description: Activates a text to speech channel to accept requests to perform text to speech functionality. If the provided channel Id does not exist, nothing will happen.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=TextToSpeech) void ActivateChannel ( [FName](API\Runtime\Core\UObject\FName) InChannelId )


description: ActivateAllChannels

module: TextToSpeech

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=TextToSpeech) void AddCustomChannel ( [FName](API\Runtime\Core\UObject\FName) InNewChannelId )


description: Deactivates a text to speech channel and stops any vocalized strings on that channel. Future Requests for text to speech functionality will do nothing. If the provided channel Id does not exist, nothing will happen.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=TextToSpeech) void DeactivateChannel ( [FName](API\Runtime\Core\UObject\FName) InChannelId )


description: ActivateAllChannels

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=TextToSpeech) void AddDefaultChannel ( [FName](API\Runtime\Core\UObject\FName) InNewChannelId )


description: Deactivates all text to speech channels making all requests for text to speech functionality do nothing.


description: Implement this for deinitialization of instances of the system

code: virtual void Deinitialize()


description: Returns true if a text to speech channel associated with a channel Id exists. Otherwise, the function returns false.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=TextToSpeech) bool DoesChannelExist ( [FName](API\Runtime\Core\UObject\FName) InChannelId ) const


description: Returns the number of text to speech channels that have been added.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=TextToSpeech, Meta=(DisplayName="Get Number Of Channels")) int32 GetNumChannels() const


description: Returns the current speech rate strings are vocalized on a text to speech channel. Value is between 0.0 and 1.0. If the provided channel Id does not exist, 0.0f will be returned.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=TextToSpeech) float GetRateOnChannel ( [FName](API\Runtime\Core\UObject\FName) InChannelId ) const


description: Returns the current volume strings are vocalized on a text to speech channel. Value is between 0.0f and 1.0f. If the provided channel Id doesn't exist, 0.0f will be returned.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=TextToSpeech) float GetVolumeOnChannel ( [FName](API\Runtime\Core\UObject\FName) InChannelId )


description: UEngineSubsystem.

code: virtual void Initialize ( [FSubsystemCollectionBase](API\Runtime\Engine\Subsystems\FSubsystemCollectionBase) & Collection )


description: Returns true if the text to speech channel is active, otherwise false.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=TextToSpeech) bool IsChannelActive ( [FName](API\Runtime\Core\UObject\FName) InChannelId ) const


description: Returns true if the text to speech channel is muted, otherwise false.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=TextToSpeech) bool IsChannelMuted ( [FName](API\Runtime\Core\UObject\FName) InChannelId ) const


description: Return true when the targeted text to speech channel is vocalising, otherwise false.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=TextToSpeech) bool IsSpeakingOnChannel ( [FName](API\Runtime\Core\UObject\FName) InChannelId ) const


description: Mutes a text to speech channel so no vocalized strings are audible on that channel. If the requested channel is already muted, nothing will happen.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=TextToSpeech) void MuteChannel ( [FName](API\Runtime\Core\UObject\FName) InChannelId )


description: Removes all text to speech channels, preventin future requests for text to speech functionality on all channels.


description: Removes a text to speech channel, preventing all further requests for text to speech functionality from the channel. If the provided channel Id does not exist, nothing will happen.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=TextToSpeech) void RemoveChannel ( [FName](API\Runtime\Core\UObject\FName) InChannelId )


description: Sets the volume for strings vocalized on a text to speech channel. If the provided channel Id does not exist, nothing will happen.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=TextToSpeech) void SetVolumeOnChannel ( [FName](API\Runtime\Core\UObject\FName) InChannelId, float InVolume )


description: Sets the current speech rate strings should be vocalized on a text to speech channel. If the provided channel does not exist, nothing will happen.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=TextToSpeech) void SetRateOnChannel ( [FName](API\Runtime\Core\UObject\FName) InChannelId, float InRate )


description: Immediately stops strings from being vocalized on all text to speech channels.


description: ActivateAllChannels

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=TextToSpeech) void SpeakOnChannel ( [FName](API\Runtime\Core\UObject\FName) InChannelId, const [FString](API\Runtime\Core\Containers\FString) & InStringToSpeak )


description: Immediately stops any currently vocalized string on the channel. If the provided channel Id does not exist, nothing will happen.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=TextToSpeech) void StopSpeakingOnChannel ( [FName](API\Runtime\Core\UObject\FName) InChannelId )


description: Unmutes a text to speech channel so vocalized strings are audible on the channel. If the requested channel is already unmuted, nothing will happen.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=TextToSpeech) void UnmuteChannel ( [FName](API\Runtime\Core\UObject\FName) InChannelId )


code: UTextToSpeechEngineSubsystem()


code: virtual ~UTextToSpeechEngineSubsystem()


className: UTextToSpeechEngineSubsystem

description: Subsystem for interacting with the text to speech system via blueprints. The subsystem consists of a number of text to speech channels associated with a text to speech channel Id. Each text to speech channel provides text to speech functionality such as vocalizing a string, stopping a vocalized string, controlling the audio settings of the channel and muting/unmuting a channel. Most of the functions take a text to speech channel Id which allows you to request text to speech functionality on the requested channel. All newly added text to speech channels start off deactivated and must be activated before any text to speech functionality can be used.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class UTextToSpeechEngineSubsystem : public [UEngineSubsystem](API\Runtime\Engine\Subsystems\UEngineSubsystem)


module: TextureAlignMode

code: virtual bool AllowWidgetMove()


code: virtual bool EndTracking ( [FEditorViewportClient](API\Editor\UnrealEd\FEditorViewportClient) * InViewportClient, [FViewport](API\Runtime\Engine\FViewport) * InViewport )


code: virtual bool GetCustomInputCoordinateSystem ( FMatrix & InMatrix, void * InData )


code: virtual [EAxisList::Type](API\Runtime\Core\Math\EAxisList__Type) GetWidgetAxisToDraw ( [UE::Widget::EWidgetMode](API\Editor\EditorFramework\UE__Widget__EWidgetMode) InWidgetMode ) const


code: virtual bool GetCustomDrawingCoordinateSystem ( FMatrix & InMatrix, void * InData )


code: virtual bool IsCompatibleWith ( FEditorModeID OtherModeID ) const


code: virtual bool ShouldDrawWidget() const


code: virtual FVector GetWidgetLocation() const


code: virtual bool StartTracking ( [FEditorViewportClient](API\Editor\UnrealEd\FEditorViewportClient) * InViewportClient, [FViewport](API\Runtime\Engine\FViewport) * InViewport )


code: virtual ~FEdModeTexture()


className: FEdModeTexture

description: Allows texture alignment on BSP surfaces via the widget.

code: class FEdModeTexture : public [FEdMode](API\Editor\UnrealEd\FEdMode)

SaveCoordSystem

type: ECoordSystem

description: Stores the coordinate system that was active when the mode was entered so it can restore it later.

ScopedTransaction

type: FScopedTransact...

description: The current transaction.

TrackingWorld

type: UWorld*

description: The world that brush that we started tracking with belongs to. Cleared when tracking ends.


code: virtual bool EndModify()


description: Override these to allow this tool to keep track of the users dragging during a single drag event

code: virtual bool StartModify()


description: true if the delta was handled by this editor mode tool.

code: virtual bool InputDelta ( [FEditorViewportClient](API\Editor\UnrealEd\FEditorViewportClient) * InViewportClient, [FViewport](API\Runtime\Engine\FViewport) * InViewport, FVector & InDrag, FRotator & InRot, FVector & InScale )


code: class FModeTool_Texture : public [FModeTool](API\Editor\UnrealEd\FModeTool)


description: Returns the localized name of this toolkit type (typically just "editor")

code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetBaseToolkitName() const


code: virtual [FEdMode](API\Editor\UnrealEd\FEdMode) * GetEditorMode() const


description: IToolkitinterface

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


description: Called before the module is unloaded, right before the module object is destroyed.

code: virtual void ShutdownModule()


description: Called right after the module's DLL has been loaded and the module object has been created

code: virtual void StartupModule()


className: FTextureAlignMode

description: Mode Toolkit for the Texture Align Tools

code: class FTextureAlignMode : public [FModeToolkit](API\Editor\UnrealEd\Toolkits\FModeToolkit)


className: FTextureAlignModeModule

description: Texture mode module

code: class FTextureAlignModeModule : public [IModuleInterface](API\Runtime\Core\Modules\IModuleInterface)


module: TextureMediaPlayer

code: void OnFrame ( const [TArray](API\Runtime\Core\Containers\TArray)< uint8 > & TextureBuffer, FIntPoint Size )


code: void OnFrame ( FTextureRHIRef TextureRHIRef, FGPUFenceRHIRef Fence, uint64 FenceValue )


code: virtual ~ITextureMediaPlayer()


className: ITextureMediaPlayer

code: class ITextureMediaPlayer : public [TSharedFromThis< ITextureMediaPlayer, ESPMode::ThreadSafe >](API\Runtime\Core\Templates\TSharedFromThis)


code: [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IMediaPlayer](API\Runtime\Media\IMediaPlayer), ESPMode::ThreadSafe > CreatePlayer ( [IMediaEventSink](API\Runtime\Media\IMediaEventSink) & EventSink )


description: Opens the player and returns the interface which you can then pass to Texture so the player can receive frames from Texture.

code: [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [ITextureMediaPlayer](API\Plugins\TextureMediaPlayer\ITextureMediaPlayer), ESPMode::ThreadSafe > OpenPlayer ( [UMediaPlayer](API\Runtime\MediaAssets\UMediaPlayer) * MediaPlayer )


description: Players will call this so that this module can return this video sink in OpenPlayer.

code: void RegisterVideoSink ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [ITextureMediaPlayer](API\Plugins\TextureMediaPlayer\ITextureMediaPlayer), ESPMode::ThreadSafe > InVideoSink )


className: ITextureMediaPlayerModule

code: class ITextureMediaPlayerModule : public [IModuleInterface](API\Runtime\Core\Modules\IModuleInterface)


className: FTextureShareCustomData

description: Custom data for sharing

module: TextureShare

ReceivedParameters

type: TMap<FString, ...

description: This user data is received from remote processes. Updated every frame tick.

SendParameters

description: These custom data will be sent to remote processes.


className: FTextureShareObjectDesc

description: Object descriptor

Settings

type: FTextureShareOb...

description: Settings.

ShareName

type: FString

description: Unique share name (case insensitive). When empty, used default name.


className: FTextureShareObjectSyncSettings

description: Sync settings

FrameConnectTimeOut

type: int

description: MaxMillisecondsToWait for first connection. 0 -infinite.

FrameSyncTimeOut

description: MaxMillisecondsToWait for sync. 0 -infinite.


className: FTextureShareReceiveTextureDesc

description: Texture with name for receive

Name

description: Resource name (used for IPC)

Texture

type: TObjectPtr<UTe...

description: Resource to receive.


className: FTextureShareSendTextureDesc

description: Texture with name for sending

Name

description: Resource name (used for IPC)

description: Resource to send.


description: Create new or get existUTextureShareobject.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Meta=(DisplayName="Get or Create TextureShare Object"), Category="TextureShare") [UTextureShareObject](API\Plugins\TextureShare\Blueprints\UTextureShareObject) * GetOrCreateTextureShareObject ( const [FString](API\Runtime\Core\Containers\FString) & InShareName )


className: FTextureShareTexturesDesc

description: Custom textures for sharing

ReceiveTextures

type: TArray<FTextur...

description: Receive all this textures.

SendTextures

description: Send all this textures.


description: Return enabledUObjectby name.

code: [UTextureShareObject](API\Plugins\TextureShare\Blueprints\UTextureShareObject) * GetTextureShareObject ( const [FString](API\Runtime\Core\Containers\FString) & InShareName ) const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Meta=(DisplayName="Get All TextureShare Objects"), Category="TextureShare") const [TArray](API\Runtime\Core\Containers\TArray)< [UTextureShareObject](API\Plugins\TextureShare\Blueprints\UTextureShareObject) * > GetTextureShareObjects() const


description: Return existing textureshare object names (duplicates are ignored)

code: [TSet](API\Runtime\Core\Containers\TSet)< [FString](API\Runtime\Core\Containers\FString) > GetTextureShareObjectNames() const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Meta=(DisplayName="Remove TextureShare Object"), Category="TextureShare") bool RemoveTextureShareObject ( const [FString](API\Runtime\Core\Containers\FString) & InShareName )


className: UTextureShare

description: TextureShareUObjectinterface

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Blueprintable) class UTextureShare : public [UObject](API\Runtime\CoreUObject\UObject\UObject)

bEnable

type: bool

description: Enable sharing for all objects.

ProcessName

description: Unique process name (optional). When empty, used default name.

TextureShareObjects

type: TArray<TObject...

description: Objects for sharing.


description: Override CustomData SendParameters.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Meta=(DisplayName="Send Custom Data"), Category="TextureShare") void SendCustomData ( const [TMap](API\Runtime\Core\Containers\TMap)< [FString](API\Runtime\Core\Containers\FString), [FString](API\Runtime\Core\Containers\FString) > & InSendParameters )


code: virtual ~UTextureShareObject()


className: UTextureShareObject

description: TextureShareUObjectcontainer

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Blueprintable) class UTextureShareObject : public [UObject](API\Runtime\CoreUObject\UObject\UObject)

bEnable

description: Enable this texture share object.

CustomData

type: FTextureShareCu...

description: Shared custom data.

Desc

description: Object description.

Textures

type: FTextureShareTe...

description: Shared resources.


description:
Singleton-like access to this module's interface. This is just for convenience! Beware of calling this during the shutdown phase, though. Your module might have been unloaded already.
Returns singleton instance, loading the module on demand if needed

code: static [ITextureShare](API\Plugins\TextureShare\ITextureShare) & Get()


description: Returns API Interface Put headers in an Internal folder. This limits visibility to other engine modules, and allows implementations to be changed in hotfixes.

code: ITextureShareAPI & GetTextureShareAPI()


description:
Checks to see if this module is loaded and ready. It is only valid to callGet()ifIsAvailable()returns true.
True if the module is loaded and ready to use

code: static bool IsAvailable()


className: ModuleName

code: static constexpr auto ModuleName = TEXT("TextureShare");


className: ITextureShare

description: TextureShare module public API

code: class ITextureShare : public [IModuleInterface](API\Runtime\Core\Modules\IModuleInterface)


description:
Singleton-like access to this module's interface. This is just for convenience! Beware of calling this during the shutdown phase, though. Your module might have been unloaded already.
Returns singleton object, loading the module on demand if needed

module: TextureShareCore

code: static [ITextureShareCore](API\Plugins\TextureShareCore\ITextureShareCore) & Get()


description: Returns Core API Interface Put headers in an Internal folder. This limits visibility to other engine modules, and allows implementations to be changed in hotfixes.


className: ITextureShareCore

description: Low level API for UE and SDK

code: class ITextureShareCore : public [IModuleInterface](API\Runtime\Core\Modules\IModuleInterface)


code: static constexpr auto ModuleName = TEXT("TextureShareCore");


module: TextureShareDisplayCluster

code: static [ITextureShareDisplayCluster](API\Plugins\TextureShareDisplayCluster\ITextureShareDisplayCluster) & Get()


description: Returns TextureShare nDisplay API Interface Put headers in an Internal folder. This limits visibility to other engine modules, and allows implementations to be changed in hotfixes.


code: static constexpr auto ModuleName = TEXT("TextureShareDisplayCluster");


code: virtual ~ITextureShareDisplayCluster()


className: ITextureShareDisplayCluster

description: Public API for nDisplay integration with TextureShare

code: class ITextureShareDisplayCluster : public [IModuleInterface](API\Runtime\Core\Modules\IModuleInterface)


className: deprecated

description: Editor settings for TimecodeSynchronizer

module: TimecodeSynchronizer

code: class deprecated ( "The TimecodeSynchronizer plugin is deprecated. Please update your project to use the features of the TimedDataMonitor plugin."" Please update your code to the new API before upgrading to the next release, otherwise your project will no longer compile." )


code: PRAGMA_DISABLE_DEPRECATION_WARNINGS class deprecated ( "The TimecodeSynchronizer plugin is deprecated. Please update your project to use the features of the TimedDataMonitor plugin."" Please update your code to the new API before upgrading to the next release, otherwise your project will no longer compile." )


className: FTimecodeSourceState

description: Cached frame values for a given source.

code: struct FTimecodeSourceState

NewestAvailableSample

type: FFrameTime

description: Frame time of the newest available sample.

OldestAvailableSample

description: Frame time of the oldest available sample.


description: Whether or not this source can be synchronized.

code: bool CanBeSynchronized() const


description: Gets the FrameRate of the source.

code: const [FFrameRate](API\Runtime\Core\Misc\FFrameRate) & GetFrameRate() const


code: const [UTimeSynchronizationSource](API\Runtime\TimeManagement\UTimeSynchronizationSource) * GetInputSource() const


description: Gets the state of the Source relative to its own frame rate.

code: const [FTimecodeSourceState](API\Plugins\TimecodeSynchronizer\FTimecodeSourceState) & GetInputSourceState() const


description: Gets the state of the Source relative to the Synchronizer's frame rate.

code: const [FTimecodeSourceState](API\Plugins\TimecodeSynchronizer\FTimecodeSourceState) & GetSynchronizerRelativeState() const


code: bool IsInputSourceValid() const


description: Whether or not this source is ready.

code: bool IsReady() const


description: Updates the internal state of this source, returning whether or not the source is ready (e.g.IsReady()== true).

code: const bool UpdateSourceState ( const [FFrameRate](API\Runtime\Core\Misc\FFrameRate) & SynchronizerFrameRate )


code: FTimecodeSynchronizerActiveTimecodedInputSource ( [UTimeSynchronizationSource](API\Runtime\TimeManagement\UTimeSynchronizationSource) * Source )


code: FTimecodeSynchronizerActiveTimecodedInputSource &40; FTimecodeSynchronizerActiveTimecodedInputSource && &41;


code: FTimecodeSynchronizerActiveTimecodedInputSource &40; const FTimecodeSynchronizerActiveTimecodedInputSource & &41;


description: The values are typically updated once per frame.


className: FTimecodeSynchronizerCachedSyncState

description: Defines the various modes that the synchronizer can use to try and achieve synchronization.Enumerates Timecode source type.Enumerates possible framerate sourceEnumerates Synchronization related events.Cached values to use during synchronization / while synchronized

FrameOffset

description: Frame offset that will be used if SyncMode != Auto;

FrameRate

type: FFrameRate

description: The FrameRate of the synchronizer.

RolloverFrame

type: TOptional<FFra...

description: If we're using rollover, the frame time that represents the rollover point (e.g., the modulus).

SyncMode

type: ETimecodeSynchr...

description: Synchronization mode that's being used.


description: Singleton-like access toITimecodeSynchronizerModuleReturns TimecodeSynchronizerModule singleton instance, loading the module on demand if needed

code: static [ITimecodeSynchronizerModule](API\Plugins\TimecodeSynchronizer\ITimecodeSynchronizerModule) & Get()


description:
Checks to see if this module is loaded and ready. It is only valid to callGet()ifIsAvailable()returns true.
True if the module is loaded and ready to use

code: static bool IsAvailable()


className: ITimecodeSynchronizerModule

code: class ITimecodeSynchronizerModule : public [IModuleInterface](API\Runtime\Core\Modules\IModuleInterface)


className: WithCopy

code: enum &123; WithCopy = false &125;


description: Deprecated* The TimecodeSynchronizer plugin is deprecated. Please update your project to use the features of the TimedDataMonitor plugin.

code: template<> struct TStructOpsTypeTraits< FTimecodeSynchronizerActiveTimecodedInputSource > : public [TStructOpsTypeTraitsBase2< FTimecodeSynchronizerActiveTimecodedInputSource >](API\Runtime\CoreUObject\UObject\TStructOpsTypeTraitsBase2)


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:
Called by the editor to query whether a property of this object is allowed to be modified. The property editor uses this to disable controls for properties that should not be changed. When overriding this function you should always call the parent implementation first.
true if the property can be modified in the editor, otherwise false

code: virtual bool CanEditChange ( const [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * InProperty ) const


className: ESynchronizationState

description: Synchronization states

code: enum ESynchronizationState { None, Error, Initializing, PreRolling_WaitGenlockTimecodeProvider, PreRolling_WaitReadiness, PreRolling_Synchronizing, Synchronized, }


className: FOnTimecodeSynchronizationEvent

description: Get an event delegate that is invoked when a Asset synchronization event occurred.

code: class FOnTimecodeSynchronizationEvent : public TBaseMulticastDelegate_OneParam< void, ETimecodeSynchronizationEvent >


description: Returns the index of the Main Synchronization Source in the Synchronized Sources list.


description: Sources added this way should be added every time the StartSynchronization event is fired.

code: void AddRuntimeTimeSynchronizationSource ( [UTimeSynchronizationSource](API\Runtime\TimeManagement\UTimeSynchronizationSource) * Source )


description:
Get Current System Frame Time which is synchronized
FrameTime


description: Returns the list of sources that are not actively being used in synchronization.

code: const [TArray](API\Runtime\Core\Containers\TArray)< [FTimecodeSynchronizerActiveTimecodedInputSource](API\Plugins\TimecodeSynchronizer\FTimecodeSynchronizerActiveTimec-) > & GetNonSynchronizedSources() const


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: Return the stat id to use for this tickable

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


description: Deprecated* Please use GetNonSynchronizedSources.

code: const [TArray](API\Runtime\Core\Containers\TArray)< [FTimecodeSynchronizerActiveTimecodedInputSource](API\Plugins\TimecodeSynchronizer\FTimecodeSynchronizerActiveTimec-) > & GetSynchronizationSources() 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: Returns the list of sources that are used to perform synchronization.

code: const [TArray](API\Runtime\Core\Containers\TArray)< [FTimecodeSynchronizerActiveTimecodedInputSource](API\Plugins\TimecodeSynchronizer\FTimecodeSynchronizerActiveTimec-) > & GetSynchronizedSources() const


description:
Virtual that can be overloaded by the inheriting class. It is used to determine whether an object will ever be able to tick, and if not, it will not get added to the tickable objects array. If the tickable tick type is Conditional then the virtual IsTickable will be called to determine whether to tick the object on each given frame
true if object will ever want to be ticked, false otherwise.

code: virtual ETickableTickType GetTickableTickType() const


description: Deprecated* Please use GetSynchronizedSources.

code: const [TArray](API\Runtime\Core\Containers\TArray)< [FTimecodeSynchronizerActiveTimecodedInputSource](API\Plugins\TimecodeSynchronizer\FTimecodeSynchronizerActiveTimec-) > & GetTimecodedSources() const


description: This Provider became the Engine's Provider.

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


description:
Virtual that can be overloaded by the inheriting class. It is used to determine whether an object is ready to be ticked. This is required for example for allUObjectderived classes as they might be loaded async and therefore won't be ready immediately.
true if object is ready to be ticked, false otherwise.

code: virtual bool IsTickable() const


description:
Used to determine whether the object should be ticked in the editor. Defaults to false since that is the previous behavior.
true if this tickable object can be ticked in the editor

code: virtual bool IsTickableInEditor() const


description:
Used to determine if an object should be ticked when the game is paused. Defaults to false, as that mimics old behavior.
true if it should be ticked when paused, false otherwise

code: virtual bool IsTickableWhenPaused() const


description: This alternate version of PostEditChange is called when properties inside structs are modified. The property that was actually modified is located at the tail of the list. The head of the list of theFStructPropertymember variable that contains the property that was modified.

code: virtual void PostEditChangeChainProperty ( [FPropertyChangedChainEvent](API\Runtime\CoreUObject\UObject\FPropertyChangedChainEvent) & PropertyChangedEvent )


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

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


description:
Starts the synchronization process. Does nothing if we're already synchronized, or attempting to synchronize.
True if the synchronization process was successfully started (or was previously started).

code: bool StartSynchronization()


description: Stops the synchronization process. Does nothing if we're not synchronized, or attempting to synchronize.

code: void StopSynchronization()


description: Pure virtual that must be overloaded by the inheriting class. It will be called from within LevelTick.cpp after ticking all actors or from the rendering thread (depending on bIsRenderingThreadObject)

code: virtual void Tick ( float DeltaTime )


description: UTimecodeSynchronizer

code: UTimecodeSynchronizer()


className: UTimecodeSynchronizer

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class UTimecodeSynchronizer : public [UTimecodeProvider](API\Runtime\Engine\Engine\UTimecodeProvider), public [FTickableGameObject](API\Runtime\Engine\FTickableGameObject)

bUsePreRollingTimecodeMarginOfErrors

description: Enable verification of margin between synchronized time and source time

bUsePreRollingTimeout

description: Enable PreRoll timeout

FixedFrameRate

description: The fixed framerate to use.

FrameRateSource

description: Frame Rate Source.

MainSynchronizationSourceIndex

description: Indexof the source that drives the synchronized Timecode.

PreRollingTimecodeMarginOfErrors

description: Maximum gap size between synchronized time and source time

PreRollingTimeout

type: float

description: How long to wait for all source to be ready

TimecodeProvider

type: TObjectPtr<UTi...

description: Custom strategy to tick in a interval.

TimecodeProviderType

description: Use a Timecode Provider.

TimeSynchronizationInputSources

description: ONLY MODIFY THESE IN EDITOR TODO: Deprecate this and make it private.


className: UTimecodeSynchronizerEditorSettings

UserTimecodeSynchronizer

type: TSoftObjectPtr<...


code: UTimecodeSynchronizerProjectSettings()


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

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


className: UTimecodeSynchronizerProjectSettings

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Config=Engine) class UTimecodeSynchronizerProjectSettings : public [UObject](API\Runtime\CoreUObject\UObject\UObject)

bDisplayInToolbar

description: Display the timecode synchronizer icon in the editor toolbar.

OnDefaultTimecodeSynchronizerChanged

type: FSimpleMulticas...


module: TimecodeSynchronizerEditor

code: class deprecated ( "The TimecodeSynchronizer plugin is deprecated. Please update your project to use the features of the TimedDataMonitor plugin."" Please update your code to the new API before upgrading to the next release, otherwise your project will no longer compile." )


description:
Singleton-like access to TimecodeSynchronizerEditor
Returns TimecodeSynchronizerEditor singleton instance, loading the module on demand if needed


description:
Checks to see if this module is loaded and ready. It is only valid to callGet()ifIsAvailable()returns true.
True if the module is loaded and ready to use

code: static bool IsAvailable()


className: ITimecodeSynchronizerEditorModule

code: class ITimecodeSynchronizerEditorModule : public [IModuleInterface](API\Runtime\Core\Modules\IModuleInterface)


description:
Create a new object by class.
The new object.

code: virtual [UObject](API\Runtime\CoreUObject\UObject\UObject) * FactoryCreateNew ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * InClass, [UObject](API\Runtime\CoreUObject\UObject\UObject) * InParent, [FName](API\Runtime\Core\UObject\FName) InName, EObjectFlags Flags, [UObject](API\Runtime\CoreUObject\UObject\UObject) * Context, [FFeedbackContext](API\Runtime\Core\Misc\FFeedbackContext) * Warn )


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


className: UTimecodeSynchronizerFactory

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(HideCategories=Object) class UTimecodeSynchronizerFactory : public [UFactory](API\Editor\UnrealEd\Factories\UFactory)


className: ETimedDataMonitorCalibrationReturnCode

module: TimedDataMonitor

code: enum ETimedDataMonitorCalibrationReturnCode { Succeeded, Failed_NoTimecode, Failed_UnresponsiveInput, Failed_InvalidEvaluationType, Failed_InvalidFrameRate, Failed_NoDataBuffered, Failed_BufferCouldNotBeResize, Failed_Reset, Retry_NotEnoughData, Retry_IncreaseBufferSize, }


className: ETimedDataMonitorEvaluationState

code: enum ETimedDataMonitorEvaluationState { NoSample = 0, OutsideRange = 1, InsideRange = 2, Disabled = 3, }


className: ETimedDataMonitorInputEnabled

code: enum ETimedDataMonitorInputEnabled { Disabled, Enabled, MultipleValues, }


code: enum ETimedDataMonitorTimeCorrectionReturnCode { Succeeded, Failed_InvalidInput, Failed_NoTimecode, Failed_UnresponsiveInput, Failed_NoDataBuffered, Failed_BufferCouldNotBeResize, Retry_NotEnoughData, Retry_IncreaseBufferSize, }


code: void Update ( float NewValue, float MeanOffset )


code: FExponentialMeanVarianceTracker()


className: FExponentialMeanVarianceTracker

description: Exponential running mean calculator. Gives better result than incremental running mean when parameters change

code: struct FExponentialMeanVarianceTracker

Alpha

description: Weight given to new samples.

CurrentMean

description: Current running mean

CurrentSTD

description: Current standard deviation

CurrentVariance

description: Current running variance

LastValue

description: Last sample value used for statistics

SampleCount

description: Current number of samples used for the running average and variance


code: void CacheSettings ( ETimedDataInputEvaluationType EvaluationType, float TimeOffset, int32 BufferSize )


code: void Update ( float DistanceToOldest, float DistanceToNewest )


className: FTimedDataChannelEvaluationStatistics

description: Structure to facilitate calculating running mean and variance of evaluation distance to buffered samples for a channel

CachedBufferSize

description: Last buffer size associated with this channel

CachedEvaluationType

type: ETimedDataInput...

description: Last evaluation type of our input

CachedOffset

description: Last Offset associated with this channel

NewestSampleDistanceTracker

type: FExponentialMea...

NextTickOffset

description: Offset to be applied for the next tick. Used to feedforward mean tracker


code: static [FTimedDataMonitorTimeCorrectionResult](API\Plugins\TimedDataMonitor\FTimedDataMonitorTimeCorrectionR-) ApplyTimeCorrection ( const [FTimedDataMonitorInputIdentifier](API\Plugins\TimedDataMonitor\FTimedDataMonitorInputIdentifier) & Identifier, const [FTimedDataMonitorTimeCorrectionParameters](API\Plugins\TimedDataMonitor\FTimedDataMonitorTimeCorrectionP-) & TimeCorrectionParameters )


code: static [FTimedDataMonitorCalibrationResult](API\Plugins\TimedDataMonitor\FTimedDataMonitorCalibrationResu-) CalibrateWithTimecode ( const [FTimedDataMonitorCalibrationParameters](API\Plugins\TimedDataMonitor\FTimedDataMonitorCalibrationPara-) & CalibrationParameters )


code: void CalibrateWithTimecode ( const [FTimedDataMonitorCalibrationParameters](API\Plugins\TimedDataMonitor\FTimedDataMonitorCalibrationPara-) & Parameters, [FOnCalibrationCompletedSignature](API\Plugins\TimedDataMonitor\FTimedDataMonitorCalibration\FOnCalibrationCo-) OnCompleted )


className: FOnCalibrationCompletedSignature

code: typedef TBaseDelegate_OneParam< void, [FTimedDataMonitorCalibrationResult](API\Plugins\TimedDataMonitor\FTimedDataMonitorCalibrationResu-) > FOnCalibrationCompletedSignature


code: ~FTimedDataMonitorCalibration()


className: FTimedDataMonitorCalibration

code: class FTimedDataMonitorCalibration


className: FTimedDataMonitorCalibrationResult

FailureInputIdentifiers

type: TArray<FTimedD...

ReturnCode

type: ETimedDataMonit...


className: FTimedDataMonitorCalibrationParameters

description: Before calibration, allow to reset the statistics.

bBufferResizeAllowed

description: If no calibration is possible, are we allowed to increase the size of the buffer.

bBufferShrinkAllowed

description: When resizing buffer, do we allow shrinking them.

bFailedIfBufferCantBeResize

description: When resizing buffer, failed the calibration if a buffer couldn't be resize.

bUseStandardDeviation

description: When calibrating, ensure that the evaluation is included inside the STD.

NumberOfRetries

description: When needed, how many retry is allowed.

NumberOfStandardDeviation

description: When using STD, how many should we use.


code: FTimedDataMonitorChannelConnectionStateEvent ( ETimedDataInputState InNewState, const [FString](API\Runtime\Core\Containers\FString) & InInputName, const [FString](API\Runtime\Core\Containers\FString) & InChannelName )


description: Method to override if a detailed description is desired in the monitor event viewer

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


ChannelName

type: FString

description: Channel which had a state change

InputName

description: Input owning that channel

NewState

description: New state of the channel


code: FTimedDataMonitorChannelEvaluationStateEvent ( [ETimedDataMonitorEvaluationState](API\Plugins\TimedDataMonitor\ETimedDataMonitorEvaluationState) InNewState, const [FString](API\Runtime\Core\Containers\FString) & InInputName, const [FString](API\Runtime\Core\Containers\FString) & InChannelName )


ChannelName

description: Channel which had a state change

InputName

description: Input owning that channel

description: New state of the channel


code: bool operator== ( const [FTimedDataMonitorChannelIdentifier](API\Plugins\TimedDataMonitor\FTimedDataMonitorChannelIdentifi-) & Other ) const


code: bool operator< ( const [FTimedDataMonitorChannelIdentifier](API\Plugins\TimedDataMonitor\FTimedDataMonitorChannelIdentifi-) & Other ) const


className: FTimedDataMonitorChannelIdentifier


code: bool operator!= ( const [FTimedDataMonitorChannelIdentifier](API\Plugins\TimedDataMonitor\FTimedDataMonitorChannelIdentifi-) & Other ) const


code: bool operator== ( const [FTimedDataMonitorInputIdentifier](API\Plugins\TimedDataMonitor\FTimedDataMonitorInputIdentifier) & Other ) const


code: bool operator< ( const [FTimedDataMonitorInputIdentifier](API\Plugins\TimedDataMonitor\FTimedDataMonitorInputIdentifier) & Other ) const


code: bool operator!= ( const [FTimedDataMonitorInputIdentifier](API\Plugins\TimedDataMonitor\FTimedDataMonitorInputIdentifier) & Other ) const


className: FTimedDataMonitorInputIdentifier


bBufferResizeAllowed

type: bool

NumberOfStandardDeviation

description: When using STD, how many should we use.


className: FTimedDataMonitorTimeCorrectionResult


description: Assume all data samples were produce at the same time and align them with the current platform's time

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Timed Data Monitor") [FTimedDataMonitorTimeCorrectionResult](API\Plugins\TimedDataMonitor\FTimedDataMonitorTimeCorrectionR-) ApplyTimeCorrection ( const [FTimedDataMonitorInputIdentifier](API\Plugins\TimedDataMonitor\FTimedDataMonitorInputIdentifier) & Identifier, const [FTimedDataMonitorTimeCorrectionParameters](API\Plugins\TimedDataMonitor\FTimedDataMonitorTimeCorrectionP-) & TimeCorrectionParameters )


description: Used to cache global (Engine TimecodeProvider) frame delay for the current frame.

code: void BeginFrameCallback()


description: Change the Timecode Provider offset to align all inputs and channels.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Timed Data Monitor", Meta=(DisplayName="Calibrate", Latent, LatentInfo="LatentInfo", WorldContext="WorldContextObject")) void CalibrateLatent ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, [FLatentActionInfo](API\Runtime\Engine\Engine\FLatentActionInfo) LatentInfo, const [FTimedDataMonitorCalibrationParameters](API\Plugins\TimedDataMonitor\FTimedDataMonitorCalibrationPara-) & CalibrationParameters, [FTimedDataMonitorCalibrationResult](API\Plugins\TimedDataMonitor\FTimedDataMonitorCalibrationResu-) & Result )


description: Return true if the identifier is a valid input.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Timed Data Monitor|Input") bool DoesInputExist ( const [FTimedDataMonitorInputIdentifier](API\Plugins\TimedDataMonitor\FTimedDataMonitorInputIdentifier) & Identifier )


description: Return true if the identifier is a valid channel.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Timed Data Monitor|Channel") bool DoesChannelExist ( const [FTimedDataMonitorChannelIdentifier](API\Plugins\TimedDataMonitor\FTimedDataMonitorChannelIdentifi-) & Identifier )


description: Used to update statistics once all TimedData are processed. i.e. MediaIO is processed after tickables.

code: void EndFrameCallback()


description: Get the list of all the channels.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Timed Data Monitor") [TArray](API\Runtime\Core\Containers\TArray)< [FTimedDataMonitorChannelIdentifier](API\Plugins\TimedDataMonitor\FTimedDataMonitorChannelIdentifi-) > GetAllChannels()


description: Returns the number of buffer underflows detected by that input since the last reset.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Timed Data Monitor|Channel") int32 GetChannelBufferUnderflowStat ( const [FTimedDataMonitorChannelIdentifier](API\Plugins\TimedDataMonitor\FTimedDataMonitorChannelIdentifi-) & Identifier )


description: Get the list of all the channels that are enabled.


description: Get the list of all the inputs.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Timed Data Monitor") [TArray](API\Runtime\Core\Containers\TArray)< [FTimedDataMonitorInputIdentifier](API\Plugins\TimedDataMonitor\FTimedDataMonitorInputIdentifier) > GetAllInputs()


description: Implement this for deinitialization of instances of the system

code: virtual void Deinitialize()


description: Returns the number of buffer overflows detected by that input since the last reset.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Timed Data Monitor|Channel") int32 GetChannelBufferOverflowStat ( const [FTimedDataMonitorChannelIdentifier](API\Plugins\TimedDataMonitor\FTimedDataMonitorChannelIdentifi-) & Identifier )


description: Get the state the channel.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Timed Data Monitor|Channel") ETimedDataInputState GetChannelConnectionState ( const [FTimedDataMonitorChannelIdentifier](API\Plugins\TimedDataMonitor\FTimedDataMonitorChannelIdentifi-) & Identifier )


description: If the channel does support it, get the current maximum sample count of channel.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Timed Data Monitor|Channel") int32 GetChannelDataBufferSize ( const [FTimedDataMonitorChannelIdentifier](API\Plugins\TimedDataMonitor\FTimedDataMonitorChannelIdentifi-) & Identifier )


description: Return the display name of an input.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Timed Data Monitor|Channel") [FText](API\Runtime\Core\Internationalization\FText) GetChannelDisplayName ( const [FTimedDataMonitorChannelIdentifier](API\Plugins\TimedDataMonitor\FTimedDataMonitorChannelIdentifi-) & Identifier )


description: Returns the average distance, in seconds, between evaluation time and newest sample

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Timed Data Monitor|Channel") float GetChannelEvaluationDistanceToNewestSampleMean ( const [FTimedDataMonitorChannelIdentifier](API\Plugins\TimedDataMonitor\FTimedDataMonitorChannelIdentifi-) & Identifier )


description: Returns the average distance, in seconds, between evaluation time and oldest sample

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Timed Data Monitor|Channel") float GetChannelEvaluationDistanceToOldestSampleMean ( const [FTimedDataMonitorChannelIdentifier](API\Plugins\TimedDataMonitor\FTimedDataMonitorChannelIdentifi-) & Identifier )


description: Returns the standard deviation of the distance, in seconds, between evaluation time and newest sample

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Timed Data Monitor|Channel") float GetChannelEvaluationDistanceToNewestSampleStandardDeviation ( const [FTimedDataMonitorChannelIdentifier](API\Plugins\TimedDataMonitor\FTimedDataMonitorChannelIdentifi-) & Identifier )


description: Returns the standard deviation of the distance, in seconds, between evaluation time and oldest sample

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Timed Data Monitor|Channel") float GetChannelEvaluationDistanceToOldestSampleStandardDeviation ( const [FTimedDataMonitorChannelIdentifier](API\Plugins\TimedDataMonitor\FTimedDataMonitorChannelIdentifi-) & Identifier )


description: Returns the number of frames dropped by that input since the last reset.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Timed Data Monitor|Channel") int32 GetChannelFrameDroppedStat ( const [FTimedDataMonitorChannelIdentifier](API\Plugins\TimedDataMonitor\FTimedDataMonitorChannelIdentifi-) & Identifier )


description: Get the sample times for every frame in the channel

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Timed Data Monitor|Channel") [TArray](API\Runtime\Core\Containers\TArray)< [FTimedDataChannelSampleTime](API\Runtime\TimeManagement\FTimedDataChannelSampleTime) > GetChannelFrameDataTimes ( const [FTimedDataMonitorChannelIdentifier](API\Plugins\TimedDataMonitor\FTimedDataMonitorChannelIdentifi-) & Identifier )


description: Return the input of this channel.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Timed Data Monitor|Channel") [FTimedDataMonitorInputIdentifier](API\Plugins\TimedDataMonitor\FTimedDataMonitorInputIdentifier) GetChannelInput ( const [FTimedDataMonitorChannelIdentifier](API\Plugins\TimedDataMonitor\FTimedDataMonitorChannelIdentifi-) & Identifier )


description: Retrieves information about last evaluation Returns true if identifier was found

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Timed Data Monitor|Channel") void GetChannelLastEvaluationDataStat ( const [FTimedDataMonitorChannelIdentifier](API\Plugins\TimedDataMonitor\FTimedDataMonitorChannelIdentifi-) & Identifier, [FTimedDataInputEvaluationData](API\Runtime\TimeManagement\FTimedDataInputEvaluationData) & Result )


description: Get the channel latest sample time.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Timed Data Monitor|Channel") [FTimedDataChannelSampleTime](API\Runtime\TimeManagement\FTimedDataChannelSampleTime) GetChannelNewestDataTime ( const [FTimedDataMonitorChannelIdentifier](API\Plugins\TimedDataMonitor\FTimedDataMonitorChannelIdentifi-) & Identifier )


description: Get the number of data samples available.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Timed Data Monitor|Channel") int32 GetChannelNumberOfSamples ( const [FTimedDataMonitorChannelIdentifier](API\Plugins\TimedDataMonitor\FTimedDataMonitorChannelIdentifi-) & Identifier )


description: Get the channel oldest sample time.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Timed Data Monitor|Channel") [FTimedDataChannelSampleTime](API\Runtime\TimeManagement\FTimedDataChannelSampleTime) GetChannelOldestDataTime ( const [FTimedDataMonitorChannelIdentifier](API\Plugins\TimedDataMonitor\FTimedDataMonitorChannelIdentifi-) & Identifier )


description: Get the worst evaluation state of all the inputs.


description: Get offset applied to global evaluation time. Only works when a Timecode Provider is used

code: float GetEvaluationTimeOffsetInSeconds ( ETimedDataInputEvaluationType EvaluationType )


description: Get the evaluation state of the channel.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Timed Data Monitor|Channel") [ETimedDataMonitorEvaluationState](API\Plugins\TimedDataMonitor\ETimedDataMonitorEvaluationState) GetChannelEvaluationState ( const [FTimedDataMonitorChannelIdentifier](API\Plugins\TimedDataMonitor\FTimedDataMonitorChannelIdentifi-) & Identifier )


description: Get the current evaluation time.

code: static double GetEvaluationTime ( ETimedDataInputEvaluationType EvaluationType )


description: Return the list of all channels that are part of the input.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Timed Data Monitor|Input") [TArray](API\Runtime\Core\Containers\TArray)< [FTimedDataMonitorChannelIdentifier](API\Plugins\TimedDataMonitor\FTimedDataMonitorChannelIdentifi-) > GetInputChannels ( const [FTimedDataMonitorInputIdentifier](API\Plugins\TimedDataMonitor\FTimedDataMonitorInputIdentifier) & Identifier )


description: Get the worst state of all the channels of that input.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Timed Data Monitor|Input") ETimedDataInputState GetInputConnectionState ( const [FTimedDataMonitorInputIdentifier](API\Plugins\TimedDataMonitor\FTimedDataMonitorInputIdentifier) & Identifier )


description: Return the display name of an input.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Timed Data Monitor|Input") [FText](API\Runtime\Core\Internationalization\FText) GetInputDisplayName ( const [FTimedDataMonitorInputIdentifier](API\Plugins\TimedDataMonitor\FTimedDataMonitorInputIdentifier) & Identifier )


description: Is the input enabled in the monitor.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Timed Data Monitor|Input") [ETimedDataMonitorInputEnabled](API\Plugins\TimedDataMonitor\ETimedDataMonitorInputEnabled) GetInputEnabled ( const [FTimedDataMonitorInputIdentifier](API\Plugins\TimedDataMonitor\FTimedDataMonitorInputIdentifier) & Identifier )


description: Get the offset in seconds or frames (see GetEvaluationType) used at evaluation.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Timed Data Monitor|Input") float GetInputEvaluationOffsetInSeconds ( const [FTimedDataMonitorInputIdentifier](API\Plugins\TimedDataMonitor\FTimedDataMonitorInputIdentifier) & Identifier )


description: Get the offset in frames (see GetEvaluationType) used at evaluation.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Timed Data Monitor|Input") float GetInputEvaluationOffsetInFrames ( const [FTimedDataMonitorInputIdentifier](API\Plugins\TimedDataMonitor\FTimedDataMonitorInputIdentifier) & Identifier )


description: Returns the max average distance, in seconds, between evaluation time and newest sample

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Timed Data Monitor|Input") float GetInputEvaluationDistanceToNewestSampleMean ( const [FTimedDataMonitorInputIdentifier](API\Plugins\TimedDataMonitor\FTimedDataMonitorInputIdentifier) & Identifier )


description: Returns the min average distance, in seconds, between evaluation time and oldest sample

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Timed Data Monitor|Input") float GetInputEvaluationDistanceToOldestSampleMean ( const [FTimedDataMonitorInputIdentifier](API\Plugins\TimedDataMonitor\FTimedDataMonitorInputIdentifier) & Identifier )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Timed Data Monitor|Input") float GetInputEvaluationDistanceToNewestSampleStandardDeviation ( const [FTimedDataMonitorInputIdentifier](API\Plugins\TimedDataMonitor\FTimedDataMonitorInputIdentifier) & Identifier )


description: Get the worst evaluation state of all the channels of that input.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Timed Data Monitor|Input") [ETimedDataMonitorEvaluationState](API\Plugins\TimedDataMonitor\ETimedDataMonitorEvaluationState) GetInputEvaluationState ( const [FTimedDataMonitorInputIdentifier](API\Plugins\TimedDataMonitor\FTimedDataMonitorInputIdentifier) & Identifier )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Timed Data Monitor|Input") float GetInputEvaluationDistanceToOldestSampleStandardDeviation ( const [FTimedDataMonitorInputIdentifier](API\Plugins\TimedDataMonitor\FTimedDataMonitorInputIdentifier) & Identifier )


description: Get how the input is evaluated type.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Timed Data Monitor|Input") ETimedDataInputEvaluationType GetInputEvaluationType ( const [FTimedDataMonitorInputIdentifier](API\Plugins\TimedDataMonitor\FTimedDataMonitorInputIdentifier) & Identifier )


description: Get the size of the buffer used by the input.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Timed Data Monitor|Input") int32 GetInputDataBufferSize ( const [FTimedDataMonitorInputIdentifier](API\Plugins\TimedDataMonitor\FTimedDataMonitorInputIdentifier) & Identifier )


description: Get the frame rate at which the samples is produce.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Timed Data Monitor|Input") [FFrameRate](API\Runtime\Core\Misc\FFrameRate) GetInputFrameRate ( const [FTimedDataMonitorInputIdentifier](API\Plugins\TimedDataMonitor\FTimedDataMonitorInputIdentifier) & Identifier )


description: Get the latest sample time of all the channel in this input.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Timed Data Monitor|Input") [FTimedDataChannelSampleTime](API\Runtime\TimeManagement\FTimedDataChannelSampleTime) GetInputNewestDataTime ( const [FTimedDataMonitorInputIdentifier](API\Plugins\TimedDataMonitor\FTimedDataMonitorInputIdentifier) & Identifier )


description: Get the oldest sample time of all the channel in this input.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Timed Data Monitor|Input") [FTimedDataChannelSampleTime](API\Runtime\TimeManagement\FTimedDataChannelSampleTime) GetInputOldestDataTime ( const [FTimedDataMonitorInputIdentifier](API\Plugins\TimedDataMonitor\FTimedDataMonitorInputIdentifier) & Identifier )


description: Get the interface for a specific channel identifier.

code: [ITimedDataInputChannel](API\Runtime\TimeManagement\ITimedDataInputChannel) * GetTimedDataChannel ( const [FTimedDataMonitorChannelIdentifier](API\Plugins\TimedDataMonitor\FTimedDataMonitorChannelIdentifi-) & Identifier )


description: Get the interface for a specific input identifier.

code: [ITimedDataInput](API\Runtime\TimeManagement\ITimedDataInput) * GetTimedDataInput ( const [FTimedDataMonitorInputIdentifier](API\Plugins\TimedDataMonitor\FTimedDataMonitorInputIdentifier) & Identifier )


description: Implement this for initialization of instances of the system

code: virtual void Initialize ( [FSubsystemCollectionBase](API\Runtime\Engine\Subsystems\FSubsystemCollectionBase) & Collection )


description: Is the channel enabled in the monitor.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Timed Data Monitor|Channel") bool IsChannelEnabled ( const [FTimedDataMonitorChannelIdentifier](API\Plugins\TimedDataMonitor\FTimedDataMonitorChannelIdentifi-) & Identifier )


description: Does the channel support a different buffer size than it's input.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Timed Data Monitor|Input") bool IsDataBufferSizeControlledByInput ( const [FTimedDataMonitorInputIdentifier](API\Plugins\TimedDataMonitor\FTimedDataMonitorInputIdentifier) & Identifier )


description: Reset the stat of all the inputs.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Timed Data Monitor") void ResetAllBufferStats()


description: If the channel does support it, set the maximum sample count of the channel.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Timed Data Monitor|Channel") void SetChannelDataBufferSize ( const [FTimedDataMonitorChannelIdentifier](API\Plugins\TimedDataMonitor\FTimedDataMonitorChannelIdentifi-) & Identifier, int32 BufferSize )


description: Delegate of when an element is added or removed.


description: Enable or disable an input from the monitor. The input will still be evaluated but stats will not be tracked and the will not be used for calibration.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Timed Data Monitor|Channel") void SetChannelEnabled ( const [FTimedDataMonitorChannelIdentifier](API\Plugins\TimedDataMonitor\FTimedDataMonitorChannelIdentifi-) & Identifier, bool bEnabled )


description: Set the size of the buffer used by the input.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Timed Data Monitor|Input") void SetInputDataBufferSize ( const [FTimedDataMonitorInputIdentifier](API\Plugins\TimedDataMonitor\FTimedDataMonitorInputIdentifier) & Identifier, int32 BufferSize )


description: Set all channels for the input enabled in the monitor.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Timed Data Monitor|Input") void SetInputEnabled ( const [FTimedDataMonitorInputIdentifier](API\Plugins\TimedDataMonitor\FTimedDataMonitorInputIdentifier) & Identifier, bool bInEnabled )


description: Set the offset in seconds or frames (see GetEvaluationType) used at evaluation.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Timed Data Monitor|Input") void SetInputEvaluationOffsetInSeconds ( const [FTimedDataMonitorInputIdentifier](API\Plugins\TimedDataMonitor\FTimedDataMonitorInputIdentifier) & Identifier, float Seconds )


description: Set the offset in frames (see GetEvaluationType) used at evaluation.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Timed Data Monitor|Input") void SetInputEvaluationOffsetInFrames ( const [FTimedDataMonitorInputIdentifier](API\Plugins\TimedDataMonitor\FTimedDataMonitorInputIdentifier) & Identifier, float Frames )


description: Set how the input is evaluated type.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Timed Data Monitor|Input") void SetInputEvaluationType ( const [FTimedDataMonitorInputIdentifier](API\Plugins\TimedDataMonitor\FTimedDataMonitorInputIdentifier) & Identifier, ETimedDataInputEvaluationType Evaluation )


className: UTimedDataMonitorSubsystem

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class UTimedDataMonitorSubsystem : public [UEngineSubsystem](API\Runtime\Engine\Subsystems\UEngineSubsystem)

type: FTimedDataIdent...


module: ToolPresetAsset

code: void LoadStoredPropertyData ( [TArray](API\Runtime\Core\Containers\TArray)< [UObject](API\Runtime\CoreUObject\UObject\UObject) * > & Properties )


code: void SetStoredPropertyData ( [TArray](API\Runtime\Core\Containers\TArray)< [UObject](API\Runtime\CoreUObject\UObject\UObject) * > & Properties )


className: FInteractiveToolPresetDefinition


className: FInteractiveToolPresetStore

NamedPresets

type: TArray<FIntera...

ToolIcon

type: FSlateBrush

ToolLabel

type: FText


className: UInteractiveToolsPresetCollectionAsset

description: Implements an asset that can be used to store tool settings as a named preset

PerToolPresets

type: TMap<FString, ...

description: TODO: Currently there are no helper methods within this class, simply providing raw access to the underlying arrays and maps.


description:
Create a new object by class.
The new object.

code: virtual [UObject](API\Runtime\CoreUObject\UObject\UObject) * FactoryCreateNew ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * InClass, [UObject](API\Runtime\CoreUObject\UObject\UObject) * InParent, [FName](API\Runtime\Core\UObject\FName) InName, EObjectFlags Flags, [UObject](API\Runtime\CoreUObject\UObject\UObject) * Context, [FFeedbackContext](API\Runtime\Core\Misc\FFeedbackContext) * Warn )


description: Returns a new starting point name for newly created assets in the content browser

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


description: Returns the name of the factory for menus

code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetDisplayName() const


description: When shown in menus, this is the category containing this factory. Return type is a BitFlag mask using EAssetTypeCategories.

code: virtual uint32 GetMenuCategories() const


description: Returns the tooltip text description of this factory

code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetToolTip() const


description: Returns true if this factory should be shown in the New Asset menu (by default calls CanCreateNew).

code: virtual bool ShouldShowInNewMenu() const


description: Implement this for deinitialization of instances of the system

code: virtual void Deinitialize()


description: Implement this for initialization of instances of the system

code: virtual void Initialize ( [FSubsystemCollectionBase](API\Runtime\Engine\Subsystems\FSubsystemCollectionBase) & Collection )


code: void InitializeDefaultCollection()


code: bool SaveDefaultCollection()


className: UToolPresetAssetSubsystem

description: Using an editor subsystem allows us to make sure that we have a default preset asset whenever the editor exists (and to avoid accidentally trying to make one when it doesn't, such as when running cooking scripts).

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class UToolPresetAssetSubsystem : public [UEditorSubsystem](API\Editor\EditorSubsystem\UEditorSubsystem)

DefaultCollection

type: TObjectPtr<UIn...


module: ToolPresetEditor

code: void ExecuteOpenPresetEditor()


code: static [IToolPresetEditorModule](API\Plugins\ToolPresetEditor\IToolPresetEditorModule) & Get()


className: IToolPresetEditorModule

code: class IToolPresetEditorModule : public [IModuleInterface](API\Runtime\Core\Modules\IModuleInterface)


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

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


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

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


description: Gets the description for the section, uses the classes ToolTip by default.

code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetSectionDescription() const


description: The unique name for your section of settings, uses the class'sFName.

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


description: Gets the section text, uses the classes DisplayName by default.

code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetSectionText() const


code: static [UToolPresetUserSettings](API\Plugins\ToolPresetEditor\UToolPresetUserSettings) * Get()


className: UToolPresetProjectSettings

description: Implements the settings for the Tool Project Preset Collections.

LoadedPresetCollections

type: TSet<FSoftObje...

description: Controls which preset collection assets are to be loaded for this project.


code: static void Initialize()


className: Instance

code: static [TObjectPtr](API\Runtime\Core\Delegates\TObjectPtr)< [UToolPresetUserSettings](API\Plugins\ToolPresetEditor\UToolPresetUserSettings) > Instance = nullptr;


className: UToolPresetUserSettings

description: Implements the settings for the PresetEditor.


module: TraceUtilities

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Perf | Insights Trace") static [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > GetAllChannels()


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Perf | Insights Trace") static [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > GetEnabledChannels()


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Perf | Insights Trace") static bool IsChannelEnabled ( const [FString](API\Runtime\Core\Containers\FString) & ChannelName )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Perf | Insights Trace") static bool IsTracing()


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Perf | Insights Trace") static bool PauseTracing()


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Perf | Insights Trace") static bool ResumeTracing()


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Perf | Insights Trace") static bool StartTraceSendTo ( const [FString](API\Runtime\Core\Containers\FString) & Target, const [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & Channels )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Perf | Insights Trace") static bool StartTraceToFile ( const [FString](API\Runtime\Core\Containers\FString) & FileName, const [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & Channels )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Perf | Insights Trace") static bool StopTracing()


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Perf | Insights Trace") static bool ToggleChannel ( const [FString](API\Runtime\Core\Containers\FString) & ChannelName, bool enabled )


description: Traces a bookmark with specified name.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Perf | Insights Trace") static void TraceBookmark ( const [FString](API\Runtime\Core\Containers\FString) & Name )


description: Traces an end event for a region with specified name.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Perf | Insights Trace") static void TraceMarkRegionEnd ( const [FString](API\Runtime\Core\Containers\FString) & Name )


className: UTraceUtilLibrary

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class UTraceUtilLibrary : public [UBlueprintFunctionLibrary](API\Runtime\Engine\Kismet\UBlueprintFunctionLibrary)


description: Traces a begin event for a region with specified name.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Perf | Insights Trace") static void TraceMarkRegionStart ( const [FString](API\Runtime\Core\Containers\FString) & Name )


description: FGCObject

module: TypedElementsDataStorage

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


description: Overload this method to report a name for your referencer

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


description: FModuleManager::Get().LoadModuleChecked(TEXT("HTTP"));

code: virtual void StartupModule()


description: Called before the module is unloaded, right before the module object is destroyed. During normal shutdown, this is called in reverse order that modules finishStartupModule(). This means that, as long as a module references dependent modules in it'sStartupModule(), it can safely reference those dependencies inShutdownModule()as well.

code: virtual void ShutdownModule()


code: ~FTypedElementsDataStorageModule()


className: FTypedElementsDataStorageModule

code: class FTypedElementsDataStorageModule : public [IModuleInterface](API\Runtime\Core\Modules\IModuleInterface), public [FGCObject](API\Runtime\CoreUObject\UObject\FGCObject)


className: bIsHotReloadable

code: static constexpr bool bIsHotReloadable = false;


className: bRequiresGameThread

code: static constexpr bool bRequiresGameThread = true;


code: const [ITypedElementDataStorageCompatibilityInterface](API\Runtime\TypedElementFramework\Elements\Interfaces\ITypedElementDat-) * Get() const


description: A subsystem to provide alternative access to the Typed Elements Data Storage Compatibility. This can be used in situations where directly accessing the Compatibility extension from the Typed Elements Registry is not recommended, such as for MASS.

DataStorageCompatibility

type: ITypedElementDa...


code: const [ITypedElementDataStorageInterface](API\Runtime\TypedElementFramework\Elements\Interfaces\ITypedElementDat-_1) * Get() const


code: ~UTypedElementDataStorageSubsystem()


className: UTypedElementDataStorageSubsystem

description: A subsystem to provide alternative access to the Typed Elements Data Storage. This can be used in situations where directly accessing the Data Storage from the Typed Elements Registry is not recommended, such as for MASS.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class UTypedElementDataStorageSubsystem : public [UEditorSubsystem](API\Editor\EditorSubsystem\UEditorSubsystem)


code: const [ITypedElementDataStorageUiInterface](API\Runtime\TypedElementFramework\Elements\Interfaces\ITypedElementDat-_2) * Get() const


className: UTypedElementDataStorageUiSubsystem

description: A subsystem to provide alternative access to the Typed Elements Data Storage UI. This can be used in situations where directly accessing the UI from the Typed Elements Registry is not recommended, such as for MASS.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class UTypedElementDataStorageUiSubsystem : public [UEditorSubsystem](API\Editor\EditorSubsystem\UEditorSubsystem)


code: ~UTypedElementDataStorageUiSubsystem()


className: FTypedElementCounterWidgetColumn

module: TypedElementsDataStorageUI

LabelTextFormatter

type: FTextFormat

Query

type: TypedElementQue...


description: Create a new instance of the target widget. This is a required function.

code: virtual [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > CreateWidget()


description: Whether or not an instance of this constructor can be reused. Setting this to true means that the Data Storage will avoid recreating new instances of the constructor and instead keeps reusing the created version. The default is 'false'. Override this function and set it to true if there's no internal state that could interfere with creating multiple widgets from the same constructor, e.g. data stored from passed in arguments.

code: virtual bool CanBeReused() const


description: Returns a list of additional columns the widget requires.

code: virtual TConstArrayView< const [UScriptStruct](API\Runtime\CoreUObject\UObject\UScriptStruct) * > GetAdditionalColumnsList() const


description: Set any values in columns if needed. The columns provided throughGetAdditionalColumnsList()will have already been created.

code: virtual bool SetColumns ( [ITypedElementDataStorageInterface](API\Runtime\TypedElementFramework\Elements\Interfaces\ITypedElementDat-_1) * DataStorage, TypedElementRowHandle Row )


code: FTypedElementCounterWidgetConstructor()


className: FTypedElementCounterWidgetConstructor

description: Constructor for the counter widget. The counter widget accepts a "count"-query. The query will be periodically run and the result is written to a textbox widget after it's been formatted using LabelText. An example for LabelText is "{0} {0}|plural(one=MyCounter, other=MyCounters)" which will use "MyCounter" if there's exactly one entry found and otherwise "MyCounters".


description: Last opportunity to configure anything in the widget or the row. This step can be needed to initialize widgets with data stored in columns.

code: virtual bool FinalizeWidget ( [ITypedElementDataStorageInterface](API\Runtime\TypedElementFramework\Elements\Interfaces\ITypedElementDat-_1) * DataStorage, [ITypedElementDataStorageUiInterface](API\Runtime\TypedElementFramework\Elements\Interfaces\ITypedElementDat-_2) * DataStorageUi, TypedElementRowHandle Row, const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > & Widget )


className: FTypedElementExportedTextWidgetTag

code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)(Meta=(DisplayName="Exported text widget")) struct FTypedElementExportedTextWidgetTag : public [FTypedElementDataStorageTag](API\Runtime\TypedElementFramework\Elements\Interfaces\FTypedElementDataStorageTag)


className: FTypedElementLabelWidgetColumn


code: FTypedElementLabelWidgetConstructor()


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


code: ~FTypedElementLabelWidgetConstructor()


className: FTypedElementLabelWidgetConstructor


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


code: void AssignQuery ( TypedElementQueryHandle Query )


code: void Initialize ( [ITypedElementDataStorageInterface](API\Runtime\TypedElementFramework\Elements\Interfaces\ITypedElementDat-_1) & InStorage, [ITypedElementDataStorageUiInterface](API\Runtime\TypedElementFramework\Elements\Interfaces\ITypedElementDat-_2) & InStorageUi, [ITypedElementDataStorageCompatibilityInterface](API\Runtime\TypedElementFramework\Elements\Interfaces\ITypedElementDat-) & InStorageCompatibility, const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [ISceneOutliner](API\Editor\SceneOutliner\ISceneOutliner) > & InOutliner )


code: ~FTypedElementSceneOutliner()


className: FTypedElementSceneOutliner

code: class FTypedElementSceneOutliner


code: void AssignQuery ( TypedElementQueryHandle Query, const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [ISceneOutliner](API\Editor\SceneOutliner\ISceneOutliner) > & Widget )


className: CellWidgetPurpose

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


className: CellWidgetTableName

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


className: DefaultCellWidgetPurpose

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


className: DefaultHeaderWidgetPurpose

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


className: HeaderWidgetPurpose

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


className: FTypedElementSceneOutlinerQueryBinder

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


description: FGCObject

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


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


code: virtual void ShutdownModule()


code: virtual void StartupModule()


code: ~FTypedElementsDataStorageUiModule()


className: FTypedElementsDataStorageUiModule

code: class FTypedElementsDataStorageUiModule : public [IModuleInterface](API\Runtime\Core\Modules\IModuleInterface), public [FGCObject](API\Runtime\CoreUObject\UObject\FGCObject)


code: virtual bool FinalizeWidget ( [ITypedElementDataStorageInterface](API\Runtime\TypedElementFramework\Elements\Interfaces\ITypedElementDat-_1) * DataStorage, [ITypedElementDataStorageUiInterface](API\Runtime\TypedElementFramework\Elements\Interfaces\ITypedElementDat-_2) * DataStorageUi, TypedElementRowHandle Row, const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > & Widget )


code: virtual bool CanBeReused() const


code: virtual [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > CreateWidget()


code: virtual TConstArrayView< const [UScriptStruct](API\Runtime\CoreUObject\UObject\UScriptStruct) * > GetAdditionalColumnsList() const


className: FTypedElementTransformHeadsUpWidgetTag

code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)(Meta=(DisplayName="Heads up display for transforms widget")) struct FTypedElementTransformHeadsUpWidgetTag : public [FTypedElementDataStorageTag](API\Runtime\TypedElementFramework\Elements\Interfaces\FTypedElementDataStorageTag)


code: virtual void RegisterQueries ( [ITypedElementDataStorageInterface](API\Runtime\TypedElementFramework\Elements\Interfaces\ITypedElementDat-_1) & DataStorage ) const


code: virtual void RegisterWidgetConstructors ( [ITypedElementDataStorageInterface](API\Runtime\TypedElementFramework\Elements\Interfaces\ITypedElementDat-_1) & DataStorage, [ITypedElementDataStorageUiInterface](API\Runtime\TypedElementFramework\Elements\Interfaces\ITypedElementDat-_2) & DataStorageUi ) const


code: virtual void RegisterWidgetPurposes ( [ITypedElementDataStorageUiInterface](API\Runtime\TypedElementFramework\Elements\Interfaces\ITypedElementDat-_2) & DataStorageUi ) const


code: UTypedElementCounterWidgetFactory()


code: ~UTypedElementCounterWidgetFactory()


className: UTypedElementCounterWidgetFactory


className: UTypedElementExportedTextWidgetFactory


className: CellPurpose

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


className: CellDefaultPurpose

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


className: HeaderDefaultPurpose

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


className: UTypedElementGeneralRegistrationFactory


code: ~UTypedElementLabelWidgetFactory()


className: UTypedElementLabelWidgetFactory


className: UTypedElementPackagePathWidgetFactory


code: virtual void RegisterTables ( [ITypedElementDataStorageInterface](API\Runtime\TypedElementFramework\Elements\Interfaces\ITypedElementDat-_1) & DataStorage ) const


code: ~UTypedElementSceneOutlinerFactory()


description: Unnormalized rotation


description: GetConnections

module: UdpMessaging

code: bool Connect ( const [FIPv4Endpoint](API\Runtime\Networking\Interfaces\IPv4\FIPv4Endpoint) & RemoteEndpoint )


description: Connect

code: int32 GetConnections ( [TArray](API\Runtime\Core\Containers\TArray)< [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IUdpMessageTunnelConnection](API\Plugins\UdpMessaging\IUdpMessageTunnelConnection) >> & OutConnections )


description:
Gets the total number of bytes that were sent out through tunnels.
Number of bytes.

code: uint64 GetTotalOutboundBytes() const


description:
Gets the total number of bytes that were received from tunnels.
Number of bytes.

code: uint64 GetTotalInboundBytes() const


className: UTypedElementSceneOutlinerFactory


description: StopServer

code: bool IsServerRunning() const


description:
Gets a delegate that is executed when the list of incoming connections changed.
The delegate.


description: StopServer

code: void StartServer ( const [FIPv4Endpoint](API\Runtime\Networking\Interfaces\IPv4\FIPv4Endpoint) & LocalEndpoint )


description: StartServer

code: void StopServer()


description: Virtual destructor.

code: virtual ~IUdpMessageTunnel()


className: IUdpMessageTunnel

description: Interface for message tunnels.

code: class IUdpMessageTunnel


description: Closes this connection.

code: void Close()


description:
Gets the human readable name of the connection.
Connection name.


description:
Gets the total number of bytes received from this connection.
Number of bytes.

code: uint64 GetTotalBytesReceived() const


code: uint64 GetTotalBytesSent() const


description:
Gets the amount of time that the connection has been established.
Time span.


description:
Checks whether this connection is open.
true if the connection is open, false otherwise.

code: bool IsOpen() const


description: Virtual destructor.

code: virtual ~IUdpMessageTunnelConnection()


className: IUdpMessageTunnelConnection

description: Interface for message tunnel connections.

code: class IUdpMessageTunnelConnection


className: EUdpMessageFormat

description: Defines the UDP message format available (how the message data is encoded).

code: enum EUdpMessageFormat { None = 0, Json, TaggedProperty, CborPlatformEndianness, CborStandardEndianness, }


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


className: UUdpMessagingSettings

description: The format is IP_ADDRESS:PORT_NUMBER. |

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Config=Engine) class UUdpMessagingSettings : public [UObject](API\Runtime\CoreUObject\UObject\UObject)

AutoRepairAttemptLimit

description: The number of consecutive attempt the auto repair routine will try to repair.

bAutoRepair

description: Whether the UDP transport channel should try to auto repair when in error.

bShareKnownNodesWithActiveConnections

description: Whether to share our list of known endpoints with those endpoints.

bStopServiceWhenAppDeactivates

description: Whether to stop the transport service when the application deactivates, and restart it when the application is reactivated

EnabledByDefault

description: Whether UDP messaging is enabled by default.

EnableTransport

description: Whether the UDP transport channel is enabled.

EnableTunnel

description: Whether the UDP tunnel is enabled.

ExcludedEndpoints

type: TArray<FString...

description: List of IP addresses that are banned from communicating with this client.

MaxSendRate

type: float

description: Maximum sustained transmission rate in Gbit / s.

MessageFormat

type: EUdpMessageForm...

description: The format used to serialize the UDP message payload.

MulticastEndpoint

description: The IP endpoint to send multicast packets to.

MulticastTimeToLive

description: The time-to-live (TTL) for sent multicast packets.

RemoteTunnelEndpoints

description: The IP endpoints of remote tunnel nodes.

StaticEndpoints

description: The IP endpoints of static devices.

TunnelUnicastEndpoint

description: The local IP endpoint to listen to and send packets from.


module: UEOpenExrRTTI

code: void AddFileMetadata ( const [TMap](API\Runtime\Core\Containers\TMap)< [FString](API\Runtime\Core\Containers\FString), [FStringFormatArg](API\Runtime\Core\Misc\FStringFormatArg) > & InMetadata, Imf::Header & InHeader )


className: IOpenExrRTTIModule

code: class IOpenExrRTTIModule : public [IModuleInterface](API\Runtime\Core\Modules\IModuleInterface)


className: EUIFrameworkInputMode

module: UIFramework

code: enum EUIFrameworkInputMode { UI, Game, }


className: EUIFrameworkGameLayerType

code: enum EUIFrameworkGameLayerType { Viewport, PlayerScreen, }


className: FOnPendingReplicationProcessed

code: typedef TMulticastDelegate_NoParams< void > FOnPendingReplicationProcessed


code: void AddEntry ( [FUIFrameworkGameLayerSlot](API\Plugins\UIFramework\FUIFrameworkGameLayerSlot) Entry )


code: [FUIFrameworkGameLayerSlot](API\Plugins\UIFramework\FUIFrameworkGameLayerSlot) * FindEntry ( [FUIFrameworkWidgetId](API\Plugins\UIFramework\Types\FUIFrameworkWidgetId) WidgetId )


code: const [FUIFrameworkGameLayerSlot](API\Plugins\UIFramework\FUIFrameworkGameLayerSlot) * FindEntry ( [FUIFrameworkWidgetId](API\Plugins\UIFramework\Types\FUIFrameworkWidgetId) WidgetId ) const


code: bool NetDeltaSerialize ( [FNetDeltaSerializeInfo](API\Runtime\CoreUObject\UObject\FNetDeltaSerializeInfo) & DeltaParms )


code: void PostReplicatedChange ( const [TArrayView](API\Runtime\Core\Containers\TArrayView)< int32 > & ChangedIndices, int32 FinalSize )


code: void PreReplicatedRemove ( const [TArrayView](API\Runtime\Core\Containers\TArrayView)< int32 > & RemovedIndices, int32 FinalSize )


className: FUIFrameworkGameLayerSlot

InputMode

type: EUIFrameworkInp...

Type

type: EUIFrameworkGam...


code: bool RemoveEntry ( [UUIFrameworkWidget](API\Plugins\UIFramework\UUIFrameworkWidget) * Layer )


code: FUIFrameworkGameLayerSlotList ( [UUIFrameworkPlayerComponent](API\Plugins\UIFramework\UUIFrameworkPlayerComponent) * InOwner )


code: FUIFrameworkGameLayerSlotList()


className: FUIFrameworkGameLayerSlotList

code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)() struct FUIFrameworkGameLayerSlotList : public [FFastArraySerializer](API\Runtime\NetCore\Net\Serialization\FFastArraySerializer)

UUIFrameworkPlayerComponent

type: friend


description: Set the new widget parent. It will attach the widget to the correct ReplicationOwner and add it to the WidgetTree. If the ReplicationOwner cannot be changed, a duplicate of the widget will be created and the AuthorityOnReattachWidgets will be broadcast. This function is recursive if the owner changed.

code: static [UUIFrameworkWidget](API\Plugins\UIFramework\UUIFrameworkWidget) * AuthorityAttachWidget ( [FUIFrameworkParentWidget](API\Plugins\UIFramework\Types\FUIFrameworkParentWidget) Parent, [UUIFrameworkWidget](API\Plugins\UIFramework\UUIFrameworkWidget) * Child )


code: static bool AuthorityCanWidgetBeAttached ( [FUIFrameworkParentWidget](API\Plugins\UIFramework\Types\FUIFrameworkParentWidget) Parent, [UUIFrameworkWidget](API\Plugins\UIFramework\UUIFrameworkWidget) * Child )


description: Will remove the widget from the tree and the replication owner.

code: static void AuthorityDetachWidgetFromParent ( [UUIFrameworkWidget](API\Plugins\UIFramework\UUIFrameworkWidget) * Child )


code: static void SetPresenterClass ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UUIFrameworkPresenter](API\Plugins\UIFramework\UUIFrameworkPresenter) > Director )


className: FUIFrameworkModule

code: class FUIFrameworkModule : public [IModuleInterface](API\Runtime\Core\Modules\IModuleInterface)


code: virtual void ReplaceWidget ( [UUIFrameworkWidget](API\Plugins\UIFramework\UUIFrameworkWidget) * OldWidget, [UUIFrameworkWidget](API\Plugins\UIFramework\UUIFrameworkWidget) * NewWidget )


className: IUIFrameworkWidgetWrapperInterface


className: WithNetDeltaSerializer

code: enum &123; WithNetDeltaSerializer = true &125;


code: template<> struct TStructOpsTypeTraits< FUIFrameworkGameLayerSlotList > : public [TStructOpsTypeTraitsBase2< FUIFrameworkGameLayerSlotList >](API\Runtime\CoreUObject\UObject\TStructOpsTypeTraitsBase2)


className: FUIFrameworkClickEvent

code: typedef TMulticastDelegate_OneParam< void, [FUIFrameworkClickEventArgument](API\Plugins\UIFramework\Types\FUIFrameworkClickEventArgument) > FUIFrameworkClickEvent


code: FUIFrameworkClickEventArgument()


className: FUIFrameworkClickEventArgument


code: [UUIFrameworkPlayerComponent](API\Plugins\UIFramework\UUIFrameworkPlayerComponent) * AsPlayerComponent() const


code: [UUIFrameworkWidget](API\Plugins\UIFramework\UUIFrameworkWidget) * AsWidget() const


code: bool IsPlayerComponent() const


code: bool operator== ( const [UUIFrameworkWidget](API\Plugins\UIFramework\UUIFrameworkWidget) * Other ) const


code: bool operator== ( const [FUIFrameworkParentWidget](API\Plugins\UIFramework\Types\FUIFrameworkParentWidget) & Other ) const


code: bool operator!= ( const [UUIFrameworkWidget](API\Plugins\UIFramework\UUIFrameworkWidget) * Other ) const


code: bool operator!= ( const [FUIFrameworkParentWidget](API\Plugins\UIFramework\Types\FUIFrameworkParentWidget) & Other ) const


code: FUIFrameworkParentWidget ( [UUIFrameworkWidget](API\Plugins\UIFramework\UUIFrameworkWidget) * InWidget )


code: FUIFrameworkParentWidget ( [UUIFrameworkPlayerComponent](API\Plugins\UIFramework\UUIFrameworkPlayerComponent) * InPlayer )


className: FUIFrameworkSimpleEvent

code: typedef TMulticastDelegate_OneParam< void, [FUIFrameworkSimpleEventArgument](API\Plugins\UIFramework\Types\FUIFrameworkSimpleEventArgument) > FUIFrameworkSimpleEvent


code: FUIFrameworkSimpleEventArgument()


className: FUIFrameworkSimpleEventArgument

PlayerController

type: TObjectPtr<APl...

Sender

type: TObjectPtr<UUI...


className: FUIFrameworkSimpleSlot

HorizontalAlignment

type: TEnumAsByte< EH...

Padding

type: FMargin

VerticalAlignment

type: TEnumAsByte< EV...


code: [UUIFrameworkWidget](API\Plugins\UIFramework\UUIFrameworkWidget) * AuthorityGetWidget() const


code: void AuthoritySetWidget ( [UUIFrameworkWidget](API\Plugins\UIFramework\UUIFrameworkWidget) * Widget )


code: bool LocalIsAquiredWidgetValid() const


className: KeyGenerator

code: static int64 KeyGenerator = 0;


code: bool operator== ( const [FUIFrameworkWidgetId](API\Plugins\UIFramework\Types\FUIFrameworkWidgetId) & Other ) const


code: bool operator!= ( const [FUIFrameworkWidgetId](API\Plugins\UIFramework\Types\FUIFrameworkWidgetId) & Other ) const


code: FUIFrameworkWidgetId ( [UUIFrameworkWidget](API\Plugins\UIFramework\UUIFrameworkWidget) * InWidget )


code: FUIFrameworkWidgetId &40; int64 InKey &41;


className: FUIFrameworkWidgetOwner

GameInstance

type: TObjectPtr<UGa...

World

type: TObjectPtr<UWo...


description: Add all widgets in the tree to the ActorChannel replicated list


description: Add a new widget to the top hierarchy.

code: void AuthorityAddRoot ( [UUIFrameworkWidget](API\Plugins\UIFramework\UUIFrameworkWidget) * Widget )


description: Change the parent / child relationship of the child widget. If the child widget had a parent, that relationship entry will replaced it by a new one.

code: void AuthorityAddWidget ( [UUIFrameworkWidget](API\Plugins\UIFramework\UUIFrameworkWidget) * Parent, [UUIFrameworkWidget](API\Plugins\UIFramework\UUIFrameworkWidget) * Child )


description: Removes all widgets added to the ActorChannel replicated list


description: Remove the widget and all of its children and grand-children from the tree. It will clean all the parent relationship from the tree.

code: void AuthorityRemoveWidgetAndChildren ( [UUIFrameworkWidget](API\Plugins\UIFramework\UUIFrameworkWidget) * Widget )


description: Find the widget by its unique Id. The widget needs to be in the Tree.

code: [UUIFrameworkWidget](API\Plugins\UIFramework\UUIFrameworkWidget) * FindWidgetById ( [FUIFrameworkWidgetId](API\Plugins\UIFramework\Types\FUIFrameworkWidgetId) WidgetId )


code: const [UUIFrameworkWidget](API\Plugins\UIFramework\UUIFrameworkWidget) * FindWidgetById ( [FUIFrameworkWidgetId](API\Plugins\UIFramework\Types\FUIFrameworkWidgetId) WidgetId ) const


className: FUIFrameworkWidgetDelegate

code: typedef TMulticastDelegate_OneParam< void, [UUIFrameworkWidget](API\Plugins\UIFramework\UUIFrameworkWidget) * > FUIFrameworkWidgetDelegate


code: [FUIFrameworkWidgetTreeEntry](API\Plugins\UIFramework\Types\FUIFrameworkWidgetTreeEntry) * LocalGetEntryByReplicationId ( int32 WidgetId )


code: const [FUIFrameworkWidgetTreeEntry](API\Plugins\UIFramework\Types\FUIFrameworkWidgetTreeEntry) * LocalGetEntryByReplicationId ( int32 WidgetId ) const


description: The widget was removed from the client and the Authority is not aware of it.

code: void LocalRemoveRoot ( const [UUIFrameworkWidget](API\Plugins\UIFramework\UUIFrameworkWidget) * Widget )


code: void LogWidgetsChildren() const


code: bool NetDeltaSerialize ( [FNetDeltaSerializeInfo](API\Runtime\CoreUObject\UObject\FNetDeltaSerializeInfo) & DeltaParms )


code: void PostReplicatedAdd ( const [TArrayView](API\Runtime\Core\Containers\TArrayView)< int32 > AddedIndices, int32 FinalSize )


code: void PostReplicatedChange ( const [TArrayView](API\Runtime\Core\Containers\TArrayView)< int32 > & ChangedIndices, int32 FinalSize )


code: void PostReplicatedReceive ( [FPostReplicatedReceiveParameters](API\Runtime\NetCore\Net\Serialization\FFastArraySerializer\FPostReplicatedR-) Param )


code: void PreReplicatedRemove ( const [TArrayView](API\Runtime\Core\Containers\TArrayView)< int32 > RemovedIndices, int32 FinalSize )


code: bool ReplicateSubWidgets ( [UActorChannel](API\Runtime\Engine\Engine\UActorChannel) * Channel, [FOutBunch](API\Runtime\Engine\Net\FOutBunch) * Bunch, [FReplicationFlags](API\Runtime\Engine\Engine\FReplicationFlags) * RepFlags )


code: FUIFrameworkWidgetTree ( [AActor](API\Runtime\Engine\GameFramework\AActor) * InReplicatedOwner, [IUIFrameworkWidgetTreeOwner](API\Plugins\UIFramework\Types\IUIFrameworkWidgetTreeOwner) * InOwner )


className: FUIFrameworkWidgetTree

description: A valid snapshot of the widget tree that can be replicated to local instance. Authority widgets know their parent/children relation. That information is not replicated to the local widgets. When a widget is added to the tree, the tree is updated. The widget now has to inform the tree when that relationship changes until it's remove from the tree.

code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)() struct FUIFrameworkWidgetTree : public [FFastArraySerializer](API\Runtime\NetCore\Net\Serialization\FFastArraySerializer)

AuthorityOnWidgetAdded

type: FUIFrameworkWid...


code: FUIFrameworkWidgetTreeEntry()


code: FUIFrameworkWidgetTreeEntry ( [UUIFrameworkWidget](API\Plugins\UIFramework\UUIFrameworkWidget) * Parent, [UUIFrameworkWidget](API\Plugins\UIFramework\UUIFrameworkWidget) * Child )


description: The object that will be used to create the UserWidget.


description: The widget tree.


className: FUIFrameworkWidgetTreeEntry

code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)() struct FUIFrameworkWidgetTreeEntry : public [FFastArraySerializerItem](API\Runtime\NetCore\Net\Serialization\FFastArraySerializerItem)


description: A widget was removed to the tree.

code: virtual void LocalWidgetRemovedFromTree ( const [FUIFrameworkWidgetTreeEntry](API\Plugins\UIFramework\Types\FUIFrameworkWidgetTreeEntry) & Entry )


description: Remove the widget (and the child) from the server.

code: virtual void LocalRemoveWidgetRootFromTree ( const [UUIFrameworkWidget](API\Plugins\UIFramework\UUIFrameworkWidget) * Widget )


description: A widget was added to the tree.

code: virtual void LocalWidgetWasAddedToTree ( const [FUIFrameworkWidgetTreeEntry](API\Plugins\UIFramework\Types\FUIFrameworkWidgetTreeEntry) & Entry )


className: IUIFrameworkWidgetTreeOwner

code: class IUIFrameworkWidgetTreeOwner


code: enum &123; WithNetDeltaSerializer = true &125;


code: template<> struct TStructOpsTypeTraits< FUIFrameworkWidgetTree > : public [TStructOpsTypeTraitsBase2< FUIFrameworkWidgetTree >](API\Runtime\CoreUObject\UObject\TStructOpsTypeTraitsBase2)


code: virtual void AddToViewport ( [UWidget](API\Runtime\UMG\Components\UWidget) * UMGWidget, const [FUIFrameworkGameLayerSlot](API\Plugins\UIFramework\FUIFrameworkGameLayerSlot) & Slot )


className: UUIFrameworkGameViewportPresenter

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class UUIFrameworkGameViewportPresenter : public [UUIFrameworkPresenter](API\Plugins\UIFramework\UUIFrameworkPresenter)


code: virtual void RemoveFromViewport ( [FUIFrameworkWidgetId](API\Plugins\UIFramework\Types\FUIFrameworkWidgetId) WidgetId )


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

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


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


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


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

code: virtual bool NeedsLoadForServer() const


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: This alternate version of PostEditChange is called when properties inside structs are modified. The property that was actually modified is located at the tail of the list. The head of the list of theFStructPropertymember variable that contains the property that was modified.

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


className: UUIFrameworkLocalSettings

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Config=Game, defaultconfig, Meta=(DisplayName="UI Framework Local Settings")) class UUIFrameworkLocalSettings : public [UDeveloperSettings](API\Runtime\DeveloperSettings\Engine\UDeveloperSettings)


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, BlueprintAuthorityOnly, Category="UI Framework") void AddWidget ( [FUIFrameworkGameLayerSlot](API\Plugins\UIFramework\FUIFrameworkGameLayerSlot) Widget )


code: void AuthorityRemoveChild ( [UUIFrameworkWidget](API\Plugins\UIFramework\UUIFrameworkWidget) * Widget )


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


code: virtual [FUIFrameworkWidgetOwner](API\Plugins\UIFramework\Types\FUIFrameworkWidgetOwner) GetWidgetOwner() const