description: Retrieves the dynamic data for the emitter

code: virtual [FDynamicEmitterDataBase](API\Runtime\Engine\FDynamicEmitterDataBase) * GetDynamicData ( bool bSelected, [ERHIFeatureLevel::Type](API\Runtime\RHI\ERHIFeatureLevel__Type) InFeatureLevel )


description:
Retrieves replay data for the emitter
The replay data, or NULL on failure

module: Engine

code: virtual [FDynamicEmitterReplayDataBase](API\Runtime\Engine\FDynamicEmitterReplayDataBase) * GetReplayData()


description:
Returns the size of the object/ resource for display to artists/ LDs in the Editor.
Size of resource as to be displayed to artists/ LDs in the Editor.

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


code: virtual bool GetSpawnPerUnitAmount ( float DeltaTime, int32 InTrailIdx, int32 & OutCount, float & OutRate )


code: virtual void InitParameters ( [UParticleEmitter](API\Runtime\Engine\Particles\UParticleEmitter) * InTemplate, [UParticleSystemComponent](API\Runtime\Engine\Particles\UParticleSystemComponent) * InComponent )


description:
Checks some common values for GetDynamicData validity
bool true if GetDynamicData should continue, false if it should return NULL

code: virtual bool IsDynamicDataRequired ( [UParticleLODLevel](API\Runtime\Engine\Particles\UParticleLODLevel) * CurrentLODLevel )


description: Get the lifetime and size for a particle being added to the given trail

code: void GetParticleLifetimeAndSize ( int32 InTrailIdx, const [FBaseParticle](API\Runtime\Engine\FBaseParticle) * InParticle, bool bInNoLivingParticles, float & OutOneOverMaxLifetime, float & OutSize )


description: When an emitter is killed, this will check other emitters and clean up anything pointing to this one

code: virtual void OnEmitterInstanceKilled ( [FParticleEmitterInstance](API\Runtime\Engine\FParticleEmitterInstance) * Instance )


description:
Resolve the source point for the given trail index.
bool true if successful, false if not

code: bool ResolveSourcePoint ( int32 InTrailIdx, FVector & OutPosition, FQuat & OutRotation, FVector & OutUp, FVector & OutTangent, float & OutTangentStrength )


description:
Spawn particles for this emitter instance
float The leftover fraction of spawning

code: virtual float Spawn ( float DeltaTime )


description:
Spawn source-based ribbon particles.
bool true if SpawnRate should be processed.

code: bool Spawn_Source ( float DeltaTime )


description:
Spawn ribbon particles from SpawnRate and Burst settings.
float The spawnfraction left over from this time slice

code: float Spawn_RateAndBurst ( float DeltaTime )


description: Tick sub-function that handles recalculation of tangents

code: virtual void Tick_RecalculateTangents ( float DeltaTime, [UParticleLODLevel](API\Runtime\Engine\Particles\UParticleLODLevel) * CurrentLODLevel )


code: virtual void UpdateSourceData ( float DeltaTime, bool bFirstTime )


description: Constructor

code: FParticleRibbonEmitterInstance()


description: Destructor


className: FParticleRibbonEmitterInstance

code: struct FParticleRibbonEmitterInstance : public [FParticleTrailsEmitterInstance_Base](API\Runtime\Engine\FParticleTrailsEmitterInstance_B-)

CurrentLifetimes

type: TArray< float >

description: The lifetime to use for each ribbon

CurrentSizes

description: The size to use for each ribbon

CurrentSourcePosition

type: TArray< FVector...

description: The current source position for each trail in this emitter

CurrentSourceRotation

type: TArray< FQuat >

description: The current source rotation for each trail in this emitter

CurrentSourceTangent

description: The current source tangent for each trail in this emitter

CurrentSourceTangentStrength

description: The current source tangent strength for each trail in this emitter

CurrentSourceUp

description: The current source up for each trail in this emitter

HeadOnlyParticles

description: TArrayCurrentStartIndices;.

LastSelectedParticleIndex

description: The last selected source index (for sequential selection)

LastSourcePosition

description: The previous source position for each trail in this emitter

LastSourceRotation

description: The last source rotation for each trail in this emitter

LastSourceTangent

description: The previous source tangent for each trail in this emitter

LastSourceTangentStrength

description: The previous source tangent strength for each trail in this emitter

LastSourceTimes

description: The time of the last partice source update

LastSourceUp

description: The previous source up for each trail in this emitter

SourceActor

type: AActor*

description: If the source is an actor, this is it

SourceEmitter

type: FParticleEmitte...

description: If the source is an emitter, this is it

SourceIndices

type: TArray< int32 >

description: The indices for the source of each trail (if required)

SourceModule

type: UParticleModule...

description: Source module

SourceOffsets

description: The offset from the source for each trail in this emitter

SpawnPerUnitModule

description: SpawnPerUnit module (hijacking it for trails here)

description: Payload offset for source module

TrailTypeData

description: The TypeData module for this trail emitter


description: Creates a scratch vertex buffer available for dynamic draw calls.

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


description: Release RHI resources.

code: virtual void ReleaseRHI()


className: FParticleScratchVertexBuffer

description: Scratch vertex buffer available for dynamic draw calls.

code: class FParticleScratchVertexBuffer : public [FVertexBuffer](API\Runtime\RenderCore\FVertexBuffer)


description: Retrieve the UAV for writing particle sort keys.

code: [FRHIUnorderedAccessView](API\Runtime\RHI\FRHIUnorderedAccessView) * GetKeyBufferUAV ( int32 BufferIndex )


description: Get the size allocated for sorted vertex buffers.

code: int32 GetSize()


description: Retrieve the sorted vertex buffer that results will always be located at.

code: [FRHIBuffer](API\Runtime\RHI\FRHIBuffer) * GetSortedVertexBufferRHI ( int32 BufferIndex )


description: Retrieve buffers needed to sort on the GPU.


description: Initialize RHI resources.


code: void SetBufferSize ( int32 InBufferSize )


className: FParticleSortBuffers

description: Buffers in GPU memory used to sort particles.

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


className: FParticleSpawnPerUnitInstancePayload

description: Payload for instances which use the SpawnPerUnit module.

CurrentDistanceTravelled

type: float


description:
Captures dynamic replay data for this particle system.
Returns true if successful

code: virtual bool FillReplayData ( [FDynamicEmitterReplayDataBase](API\Runtime\Engine\FDynamicEmitterReplayDataBase) & OutData )


description:
Retrieves the dynamic data for the emitter
FDynamicEmitterDataBase* The dynamic data, or NULL if it shouldn't be rendered

code: virtual [FDynamicEmitterDataBase](API\Runtime\Engine\FDynamicEmitterDataBase) * GetDynamicData ( bool bSelected, [ERHIFeatureLevel::Type](API\Runtime\RHI\ERHIFeatureLevel__Type) InFeatureLevel )


description: Retrieve the allocated size of this instance.

code: virtual void GetAllocatedSize ( int32 & OutNum, int32 & OutMax )


description:
Retrieves replay data for the emitter
The replay data, or NULL on failure

code: virtual [FDynamicEmitterReplayDataBase](API\Runtime\Engine\FDynamicEmitterReplayDataBase) * GetReplayData()


description:
Returns the size of the object/ resource for display to artists/ LDs in the Editor.
Size of resource as to be displayed to artists/ LDs in the Editor.

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


description: ParticleSpriteEmitterInstance The structure for a standard sprite emitter instance.Constructor

code: FParticleSpriteEmitterInstance()


description: Destructor


className: FParticleSpriteEmitterInstance

code: struct FParticleSpriteEmitterInstance : public [FParticleEmitterInstance](API\Runtime\Engine\FParticleEmitterInstance)


code: static FUniformBufferRHIRef CreateUniformBuffer ( const [FParticleSpriteUniformParameters](API\Runtime\Engine\FParticleSpriteUniformParameters) & InContents, EUniformBufferUsage InUsage )


className: bIsStoredInConstantBuffer

code: static bIsStoredInConstantBuffer = true;


className: FileLine

code: static FileLine = builtin_LINE();


className: FileName

code: static FileName = builtin_FILE();


code: static const FShaderParametersMetadata &42; GetStructMetadata&40;&41;


className: NumElements

code: static NumElements = 0;


code: static const [FShaderParametersMetadata](API\Runtime\RenderCore\FShaderParametersMetadata) * GetStructMetadata()


className: zzMemberFunc

code: typedef zzFuncPtr(* zzMemberFunc


className: zzMemberIdNormalsCylinderUnitDirection


className: zzMemberIdUseVelocityForMotionBlur


code: FParticleSpriteUniformParameters()


className: FParticleSpriteVertex

description: Per-particle data sent to the GPU.

code: struct FParticleSpriteVertex

Color

type: FLinearColor

description: The color of the particle.

OldPosition

description: The previous position of the particle.

ParticleId

description: Value that remains constant over the lifetime of a particle.

Position

description: The position of the particle.

RelativeTime

description: The relative time of the particle.

Rotation

description: The rotation of the particle.

Size

description: The size of the particle.

SubImageIndex

description: The sub-image index for the particle.


code: [FRHIShaderResourceView](API\Runtime\RHI\FRHIShaderResourceView) * GetCutoutGeometrySRV() const


code: static [FRHIVertexDeclaration](API\Runtime\RHI\FRHIVertexDeclaration) * GetPSOPrecacheVertexDeclaration ( bool bUsesDynamicParameter )


description: Get vertex elements used when during PSO precaching materials using this vertex factory type

code: static void GetPSOPrecacheVertexFetchElements ( EVertexInputStreamType VertexInputStreamType, FVertexDeclarationElementList & Elements )


className: FParticleSpriteUniformParameters

code: class FParticleSpriteUniformParameters

AxisLockRight

type: TShaderParamete...


description: Retrieve the uniform buffer for this vertex factory.


code: virtual [FVertexFactoryType](API\Runtime\RenderCore\FVertexFactoryType) * GetType() const


description: Initialize the Render Hardware Interface for this vertex factory

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


description: Initialize streams for this vertex factory.

code: void InitStreams()


description: Can be overridden byFVertexFactorysubclasses to modify their compile environment just before compilation occurs.

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


code: virtual bool RendersPrimitivesAsCameraFacingSprites() const


code: void SetCustomAlignment ( bool bAlign )


code: void SetCutoutParameters ( int32 InNumCutoutVerticesPerFrame, [FRHIShaderResourceView](API\Runtime\RHI\FRHIShaderResourceView) * InCutoutGeometrySRV )


description: Set the source vertex buffer that contains particle dynamic parameter data.

code: void SetDynamicParameterBuffer ( const [FVertexBuffer](API\Runtime\RenderCore\FVertexBuffer) * InDynamicParameterBuffer, uint32 StreamOffset, uint32 Stride )


description: Set the source vertex buffer that contains particle instance data.

code: void SetInstanceBuffer ( const [FVertexBuffer](API\Runtime\RenderCore\FVertexBuffer) * InInstanceBuffer, uint32 StreamOffset, uint32 Stride )


code: void SetNumVertsInInstanceBuffer ( int32 InNumVertsInInstanceBuffer )


description: Set the uniform buffer for this vertex factory.

code: void SetSpriteUniformBuffer ( const FParticleSpriteUniformBufferRef & InSpriteUniformBuffer )


code: void SetUsesDynamicParameter ( bool bInUsesDynamicParameter, uint32 Stride )


code: void SetTexCoordBuffer ( const [FVertexBuffer](API\Runtime\RenderCore\FVertexBuffer) * InTexCoordBuffer )


description: Should we cache the material's shadertype on this platform with this vertex factory?

code: static bool ShouldCompilePermutation ( const [FVertexFactoryShaderPermutationParameters](API\Runtime\Renderer\FVertexFactoryShaderPermutationP-) & Parameters )


code: FParticleSpriteVertexFactory ( [ERHIFeatureLevel::Type](API\Runtime\RHI\ERHIFeatureLevel__Type) InFeatureLevel )


description: Default constructor.

code: FParticleSpriteVertexFactory ( EParticleVertexFactoryType InType, [ERHIFeatureLevel::Type](API\Runtime\RHI\ERHIFeatureLevel__Type) InFeatureLevel )


className: FParticleSpriteVertexFactory

description: Vertex factory for rendering particle sprites.

code: class FParticleSpriteVertexFactory : public [FParticleVertexFactoryBase](API\Runtime\Engine\FParticleVertexFactoryBase)


className: FParticleSpriteVertexNonInstanced

description: Per-particle data sent to the GPU.

Color

description: The color of the particle.

OldPosition

description: The previous position of the particle.

Position

description: The position of the particle.

RelativeTime

description: The relative time of the particle.

Rotation

description: The rotation of the particle.

Size

description: The size of the particle.

SubImageIndex

description: The sub-image index for the particle.

UV

description: The texture UVs.


className: GUID

description: The GUID for this custom version number.

code: static const [FGuid](API\Runtime\Core\Misc\FGuid) GUID;


className: Type

code: enum Type { BeforeCustomVersionWasAdded = 0, SkipCookingEmittersBasedOnDetailMode, FixLegacySpawningBugs, AddEpicDetailMode, VersionPlusOne, LatestVersion = VersionPlusOne - 1, }


className: FParticleSystemCustomVersion

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

code: struct FParticleSystemCustomVersion


description: true if the proxy can be culled when occluded by other primitives

code: virtual bool CanBeOccluded() const


description: Allows dynamic emitter data to create render thread resources.


description: Called when the rendering thread adds the proxy to the scene. This function allows for generating renderer-side resources.


code: void DetermineLODDistance ( const [FSceneView](API\Runtime\Engine\FSceneView) * View, int32 FrameNumber )


description: Gathers simple lights for this emitter.

code: virtual void GatherSimpleLights ( const [FSceneViewFamily](API\Runtime\Engine\FSceneViewFamily) & ViewFamily, [FSimpleLightArray](API\Runtime\Engine\FSimpleLightArray) & OutParticleLights ) const


description:
Return the custom occlusion bounds for this scene proxy.
FBoxSphereBounds The custom occlusion bounds.

code: virtual FBoxSphereBounds GetCustomOcclusionBounds() const


code: const [FColoredMaterialRenderProxy](API\Runtime\Engine\Materials\FColoredMaterialRenderProxy) * GetDeselectedWireframeMatInst() const


description: Gathers the primitive's dynamic mesh elements. This will only be called if GetViewRelevance declares dynamic relevance. This is called from the rendering thread for each set of views that might be rendered. Game thread state like UObjects must have their properties mirrored on the proxy to avoid race conditions. The rendering thread must not dereference UObjects. The gathered mesh elements will be used multiple times, any memory referenced must last as long as the Collector (eg no stack memory should be referenced). This function should not modify the proxy but simply collect a description of things to render. Updates to the proxy need to be pushed from game thread or external events.

code: virtual void GetDynamicMeshElements ( const [TArray](API\Runtime\Core\Containers\TArray)< const [FSceneView](API\Runtime\Engine\FSceneView) * > & Views, const [FSceneViewFamily](API\Runtime\Engine\FSceneViewFamily) & ViewFamily, uint32 VisibilityMap, [FMeshElementCollector](API\Runtime\Engine\FMeshElementCollector) & Collector ) const


code: const [FMaterialRelevance](API\Runtime\Engine\Materials\FMaterialRelevance) & GetMaterialRelevance() const


description: Every derived class should override these functions

code: virtual uint32 GetMemoryFootprint() const


description: Object position in post projection space.

code: void GetObjectPositionAndScale ( const [FSceneView](API\Runtime\Engine\FSceneView) & View, FVector2D & ObjectNDCPosition, FVector2D & ObjectMacroUVScales ) const


code: float GetPendingLODDistance() const


description: Gets a mesh batch from the pool.


description: Return a type (or subtype) specific hash for sorting purposes

code: virtual SIZE_T GetTypeHash() const


description:
Determines the relevance of this primitive's elements to the given view. Called in the rendering thread.
Relevance for rendering the particle system primitive component in the given View

code: virtual [FPrimitiveViewRelevance](API\Runtime\Engine\FPrimitiveViewRelevance) GetViewRelevance ( const [FSceneView](API\Runtime\Engine\FSceneView) * View ) const


code: int32 GetVisualizeLODIndex() const


code: [FRHIUniformBuffer](API\Runtime\RHI\FRHIUniformBuffer) * GetWorldSpacePrimitiveUniformBuffer() const


description: While this isn't good OO design, access to everything is made public. This is to allow custom emitter instances to easily be written when extending the engine.

code: FMatrix GetWorldToLocal() const


description:
Returns whether the proxy utilizes custom occlusion bounds or not
bool true if custom occlusion bounds are used, false if not;

code: virtual bool HasCustomOcclusionBounds() const


description: Called to notify the proxy when its transform has been updated. Called in the thread that owns the proxy; game or rendering.

code: virtual void OnTransformChanged()


description: Allows dynamic emitter data to release render thread resources.


description: Called when the rendering thread removes the dynamic data from the scene.

code: void ReleaseRenderThreadResources()


code: void SetLastDynamicData ( [FParticleDynamicData](API\Runtime\Engine\FParticleDynamicData) * InLastDynamicData )


code: void UpdateData ( [FParticleDynamicData](API\Runtime\Engine\FParticleDynamicData) * NewDynamicData )


code: void SetVisualizeLODIndex ( int32 InVisualizeLODIndex )


code: void UpdateData_RenderThread ( [FParticleDynamicData](API\Runtime\Engine\FParticleDynamicData) * NewDynamicData )


description: Called by dynamic emitter data during initialization to make sure the world space primitive uniform buffer is up-to-date. Only called in the rendering thread.


description: Initialization constructor.

code: FParticleSystemSceneProxy ( [UParticleSystemComponent](API\Runtime\Engine\Particles\UParticleSystemComponent) * Component, [FParticleDynamicData](API\Runtime\Engine\FParticleDynamicData) * InDynamicData, bool bCanBeOccluded )


code: virtual ~FParticleSystemSceneProxy()


className: FParticleSystemSceneProxy

description: Scene Proxies

code: class FParticleSystemSceneProxy : public [FPrimitiveSceneProxy](API\Runtime\Engine\FPrimitiveSceneProxy)

bCastShadow

type: uint8:  1

DeselectedWireframeMaterialInstance

type: FColoredMateria...

DynamicData

type: FParticleDynami...

DynamicDataForThisFrame

type: TArray<FDynami...

FeatureLevel

type: TEnumAsByte<ER...

LastFramePreRendered

description: From ViewFamily.FrameNumber

MaterialRelevance

type: FMaterialReleva...

MeshBatchPool

type: TIndirectArray<...

description: Pool for holding FMeshBatches to reduce allocations.

MeshEmitterLODIndices

description: Persistent proxy storage for mesh emitter LODs; need to store these here, because GDME needs to calc the index, but VF needs to be init'ed with the correct LOD, and DynamicData goes away every frame

PerfStatContext

type: FParticlePerfSt...

WorldSpacePrimitiveUniformBuffer

type: TUniformBuffer<...

description: The primitive's uniform buffer. Mutable because it is cached state during GetDynamicMeshElements.


description: Creates a vertex buffer holding texture coordinates for the four corners of a sprite.

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


className: FParticleTexCoordVertexBuffer

description: Vertex buffer containing texture coordinates for the four corners of a sprite.

code: class FParticleTexCoordVertexBuffer : public [FVertexBuffer](API\Runtime\RenderCore\FVertexBuffer)


code: bool AddParticleHelper ( int32 InTrailIdx, int32 StartParticleIndex, [FTrailsBaseTypeDataPayload](API\Runtime\Engine\FTrailsBaseTypeDataPayload) * StartTrailData, int32 ParticleIndex, [FTrailsBaseTypeDataPayload](API\Runtime\Engine\FTrailsBaseTypeDataPayload) * TrailData, [UParticleSystemComponent](API\Runtime\Engine\Particles\UParticleSystemComponent) * InPsysComp )


code: bool CheckForCircularTrail ( [FBaseParticle](API\Runtime\Engine\FBaseParticle) * StartParticle, [FBaseParticle](API\Runtime\Engine\FBaseParticle) * CheckParticle )


code: void CheckIndices ( int32 TrailIdx )


code: void ClearIndices ( int32 TrailIndex, int32 ParticleIndex )


className: EGetTrailDirection

code: enum EGetTrailDirection { GET_Prev, GET_Next, }


className: EGetTrailParticleOption

code: enum EGetTrailParticleOption { GET_Any, GET_Spawned, GET_Interpolated, GET_Start, GET_End, }


description: Force the bounding box to be updated.

code: virtual void ForceUpdateBoundingBox()


description: Get the current material to render with.


description:
Retrieve the particle in the trail that meets the given criteria
bool true if found, false if not.

code: bool GetParticleInTrail ( bool bSkipStartingParticle, [FBaseParticle](API\Runtime\Engine\FBaseParticle) * InStartingFromParticle, [FTrailsBaseTypeDataPayload](API\Runtime\Engine\FTrailsBaseTypeDataPayload) * InStartingTrailData, [EGetTrailDirection](API\Runtime\Engine\FParticleTrailsEmitterInstance_B-\EGetTrailDirection) InGetDirection, [EGetTrailParticleOption](API\Runtime\Engine\FParticleTrailsEmitterInstance_B-\EGetTrailParticleOption) InGetOption, [FBaseParticle](API\Runtime\Engine\FBaseParticle) *& OutParticle, [FTrailsBaseTypeDataPayload](API\Runtime\Engine\FTrailsBaseTypeDataPayload) *& OutTrailData )


code: template<typename TrailDataType> void GetTrailEnd ( const int32 TrailIdx, int32 & OutEndIndex, TrailDataType *& OutTrailData, [FBaseParticle](API\Runtime\Engine\FBaseParticle) *& OutParticle )


code: template<typename TrailDataType> void GetTrailStart ( const int32 TrailIdx, int32 & OutStartIndex, TrailDataType *& OutTrailData, [FBaseParticle](API\Runtime\Engine\FBaseParticle) *& OutParticle )


description: Initialize the instance

code: virtual void Init()


code: virtual void InitParameters ( [UParticleEmitter](API\Runtime\Engine\Particles\UParticleEmitter) * InTemplate, [UParticleSystemComponent](API\Runtime\Engine\Particles\UParticleSystemComponent) * InComponent )


description: Kill the given number of particles from the end of the trail.

code: virtual void KillParticles ( int32 InTrailIdx, int32 InKillCount )


description: Kill off any dead particles. (Remove them from the active array)

code: virtual void KillParticles()


description: Called when the particle system is deactivating...

code: virtual void OnDeactivateSystem()


description: Prints out info for all active particles.

code: virtual void PrintAllActiveParticles()


description: Prints out info for a single particle.

code: virtual void PrintParticleData ( [FBaseParticle](API\Runtime\Engine\FBaseParticle) * Particle, [FTrailsBaseTypeDataPayload](API\Runtime\Engine\FTrailsBaseTypeDataPayload) * TrailData, int32 CurrentIndex, int32 TrailIndex )


description: Traverses all trails and prints out debugging info.

code: virtual void PrintTrails()


code: void SetDeadIndex ( int32 TrailIndex, int32 ParticleIndex )


code: void SetEndIndex ( int32 TrailIndex, int32 ParticleIndex )


code: void SetStartIndex ( int32 TrailIndex, int32 ParticleIndex )


description: Tick the instance.

code: virtual void Tick ( float DeltaTime, bool bSuppressSpawning )


description: Tick sub-function that handles recalculation of tangents

code: virtual void Tick_RecalculateTangents ( float DeltaTime, [UParticleLODLevel](API\Runtime\Engine\Particles\UParticleLODLevel) * CurrentLODLevel )


description: Update the bounding box for the emitter

code: virtual void UpdateBoundingBox ( float DeltaTime )


code: virtual void UpdateSourceData ( float DeltaTime, bool bFirstTime )


description: Constructor


description: Destructor


className: FParticleVertexDynamicParameter

description: FParticleSpriteVertexDynamicParameter.

code: struct FParticleVertexDynamicParameter

DynamicValue

description: The dynamic parameter of the particle


code: struct FParticleTrailsEmitterInstance_Base : public [FParticleEmitterInstance](API\Runtime\Engine\FParticleEmitterInstance)

bDeadTrailsOnDeactivate

type: uint32: 1

description: If true, mark trails dead on deactivate

bEnableInactiveTimeTracking

description: If true, when the system checks for particles to kill, it will use elapsed gametime to make the determination.

bFirstUpdate

description: If true, this emitter has not been updated yet...

LastSpawnTime

type: TArray< float >

description: The last time a spawn happened for each trail in this emitter

LastTickTime

description: The last time the emitter instance was ticked

MaxTrailCount

description: The max number of trails this emitter is allowed to have

SourceDistanceTraveled

description: The distance traveled by each source of each trail in this emitter

TrailCount

description: The number of active trails in this emitter

TrailSpawnTimes

description: The Spawn times for each trail in this emitter

TriangleCount

description: The triangle count for this emitter

VertexCount

description: The vertex count for this emitter


description: Return the vertex factory type


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


code: void SetParticleFactoryType ( EParticleVertexFactoryType InType )


code: FParticleVertexFactoryBase ( [ERHIFeatureLevel::Type](API\Runtime\RHI\ERHIFeatureLevel__Type) InFeatureLevel )


description: Default constructor.

code: FParticleVertexFactoryBase ( EParticleVertexFactoryType Type, [ERHIFeatureLevel::Type](API\Runtime\RHI\ERHIFeatureLevel__Type) InFeatureLevel )


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


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


className: CounterBase

code: static constexpr int CounterBase = __COUNTER__;


code: static FUniformBufferRHIRef CreateUniformBuffer &40; const FParameters & InContents, EUniformBufferUsage InUsage &41;


className: FParticleVertexFactoryBase

description: Base class for particle vertex factories.

code: class FParticleVertexFactoryBase : public [FVertexFactory](API\Runtime\RenderCore\FVertexFactory)


className: bIsStoredInConstantBuffer

code: static bIsStoredInConstantBuffer = true;


className: FileLine

code: static FileLine = builtin_LINE();


className: FileName

code: static FileName = builtin_FILE();


code: static const FShaderParametersMetadata &42; GetStructMetadata&40;&41;


className: NumElements

code: static NumElements = 0;


className: TAlignedType

code: typedef FParameters TAlignedType


className: FTypeInfo

description: GetStructMetadata()

code: struct FTypeInfo


className: zzFuncPtr

code: typedef void &42; zzFuncPtr


code: static TArray< FShaderParametersMetadata::FMember > zzGetMembers&40;&41;


className: zzMemberFunc

code: typedef zzFuncPtr(&42; zzMemberFunc


className: zzTThisStruct

code: typedef FParameters zzTThisStruct


className: FParameters

code: class FParameters

IndirectionTexture

type: TShaderResource...


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


code: static const [FShaderParametersMetadata](API\Runtime\RenderCore\FShaderParametersMetadata) * GetRootParametersMetadata()


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


className: InterfaceType

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


className: InternalBaseType

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


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


className: InternalLinkType

code: template<int Counter> struct InternalLinkType


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


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


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


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


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


className: FPatchOutputStrongPtr

description: Patch outputs are owned by theFPatchMixer, and are pinned by theFPatchInput.

code: typedef [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FPatchOutput](API\Runtime\SignalProcessing\DSP\FPatchOutput), ESPMode::ThreadSafe > FPatchOutputStrongPtr


code: virtual void NotifyActionAborted()


description: Lets the latent action know that the object which originated it has been garbage collected and the action is going to be destroyed (no more UpdateOperation calls will occur and CallbackTarget is already NULL) This is only called when the object goes away before the action is finished; perform normal cleanup when responding that the action is completed in UpdateOperation

code: virtual void NotifyObjectDestroyed()


description: Return true when the action is completed.

code: virtual void UpdateOperation ( [FLatentResponse](API\Runtime\Engine\FLatentResponse) & Response )


description: Returns a human readable description of the latent operation's current state.

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


className: FPatchIndirectionTextureCS

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


className: FPendingLatentAction

description: A pending latent action.

code: class FPendingLatentAction


code: void AccumulateWith ( const [FPerformanceTrackingChart](API\Runtime\Engine\FPerformanceTrackingChart) & Chart )


code: void ChangeLabel ( const [FString](API\Runtime\Core\Containers\FString) & NewLabel )


description: Dumps the FPS chart information to the log.

code: void DumpChartsToOutputLog ( double WallClockElapsed, const [TArray](API\Runtime\Core\Containers\TArray)< const [FPerformanceTrackingChart](API\Runtime\Engine\FPerformanceTrackingChart) * > & Charts, const [FString](API\Runtime\Core\Containers\FString) & InMapName )


description: Dumps the FPS chart information to an analytic event param array.

code: void DumpChartToAnalyticsParams ( const [FString](API\Runtime\Core\Containers\FString) & InMapName, [TArray](API\Runtime\Core\Containers\TArray)< struct [FAnalyticsEventAttribute](API\Runtime\Analytics\FAnalyticsEventAttribute) > & InParamArray, bool bIncludeClientHWInfo, bool bIncludeHistograms ) const


code: void DumpFPSChart ( const [FString](API\Runtime\Core\Containers\FString) & InMapName )


code: double GetAverageFramerate() const


code: double GetAvgHitchesPerMinute() const


code: double GetAvgHitchFrameLength() const


code: double GetPercentHitchTime ( bool bSubtractHitchThreshold ) const


code: double GetPercentMissedVSync ( int32 TargetFPS ) const


description: Sum of all recorded hitch lengths (in seconds)

code: double GetTotalHitchFrameTime ( bool bSubtractHitchThreshold ) const


code: virtual void ProcessFrame ( const [FFrameData](API\Runtime\Engine\IPerformanceDataConsumer\FFrameData) & FrameData )


description: Discard all accumulated data.

code: void Reset ( const [FDateTime](API\Runtime\Core\Misc\FDateTime) & InStartTime )


code: FPerformanceTrackingChart ( const [FDateTime](API\Runtime\Core\Misc\FDateTime) & InStartTime, const [FString](API\Runtime\Core\Containers\FString) & InChartLabel )


code: virtual ~FPerformanceTrackingChart()


className: FPerformanceTrackingChart

description: Chart for a single portion of gameplay (e.g., gameplay or in-game-shop or settings menu open) WARNING: If you add members here, you MUST also updateAccumulateWith()as it accumulates each measure from another chart.

code: class FPerformanceTrackingChart : public [IPerformanceDataConsumer](API\Runtime\Engine\IPerformanceDataConsumer)

AccumulatedChartTime

type: double

description: Total accumulated raw (including idle) time spent with the chart registered

bIsChartingPaused

type: bool

CaptureStartTime

type: FDateTime

description: Start time of the capture

ChartLabel

type: FString

description: The mode being tracked by this chart.

DeviceProfileName

description: WARNING: This value could technically change while data collection is ongoing.

DynamicResHistogram

type: FHistogram

description: Hitch time histogram (in seconds)

FramesDisregarded

type: int

description: Number of frames that were disregarded because the frame was too long.

FrametimeHistogram

description: Frame time histogram (in seconds)

HitchTimeHistogram

description: Hitch time histogram (in seconds)

MaxDrawCalls

description: Total number of draw calls made

MaxDrawnPrimitives

description: Total number of primitives drawn

MaxPlayerTicks

description: Total number of player ticks (note: it is up to the game to populate this field) WARNING: Legacy fields.

MaxVehicleTicks

description: Total number of vehicle ticks (note: it is up to the game to populate this field) WARNING: Legacy field.

NumFramesAtCriticalMemoryPressure

description: Memory stats

description: Number of frames for each time of

TimeDisregarded

description: Total time (sec) that were disregarded because the frame was too long.

TotalFlushAsyncLoadingTime

description: Total time spent flushing async loading (in seconds), and call count

description: Time spent bound on each kind of thing (in seconds)

description: Total time spent on each thread (in seconds)

TotalGameThreadBoundHitchCount

description: Total number of hitches bound by each kind of thing

TotalSyncLoadCount

description: Total number of sync loads


description: This will create the file name for the file we are saving out.

code: static [FString](API\Runtime\Core\Containers\FString) CreateFileNameForChart ( const [FString](API\Runtime\Core\Containers\FString) & ChartType, const [FString](API\Runtime\Core\Containers\FString) & InMapName, const [FString](API\Runtime\Core\Containers\FString) & FileExtension )


code: [IPerformanceDataConsumer::FFrameData](API\Runtime\Engine\IPerformanceDataConsumer\FFrameData) AnalyzeFrame ( float DeltaSeconds )


description: This will create the folder name for the output directory for FPS charts (and actually create the directory).

code: static [FString](API\Runtime\Core\Containers\FString) CreateOutputDirectory ( const [FDateTime](API\Runtime\Core\Misc\FDateTime) & CaptureStartTime )


description: Should we subtract off idle time spent waiting (due to running above target framerate) before thresholding into bins? (controlled by t.FPSChart.ExcludeIdleTime)


className: FPerformanceTrackingSystem

description: Overall state of the built-in performance tracking.

code: struct FPerformanceTrackingSystem


className: FPerObjectProjectedShadowInitializer

description: Information needed to create a per-object projected shadow.

code: class FPerObjectProjectedShadowInitializer : public [FProjectedShadowInitializer](API\Runtime\Engine\FProjectedShadowInitializer)


code: FPerPlatformBool ( bool InDefaultValue )


className: FPerPlatformBool

description: FPerPlatformBool- bool property with per-platform overrides

code: struct FPerPlatformBool : public [TPerPlatformProperty< FPerPlatformBool, bool, NAME_BoolProperty >](API\Runtime\Engine\TPerPlatformProperty)

PerPlatform

type: TMap<FName, bo...


code: FPerPlatformFloat ( float InDefaultValue )


code: FPerPlatformFloat ( const [FFreezablePerPlatformFloat](API\Runtime\Engine\FFreezablePerPlatformFloat) & Other )


className: FPerPlatformFloat

description: FPerPlatformFloat- float property with per-platform overrides

code: struct FPerPlatformFloat : public [TPerPlatformProperty< FPerPlatformFloat, float, NAME_FloatProperty >](API\Runtime\Engine\TPerPlatformProperty)

Default

type: float

type: TMap<FName, fl...


code: bool SerializeFromMismatchedTag ( const [FPropertyTag](API\Runtime\CoreUObject\UObject\FPropertyTag) & Tag, [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar )


code: FPerPlatformFrameRate ( [FFrameRate](API\Runtime\Core\Misc\FFrameRate) InDefaultValue )


className: FPerPlatformFrameRate

description: FPerPlatformFrameRate-FFrameRateproperty with per-platform overrides

code: struct FPerPlatformFrameRate : public [TPerPlatformProperty< FPerPlatformFrameRate, FFrameRate, NAME_FrameRate >](API\Runtime\Engine\TPerPlatformProperty)

type: FFrameRate

PerPlatform

type: TMap<FName,FF...


code: FPerPlatformInt ( int32 InDefaultValue )


code: FPerPlatformInt ( const [FFreezablePerPlatformInt](API\Runtime\Engine\FFreezablePerPlatformInt) & Other )


className: FPerPlatformInt

description: FPerPlatformInt- int32 property with per-platform overrides

code: struct FPerPlatformInt : public [TPerPlatformProperty< FPerPlatformInt, int32, NAME_IntProperty >](API\Runtime\Engine\TPerPlatformProperty)

type: TMap<FName, in...


code: FPerQualityLevelFloat ( float InDefaultValue )


className: FPerQualityLevelFloat

code: struct FPerQualityLevelFloat : public [FPerQualityLevelProperty< FPerQualityLevelFloat, float, NAME_FloatProperty >](API\Runtime\Engine\FPerQualityLevelProperty)

PerQuality

type: TMap< int32, fl...


code: FPerQualityLevelInt ( int32 InDefaultValue )


className: FPerQualityLevelInt

code: struct FPerQualityLevelInt : public [FPerQualityLevelProperty< FPerQualityLevelInt, int32, NAME_IntProperty >](API\Runtime\Engine\FPerQualityLevelProperty)

type: TMap< int32, in...


code: void ConvertQualtiyLevelData ( [TMap](API\Runtime\Core\Containers\TMap)< [FName](API\Runtime\Core\UObject\FName), _ValueType > & PlaformData, [TMultiMap](API\Runtime\Core\Containers\TMultiMap)< [FName](API\Runtime\Core\UObject\FName), [FName](API\Runtime\Core\UObject\FName) > & PerPlatformToQualityLevel, _ValueType Default )


code: _ValueType GetValue ( int32 QualityLevel ) const


code: FSupportedQualityLevelArray GetSupportedQualityLevels ( const TCHAR * InPlatformName ) const


code: int32 GetValueForPlatform ( const [ITargetPlatform](API\Developer\TargetPlatform\Interfaces\ITargetPlatform) * TargetPlatform ) const


code: void Init ( const TCHAR * InCVarName, const TCHAR * InSection )


code: _ValueType GetValueForQualityLevel ( int32 QualityLevel ) const


code: bool IsQualityLevelValid ( int32 QualityLevel ) const


description: Serialization

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


description: Serialization

code: bool Serialize ( [FStructuredArchive::FSlot](API\Runtime\Core\Serialization\FStructuredArchive\FSlot) Slot )


description: Load old properties that have been converted to FPerQualityLevel

code: bool SerializeFromMismatchedTag ( const [FPropertyTag](API\Runtime\CoreUObject\UObject\FPropertyTag) & Tag, [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar )


code: void StripQualtiyLevelForCooking ( const TCHAR * InPlatformName )


className: StructType

code: typedef _StructType StructType


className: ValueType

code: typedef _ValueType ValueType


className: FPerQualityLevelProperty

code: template<typename _StructType, typename _ValueType, EName _BasePropertyName> struct FPerQualityLevelProperty


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


className: EReferenceType

description: This enum represents all of the different special cases we are handling with this type

code: enum EReferenceType { Unknown, RootObject, SubObject, }


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


code: bool IsRootObjectReference() const


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


description: Executes pending commands and clears buffer

code: void Flush()


className: FPersistentObjectRef

description: DanO: My long term preference is for the editor to use a dynamic, mutable type (rather than the CDO) to store editor data. The CDO can then be re-instanced (or not) as runtime code requires.

code: struct FPersistentObjectRef


className: FPhysCommandHandler

description: Container used for physics tasks that need to be deferred from GameThread. This is not safe for general purpose multi-therading

code: class FPhysCommandHandler


className: FOnPhysDispatchNotifications

code: typedef TMulticastDelegate_OneParam< void, FPhysScene * > FOnPhysDispatchNotifications


className: FOnPhysSceneTerm

code: typedef TMulticastDelegate_OneParam< void, FPhysScene * > FOnPhysSceneTerm


className: FOnPhysicsAssetChanged

code: typedef TMulticastDelegate_OneParam< void, const [UPhysicsAsset](API\Runtime\Engine\PhysicsEngine\UPhysicsAsset) * > FOnPhysicsAssetChanged


className: FOnPhysSceneInit

code: typedef TMulticastDelegate_OneParam< void, FPhysScene * > FOnPhysSceneInit


className: FPhysicsRepErrorCorrectionData

code: struct FPhysicsRepErrorCorrectionData


className: FPhysicsRepAsyncInputData

description: Final computed desired state passed into the physics sim

code: struct FPhysicsRepAsyncInputData

ErrorCorrection

type: TOptional<FPhy...

RepMode

type: EPhysicsReplica...

TargetState

type: FRigidBodyState


code: virtual bool ApplyRigidBodyState ( float DeltaSeconds, [FBodyInstance](API\Runtime\Engine\PhysicsEngine\FBodyInstance) * BI, [FReplicatedPhysicsTarget](API\Runtime\Engine\FReplicatedPhysicsTarget) & PhysicsTarget, const [FRigidBodyErrorCorrection](API\Runtime\Engine\Engine\FRigidBodyErrorCorrection) & ErrorCorrection, const float PingSecondsOneWay, bool * bDidHardSnap )


description: Called when a dynamic rigid body receives a physics update

code: virtual bool ApplyRigidBodyState ( float DeltaSeconds, [FBodyInstance](API\Runtime\Engine\PhysicsEngine\FBodyInstance) * BI, [FReplicatedPhysicsTarget](API\Runtime\Engine\FReplicatedPhysicsTarget) & PhysicsTarget, const [FRigidBodyErrorCorrection](API\Runtime\Engine\Engine\FRigidBodyErrorCorrection) & ErrorCorrection, const float PingSecondsOneWay, int32 LocalFrame, int32 NumPredictedFrames )


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


className: FPhysicsDelegates

description: Set of delegates to allowing hooking different parts of the physics engine

code: class FPhysicsDelegates : public [FPhysicsDelegatesCore](API\Runtime\PhysicsCore\FPhysicsDelegatesCore)


code: virtual void OnSetReplicatedTarget ( [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * Component, [FName](API\Runtime\Core\UObject\FName) BoneName, const [FRigidBodyState](API\Runtime\Engine\Engine\FRigidBodyState) & ReplicatedTarget, int32 ServerFrame, [FReplicatedPhysicsTarget](API\Runtime\Engine\FReplicatedPhysicsTarget) & Target )


code: virtual void OnTargetRestored ( [TWeakObjectPtr](API\Runtime\Core\UObject\TWeakObjectPtr)< [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) > Component, const [FReplicatedPhysicsTarget](API\Runtime\Engine\FReplicatedPhysicsTarget) & Target )


description: Update the physics body state given a set of replicated targets

code: virtual void OnTick ( float DeltaSeconds, [TMap](API\Runtime\Core\Containers\TMap)< [TWeakObjectPtr](API\Runtime\Core\UObject\TWeakObjectPtr)< [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) >, [FReplicatedPhysicsTarget](API\Runtime\Engine\FReplicatedPhysicsTarget) > & ComponentsToTargets )


description: Remove the replicated target

code: virtual void RemoveReplicatedTarget ( [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * Component )


description: Sets the latest replicated target for a body instance

code: virtual void SetReplicatedTarget ( [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * Component, [FName](API\Runtime\Core\UObject\FName) BoneName, const [FRigidBodyState](API\Runtime\Engine\Engine\FRigidBodyState) & ReplicatedTarget )


code: void SetReplicatedTarget &40; Chaos::FPhysicsObject &42; PhysicsObject, const FRigidBodyState & ReplicatedTarget, int32 ServerFrame, EPhysicsReplicationMode ReplicationMode &41;


code: virtual void SetReplicatedTarget ( [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * Component, [FName](API\Runtime\Core\UObject\FName) BoneName, const [FRigidBodyState](API\Runtime\Engine\Engine\FRigidBodyState) & ReplicatedTarget, int32 ServerFrame )


description: Helper method so the Skip Replication CVar can be check elsewhere (including game extensions to this class)


description: Tick and update all body states according to replicated targets

code: virtual void Tick ( float DeltaSeconds )


code: FPhysicsReplication ( FPhysScene * PhysScene )


className: FPhysicsReplication

code: class FPhysicsReplication : public [IPhysicsReplication](API\Runtime\Engine\IPhysicsReplication)


description: Called before simulation step


code: void Setup ( [FRigidBodyErrorCorrection](API\Runtime\Engine\Engine\FRigidBodyErrorCorrection) ErrorCorrection )


className: FPhysicsReplicationAsync

code: class FPhysicsReplicationAsync : public [Chaos::TSimCallbackObject< FPhysicsReplicationAsyncInput, Chaos::FSimCallbackNoOutput, Chaos::ESimCallbackOptions::Presimulate >](API\Runtime\Chaos\Chaos\TSimCallbackObject)


className: FPhysicsReplicationAsyncInput

code: struct FPhysicsReplicationAsyncInput : public [Chaos::FSimCallbackInput](API\Runtime\Chaos\Chaos\FSimCallbackInput)

ErrorCorrection

type: FPhysicsRepErro...

InputData

type: TArray<FPhysic...


code: template<> [FBodyInstance](API\Runtime\Engine\PhysicsEngine\FBodyInstance) * Get ( void * UserData )


code: template<> [UPhysicalMaterial](API\Runtime\PhysicsCore\PhysicalMaterials\UPhysicalMaterial) * Get ( void * UserData )


code: template<> [FConstraintInstance](API\Runtime\Engine\PhysicsEngine\FConstraintInstance) * Get ( void * UserData )


code: template<> FPhysScene * Get ( void * UserData )


code: template<> [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * Get ( void * UserData )


code: template<> [FKShapeElem](API\Runtime\Engine\PhysicsEngine\FKShapeElem) * Get ( void * UserData )


code: template<class T> static T * Get ( void * UserData )


code: template<> [FCustomPhysXPayload](API\Runtime\Engine\FCustomPhysXPayload) * Get ( void * UserData )


code: template<> void Set ( void * UserData, [FBodyInstance](API\Runtime\Engine\PhysicsEngine\FBodyInstance) * Payload )


description: Helper function to determine if userData is garbage (maybe dangling pointer)

code: static bool IsGarbage ( void * UserData )


code: template<> void Set ( void * UserData, [UPhysicalMaterial](API\Runtime\PhysicsCore\PhysicalMaterials\UPhysicalMaterial) * Payload )


code: template<> void Set ( void * UserData, FPhysScene * Payload )


code: template<> void Set ( void * UserData, [FConstraintInstance](API\Runtime\Engine\PhysicsEngine\FConstraintInstance) * Payload )


code: template<> void Set ( void * UserData, [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * Payload )


code: template<> void Set ( void * UserData, [FKShapeElem](API\Runtime\Engine\PhysicsEngine\FKShapeElem) * Payload )


code: template<> void Set ( void * UserData, [FCustomPhysXPayload](API\Runtime\Engine\FCustomPhysXPayload) * Payload )


code: template<class T> static void Set ( void * UserData, T * Payload )


code: FPhysxUserData ( [FBodyInstance](API\Runtime\Engine\PhysicsEngine\FBodyInstance) * InPayload )


code: FPhysxUserData ( [UPhysicalMaterial](API\Runtime\PhysicsCore\PhysicalMaterials\UPhysicalMaterial) * InPayload )


code: FPhysxUserData ( FPhysScene * InPayload )


code: FPhysxUserData ( [FConstraintInstance](API\Runtime\Engine\PhysicsEngine\FConstraintInstance) * InPayload )


code: FPhysxUserData ( [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * InPayload )


code: FPhysxUserData ( [FKShapeElem](API\Runtime\Engine\PhysicsEngine\FKShapeElem) * InPayload )


code: FPhysxUserData ( [FCustomPhysXPayload](API\Runtime\Engine\FCustomPhysXPayload) * InPayload )


className: FPhysxUserData

description: PhysX user data

code: struct FPhysxUserData

Payload

type: void *

Type

type: EPhysxUserDataT...


description: display gamma expected for rendering to this render target

code: virtual float GetDisplayGamma() const


description: Returns the GPU nodes on which to render this rendertarget.

code: virtual [FRHIGPUMask](API\Runtime\RHI\FRHIGPUMask) GetGPUMask ( [FRHICommandListImmediate](API\Runtime\RHI\FRHICommandListImmediate) & RHICmdList ) const


description: The resource's friendly name. Typically aUObjectname.

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


description: Properties.

code: virtual FIntPoint GetSizeXY() const


description: Returns the height of the texture in pixels.

code: virtual uint32 GetSizeY() const


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

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


description: Changes the GPUMask used when updating the reflection capture with multi-GPU.

code: void SetActiveGPUMask ( [FRHIGPUMask](API\Runtime\RHI\FRHIGPUMask) InGPUMask )


code: FPlanarReflectionRenderTarget ( FIntPoint InSize )


code: void ApplyWorldOffset ( const FVector & InOffset )


code: void UpdateTransform ( const FMatrix & NewTransform )


description: Returns the width of the texture in pixels.

code: virtual uint32 GetSizeX() const


className: FPlanarReflectionRenderTarget

code: class FPlanarReflectionRenderTarget : public [FTexture](API\Runtime\RenderCore\FTexture), public [FRenderTarget](API\Runtime\Engine\FRenderTarget)


code: FPlanarReflectionSceneProxy ( [UPlanarReflectionComponent](API\Runtime\Engine\Components\UPlanarReflectionComponent) * Component )


className: FPlanarReflectionSceneProxy

code: class FPlanarReflectionSceneProxy

bIsStereo

type: bool

OwnerName

type: FName

PlanarReflectionOrigin

type: FVector

ProjectionWithExtraFOV

type: FMatrix[GMaxPla...

ReflectionPlane

type: FPlane

RenderTarget

type: FPlanarReflecti...

description: This is specific to a certain view and should actually be stored in FSceneViewState.

ViewRect

type: FIntRect[GMaxPl...

WorldBounds

type: FBox


description: This is used at runtime to initializeFCachedAudioStreamingManager.


description: Returns the Duration Threshold for the current platform if it is overridden, -1.0f otherwise.


description: Null platformname means to use current platform

code: static const [FPlatformAudioCookOverrides](API\Runtime\AudioPlatformConfiguration\FPlatformAudioCookOverrides) * GetCookOverrides ( const TCHAR * PlatformName, bool bForceRecache )


description: This is used at runtime in BuildCachedStreamingManagerParams, as well as cooktime in FStreamedAudioCacheDerivedDataWorker::BuildStreamedAudio to split compressed audio.

code: static uint32 GetMaxChunkSizeForCookOverrides ( const [FPlatformAudioCookOverrides](API\Runtime\AudioPlatformConfiguration\FPlatformAudioCookOverrides) * InCompressionOverrides )


code: template<typename HashType> static void AppendHash ( [FString](API\Runtime\Core\Containers\FString) & OutString, const TCHAR * InName, const HashType & InValueToHash )


code: static const [FAudioStreamCachingSettings](API\Runtime\AudioPlatformConfiguration\FAudioStreamCachingSettings) & GetStreamCachingSettingsForCurrentPlatform()


description: Returns the sample rate for a given platform,.

code: static float GetTargetSampleRateForPlatform ( ESoundwaveSampleRateSettings InSampleRateLevel )


code: static void RecacheCookOverrides()


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


className: FPlaybackPacket

code: struct FPlaybackPacket

Data

type: TArray< uint8 >

TimeSeconds

type: float


code: static FUniformBufferRHIRef CreateUniformBuffer ( const [FPrecomputedLightingUniformParameters](API\Runtime\Engine\FPrecomputedLightingUniformParam-) & InContents, EUniformBufferUsage InUsage )


className: FileLine

code: static FileLine = builtin_LINE();


className: bIsStoredInConstantBuffer

code: static bIsStoredInConstantBuffer = true;


className: FPlatformCompressionUtilities

code: class FPlatformCompressionUtilities


className: FileName

code: static FileName = builtin_FILE();


code: static const FShaderParametersMetadata &42; GetStructMetadata&40;&41;


className: NumElements

code: static NumElements = 0;


code: static const [FShaderParametersMetadata](API\Runtime\RenderCore\FShaderParametersMetadata) * GetStructMetadata()


className: zzMemberFunc

code: typedef zzFuncPtr(* zzMemberFunc


className: zzMemberIdLightMapCoordinateScaleBias


className: zzMemberIdShadowMapCoordinateScaleBias


code: FPrecomputedLightingUniformParameters()


className: FPrecomputedLightingUniformParameters

InvUniformPenumbraSizes

type: TShaderParamete...


code: void AddToScene ( class [FSceneInterface](API\Runtime\Engine\FSceneInterface) * Scene, class [UMapBuildDataRegistry](API\Runtime\Engine\Engine\UMapBuildDataRegistry) * Registry, [FGuid](API\Runtime\Core\Misc\FGuid) LevelBuildDataId )


code: void ApplyWorldOffset ( const FVector & InOffset )


code: void DebugDrawSamples ( class [FPrimitiveDrawInterface](API\Runtime\Engine\FPrimitiveDrawInterface) * PDI, bool bDrawDirectionalShadowing ) const


code: double GetNodeLevelExtent ( int32 Level ) const


description: Interpolates incident radiance to Position.

code: void InterpolateIncidentRadianceBlock ( const [FBoxCenterAndExtent](API\Runtime\Core\Math\FBoxCenterAndExtent) & BoundingBox, const FIntVector & QueryCellDimensions, const FIntVector & DestCellDimensions, const FIntVector & DestCellPosition, [TArray](API\Runtime\Core\Containers\TArray)< float > & AccumulatedWeights, [TArray](API\Runtime\Core\Containers\TArray)< FSHVectorRGB2 > & AccumulatedIncidentRadiance ) const


code: bool IntersectBounds ( const FBoxSphereBounds & InBounds ) const


code: void InterpolateIncidentRadiancePoint ( const FVector & Position, float & AccumulatedWeight, float & AccumulatedDirectionalLightShadowing, FSHVectorRGB3 & AccumulatedIncidentRadiance, FVector & SkyBentNormal ) const


description: Temporary, for ES 3.1 preview verification.

code: bool IsUsingHighQualityLightMap() const


code: void RemoveFromScene ( [FSceneInterface](API\Runtime\Engine\FSceneInterface) * Scene )


code: void SetData ( const [FPrecomputedLightVolumeData](API\Runtime\Engine\FPrecomputedLightVolumeData) * NewData, [FSceneInterface](API\Runtime\Engine\FSceneInterface) * Scene )


description: Adds a lighting sample.

code: void AddHighQualityLightingSample ( const FVolumeLightingSample & NewHighQualitySample )


description: Adds a low quality lighting sample.

code: void AddLowQualityLightingSample ( const FVolumeLightingSample & NewLowQualitySample )


className: FPrecomputedLightVolume

description: Set of volume lighting samples belonging to one streaming level, which can be queried about the lighting at a given position.

code: class FPrecomputedLightVolume

Data

type: constFPrecompu...


description: Shrinks the octree and updates memory stats.

code: void FinalizeSamples()


description: Frees any previous samples, prepares the volume to have new samples added.

code: void Initialize ( const FBox & NewBounds )


description: Invalidates anything produced by the last lighting build.

code: void InvalidateLightingCache()


className: FPrecomputedLightVolumeData

code: class FPrecomputedLightVolumeData


code: void AddToScene ( class [FSceneInterface](API\Runtime\Engine\FSceneInterface) * Scene, class [UMapBuildDataRegistry](API\Runtime\Engine\Engine\UMapBuildDataRegistry) * Registry, [FGuid](API\Runtime\Core\Misc\FGuid) LevelBuildDataId, bool bIsPersistentLevel )


code: void ApplyWorldOffset ( const FVector & InOffset )


code: void SetData ( [FPrecomputedVolumetricLightmapData](API\Runtime\Engine\FPrecomputedVolumetricLightmapDa-) * NewData, [FSceneInterface](API\Runtime\Engine\FSceneInterface) * Scene )


className: FPrecomputedVolumetricLightmap

description: Represents the Volumetric Lightmap for a specificULevel.

code: class FPrecomputedVolumetricLightmap

type: FPrecomputedVol...

description: Owned by rendering threadULevel's MapBuildData GC-visible property guarantees that theFPrecomputedVolumetricLightmapDatawill not be deleted during the lifetime ofFPrecomputedVolumetricLightmap.


code: void AddToSceneData ( [FPrecomputedVolumetricLightmapData](API\Runtime\Engine\FPrecomputedVolumetricLightmapDa-) * SceneData )


code: void InitializeOnImport ( const FBox & NewBounds, int32 InBrickSize )


code: void HandleDataMovementInAtlas ( int32 OldOffset, int32 NewOffset )


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

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


code: void InitRHIForSubLevelResources()


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

code: virtual void ReleaseRHI()


code: void ReleaseRHIForSubLevelResources()


code: void RemoveFromSceneData ( [FPrecomputedVolumetricLightmapData](API\Runtime\Engine\FPrecomputedVolumetricLightmapDa-) * SceneData, int32 PersistentLevelBrickDataBaseOffset )


code: FPrecomputedVolumetricLightmapData()


className: FPrecomputedVolumetricLightmapData

description: Data for a Volumetric Lightmap, built during import from Lightmass. Its lifetime is managed byUMapBuildDataRegistry.

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

BrickData

type: FVolumetricLigh...

BrickDataDimensions

type: FIntVector

CPUSubLevelBrickDataList

type: TArray<FPrecom...

CPUSubLevelIndirectionTable

description: CPU indirection table for mobile path.

IndirectionTextureOriginalValues

type: TResourceArray<...

IndirectionTextureOriginalValuesBuffer

type: FBufferRHIRef

IndirectionTextureOriginalValuesSRV

type: FShaderResource...

SubLevelBrickPositions

description: Brick positions in the persistent level's indirection texture.

SubLevelBrickPositionsBuffer

description: Runtime data for sub level streaming


className: FPreCulledStaticMeshSection

code: struct FPreCulledStaticMeshSection

FirstIndex

description: Range of vertices and indices used when rendering this section.


description: Adds a component to the preview scene. This attaches the component to the scene, and takes ownership of it.

code: virtual void AddComponent ( class [UActorComponent](API\Runtime\Engine\Components\UActorComponent) * Component, const FTransform & LocalToWorld, bool bAttachToRoot )


description: Serializer.

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


description: Clean out the line batcher each frame

code: void ClearLineBatcher()


code: ConstructionValues & AllowAudioPlayback &40; const bool bAllow &41;


code: ConstructionValues & ForceUseMovementComponentInNonGameWorld &40; const bool bInForceUseMovementComponentInNonGameWorld &41;


code: ConstructionValues & SetCreateDefaultLighting &40; const bool bDefault &41;


code: ConstructionValues & SetCreatePhysicsScene &40; const bool bCreate &41;


code: ConstructionValues & SetDefaultGameMode &40; TSubclassOf< class AGameModeBase > GameMode &41;


code: ConstructionValues & SetEditor &40; const bool bInEditor &41;


code: ConstructionValues & SetForceMipsResident &40; const bool bForce &41;


code: ConstructionValues & SetLightBrightness &40; const float Brightness &41;


code: ConstructionValues & SetLightRotation &40; const FRotator & Rotation &41;


code: ConstructionValues & SetOwningGameInstance &40; class UGameInstance &42; InGameInstance &41;


code: ConstructionValues & SetSkyBrightness &40; const float Brightness &41;


code: ConstructionValues & SetTransactional &40; const bool bInTransactional &41;


code: ConstructionValues & ShouldSimulatePhysics &40; const bool bInShouldSimulatePhysics &41;


className: ConstructionValues

code: struct ConstructionValues

bAllowAudioPlayback

type: uint32: 1

bDefaultLighting

type: uint32:  1

DefaultGameMode

type: TSubclassOf< cl...

LightRotation

type: FRotator

OwningGameInstance

type: UGameInstance&...


description: Get the background color we use by default

code: virtual [FLinearColor](API\Runtime\Core\Math\FLinearColor) GetBackgroundColor() const


description: Accessor for finding the current direction of the preview scene's DirectionalLight.

code: FRotator GetLightDirection()


description: Access to line drawing

code: [ULineBatchComponent](API\Runtime\Engine\Components\ULineBatchComponent) * GetLineBatcher() const


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

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


description: Accessors.

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


code: [FSceneInterface](API\Runtime\Engine\FSceneInterface) * GetScene() const


description: Load/Save settings to the config, specifying the key

code: void LoadSettings ( const TCHAR * Section )


description: Removes a component from the preview scene. This detaches the component from the scene, and returns ownership of it.

code: virtual void RemoveComponent ( class [UActorComponent](API\Runtime\Engine\Components\UActorComponent) * Component )


code: void SaveSettings ( const TCHAR * Section )


code: void SetLightBrightness ( float LightBrightness )


code: void SetLightColor ( const [FColor](API\Runtime\Core\Math\FColor) & LightColor )


description: Function for modifying the current direction of the preview scene's DirectionalLight.

code: void SetLightDirection ( const FRotator & InLightDir )


code: void SetSkyBrightness ( float SkyBrightness )


code: void SetSkyCubemap ( class [UTextureCube](API\Runtime\Engine\Engine\UTextureCube) * Cubemap )


description: Update sky and reflection captures

code: void UpdateCaptureContents()


description: For physical correct light computations we multiply diffuse and specular lights by PI (see LABEL_RealEnergy)

code: FPreviewScene ( [ConstructionValues](API\Runtime\Engine\FPreviewScene\ConstructionValues) CVS )


className: FPreviewScene

description: Encapsulates a simple scene setup for preview or thumbnail rendering.

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

bForceAllUsedMipsResident

type: bool

description: This controls whether or not all mip levels of textures used by UMeshComponents added to this preview window should be loaded and remain loaded.

DirectionalLight

type: UDirectionalLig...

LineBatcher

type: ULineBatchCompo...

PreviewWorld

type: TObjectPtr< cla...

SkyLight

type: USkyLightCompon...


code: bool operator== ( [FPrimitiveComponentId](API\Runtime\Engine\FPrimitiveComponentId) OtherId ) const


className: FPrimitiveComponentId

description: Class used to identify UPrimitiveComponents on the rendering thread without having to pass the pointer around, Which would make it easy for people to access game thread variables from the rendering thread.

code: class FPrimitiveComponentId


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


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

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


description:
Draw a mesh element. This should only be called through the DrawMesh function.
Number of passes rendered for the mesh

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


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


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


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

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


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


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


description: Initialization constructor.

code: FPrimitiveDrawInterface ( const [FSceneView](API\Runtime\Engine\FSceneView) * InView )


code: virtual ~FPrimitiveDrawInterface()


className: FPrimitiveDrawInterface

description: The base interface used to query a primitive for its dynamic elements.

code: class FPrimitiveDrawInterface

View

type: constFSceneVie...


description: Gives the primitive the results of sub-occlusion-queries

code: virtual void AcceptOcclusionResults ( const [FSceneView](API\Runtime\Engine\FSceneView) * View, [TArray](API\Runtime\Core\Containers\TArray)< bool > * Results, int32 ResultsStart, int32 NumResults )


code: bool AllowApproximateOcclusion() const


description: Returns true if this proxy should write velocity even when the transform isn't changing. Usually this is combined with a check for the transform changing.

code: bool AlwaysHasVelocity() const


description: Applies a "late in the frame" adjustment to the proxy's existing transform

code: virtual void ApplyLateUpdateTransform ( const FMatrix & LateUpdateTransform )


description: Gives the primitive an opportunity to override MeshBatch arguments for a specific View Only called for a MeshBatch with a bViewDependentArguments property set

code: virtual void ApplyViewDependentMeshArguments ( const [FSceneView](API\Runtime\Engine\FSceneView) & View, [FMeshBatch](API\Runtime\Engine\FMeshBatch) & ViewDependentMeshBatch ) const


description: Shifts primitive position and all relevant data by an arbitrary delta. Called on world origin changes

code: virtual void ApplyWorldOffset ( FVector InOffset )


description: Apply the unform shader parameter settings for the proxy to the builder.

code: void BuildUniformShaderParameters ( [FPrimitiveUniformShaderParametersBuilder](API\Runtime\Engine\FPrimitiveUniformShaderParameter-_1) & Builder ) const


description: true if the proxy can be culled when occluded by other primitives

code: virtual bool CanBeOccluded() const


description: true if the proxy can skip redundant transform updates where applicable.


code: bool CastsCapsuleDirectShadow() const


code: bool CastsDynamicIndirectShadow() const


code: bool CastsShadowAsTwoSided() const


description:
Creates the hit proxies are used when DrawDynamicElements is called. Called in the game thread.
The hit proxy to use by default for elements drawn by DrawDynamicElements.

code: virtual [HHitProxy](API\Runtime\Engine\HHitProxy) * CreateHitProxies ( [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * Component, [TArray](API\Runtime\Core\Containers\TArray)< [TRefCountPtr](API\Runtime\Core\Templates\TRefCountPtr)< [HHitProxy](API\Runtime\Engine\HHitProxy) > > & OutHitProxies )


description: Called when the rendering thread adds the proxy to the scene. This function allows for generating renderer-side resources. Called in the rendering thread.


description: Called when the rendering thread removes the proxy from the scene. This function allows for removing renderer-side resources. Called in the rendering thread.


description: Drawing helper. Draws nice bouncy line.

code: static void DrawArc ( [FPrimitiveDrawInterface](API\Runtime\Engine\FPrimitiveDrawInterface) * PDI, const FVector & Start, const FVector & End, const float Height, const uint32 Segments, const [FLinearColor](API\Runtime\Core\Math\FLinearColor) & Color, uint8 DepthPriorityGroup, const float Thickness, const bool bScreenSpace )


code: static void DrawArrowHead ( [FPrimitiveDrawInterface](API\Runtime\Engine\FPrimitiveDrawInterface) * PDI, const FVector & Tip, const FVector & Origin, const float Size, const [FLinearColor](API\Runtime\Core\Math\FLinearColor) & Color, uint8 DepthPriorityGroup, const float Thickness, const bool bScreenSpace )


description: Returns true if a primitive should currently be hidden because it is drawn only to the runtime virtual texture. The result can depend on the current scene state.

code: bool DrawInVirtualTextureOnly ( bool bEditor ) const


description: Draws the primitive's static elements. This is called from the rendering thread once when the scene proxy is created. The static elements will only be rendered if GetViewRelevance declares static relevance.

code: virtual void DrawStaticElements ( [FStaticPrimitiveDrawInterface](API\Runtime\Engine\FStaticPrimitiveDrawInterface) * PDI )


description: Returns true if this proxy can write velocity. This is used for setting velocity relevance.

code: bool DrawsVelocity() const


description: Call during setup to set flags to indicate GPU-Scene support for the proxy if GPU-Scene is enabled & supported for the current feature level.

code: void EnableGPUSceneSupportFlags()


code: void DrawDebugMass &40; class FPrimitiveDrawInterface &42; PDI, const FTransform & ElemTM &41; const


className: FDebugMassData

code: struct FDebugMassData

LocalCenterOfMass

type: FVector

LocalTensorOrientation

type: FQuat

description: Local here just means local to ElemTM which can be different depending on how the component uses the mass data.


className: FLCIArray

description: Get the list of LCIs. Used to set the precomputed lighting uniform buffers, which can only be created by the RENDERER_API.

code: typedef [TArray](API\Runtime\Core\Containers\TArray)< class [FLightCacheInterface](API\Runtime\Engine\FLightCacheInterface) *, TInlineAllocator< 8 > > FLCIArray


description: Callback from the renderer to gather simple lights that this proxy wants renderered.

code: virtual void GatherSimpleLights ( const [FSceneViewFamily](API\Runtime\Engine\FSceneViewFamily) & ViewFamily, [FSimpleLightArray](API\Runtime\Engine\FSimpleLightArray) & OutParticleLights ) const


code: float GetAbsMaxDisplacement() const


code: const FVector & GetActorPosition() const


code: const FBoxSphereBounds & GetBounds() const


code: virtual uint8 GetCurrentFirstLODIdx_RenderThread() const


description:
Allows a scene proxy to override hit proxy ids and generate more than one hit proxy id per draw call Useful for sub-section selection (faces, vertices, bones, etc)
The vertex buffer to be use for custom hit proxy ids or null if not used. Each color represents an id in aHHitProxy

code: virtual const [FColorVertexBuffer](API\Runtime\Engine\Rendering\FColorVertexBuffer) * GetCustomHitProxyIdBuffer() const


description:
Return the custom occlusion bounds for this scene proxy.
FBoxSphereBounds The custom occlusion bounds.

code: virtual FBoxSphereBounds GetCustomOcclusionBounds() const


description:
Get the custom primitive data for this scene proxy.
The payload of custom data that will be set on the primitive and accessible in the material through a material expression.

code: const [FCustomPrimitiveData](API\Runtime\Engine\FCustomPrimitiveData) * GetCustomPrimitiveData() const


description:
Determines the DPG to render the primitive in for the given view. May be called regardless of the result of HasViewDependentDPG.
The DPG the primitive should be rendered in for the given view.

code: ESceneDepthPriorityGroup GetDepthPriorityGroup ( const [FSceneView](API\Runtime\Engine\FSceneView) * View ) const


code: virtual void GetDistanceFieldAtlasData ( const class [FDistanceFieldVolumeData](API\Runtime\Engine\FDistanceFieldVolumeData) *& OutDistanceFieldData, float & SelfShadowBias ) const


code: virtual void GetDistanceFieldInstanceData ( [TArray](API\Runtime\Core\Containers\TArray)< [FRenderTransform](API\Runtime\RenderCore\FRenderTransform) > & InstanceLocalToPrimitiveTransforms ) const


description: Gathers the primitive's dynamic mesh elements. This will only be called if GetViewRelevance declares dynamic relevance. This is called from the rendering thread for each set of views that might be rendered. Game thread state like UObjects must have their properties mirrored on the proxy to avoid race conditions. The rendering thread must not dereference UObjects. The gathered mesh elements will be used multiple times, any memory referenced must last as long as the Collector (eg no stack memory should be referenced). This function should not modify the proxy but simply collect a description of things to render. Updates to the proxy need to be pushed from game thread or external events.

code: virtual void GetDynamicMeshElements ( const [TArray](API\Runtime\Core\Containers\TArray)< const [FSceneView](API\Runtime\Engine\FSceneView) * > & Views, const [FSceneViewFamily](API\Runtime\Engine\FSceneViewFamily) & ViewFamily, uint32 VisibilityMap, class [FMeshElementCollector](API\Runtime\Engine\FMeshElementCollector) & Collector ) const


code: virtual void GetHeightfieldRepresentation ( [UTexture2D](API\Runtime\Engine\Engine\UTexture2D) *& OutHeightmapTexture, [UTexture2D](API\Runtime\Engine\Engine\UTexture2D) *& OutVisibilityTexture, [FHeightfieldComponentDescription](API\Runtime\Engine\FHeightfieldComponentDescription) & OutDescription ) const


code: TConstArrayView< float > GetInstanceCustomData() const


description:
Retrieves the instance draw distance range (mostly only used by objects whose instances are culled on the GPU)
bool true if camera distance culling is enabled for this primitive's instances

code: virtual bool GetInstanceDrawDistanceMinMax ( FVector2f & OutDistanceMinMax ) const


code: TConstArrayView< [FInstanceDynamicData](API\Runtime\Engine\FInstanceDynamicData) > GetInstanceDynamicData() const


code: TConstArrayView< uint32 > GetInstanceEditorData() const


code: TConstArrayView< uint32 > GetInstanceHierarchyOffset() const


code: TConstArrayView< FVector4f > GetInstanceLightShadowUVBias() const


code: TConstArrayView< [FRenderBounds](API\Runtime\RenderCore\FRenderBounds) > GetInstanceLocalBounds() const


description: Helper function to avoid multiple code paths requesting bounds.

code: const [FRenderBounds](API\Runtime\RenderCore\FRenderBounds) & GetInstanceLocalBounds ( uint32 Instance )


code: TConstArrayView< FVector4f > GetInstancePayloadExtension() const


code: TConstArrayView< float > GetInstanceRandomID() const


code: TConstArrayView< [FInstanceSceneData](API\Runtime\Engine\FInstanceSceneData) > GetInstanceSceneData() const


code: uint32 GetInstanceSceneDataFlags()


description:
Retrieves the per-instance world position offset disable distance
bool true if WPO disable distance is enabled for this primitive's instances

code: virtual bool GetInstanceWorldPositionOffsetDisableDistance ( float & OutWPODisableDistance ) const


code: virtual void GetLCIs ( [FLCIArray](API\Runtime\Engine\FPrimitiveSceneProxy\FLCIArray) & LCIs )


code: uint8 GetLightingChannelMask() const


description: Get the lightmap UV coordinate index for this primitive. Used by systems that explicitly fetch lightmap UVs.

code: virtual int32 GetLightMapCoordinateIndex() const


description: Get the lightmap resolution for this primitive. Used in VMI_LightmapDensity.

code: virtual int32 GetLightMapResolution() const


code: ELightmapType GetLightmapType() const


description: Determines the relevance of this primitive's elements to the given light.

code: virtual void GetLightRelevance ( const [FLightSceneProxy](API\Runtime\Engine\FLightSceneProxy) * LightSceneProxy, bool & bDynamic, bool & bRelevant, bool & bLightMapped, bool & bShadowMapped ) const


code: const FBoxSphereBounds & GetLocalBounds() const


code: const FMatrix & GetLocalToWorld() const


description: Returns the LOD that the primitive will render at for this view.

code: virtual int32 GetLOD ( const [FSceneView](API\Runtime\Engine\FSceneView) * View ) const


description:
Get mesh UV density for a LOD-section.
Whether scales were computed or not.

code: virtual bool GetMaterialTextureScales ( int32 LODIndex, int32 SectionIndex, const class [FMaterialRenderProxy](API\Runtime\Engine\Materials\FMaterialRenderProxy) * MaterialRenderProxy, FVector4f * OneOverScales, FIntVector4 * UVChannelIndices ) const


description: Every derived class should override these functions

code: uint32 GetMemoryFootprint() const


code: virtual const [FCardRepresentationData](API\Runtime\Engine\FCardRepresentationData) * GetMeshCardRepresentation() const


description: Gathers a description of the mesh elements to be rendered for the given LOD index, without consideration for views.

code: virtual void GetMeshDescription ( int32 LODIndex, [TArray](API\Runtime\Core\Containers\TArray)< [FMeshBatch](API\Runtime\Engine\FMeshBatch) > & OutMeshElements ) const


description:
Get mesh UV density for a LOD-section.
Whether the densities were computed or not.

code: virtual bool GetMeshUVDensities ( int32 LODIndex, int32 SectionIndex, FVector4 & WorldUVDensities ) const


code: virtual void GetNaniteMaterialMask ( FUint32Vector2 & OutMaterialMask ) const


code: const FVector2f & GetMinMaxMaterialDisplacement() const


code: virtual void GetNaniteResourceInfo ( uint32 & ResourceID, uint32 & HierarchyOffset, uint32 & ImposterIndex ) const


description: Number of packed float4 values per instance.

code: uint32 GetPayloadDataStride() const


description:
Gets the boxes for sub occlusion queries
pointer to the boxes, must remain valid until the queries are built

code: virtual const [TArray](API\Runtime\Core\Containers\TArray)< FBoxSphereBounds > * GetOcclusionQueries ( const [FSceneView](API\Runtime\Engine\FSceneView) * View ) const


code: virtual void GetPreSkinnedLocalBounds ( FBoxSphereBounds & OutBounds ) const


description:
Get primitive distance to view origin for a given LOD-section.
Whether distance was computed or not

code: virtual bool GetPrimitiveDistance ( int32 LODIndex, int32 SectionIndex, const FVector & ViewOrigin, float & PrimitiveDistance ) const


code: [FPrimitiveSceneInfo](API\Runtime\Renderer\FPrimitiveSceneInfo) * GetPrimitiveSceneInfo() const


code: int32 GetRayTracingGroupId() const


description: Accessors.

code: [FSceneInterface](API\Runtime\Engine\FSceneInterface) & GetScene() const


description: Gathers shadow shapes from this proxy.

code: virtual void GetShadowShapes ( FVector PreViewTranslation, [TArray](API\Runtime\Core\Containers\TArray)< FCapsuleShape3f > & OutCapsuleShapes ) const


description: Determines the DPG to render the primitive in regardless of view. Should only be called ifHasViewDependentDPG()==true.

code: virtual ESceneDepthPriorityGroup GetStaticDepthPriorityGroup() const


description: Return a type (or subtype) specific hash for sorting purposes

code: SIZE_T GetTypeHash() const


code: [FRHIUniformBuffer](API\Runtime\RHI\FRHIUniformBuffer) * GetUniformBuffer() const


description:
Determines the relevance of this primitive's elements to the given view. Called in the rendering thread.
The relevance of the primitive's elements to the view.

code: virtual [FPrimitiveViewRelevance](API\Runtime\Engine\FPrimitiveViewRelevance) GetViewRelevance ( const [FSceneView](API\Runtime\Engine\FSceneView) * View ) const


code: int32 GetVirtualTextureCullMips() const


code: int32 GetVirtualTextureLodBias() const


description:
Returns whether the proxy utilizes custom occlusion bounds or not
bool true if custom occlusion bounds are used, false if not;

code: virtual bool HasCustomOcclusionBounds() const


description: Returns true if this proxy has any deformable mesh, meaning the mesh is animated e.g., by deforming the vertices through skinning, morphing or some procedural update. WPO and PDO are not considered here (as they are material effects).

code: bool HasDeformableMesh() const


code: virtual bool HasDistanceFieldRepresentation() const


code: virtual bool HasDynamicIndirectShadowCasterRepresentation() const


description: Returns true if this proxy can change transform so that we should cache previous transform for calculating velocity.

code: bool HasDynamicTransform() const


code: bool HasPerInstanceCustomData() const


code: bool HasPerInstanceDynamicData() const


code: bool HasPerInstanceEditorData() const


code: bool HasPerInstanceHitProxies() const


code: bool HasPerInstanceLMSMUVBias() const


description: true if the proxy has custom occlusion queries

code: virtual bool HasSubprimitiveOcclusionQueries() const


code: bool HasPerInstanceLocalBounds() const


code: virtual bool HeightfieldHasPendingStreaming() const


className: InvalidRayTracingGroupId

code: static constexpr int32 InvalidRayTracingGroupId = -1;


description: Returns whether this proxy should be considered a "detail mesh". Detail meshes are distance culled even if distance culling is normally disabled for the view. (e.g. in editor)

code: virtual bool IsDetailMesh() const


description: Tell us if this proxy is drawn in game.

code: virtual bool IsDrawnInGame() const


description: Tell us if this proxy is drawn in editor.

code: bool IsDrawnInEditor() const


code: bool IsEmissiveLightSource() const


description: Returns whether this proxy is a heterogeneous volume.

code: bool IsHeterogeneousVolume() const


code: bool IsHiddenInSceneCapture() const


code: bool IsIndividuallySelected() const


code: bool IsMeshShapeOftenMoving() const


description: Returns whether this proxy is a Nanite mesh.

code: bool IsNaniteMesh() const


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


description: True if the primitive is casting a shadow.

code: bool IsShadowCast ( const [FSceneView](API\Runtime\Engine\FSceneView) * View ) const


description: True if the primitive is visible in the given View.

code: bool IsShown ( const [FSceneView](API\Runtime\Engine\FSceneView) * View ) const


description: true if the proxy uses distance cull fade.

code: virtual bool IsUsingDistanceCullFade() const


description: Returns true if a primitive can never be rendered outside of a runtime virtual texture.

code: bool IsVirtualTextureOnly() const


code: bool IsVisibleInLumenScene() const


code: bool IsVisibleInRayTracing() const


code: bool LightAttachmentsAsGroup() const


description: Allows child implementations to do render-thread work when bEvaluateWorldPositionOffset changes


description:
Called to notify the proxy that the level has been fully added to the world and the primitive will now be rendered. Only called if bShouldNotifyOnWorldAddRemove is set to true.
return true if the primitive should be added to the scene


description: Called to notify the proxy that the level has been fully removed from the world and the primitive will not be rendered. Only called if bShouldNotifyOnWorldAddRemove is set to true.


description: Called to notify the proxy when its transform has been updated. Called in the thread that owns the proxy; game or rendering.

code: virtual void OnTransformChanged()


description: Allow subclasses to override the primitive name. Used primarily by BSP.

code: void OverrideOwnerName ( [FName](API\Runtime\Core\UObject\FName) InOwnerName )


description: Helper for components that want to render bounds.

code: void RenderBounds ( [FPrimitiveDrawInterface](API\Runtime\Engine\FPrimitiveDrawInterface) * PDI, const [FEngineShowFlags](API\Runtime\Engine\FEngineShowFlags) & EngineShowFlags, const FBoxSphereBounds & Bounds, bool bRenderInEditor ) const


description: Enqueue and update for the render thread to remove the velocity data for this component from the scene.

code: void ResetSceneVelocity_GameThread()


description: Set the collision flag on the scene proxy to enable/disable collision drawing (RENDER THREAD)

code: void SetCollisionEnabled_RenderThread ( const bool bNewEnabled )


description: Set the collision flag on the scene proxy to enable/disable collision drawing

code: void SetCollisionEnabled_GameThread ( const bool bNewEnabled )


description: Set the custom depth enabled flag

code: void SetCustomDepthEnabled_GameThread ( const bool bInRenderCustomDepth )


description: Called by the rendering thread to notify the proxy when a light is no longer associated with the proxy, so that it can clean up any cached resources.

code: virtual void OnDetachLight ( const FLightSceneInfo * Light )


description: Set the custom depth enabled flag (RENDER THREAD)

code: void SetCustomDepthEnabled_RenderThread ( const bool bInRenderCustomDepth )


description: Set the custom depth stencil value

code: void SetCustomDepthStencilValue_GameThread ( const int32 InCustomDepthStencilValue )


description: Set the custom depth stencil value (RENDER THREAD)

code: void SetCustomDepthStencilValue_RenderThread ( const int32 InCustomDepthStencilValue )


description: Sets the primitive proxy's mass space to component space. Useful for debugging physics center of mass and inertia tensor

code: virtual void SetDebugMassData ( const [TArray](API\Runtime\Core\Containers\TArray)< [FDebugMassData](API\Runtime\Engine\FPrimitiveSceneProxy\FDebugMassData) > & InDebugMassData )


code: void SetDistanceFieldSelfShadowBias_RenderThread ( float NewBias )


description: Enqueue updated setting for evaluation of World Position Offset.

code: void SetEvaluateWorldPositionOffset_GameThread ( bool bEvaluate )


code: void SetForceHidden ( bool bForceHiddenIn )


description: Updates the hidden editor view visibility map on the game thread which just enqueues a command on the render thread

code: void SetHiddenEdViews_GameThread ( uint64 InHiddenEditorViews )


description: Updates hover state for the primitive proxy. This simply sends a message to the rendering thread to call SetHovered_RenderThread. This is called in the game thread as hover state changes

code: void SetHovered_GameThread ( const bool bInHovered )


description: Updates hover state for the primitive proxy. This is called in the rendering thread by SetHovered_GameThread.

code: void SetHovered_RenderThread ( const bool bInHovered )


description: Sets the instance local bounds for the specified instance index, and optionally will pad the bounds extents to accomodate Max World Position Offset Distance.

code: void SetInstanceLocalBounds ( uint32 InstanceIndex, const [FRenderBounds](API\Runtime\RenderCore\FRenderBounds) & Bounds, bool bPadForWPO )


description: Enqueue and update for the render thread to notify it that the editor is currently moving the owning component with gizmos.

code: void SetIsBeingMovedByEditor_GameThread ( bool bIsBeingMoved )


code: void SetLevelColor ( const [FLinearColor](API\Runtime\Core\Math\FLinearColor) & InLevelColor )


description: Updates the LevelInstance editing state for the primitive proxy. This simply sends a message to the rendering thread to call SetLevelInstanceEditingState_RenderThread. This is called in the game thread when the object enters/leaves LevelInstance levels.

code: void SetLevelInstanceEditingState_GameThread ( const bool bInEditingState )


description: Updates LevelInstance editing state for the primitive proxy. This is called in the rendering thread.

code: void SetLevelInstanceEditingState_RenderThread ( const bool bInLevelInstanceEditingState )


description: Updates the lighting channels for the primitive proxy.

code: void SetLightingChannels_GameThread ( [FLightingChannels](API\Runtime\Engine\Engine\FLightingChannels) LightingChannels )


description: Enqueue updated selection outline color for the render thread to use.

code: void SetSelectionOutlineColorIndex_GameThread ( uint8 ColorIndex )


code: void SetPropertyColor ( const [FLinearColor](API\Runtime\Core\Math\FLinearColor) & InPropertyColor )


description:
Updates selection for the primitive proxy. This simply sends a message to the rendering thread to call SetSelection_RenderThread. This is called in the game thread as selection is toggled.
Updates selection for the primitive proxy. This simply sends a message to the rendering thread to call SetSelection_RenderThread. This is called in the game thread as selection is toggled.

code: void SetSelection_GameThread ( const bool bInParentSelected, const bool bInIndividuallySelected )


description: Updates selection for the primitive proxy. This is called in the rendering thread by SetSelection_GameThread.

code: void SetSelection_RenderThread ( const bool bInParentSelected, const bool bInIndividuallySelected )


description: This function exist only to perform an update of the UsedMaterialsForVerification on the render thread

code: void SetUsedMaterialForVerification ( const [TArray](API\Runtime\Core\Containers\TArray)< [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * > & InUsedMaterialsForVerification )


code: void SetWireframeColor ( const [FLinearColor](API\Runtime\Core\Math\FLinearColor) & InWireframeColor )


code: virtual void SetWorldPositionOffsetDisableDistance_GameThread ( int32 NewValue )


code: bool ShouldRenderCustomDepth() const


code: bool ShouldRenderInDepthPass() const


code: bool ShouldRenderInMainPass() const


code: virtual bool ShowInBSPSplitViewmode() const


description: Returns true if all meshes drawn by this proxy support GPU scene.

code: bool SupportsGPUScene() const


code: bool SupportsInstanceDataBuffer() const


code: bool SupportsSortedTriangles() const


code: void UpdateDefaultInstanceSceneData()


description: Updates the primitive proxy's cached transforms for all instances given a buffer of instance updates.

code: virtual void UpdateInstances_RenderThread ( const [FInstanceUpdateCmdBuffer](API\Runtime\Engine\FInstanceUpdateCmdBuffer) & CmdBuffer, const FBoxSphereBounds & InBounds, const FBoxSphereBounds & InLocalBounds, const FBoxSphereBounds & InStaticMeshBounds )


code: virtual bool StaticMeshHasPendingStreaming() const


description: Updates the primitive proxy's uniform buffer.

code: void UpdateUniformBuffer ( [FRHICommandList](API\Runtime\RHI\FRHICommandList) & RHICmdList )


description: Deprecated* UpdateUniformBuffer now takes a command list.

code: void UpdateUniformBuffer()


description: Updates bVisibleInLumen, which indicated whether a primitive should be tracked by Lumen scene. Checks if primitive can be ray traced and if it can by captured by surface cache.

code: void UpdateVisibleInLumenScene()


code: bool UseEditorCompositing ( const [FSceneView](API\Runtime\Engine\FSceneView) * View ) const


description: Verifies that a material used for rendering was present in the component's GetUsedMaterials list.

code: bool VerifyUsedMaterial ( const class [FMaterialRenderProxy](API\Runtime\Engine\Materials\FMaterialRenderProxy) * MaterialRenderProxy ) const


code: bool WantsSelectionOutline() const


code: bool WasInstanceCustomDataUpdatedThisFrame ( int i ) const


code: bool WasInstanceXFormUpdatedThisFrame ( int i ) const


code: bool WritesVirtualTexture ( [URuntimeVirtualTexture](API\Runtime\Engine\VT\URuntimeVirtualTexture) * VirtualTexture ) const


description: Copy constructor.

code: FPrimitiveSceneProxy ( [FPrimitiveSceneProxy](API\Runtime\Engine\FPrimitiveSceneProxy) const & )


description: Initialization constructor.

code: FPrimitiveSceneProxy ( const [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * InComponent, [FName](API\Runtime\Core\UObject\FName) ResourceName )


description: Virtual destructor.

code: virtual ~FPrimitiveSceneProxy()