexture2Dobject.

code: [UTexture2D](API\Runtime\Engine\Engine\UTexture2D) * ConstructTexture2D ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * InOuter, const [FString](API\Runtime\Core\Containers\FString) & NewTexName, EObjectFlags InObjectFlags, uint32 Flags, [TArray](API\Runtime\Core\Containers\TArray)< uint8 > * AlphaOverride )


className: FTextureChangingDelegate

description: Utility for updating an existingUTexture2Dfrom a TextureRenderTarget2D TextureRenderTarget2D must be square and a power of two size.

code: typedef TBaseDelegate_OneParam< void, [UTexture2D](API\Runtime\Engine\Engine\UTexture2D) * > FTextureChangingDelegate


description: Return a one line description of an object for viewing in the thumbnail view of the generic browser


description: the array size of the surface represented by the texture.

code: virtual uint32 GetSurfaceArraySize() const


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

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


description: the depth of the surface represented by the texture.

code: virtual float GetSurfaceDepth() const


description: the height of the surface represented by the texture.

code: virtual float GetSurfaceHeight() const


description:
Calculates the size of this texture if it had MipCount miplevels streamed in. This is the size in GPU memory of the built platformdata, accounting for LODBias, etc.
Total size of all specified mips, in bytes. Returns 0 for error.

code: virtual uint32 CalcTextureMemorySizeEnum ( ETextureMipCount Enum ) const


description: the width of the surface represented by the texture.

code: virtual float GetSurfaceWidth() const


description: Initializes the render target, the format will be derived from the value of bHDR.

code: void InitAutoFormat ( uint32 InSizeX, uint32 InSizeY )


description: Initialize the settings needed to create a render target texture and create its resource

code: void InitCustomFormat ( uint32 InSizeX, uint32 InSizeY, EPixelFormat InOverrideFormat, bool bInForceLinearGamma )


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

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


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: Resizes the render target without recreating theFTextureResource. Will not flush commands unless the render target resource doesnt exist

code: void ResizeTarget ( uint32 InSizeX, uint32 InSizeY )


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

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


description: Updates (resolves) the render target texture immediately. Optionally clears the contents of the render target to green.

code: void UpdateResourceImmediate ( bool bClearRenderTarget )


code: void UpdateTexture2D ( [UTexture2D](API\Runtime\Engine\Engine\UTexture2D) * InTexture2D, ETextureSourceFormat InTextureFormat, uint32 Flags, [TArray](API\Runtime\Core\Containers\TArray)< uint8 > * AlphaOverride )


code: void UpdateTexture2D ( [UTexture2D](API\Runtime\Engine\Engine\UTexture2D) * InTexture2D, ETextureSourceFormat InTextureFormat, uint32 Flags, [TArray](API\Runtime\Core\Containers\TArray)< uint8 > * AlphaOverride, [FTextureChangingDelegate](API\Runtime\Engine\Engine\UTextureRenderTarget2D\FTextureChangingDelegate) TextureChangingDelegate )


code: UTextureRenderTarget2D ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


description: 2D render target texture resource. This can be used as a target for rendering as well as rendered as a regular 2D texture resource.

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

AddressX

type: TEnumAsByte< en...

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

AddressY

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

bAutoGenerateMips

type: uint8:  1

description: Whether to support Mip maps for this render target texture

bForceLinearGamma

type: uint8: 1

description: True to force linear gamma space for this render target

bGPUSharedFlag

description: Whether to support GPU sharing of the underlying native texture resource.

ClearColor

type: FLinearColor

description: The color the texture is cleared to

MipsAddressU

description: AutoGenerateMips sampler address mode for U channel. Defaults to clamp.

MipsAddressV

description: AutoGenerateMips sampler address mode for V channel. Defaults to clamp.

MipsSamplerFilter

description: Sampler filter type for AutoGenerateMips. Defaults to match texture filter.

OverrideFormat

description: Normally the format is derived from RenderTargetFormat, this allows code to set the format explicitly.

RenderTargetFormat

type: TEnumAsByte< ET...

description: Format of the texture render target.

SizeX

description: The width of the texture.

SizeY

description: The height of the texture.


description:
Utility for creating a newUTexture2DArrayfrom a TextureRenderTarget2DArray. TextureRenderTarget2DArray must be square and a power of two size.
NewUTexture2DArrayobject.

code: [UTexture2DArray](API\Runtime\Engine\Engine\UTexture2DArray) * ConstructTexture2DArray ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * InOuter, const [FString](API\Runtime\Core\Containers\FString) & NewTexName, EObjectFlags InFlags )


description: Implemented by subclasses to create a new resource for the texture.

code: virtual [FTextureResource](API\Runtime\Engine\FTextureResource) * CreateResource()


description: Return a one line description of an object for viewing in the thumbnail view of the generic browser


description: The material value type of this texture.

code: virtual EMaterialValueType GetMaterialType() const


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

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


description: the array size of the surface represented by the texture.

code: virtual uint32 GetSurfaceArraySize() const


description: the depth of the surface represented by the texture.

code: virtual float GetSurfaceDepth() const


description: PVS-Studio notices that the implementation of GetSurfaceWidth is identical to this one and warns us. In this case, it is intentional, so we disable the warning:

code: virtual float GetSurfaceHeight() const


description: the width of the surface represented by the texture.

code: virtual float GetSurfaceWidth() const


description: Initialize the settings needed to create a render target texture and create its resource

code: void Init ( uint32 InSizeX, uint32 InSizeY, uint32 InSlices, EPixelFormat InFormat )


description: Initializes the render target, the format will be derived from the value of bHDR.

code: void InitAutoFormat ( uint32 InSizeX, uint32 InSizeY, uint32 InSlices )


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

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


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()


code: void UpdateResourceImmediate ( bool bClearRenderTarget )


code: UTextureRenderTarget2DArray ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


description: 2D Array render target texture resource. This can be used as a target for rendering as well as rendered as a regular 2DArray texture resource.

code: class UTextureRenderTarget2DArray : public [UTextureRenderTarget](API\Runtime\Engine\Engine\UTextureRenderTarget)

bForceLinearGamma

description: True to force linear gamma space for this render target

bHDR

description: Whether to support storing HDR values, which requires more memory.

ClearColor

description: The color the texture is cleared to

OverrideFormat

description: The format of the texture data.

SizeX

description: The width of the texture.

description: The height of the texture.

Slices

description: The slices of the texture.


description:
Utility for creating a newUTextureCubefrom a TextureRenderTargetCube. TextureRenderTargetCube must be square and a power of two size.
NewUTextureCubeobject.

code: [UTextureCube](API\Runtime\Engine\Engine\UTextureCube) * ConstructTextureCube ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * InOuter, const [FString](API\Runtime\Core\Containers\FString) & NewTexName, EObjectFlags InFlags )


code: void Init ( uint32 InSizeX, EPixelFormat InFormat )


code: void InitAutoFormat ( uint32 InSizeX )


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


className: UTextureRenderTargetCube

description: Cube render target texture resource. This can be used as a target for rendering as well as rendered as a regular cube texture resource.

code: class UTextureRenderTargetCube : public [UTextureRenderTarget](API\Runtime\Engine\Engine\UTextureRenderTarget)

ClearColor

description: The color the texture is cleared to

OverrideFormat

description: The format of the texture data.

SizeX

description: The width of the texture.


description:
Utility for creating a newUVolumeTexturefrom a TextureRenderTargetVolume. TextureRenderTargetVolume must be square and a power of two size.
NewUVolumeTextureobject.

code: [UVolumeTexture](API\Runtime\Engine\Engine\UVolumeTexture) * ConstructTextureVolume ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * InOuter, const [FString](API\Runtime\Core\Containers\FString) & NewTexName, EObjectFlags InFlags )


description: Implemented by subclasses to create a new resource for the texture.

code: virtual [FTextureResource](API\Runtime\Engine\FTextureResource) * CreateResource()


description: Return a one line description of an object for viewing in the thumbnail view of the generic browser


description: The material value type of this texture.

code: virtual EMaterialValueType GetMaterialType() const


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

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


description: the array size of the surface represented by the texture.

code: virtual uint32 GetSurfaceArraySize() const


description: the depth of the surface represented by the texture.

code: virtual float GetSurfaceDepth() const


description: the height of the surface represented by the texture.

code: virtual float GetSurfaceHeight() const


description: the width of the surface represented by the texture.

code: virtual float GetSurfaceWidth() const


description: Initialize the settings needed to create a render target texture and create its resource

code: void Init ( uint32 InSizeX, uint32 InSizeY, uint32 InSizeZ, EPixelFormat InFormat )


description: Initializes the render target, the format will be derived from the value of bHDR.

code: void InitAutoFormat ( uint32 InSizeX, uint32 InSizeY, uint32 InSizeZ )


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

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


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()


code: void UpdateResourceImmediate ( bool bClearRenderTarget )


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


className: UTextureRenderTargetVolume

description: Volume render target texture resource. This can be used as a target for rendering as well as rendered as a regular Volume texture resource.

code: class UTextureRenderTargetVolume : public [UTextureRenderTarget](API\Runtime\Engine\Engine\UTextureRenderTarget)

bForceLinearGamma

description: True to force linear gamma space for this render target

ClearColor

description: The color the texture is cleared to

OverrideFormat

description: The format of the texture data.

description: The width of the texture.

SizeY

description: The height of the texture.

SizeZ

description: The depth of the texture.


description: Update the state of the provider. Call it to ensure timecode and state are updated. It is suggested to fetch timecode from its source and cache it for the getters.

code: virtual void FetchAndUpdate()


description: Fetch current timecode from its source. e.g. From hardware/network/file/etc. It is recommended to cache the fetched timecode.

code: virtual bool FetchTimecode ( [FQualifiedFrameTime](API\Runtime\Core\Misc\FQualifiedFrameTime) & OutFrameTime )


description: Return current frame time with FrameDelay applied. Only assume valid whenGetSynchronizationState()returns Synchronized.


description: Return the delayed frame time converted into a timecode value.


description: Return the frame rate of the frame time.


description: Return current frame time. Since it may be called several times per frame, it is suggested to return a cached value.

code: virtual [FQualifiedFrameTime](API\Runtime\Core\Misc\FQualifiedFrameTime) GetQualifiedFrameTime() const


description: The state of the TimecodeProvider and if it's currently synchronized and the Timecode and FrameRate getters are valid.

code: virtual ETimecodeProviderSynchronizationState GetSynchronizationState() const


description: Return the frame time converted into a timecode value.


description: Set the autodetected flag on this provider.

code: virtual void SetIsAutoDetected ( bool bInIsAutoDetected )


description: This Provider became the Engine's Provider.

code: virtual bool Initialize ( class [UEngine](API\Runtime\Engine\Engine\UEngine) * InEngine )


description: Get whether this provider is currently using autodetection.

code: virtual bool IsAutoDetected() const


description: Whether this provider supports format autodetection.

code: virtual bool SupportsAutoDetected() const


description: This Provider stopped being the Engine's Provider.

code: virtual void Shutdown ( class [UEngine](API\Runtime\Engine\Engine\UEngine) * InEngine )


className: UTimecodeProvider

description: A class responsible of fetching a timecode from a source. Note,FApp::GetTimecodeand FApp::GetTimecodeFramerate should be used to retrieve the current system Timecode and Framerate.

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

FrameDelay

description: Number of frames to subtract from the qualified frame time when GetDelayedQualifiedFrameTime or GetDelayedTimecode is called.


code: void AddDisplayTrack ( [FTTTrackId](API\Runtime\Engine\Engine\FTTTrackId) NewTrackId )


description: Find the index of an event track

code: int32 FindEventTrackIndex ( [FName](API\Runtime\Core\UObject\FName) EventTrackName ) const


description: Find the index of a float track

code: int32 FindFloatTrackIndex ( [FName](API\Runtime\Core\UObject\FName) FloatTrackName ) const


description: Find the index of a linear color track

code: int32 FindLinearColorTrackIndex ( [FName](API\Runtime\Core\UObject\FName) ColorTrackName ) const


description: Find the index in the array of a timeline entry

code: int32 FindMetaDataEntryIndexForKey ( [FName](API\Runtime\Core\UObject\FName) Key ) const


description: Find the index of a vector track

code: int32 FindVectorTrackIndex ( [FName](API\Runtime\Core\UObject\FName) VectorTrackName ) const


code: void GetAllCurves ( [TSet](API\Runtime\Core\Containers\TSet)< class [UCurveBase](API\Runtime\Engine\Curves\UCurveBase) * > & InOutCurves ) const


description: Returns the property name for the timeline's direction pin


code: [FTTTrackId](API\Runtime\Engine\Engine\FTTTrackId) GetDisplayTrackId ( int32 DisplayTrackIndex )


description: Get the name of the function we expect to find in the owning actor that we will bind the finished event to


description: Gets a metadata value on the timeline; asserts if the value isn't present. Check for validiy using FindMetaDataEntryIndexForKey.

code: const [FString](API\Runtime\Core\Containers\FString) & GetMetaData ( [FName](API\Runtime\Core\UObject\FName) Key ) const


description: Get the name of the function we expect to find in the owning actor that we will bind the update event to


description: Returns the variable name for the timeline


description: true if a name is valid for a new track (it isn't already in use)

code: bool IsNewTrackNameValid ( [FName](API\Runtime\Core\UObject\FName) NewTrackName ) const


description: Create a new unique name for a curve

code: static [FString](API\Runtime\Core\Containers\FString) MakeUniqueCurveName ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Obj, [UObject](API\Runtime\CoreUObject\UObject\UObject) * InOuter )


code: void MoveDisplayTrack ( int32 DisplayTrackIndex, int32 DirectionDelta )


description: Called after duplication & serialization and before PostLoad. Used to e.g. make sureUStaticMesh'sUModelgets copied as well. Note: NOT called on components on actor duplication (alt-drag or copy-paste). Use PostEditImport as well to cover that case.

code: virtual void PostDuplicate ( bool bDuplicateForPIE )


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: Called after importing property values for this object (paste, duplicate or .t3d import) Allow the object to perform any cleanup for properties which shouldn't be duplicated or are unsupported by the script serialization

code: virtual void PostEditImport()


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

code: virtual void PostInitProperties()


code: void RemoveDisplayTrack ( int32 DisplayTrackIndex )


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: Unless ForceNoResetLoaders is passed in, this will cause a flush of all level streaming.

code: virtual bool Rename ( const TCHAR * NewName, [UObject](API\Runtime\CoreUObject\UObject\UObject) * NewOuter, ERenameFlags Flags )


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


description: Set a metadata value on the timeline

code: void SetMetaData ( [FName](API\Runtime\Core\UObject\FName) Key, [FString](API\Runtime\Core\Containers\FString) Value )


code: static [FString](API\Runtime\Core\Containers\FString) TimelineVariableNameToTemplateName ( [FName](API\Runtime\Core\UObject\FName) Name )


className: TemplatePostfix

code: static const [FString](API\Runtime\Core\Containers\FString) TemplatePostfix;


description: Clear metadata value on the timeline

code: void RemoveMetaData ( [FName](API\Runtime\Core\UObject\FName) Key )


className: UTimelineTemplate

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

bAutoPlay

description: If we want the timeline to auto-play

bIgnoreTimeDilation

description: If we want the timeline to ignore global time dilation

bLoop

description: If we want the timeline to loop

bReplicated

description: If we want the timeline to loop

EventTracks

type: TArray<FTTEven...

description: Set of event tracks

FloatTracks

type: TArray<FTTFloa...

description: Set of float interpolation tracks

LengthMode

description: How we want the timeline to determine its own length (e.g. specified length, last keyframe)

LinearColorTracks

type: TArray<FTTLine...

description: Set of linear color interpolation tracks

MetaDataArray

type: TArray<FBPVari...

description: Metadata information for this timeline

TimelineGuid

type: FGuid

TimelineLength

description: Length of this timeline

TimelineTickGroup

description: Allow control of Timeline component TickGroup assignment via TimelineTemplates

VectorTracks

type: TArray<FTTVect...

description: Set of vector interpolation tracks


description:
Starts the process of authorizing the local user(s). When TID_AuthorizeComplete is called, thenGetNumAccounts()will return a valid number of accounts
true if the authorization process started, and TID_AuthorizeComplete delegates will be called

code: virtual bool AuthorizeAccounts()


description: true if the user is allowed to use the Tweet UI

code: virtual bool CanShowTweetUI()


description: the display name of the given Twitter account

code: virtual [FString](API\Runtime\Core\Containers\FString) GetAccountName ( int32 AccountIndex )


description: The number of accounts that were authorized

code: virtual int32 GetNumAccounts()


description:
Kicks off a tweet, using the platform to show the UI. If this returns false, or you are on a platform that doesn't support the UI, you can use the TwitterRequest method to perform a manual tweet using the Twitter API
true if a UI was displayed for the user to interact with, and a TID_TweetUIComplete will be sent

code: virtual bool ShowTweetUI ( const [FString](API\Runtime\Core\Containers\FString) & InitialMessage, const [FString](API\Runtime\Core\Containers\FString) & URL, const [FString](API\Runtime\Core\Containers\FString) & Picture )


description: Perform any needed initialization

code: virtual void Init()


description:
Kicks off a generic twitter request
true the request was sent off, and a TID_RequestComplete

code: virtual bool TwitterRequest ( const [FString](API\Runtime\Core\Containers\FString) & URL, const [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & ParamKeysAndValues, enum ETwitterRequestMethod RequestMethod, int32 AccountIndex )


className: UTwitterIntegrationBase

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


description:
Generates full enum name give enum name. ForUUserDefinedEnumfull enumerator name has form: '="">::'
Full enum name.

code: virtual [FString](API\Runtime\Core\Containers\FString) GenerateFullEnumName ( const TCHAR * InEnumName ) const


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


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 the unlocalized logical name originally assigned to the enum at creation.Bydefault this is the same as the short name but it is overridden in child classes with different internal name storage. This name is consistent in cooked and editor builds and is useful for things like external data import/export.
The author-specified name, or an empty string ifIndexis invalid

code: virtual [FString](API\Runtime\Core\Containers\FString) GetAuthoredNameStringByIndex ( int32 InIndex ) const


code: virtual [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UEnumCookedMetaData](API\Runtime\Engine\UEnumCookedMetaData) > GetCookedMetaDataClass() const


description: Overridden to read DisplayNameMap

code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetDisplayNameTextByIndex ( int32 InIndex ) const


description:
Called during async load to determine if PostLoad can be called on the loading thread.
true if this object's PostLoad is thread safe

code: virtual bool IsPostLoadThreadSafe() const


description: Called after duplication & serialization and before PostLoad. Used to e.g. make sureUStaticMesh'sUModelgets copied as well. Note: NOT called on components on actor duplication (alt-drag or copy-paste). Use PostEditImport as well to cover that case.

code: virtual void PostDuplicate ( bool bDuplicateForPIE )


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: Called from within SavePackage on the passed in base/root object. This function is called after the package has been saved and can perform cleanup.

code: virtual void PostSaveRoot ( [FObjectPostSaveRootContext](API\Runtime\CoreUObject\UObject\FObjectPostSaveRootContext) ObjectSaveContext )


description: Called from within SavePackage on the passed in base/root object. The return value of this function will be passed to PostSaveRoot. This is used to allow objects used as a base to perform required actions before saving and cleanup afterwards.

code: virtual void PreSaveRoot ( [FObjectPreSaveRootContext](API\Runtime\CoreUObject\UObject\FObjectPreSaveRootContext) ObjectSaveContext )


description: Unless ForceNoResetLoaders is passed in, this will cause a flush of all level streaming.

code: virtual bool Rename ( const TCHAR * NewName, [UObject](API\Runtime\CoreUObject\UObject\UObject) * NewOuter, ERenameFlags Flags )


description:
Sets the array of enums.
true unless the MAX enum already exists and isn't the last enum.

code: virtual bool SetEnums ( [TArray](API\Runtime\Core\Containers\TArray)< TPair< [FName](API\Runtime\Core\UObject\FName), int64 >> & InNames, [ECppForm](API\Runtime\CoreUObject\UObject\UEnum\ECppForm) InCppForm, EEnumFlags InFlags, bool bAddMaxKeyIfMissing )


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:
Try to update value in enum variable after an enum's change.
new index

code: virtual int64 ResolveEnumerator ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar, int64 EnumeratorValue ) const


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


className: UUserDefinedEnum

description: An Enumeration is a list of named values.

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

DisplayNameMap

type: TMap<FName,FT...

description: De-facto display names for enum entries mapped against their raw enum name (UEnum::GetNameByIndex).

EnumDescription

type: FText

description: Shows up in the content browser when the enum asset is hovered


description: Returns references from default instance

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


description: Look up a property by an alternate name if it was not found in the first search, this is overridden for user structs

code: virtual [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * CustomFindProperty ( const [FName](API\Runtime\Core\UObject\FName) InName ) 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: Returns a human readable string for a given field, overridden for user defined structs

code: virtual [FString](API\Runtime\Core\Containers\FString) GetAuthoredNameForField ( const [FField](API\Runtime\CoreUObject\UObject\FField) * Field ) const


code: virtual [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UStructCookedMetaData](API\Runtime\Engine\UStructCookedMetaData) > GetCookedMetaDataClass() const


description: Returns the custom Guid assigned to this struct for User Defined Structs, or an invalid Guid

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


description: Returns the raw memory of the default instance

code: const uint8 * GetDefaultInstance() const


description: Returns the (native, c++) name of the struct

code: virtual [FString](API\Runtime\Core\Containers\FString) GetStructCPPName ( uint32 CPPExportFlags ) const


description:
Calls GetTypeHash for native structs, otherwise computes a hash of all struct members
hashed value of Src

code: virtual uint32 GetStructTypeHash ( const void * Src ) const


description: Computes hash

code: static uint32 GetUserDefinedStructTypeHash ( const void * Src, const [UScriptStruct](API\Runtime\CoreUObject\UObject\UScriptStruct) * Type )


description: Initialize a struct over uninitialized memory. This may be done by calling the native constructor or individually initializing properties

code: virtual void InitializeStruct ( void * Dest, int32 ArrayDim ) const


code: FOnStructChanged & OnStructChanged()


description: Specifically initialize this struct without using the default instance data

code: void InitializeStructIgnoreDefaults ( void * Dest, int32 ArrayDim ) const


description: Called after duplication & serialization and before PostLoad. Used to e.g. make sureUStaticMesh'sUModelgets copied as well. Note: NOT called on components on actor duplication (alt-drag or copy-paste). Use PostEditImport as well to cover that case.

code: virtual void PostDuplicate ( bool bDuplicateForPIE )


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: Called from within SavePackage on the passed in base/root object. This function is called after the package has been saved and can perform cleanup.

code: virtual void PostSaveRoot ( [FObjectPostSaveRootContext](API\Runtime\CoreUObject\UObject\FObjectPostSaveRootContext) ObjectSaveContext )


description: Called from within SavePackage on the passed in base/root object. The return value of this function will be passed to PostSaveRoot. This is used to allow objects used as a base to perform required actions before saving and cleanup afterwards.

code: virtual void PreSaveRoot ( [FObjectPreSaveRootContext](API\Runtime\CoreUObject\UObject\FObjectPreSaveRootContext) ObjectSaveContext )


description: Look for the CppStructOps if we don't already have it and set the property size

code: virtual void PrepareCppStructOps()


description: Used by User Defined Structs to preload this struct and any child objects

code: virtual void RecursivelyPreload()


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

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


description: Serializes list of properties, using property tags to handle mismatches

code: virtual void SerializeTaggedProperties ( [FStructuredArchive::FSlot](API\Runtime\Core\Serialization\FStructuredArchive\FSlot) Slot, uint8 * Data, [UStruct](API\Runtime\CoreUObject\UObject\UStruct) * DefaultsStruct, uint8 * Defaults, const [UObject](API\Runtime\CoreUObject\UObject\UObject) * BreakRecursionIfFullyLoad ) const


description: Inspects properties and default values, setting appropriate StructFlags

code: void UpdateStructFlags()


description: Creates a new guid if needed

code: void ValidateGuid()


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


description: Loads assets, if bForceLoadEverything is true it will load despite environment

code: void ForceLoadResources ( bool bForceLoadEverything )


className: UUserDefinedStruct

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

bIgnoreStructDefaults

type: bool

description: Bool to indicate we want to initialize a version of this struct without defaults, this is set while allocating the DefaultStructInstance itself

ChangedEvent

type: FOnStructChange...

DefaultStructInstance

type: FUserStructOnSc...

description: Default instance of this struct with default values filled in, used to initialize structure

EditorData

type: TObjectPtr<UOb...

ErrorMessage

type: FString

Guid

description: Uniquely identifies this specific user struct

PrimaryStruct

type: TWeakObjectPtr<...

description: The original struct, when current struct isn't a temporary duplicate, the field should be null

Status

description: Status of this struct, outside of the editor it is assumed to always be UpToDate

UUserDefinedStructEditorData

type: friend


description: Gets the current scale of the UI based on the size of a viewport

code: float GetDPIScaleBasedOnSize ( FIntPoint Size ) const


description: Gets the Font DPI that should be used for display

code: uint32 GetFontDisplayDPI() const


description: Gets the string to use when we need detailed info about the DPI. It will take into account the defined presets to give more context.


description: UObjectinterface

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


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


className: UUserInterfaceSettings

description: User Interface settings that control Slate and UMG.

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

ApplicationScale

type: float

description: An optional application scale to apply on top of the custom scaling rules.

bAllowHighDPIInGameMode

description: If true, game window on desktop platforms will be created with high-DPI awareness enabled.

description: Setting to authorize or not automatic variable creation.

bLoadWidgetsOnDedicatedServer

description: If false, widget references will be stripped during cook for server builds and not loaded at runtime.

CustomScalingRuleClass

type: FSoftClassPath

description: Set DPI Scale Rule to Custom, and this class will be used instead of any of the built-in rules.

DesignScreenSize

type: FIntPoint

description: Used only with ScaleToFit scaling rule.

DisplayName

description: Controls how the UI is scaled at different resolutions based on the DPI Scale Rule

HardwareCursors

type: TMap<TEnumAsBy...

RenderFocusRule

type: ERenderFocusRul...

description: Rule to determine if we should render the Focus Brush for widgets that have user focus.

UIScaleRule

type: EUIScalingRule

description: The rule used when trying to decide what scale to apply.


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: Get the display name associated with a particular EViewModeIndex

code: static [FText](API\Runtime\Core\Internationalization\FText) GetViewModeDisplayName ( const EViewModeIndex ViewModeIndex )


className: UViewModeUtils

description: Class containing a static util function to help with EViewModeIndex

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


description: Add a dynamic delegate to the display subsystem.

code: int32 AddDisplayDelegate ( [FViewportDisplayCallback](API\Runtime\Engine\Engine\FViewportDisplayCallback) const & Delegate )


description: Add a callback function to the display subsystem.

code: int32 AddDisplayDelegate ( FShouldDisplayFunc && Callback )


description: Add a message to be displayed on the viewport of this world

code: void AddTimedDisplay ( [FText](API\Runtime\Core\Internationalization\FText) Text, [FLinearColor](API\Runtime\Core\Math\FLinearColor) Color, float Duration, const FVector2D & DisplayOffset )


code: static const [FSlateBrush](API\Runtime\SlateCore\Styling\FSlateBrush) * GetViewModeDisplayIcon ( const EViewModeIndex ViewModeIndex )


description: Implement this for deinitialization of instances of the system

code: virtual void Deinitialize()


description: Draw the messages in this subsystem to the given viewport

code: void Draw ( [FViewport](API\Runtime\Engine\FViewport) * Viewport, [FCanvas](API\Runtime\Engine\FCanvas) * Canvas, [UCanvas](API\Runtime\Engine\Engine\UCanvas) * CanvasObject, float MessageStartY )


code: FUniqueDisplayData &40; const FText & Text, const FLinearColor & Col, const FVector2D & Offset &41;


className: FUniqueDisplayData

code: struct FUniqueDisplayData

DisplayColor

type: FLinearColor


description: Remove a callback function from the display subsystem

code: void RemoveDisplayDelegate ( const int32 IndexToRemove )


className: UViewportStatsSubsystem

description: // ... or use inline lambda functions ViewportSubsystem->AddDisplayDelegate({ // Some kind of state management OutText = NSLOCTEXT("FooNamespace", "Blarg", "Display message here"); OutColor = FLinearColor::Red; return bShouldDisplay; }); }

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

DisplayDelegates

type: TArray<FViewpo...

description: Array of delegates that will be displayed if they return true when evaluated

UniqueDisplayMessages

type: TArray<TShared...

description: Array of unique one-off timed messages to display each frame no matter what


description: Adds the voice packet to the list to send for this channel

code: virtual void AddVoicePacket ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< class [FVoicePacket](API\Runtime\Engine\Net\FVoicePacket) > VoicePacket )


description: Always tick voice channels for now.

code: virtual bool CanStopTicking() const


description: Cleans up any voice data remaining in the queue

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


description: Human readable information about the channel


description: Processes the in bound bunch to extract the voice data

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


description: Performs any per tick update of the VoIP state

code: virtual void Tick()


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


description: Default constructor


className: UVoiceChannel

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

VoicePackets

type: FVoicePacketLis...

description: The set of outgoing voice packets for this channel


description:
Calculates the size of this texture in bytes if it had MipCount miplevels streamed in.
Size of MipCount mips in bytes

code: uint32 CalcTextureMemorySize ( int32 MipCount ) const


code: virtual int32 CalcCumulativeLODSize ( int32 NumLODs ) const


description:
Calculates the size of this texture if it had MipCount miplevels streamed in.
Total size of all specified mips, in bytes

code: virtual uint32 CalcTextureMemorySizeEnum ( ETextureMipCount Enum ) const


description: Implemented by subclasses to create a new resource for the texture.

code: virtual [FTextureResource](API\Runtime\Engine\FTextureResource) * CreateResource()


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: Creates and initializes a new VolumeTexture with the requested settings

code: static [UVolumeTexture](API\Runtime\Engine\Engine\UVolumeTexture) * CreateTransient ( int32 InSizeX, int32 InSizeY, int32 InSizeZ, EPixelFormat InFormat, const [FName](API\Runtime\Core\UObject\FName) InName )


code: virtual [TMap](API\Runtime\Core\Containers\TMap)< [FString](API\Runtime\Core\Containers\FString), [FTexturePlatformData](API\Runtime\Engine\Engine\FTexturePlatformData) * > * GetCookedPlatformData()


description: Return a one line description of an object for viewing in the thumbnail view of the generic browser


description: The material value type of this texture.

code: virtual EMaterialValueType GetMaterialType() const


description: Return maximum dimension for this texture type.

code: virtual uint32 GetMaximumDimension() const


code: EPixelFormat GetPixelFormat() const


description: Get the const derived data for this texture on this platform.

code: const [FTexturePlatformData](API\Runtime\Engine\Engine\FTexturePlatformData) * GetPlatformData() const


description: Get the derived data for this texture on this platform.


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 )


description: Textures that use the derived data cache must override this function and provide a pointer to the linked list of platform data.

code: virtual [FTexturePlatformData](API\Runtime\Engine\Engine\FTexturePlatformData) ** GetRunningPlatformData()


description: the array size of the surface represented by the texture.

code: virtual uint32 GetSurfaceArraySize() const


description: the width of the surface represented by the texture.

code: virtual float GetSurfaceWidth() const


description: the depth of the surface represented by the texture.

code: virtual float GetSurfaceDepth() const


description: the height of the surface represented by the texture.

code: virtual float GetSurfaceHeight() const


code: virtual TextureAddress GetTextureAddressX() const


code: virtual TextureAddress GetTextureAddressY() const


code: virtual TextureAddress GetTextureAddressZ() const


description: Get Texture Class

code: virtual ETextureClass GetTextureClass() const


description: Returns true if the current texture is a default placeholder because compilation is still ongoing.

code: virtual bool IsDefaultTexture() const


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

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


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

code: virtual void PostLoad()


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

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


description: Set the derived data for this texture on this platform.

code: void SetPlatformData ( [FTexturePlatformData](API\Runtime\Engine\Engine\FTexturePlatformData) * PlatformData )


description:
Unload some mips from memory. Only usable if the asset is streamable.
Whether any mips were requested to be unloaded.

code: virtual bool StreamOut ( int32 NewMipCount )


description:
Loads mips from disk to memory. Only usable if the asset is streamable.
Whether any mips were resquested to be loaded.

code: virtual bool StreamIn ( int32 NewMipCount, bool bHighPrio )


description: Creates a new resource for the texture, and updates any cached references to the resource.

code: virtual void UpdateResource()


description: Updates a volume texture from a user function, which allows for arbitraryUVolumeTextureobjects to be filled. The pointer passed to the user function is owned byUVolumeTextureand should be cast to the required type before being filled up with the new voxel data.

code: bool UpdateSourceFromFunction ( [TFunction](API\Runtime\Core\GenericPlatform\TFunction)< void(int32, int32, int32, void *)> Func, int32 SizeX, int32 SizeY, int32 SizeZ, ETextureSourceFormat Format )


code: bool UpdateSourceFromSourceTexture()


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


className: UVolumeTexture

code: class UVolumeTexture : public [UTexture](API\Runtime\Engine\Engine\UTexture)

AddressMode

type: TEnumAsByte< en...

description: The addressing mode to use for the X, Y and Z axis.

CookedPlatformData

type: TMap<FString, ...

PrivatePlatformData

type: FTexturePlatfor...

description: The derived data for this texture on this platform.

type: TObjectPtr<UTe...

description: A (optional) reference texture from which the volume texture was built

description: The reference texture tile size X

description: The reference texture tile size Y


description: Inserts the passed in controller at the front of the linked list of controllers.

code: void AddController ( [AController](API\Runtime\Engine\GameFramework\AController) * Controller )


description: Add a level to the level list.

code: bool AddLevel ( [ULevel](API\Runtime\Engine\Engine\ULevel) * InLevel )


description: Adds a tick handler for sequences. These handlers get ticked before pre-physics

code: [FDelegateHandle](API\Runtime\Core\Delegates\FDelegateHandle) AddMovieSceneSequenceTickHandler ( const FOnMovieSceneSequenceTick::FDelegate & InHandler )


description: Adds the passed in actor to the special network actor list This list is used to specifically single out actors that are relevant for networking without having to scan the much large list

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


description: Add a listener for OnActorDestroyed events

code: [FDelegateHandle](API\Runtime\Core\Delegates\FDelegateHandle) AddOnActorDestroyedHandler ( const FOnActorDestroyed::FDelegate & InHandler ) const


description: Add a listener for OnActorPreSpawnInitialization events

code: [FDelegateHandle](API\Runtime\Core\Delegates\FDelegateHandle) AddOnActorPreSpawnInitialization ( const FOnActorSpawned::FDelegate & InHandler ) const


description: Add a listener for OnActorRemovedFromWorld events

code: [FDelegateHandle](API\Runtime\Core\Delegates\FDelegateHandle) AddOnActorRemovedFromWorldHandler ( const FOnActorRemovedFromWorld::FDelegate & InHandler ) const


description: Add a listener for OnActorSpawned events

code: [FDelegateHandle](API\Runtime\Core\Delegates\FDelegateHandle) AddOnActorSpawnedHandler ( const FOnActorSpawned::FDelegate & InHandler ) const


description: Add a listener for OnFeatureLevelChanged events

code: [FDelegateHandle](API\Runtime\Core\Delegates\FDelegateHandle) AddOnFeatureLevelChangedHandler ( const FOnFeatureLevelChanged::FDelegate & InHandler )


description: Add a listener for OnPostRegisterAllActorComponents events

code: [FDelegateHandle](API\Runtime\Core\Delegates\FDelegateHandle) AddOnPostRegisterAllActorComponentsHandler ( const FOnPostRegisterAllActorComponents::FDelegate & InHandler ) const


description: Add a listener for OnPreUnregisterAllActorComponents events

code: [FDelegateHandle](API\Runtime\Core\Delegates\FDelegateHandle) AddOnPreUnregisterAllActorComponentsHandler ( const FOnPreUnregisterAllActorComponents::FDelegate & InHandler ) const


description: Adds a new instance of the given collection, or overwrites an existing instance if there is one.

code: void AddParameterCollectionInstance ( class [UMaterialParameterCollection](API\Runtime\Engine\Materials\UMaterialParameterCollection) * Collection, bool bUpdateScene )


description: Called when a scene view for this world needs the worlds post process settings computed

code: void AddPostProcessingSettings ( FVector ViewLocation, [FSceneView](API\Runtime\Engine\FSceneView) * SceneView )


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


description: Associates the passed in level with the world. The work to make the level visible is spread across several frames and this function has to be called till it returns true for the level to be visible/ associated with the world and no longer be in a limbo state.

code: void AddToWorld ( [ULevel](API\Runtime\Engine\Engine\ULevel) * Level, const FTransform & LevelTransform, bool bConsiderTimeLimit, [FNetLevelVisibilityTransactionId](API\Runtime\Engine\GameFramework\FNetLevelVisibilityTransactionId) TransactionId, [ULevelStreaming](API\Runtime\Engine\Engine\ULevelStreaming) * OwningLevelStreaming )


description: Add a streaming level to the list of streamed levels to consider.

code: void AddStreamingLevel ( [ULevelStreaming](API\Runtime\Engine\Engine\ULevelStreaming) * StreamingLevelToAdd )


description: Add multiple streaming levels to the list of streamed levels to consider.

code: void AddStreamingLevels ( [TArrayView](API\Runtime\Core\Containers\TArrayView)< [ULevelStreaming](API\Runtime\Engine\Engine\ULevelStreaming) *const > StreamingLevelsToAdd )


description: Add multiple streaming levels to the list of streamed levels to consider. If any of these streaming levels are in the array already then they won't be added again.

code: void AddUniqueStreamingLevels ( [TArrayView](API\Runtime\Core\Containers\TArrayView)< [ULevelStreaming](API\Runtime\Engine\Engine\ULevelStreaming) *const > StreamingLevelsToAdd )


description: Add a physics volume to the list of those in the world. DefaultPhysicsVolume is not tracked. Used internally byAPhysicsVolume.

code: void AddPhysicsVolume ( [APhysicsVolume](API\Runtime\Engine\GameFramework\APhysicsVolume) * Volume )


description: Add a streaming level to the list of streamed levels to consider. If this streaming level is in the array already then it won't be added again.

code: void AddUniqueStreamingLevel ( [ULevelStreaming](API\Runtime\Engine\Engine\ULevelStreaming) * StreamingLevelToAdd )


description:
Returns whether audio playback is allowed for this scene.
true if current world is GWorld, false otherwise

code: bool AllowAudioPlayback() const


description:
Returns whether the level streaming code is allowed to issue load requests.
true if level load requests are allowed, false otherwise.

code: bool AllowLevelLoadRequests() const


description: Returns true if the actors have been initialized and are ready to start play

code: bool AreActorsInitialized() const


description: Returns whether all the 'always loaded' levels are loaded.


description: FTraceDelegate TraceDelegate; TraceDelegate.BindRaw(this, &MyActor::TraceDone);

code: [FTraceHandle](API\Runtime\Engine\FTraceHandle) AsyncLineTraceByChannel ( EAsyncTraceType InTraceType, const FVector & Start, const FVector & End, ECollisionChannel TraceChannel, const [FCollisionQueryParams](API\Runtime\Engine\FCollisionQueryParams) & Params, const [FCollisionResponseParams](API\Runtime\Engine\FCollisionResponseParams) & ResponseParam, const FTraceDelegate * InDelegate, uint32 UserData )


code: [FTraceHandle](API\Runtime\Engine\FTraceHandle) AsyncLineTraceByObjectType ( EAsyncTraceType InTraceType, const FVector & Start, const FVector & End, const [FCollisionObjectQueryParams](API\Runtime\Engine\FCollisionObjectQueryParams) & ObjectQueryParams, const [FCollisionQueryParams](API\Runtime\Engine\FCollisionQueryParams) & Params, const FTraceDelegate * InDelegate, uint32 UserData )


code: [FTraceHandle](API\Runtime\Engine\FTraceHandle) AsyncLineTraceByProfile ( EAsyncTraceType InTraceType, const FVector & Start, const FVector & End, [FName](API\Runtime\Core\UObject\FName) ProfileName, const [FCollisionQueryParams](API\Runtime\Engine\FCollisionQueryParams) & Params, const FTraceDelegate * InDelegate, uint32 UserData )


description: Requests async loading of any 'always loaded' level. Used in seamless travel to prevent blocking in the first UpdateLevelStreaming.


code: [FTraceHandle](API\Runtime\Engine\FTraceHandle) AsyncOverlapByChannel ( const FVector & Pos, const FQuat & Rot, ECollisionChannel TraceChannel, const [FCollisionShape](API\Runtime\PhysicsCore\FCollisionShape) & CollisionShape, const [FCollisionQueryParams](API\Runtime\Engine\FCollisionQueryParams) & Params, const [FCollisionResponseParams](API\Runtime\Engine\FCollisionResponseParams) & ResponseParam, const FOverlapDelegate * InDelegate, uint32 UserData )


code: [FTraceHandle](API\Runtime\Engine\FTraceHandle) AsyncOverlapByObjectType ( const FVector & Pos, const FQuat & Rot, const [FCollisionObjectQueryParams](API\Runtime\Engine\FCollisionObjectQueryParams) & ObjectQueryParams, const [FCollisionShape](API\Runtime\PhysicsCore\FCollisionShape) & CollisionShape, const [FCollisionQueryParams](API\Runtime\Engine\FCollisionQueryParams) & Params, const FOverlapDelegate * InDelegate, uint32 UserData )


code: [FTraceHandle](API\Runtime\Engine\FTraceHandle) AsyncOverlapByProfile ( const FVector & Pos, const FQuat & Rot, [FName](API\Runtime\Core\UObject\FName) ProfileName, const [FCollisionShape](API\Runtime\PhysicsCore\FCollisionShape) & CollisionShape, const [FCollisionQueryParams](API\Runtime\Engine\FCollisionQueryParams) & Params, const FOverlapDelegate * InDelegate, uint32 UserData )


code: [FTraceHandle](API\Runtime\Engine\FTraceHandle) AsyncSweepByChannel ( EAsyncTraceType InTraceType, const FVector & Start, const FVector & End, const FQuat & Rot, ECollisionChannel TraceChannel, const [FCollisionShape](API\Runtime\PhysicsCore\FCollisionShape) & CollisionShape, const [FCollisionQueryParams](API\Runtime\Engine\FCollisionQueryParams) & Params, const [FCollisionResponseParams](API\Runtime\Engine\FCollisionResponseParams) & ResponseParam, const FTraceDelegate * InDelegate, uint32 UserData )


code: [FTraceHandle](API\Runtime\Engine\FTraceHandle) AsyncSweepByObjectType ( EAsyncTraceType InTraceType, const FVector & Start, const FVector & End, const FQuat & Rot, const [FCollisionObjectQueryParams](API\Runtime\Engine\FCollisionObjectQueryParams) & ObjectQueryParams, const [FCollisionShape](API\Runtime\PhysicsCore\FCollisionShape) & CollisionShape, const [FCollisionQueryParams](API\Runtime\Engine\FCollisionQueryParams) & Params, const FTraceDelegate * InDelegate, uint32 UserData )


code: [FTraceHandle](API\Runtime\Engine\FTraceHandle) AsyncSweepByProfile ( EAsyncTraceType InTraceType, const FVector & Start, const FVector & End, const FQuat & Rot, [FName](API\Runtime\Core\UObject\FName) ProfileName, const [FCollisionShape](API\Runtime\PhysicsCore\FCollisionShape) & CollisionShape, const [FCollisionQueryParams](API\Runtime\Engine\FCollisionQueryParams) & Params, const FTraceDelegate * InDelegate, uint32 UserData )


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: Start gameplay. This will cause the game mode to transition to the correct state and call BeginPlay on all actors

code: void BeginPlay()


description: Mark the world as being torn down

code: void BeginTearingDown()


description: Updates world's level streaming state using active game players view and blocks until all sub - levels are loaded / visible / hidden so further calls to UpdateLevelStreaming won't do any work unless state changes.

code: void BlockTillLevelStreamingCompleted()


description: Return the prefix for PIE packages given a PIE Instance ID

code: static [FString](API\Runtime\Core\Containers\FString) BuildPIEPackagePrefix ( int32 PIEInstanceID )


description: we can't cancel pending async loads, so this won't immediately free the memory)

code: void CancelPendingMapChange()


description: Broadcasts that the number of levels has changed.

code: void BroadcastLevelsChanged()


description: Change the feature level that this world is current rendering with

code: void ChangeFeatureLevel ( [ERHIFeatureLevel::Type](API\Runtime\RHI\ERHIFeatureLevel__Type) InFeatureLevel, bool bShowSlowProgressDialog )


description: Remove NULL entries from actor list. Only does so for dynamic actors to avoid resorting. In theory static actors shouldn't be deleted during gameplay.

code: void CleanupActors()


description: Cleans up components, streaming data and assorted other intermediate data.

code: void CleanupWorld ( bool bSessionEnded, bool bCleanupResources, [UWorld](API\Runtime\Engine\Engine\UWorld) * NewWorld )


className: CleanupWorldGlobalTag

code: static uint32 CleanupWorldGlobalTag = 0;


description: Remove all internal references to this net driver, but do not destroy it. Called by the engine when destroying the driver.

code: void ClearNetDriver ( [UNetDriver](API\Runtime\Engine\Engine\UNetDriver) * Driver )


description: Clears the need for a component to have a end of frame update

code: void ClearActorComponentEndOfFrameUpdate ( [UActorComponent](API\Runtime\Engine\Components\UActorComponent) * Component )


description: Remove internal references to pending demo net driver when starting a replay, but do not destroy it.

code: void ClearDemoNetDriver()


description: Reset the streaming levels array

code: void ClearStreamingLevels()


description: Clears all level components and world components like e.g. line batcher.

code: void ClearWorldComponents()


description: Actually performs the map transition prepared byPrepareMapChange()it happens in the next tick to avoid GC issues if a map change is being prepared but isn't ready yet, the transition code will block until it is wait untilIsMapChangeReady()returns true if this is undesired behavior

code: void CommitMapChange()


description: Commits changes made to the surfaces of the UModels of all levels.

code: void CommitModelSurfaces()


description:
The overload taking rotation as an FQuat is slightly faster than the version using FRotator (which will be converted to an FQuat)..
TRUE if any hit is found

code: bool ComponentOverlapMulti ( [TArray](API\Runtime\Core\Containers\TArray)< struct [FOverlapResult](API\Runtime\Engine\Engine\FOverlapResult) > & OutOverlaps, const class [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * PrimComp, const FVector & Pos, const FRotator & Rot, const [FComponentQueryParams](API\Runtime\Engine\FComponentQueryParams) & Params, const [FCollisionObjectQueryParams](API\Runtime\Engine\FCollisionObjectQueryParams) & ObjectQueryParams ) const


code: bool ComponentOverlapMulti ( [TArray](API\Runtime\Core\Containers\TArray)< struct [FOverlapResult](API\Runtime\Engine\Engine\FOverlapResult) > & OutOverlaps, const class [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * PrimComp, const FVector & Pos, const FQuat & Rot, const [FComponentQueryParams](API\Runtime\Engine\FComponentQueryParams) & Params, const [FCollisionObjectQueryParams](API\Runtime\Engine\FCollisionObjectQueryParams) & ObjectQueryParams ) const


description:
The overload taking rotation as an FQuat is slightly faster than the version using FRotator (which will be converted to an FQuat)..
TRUE if OutOverlaps contains any blocking results

code: bool ComponentOverlapMultiByChannel ( [TArray](API\Runtime\Core\Containers\TArray)< struct [FOverlapResult](API\Runtime\Engine\Engine\FOverlapResult) > & OutOverlaps, const class [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * PrimComp, const FVector & Pos, const FQuat & Rot, ECollisionChannel TraceChannel, const [FComponentQueryParams](API\Runtime\Engine\FComponentQueryParams) & Params, const [FCollisionObjectQueryParams](API\Runtime\Engine\FCollisionObjectQueryParams) & ObjectQueryParams ) const


code: bool ComponentOverlapMultiByChannel ( [TArray](API\Runtime\Core\Containers\TArray)< struct [FOverlapResult](API\Runtime\Engine\Engine\FOverlapResult) > & OutOverlaps, const class [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * PrimComp, const FVector & Pos, const FRotator & Rot, ECollisionChannel TraceChannel, const [FComponentQueryParams](API\Runtime\Engine\FComponentQueryParams) & Params, const [FCollisionObjectQueryParams](API\Runtime\Engine\FCollisionObjectQueryParams) & ObjectQueryParams ) const


description:
The overload taking rotation as an FQuat is slightly faster than the version using FRotator (which will be converted to an FQuat)..
TRUE if OutHits contains any blocking hit entries

code: bool ComponentSweepMulti ( [TArray](API\Runtime\Core\Containers\TArray)< struct [FHitResult](API\Runtime\Engine\Engine\FHitResult) > & OutHits, class [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * PrimComp, const FVector & Start, const FVector & End, const FRotator & Rot, const [FComponentQueryParams](API\Runtime\Engine\FComponentQueryParams) & Params ) const


code: bool ComponentSweepMultiByChannel ( [TArray](API\Runtime\Core\Containers\TArray)< struct [FHitResult](API\Runtime\Engine\Engine\FHitResult) > & OutHits, class [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * PrimComp, const FVector & Start, const FVector & End, const FQuat & Rot, ECollisionChannel TraceChannel, const [FComponentQueryParams](API\Runtime\Engine\FComponentQueryParams) & Params ) const


code: bool ComponentSweepMultiByChannel ( [TArray](API\Runtime\Core\Containers\TArray)< struct [FHitResult](API\Runtime\Engine\Engine\FHitResult) > & OutHits, class [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * PrimComp, const FVector & Start, const FVector & End, const FRotator & Rot, ECollisionChannel TraceChannel, const [FComponentQueryParams](API\Runtime\Engine\FComponentQueryParams) & Params ) const


description: Calls ULevel::BuildStreamingData(this,NULL,NULL) if it has been triggered within the last few seconds.

code: void ConditionallyBuildStreamingData()


description:
Returns whether the passed in actor is part of any of the loaded levels actors array. Warning: Will return true for pending kill actors!
true if actor is contained by any of the loaded levels, false otherwise

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


description: Does the level list contain the given level.

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


code: bool ComponentSweepMulti ( [TArray](API\Runtime\Core\Containers\TArray)< struct [FHitResult](API\Runtime\Engine\Engine\FHitResult) > & OutHits, class [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * PrimComp, const FVector & Start, const FVector & End, const FQuat & Rot, const [FComponentQueryParams](API\Runtime\Engine\FComponentQueryParams) & Params ) const


description: Given a PackageName and a PIE Instance ID return the name of that Package when being run as a PIE world

code: static [FString](API\Runtime\Core\Containers\FString) ConvertToPIEPackageName ( const [FString](API\Runtime\Core\Containers\FString) & PackageName, int32 PIEInstanceID )


description: Copies GameState properties from the GameMode.

code: void CopyGameState ( [AGameModeBase](API\Runtime\Engine\GameFramework\AGameModeBase) * FromGameMode, [AGameStateBase](API\Runtime\Engine\GameFramework\AGameStateBase) * FromGameState )


description: UAISystemBase::AISystemClassName and UAISystemBase::AISystemModuleName


description: Creates a new FX system for this world

code: void CreateFXSystem()


description: Creates a new physics scene for this world.

code: void CreatePhysicsScene ( const [AWorldSettings](API\Runtime\Engine\GameFramework\AWorldSettings) * Settings )


description: Static function that creates a newUWorldand returns a pointer to it

code: static [UWorld](API\Runtime\Engine\Engine\UWorld) * CreateWorld ( const [EWorldType::Type](API\Runtime\Engine\Engine\EWorldType__Type) InWorldType, bool bInformEngineOfWorld, [FName](API\Runtime\Core\UObject\FName) WorldName, [UPackage](API\Runtime\CoreUObject\UObject\UPackage) * InWorldPackage, bool bAddToRoot, [ERHIFeatureLevel::Type](API\Runtime\RHI\ERHIFeatureLevel__Type) InFeatureLevel, const [InitializationValues](API\Runtime\Engine\Engine\UWorld\InitializationValues) * InIVS, bool bInSkipInitWorld )


code: bool DebugDrawSceneQueries ( const [FName](API\Runtime\Core\UObject\FName) & UsedTraceTag ) const


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


description: Sets the number of frames to delay Streaming Volume updating, useful if you preload a bunch of levels but the camera hasn't caught up yet

code: void DelayStreamingVolumeUpdates ( int32 InFrameDelay )


description: Flag a level as not selected.

code: void DeSelectLevel ( [ULevel](API\Runtime\Engine\Engine\ULevel) * InLevel )


description:
Removes the actor from its level's actor list and generally cleans up the engine's internal state. What this function does not do, but is handled via garbage collection instead, is remove references to this actor from all other actors, and kill the actor's resources. This function is set up so that no problems occur even if the actor is being destroyed inside its recursion stack.
true if destroy, false if actor couldn't be destroyed.

code: bool DestroyActor ( [AActor](API\Runtime\Engine\GameFramework\AActor) * Actor, bool bNetForce, bool bShouldModifyLevel )


description: Destroys the current demo net driver.

code: void DestroyDemoNetDriver()


description:
Looks for a PlayerController that was being swapped by the given NetConnection and, if found, destroys it (because the swap is complete or the connection was closed)
whether a PC waiting for a swap was found

code: bool DestroySwappedPC ( [UNetConnection](API\Runtime\Engine\Engine\UNetConnection) * Connection )


description: Destroy this World instance. If destroying the world to load a different world, supply it here to prevent GC of the new world or it's sublevels.

code: void DestroyWorld ( bool bInformEngineOfWorld, [UWorld](API\Runtime\Engine\Engine\UWorld) * NewWorld )


description: Creates a new level collection of type DynamicDuplicatedLevels by duplicating the levels in DynamicSourceLevels. Should only be called by engine.

code: void DuplicateRequestedLevels ( const [FName](API\Runtime\Core\UObject\FName) MapName )


description: Given a loaded editorUWorld, duplicate it for play in editor purposes with OwningWorld as the world with the persistent level.

code: static [UWorld](API\Runtime\Engine\Engine\UWorld) * DuplicateWorldForPIE ( const [FString](API\Runtime\Core\Containers\FString) & PackageName, [UWorld](API\Runtime\Engine\Engine\UWorld) * OwningWorld )


description: Wrapper forDestroyActor()that should be called in the editor.

code: bool EditorDestroyActor ( [AActor](API\Runtime\Engine\GameFramework\AActor) * Actor, bool bShouldModifyLevel )


description: True if Actor would encroach at TestLocation on something that blocks it. Returns a ProposedAdjustment that might result in an unblocked TestLocation.

code: bool EncroachingBlockingGeometry ( const [AActor](API\Runtime\Engine\GameFramework\AActor) * TestActor, FVector TestLocation, FRotator TestRotation, FVector * ProposedAdjustment )


description: Ensures that the collision detection tree is fully built. This should be called after the full level reload to make sure the first traces are not abysmally slow.

code: void EnsureCollisionTreeIsBuilt()


description: Handle Exec/Console Commands related to the World

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


className: FActorsInitializedParams

description: For backwards compatibility


className: FBlueprintToDebuggedObjectMap

description: Map of blueprints that are being debugged and the object instance they are debugging.

code: typedef [TMap](API\Runtime\Core\Containers\TMap)< [TWeakObjectPtr](API\Runtime\Core\UObject\TWeakObjectPtr)< class [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) >, [TWeakObjectPtr](API\Runtime\Core\UObject\TWeakObjectPtr)< [UObject](API\Runtime\CoreUObject\UObject\UObject) > > FBlueprintToDebuggedObjectMap


code: [UWorld](API\Runtime\Engine\Engine\UWorld) final ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


description: Returns theFLevelCollectionfor the given InType, or null if a collection of that type hasn't been created yet.

code: const [FLevelCollection](API\Runtime\Engine\Engine\FLevelCollection) * FindCollectionByType ( const ELevelCollectionType InType ) const


code: [FLevelCollection](API\Runtime\Engine\Engine\FLevelCollection) * FindCollectionByType ( const ELevelCollectionType InType )


description: Returns theFLevelCollectionfor the given InType. If one does not exist, it is created.

code: [FLevelCollection](API\Runtime\Engine\Engine\FLevelCollection) & FindOrAddCollectionByType ( const ELevelCollectionType InType )


description: Returns the index of theFLevelCollectionwith the given InType, or INDEX_NONE if a collection of that type hasn't been created yet.

code: int32 FindCollectionIndexByType ( const ELevelCollectionType InType ) const


description: Returns the index of the firstFLevelCollectionof the given InType. If one does not exist, it is created and its index returned.

code: int32 FindOrAddCollectionByType_Index ( const ELevelCollectionType InType )


description: Given a package, locate theUWorldcontained within if one exists

code: static [UWorld](API\Runtime\Engine\Engine\UWorld) * FindWorldInPackage ( [UPackage](API\Runtime\CoreUObject\UObject\UPackage) * Package )


description: Try to find an acceptable non-colliding location to place TestActor as close to possible to PlaceLocation. Expects PlaceLocation to be a valid location inside the level. Returns true if a location without blocking collision is found, in which case PlaceLocation is overwritten with the new clear location. Returns false if no suitable location could be found, in which case PlaceLocation is unmodified.

code: bool FindTeleportSpot ( const [AActor](API\Runtime\Engine\GameFramework\AActor) * TestActor, FVector & PlaceLocation, FRotator PlaceRotation )


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: Waits for the physics scene to be done processing

code: void FinishPhysicsSim()


description: Flush any pending parameter collection updates to the render thrad.


description: If the specified package contains a redirector to aUWorld, thatUWorldis returned. Otherwise, nullptr is returned.

code: static [UWorld](API\Runtime\Engine\Engine\UWorld) * FollowWorldRedirectorInPackage ( [UPackage](API\Runtime\CoreUObject\UObject\UPackage) * Package, [UObjectRedirector](API\Runtime\CoreUObject\UObject\UObjectRedirector) ** OptionalOutRedirector )


description: Flushes level streaming in blocking fashion and returns when all levels are loaded/ visible/ hidden so further calls to UpdateLevelStreaming won't do any work unless state changes. Basically blocks on all async operation like updating components.

code: void FlushLevelStreaming ( EFlushLevelStreamingType FlushType )


className: FOnBeginPostProcessSettings

description: Called when the world computes how post process volumes contribute to the scene.

code: class FOnBeginPostProcessSettings : public TBaseMulticastDelegate_TwoParams< void, FVector, FSceneView * >


className: FOnGameStateSetEvent

code: class FOnGameStateSetEvent : public TBaseMulticastDelegate_OneParam< void, AGameStateBase * >


className: FOnMatchStarting

code: typedef TMulticastDelegate_NoParams< void > FOnMatchStarting


className: FOnWorldBeginPlay

code: typedef TMulticastDelegate_NoParams< void > FOnWorldBeginPlay


className: FOnWorldInitializedActors

code: typedef TMulticastDelegate_OneParam< void, const [FActorsInitializedParams](API\Runtime\Engine\Engine\UWorld\FActorsInitializedParams) & > FOnWorldInitializedActors


description: Returns the level collection which currently has its context set on this world. May be null. If non-null, this implies that execution is currently within the scope of anFScopedLevelCollectionContextSwitchfor this world.

code: const [FLevelCollection](API\Runtime\Engine\Engine\FLevelCollection) * GetActiveLevelCollection() const


description: Returns the index of the level collection which currently has its context set on this world. May be INDEX_NONE. If not INDEX_NONE, this implies that execution is currently within the scope of anFScopedLevelCollectionContextSwitchfor this world.


description: Returns the active lighting scenario for this world or NULL if none.

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


description: Returns the actor count.

code: int32 GetActorCount() const


description: Return the URL of this level, which may possibly exist on a remote machine.


description: AISystem getter


description: AISystem const getter

code: const [UAISystemBase](API\Runtime\Engine\AI\UAISystemBase) * GetAISystem() 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 the audio device used by this world.


description:
Returns the audio device associated with this world. Lifecycle of the audio device is not guaranteed unless you usedGetAudioDevice().
Audio device to use with this world.

code: [FAudioDevice](API\Runtime\Engine\FAudioDevice) * GetAudioDeviceRaw() const


description:
Finds the audio settings to use for a given view location, taking into account the world's default settings and the audio volumes in the world.
If the settings came from an audio volume, the audio volume object is returned.

code: [AAudioVolume](API\Runtime\Engine\Sound\AAudioVolume) * GetAudioSettings ( const FVector & ViewLocation, struct [FReverbSettings](API\Runtime\Engine\Sound\FReverbSettings) * OutReverbSettings, struct [FInteriorSettings](API\Runtime\Engine\Sound\FInteriorSettings) * OutInteriorSettings ) const


description:
Returns time in seconds since world was brought up for play, IS stopped when game pauses, NOT dilated/clamped
time in seconds since world was brought up for play

code: double GetAudioTimeSeconds() const


description: Returns the current Game Mode instance cast to the template type. This can only return a valid pointer on the server and may be null if the cast fails. Will always return null on a client.

code: template<class T> T * GetAuthGameMode() const


description: Returns the current Game Mode instance, which is always valid during gameplay on the server. This will only return a valid pointer on the server. Will always return null on a client.

code: [AGameModeBase](API\Runtime\Engine\GameFramework\AGameModeBase) * GetAuthGameMode() const


description: Get an iterator for the list of CameraActors that auto-activate for PlayerControllers.


description: Avoidance manager getter


description: Avoidance manager getter

code: const [UAvoidanceManager](API\Runtime\Engine\AI\Navigation\UAvoidanceManager) * GetAvoidanceManager() const


description: Returns BlockTillLevelStreamingCompletedEpoch.


description: Return the array of objects currently bieng debugged.

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


description: Gets the canvas object for rendering to a render target. Will allocate one if needed.


description: Access to the ChaosEventRelay to access all registered events.


description: Returns an iterator for the controller list.


description: Get the CurrentLevel for this world.

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


description: Returns the level, if any, in the process of being made invisible

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


description: Returns the level, if any, in the process of being made visible

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


description: Returns theUDataLayerManagerassociated with this world.UDataLayerManagerobject associated with this world

code: [UDataLayerManager](API\Runtime\Engine\WorldPartition\DataLayer\UDataLayerManager) * GetDataLayerManager() const


description: Returns a human friendly display string for the current world (showing the kind of world when in multiplayer PIE)


description: Returns the default brush for the persistent level. This is usually the 'builder brush' for editor builds, undefined for non editor instances and may be NULL.

code: [ABrush](API\Runtime\Engine\Engine\ABrush) * GetDefaultBrush() const


description:
Returns the Z component of the default world gravity.
Z component of the default world gravity.

code: float GetDefaultGravityZ() const


description:
Returns the default physics volume and creates it if necessary.
default physics volume

code: [APhysicsVolume](API\Runtime\Engine\GameFramework\APhysicsVolume) * GetDefaultPhysicsVolume() const


description:
Returns the frame delta time in seconds adjusted by e.g. time dilation.
frame delta time in seconds adjusted by e.g. time dilation

code: float GetDeltaSeconds() const


description: Gets the demo net driver for this world.

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


description: the current detail mode, like EDetailMode but can be outside of the range

code: int32 GetDetailMode() const


description: Duplicate the editor world to create the PIE world.

code: static [UWorld](API\Runtime\Engine\Engine\UWorld) * GetDuplicatedWorldForPIE ( [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld, [UPackage](API\Runtime\CoreUObject\UObject\UPackage) * InPIEackage, int32 PIEInstanceID )


description:
May Return NULL if the cast fails.
Pointer to the first validULocalPlayercast to the template type, or NULL if there is not one.

code: template<class T> T * GetFirstLocalPlayerFromController() const


description:
Get the first valid local player via the first player controller.
Pointer to the first validULocalPlayer, or NULL if there is not one.

code: [ULocalPlayer](API\Runtime\Engine\Engine\ULocalPlayer) * GetFirstLocalPlayerFromController() const


description: Returns the first player controller, or NULL if there is not one.

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


description:
May return NULL if the cast fails.
Returns the first player controller cast to the template type, or NULL if there is not one.

code: template<class T> T * GetFirstPlayerController() const


description: Returns the owning game instance for this world

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


description: Returns the OwningGameInstance cast to the template type.

code: template<class T> T * GetGameInstance() const


description: Returns the OwningGameInstance cast to the template type, asserting that it is of the correct type.

code: template<class T> T * GetGameInstanceChecked() const


description: Returns the current GameState instance cast to the template type.

code: template<class T> T * GetGameState() const


description: Returns the current GameState instance.

code: [AGameStateBase](API\Runtime\Engine\GameFramework\AGameStateBase) * GetGameState() const


description: Returns a reference to the game viewport displaying this world if one exists.

code: [UGameViewportClient](API\Runtime\Engine\Engine\UGameViewportClient) * GetGameViewport() const


description:
Returns the Z component of the current world gravity.
Z component of current world gravity.

code: float GetGravityZ() const


description: Whether the world is currently in aBlockTillLevelStreamingCompleted()call


description: This pattern is a little bit of a kludge to allowUWorldclients (for instance, preview world in the Blueprint Editor to not worry about replacing features from GameInstance. Alternatively we could mandate that they implement a game instance for their scene.


description: Return the level with the given index.

code: [ULevel](API\Runtime\Engine\Engine\ULevel) * GetLevel ( int32 InLevelIndex ) const


description: Returns an iterator for the level list.


description: Returns a read-only reference to the list of level collections in this world.

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


description: Return the list of levels in this world.

code: const [TArray](API\Runtime\Core\Containers\TArray)< class [ULevel](API\Runtime\Engine\Engine\ULevel) * > & GetLevels() const


description: Utility for returning theULevelStreamingobject for a particular sub-level, specified by package name

code: [ULevelStreaming](API\Runtime\Engine\Engine\ULevelStreaming) * GetLevelStreamingForPackageName ( [FName](API\Runtime\Core\UObject\FName) PackageName )


description:
Returns the current (or specified) level's level scripting actor
A pointer to the level scripting actor, if any, for the specified level, or NULL if no level scripting actor is available

code: [ALevelScriptActor](API\Runtime\Engine\Engine\ALevelScriptActor) * GetLevelScriptActor ( class [ULevel](API\Runtime\Engine\Engine\ULevel) * OwnerLevel ) const


description: Gets all LightMaps and ShadowMaps associated with this world. Specify the level or leave null for persistent

code: void GetLightMapsAndShadowMaps ( [ULevel](API\Runtime\Engine\Engine\ULevel) * Level, [TArray](API\Runtime\Core\Containers\TArray)< [UTexture2D](API\Runtime\Engine\Engine\UTexture2D) * > & OutLightMapsAndShadowMaps, bool bForceLazyLoad )


description: Return the URL of this level on the local machine.


description:
Returns the name of the current map, taking into account using a dummy persistent world and loading levels into it via PrepareMapChange.
name of the current map

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


description: NavigationSystem getter


description: NavigationSystem const getter

code: const [UNavigationSystemBase](API\Runtime\Engine\AI\UNavigationSystemBase) * GetNavigationSystem() const


description:
Used to get a net driver object.
a pointer to the net driver or NULL if no driver is available.

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


description: IsNetMode()

code: ENetMode GetNetMode() const


description: Get an iterator for all PhysicsVolumes in the world that are not a DefaultPhysicsVolume.


description: Get the count of all PhysicsVolumes in the world that are not a DefaultPhysicsVolume.


description: Return the number of levels in this world.

code: int32 GetNumLevels() const


description: Returns the number of Controllers.

code: int32 GetNumControllers() const


description:
Returns the current levels BSP model.
BSPUModel

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


description: Returns the number of Player Controllers.

code: int32 GetNumPlayerControllers() const


code: int32 GetNumSelectedLevels() const


description: Gets this world's instance for a given collection.

code: [UMaterialParameterCollectionInstance](API\Runtime\Engine\Materials\UMaterialParameterCollectionInst-) * GetParameterCollectionInstance ( const [UMaterialParameterCollection](API\Runtime\Engine\Materials\UMaterialParameterCollection) * Collection ) const


description: Returns a pointer to the physics scene for this world.

code: FPhysScene * GetPhysicsScene() const


description: Returns an Type:Name pair representing the PrimaryAssetId for this object. Assets that need to be globally referenced at runtime should return a valid Identifier. If this is valid, the object can be referenced by identifier using the AssetManager

code: virtual [FPrimaryAssetId](API\Runtime\CoreUObject\UObject\FPrimaryAssetId) GetPrimaryAssetId() const


description: Returns an iterator for the player controller list.


description: Returns the actor count.

code: int32 GetProgressDenominator() const


description:
Returns time in seconds since world was brought up for play, does NOT stop when game pauses, NOT dilated/clamped
time in seconds since world was brought up for play

code: double GetRealTimeSeconds() const


description: Return the selected level with the given index.

code: [ULevel](API\Runtime\Engine\Engine\ULevel) * GetSelectedLevel ( int32 InLevelIndex ) const


description: Return the list of selected levels in this world.

code: [TArray](API\Runtime\Core\Containers\TArray)< [TObjectPtr](API\Runtime\Core\Delegates\TObjectPtr)< class [ULevel](API\Runtime\Engine\Engine\ULevel) > > & GetSelectedLevels()


description: Returns the object used to query server streaming level visibility.

code: const [AServerStreamingLevelsVisibility](API\Runtime\Engine\Streaming\AServerStreamingLevelsVisibility) * GetServerStreamingLevelsVisibility() const


description: returns true if world package is instanced and needs remapping.

code: bool GetSoftObjectPathMapping ( [FString](API\Runtime\Core\Containers\FString) & OutSourceWorldPath, [FString](API\Runtime\Core\Containers\FString) & OutRemappedWorldPath ) const