code: static [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FStructSharedMemory](API\Plugins\StructUtils\FStructSharedMemory) > Create ( const [UScriptStruct](API\Runtime\CoreUObject\UObject\UScriptStruct) & InScriptStruct, const uint8 * InStructMemory )


module: StructUtils

code: template<typename T, typename... TArgs> static [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FStructSharedMemory](API\Plugins\StructUtils\FStructSharedMemory) > CreateArgs ( TArgs &&... InArgs )


className: FStructSharedMemoryDeleter

code: struct FStructSharedMemoryDeleter


code: void operator&40;&41; &40; FStructSharedMemory &42; StructSharedMemory &41; const


description: Returns pointer to aligned struct memory.

code: const uint8 * GetMemory() const


description: Returns mutable pointer to aligned struct memory.

code: uint8 * GetMutableMemory()


description: Returns struct type.

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


code: [FStructSharedMemory](API\Plugins\StructUtils\FStructSharedMemory) & operator= ( const [FStructSharedMemory](API\Plugins\StructUtils\FStructSharedMemory) & Other )


code: [TObjectPtr](API\Runtime\Core\Delegates\TObjectPtr)< const [UScriptStruct](API\Runtime\CoreUObject\UObject\UScriptStruct) > & GetScriptStructPtr()


code: [FStructSharedMemory](API\Plugins\StructUtils\FStructSharedMemory) & operator= ( const [FStructSharedMemory](API\Plugins\StructUtils\FStructSharedMemory) && Other )


code: FStructSharedMemory ( const [FStructSharedMemory](API\Plugins\StructUtils\FStructSharedMemory) & Other )


code: FStructSharedMemory ( const [FStructSharedMemory](API\Plugins\StructUtils\FStructSharedMemory) && Other )


code: FStructSharedMemory &40; const UScriptStruct & InScriptStruct, const uint8 &42; InStructMemory &41;


className: FStructSharedMemory

description: This type is designed to be used in composition and should not be used outside of the types that compose it.

code: struct FStructSharedMemory


code: template<typename T> TConstArrayView< [TWeakObjectPtr](API\Runtime\Core\UObject\TWeakObjectPtr)< const T > > DebugGetAllStructTypes() const


description: index identifying given tag or INDEX_NONE if it has never been used/seen before.

code: [FName](API\Runtime\Core\UObject\FName) DebugGetStructTypeName ( const int32 StructTypeIndex ) const


code: void DebugResetStructTypeMappingInfo()


className: FBaseStructGetter

code: typedef [TFunction](API\Runtime\Core\GenericPlatform\TFunction)< [UStruct](API\Runtime\CoreUObject\UObject\UStruct) *()> FBaseStructGetter


code: int32 FindOrAddStructTypeIndex ( const [UStruct](API\Runtime\CoreUObject\UObject\UStruct) & InStructType )


code: const [UStruct](API\Runtime\CoreUObject\UObject\UStruct) * GetStructType ( const int32 StructTypeIndex ) const


code: void Serialize ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar, [FStructTypeBitSet::FBitSetContainer](API\Plugins\StructUtils\FBitSetContainer) & StructTypesBitArray )


description: The input parameter is a function that fetches theUStructrepresenting the base class for all the stored structs. We're unable to get theUStructparameter directly sinceFStructTrackerinstances are being created during module loading (via DEFINE_TYPEBITSET macro) and the StaticStruct call fail at that point for types defined in the same module.

code: FStructTracker ( const [FBaseStructGetter](API\Plugins\StructUtils\FStructTracker\FBaseStructGetter) & InBaseStructGetter )


className: FStructTracker

code: struct FStructTracker

BaseStructGetter

type: constFBaseStru...

DebugStructTypeNamesList

type: TArray<FName, ...

StructTypesList

type: TArray<TWeakOb...

StructTypeToIndexSet

type: TSet< uint32 >


code: template<typename T, [UE::StructUtils::EnableIfSharedInstancedOrViewStruct](API\Plugins\StructUtils\EnableIfSharedInstancedOrViewStr-)< T > *> bool operator() ( const T & Struct ) const


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


code: template<typename T, [UE::StructUtils::EnableIfSharedInstancedOrViewStruct](API\Plugins\StructUtils\EnableIfSharedInstancedOrViewStr-)< T > *> FStructTypeEqualOperator ( const T & Struct )


className: FStructTypeEqualOperator

description: Predicate useful to find a struct of a specific type in an container

code: struct FStructTypeEqualOperator

TypePtr

type: constUScriptSt...


code: template<typename T, [UE::StructUtils::EnableIfSharedInstancedOrViewStruct](API\Plugins\StructUtils\EnableIfSharedInstancedOrViewStr-)< T > *> bool operator() ( const T & A, const T & B ) const


className: FStructTypeSortOperator

code: struct FStructTypeSortOperator


description: Returns pointer to struct memory.

code: uint8 * GetMemory() const


description: Returns mutable reference to the struct, this getter assumes that all data is valid.

code: template<typename T> T & Get() const


code: template<typename T> T & GetMutable() const


description: Returns a mutable pointer to struct memory.

code: uint8 * GetMutableMemory()


description: Returns mutable pointer to the struct, or nullptr if cast is not valid.

code: template<typename T> T * GetMutablePtr() const


code: template<typename T> T * GetPtr() const


description: Returns struct type.

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


description: Returns True if the struct is valid.

code: bool IsValid() const


description: Creates a newFStructViewfrom the templated struct. Note its not safe to make InStruct const ref as the original object may have been declared const

code: template<typename T> static [FStructView](API\Plugins\StructUtils\FStructView) Make ( T & InStruct )


description: Comparison operators. Note: it does not compare the internal structure itself

code: template<typename OtherType> bool operator== ( const OtherType & Other ) const


code: template<typename OtherType> bool operator!= ( const OtherType & Other ) const


description: Reset to empty.

code: void Reset()


code: FStructView ( [FInstancedStruct](API\Plugins\StructUtils\FInstancedStruct) & InstancedStruct )


code: FStructView ( const [FSharedStruct](API\Plugins\StructUtils\FSharedStruct) & SharedStruct )


code: FStructView ( const [UScriptStruct](API\Runtime\CoreUObject\UObject\UScriptStruct) * InScriptStruct, uint8 * InStructMemory )


className: FStructView

description: FStructViewis "typed" struct pointer, it contains pointer to struct plusUScriptStructpointer.FStructViewdoes not own the memory and will not free it when out of scope. It should be only used to pass struct pointer in a limited scope, or when the user controls the lifetime of the struct being stored. E.g. instead of passing ref or pointer to aFInstancedStruct, you should useFConstStructVieworFStructViewto pass around a view to the contents.FStructViewis passed by value.FStructViewis similar toFStructOnScope, butFStructViewis a view only (FStructOnScopecan either own the memory or be a view) constFStructViewprevents the struct from pointing at a different instance of a struct. However the actual struct data can be mutated. UseFConstStructViewto prevent mutation of the actual struct data. SeeFConstStructViewfor examples.

code: struct FStructView

StructMemory

type: uint8 *


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 [IStructUtilsModule](API\Plugins\StructUtils\IStructUtilsModule) & Get()


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


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: IStructUtilsModule

description: The public interface to this module

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


description: Returns const reference to the struct, this getter assumes that all data is valid.

code: template<typename T, typename> const T & Get() const


description: Returns const pointer to raw struct memory.

code: const uint8 * GetMemory() const


code: template<typename T, typename> T & GetMutable()


description: Returns a mutable pointer to raw struct memory.

code: uint8 * GetMutableMemory()


code: template<typename T, typename> T * GetMutablePtr()


description: Returns const pointer to the struct, or nullptr if cast is not valid.

code: template<typename T, typename> const T * GetPtr() const


description: Initializes from struct type and emplace construct.

code: template<typename T, typename... TArgs, typename> void InitializeAs ( TArgs &&... InArgs )


description: Returns struct type.

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


description: Initializes from a raw struct type and optional data.

code: void InitializeAsScriptStruct ( const [UScriptStruct](API\Runtime\CoreUObject\UObject\UScriptStruct) * InScriptStruct, const uint8 * InStructMemory )


description: Returns True if the struct is valid.

code: bool IsValid() const


description: Creates a newTInstancedStructfrom templated struct type.

code: template<typename T, typename> static [TInstancedStruct](API\Plugins\StructUtils\TInstancedStruct) Make()


description: Creates a newTInstancedStructfrom templated struct.

code: template<typename T, typename> static [TInstancedStruct](API\Plugins\StructUtils\TInstancedStruct) Make ( const T & Struct )


description: Creates a newTInstancedStructfrom the templated type and forward all arguments to constructor.

code: template<typename T, typename... TArgs, typename> static [TInstancedStruct](API\Plugins\StructUtils\TInstancedStruct) Make ( TArgs &&... InArgs )


code: template<typename T, typename> [TInstancedStruct](API\Plugins\StructUtils\TInstancedStruct) & operator= ( const [TInstancedStruct](API\Plugins\StructUtils\TInstancedStruct)< T > & InOther )


code: template<typename T, typename> [TInstancedStruct](API\Plugins\StructUtils\TInstancedStruct) & operator= ( [TInstancedStruct](API\Plugins\StructUtils\TInstancedStruct)< T > && InOther )


description: Comparison operators. Deep compares the struct instance when identical.

code: template<typename T, typename> bool operator== ( const [TInstancedStruct](API\Plugins\StructUtils\TInstancedStruct)< T > & Other ) const


code: template<typename T, typename> bool operator!= ( const [TInstancedStruct](API\Plugins\StructUtils\TInstancedStruct)< T > & Other ) const


description: Reset to empty.

code: void Reset()


code: template<typename T, typename> TInstancedStruct ( const [TInstancedStruct](API\Plugins\StructUtils\TInstancedStruct)< T > & InOther )


code: template<typename T, typename> TInstancedStruct ( [TInstancedStruct](API\Plugins\StructUtils\TInstancedStruct)< T > && InOther )


className: TInstancedStruct

code: template<typename BaseStructT> struct TInstancedStruct


className: WithAddStructReferencedObjects

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


className: WithIdentical

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


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


className: WithSerializer

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


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


className: WithExportTextItem

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


className: WithFindInnerPropertyInstance

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


className: WithGetPreloadDependencies

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


className: WithNetSerializer

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


className: WithImportTextItem

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


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


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


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


className: TStructOpsTypeTraits< FSharedStruct >

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


code: template<typename T> void Add()


code: void Add ( const TUStructType & InStructType )


code: template<typename T> bool Contains() const


code: bool Contains ( const TUStructType & InStructType ) const


code: int32 CountStoredTypes() const


code: static TConstArrayView< [TWeakObjectPtr](API\Runtime\Core\UObject\TWeakObjectPtr)< const TUStructType > > DebugGetAllStructTypes()


code: void DebugGetIndividualNames ( [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & OutFNames ) const


code: void DebugGetStringDesc ( [FOutputDevice](API\Runtime\Core\Misc\FOutputDevice) & Ar ) const


code: static [FName](API\Runtime\Core\UObject\FName) DebugGetStructTypeName ( const int32 StructTypeIndex )


description: Unittesting purposes only

code: const [TBitArray](API\Runtime\Core\Containers\TBitArray) & DebugGetStructTypesBitArray() const


description: Resets all the information gathered on the tags. Calling this results in invalidating all previously created FStructTypeCollection instances. Used only for debugging and unit/functional testing.


description: Note that this function is slow(ish) due to theFStructTrackerutilizing WeakObjectPtrs to store types.

code: template<typename TOutStructType, typename Allocator> void ExportTypes ( [TArray](API\Runtime\Core\Containers\TArray)< const TOutStructType *, Allocator > & OutTypes ) const


code: int32 operator&42;&40;&41; const


code: FIndexIterator &40; const FStructTypeBitSet::FBitSetContainer & BitArray, const bool bInValueToCheck &41;


className: FIndexIterator

description: Retrieves indices of bits of given value.

code: struct FIndexIterator


code: SIZE_T GetAllocatedSize() const


code: [FIndexIterator](API\Plugins\StructUtils\TStructTypeBitSet\FIndexIterator) GetIndexIterator ( const bool bValueToCheck ) const


code: [TStructTypeBitSet](API\Plugins\StructUtils\TStructTypeBitSet) GetOverlap ( const [TStructTypeBitSet](API\Plugins\StructUtils\TStructTypeBitSet) & Other ) const


code: static const TUStructType * GetTypeAtIndex ( const int32 Index )


code: template<typename T> static const [TStructTypeBitSet](API\Plugins\StructUtils\TStructTypeBitSet) & GetTypeBitSet()


code: template<typename T> static int32 GetTypeIndex()


code: static int32 GetTypeIndex ( const TUStructType & InStructType )


code: bool HasAll ( const [TStructTypeBitSet](API\Plugins\StructUtils\TStructTypeBitSet) & Other ) const


code: bool HasAny ( const [TStructTypeBitSet](API\Plugins\StructUtils\TStructTypeBitSet) & Other ) const


code: bool HasNone ( const [TStructTypeBitSet](API\Plugins\StructUtils\TStructTypeBitSet) & Other ) const


code: bool IsBitSet ( const int32 BitIndex ) const


code: bool IsEquivalent ( const [TStructTypeBitSet](API\Plugins\StructUtils\TStructTypeBitSet) & Other ) const


code: [TStructTypeBitSet](API\Plugins\StructUtils\TStructTypeBitSet) operator+ ( const [TStructTypeBitSet](API\Plugins\StructUtils\TStructTypeBitSet) & Other ) const


code: [TStructTypeBitSet](API\Plugins\StructUtils\TStructTypeBitSet) operator+ ( const TUStructType & NewElement ) const


code: void operator+= ( const [TStructTypeBitSet](API\Plugins\StructUtils\TStructTypeBitSet) & Other )


code: [TStructTypeBitSet](API\Plugins\StructUtils\TStructTypeBitSet) operator& ( const [TStructTypeBitSet](API\Plugins\StructUtils\TStructTypeBitSet) & Other ) const


code: bool operator== ( const [TStructTypeBitSet](API\Plugins\StructUtils\TStructTypeBitSet) & Other ) const


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


code: [TStructTypeBitSet](API\Plugins\StructUtils\TStructTypeBitSet) operator- ( const TUStructType & NewElement ) const


code: [TStructTypeBitSet](API\Plugins\StructUtils\TStructTypeBitSet) operator- ( const [TStructTypeBitSet](API\Plugins\StructUtils\TStructTypeBitSet) & Other ) const


code: void operator-= ( const [TStructTypeBitSet](API\Plugins\StructUtils\TStructTypeBitSet) & Other )


code: void Remove ( const [TStructTypeBitSet](API\Plugins\StructUtils\TStructTypeBitSet) & Other )


code: template<typename T> void Remove()


code: void Remove ( const TUStructType & InStructType )


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


code: void SetAll ( const bool bValue )


code: TStructTypeBitSet ( const TUStructType & StructType )


code: TStructTypeBitSet ( std::initializer_list< const TUStructType * > InitList )


code: TStructTypeBitSet ( TConstArrayView< const TUStructType * > InitList )


description: This flavor of constructor is only available for UScriptStructs

code: template<typename T, typename> TStructTypeBitSet ( TConstArrayView< [FInstancedStruct](API\Plugins\StructUtils\FInstancedStruct) > InitList )


description: A private constructor for a creating an instance straight from TBitArrays.  that this constructor needs to remain private to ensure consistency of stored values with data tracked by the TStructTrackerWrapper::StructTracker

code: TStructTypeBitSet &40; const TBitArray<> & Source &41;


code: TStructTypeBitSet &40; const int32 BitToSet &41;


className: TStructTypeBitSet

code: template<typename TBaseStruct, typename TStructTrackerWrapper, typename TUStructType> struct TStructTypeBitSet


code: namespace UE { namespace StructUtils { template<typename T> void UE::StructUtils::CheckStructType() } }


description: Returns the middle part of an array or view by taking up to the given number of elements from the given position. Based onTArrayView::Mid().

code: namespace UE { namespace StructUtils { void UE::StructUtils::CalcMidIndexAndCount ( int32 ArrayNum, int32 & InOutIndex, int32 & InOutCount ) } }


code: namespace UE { namespace StructUtils { template<typename T> [TEnableIf](API\Runtime\Core\Templates\TEnableIf)<![TIsDerivedFrom](API\Runtime\Core\Templates\TIsDerivedFrom)< T, [UObject](API\Runtime\CoreUObject\UObject\UObject) >::IsDerived, [UScriptStruct](API\Runtime\CoreUObject\UObject\UScriptStruct) * >::Type UE::StructUtils::GetAsUStruct() } }


code: namespace UE { namespace StructUtils { template<typename T> [TEnableIf](API\Runtime\Core\Templates\TEnableIf)< [TIsDerivedFrom](API\Runtime\Core\Templates\TIsDerivedFrom)< T, [UObject](API\Runtime\CoreUObject\UObject\UObject) >::IsDerived, [UClass](API\Runtime\CoreUObject\UObject\UClass) * >::Type UE::StructUtils::GetAsUStruct() } }


description: Returns pointer to the struct, or nullptr if cast is not valid.

code: namespace UE { namespace StructUtils { template<typename T> T * UE::StructUtils::GetStructPtr ( const [UScriptStruct](API\Runtime\CoreUObject\UObject\UScriptStruct) * ScriptStruct, void * StructMemory ) } }


code: namespace UE { namespace StructUtils { template<typename T> const T * UE::StructUtils::GetStructPtr ( const [UScriptStruct](API\Runtime\CoreUObject\UObject\UScriptStruct) * ScriptStruct, const void * StructMemory ) } }


description: Returns reference to the struct, this assumes that all data is valid.

code: namespace UE { namespace StructUtils { template<typename T> T & UE::StructUtils::GetStructRef ( const [UScriptStruct](API\Runtime\CoreUObject\UObject\UScriptStruct) * ScriptStruct, void * StructMemory ) } }


description: Returns const reference to the struct, this assumes that all data is valid.

code: namespace UE { namespace StructUtils { template<typename T> const T & UE::StructUtils::GetStructRef ( const [UScriptStruct](API\Runtime\CoreUObject\UObject\UScriptStruct) * ScriptStruct, const void * StructMemory ) } }


code: void DecrementRefCount() const


description: Destroy a struct in memory. This may be done by calling the native destructor or individually destroying properties

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


description: property description based on ID.

code: const [FPropertyBagPropertyDesc](API\Plugins\StructUtils\FPropertyBagPropertyDesc) * FindPropertyDescByID ( const [FGuid](API\Runtime\Core\Misc\FGuid) ID ) const


description: property description based on name.

code: const [FPropertyBagPropertyDesc](API\Plugins\StructUtils\FPropertyBagPropertyDesc) * FindPropertyDescByName ( const [FName](API\Runtime\Core\UObject\FName) Name ) const


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

code: virtual void FinishDestroy()


description: Creates newUPropertyBagstruct based on the properties passed in. If there are multiple properties that have the same name, only the first one is added.

code: static const [UPropertyBag](API\Plugins\StructUtils\UPropertyBag) * GetOrCreateFromDescs ( const TConstArrayView< [FPropertyBagPropertyDesc](API\Plugins\StructUtils\FPropertyBagPropertyDesc) > InPropertyDescs )


description: Returns property descriptions that specify this struct.

code: TConstArrayView< [FPropertyBagPropertyDesc](API\Plugins\StructUtils\FPropertyBagPropertyDesc) > GetPropertyDescs() const


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

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


code: void IncrementRefCount() const


className: UPropertyBag

description: Note: Should not be used directly.

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

PropertyDescs

type: TArray<FProper...

RefCount

type: std::atomic< in...


className: UPropertyBagMissingObject

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


description: Called to generate child content of this node

module: StructUtilsEditor

code: virtual void GenerateChildContent ( [IDetailChildrenBuilder](API\Editor\PropertyEditor\IDetailChildrenBuilder) & ChildrenBuilder )


description: The name of this custom builder. This is used as an identifier to save expansion state if needed

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


description: Called to generate content in the header of this node ( the actual node content ). Only called if HasHeaderRow is true

code: virtual void GenerateHeaderRowContent ( [FDetailWidgetRow](API\Editor\PropertyEditor\FDetailWidgetRow) & NodeRow )


description: true if this node should be collapsed in the tree

code: virtual bool InitiallyCollapsed() const


description: Called when a child is added, override to customize a child row.

code: virtual void OnChildRowAdded ( [IDetailPropertyRow](API\Editor\PropertyEditor\IDetailPropertyRow) & ChildRow )


description: Signal that client should run any PostRedo code

code: virtual void PostRedo ( bool bSuccess )


description: FEditorUndoClientinterface

code: virtual void PostUndo ( bool bSuccess )


description: true if this node requires tick, false otherwise

code: virtual bool RequiresTick() const


description: Sets a delegate that should be used when the custom node needs to rebuild children

code: virtual void SetOnRebuildChildren ( FSimpleDelegate InOnRegenerateChildren )


description: Called each tick if RequiresTick is true

code: virtual void Tick ( float DeltaTime )


code: FInstancedStructDataDetails ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IPropertyHandle](API\Editor\PropertyEditor\IPropertyHandle) > InStructProperty )


code: ~FInstancedStructDataDetails()


className: FInstancedStructDataDetails

description: Node builder forFInstancedStructchildren. Expects property handle holdingFInstancedStructas input. Can be used in a implementation of aIPropertyTypeCustomizationCustomizeChildren() to display editableFInstancedStructcontents.OnChildRowAdded()is called right after each property is added, which allows the property row to be customizable.

code: class FInstancedStructDataDetails : public [IDetailCustomNodeBuilder](API\Editor\PropertyEditor\IDetailCustomNodeBuilder), public [FSelfRegisteringEditorUndoClient](API\Editor\UnrealEd\FSelfRegisteringEditorUndoClient), public [TSharedFromThis< FInstancedStructDataDetails >](API\Runtime\Core\Templates\TSharedFromThis)


description: Called when the children of the property should be customized or extra rows added

code: virtual void CustomizeChildren ( [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IPropertyHandle](API\Editor\PropertyEditor\IPropertyHandle) > PropertyHandle, class [IDetailChildrenBuilder](API\Editor\PropertyEditor\IDetailChildrenBuilder) & ChildBuilder, [IPropertyTypeCustomizationUtils](API\Editor\PropertyEditor\IPropertyTypeCustomizationUtils) & CustomizationUtils )


description: IPropertyTypeCustomizationinterface

code: virtual void CustomizeHeader ( [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IPropertyHandle](API\Editor\PropertyEditor\IPropertyHandle) > StructPropertyHandle, class [FDetailWidgetRow](API\Editor\PropertyEditor\FDetailWidgetRow) & HeaderRow, [IPropertyTypeCustomizationUtils](API\Editor\PropertyEditor\IPropertyTypeCustomizationUtils) & StructCustomizationUtils )


className: FReplacementObjectMap

code: typedef [TMap](API\Runtime\Core\Containers\TMap)< [UObject](API\Runtime\CoreUObject\UObject\UObject) *, [UObject](API\Runtime\CoreUObject\UObject\UObject) * > FReplacementObjectMap


description: Makes a new instance of this detail layout class for a specific detail view requesting it

code: static [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IPropertyTypeCustomization](API\Editor\PropertyEditor\IPropertyTypeCustomization) > MakeInstance()


code: virtual ~FInstancedStructDetails()


className: FInstancedStructDetails

description: Type customization forFInstancedStruct.

code: class FInstancedStructDetails : public [IPropertyTypeCustomization](API\Editor\PropertyEditor\IPropertyTypeCustomization)


code: virtual void CustomizeChildren ( [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IPropertyHandle](API\Editor\PropertyEditor\IPropertyHandle) > PropertyHandle, [IDetailChildrenBuilder](API\Editor\PropertyEditor\IDetailChildrenBuilder) & ChildBuilder, [IPropertyTypeCustomizationUtils](API\Editor\PropertyEditor\IPropertyTypeCustomizationUtils) & CustomizationUtils )


description: IPropertyTypeCustomizationinterface

code: virtual void CustomizeHeader ( [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IPropertyHandle](API\Editor\PropertyEditor\IPropertyHandle) > StructPropertyHandle, [FDetailWidgetRow](API\Editor\PropertyEditor\FDetailWidgetRow) & HeaderRow, [IPropertyTypeCustomizationUtils](API\Editor\PropertyEditor\IPropertyTypeCustomizationUtils) & StructCustomizationUtils )


description: Creates add property widget.

code: static [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > MakeAddPropertyWidget ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IPropertyHandle](API\Editor\PropertyEditor\IPropertyHandle) > InStructProperty, [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IPropertyUtilities](API\Editor\PropertyEditor\IPropertyUtilities) > InPropUtils, [EPropertyBagPropertyType](API\Plugins\StructUtils\EPropertyBagPropertyType) DefaultType )


className: FPropertyBagDetails

description: Type customization forFInstancedPropertyBag.

code: class FPropertyBagDetails : public [IPropertyTypeCustomization](API\Editor\PropertyEditor\IPropertyTypeCustomization)


code: virtual void OnChildRowAdded ( [IDetailPropertyRow](API\Editor\PropertyEditor\IDetailPropertyRow) & ChildRow )


code: [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > OnPropertyNameContent ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IPropertyHandle](API\Editor\PropertyEditor\IPropertyHandle) > ChildPropertyHandle, [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [SInlineEditableTextBlock](API\Runtime\Slate\Widgets\Text\SInlineEditableTextBlock) > InlineWidget ) const


code: FPropertyBagInstanceDataDetails ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IPropertyHandle](API\Editor\PropertyEditor\IPropertyHandle) > InStructProperty, const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IPropertyUtilities](API\Editor\PropertyEditor\IPropertyUtilities) > & InPropUtils, const bool bInFixedLayout, const bool bInAllowArrays )


className: FPropertyBagInstanceDataDetails

description: Node builder forFInstancedPropertyBagchildren.

code: class FPropertyBagInstanceDataDetails : public [FInstancedStructDataDetails](API\Plugins\StructUtilsEditor\FInstancedStructDataDetails)

BagStructProperty

type: TSharedPtr<IPr...

bAllowArrays

type: bool


code: virtual void PostChange ( const class [UUserDefinedStruct](API\Runtime\Engine\Engine\UUserDefinedStruct) * Struct, [FStructureEditorUtils::EStructureEditorChangeInfo](API\Editor\UnrealEd\Kismet2\FStructureEditorUtils\EStructureEditorChangeInfo) Info )


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()


description: INotifyOnStructChanged.

code: virtual void PreChange ( const class [UUserDefinedStruct](API\Runtime\Engine\Engine\UUserDefinedStruct) * Struct, [FStructureEditorUtils::EStructureEditorChangeInfo](API\Editor\UnrealEd\Kismet2\FStructureEditorUtils\EStructureEditorChangeInfo) Info )


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

code: virtual void StartupModule()


className: FStructUtilsEditorModule

description: The public interface to this module


description: Returns true if the schema supports the pin type through the schema action

code: virtual bool SupportsPinTypeContainer ( [TWeakPtr](API\Runtime\Core\Templates\TWeakPtr)< const [FEdGraphSchemaAction](API\Runtime\Engine\EdGraph\FEdGraphSchemaAction) > SchemaAction, const [FEdGraphPinType](API\Runtime\Engine\EdGraph\FEdGraphPinType) & PinType, const EPinContainerType & ContainerType ) const


className: IStructUtilsEditor

description: StructUtils Editor public interface

code: class IStructUtilsEditor : public [FAssetEditorToolkit](API\Editor\UnrealEd\Toolkits\FAssetEditorToolkit)


className: UPropertyBagSchema

description: Specific property bag schema to allow customizing the requirements (e.g. supported containers).

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class UPropertyBagSchema : public [UEdGraphSchema_K2](API\Editor\BlueprintGraph\UEdGraphSchema_K2)


className: EStructUtilsResult

module: StructUtilsEngine

code: enum EStructUtilsResult { Valid, NotValid, }


className: FOnUserDefinedStructReinstanced

description: Called after the FInstancedStructs has been reinstantiated. E.g. safe to update UI.

code: typedef TMulticastDelegate_OneParam< void, const [UUserDefinedStruct](API\Runtime\Engine\Engine\UUserDefinedStruct) & > FOnUserDefinedStructReinstanced


description: Checks whether two InstancedStructs (and the values contained within) are equal.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Utilities|Instanced Struct", Meta=(CompactNodeTitle="==", DisplayName="Equal", Keywords="== equal")) static bool EqualEqual_InstancedStruct ( const [FInstancedStruct](API\Plugins\StructUtils\FInstancedStruct) & A, const [FInstancedStruct](API\Plugins\StructUtils\FInstancedStruct) & B )


description: Retrieves data from an InstancedStruct if it matches the output type.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, CustomThunk, Category="Utilities|Instanced Struct", Meta=(CustomStructureParam="Value", ExpandEnumAsExecs="ExecResult", BlueprintInternalUseOnly="true")) static void GetInstancedStructValue ( [EStructUtilsResult](API\Plugins\StructUtilsEngine\EStructUtilsResult) & ExecResult, const [FInstancedStruct](API\Plugins\StructUtils\FInstancedStruct) & InstancedStruct, int32 & Value )


description: Checks whether an InstancedStruct contains value.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Utilities|Instanced Struct", Meta=(DisplayName="Is Valid (Branch)", ExpandEnumAsExecs="ReturnValue")) static [EStructUtilsResult](API\Plugins\StructUtilsEngine\EStructUtilsResult) IsInstancedStructValid ( const [FInstancedStruct](API\Plugins\StructUtils\FInstancedStruct) & InstancedStruct )


description: Checks whether the InstancedStruct contains value.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Utilities|Instanced Struct", Meta=(DisplayName="Is Valid")) static bool IsValid_InstancedStruct ( const [FInstancedStruct](API\Plugins\StructUtils\FInstancedStruct) & InstancedStruct )


description: Create a new InstancedStruct from the given source value.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, CustomThunk, Category="Utilities|Instanced Struct", Meta=(CustomStructureParam="Value", BlueprintInternalUseOnly="true", NativeMakeFunc)) static [FInstancedStruct](API\Plugins\StructUtils\FInstancedStruct) MakeInstancedStruct ( const int32 & Value )


description: Checks whether two InstancedStructs are not equal.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Utilities|Instanced Struct", Meta=(CompactNodeTitle="!=", DisplayName="Not Equal", Keywords="!= not equal")) static bool NotEqual_InstancedStruct ( const [FInstancedStruct](API\Plugins\StructUtils\FInstancedStruct) & A, const [FInstancedStruct](API\Plugins\StructUtils\FInstancedStruct) & B )


description: Resets an InstancedStruct.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Utilities|Instanced Struct", Meta=(AdvancedDisplay="1")) static void Reset ( [FInstancedStruct](API\Plugins\StructUtils\FInstancedStruct) & InstancedStruct, const [UScriptStruct](API\Runtime\CoreUObject\UObject\UScriptStruct) * StructType )


description: Sets the value of InstancedStruct from the given source value.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, CustomThunk, Category="Utilities|Instanced Struct", Meta=(CustomStructureParam="Value", BlueprintInternalUseOnly="true")) static void SetInstancedStructValue ( [FInstancedStruct](API\Plugins\StructUtils\FInstancedStruct) & InstancedStruct, const int32 & Value )


className: UStructUtilsFunctionLibrary


description: Node customization for MakeInstancedStruct(), SetInstancedStructValue(), and GetInstancedStructValue().

module: StructUtilsNodes

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class UK2Node_InstancedStruct : public [UK2Node_CallFunction](API\Editor\BlueprintGraph\UK2Node_CallFunction)


module: StructUtilsTestSuite

code: enum EPropertyBagTest1 { Foo, Bar, }


code: enum EPropertyBagTest2 { Bingo, Bongo, }


code: FTestStructComplex()


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


className: FTestStructComplex

String

type: FString

StringArray

type: TArray<FString...


code: bool operator== ( const [FTestStructSimple](API\Plugins\StructUtilsTestSuite\FTestStructSimple) & Other ) const


code: FTestStructSimple ( const float InFloat )


className: FTestStructSimple

code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)() struct FTestStructSimple : public [FTestStructSimpleBase](API\Plugins\StructUtilsTestSuite\FTestStructSimpleBase)

Float

type: float


code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)() struct FTestStructSimple1 : public [FTestStructSimpleBase](API\Plugins\StructUtilsTestSuite\FTestStructSimpleBase)


code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)() struct FTestStructSimple2 : public [FTestStructSimpleBase](API\Plugins\StructUtilsTestSuite\FTestStructSimpleBase)


code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)() struct FTestStructSimple3 : public [FTestStructSimpleBase](API\Plugins\StructUtilsTestSuite\FTestStructSimpleBase)


code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)() struct FTestStructSimple4 : public [FTestStructSimpleBase](API\Plugins\StructUtilsTestSuite\FTestStructSimpleBase)


code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)() struct FTestStructSimple5 : public [FTestStructSimpleBase](API\Plugins\StructUtilsTestSuite\FTestStructSimpleBase)


code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)() struct FTestStructSimple6 : public [FTestStructSimpleBase](API\Plugins\StructUtilsTestSuite\FTestStructSimpleBase)


code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)() struct FTestStructSimple7 : public [FTestStructSimpleBase](API\Plugins\StructUtilsTestSuite\FTestStructSimpleBase)


className: FTestStructSimpleBase


code: bool operator== ( const [FTestStructSimpleNonZeroDefault](API\Plugins\StructUtilsTestSuite\FTestStructSimpleNonZeroDefault) & Other ) const


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


code: FTestStructSimpleNonZeroDefault()


className: FTestStructSimpleNonZeroDefault

code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)() struct FTestStructSimpleNonZeroDefault : public [FTestStructSimpleBase](API\Plugins\StructUtilsTestSuite\FTestStructSimpleBase)


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()


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 [IStructUtilsTestSuiteModule](API\Plugins\StructUtilsTestSuite\IStructUtilsTestSuiteModule) & Get()


className: IStructUtilsTestSuiteModule

description: The public interface to this module

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


code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class UBagTestObject1 : public [UObject](API\Runtime\CoreUObject\UObject\UObject)


code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class UBagTestObject1Derived : public [UBagTestObject1](API\Plugins\StructUtilsTestSuite\UBagTestObject1)


code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class UBagTestObject2 : public [UObject](API\Runtime\CoreUObject\UObject\UObject)


className: UTestObjectWithPropertyBag

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

Bag

type: FInstancedPrope...


className: EStylusInputType

description: The types of stylus inputs that can be potentially supported by a stylus.

module: StylusInput

code: enum EStylusInputType { Position, Z, Pressure, Tilt, TangentPressure, ButtonPressure, Twist, Size, }


description: The current position of the stylus on (or above) the tablet. Always valid. This value is in logical coordinates, not pixels. The mouse position can be used to retrieve the screenspace value. A value of (0,0) is in the top-left of the tablet.

code: FVector2D GetPosition() const


className: FLogCategoryLogStylusInput

code: struct FLogCategoryLogStylusInput : public [FLogCategory< ELogVerbosity::Log, ELogVerbosity::All >](API\Runtime\Core\Logging\FLogCategory)


description: Get the current pressure along the tablet's normal, usually straight down. Normalized to the range [0, 1]. Defaults to 0 ifEStylusInputType::Pressureis not supported.

code: float GetPressure() const


description: The current tilt along the X axis in degrees, normalized to the range of [-90, 90]. Defaults to (0,0) ifEStylusInputType::Tiltis not supported. A value of (0,0) means that the stylus is perfectly vertical. A positive X value means that the stylus is tilted to the right. A positive Y value means that the stylus is tilted forwards, away from the user. A value of -90 or 90 means that the pen is lying on the tablet, though in practice this isn't widely supported.

code: FVector2D GetTilt() const


description: Get the size of the touch in logical coordinates. Defaults to (0,0) ifEStylusInputType::Sizeis not supported.

code: FVector2D GetSize() const


description: Get the current pressure along the tablet's surface. Normalized to the range [0, 1]. Defaults to 0 ifEStylusInputType::TangentPressureis not supported.

code: float GetTangentPressure() const


description: The current twist amount around the stylus' own axis in degrees, normalized to the range of [0, 360). Defaults to 0 ifEStylusInputType::Twistis not supported. A value of 1 represents a full rotation clockwise.

code: float GetTwist() const


description: The current height of the stylus above the tablet. Defaults to 0 ifEStylusInputType::Zis not supported.

code: float GetZ() const


description: Is the stylus currently touching the tablet?

code: bool IsStylusDown() const


description: Is the stylus inverted? Ie. the eraser part is pointing down. Defaults to false ifEStylusInputType::Tiltis not supported.

code: bool IsStylusInverted() const


code: FStylusState ( FVector2D InPosition, float InZ, FVector2D InTilt, float InTwist, float InPressure, float InTanPressure, FVector2D InSize, bool InDown, bool InInverted )


className: FStylusState

description: The current state of a single stylus, as sent byIStylusMessageHandler.

code: class FStylusState


description: Get the current stylus state.

code: const [FStylusState](API\Plugins\StylusInput\FStylusState) & GetCurrentState() const


description: Get the previous stylus state.

code: const [FStylusState](API\Plugins\StylusInput\FStylusState) & GetPreviousState() const


description: Get the supported inputs of this tablet.

code: const [TArray](API\Runtime\Core\Containers\TArray)< [EStylusInputType](API\Plugins\StylusInput\EStylusInputType) > & GetSupportedInputs() const


description: Does the input device need to be ticked?

code: bool IsDirty() const


description: Update the input device. Not intended to be called externally.

code: void Tick()


code: virtual ~IStylusInputDevice()


code: [IStylusInputDevice](API\Plugins\StylusInput\IStylusInputDevice) * GetInputDevice ( int32 Index ) const


className: IStylusInputDevice

description: An input device representing a stylus and its current state.

code: class IStylusInputDevice

CurrentState

type: FStylusState

Dirty

type: bool:  1

SupportedInputs

type: TArray<EStylus...


code: int32 NumInputDevices() const


description: Retrieve the module instance.

code: static [IStylusInputModule](API\Plugins\StylusInput\IStylusInputModule) & 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: IStylusInputModule

description: Module to handle Wacom-style tablet input using styluses.

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


code: void OnStylusStateChanged ( const [FStylusState](API\Plugins\StylusInput\FStylusState) & NewState, int32 StylusIndex )


className: IStylusMessageHandler

description: Interface to implement for classes that want to receive messages when a stylus state change occurs. Will trigger once per frame.

code: class IStylusMessageHandler


description: Add a message handler to receive messages from the stylus.

code: void AddMessageHandler ( [IStylusMessageHandler](API\Plugins\StylusInput\IStylusMessageHandler) & MessageHandler )


className: IStylusInputInterfaceInternal

description: This is the interface that all platform-specific implementations must implement.

code: class IStylusInputInterfaceInternal


description: Implement this for deinitialization of instances of the system

code: virtual void Deinitialize()


description: Retrieve the input device that is at the given index, or nullptr if not found. Corresponds to the StylusIndex inIStylusMessageHandler.

code: const [IStylusInputDevice](API\Plugins\StylusInput\IStylusInputDevice) * GetInputDevice ( int32 Index ) const


description: Return the stat id to use for this tickable

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


description: UEditorSubsystemimplementation.

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


description: Return the number of active input devices.


description: Remove a previously registered message handler.

code: void RemoveMessageHandler ( [IStylusMessageHandler](API\Plugins\StylusInput\IStylusMessageHandler) & MessageHandler )


description: FTickableEditorObjectimplementation.

code: virtual void Tick ( float DeltaTime )


className: UStylusInputSubsystem

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


className: FSunPositionData

module: SunPosition

Azimuth

description: Sun azimuth

CorrectedElevation

description: Sun Elevation, corrected for atmospheric diffraction

Elevation

description: Sun Elevation

SolarNoon

type: FTimespan

description: Solar noon

SunriseTime

description: Sunrise time

SunsetTime

description: Sunset time


code: static void RegisterPlacement()


className: FSunPositionPlacement

code: class FSunPositionPlacement


code: static [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [ISlateStyle](API\Runtime\SlateCore\Styling\ISlateStyle) > Get()


className: StyleSet

code: static [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FSlateStyleSet](API\Runtime\SlateCore\Styling\FSlateStyleSet) > StyleSet;


className: FSunPositionStyle

code: class FSunPositionStyle


description: Get the sun's position data based on position, date and time

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Sun Position") static void GetSunPosition ( float Latitude, float Longitude, float TimeZone, bool bIsDaylightSavingTime, int32 Year, int32 Month, int32 Day, int32 Hours, int32 Minutes, int32 Seconds, [FSunPositionData](API\Plugins\SunPosition\FSunPositionData) & SunPositionData )


description: Get Editor Settings object for Switchboard

module: SwitchboardEditor


className: USwitchboardEditorSettings

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

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

ListenerCommandlineArguments

description: Arguments that should be passed to the Switchboard Listener.

VirtualEnvironmentPath

type: FDirectoryPath

description: Path to Switchboard's Python virtual environment, where third-party dependencies are installed.


className: USwitchboardProjectSettings

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Config=Game, BlueprintType) class USwitchboardProjectSettings : public [UObject](API\Runtime\CoreUObject\UObject\UObject)

DisplayName

description: OSC Listener for Switchboard. An OSC server can be started on launch via VPUtilitiesEditor


description: Get Project Settings object for Switchboard


className: DefaultWaveTableIndexType

module: Synthesis

code: typedef int32 DefaultWaveTableIndexType


className: ESubmixEffectConvolutionReverbBlockSize

description: Block size of convolution reverb algorithm.

code: enum ESubmixEffectConvolutionReverbBlockSize { BlockSize256, BlockSize512, BlockSize1024, }


code: enum ESynth1OscType { Sine = 0, Saw, Triangle, Square, Noise, Count, }


code: enum ESynth1PatchDestination { Osc1Gain, Osc1Frequency, Osc1Pulsewidth, Osc2Gain, Osc2Frequency, Osc2Pulsewidth, FilterFrequency, FilterQ, Gain, Pan, LFO1Frequency, LFO1Gain, LFO2Frequency, LFO2Gain, Count, }


code: enum ESynth1PatchSource { LFO1, LFO2, Envelope, BiasEnvelope, Count, }


className: ESynthFilterAlgorithm

code: enum ESynthFilterAlgorithm { OnePole = 0, StateVariable, Ladder, Count, }


className: ESynthFilterType

code: enum ESynthFilterType { LowPass = 0, HighPass, BandPass, BandStop, Count, }


className: ESynthLFOMode

code: enum ESynthLFOMode { Sync = 0, OneShot, Free, Count, }


className: ESynthLFOPatchType

code: enum ESynthLFOPatchType { PatchToNone = 0, PatchToGain, PatchToOscFreq, PatchToFilterFreq, PatchToFilterQ, PatchToOscPulseWidth, PatchToOscPan, PatchLFO1ToLFO2Frequency, PatchLFO1ToLFO2Gain, Count, }


className: ESynthLFOType

code: enum ESynthLFOType { Sine = 0, UpSaw, DownSaw, Square, Triangle, Exponential, RandomSampleHold, Count, }


className: ESynthModEnvBiasPatch

code: enum ESynthModEnvBiasPatch { PatchToNone = 0, PatchToOscFreq, PatchToFilterFreq, PatchToFilterQ, PatchToLFO1Gain, PatchToLFO2Gain, PatchToLFO1Freq, PatchToLFO2Freq, Count, }


className: ESynthModEnvPatch

code: enum ESynthModEnvPatch { PatchToNone = 0, PatchToOscFreq, PatchToFilterFreq, PatchToFilterQ, PatchToLFO1Gain, PatchToLFO2Gain, PatchToLFO1Freq, PatchToLFO2Freq, Count, }


className: ESynthStereoDelayMode

code: enum ESynthStereoDelayMode { Normal = 0, Cross, PingPong, Count, }


className: FAudioImpulseResponsePropertyChange

code: typedef TMulticastDelegate_OneParam< void, [FPropertyChangedEvent](API\Runtime\CoreUObject\UObject\FPropertyChangedEvent) & > FAudioImpulseResponsePropertyChange


description: InInitData - Contains all the information needed to create a convolution reverb.  InSettings - The initial settings for the convolution reverb.TUniquePtrWill be invalid if there was an error.

code: static [TUniquePtr](API\Runtime\Core\Templates\TUniquePtr)< [FConvolutionReverb](API\Plugins\Synthesis\FConvolutionReverb) > CreateConvolutionReverb ( const [FConvolutionReverbInitData](API\Plugins\Synthesis\FConvolutionReverbInitData) & InInitData, const [FConvolutionReverbSettings](API\Plugins\Synthesis\FConvolutionReverbSettings) & InSettings )


code: static void DeinterleaveBuffer ( [TArray](API\Runtime\Core\Containers\TArray)< [FAlignedFloatBuffer](API\Runtime\SignalProcessing\DSP\FAlignedFloatBuffer) > & OutputBuffers, [TArrayView](API\Runtime\Core\Containers\TArrayView)< const float > InputBuffer, const int32 NumChannels )


code: int32 GetNumInputChannels() const


code: const [FConvolutionReverbSettings](API\Plugins\Synthesis\FConvolutionReverbSettings) & GetSettings() const


code: int32 GetNumOutputChannels() const


description: If the number of input frames changes between callbacks, the output may contain discontinuities.

code: void ProcessAudio ( int32 InNumInputChannels, const [FAlignedFloatBuffer](API\Runtime\SignalProcessing\DSP\FAlignedFloatBuffer) & InputAudio, int32 InNumOutputChannels, [FAlignedFloatBuffer](API\Runtime\SignalProcessing\DSP\FAlignedFloatBuffer) & OutputAudio )


code: static void InterleaveBuffer ( [FAlignedFloatBuffer](API\Runtime\SignalProcessing\DSP\FAlignedFloatBuffer) & OutBuffer, const [TArray](API\Runtime\Core\Containers\TArray)< [FAlignedFloatBuffer](API\Runtime\SignalProcessing\DSP\FAlignedFloatBuffer) > & InputBuffers, const int32 NumChannels )


code: void ProcessAudio ( int32 InNumInputChannels, const float * InputAudio, int32 InNumOutputChannels, float * OutputAudio, const int32 InNumFrames )


className: FConvolutionReverb

code: class FConvolutionReverb


code: void SetSettings ( const [FConvolutionReverbSettings](API\Plugins\Synthesis\FConvolutionReverbSettings) & InSettings )


code: FConvolutionReverbGainEntry ( int32 InInputIndex, int32 InImpulseIndex, int32 InOutputIndex, float InGain )


className: FConvolutionReverbGainEntry

description: Gain entry into convolution matrix.

code: struct FConvolutionReverbGainEntry


className: FConvolutionReverbID

code: typedef int32 FConvolutionReverbID


className: FConvolutionReverbInitData

description: Data used to initialize the convolution algorithm

code: struct FConvolutionReverbInitData

AlgorithmSettings

description: Algorithm configuration.

bIsImpulseTrueStereo

description: If true, impulse response channels are interpreted as true stereo.

description: If true, input audio is mixed to match the channel format of the impulse response.

bMixReverbOutputToOutputChannelFormat

description: If true, the reverberated audio is mixed to match the output audio format.

GainMatrix

type: TArray<FConvol...

description: Array of gain values for convolution algorithm.

ImpulseSampleRate

description: Sample rate of the impulse response samples.

InputAudioFormat

type: FInputFormat

description: Input audio format.

NormalizationVolume

description: Normalization gain to apply to reverb output.

OutputAudioFormat

type: FOutputFormat

description: Output audio format.

Samples

type: TArray< float >

description: Impulse response samples in interleaved format.

TargetSampleRate

description: Target sample rate of audio to be processed.


className: DefaultSettings

code: static const [FConvolutionReverbSettings](API\Plugins\Synthesis\FConvolutionReverbSettings) DefaultSettings;


className: FConvolutionReverbSettings

description: Runtime settings for convolution reverb.

code: struct FConvolutionReverbSettings

bRearChannelFlip

description: If true, send Surround Rear Channel Bleed Amount sends front left to back right and vice versa

NormalizationVolume

description: Used to account for energy added by convolution with "loud" Impulse Responses.

RearChannelBleed

description: Amount of audio to be sent to rear channels in quad/surround configurations (linear gain, < 0 = phase inverted)


description: Fire off an async task to build a new reverb algorithm with new settings.

code: void BuildReverb()


code: void EnqueueNewReverb ( [TUniquePtr](API\Runtime\Core\Templates\TUniquePtr)< [FConvolutionReverb](API\Plugins\Synthesis\FConvolutionReverb) > InReverb, const [AudioConvReverbIntrinsics::FVersionData](API\Plugins\Synthesis\FVersionData) & InVersionData )


description: Immediately build the initial reverb algorithm.

code: void Init()


code: bool IsChannelCountUpToDate ( const int32 InNumInputChannels, const int32 InNumOutputChannels ) const


code: bool IsVersionCurrent ( const [AudioConvReverbIntrinsics::FVersionData](API\Plugins\Synthesis\FVersionData) & InVersionData ) const


code: void SetBypass ( const bool InBypass )


code: void SetInitData ( const [FConvolutionReverbInitData](API\Plugins\Synthesis\FConvolutionReverbInitData) & InData )


code: void SetReverb ( [TUniquePtr](API\Runtime\Core\Templates\TUniquePtr)< [FConvolutionReverb](API\Plugins\Synthesis\FConvolutionReverb) > InReverb )


code: void SetSampleRate ( const float InSampleRate )


code: void UpdateChannelCount ( const int32 InNumInputChannels, const int32 InNumOutputChannels )


className: FEffectConvolutionReverb

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


code: [FPatchId](API\Plugins\Synthesis\FPatchId) CreatePatch ( const [ESynth1PatchSource](API\Plugins\Synthesis\ESynth1PatchSource) PatchSource, const [TArray](API\Runtime\Core\Containers\TArray)< [FSynth1PatchCable](API\Plugins\Synthesis\FSynth1PatchCable) > & PatchCables, const bool bEnableByDefault )


description: Generate the next frame of audio.

code: void GenerateFrame ( float * OutFrame )


description: Turns the note off (triggers release envelope)

code: void NoteOff ( const uint32 InMidiNote, const bool bAllNotesOff, const bool bKillAllNotes )


description: Plays a note with the given midi note and midi velocity.

code: void NoteOn ( const uint32 InMidiNote, const float InVelocity, const float Duration )


code: void SetChorusDepth ( const [EChorusDelays::Type](API\Runtime\SignalProcessing\DSP\Audio__EChorusDelays__Type) InType, const float InDepth )


description: Chorus parameters.

code: void SetChorusEnabled ( const bool bInIsChorusEnabled )


code: void SetChorusFrequency ( const [EChorusDelays::Type](API\Runtime\SignalProcessing\DSP\Audio__EChorusDelays__Type) InType, const float InFrequency )


code: void SetChorusFeedback ( const [EChorusDelays::Type](API\Runtime\SignalProcessing\DSP\Audio__EChorusDelays__Type) InType, const float InFeedback )


code: bool SetEnablePatch ( const [FPatchId](API\Plugins\Synthesis\FPatchId) PatchId, bool bIsEnabled )


description: Envelope setting.

code: void SetEnvAttackTime ( const float InAttackTimeMsec )


code: void Init ( const float InSampleRate, const int32 InMaxVoices )


code: void SetEnvDecayTime ( const float InDecayTimeMsec )


code: void SetEnvLegatoEnabled ( const bool bIsLegatoEnabled )


code: void SetEnvReleaseTime ( const float InReleaseTimeMsec )


code: void SetEnvRetriggerMode ( const bool bIsRetriggerMode )


code: void SetEnvSustainGain ( const float InSustainGain )


description: Filter setting.

code: void SetFilterAlgorithm ( const [ESynthFilterAlgorithm](API\Plugins\Synthesis\ESynthFilterAlgorithm) FilterAlgorithm )


code: void SetFilterFrequency ( const float InFilterFrequency )


code: void SetFilterFrequencyMod ( const float InFilterFrequencyModulation )


code: void SetFilterType ( const [EFilter::Type](API\Runtime\SignalProcessing\DSP\Audio__EFilter__Type) FilterType )


code: void SetFilterQ ( const float InFilterQ )


code: void SetFilterQMod ( const float InFilterQModulation )


code: void SetGainDb ( const float InGainDb )


code: void SetLFOFrequency ( const int32 LFOIndex, const float InLFOFrequency )


code: void SetLFOFrequencyMod ( const int32 LFOIndex, const float InLFOFrequencyMod )


code: void SetLFOGain ( const int32 LFOIndex, const float InLFOGain )


code: void SetLFOGainMod ( const int32 LFOIndex, const float InLFOGainMod )


code: void SetLFOMode ( const int32 LFOIndex, const [ELFOMode::Type](API\Runtime\SignalProcessing\DSP\Audio__ELFOMode__Type) InLFOMode )


code: void SetLFOPatch ( const int32 LFOIndex, const [ESynthLFOPatchType](API\Plugins\Synthesis\ESynthLFOPatchType) InRouteType )


code: void SetLFOPulseWidth ( const int32 LFOIndex, const float InPulseWidth )


description: LFO setting.

code: void SetLFOType ( const int32 LFOIndex, const [ELFO::Type](API\Runtime\SignalProcessing\DSP\Audio__ELFO__Type) InLFOType )


code: void SetModEnvAttackTime ( const float InAttackTimeMsec )


code: void SetModEnvBiasInvert ( const bool bInInvert )


code: void SetModEnvBiasPatch ( const [ESynthModEnvBiasPatch](API\Plugins\Synthesis\ESynthModEnvBiasPatch) InPatchType )


code: void SetModEnvDecayTime ( const float InDecayTimeMsec )


code: void SetModEnvDepth ( const float InDepth )


code: void SetModEnvInvert ( const bool bInInvert )


description: Modulation Envelope Setting.

code: void SetModEnvPatch ( const [ESynthModEnvPatch](API\Plugins\Synthesis\ESynthModEnvPatch) InPatchType )


code: void SetModEnvReleaseTime ( const float InReleaseTimeMsec )


code: void SetModEnvSustainGain ( const float InSustainGain )


description: Set the synth to be in mono mode.

code: void SetMonoMode ( const bool bIsMono )


code: void SetOscCents ( const int32 InOscIndex, const float InCents )


code: void SetOscDetune ( const int32 InOscIndex, const float InDetuneFreq )


code: void SetOscGain ( const int32 InOscIndex, const float InGain )


code: void SetOscGainMod ( const int32 InOscIndex, const float InGain )


code: void SetOscOctave ( const int32 InOscIndex, const float InOctave )


code: void SetOscPitchBend ( const int32 InOscIndex, const float InPitchBend )


code: void SetOscPortamento ( const float InPortamento )


code: void SetOscPulseWidth ( const int32 InOscIndex, const float InPulseWidth )


code: void SetOscSemitones ( const int32 InOscIndex, const float InSemitones )


code: void SetOscSpread ( const float InSpread )


code: void SetOscSync ( const bool bIsSync )


description: Oscillator setting.

code: void SetOscType ( const int32 InOscIndex, const [EOsc::Type](API\Runtime\SignalProcessing\DSP\Audio__EOsc__Type) InOscType )


code: void SetOscUnison ( const bool bInUnison )


description: Pan and gain setting.

code: void SetPan ( const float InPan )


code: void SetStereoDelayFeedback ( const float InDelayFeedback )


description: Stereo Delay parameters.

code: void SetStereoDelayIsEnabled ( const bool bInIsStereoEnabled )


code: void SetStereoDelayMode ( [EStereoDelayMode::Type](API\Runtime\SignalProcessing\DSP\Audio__EStereoDelayMode__Type) InStereoDelayMode )


code: void SetStereoDelayRatio ( const float InDelayRatio )


code: void SetStereoDelayTimeMsec ( const float InDelayTimeMsec )


code: void SetStereoDelayWetLevel ( const float InDelayWetLevel )


code: void StopAllVoicesExceptNewest()


code: class FEpicSynth1

BaseFilterFreq

description: Filter data.

Chorus

type: FChorus

ControlSamplePeriod

description: The number of real samples per control rate tick.

ControlSampleRate

description: Control sample rate (LFOs, etc)

FilterAlgorithm

type: ESynthFilterAlg...

FreeVoices

type: TArray< int32 >

description: List of free voice indices.

LastMidiNote

description: Last midi note played, used for portamento.

LastVoice

description: The last played voice.

MaxNumVoices

description: The max number of voices allowed in the synth.

ModMatrix

type: FModulationMatr...

description: Mod matrix object (used to route connections)

NumActiveVoices

description: Count of number of voices in flight. Should not be greater than NumVoices.

NumStoppingVoices

description: Number of buffer voices used for stopping voices.

NumVoices

description: The current number of voices, may be less than MaxNumVoices.

Portamento

description: Time to pitch shift up or down to target notes.

SampleRate

description: Sample rate of the synth.

StereoDelay

type: FDelayStereo

description: Stereo delay effect.

VoiceGeneration

description: An incremented number used to track voice age. Older voices have smaller generation counts.

Voices

type: TArray<FEpicSy...

description: The allocated voice pool.


code: bool CreatePatch ( const [FPatchId](API\Plugins\Synthesis\FPatchId) PatchId, const [ESynth1PatchSource](API\Plugins\Synthesis\ESynth1PatchSource) PatchSource, const [TArray](API\Runtime\Core\Containers\TArray)< [FSynth1PatchCable](API\Plugins\Synthesis\FSynth1PatchCable) > & PatchCables, const bool bEnableByDefault )


code: void Generate ( float InSamples )


code: void GetPatchDestinations ( [ESynth1PatchDestination](API\Plugins\Synthesis\ESynth1PatchDestination) PatchDestination, [TArray](API\Runtime\Core\Containers\TArray)< [FPatchDestination](API\Runtime\SignalProcessing\DSP\FPatchDestination) > & Destinations )


code: [FPatchSource](API\Runtime\SignalProcessing\DSP\FPatchSource) GetPatchSource ( [ESynth1PatchSource](API\Plugins\Synthesis\ESynth1PatchSource) PatchSource )


code: void Init ( [FEpicSynth1](API\Plugins\Synthesis\FEpicSynth1) * InParentSynth, const int32 InVoiceId )


code: void NoteOff ( const uint32 InMidiNote, const bool bAllNotesOff )


code: void NoteOn ( const uint32 InMidiNote, const float InVelocity, const float InDurationSec )


className: NumLFOs

code: static const int32 NumLFOs = 2;


className: NumOscillators

code: static const int32 NumOscillators = 2;


code: bool SetEnablePatch ( const [FPatchId](API\Plugins\Synthesis\FPatchId) PatchId, const bool bIsEnabled )


code: void SetEnvModBiasPatch ( const [ESynthModEnvBiasPatch](API\Plugins\Synthesis\ESynthModEnvBiasPatch) InPatchType )


code: void SetEnvModPatch ( const [ESynthModEnvPatch](API\Plugins\Synthesis\ESynthModEnvPatch) InPatchType )


code: void SetLFOPatch ( const int32 InLFOIndex, const [ESynthLFOPatchType](API\Plugins\Synthesis\ESynthLFOPatchType) InPatchType )


code: class FEpicSynth1Voice

Amp

type: FAmp

bIsActive

type: bool

description: If voice is active (i.e. not free)

bIsFinished

description: If voice has finished.

CurrentFilter

type: IFilter*

description: Which filter we're currently using.

CurrentModBiasPatchType

type: ESynthModEnvBia...

CurrentModPatchType

type: ESynthModEnvPat...

CurrentPatchType

type: ESynthLFOPatchT...

DynamicPatches

type: TMap< int32,TS...

type: FPatch

GainEnv

type: FEnvelope

description: Control rate objects.

LadderFilter

type: FLadderFilter

LFO

type: FLFO[NumLFOs]

LFOPatches

type: FPatch[NumLFOs]...

description: Mod-matrix patches for the voice.

MidiNote

description: Data.

ModEnvBiasPatches

type: FPatch[(int32) ...

OnePoleFilter

type: FOnePoleFilter

Oscil

type: FOsc[NumOscilla...

description: Audio rate objects.

OscilPan

type: FAmp[NumOscilla...

ParentSynth

description: Owning synth.

PortamentoFrequency

type: FLinearEase

StateVarFilter

type: FStateVariableF...

VoiceGeneration

description: Used to do voice stealing.


description: Initialize the reverb with the given sample rate and initial settings.

code: void Init ( const int32 InSampleRate, const [FFlexiverbSettings](API\Plugins\Synthesis\FFlexiverbSettings) Settings )


description: Process a single audio frame.

code: void ProcessAudioFrame ( const float * InBuffer, const int32 InChannels, float * OutBuffer, const int32 OutChannels )


description: Updates the current settings of this reverb.

code: void SetSettings ( const [FFlexiverbSettings](API\Plugins\Synthesis\FFlexiverbSettings) & InSettings )


className: FFlexiverb

description: FFlexiverbFlexiverb is a computationally inexpensive single-channel reverb algorithm optimized for maximizing echo density with as few multiplies as possible. This effect is best suited for emulating small room reverberation on platforms where CPU resources are limited. At longer decay times, this reverb algorithm begins to sound very metallic. This algorithm uses a Householder matrix as the scattering matrix for an FDN. More information on this can be found here:https://ccrma.stanford.edu/~jos/pasp/Householder_Feedback_Matrix.html

code: class FFlexiverb


className: FFlexiverbSettings

code: struct FFlexiverbSettings

Complexity

type: float

description: The higher the complexity value, the higher the computational and memory requirements.

DecayTime

description: An approximation of the time, in seconds, the reverb should take to decay to -60 dB.

PreDelay

description: The amount, in milliseconds, of delay before the reverberation effect begins.

RoomDampening

description: Frequency, in HZ. All frequencies above this value are attenuated.


code: float GetMonoSynthOutput ( float InTablePosition )


description: Oscillator/Table setting.

code: float GetWaveTableResolution()


code: void Init ( int32 & InSampleRate, [DefaultWaveTableIndexType](API\Plugins\Synthesis\DefaultWaveTableIndexType) InNumTableElements, float InWaveTableResolution )


code: void NoteOff ( float InFrequency )


code: void NoteOn ( float InFrequency, float Velocity )


description: Generate the next frame of audio.

code: [DefaultWaveTableIndexType](API\Plugins\Synthesis\DefaultWaveTableIndexType) OnGenerateAudio ( float * OutAudio, [DefaultWaveTableIndexType](API\Plugins\Synthesis\DefaultWaveTableIndexType) NumSamples )


description: Envelope setting Amp

code: void SetAmpEnvelopeAttackTime ( const float InAttackTimeMsec )


code: void SetAmpEnvelopeBiasDepth ( const float InDepth )


code: void SetAmpEnvelopeBiasInvert ( const bool bInBiasInvert )


code: void SetAmpEnvelopeDecayTime ( const float InDecayTimeMsec )


code: void SetAmpEnvelopeDepth ( const float InDepth )


code: void SetAmpEnvelopeInvert ( const bool bInInvert )


code: void SetAmpEnvelopeSustainGain ( const float InSustainGain )


code: void SetAmpEnvelopeReleaseTime ( const float InReleaseTimeMsec )


description: Filter.

code: void SetFilterEnvelopeAttackTime ( const float InAttackTimeMsec )


code: void SetFilterEnvelopeBiasDepth ( const float InDepth )


code: void SetFilterEnvelopeBiasInvert ( const bool bInBiasInvert )


code: void SetFilterEnvelopeDepth ( const float InDepth )


code: void SetFilterEnvelopeInvert ( const bool bInInvert )


code: void SetFilterEnvelopenDecayTime ( const float InDecayTimeMsec )


code: void SetFilterEnvelopeReleaseTime ( const float InReleaseTimeMsec )


code: void SetFilterEnvelopeSustainGain ( const float InSustainGain )


code: void SetFrequency ( float InFrequencyHz )


code: void SetFrequencyOffset ( float InFrequencyCents )


description: Filter setting.

code: void SetLpfFreq ( float InNewFrequency )


code: void SetLpfRes ( float InNewQ )


code: void SetPosition ( float InPosition )


description: Table Position.

code: void SetPositionEnvelopeAttackTime ( const float InAttackTimeMsec )


code: void SetPositionEnvelopeBiasDepth ( const float InDepth )


code: void SetPositionEnvelopeBiasInvert ( const bool bInBiasInvert )


code: void SetPositionEnvelopeDecayTime ( const float InDecayTimeMsec )


code: void SetPositionEnvelopeDepth ( const float InDepth )


code: void SetPositionEnvelopeReleaseTime ( const float InReleaseTimeMsec )


code: void SetPositionEnvelopeInvert ( const bool bInInvert )


code: void SetPositionEnvelopeSustainGain ( const float InSustainGain )


code: void SetPosLFODepth ( const float InPosLFODepth )


description: LFO setting Table Position

code: void SetPosLFOFrequency ( const float InPosLFOFrequency )


code: void SetPosLFOType ( const [ELFO::Type](API\Runtime\SignalProcessing\DSP\Audio__ELFO__Type) InPosLFOType )


description: Performance.

code: void SetSustainPedalPressed ( bool bInSustainPedalState )


code: void UpdateWaveTable ( [DefaultWaveTableIndexType](API\Plugins\Synthesis\DefaultWaveTableIndexType) Index, const [TArray](API\Runtime\Core\Containers\TArray)< float > & InTable )


description: Helper that performs fractional indexing and wraps TableIndex

code: float UpdateWaveTableLookupOutput ( float InPhaseIndex )


className: FMonoWaveTable

code: class FMonoWaveTable

bInitialized

type: uint8:  1

FrequencyInHz

description: Frequency of current note (mono)

LPF

description: Filters.

LPFBaseFreqHz

description: The current base frequency of LPF (modulators contribute to final value)

NoteStack

type: TArray< float >

description: Frequencies of unreleased notes

OutputSampleRate

description: Audio rendering Sample rate.

Phase

description: Indexinto Wave Table.

PosLfo

description: Control data

WaveTableMatrix

type: TArray<TSample...

WaveTablePosition

description: Current base index into wave table (modulators contribute to final position) (float between [0.0, 1.0]; 0.0 = first wave table, 1.0 = last wave table)

WaveTableResolution

description: The number of samples in a wave table entry.


Depth

description: The patch depth (how much the modulator modulates the destination)

Destination

description: The patch destination type.


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()


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

code: virtual void StartupModule()


className: FSynthesisModule

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


code: bool operator== ( const [FVersionData](API\Plugins\Synthesis\FVersionData) & Other ) const


className: FVersionData

code: struct FVersionData

ConvolutionID

type: FConvolutionRev...


className: EEnvelopeFollowerPeakMode

code: enum EEnvelopeFollowerPeakMode { MeanSquared = 0, RootMeanSquared, Peak, Count, }


className: EPhaserLFOType

code: enum EPhaserLFOType { Sine = 0, UpSaw, DownSaw, Square, Triangle, Exponential, RandomSampleHold, Count, }


className: ERingModulatorTypeSourceEffect

code: enum ERingModulatorTypeSourceEffect { Sine, Saw, Triangle, Square, Count, }


className: ESourceEffectDynamicsPeakMode

code: enum ESourceEffectDynamicsPeakMode { MeanSquared = 0, RootMeanSquared, Peak, Count, }


className: ESourceEffectDynamicsProcessorType

code: enum ESourceEffectDynamicsProcessorType { Compressor = 0, Limiter, Expander, Gate, UpwardsCompressor, Count, }


className: ESourceEffectFilterCircuit

code: enum ESourceEffectFilterCircuit { OnePole = 0, StateVariable, Ladder, Count, }


className: ESourceEffectFilterParam

code: enum ESourceEffectFilterParam { FilterFrequency = 0, FilterResonance, Count, }


className: ESourceEffectFilterType

code: enum ESourceEffectFilterType { LowPass = 0, HighPass, BandPass, BandStop, Count, }


className: ESourceEffectMotionFilterCircuit

code: enum ESourceEffectMotionFilterCircuit { OnePole = 0, StateVariable, Ladder, Count, }


className: ESourceEffectMotionFilterModDestination

code: enum ESourceEffectMotionFilterModDestination { FilterACutoffFrequency = 0, FilterAResonance, FilterAOutputVolumeDB, FilterBCutoffFrequency, FilterBResonance, FilterBOutputVolumeDB, FilterMix, Count, }


className: ESourceEffectMotionFilterModSource

code: enum ESourceEffectMotionFilterModSource { DistanceFromListener = 0, SpeedRelativeToListener, SpeedOfSourceEmitter, SpeedOfListener, SpeedOfAngleDelta, Count, }


className: ESourceEffectMotionFilterTopology

code: enum ESourceEffectMotionFilterTopology { SerialMode = 0, ParallelMode, Count, }


className: ESourceEffectMotionFilterType

code: enum ESourceEffectMotionFilterType { LowPass = 0, HighPass, BandPass, BandStop, Count, }


className: EStereoChannelMode

description: Stereo channel mode.

code: enum EStereoChannelMode { MidSide, LeftRight, count, }


className: EStereoDelayFiltertype

description: Stereo delay filter types.

code: enum EStereoDelayFiltertype { Lowpass = 0, Highpass, Bandpass, Notch, Count, }


className: EStereoDelaySourceEffect

code: enum EStereoDelaySourceEffect { Normal = 0, Cross, PingPong, Count, }


className: FOnEnvelopeFollowerUpdate

code: class FOnEnvelopeFollowerUpdate


description: Called on an audio effect at initialization on main thread before audio processing begins.

code: virtual void Init ( const [FSoundEffectSourceInitData](API\Runtime\Engine\Sound\FSoundEffectSourceInitData) & InitData )


description: Called when an audio effect preset is changed.

code: virtual void OnPresetChanged()


description: Process the input block of audio. Called on audio thread.

code: virtual void ProcessAudio ( const [FSoundEffectSourceInputData](API\Runtime\Engine\Sound\FSoundEffectSourceInputData) & InData, float * OutAudioBufferData )


code: void SetBitModulator ( const [USoundModulatorBase](API\Runtime\AudioExtensions\USoundModulatorBase) * Modulator )


code: void SetBitModulators ( const [TSet](API\Runtime\Core\Containers\TSet)< [USoundModulatorBase](API\Runtime\AudioExtensions\USoundModulatorBase) * > & InModulators )


code: void SetSampleRateModulator ( const [USoundModulatorBase](API\Runtime\AudioExtensions\USoundModulatorBase) * Modulator )


className: FSourceEffectBitCrusher

code: class FSourceEffectBitCrusher : public [FSoundEffectSource](API\Runtime\Engine\Sound\FSoundEffectSource)

SettingsCopy

type: FSourceEffectBi...


code: void SetSampleRateModulators ( const [TSet](API\Runtime\Core\Containers\TSet)< [USoundModulatorBase](API\Runtime\AudioExtensions\USoundModulatorBase) * > & InModulators )


className: FSourceEffectBitCrusherBaseSettings

BitDepth

description: The reduced bit depth to use for the audio stream.

SampleRate

description: The reduced frequency to use for the audio stream.


code: FSourceEffectBitCrusherSettings()


className: FMotionFilter

description: ========================================================================FMotionFilterThis is the struct of an individual Motion Filter. It contains all the information needed to track the state of a single Motion Filter

code: struct FMotionFilter

CurrentFilter

description: Which filter we're currently using.

CurrentFilterCircuit

type: ESourceEffectMo...

FilterType

description: Filter Type.

OnePoleFilter

description: Filter Settings.


className: FSourceEffectBitCrusherSettings

BitModulation

type: FSoundModulatio...


code: void SetDepthModulator ( const [USoundModulatorBase](API\Runtime\AudioExtensions\USoundModulatorBase) * InModulator )


code: void SetDepthModulators ( const [TSet](API\Runtime\Core\Containers\TSet)< [USoundModulatorBase](API\Runtime\AudioExtensions\USoundModulatorBase) * > & InModulators )


code: void SetDryModulator ( const [USoundModulatorBase](API\Runtime\AudioExtensions\USoundModulatorBase) * InModulator )


code: void SetDryModulators ( const [TSet](API\Runtime\Core\Containers\TSet)< [USoundModulatorBase](API\Runtime\AudioExtensions\USoundModulatorBase) * > & InModulators )


code: void SetFeedbackModulator ( const [USoundModulatorBase](API\Runtime\AudioExtensions\USoundModulatorBase) * InModulator )


code: void SetFeedbackModulators ( const [TSet](API\Runtime\Core\Containers\TSet)< [USoundModulatorBase](API\Runtime\AudioExtensions\USoundModulatorBase) * > & InModulators )


code: void SetFrequencyModulator ( const [USoundModulatorBase](API\Runtime\AudioExtensions\USoundModulatorBase) * InModulator )


code: void SetFrequencyModulators ( const [TSet](API\Runtime\Core\Containers\TSet)< [USoundModulatorBase](API\Runtime\AudioExtensions\USoundModulatorBase) * > & InModulators )


code: void SetSpreadModulator ( const [USoundModulatorBase](API\Runtime\AudioExtensions\USoundModulatorBase) * InModulator )


code: void SetSpreadModulators ( const [TSet](API\Runtime\Core\Containers\TSet)< [USoundModulatorBase](API\Runtime\AudioExtensions\USoundModulatorBase) * > & InModulators )


code: void SetWetModulator ( const [USoundModulatorBase](API\Runtime\AudioExtensions\USoundModulatorBase) * InModulator )


code: void SetWetModulators ( const [TSet](API\Runtime\Core\Containers\TSet)< [USoundModulatorBase](API\Runtime\AudioExtensions\USoundModulatorBase) * > & InModulators )


className: FSourceEffectChorus

code: class FSourceEffectChorus : public [FSoundEffectSource](API\Runtime\Engine\Sound\FSoundEffectSource)

SettingsCopy

type: FSourceEffectCh...


className: FSourceEffectChorusBaseSettings

Depth

description: The depth of the chorus effect.

DryLevel

description: The dry level of the chorus effect.

Feedback

description: The feedback of the chorus effect.

Frequency

description: The frequency of the chorus effect.

Spread

description: The spread of the effect (larger means greater difference between left and right delay lines)

WetLevel

description: The wet level of the chorus effect.


className: FSourceEffectChorusSettings

DepthModulation

description: The depth of the chorus effect.

DryModulation

description: The dry level of the chorus effect.

FeedbackModulation

description: The feedback of the chorus effect.

FrequencyModulation

description: The frequency of the chorus effect.

WetModulation

description: The wet level of the chorus effect.


code: virtual void Init ( const [FSoundEffectSourceInitData](API\Runtime\Engine\Sound\FSoundEffectSourceInitData) & InInitData )


description: Called when an audio effect preset settings is changed.

code: virtual void OnPresetChanged()


code: virtual void ProcessAudio ( const [FSoundEffectSourceInputData](API\Runtime\Engine\Sound\FSoundEffectSourceInputData) & InData, float * OutAudioBufferData )


code: void RebuildConvolutionReverb()


description: Call on the game thread in order to update the impulse response and hardware acceleration used in this effect.

code: [AudioConvReverbIntrinsics::FVersionData](API\Plugins\Synthesis\FVersionData) UpdateConvolutionReverb ( const [USourceEffectConvolutionReverbPreset](API\Plugins\Synthesis\SourceEffects\USourceEffectConvolutionReverbPr-) * InPreset )


code: FSourceEffectConvolutionReverb()


description: Construct a convolution object with an existing preset.

code: FSourceEffectConvolutionReverb ( const [USourceEffectConvolutionReverbPreset](API\Plugins\Synthesis\SourceEffects\USourceEffectConvolutionReverbPr-) * InPreset )


code: ~FSourceEffectConvolutionReverb()


className: FSourceEffectConvolutionReverb

description: Audio render thread effect object.

code: class FSourceEffectConvolutionReverb : public [FSoundEffectSource](API\Runtime\Engine\Sound\FSoundEffectSource)


className: FSourceEffectConvolutionReverbSettings

bBypass

type: bool

description: If true, input audio is directly routed to output audio with applying any effect.

DryVolumeDb

description: Controls how much of the dry signal is mixed into the output, in Decibels.

NormalizationVolumeDb

description: Used to account for energy added by convolution with "loud" Impulse Responses.

WetVolumeDb

description: Controls how much of the wet signal is mixed into the output, in Decibels.


code: virtual void Init ( const [FSoundEffectSourceInitData](API\Runtime\Engine\Sound\FSoundEffectSourceInitData) & InitData )


code: FSourceEffectDynamicsProcessor()


className: FSourceEffectDynamicsProcessor

code: class FSourceEffectDynamicsProcessor : public [FSoundEffectSource](API\Runtime\Engine\Sound\FSoundEffectSource)


className: FSourceEffectDynamicsProcessorSettings

bAnalogMode

type: uint32:  1

DynamicsProcessorType

type: ESourceEffectDy...


code: ~FSourceEffectEnvelopeFollower()


className: FSourceEffectEnvelopeFollower

code: class FSourceEffectEnvelopeFollower : public [FSoundEffectSource](API\Runtime\Engine\Sound\FSoundEffectSource)


code: FSourceEffectEnvelopeFollowerSettings()


className: FSourceEffectEnvelopeFollowerSettings

AttackTime

description: The attack time of the envelope follower in milliseconds.

bIsAnalogMode

description: Whether or not the envelope follower is in analog mode.

PeakMode

type: EEnvelopeFollow...

description: The peak mode of the envelope follower.

ReleaseTime

description: The release time of the envelope follower in milliseconds.


className: FSourceEffectEQ

code: class FSourceEffectEQ : public [FSoundEffectSource](API\Runtime\Engine\Sound\FSoundEffectSource)

Filters

description: Bank of biquad filters.


className: FSourceEffectEQSettings

description: EQ source effect settings.

EQBands

type: TArray<FSource...

description: The EQ bands to use.


className: FSourceEffectEQBand

Bandwidth

description: The bandwidth (in octaves) of the band.

bEnabled

description: Whether or not the band is enabled. Allows changing bands on the fly.

Frequency

description: The cutoff frequency of the band.

GainDb

description: The gain in decibels to apply to the eq band.


className: FAudioBusModulationData

code: struct FAudioBusModulationData

FilterParam

type: ESourceEffectFi...


description: Called when an audio effect preset is changed.


description: Process the input block of audio. Called on audio thread.


className: FSourceEffectFilter

code: class FSourceEffectFilter : public [FSoundEffectSource](API\Runtime\Engine\Sound\FSoundEffectSource)

ModData

type: TArray<FAudioB...


AudioBus

type: TObjectPtr<UAu...

description: Audio bus to use to modulate the filter.

EnvelopeFollowerAttackTimeMsec

description: The amplitude envelope follower attack time (in milliseconds) on the audio bus.

EnvelopeFollowerReleaseTimeMsec

description: The amplitude envelope follower release time (in milliseconds) on the audio bus.

EnvelopeGainMultiplier

description: An amount to scale the envelope follower output to map to the modulation values.

FilterParam

description: Which parameter to modulate.

MaxFrequencyModulation

description: The frequency modulation value (in semitones from the filter frequency) to use when the envelope is loudest.

MaxResonanceModulation

description: The resonance modulation value to use when the envelope is loudest.

MinFrequencyModulation

description: The frequency modulation value (in semitones from the filter frequency) to use when the envelope is quietest.

MinResonanceModulation

description: The resonance modulation value to use when the envelope is quietest.


className: FSourceEffectFilterSettings

AudioBusModulation

description: Audio bus settings to use to modulate the filter frequency cutoff (auto-wah) with arbitrary audio from an audio bus.

CutoffFrequency

type: float

description: The filter cutoff frequency.

FilterCircuit

description: The type of filter circuit to use.

FilterQ

description: The filter resonance.

FilterType

description: The type of filter to use.


description: Called on an audio effect at initialization on main thread before audio processing begins.


className: FSourceEffectFoldbackDistortion

code: class FSourceEffectFoldbackDistortion : public [FSoundEffectSource](API\Runtime\Engine\Sound\FSoundEffectSource)


className: FSourceEffectFoldbackDistortionSettings

InputGainDb

description: The amount of gain to add to input to allow forcing the triggering of the threshold.

OutputGainDb

description: The amount of gain to apply to the output.

ThresholdDb

description: If the audio amplitude is higher than this, it will fold back.


code: FSourceEffectIndividualFilterSettings()


className: FSourceEffectIndividualFilterSettings

CutoffFrequency

description: The filter cutoff frequency.

FilterCircuit

description: The type of filter circuit to use.

FilterQ

description: The filter resonance.

FilterType

description: The type of filter to use.


code: virtual void Init ( const [FSoundEffectSourceInitData](API\Runtime\Engine\Sound\FSoundEffectSourceInitData) & InInitData )


className: FSourceEffectMidSideSpreader

description: ========================================================================FSourceEffectMidSideSpreaderThis is the instance of the source effect. Performs DSP calculations.

code: class FSourceEffectMidSideSpreader : public [FSoundEffectSource](API\Runtime\Engine\Sound\FSoundEffectSource)

SpreaderSettings

type: FSourceEffectMi...


code: FSourceEffectMidSideSpreaderSettings()


className: FSourceEffectMidSideSpreaderSettings

description: ========================================================================FSourceEffectMidSideSpreaderSettingsThis is the source effect's setting struct.

bEqualPower

description: Indicate whether an equal power relationship between the mid and side channels should be maintained.

InputMode

type: EStereoChannelM...

description: Indicate the channel mode of the input signal.

OutputMode

description: Indicate the channel mode of the output signal.

SpreadAmount

description: Amount of Mid/Side Spread. 0.0 is no spread, 1.0 is full wide.


description: Applies modulation changes to Filter based on Destination Input Values.

code: void ApplyFilterModulation ( const [TArray](API\Runtime\Core\Containers\TArray)< float > & DestinationSettings )


description: Update Filter Parameters.

code: void UpdateFilter ( [FMotionFilter](API\Plugins\Synthesis\SourceEffects\FMotionFilter) * MotionFilter, [ESourceEffectMotionFilterCircuit](API\Plugins\Synthesis\SourceEffects\ESourceEffectMotionFilterCircuit) FilterCircuitType, [ESourceEffectMotionFilterType](API\Plugins\Synthesis\SourceEffects\ESourceEffectMotionFilterType) MotionFilterType, float FilterFrequency, float FilterQ )


description: Update Modulation Source Parameters.

code: void UpdateModulationSources ( const [FSoundEffectSourceInputData](API\Runtime\Engine\Sound\FSoundEffectSourceInputData) & InData )


description: Updates Modulated Parameters, returns true if parameters were updated.

code: bool UpdateModulationMatrix ( const float UpdateTime )


description: Updates Modulation Destinations based on updated Matrix Values.

code: void UpdateModulationDestinations()


className: FSourceEffectMotionFilter

description: ========================================================================FSourceEffectMotionFilterThis is the instance of the source effect. Performs DSP calculations.

code: class FSourceEffectMotionFilter : public [FSoundEffectSource](API\Runtime\Engine\Sound\FSoundEffectSource)

BaseDestinationValues

type: TArray< float >

description: Base Destination Values.

ChannelRate

description: SampleRate * NumChannels.

DryVolumeScalar

description: Attenuation of sound in linear units.

FilterAMixScale

description: Filter Output Scalars.

FilterMixAmount

description: Filter Mix.

LastEmitterNormalizedPosition

type: FVector

LastTargetMatrix

type: TArray<TArray<...

description: Last Target values for the Mod Matrix.

LinearEaseMatrix

description: Linear Ease Matrix.

LinearEaseMatrixInit

description: Linear Ease Matrix is Initialized.

ModDestinationUpdateTimeMS

description: Modulation Destination Values.

ModDestinationValues

description: Modulation Destination Values.

ModMap

type: TMap<ESourceEf...

description: Mod Map.

ModMapOutputRange

description: Mod Map Random Output Range.

ModMatrix

description: Current Mod Matrix comprised of [Source] x [Destination] coordinates.

ModSources

description: Modulation Sources.

ModSourceTimeStamp

type: double

description: This is the last time Mod Source data has been updated.

MotionFilterA

type: FMotionFilter

NumChannels

description: Number of channels in source.

SampleRate

description: Sample Rate cached.

ScratchBufferA

description: Intermediary Scratch Buffers.

TargetMatrix

description: Target values for the Mod Matrix.

Topology

description: Motion filter topology.


ModulationInputRange

description: The Modulation Clamped Input Range.

ModulationOutputMaximumRange

description: The Modulation Random Maximum Output Range.

ModulationOutputMinimumRange

description: The Modulation Random Minimum Output Range.

ModulationSource

type: ESourceEffectMo...

description: The Modulation Source.

UpdateEaseMS

description: Update Ease Speed in milliseconds.


code: FSourceEffectMotionFilterSettings()


className: FSourceEffectMotionFilterSettings

description: ========================================================================FSourceEffectMotionFilterSettingsThis is the source effect's setting struct.

DryVolumeDb

description: Dry volume pass-through in dB.

FilterASettings

type: FSourceEffectIn...

description: Initial settings for Filter A.

FilterBSettings

description: Initial settings for Filter B.

ModulationMappings

description: Modulation Mappings.

MotionFilterMix

description: Filter Mix controls the amount of each filter in the signal where -1.0f outputs Only Filter A, 0.0f is an equal balance between Filter A and B, and 1.0f outputs only Filter B. How this blend works depends on the Topology.

MotionFilterTopology

description: In Serial Mode, Filter A will process then Filter B will process; in Parallel mode, Filter A and Filter B will process the dry input seprately, then be mixed together afterward.


description: Called on an audio effect at initialization on main thread before audio processing begins.

code: virtual void Init ( const [FSoundEffectSourceInitData](API\Runtime\Engine\Sound\FSoundEffectSourceInitData) & InitData )


description: Called when an audio effect preset is changed.

code: virtual void OnPresetChanged()


description: Process the input block of audio. Called on audio render thread.

code: virtual void ProcessAudio ( const [FSoundEffectSourceInputData](API\Runtime\Engine\Sound\FSoundEffectSourceInputData) & InData, float * OutAudioBufferData )


className: FSourceEffectPanner

code: class FSourceEffectPanner : public [FSoundEffectSource](API\Runtime\Engine\Sound\FSoundEffectSource)

SpreadGains

description: The pan value of the source effect.


className: FSourceEffectPannerSettings

Pan

description: The pan of the source. -1.0 means left, 0.0 means center, 1.0 means right.

Spread

description: The spread of the source. 1.0 means left only in left channel, right only in right; 0.0 means both mixed, -1.0 means right and left channels are inverted.


description: Process the input block of audio. Called on audio thread.


className: FSourceEffectPhaser

code: class FSourceEffectPhaser : public [FSoundEffectSource](API\Runtime\Engine\Sound\FSoundEffectSource)


className: FSourceEffectPhaserSettings

Feedback

description: The feedback of the phaser effect.

Frequency

description: The LFO frequency of the phaser effect.

LFOType

type: EPhaserLFOType

description: The phaser LFO type.

UseQuadraturePhase

type: bool

description: Whether or not to use quadtrature phase for the LFO modulation.

WetLevel

description: The wet level of the phaser effect.


className: FSourceEffectRingModulation

code: class FSourceEffectRingModulation : public [FSoundEffectSource](API\Runtime\Engine\Sound\FSoundEffectSource)


code: FSourceEffectRingModulationSettings()


className: FSourceEffectRingModulationSettings

AudioBusModulator

description: Audio bus to use to modulate the effect.

Depth

description: Ring modulation depth.

DryLevel

description: Gain for the dry signal (no ring mod)

Frequency

description: Ring modulation frequency.

ModulatorType

type: ERingModulatorT...

description: Ring modulation modulator oscillator type.

description: Gain for the wet signal (with ring mod)


className: FSourceEffectSimpleDelay

code: class FSourceEffectSimpleDelay : public [FSoundEffectSource](API\Runtime\Engine\Sound\FSoundEffectSource)

Delays

description: 2 Delay lines, one for each channel

SettingsCopy

type: FSourceEffectSi...


code: FSourceEffectSimpleDelaySettings()


className: FSourceEffectSimpleDelaySettings

bDelayBasedOnDistance

type: uint32:  1

description: Whether or not to delay the audio based on the distance to the listener or use manual delay.

bUseDistanceOverride

description: Whether or not to allow the attenuation distance override value vs the distance to listener to be used for distance-based delay.

DelayAmount

description: Delay amount in seconds.

DryAmount

description: Gain stage on dry (non-delayed signal)

Feedback

description: Amount to feedback into the delay line (because why not)

SpeedOfSound

description: Speed of sound in meters per second when using distance-based delay.

WetAmount

description: Gain stage on wet (delayed) signal.


className: FSourceEffectStereoDelay

code: class FSourceEffectStereoDelay : public [FSoundEffectSource](API\Runtime\Engine\Sound\FSoundEffectSource)


className: FSourceEffectStereoDelaySettings

bFilterEnabled

description: Whether or not to enable filtering.

DelayMode

type: EStereoDelaySou...

description: What mode to set the stereo delay effect.

DelayRatio

description: Delay spread for left and right channels. Allows left and right channels to have differential delay amounts. Useful for stereo channel decorrelation.

DelayTimeMsec

description: The base amount of delay in the left and right channels of the delay line.

DryLevel

description: The dry level of the effect.

Feedback

description: The amount of audio to feedback into the delay line once the delay has been tapped.

FilterFrequency

description: Cutoff frequency of the filter.

FilterQ

description: Q of the filter.

FilterType

type: EStereoDelayFil...

description: Filter type to feed feedback audio to.

WetLevel

description: The amount of delay effect to mix with the dry input signal into the effect.


code: FSourceEffectWaveShaperSettings()


className: FSourceEffectWaveShaper

code: class FSourceEffectWaveShaper : public [FSoundEffectSource](API\Runtime\Engine\Sound\FSoundEffectSource)


className: FSourceEffectWaveShaperSettings

Amount

type: float

description: The amount of wave shaping. 0.0 = no wave shaping.


code: void UnregisterEnvelopeFollowerListener ( uint32 PresetUniqueId, [UEnvelopeFollowerListener](API\Plugins\Synthesis\SourceEffects\UEnvelopeFollowerListener) * EnvFollowerListener )


className: IEnvelopeFollowerNotifier

code: class IEnvelopeFollowerNotifier


code: void Init ( [IEnvelopeFollowerNotifier](API\Plugins\Synthesis\SourceEffects\IEnvelopeFollowerNotifier) * InNotifier, uint32 InPresetUniqueId )


code: UEnvelopeFollowerListener ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjInit )


className: UEnvelopeFollowerListener

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(ClassGroup=Synth, HideCategories=(Object, ActorComponent, Physics, Rendering, Mobility, LOD), Meta=(BlueprintSpawnableComponent)) class UEnvelopeFollowerListener : public [UActorComponent](API\Runtime\Engine\Components\UActorComponent)

EnvelopeFollowerNotifier

type: IEnvelopeFollow...

OnEnvelopeFollowerUpdate

type: FOnEnvelopeFoll...


code: virtual [FSoundEffectBase](API\Runtime\Engine\Sound\FSoundEffectBase) * CreateNewEffect() const


code: virtual [USoundEffectPreset](API\Runtime\Engine\Sound\USoundEffectPreset) * CreateNewPreset ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * InParent, [FName](API\Runtime\Core\UObject\FName) Name, EObjectFlags Flags ) const


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


code: virtual [FColor](API\Runtime\Core\Math\FColor) GetPresetColor() const


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


code: virtual bool HasAssetActions() const


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

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


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Audio|Effects|BitCrusher") void SetBitModulator ( const [USoundModulatorBase](API\Runtime\AudioExtensions\USoundModulatorBase) * Modulator )