description: Get the vertex stride for the dynamic parameter rendering data

code: virtual int32 GetDynamicParameterVertexStride() const


description: Get the vertex stride for the dynamic rendering data

module: Engine

code: virtual int32 GetDynamicVertexStride ( [ERHIFeatureLevel::Type](API\Runtime\RHI\ERHIFeatureLevel__Type) ) const


description: Gets the information required for allocating this emitters indices from the global index array.

code: virtual void GetIndexAllocInfo ( int32 & OutNumIndices, int32 & OutStride ) const


description: Returns the source data for this particle system

code: virtual const [FDynamicEmitterReplayDataBase](API\Runtime\Engine\FDynamicEmitterReplayDataBase) & GetSource() const


description: Initialize this emitter's dynamic rendering data, called after source data has been filled in

code: void Init ( bool bInSelected )


className: MaxBeams

code: static const uint32 MaxBeams = 2 * 1024;


className: MaxInterpolationPoints

code: static const uint32 MaxInterpolationPoints = 250;


className: MaxNoiseFrequency

code: static const uint32 MaxNoiseFrequency = 250;


description: Debug rendering

code: virtual void RenderDebug ( const [FParticleSystemSceneProxy](API\Runtime\Engine\FParticleSystemSceneProxy) * Proxy, [FPrimitiveDrawInterface](API\Runtime\Engine\FPrimitiveDrawInterface) * PDI, const [FSceneView](API\Runtime\Engine\FSceneView) * View, bool bCrosses ) const


description: Debugging functions.

code: virtual void RenderDirectLine ( const [FParticleSystemSceneProxy](API\Runtime\Engine\FParticleSystemSceneProxy) * Proxy, [FPrimitiveDrawInterface](API\Runtime\Engine\FPrimitiveDrawInterface) * PDI, const [FSceneView](API\Runtime\Engine\FSceneView) * View ) const


code: virtual void RenderLines ( const [FParticleSystemSceneProxy](API\Runtime\Engine\FParticleSystemSceneProxy) * Proxy, [FPrimitiveDrawInterface](API\Runtime\Engine\FPrimitiveDrawInterface) * PDI, const [FSceneView](API\Runtime\Engine\FSceneView) * View ) const


code: FDynamicBeam2EmitterData ( const [UParticleModuleRequired](API\Runtime\Engine\Particles\UParticleModuleRequired) * RequiredModule )


description: Dynamic emitter data for Beam emitters

code: struct FDynamicBeam2EmitterData : public [FDynamicSpriteEmitterDataBase](API\Runtime\Engine\FDynamicSpriteEmitterDataBase)

Source

description: The frame source data for this particle system.


description: Serialization

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


description: Constructor


description: Source data for Beam emitters

code: struct FDynamicBeam2EmitterReplayData : public [FDynamicSpriteEmitterReplayDataBase](API\Runtime\Engine\FDynamicSpriteEmitterReplayDataB-)

BeamDataOffset

description: Offsets to particle data.

type: bool

bRenderGeometry

description: Debugging rendering flags

NoiseLockRadius

type: float

TrianglesPerSheet

type: TArray< int32 >


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

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


code: virtual void GetDynamicMeshElementsEmitter ( const [FParticleSystemSceneProxy](API\Runtime\Engine\FParticleSystemSceneProxy) * Proxy, const [FSceneView](API\Runtime\Engine\FSceneView) * View, const [FSceneViewFamily](API\Runtime\Engine\FSceneViewFamily) & ViewFamily, int32 ViewIndex, [FMeshElementCollector](API\Runtime\Engine\FMeshElementCollector) & Collector ) const


description: Returns the current macro uv override. Specialized by FGPUSpriteDynamicEmitterData

code: virtual const [FMacroUVOverride](API\Runtime\Engine\FMacroUVOverride) & GetMacroUVOverride() const


description:
Retrieve the material render proxy to use for rendering this emitter. PURE VIRTUAL
FMaterialRenderProxy* The material proxt to render with.

code: const [FMaterialRenderProxy](API\Runtime\Engine\Materials\FMaterialRenderProxy) * GetMaterialRenderProxy()


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


className: FDynamicEmitterDataBase::operator new

description: Custom new/delete with recycling

code: void * operator new ( size_t Size )


code: void operator delete ( void * RawMemory, size_t Size )


description: Release the render thread resources for this emitter data

code: virtual void ReleaseRenderThreadResources ( const [FParticleSystemSceneProxy](API\Runtime\Engine\FParticleSystemSceneProxy) * InOwnerProxy )


description: Create the render thread resources for this emitter data

code: virtual void UpdateRenderThreadResourcesEmitter ( const [FParticleSystemSceneProxy](API\Runtime\Engine\FParticleSystemSceneProxy) * InOwnerProxy )


code: FDynamicEmitterDataBase ( const class [UParticleModuleRequired](API\Runtime\Engine\Particles\UParticleModuleRequired) * RequiredModule )


code: virtual ~FDynamicEmitterDataBase()


className: FDynamicEmitterDataBase

description: Base class for all emitter types

code: struct FDynamicEmitterDataBase

bSelected

type: uint32: 1

description: True if this emitter is currently selected

bValid

description: True if this emitter has valid rendering data

StatID

type: TStatId

description: Stat id of this object, 0 if nobody asked for it yet


className: FDynamicEmitterReplayDataBase

description: Source data base class for all emitter types

code: struct FDynamicEmitterReplayDataBase

ActiveParticleCount

description: The number of particles currently active in this emitter.

DataContainer

type: FParticleDataCo...

eEmitterType

type: EDynamicEmitter...

description: The type of emitter.

MacroUVOverride

type: FMacroUVOverrid...

description: MacroUV (override) data

SortMode

description: Whether this emitter requires sorting as specified by artist.


code: virtual FBufferRHIRef AllocIndexBuffer ( uint32 NumElements )


code: virtual FBufferRHIRef AllocVertexBuffer ( uint32 Stride, uint32 NumElements )


code: int32 GetIndexBufferSize ( uint32 NumElements ) const


code: int32 GetVertexBufferSize ( uint32 Stride, uint32 NumElements ) const


code: virtual void ReleaseIndexBuffer ( FBufferRHIRef & IndexBufferRHI )


description: Constructor

code: FDynamicEmitterReplayDataBase()


code: virtual void ReleaseVertexBuffer ( FBufferRHIRef & VertexBufferRHI )


className: FDynamicMeshBufferAllocator

description: This class provides the vertex/index allocator interface used byFDynamicMeshBuilderwhich is already implemented internally with caching in mind but can be customized if needed.

code: class FDynamicMeshBufferAllocator


description: FDynamicMeshBufferAllocator's base implementation. It always reallocates new buffers.

code: virtual ~FDynamicMeshBufferAllocator()


description: Adds a triangle to the mesh.

code: void AddTriangle ( int32 V0, int32 V1, int32 V2 )


description: Adds a vertex to the mesh.

code: int32 AddVertex ( const [FDynamicMeshVertex](API\Runtime\Engine\FDynamicMeshVertex) & InVertex )


description: Add many indices to the mesh.

code: void AddTriangles ( const [TArray](API\Runtime\Core\Containers\TArray)< uint32 > & InIndices )


description: Adds a vertex to the mesh.

code: int32 AddVertex ( const FVector3f & InPosition, const FVector2f & InTextureCoordinate, const FVector3f & InTangentX, const FVector3f & InTangentY, const FVector3f & InTangentZ, const [FColor](API\Runtime\Core\Math\FColor) & InColor )


description: Adds many vertices to the mesh. Returns start index of verts in the overall array.

code: int32 AddVertices ( const [TArray](API\Runtime\Core\Containers\TArray)< [FDynamicMeshVertex](API\Runtime\Engine\FDynamicMeshVertex) > & InVertices )


description: Adds a mesh of what's been built so far to the collector.

code: void GetMesh ( const FMatrix & LocalToWorld, const [FMaterialRenderProxy](API\Runtime\Engine\Materials\FMaterialRenderProxy) * MaterialRenderProxy, uint8 DepthPriorityGroup, bool bDisableBackfaceCulling, bool bReceivesDecals, int32 ViewIndex, [FMeshElementCollector](API\Runtime\Engine\FMeshElementCollector) & Collector )


description: Draws the mesh to the given primitive draw interface.

code: void Draw ( [FPrimitiveDrawInterface](API\Runtime\Engine\FPrimitiveDrawInterface) * PDI, const FMatrix & LocalToWorld, const [FMaterialRenderProxy](API\Runtime\Engine\Materials\FMaterialRenderProxy) * MaterialRenderProxy, uint8 DepthPriorityGroup, bool bDisableBackfaceCulling, bool bReceivesDecals, const [FHitProxyId](API\Runtime\Engine\FHitProxyId) HitProxyId )


code: void GetMesh ( const FMatrix & LocalToWorld, const [FMaterialRenderProxy](API\Runtime\Engine\Materials\FMaterialRenderProxy) * MaterialRenderProxy, uint8 DepthPriorityGroup, const [FDynamicMeshBuilderSettings](API\Runtime\Engine\FDynamicMeshBuilderSettings) & Settings, [FDynamicMeshDrawOffset](API\Runtime\Engine\FDynamicMeshDrawOffset) const *const DrawOffset, int32 ViewIndex, [FMeshElementCollector](API\Runtime\Engine\FMeshElementCollector) & Collector, const [FHitProxyId](API\Runtime\Engine\FHitProxyId) HitProxyId )


code: void GetMesh ( const FMatrix & LocalToWorld, const [FMaterialRenderProxy](API\Runtime\Engine\Materials\FMaterialRenderProxy) * MaterialRenderProxy, uint8 DepthPriorityGroup, bool bDisableBackfaceCulling, bool bReceivesDecals, bool bUseSelectionOutline, int32 ViewIndex, [FMeshElementCollector](API\Runtime\Engine\FMeshElementCollector) & Collector, [HHitProxy](API\Runtime\Engine\HHitProxy) * HitProxy )


code: void GetMesh ( const FMatrix & LocalToWorld, const [FMaterialRenderProxy](API\Runtime\Engine\Materials\FMaterialRenderProxy) * MaterialRenderProxy, uint8 DepthPriorityGroup, bool bDisableBackfaceCulling, bool bReceivesDecals, bool bUseSelectionOutline, int32 ViewIndex, [FMeshElementCollector](API\Runtime\Engine\FMeshElementCollector) & Collector, const [FHitProxyId](API\Runtime\Engine\FHitProxyId) HitProxyId )


code: void GetMesh ( const FMatrix & LocalToWorld, const FMatrix & PrevLocalToWorld, const [FMaterialRenderProxy](API\Runtime\Engine\Materials\FMaterialRenderProxy) * MaterialRenderProxy, uint8 DepthPriorityGroup, const [FDynamicMeshBuilderSettings](API\Runtime\Engine\FDynamicMeshBuilderSettings) & Settings, [FDynamicMeshDrawOffset](API\Runtime\Engine\FDynamicMeshDrawOffset) const *const DrawOffset, int32 ViewIndex, [FMeshElementCollector](API\Runtime\Engine\FMeshElementCollector) & Collector, const [FHitProxyId](API\Runtime\Engine\FHitProxyId) HitProxyId )


code: void GetMeshElement ( const [FPrimitiveUniformShaderParameters](API\Runtime\Engine\FPrimitiveUniformShaderParameter-) & PrimitiveParams, const [FMaterialRenderProxy](API\Runtime\Engine\Materials\FMaterialRenderProxy) * MaterialRenderProxy, uint8 DepthPriorityGroup, bool bDisableBackfaceCulling, int32 ViewIndex, [FMeshBuilderOneFrameResources](API\Runtime\Engine\FMeshBuilderOneFrameResources) & OneFrameResource, [FMeshBatch](API\Runtime\Engine\FMeshBatch) & Mesh )


code: void GetMeshElement ( const FMatrix & LocalToWorld, const [FMaterialRenderProxy](API\Runtime\Engine\Materials\FMaterialRenderProxy) * MaterialRenderProxy, uint8 DepthPriorityGroup, bool bDisableBackfaceCulling, bool bReceivesDecals, int32 ViewIndex, [FMeshBuilderOneFrameResources](API\Runtime\Engine\FMeshBuilderOneFrameResources) & OneFrameResource, [FMeshBatch](API\Runtime\Engine\FMeshBatch) & Mesh )


description: Pre-allocate space for the given number of triangles.

code: void ReserveTriangles ( int32 InNumTriangles )


description: Pre-allocate space for the given number of vertices.

code: void ReserveVertices ( int32 InNumVertices )


description: Destructor.

code: ~FDynamicMeshBuilder()


description: Initialization constructor.

code: FDynamicMeshBuilder ( [ERHIFeatureLevel::Type](API\Runtime\RHI\ERHIFeatureLevel__Type) InFeatureLevel, uint32 InNumTexCoords, uint32 InLightmapCoordinateIndex, bool InUse16bitTexCoord, [FDynamicMeshBufferAllocator](API\Runtime\Engine\FDynamicMeshBufferAllocator) * InDynamicMeshBufferAllocator )


className: FDynamicMeshBuilder

description: A utility used to construct dynamically generated meshes, and render them to aFPrimitiveDrawInterface. Note: This is meant to be easy to use, not fast. It moves the data around more than necessary, and requires dynamically allocating RHI resources. Exercise caution.

code: class FDynamicMeshBuilder


className: FDynamicMeshBuilderSettings

code: struct FDynamicMeshBuilderSettings


className: FDynamicMeshDrawOffset

code: struct FDynamicMeshDrawOffset


code: void CalculateParticleTransform ( const FMatrix & ProxyLocalToWorld, const FVector & ParticleLocation, float ParticleRotation, const FVector3f & ParticleVelocity, const FVector3f & ParticleSize, const FVector3f & ParticlePayloadInitialOrientation, const FVector3f & ParticlePayloadRotation, const FVector & ParticlePayloadCameraOffset, const FVector3f & ParticlePayloadOrbitOffset, const FVector & ViewOrigin, const FVector3f & ViewDirection, FMatrix & OutTransformMat ) const


description: Gathers simple lights for this emitter.

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


code: virtual void GetDynamicMeshElementsEmitter ( const [FParticleSystemSceneProxy](API\Runtime\Engine\FParticleSystemSceneProxy) * Proxy, const [FSceneView](API\Runtime\Engine\FSceneView) * View, const [FSceneViewFamily](API\Runtime\Engine\FSceneViewFamily) & ViewFamily, int32 ViewIndex, [FMeshElementCollector](API\Runtime\Engine\FMeshElementCollector) & Collector ) const


description: Get the vertex stride for the dynamic parameter rendering data

code: virtual int32 GetDynamicParameterVertexStride() const


description: Get the vertex stride for the dynamic rendering data

code: virtual int32 GetDynamicVertexStride ( [ERHIFeatureLevel::Type](API\Runtime\RHI\ERHIFeatureLevel__Type) ) const


description: Retrieve the instance data required to render this emitter. Render-thread only

code: void GetInstanceData ( void * InstanceData, void * DynamicParameterData, void * PrevTransformBuffer, const [FParticleSystemSceneProxy](API\Runtime\Engine\FParticleSystemSceneProxy) * Proxy, const [FSceneView](API\Runtime\Engine\FSceneView) * View, uint32 InstanceFactor ) const


code: uint32 GetMeshLODIndexFromProxy ( const [FParticleSystemSceneProxy](API\Runtime\Engine\FParticleSystemSceneProxy) * InOwnerProxy ) const


code: void GetParticlePrevTransform ( const [FBaseParticle](API\Runtime\Engine\FBaseParticle) & InParticle, const [FParticleSystemSceneProxy](API\Runtime\Engine\FParticleSystemSceneProxy) * Proxy, const [FSceneView](API\Runtime\Engine\FSceneView) * View, FMatrix & OutTransformMat ) const


description: Helper function for retrieving the particle transform.

code: void GetParticleTransform ( const [FBaseParticle](API\Runtime\Engine\FBaseParticle) & InParticle, const [FParticleSystemSceneProxy](API\Runtime\Engine\FParticleSystemSceneProxy) * Proxy, const [FSceneView](API\Runtime\Engine\FSceneView) * View, FMatrix & OutTransformMat ) const


description: Returns the source data for this particle system

code: virtual const [FDynamicEmitterReplayDataBase](API\Runtime\Engine\FDynamicEmitterReplayDataBase) & GetSource() const


description: Get the source replay data for this emitter

code: virtual const [FDynamicSpriteEmitterReplayDataBase](API\Runtime\Engine\FDynamicSpriteEmitterReplayDataB-) * GetSourceData() const


description: Initialize this emitter's dynamic rendering data, called after source data has been filled in

code: void Init ( bool bInSelected, const [FParticleMeshEmitterInstance](API\Runtime\Engine\FParticleMeshEmitterInstance) * InEmitterInstance, [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * InStaticMesh, bool InUseStaticMeshLODs, float InLODSizeScale, [ERHIFeatureLevel::Type](API\Runtime\RHI\ERHIFeatureLevel__Type) InFeatureLevel )


description:
Release the render thread resources for this emitter data
bool true if successful, false if failed

code: virtual void ReleaseRenderThreadResources ( const [FParticleSystemSceneProxy](API\Runtime\Engine\FParticleSystemSceneProxy) * InOwnerProxy )


description: Initialize this emitter's vertex factory with the vertex buffers from the mesh's rendering data.

code: void SetupVertexFactory ( [FMeshParticleVertexFactory](API\Runtime\Engine\FMeshParticleVertexFactory) * InVertexFactory, const [FStaticMeshLODResources](API\Runtime\Engine\FStaticMeshLODResources) & LODResources, uint32 LODIdx ) const


description:
Create the render thread resources for this emitter data
bool true if successful, false if failed

code: virtual void UpdateRenderThreadResourcesEmitter ( const [FParticleSystemSceneProxy](API\Runtime\Engine\FParticleSystemSceneProxy) * InOwnerProxy )


code: FDynamicMeshEmitterData ( const [UParticleModuleRequired](API\Runtime\Engine\Particles\UParticleModuleRequired) * RequiredModule )


code: virtual ~FDynamicMeshEmitterData()


className: FDynamicMeshEmitterData

description: Dynamic emitter data for Mesh emitters

code: struct FDynamicMeshEmitterData : public [FDynamicSpriteEmitterDataBase](API\Runtime\Engine\FDynamicSpriteEmitterDataBase)

bApplyParticleRotationAsSpin

description: If true, apply 'sprite' particle rotation about the orientation axis (direction mesh is pointing).

bApplyPreRotation

description: 'orientation' items...

bFaceCameraDirectionRatherThanPosition

description: If true, all camera facing options will point the mesh against the camera's view direction rather than pointing at the cameras location.

bUseCameraFacing

description: If true, then use the camera facing options supplied. Trumps all other settings.

bUseMeshLockedAxis

description: If true, then use the locked axis setting supplied.

CameraFacingOption

description: The EMeshCameraFacingOption setting to use if bUseCameraFacing is true.

EmitterInstance

type: constFParticle...

MeshMaterials

type: TArray<FMateri...

MeshTypeDataOffset

description: Offset to FMeshTypeDataPayload

Source

type: FDynamicMeshEmi...

description: The frame source data for this particle system.

StaticMesh

type: UStaticMesh...


description: Serialization

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


description: Constructor

code: FDynamicMeshEmitterReplayData()


className: FDynamicMeshEmitterReplayData

description: Source data for Mesh emitters

code: struct FDynamicMeshEmitterReplayData : public [FDynamicSpriteEmitterReplayDataBase](API\Runtime\Engine\FDynamicSpriteEmitterReplayDataB-)


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: class FDynamicMeshIndexBuffer16 : public [FIndexBuffer](API\Runtime\RenderCore\FIndexBuffer)

Indices

type: TArray< uint16 ...


description: IndexBuffer

code: class FDynamicMeshIndexBuffer32 : public [FIndexBuffer](API\Runtime\RenderCore\FIndexBuffer)

type: TArray< uint32 ...


code: void SetTangents ( const FVector3f & InTangentX, const FVector3f & InTangentY, const FVector3f & InTangentZ )


code: FDynamicMeshVertex ( const FVector3f & InPosition )


code: FDynamicMeshVertex ( const FVector3f & InPosition, const FVector2f & InTexCoord, const [FColor](API\Runtime\Core\Math\FColor) & InColor )


code: FDynamicMeshVertex ( const FVector3f & InPosition, const FVector3f & LayerTexcoords, const FVector2f & WeightmapTexcoords )


code: FDynamicMeshVertex ( const FVector3f & InPosition, const FVector3f & InTangentX, const FVector3f & InTangentZ, const FVector2f & InTexCoord, const [FColor](API\Runtime\Core\Math\FColor) & InColor )


className: FDynamicMeshVertex

description: The vertex type used for dynamic meshes.

code: struct FDynamicMeshVertex

Color

type: FColor

TangentX

type: FPackedNormal


code: void Set ( float Value, float InDuration )


className: FDynamicParameter

description: Simple class that wraps the math involved with interpolating a parameter over time based on audio device update time.

code: class FDynamicParameter


description: Deprecated* InitPrimitiveResource now requires a command list.

code: void InitPrimitiveResource()


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


className: FDynamicPrimitiveResource

description: An interface implemented by dynamic resources which need to be initialized and cleaned up by the rendering thread.

code: class FDynamicPrimitiveResource


description: Pass-through implementation which calls the overloaded Set function with LocalBounds for PreSkinnedLocalBounds.

code: void Set ( const FMatrix & LocalToWorld, const FMatrix & PreviousLocalToWorld, const FBoxSphereBounds & WorldBounds, const FBoxSphereBounds & LocalBounds, bool bReceivesDecals, bool bHasPrecomputedVolumetricLightmap, bool bOutputVelocity )


code: void Set ( const FMatrix & LocalToWorld, const FMatrix & PreviousLocalToWorld, const FBoxSphereBounds & WorldBounds, const FBoxSphereBounds & LocalBounds, const FBoxSphereBounds & PreSkinnedLocalBounds, bool bReceivesDecals, bool bHasPrecomputedVolumetricLightmap, bool bOutputVelocity )


description: Deprecated* Use version without bDrawsVelocity instead.

code: void Set ( const FMatrix & LocalToWorld, const FMatrix & PreviousLocalToWorld, const FBoxSphereBounds & WorldBounds, const FBoxSphereBounds & LocalBounds, bool bReceivesDecals, bool bHasPrecomputedVolumetricLightmap, bool bDrawsVelocity, bool bOutputVelocity )


code: void Set ( const FMatrix & LocalToWorld, const FMatrix & PreviousLocalToWorld, const FBoxSphereBounds & WorldBounds, const FBoxSphereBounds & LocalBounds, const FBoxSphereBounds & PreSkinnedLocalBounds, bool bReceivesDecals, bool bHasPrecomputedVolumetricLightmap, bool bOutputVelocity, const [FCustomPrimitiveData](API\Runtime\Engine\FCustomPrimitiveData) * CustomPrimitiveData )


code: void Set ( const FMatrix & LocalToWorld, const FMatrix & PreviousLocalToWorld, const FBoxSphereBounds & WorldBounds, const FBoxSphereBounds & LocalBounds, const FBoxSphereBounds & PreSkinnedLocalBounds, bool bReceivesDecals, bool bHasPrecomputedVolumetricLightmap, bool bDrawsVelocity, bool bOutputVelocity )


code: void Set ( const FMatrix & LocalToWorld, const FMatrix & PreviousLocalToWorld, const FVector & ActorPositionWS, const FBoxSphereBounds & WorldBounds, const FBoxSphereBounds & LocalBounds, const FBoxSphereBounds & PreSkinnedLocalBounds, bool bReceivesDecals, bool bHasPrecomputedVolumetricLightmap, bool bOutputVelocity, const [FCustomPrimitiveData](API\Runtime\Engine\FCustomPrimitiveData) * CustomPrimitiveData )


code: void Set ( const FMatrix & LocalToWorld, const FMatrix & PreviousLocalToWorld, const FBoxSphereBounds & WorldBounds, const FBoxSphereBounds & LocalBounds, const FBoxSphereBounds & PreSkinnedLocalBounds, bool bReceivesDecals, bool bHasPrecomputedVolumetricLightmap, bool bDrawsVelocity, bool bOutputVelocity, const [FCustomPrimitiveData](API\Runtime\Engine\FCustomPrimitiveData) * CustomPrimitiveData )


description: FDynamicPrimitiveUniformBufferis non-copyable.

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


className: FDynamicPrimitiveUniformBuffer

code: class FDynamicPrimitiveUniformBuffer : public [FOneFrameResource](API\Runtime\Engine\FOneFrameResource)

UniformBuffer

type: TUniformBuffer<...


description: Commit GPU busy times

code: void CommitPreviousFrameGPUTimings_RenderThread ( uint64 HistoryFrameId, float TotalFrameGPUBusyTimeMs, float DynamicResolutionGPUBusyTimeMs, const [DynamicRenderScaling::TMap](API\Runtime\RenderCore\TMap)< float > & BudgetTimingMs )


description: Creates a default dynamic resolution state using this proxy that queries GPU timing from the RHI.

code: static [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< class [IDynamicResolutionState](API\Runtime\Engine\IDynamicResolutionState) > CreateDefaultState()


description: Create a new previous frame and feeds its timings and returns history's unique id.

code: uint64 CreateNewPreviousFrameTimings_RenderThread ( float GameThreadTimeMs, float RenderThreadTimeMs )


code: uint64 CreateNewPreviousFrameTimings_RenderThread ( float FrameTime, float GameThreadTimeMs, float RenderThreadTimeMs, float RHIThreadTime )


description: Returns a non thread safe approximation of the current resolution fraction applied on render thread.

code: [DynamicRenderScaling::TMap](API\Runtime\RenderCore\TMap)< float > GetResolutionFractionsApproximation_GameThread() const


description: Returns the view fraction upper bound.

code: [DynamicRenderScaling::TMap](API\Runtime\RenderCore\TMap)< float > GetResolutionFractionUpperBounds() const


className: kInvalidEntryId

code: static constexpr uint64 kInvalidEntryId = ~uint64(0);


description: Refresh resolution fraction's from history.


description: Returns the view fraction that should be used for current frame.

code: [DynamicRenderScaling::TMap](API\Runtime\RenderCore\TMap)< float > QueryCurrentFrameResolutionFractions() const


description: Resets the proxy.

code: void Reset_RenderThread()


code: FDynamicResolutionHeuristicProxy()


code: ~FDynamicResolutionHeuristicProxy()


className: FDynamicResolutionHeuristicProxy

description: Render thread proxy that holds the heuristic for dynamic resolution.

code: class FDynamicResolutionHeuristicProxy


description: Data fill functions.

code: virtual int32 FillVertexData ( struct [FAsyncBufferFillData](API\Runtime\Engine\FAsyncBufferFillData) & Data ) const


description: Get the source replay data for this emitter

code: virtual const [FDynamicRibbonEmitterReplayData](API\Runtime\Engine\FDynamicRibbonEmitterReplayData) * GetSourceData() const


description: Initialize this emitter's dynamic rendering data, called after source data has been filled in

code: virtual void Init ( bool bInSelected )


description: Debug rendering

code: virtual void RenderDebug ( const [FParticleSystemSceneProxy](API\Runtime\Engine\FParticleSystemSceneProxy) * Proxy, [FPrimitiveDrawInterface](API\Runtime\Engine\FPrimitiveDrawInterface) * PDI, const [FSceneView](API\Runtime\Engine\FSceneView) * View, bool bCrosses ) const


code: FDynamicRibbonEmitterData ( const [UParticleModuleRequired](API\Runtime\Engine\Particles\UParticleModuleRequired) * RequiredModule )


code: virtual ~FDynamicRibbonEmitterData()


className: FDynamicRibbonEmitterData

description: Dynamic emitter data for Ribbon emitters

code: struct FDynamicRibbonEmitterData : public [FDynamicTrailsEmitterData](API\Runtime\Engine\FDynamicTrailsEmitterData)

RenderAxisOption

type: uint32: 2

description: The sprite particle data.

Source

type: FDynamicRibbonE...

description: The frame source data for this particle system.


description: Serialization

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


description: Constructor

code: FDynamicRibbonEmitterReplayData()


className: FDynamicRibbonEmitterReplayData

description: Source data for Ribbon emitters

code: struct FDynamicRibbonEmitterReplayData : public [FDynamicTrailsEmitterReplayData](API\Runtime\Engine\FDynamicTrailsEmitterReplayData)

MaxTessellationBetweenParticles

description: Payload offsets.


description: Gathers simple lights for this emitter.

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


code: virtual void GetDynamicMeshElementsEmitter ( const [FParticleSystemSceneProxy](API\Runtime\Engine\FParticleSystemSceneProxy) * Proxy, const [FSceneView](API\Runtime\Engine\FSceneView) * View, const [FSceneViewFamily](API\Runtime\Engine\FSceneViewFamily) & ViewFamily, int32 ViewIndex, [FMeshElementCollector](API\Runtime\Engine\FMeshElementCollector) & Collector ) const


description: Get the vertex stride for the dynamic parameter rendering data

code: virtual int32 GetDynamicParameterVertexStride() const


description: Get the vertex stride for the dynamic rendering data

code: virtual int32 GetDynamicVertexStride ( [ERHIFeatureLevel::Type](API\Runtime\RHI\ERHIFeatureLevel__Type) InFeatureLevel ) const


description: Returns the source data for this particle system

code: virtual const [FDynamicEmitterReplayDataBase](API\Runtime\Engine\FDynamicEmitterReplayDataBase) & GetSource() const


code: virtual const [FDynamicSpriteEmitterReplayDataBase](API\Runtime\Engine\FDynamicSpriteEmitterReplayDataB-) * GetSourceData() const


description:
Retrieve the vertex and (optional) index required to render this emitter. Render-thread only
bool true if successful, false if failed

code: bool GetVertexAndIndexData ( void * VertexData, void * DynamicParameterVertexData, void * FillIndexData, [FParticleOrder](API\Runtime\Engine\FParticleOrder) * ParticleOrder, const FVector & InCameraPosition, const FMatrix & InLocalToWorld, uint32 InstanceFactor ) const


code: void Init ( bool bInSelected )


description:
Retrieve the vertex and (optional) index required to render this emitter. This version for non-instanced platforms. Render-thread only
bool true if successful, false if failed

code: bool GetVertexAndIndexDataNonInstanced ( void * VertexData, void * DynamicParameterVertexData, void * FillIndexData, [FParticleOrder](API\Runtime\Engine\FParticleOrder) * ParticleOrder, const FVector & InCameraPosition, const FMatrix & InLocalToWorld, int32 NumVerticesPerParticle ) const


description:
Create the render thread resources for this emitter data
bool true if successful, false if failed

code: virtual void UpdateRenderThreadResourcesEmitter ( const [FParticleSystemSceneProxy](API\Runtime\Engine\FParticleSystemSceneProxy) * InOwnerProxy )


code: FDynamicSpriteEmitterData ( const [UParticleModuleRequired](API\Runtime\Engine\Particles\UParticleModuleRequired) * RequiredModule )


className: FDynamicSpriteEmitterData

description: Dynamic emitter data for sprite emitters

code: struct FDynamicSpriteEmitterData : public [FDynamicSpriteEmitterDataBase](API\Runtime\Engine\FDynamicSpriteEmitterDataBase)

Source

type: FDynamicSpriteE...

UniformParameters

type: FParticleSprite...

description: Uniform parameters.


description: Set up an buffer for async filling

code: void BuildViewFillData ( const [FParticleSystemSceneProxy](API\Runtime\Engine\FParticleSystemSceneProxy) * Proxy, const [FSceneView](API\Runtime\Engine\FSceneView) * InView, int32 InVertexCount, int32 InVertexSize, int32 InDynamicParameterVertexSize, [FGlobalDynamicIndexBuffer](API\Runtime\RenderCore\FGlobalDynamicIndexBuffer) & DynamicIndexBuffer, [FGlobalDynamicVertexBuffer](API\Runtime\RenderCore\FGlobalDynamicVertexBuffer) & DynamicVertexBuffer, [FGlobalDynamicVertexBufferAllocation](API\Runtime\RenderCore\FGlobalDynamicVertexBufferAlloca-) & DynamicVertexAllocation, [FGlobalDynamicIndexBufferAllocation](API\Runtime\RenderCore\FGlobalDynamicIndexBufferAllocat-) & DynamicIndexAllocation, [FGlobalDynamicVertexBufferAllocation](API\Runtime\RenderCore\FGlobalDynamicVertexBufferAlloca-) * DynamicParameterAllocation, [FAsyncBufferFillData](API\Runtime\Engine\FAsyncBufferFillData) & Data ) const


code: virtual void DoBufferFill ( [FAsyncBufferFillData](API\Runtime\Engine\FAsyncBufferFillData) & Me ) const


code: virtual int32 GetDynamicVertexStride ( [ERHIFeatureLevel::Type](API\Runtime\RHI\ERHIFeatureLevel__Type) ) const


description: Gets the information required for allocating this emitters indices from the global index array.

code: virtual void GetIndexAllocInfo ( int32 & OutNumIndices, int32 & OutStride ) const


description:
Retrieve the material render proxy to use for rendering this emitter. PURE VIRTUAL
FMaterialRenderProxy* The material proxt to render with.

code: virtual const [FMaterialRenderProxy](API\Runtime\Engine\Materials\FMaterialRenderProxy) * GetMaterialRenderProxy()


description: Debug rendering

code: virtual void RenderDebug ( const [FParticleSystemSceneProxy](API\Runtime\Engine\FParticleSystemSceneProxy) * Proxy, [FPrimitiveDrawInterface](API\Runtime\Engine\FPrimitiveDrawInterface) * PDI, const [FSceneView](API\Runtime\Engine\FSceneView) * View, bool bCrosses ) const


description: Sort the given sprite particles

code: void SortSpriteParticles ( int32 SortMode, bool bLocalSpace, int32 ParticleCount, const uint8 * ParticleData, int32 ParticleStride, const uint16 * ParticleIndices, const [FSceneView](API\Runtime\Engine\FSceneView) * View, const FMatrix & LocalToWorld, [FParticleOrder](API\Runtime\Engine\FParticleOrder) * ParticleOrder ) const


code: FDynamicSpriteEmitterDataBase ( const [UParticleModuleRequired](API\Runtime\Engine\Particles\UParticleModuleRequired) * RequiredModule )


className: FDynamicSpriteEmitterDataBase

description: Base class for Sprite emitters and other emitter types that share similar features.

code: struct FDynamicSpriteEmitterDataBase : public [FDynamicEmitterDataBase](API\Runtime\Engine\FDynamicEmitterDataBase)

bUsesDynamicParameter

type: uint32: 1

description: True if the particle emitter utilizes the DynamicParameter module

MaterialResource

type: constFMaterial...

description: The material render proxy for this emitter


description: Serialization

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


description: Constructor

code: FDynamicSpriteEmitterReplayData()


className: FDynamicSpriteEmitterReplayData

description: Source data for Sprite emitters

code: struct FDynamicSpriteEmitterReplayData : public [FDynamicSpriteEmitterReplayDataBase](API\Runtime\Engine\FDynamicSpriteEmitterReplayDataB-)


description: FDynamicSpriteEmitterReplayDataBaseSerialization


description: Constructor

code: FDynamicSpriteEmitterReplayDataBase()


code: ~FDynamicSpriteEmitterReplayDataBase()


className: FDynamicSpriteEmitterReplayDataBase

description: Source data base class for Sprite emitters

code: struct FDynamicSpriteEmitterReplayDataBase : public [FDynamicEmitterReplayDataBase](API\Runtime\Engine\FDynamicEmitterReplayDataBase)

bLockAxis

type: bool

InvDeltaSeconds

type: float

MaterialInterface

type: UMaterialInterf...

RequiredModule

type: FParticleRequir...


description: Data fill functions.

code: virtual int32 FillIndexData ( struct [FAsyncBufferFillData](API\Runtime\Engine\FAsyncBufferFillData) & Data ) const


code: virtual int32 FillVertexData ( struct [FAsyncBufferFillData](API\Runtime\Engine\FAsyncBufferFillData) & Data ) const


code: virtual void GetDynamicMeshElementsEmitter ( const [FParticleSystemSceneProxy](API\Runtime\Engine\FParticleSystemSceneProxy) * Proxy, const [FSceneView](API\Runtime\Engine\FSceneView) * View, const [FSceneViewFamily](API\Runtime\Engine\FSceneViewFamily) & ViewFamily, int32 ViewIndex, [FMeshElementCollector](API\Runtime\Engine\FMeshElementCollector) & Collector ) const


code: virtual int32 GetDynamicParameterVertexStride() const


code: virtual int32 GetDynamicVertexStride ( [ERHIFeatureLevel::Type](API\Runtime\RHI\ERHIFeatureLevel__Type) ) const


description: Gets the number of indices to be allocated for this emitter.

code: virtual void GetIndexAllocInfo ( int32 & OutNumIndices, int32 & OutStride ) const


code: virtual const [FDynamicEmitterReplayDataBase](API\Runtime\Engine\FDynamicEmitterReplayDataBase) & GetSource() const


description: Get the source replay data for this emitter

code: virtual const [FDynamicTrailsEmitterReplayData](API\Runtime\Engine\FDynamicTrailsEmitterReplayData) * GetSourceData() const


description: Dynamic emitter data for Ribbon emitters Initialize this emitter's dynamic rendering data, called after source data has been filled in

code: virtual void Init ( bool bInSelected )


description: Debug rendering

code: virtual void RenderDebug ( const [FParticleSystemSceneProxy](API\Runtime\Engine\FParticleSystemSceneProxy) * Proxy, [FPrimitiveDrawInterface](API\Runtime\Engine\FPrimitiveDrawInterface) * PDI, const [FSceneView](API\Runtime\Engine\FSceneView) * View, bool bCrosses ) const


code: FDynamicTrailsEmitterData ( const [UParticleModuleRequired](API\Runtime\Engine\Particles\UParticleModuleRequired) * RequiredModule )


className: FDynamicTrailsEmitterData

description: Dynamic emitter data for Ribbon emitters

code: struct FDynamicTrailsEmitterData : public [FDynamicSpriteEmitterDataBase](API\Runtime\Engine\FDynamicSpriteEmitterDataBase)

LastFramePreRendered

description: The sprite particle data.

SourcePointer

type: FDynamicTrailsE...


description: Serialization

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


description: Constructor

code: FDynamicTrailsEmitterReplayData()


className: FDynamicTrailsEmitterReplayData

description: Source data for trail-type emitters

code: struct FDynamicTrailsEmitterReplayData : public [FDynamicSpriteEmitterReplayDataBase](API\Runtime\Engine\FDynamicSpriteEmitterReplayDataB-)

TrailDataOffset

description: Payload offsets.


code: FEdGraphEditAction ( EEdGraphActionType InAction, class [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * InGraph, class [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * InNode, bool bInUserInvoked )


className: FEdGraphEditAction

description: Struct containing information about what actions occurred on the graph

code: struct FEdGraphEditAction

Action

type: EEdGraphActionT...

description: The action(s) that occurred

bUserInvoked

description: Whether the user invoked this change or not

Graph

type: UEdGraph*

description: The graph the action occurred on

Nodes

type: TSet< const cla...

description: [Optional] The object the action occurred on


className: CleanseEditor

description: Called when the editor is cleansing of transient references before a map change event


className: FOnForcePropertyWindowRebuild

description: Delegate type for force property window rebuild events ( Params: UObject* Object )

code: typedef TMulticastDelegate_OneParam< void, [UObject](API\Runtime\CoreUObject\UObject\UObject) * > FOnForcePropertyWindowRebuild


className: FOnMaterialTextureSettingsChanged

description: Delegate type for material texture setting change events ( Params: UMaterialIterface* Material )

code: typedef TMulticastDelegate_OneParam< void, class [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * > FOnMaterialTextureSettingsChanged


className: FOnMaterialUsageFlagsChanged

description: Delegate type for material usage flags change events ( Params: UMaterial* material, int32 FlagThatChanged )

code: typedef TMulticastDelegate_TwoParams< void, class [UMaterial](API\Runtime\Engine\Materials\UMaterial) *, int32 > FOnMaterialUsageFlagsChanged


className: FOnNumericParameterDefaultChanged

description: Delegate type for numeric parameter default change event

code: typedef TMulticastDelegate_FourParams< void, class [UMaterialExpression](API\Runtime\Engine\Materials\UMaterialExpression) *, EMaterialParameterType, [FName](API\Runtime\Core\UObject\FName), const [UE::Shader::FValue](API\Runtime\Engine\Shader\FValue) & > FOnNumericParameterDefaultChanged


className: FOnWindowsMessage

description: Delegate type for windows messageing events ( Params: FViewport* Viewport, uint32 Message )

code: typedef TMulticastDelegate_TwoParams< void, class [FViewport](API\Runtime\Engine\FViewport) *, uint32 > FOnWindowsMessage


className: ForcePropertyWindowRebuild

description: Sent to force a property window rebuild


className: FPrepareToCleanseEditorObject

description: Delegate type for when the editor is about to cleanse an object thatmustbe purged ( Params: UObject* Object )

code: typedef TMulticastDelegate_OneParam< void, [UObject](API\Runtime\CoreUObject\UObject\UObject) * > FPrepareToCleanseEditorObject


className: MaterialUsageFlagsChanged

description: Sent after the usages flags on a material have changed


className: NumericParameterDefaultChanged

description: Sent after numeric param default changed


className: PostWindowsMessage

description: Sent after the given windows message is handled in the given viewport


className: PrepareToCleanseEditorObject

description: Called when the editor is about to cleanse an object thatmustbe purged (such as when changing the active map or level)


className: PreWindowsMessage

description: Sent before the given windows message is handled in the given viewport


className: RedrawAllViewports

description: Called when all viewports need to be redrawn


className: RefreshPropertyWindows

description: Refresh property windows w/o creating/destroying controls


className: WorldChange

description: Called when the world is modified


className: UpdateUI

description: Sent when events happen that affect how the editors UI looks (mode changes, grid size changes, etc)


className: FEditorSupportDelegates

description: FEditorSupportDelegatesDelegates that are needed for proper editor functionality, but are accessed or triggered in engine code.

code: struct FEditorSupportDelegates


code: void AddInterpolator ( const [FExpression](API\Runtime\Engine\HLSLTree\FExpression) * Expression, const [FRequestedType](API\Runtime\Engine\HLSLTree\FRequestedType) & RequestedType, const [FPreparedType](API\Runtime\Engine\HLSLTree\FPreparedType) & PreparedType )


code: void EmitInterpolatorShader ( [FEmitContext](API\Runtime\Engine\HLSLTree\FEmitContext) & Context, FStringBuilderBase & OutCode )


code: void EmitInterpolatorStatements ( [FEmitContext](API\Runtime\Engine\HLSLTree\FEmitContext) & Context, [FEmitScope](API\Runtime\Engine\HLSLTree\FEmitScope) & Scope ) const


code: int32 FindInterpolatorIndex ( const [FExpression](API\Runtime\Engine\HLSLTree\FExpression) * Expression ) const


code: bool IsExternalInputUsed ( [EExternalInput](API\Runtime\Engine\UE__HLSLTree__Material__EExterna-) Input ) const


code: bool IsExternalInputUsed ( EShaderFrequency Frequency, [EExternalInput](API\Runtime\Engine\UE__HLSLTree__Material__EExterna-) Input ) const


code: void PrepareInterpolators ( [FEmitContext](API\Runtime\Engine\HLSLTree\FEmitContext) & Context, [FEmitScope](API\Runtime\Engine\HLSLTree\FEmitScope) & Scope )


className: FEmitData

code: class FEmitData

CachedExpressionData

type: FMaterialCached...

ShadingModelsFromCompilation

type: FMaterialShadin...

StaticParameters

type: constFStaticPa...

VertexInterpolators

type: TArray<FVertex...

VTStackHash

type: FHashTable

VTStacks

type: TArray<FVTStac...


className: FEmitterDynamicParameterPayload

description: DynamicParameter particle payload.

code: struct FEmitterDynamicParameterPayload

DynamicParameterValue

description: The float4 value to assign to the dynamic parameter.


className: Analytics

code: static [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IAnalyticsProviderET](API\Runtime\AnalyticsET\IAnalyticsProviderET) > Analytics;


className: bIsInitialized

code: static bool bIsInitialized;


description: Return the provider instance. Not valid outside of Initialize/Shutdown calls. Note: must checkIsAvailable()first else this code will assert if the provider is not valid.

code: static [IAnalyticsProviderET](API\Runtime\AnalyticsET\IAnalyticsProviderET) & GetProvider()


description: This is intended ONLY for use by Epic Games so that plugins can append to the session summary.

code: static [FAnalyticsSessionSummaryManager](API\Runtime\AnalyticsET\FAnalyticsSessionSummaryManager) & GetSummaryManager()


description: Called to initialize the singleton.

code: static void Initialize()


description: Helper function to determine if the provider is valid.

code: static bool IsAvailable()


code: static void LowDriveSpaceDetected()


className: OnInitializeEngineAnalytics

description: A hook for analytics initialization after the SummaryManager is initialized


className: OnShutdownEngineAnalytics

description: A hook for analytics shutdown before the SummaryManager is shutdown


className: SessionEpicAccountIds

code: static [TSet](API\Runtime\Core\Containers\TSet)< [FString](API\Runtime\Core\Containers\FString) > SessionEpicAccountIds;


description: Called to shut down the singleton

code: static void Shutdown ( bool bIsEngineShutdown )


code: static void Tick ( float DeltaTime )


className: FEngineAnalytics

description: It is calledFEngineAnalyticsfor legacy reasons, and is only used for editor telemetry.

code: class FEngineAnalytics : private [FNoncopyable](API\Runtime\Core\Templates\FNoncopyable)


description: Create the singular instance of this class - must be called from the game thread

code: static void Create()


description: Destroy the singular instance of this class - must be called from the game thread

code: static void Destroy()


description: Get the singular instance of this class

code: static [FEngineFontServices](API\Runtime\Engine\FEngineFontServices) & Get()


description: Get the font cache to use for the current thread


description: Get the font measure to use for the current thread


className: Instance

description: Singular instance of this class

code: static [FEngineFontServices](API\Runtime\Engine\FEngineFontServices) * Instance = nullptr;


description: Check to see if the singular instance of this class is currently initialized and ready

code: static bool IsInitialized()


description: Delegate called after releasing the rendering resources used by this font service


description: Update the cache for the current thread

code: void UpdateCache()


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

code: virtual void ShutdownModule()


className: FEngineFontServices

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

code: class FEngineFontServices


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

code: virtual void StartupModule()


className: FEngineModule

description: Implements the engine module.

code: class FEngineModule : public [FDefaultModuleImpl](API\Runtime\Core\Modules\FDefaultModuleImpl)


description: Sends a notification to the specified recipient.

code: void SendNotification ( const TCHAR * NotificationText, const [FMessageAddress](API\Runtime\Messaging\FMessageAddress) & Recipient )


description: Publishes a ping response.

code: void SendPong ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IMessageContext](API\Runtime\Messaging\IMessageContext), ESPMode::ThreadSafe > & Context )


description: Default constructor.

code: FEngineService()


className: FEngineService

description: Implements an application session service.

code: class FEngineService


code: static bool CanBeToggledInEditor ( const TCHAR * Name )


description: For rendering thumbnails, cascade, material editor, static mesh editor keeps bloom as material properties with HDR can be better perceived

code: void DisableAdvancedFeatures()


className: ECustomShowFlag

description: Strong type for custom show flag indices starting from 0 to make interface clearer.

code: enum ECustomShowFlag { First = 0, None = 0xFFFFFFFF, }


description: Supports ShowFlag.* cvars for custom show flags to force custom show flags on/off.


description: -1 if not found

code: static int32 FindIndexByName ( const TCHAR * Name, const TCHAR * CommaSeparatedNames )


className: EShowFlag

code: enum EShowFlag { SF_PostProcessing, SF_Bloom, SF_LocalExposure, SF_Tonemapper, SF_AntiAliasing, SF_TemporalAA, SF_AmbientCubemap, SF_EyeAdaptation, SF_VisualizeHDR, SF_VisualizeLocalExposure, SF_LensFlares, SF_GlobalIllumination, SF_Vignette, SF_Grain, SF_AmbientOcclusion, SF_Decals, SF_CameraImperfections, SF_OnScreenDebug, SF_OverrideDiffuseAndSpecular, SF_LightingOnlyOverride, SF_ReflectionOverride, SF_VisualizeBuffer, SF_VisualizeNanite, SF_VisualizeLumen, SF_VisualizeSubstrate, SF_VisualizeGroom, SF_VisualizeVirtualShadowMap, SF_DirectLighting, SF_DirectionalLights, SF_PointLights, SF_SpotLights, SF_RectLights, SF_ColorGrading, SF_VectorFields, SF_DepthOfField, SF_GBufferHints, SF_MotionBlur, SF_CompositeEditorPrimitives, SF_OpaqueCompositeEditorPrimitives, SF_TestImage, SF_VisualizeDOF, SF_VertexColors, SF_PhysicalMaterialMasks, SF_Refraction, SF_CameraInterpolation, SF_SceneColorFringe, SF_ToneCurve, SF_SeparateTranslucency, SF_ScreenPercentage, SF_VisualizeMotionBlur, SF_VisualizeMotionVectors, SF_VisualizeReprojection, SF_VisualizeTemporalUpscaler, SF_ReflectionEnvironment, SF_VisualizeOutOfBoundsPixels, SF_Diffuse, SF_Specular, SF_SelectionOutline, SF_ScreenSpaceReflections, SF_LumenReflections, SF_ContactShadows, SF_RayTracedDistanceFieldShadows, SF_CapsuleShadows, SF_SubsurfaceScattering, SF_VisualizeSSS, SF_VolumetricLightmap, SF_IndirectLightingCache, SF_DebugAI, SF_VisLog, SF_Navigation, SF_GameplayDebug, SF_TexturedLightProfiles, SF_LightFunctions, SF_InstancedStaticMeshes, SF_InstancedFoliage, SF_HISMCOcclusionBounds, SF_HISMCClusterTree, SF_VisualizeInstanceUpdates, SF_InstancedGrass, SF_DynamicShadows, SF_Particles, SF_Niagara, SF_HeterogeneousVolumes, SF_SkeletalMeshes, SF_BuilderBrush, SF_Translucency, SF_BillboardSprites, SF_LOD, SF_LightComplexity, SF_ShaderComplexity, SF_StationaryLightOverlap, SF_LightMapDensity, SF_StreamingBounds, SF_Constraints, SF_MassProperties, SF_CameraFrustums, SF_AudioRadius, SF_ForceFeedbackRadius, SF_BSPSplit, SF_Brushes, SF_Lighting, SF_DeferredLighting, SF_Editor, SF_BSPTriangles, SF_LargeVertices, SF_Grid, SF_Snap, SF_MeshEdges, SF_Cover, SF_Splines, SF_Selection, SF_VisualizeLevelInstanceEditing, SF_EditingLevelInstance, SF_ModeWidgets, SF_Bounds, SF_HitProxies, SF_PropertyColoration, SF_LightInfluences, SF_Pivot, SF_ShadowFrustums, SF_Wireframe, SF_Materials, SF_StaticMeshes, SF_Landscape, SF_LightRadius, SF_Fog, SF_Volumes, SF_Game, SF_LevelColoration, SF_BSP, SF_Collision, SF_CollisionVisibility, SF_CollisionPawn, SF_LightShafts, SF_PostProcessMaterial, SF_Atmosphere, SF_Cloud, SF_CameraAspectRatioBars, SF_CameraSafeFrames, SF_TextRender, SF_Rendering, SF_HighResScreenshotMask, SF_HMDDistortion, SF_StereoRendering, SF_DistanceCulledPrimitives, SF_VisualizeLightCulling, SF_PrecomputedVisibility, SF_SkyLighting, SF_PreviewShadowsIndicator, SF_PrecomputedVisibilityCells, SF_VisualizeVolumetricLightmap, SF_VolumeLightingSamples, SF_Paper2DSprites, SF_VisualizeDistanceFieldAO, SF_VisualizeMeshDistanceFields, SF_PhysicsField, SF_VisualizeGlobalDistanceField, SF_VisualizeLightingOnProbes, SF_ScreenSpaceAO, SF_DistanceFieldAO, SF_LumenGlobalIllumination, SF_VolumetricFog, SF_VisualizeSSR, SF_VisualizeShadingModels, SF_VisualizeSenses, SF_LODColoration, SF_HLODColoration, SF_QuadOverdraw, SF_ShaderComplexityWithQuadOverdraw, SF_PrimitiveDistanceAccuracy, SF_MeshUVDensityAccuracy, SF_MaterialTextureScaleAccuracy, SF_OutputMaterialTextureScales, SF_RequiredTextureResolution, SF_VirtualTexturePendingMips, SF_WidgetComponents, SF_Bones, SF_ServerDrawDebug, SF_MediaPlanes, SF_VREditing, SF_OcclusionMeshes, SF_DisableOcclusionQueries, SF_PathTracing, SF_RayTracingDebug, SF_VisualizeSkyAtmosphere, SF_VisualizeCalibrationColor, SF_VisualizeCalibrationGrayscale, SF_VisualizeCalibrationCustom, SF_VisualizePostProcessStack, SF_VirtualTexturePrimitives, SF_VisualizeVolumetricCloudConservativeDensity, SF_VisualizeVolumetricCloudEmptySpaceSkipping, SF_VirtualShadowMapCaching, SF_DrawOnlyVSMInvalidatingGeo, SF_DebugDrawDistantVirtualSMLights, SF_VirtualTextureResidency, SF_InputDebugVisualizer, SF_LumenScreenTraces, SF_LumenDetailTraces, SF_LumenGlobalTraces, SF_LumenFarFieldTraces, SF_LumenSecondaryBounces, SF_LumenShortRangeAmbientOcclusion, SF_NaniteMeshes, SF_NaniteStreamingGeometry, SF_VisualizeGPUSkinCache, SF_ShaderPrint, SF_FirstCustom, }


description: empty string if not found, otherwise name of the flag e.g.FString(TEXT("PostProcessing"))

code: static [FString](API\Runtime\Core\Containers\FString) FindNameByIndex ( uint32 InIndex )


description: Retrieve the localized display name for a named show flag

code: static void FindShowFlagDisplayName ( const [FString](API\Runtime\Core\Containers\FString) & InName, [FText](API\Runtime\Core\Internationalization\FText) & OutText )


description: This function defines the grouping in the editor. If a flag is not defined here it's assumed to be a postprocess flag

code: static EShowFlagGroup FindShowFlagGroup ( const TCHAR * Name )


code: bool GetSingleFlag ( uint32 Index ) const


description:
O(1) Check if a CVar is forcing a particular flag on / off
true if CVars are forcing flag on / off, false otherwise

code: static bool IsForceFlagSet ( uint32 Index )


description: success

code: static bool IsNameThere ( const TCHAR * Name, const TCHAR * CommaSeparatedNames )


description: Allows to iterate through all flags (if you want to change or read the actual flag settings you need to pass in your own instance ofFEngineShowFlags). Use this function instead of writing your own parser. implement a class with bool OnEngineShowFlag(uint32 InIndex, const FString& InName) which should return true to parse further

code: template<class T> static void IterateAllFlags ( T & Sink )


description: Allows to iterate through all flags (if you want to change or read the actual flag settings you need to pass in your own instance ofFEngineShowFlags). Use this function instead of writing your own parser. not optimized for performance implement a class with bool OnEngineShowFlag(uint32 InIndex, const FString& InName) which should return true to parse further

code: template<class T> static void IterateAllFlags &40; T & Sink, const TCHAR &42; CommaSeparatedNames &41;


description: Iterate all registered custom show flags.

code: static void IterateCustomFlags ( [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< bool(uint32, const [FString](API\Runtime\Core\Containers\FString) &)> Functor )


className: OnCustomShowFlagRegistered

description: Delegate fired when a new custom show flag is registered or re-registered so other systems can iterate all show flags and update any related data.


description: Used byTCustomShowFlagto register a show flag from another module.

code: static [ECustomShowFlag](API\Runtime\Engine\FEngineShowFlags\ECustomShowFlag) RegisterCustomShowFlag ( const TCHAR * Name, bool DefaultEnabled, EShowFlagGroup Group, [FText](API\Runtime\Core\Internationalization\FText) DisplayName )


code: void SetAmbientCubemap ( bool bVal )


code: void SetAmbientOcclusion ( bool bVal )


code: void SetAntiAliasing ( bool bVal )


code: void SetBillboardSprites ( bool bVal )


code: void SetBSPTriangles ( bool bVal )


code: void SetBuilderBrush ( bool bVal )


code: void SetCameraAspectRatioBars ( bool bVal )


code: void SetCameraFrustums ( bool bVal )


code: void SetCameraImperfections ( bool bVal )


code: void SetCameraInterpolation ( bool bVal )


code: void SetCameraSafeFrames ( bool bVal )


code: void SetCapsuleShadows ( bool bVal )


code: void SetCollisionPawn ( bool bVal )


code: void SetCollisionVisibility ( bool bVal )


code: void SetColorGrading ( bool bVal )


code: void SetCompositeEditorPrimitives ( bool bVal )


code: void SetContactShadows ( bool bVal )


code: void SetDebugDrawDistantVirtualSMLights ( bool bVal )


code: void SetDeferredLighting ( bool bVal )


code: void SetDepthOfField ( bool bVal )


code: void SetDirectionalLights ( bool bVal )


code: void SetDirectLighting ( bool bVal )


code: void SetDisableOcclusionQueries ( bool bVal )


code: void SetDistanceCulledPrimitives ( bool bVal )


code: void SetDistanceFieldAO ( bool bVal )


code: void SetDrawOnlyVSMInvalidatingGeo ( bool bVal )


code: void SetDynamicShadows ( bool bVal )


code: void SetEditingLevelInstance ( bool bVal )


code: void SetEyeAdaptation ( bool bVal )


code: void SetForceFeedbackRadius ( bool bVal )


description:
More powerful thanSetSingleFlag()as it allows to set/clear multiple flags not optimized but doesn't have to be Tolerates whitespace and user error, as user might manipulate the data
true:success, false:parse error detected

code: bool SetFromString ( const TCHAR * In )


code: void SetGameplayDebug ( bool bVal )


code: void SetGBufferHints ( bool bVal )


code: void SetGlobalIllumination ( bool bVal )


code: void SetHeterogeneousVolumes ( bool bVal )


code: void SetHighResScreenshotMask ( bool bVal )


code: void SetHISMCClusterTree ( bool bVal )


code: void SetHISMCOcclusionBounds ( bool bVal )


code: void SetHLODColoration ( bool bVal )


code: void SetHMDDistortion ( bool bVal )


code: void SetIndirectLightingCache ( bool bVal )


code: void SetInputDebugVisualizer ( bool bVal )


code: void SetInstancedFoliage ( bool bVal )


code: void SetInstancedGrass ( bool bVal )


code: void SetInstancedStaticMeshes ( bool bVal )


code: void SetLargeVertices ( bool bVal )


code: void SetLevelColoration ( bool bVal )


code: void SetLightComplexity ( bool bVal )


code: void SetLightFunctions ( bool bVal )


code: void SetLightInfluences ( bool bVal )


code: void SetLightingOnlyOverride ( bool bVal )


code: void SetLightMapDensity ( bool bVal )


code: void SetLocalExposure ( bool bVal )


code: void SetLODColoration ( bool bVal )


code: void SetLumenDetailTraces ( bool bVal )


code: void SetLumenFarFieldTraces ( bool bVal )


code: void SetLumenGlobalTraces ( bool bVal )


code: void SetLumenGlobalIllumination ( bool bVal )


code: void SetLumenReflections ( bool bVal )


code: void SetLumenScreenTraces ( bool bVal )


code: void SetLumenSecondaryBounces ( bool bVal )


code: void SetLumenShortRangeAmbientOcclusion ( bool bVal )


code: void SetMassProperties ( bool bVal )


code: void SetMaterialTextureScaleAccuracy ( bool bVal )


code: void SetMeshUVDensityAccuracy ( bool bVal )


code: void SetNaniteMeshes ( bool bVal )


code: void SetNaniteStreamingGeometry ( bool bVal )


code: void SetOcclusionMeshes ( bool bVal )


code: void SetOnScreenDebug ( bool bVal )


code: void SetOutputMaterialTextureScales ( bool bVal )


code: void SetOpaqueCompositeEditorPrimitives ( bool bVal )


code: void SetOverrideDiffuseAndSpecular ( bool bVal )


code: void SetPaper2DSprites ( bool bVal )


code: void SetPhysicalMaterialMasks ( bool bVal )


code: void SetPhysicsField ( bool bVal )


code: void SetPostProcessing ( bool bVal )


code: void SetPostProcessMaterial ( bool bVal )


code: void SetPrecomputedVisibility ( bool bVal )


code: void SetPrecomputedVisibilityCells ( bool bVal )


code: void SetPreviewShadowsIndicator ( bool bVal )


code: void SetPrimitiveDistanceAccuracy ( bool bVal )


code: void SetQuadOverdraw ( bool bVal )


code: void SetPropertyColoration ( bool bVal )


code: void SetRayTracingDebug ( bool bVal )


code: void SetReflectionEnvironment ( bool bVal )


code: void SetReflectionOverride ( bool bVal )


code: void SetSceneColorFringe ( bool bVal )


code: void SetRequiredTextureResolution ( bool bVal )


code: void SetScreenPercentage ( bool bVal )


code: void SetRayTracedDistanceFieldShadows ( bool bVal )


code: void SetScreenSpaceAO ( bool bVal )


code: void SetScreenSpaceReflections ( bool bVal )


code: void SetSelectionOutline ( bool bVal )


code: void SetSeparateTranslucency ( bool bVal )


code: void SetServerDrawDebug ( bool bVal )


code: void SetShaderComplexity ( bool bVal )


code: void SetShaderComplexityWithQuadOverdraw ( bool bVal )


code: void SetShadowFrustums ( bool bVal )


code: void SetSingleFlag ( uint32 Index, bool bSet )


code: void SetSkeletalMeshes ( bool bVal )


code: void SetStaticMeshes ( bool bVal )


code: void SetStereoRendering ( bool bVal )


code: void SetStationaryLightOverlap ( bool bVal )


code: void SetStreamingBounds ( bool bVal )


code: void SetSubsurfaceScattering ( bool bVal )


code: void SetTexturedLightProfiles ( bool bVal )


code: void SetTranslucency ( bool bVal )


code: void SetVectorFields ( bool bVal )


code: void SetVertexColors ( bool bVal )


code: void SetVirtualTexturePendingMips ( bool bVal )


code: void SetVirtualShadowMapCaching ( bool bVal )


code: void SetVirtualTexturePrimitives ( bool bVal )


code: void SetVirtualTextureResidency ( bool bVal )


code: void SetVisualizeCalibrationColor ( bool bVal )


code: void SetVisualizeCalibrationCustom ( bool bVal )


code: void SetVisualizeDistanceFieldAO ( bool bVal )


code: void SetVisualizeCalibrationGrayscale ( bool bVal )


code: void SetVisualizeDOF ( bool bVal )


code: void SetVisualizeGlobalDistanceField ( bool bVal )


code: void SetVisualizeBuffer ( bool bVal )


code: void SetVisualizeGPUSkinCache ( bool bVal )


code: void SetVisualizeGroom ( bool bVal )


code: void SetVisualizeInstanceUpdates ( bool bVal )


code: void SetVisualizeHDR ( bool bVal )


code: void SetVisualizeLevelInstanceEditing ( bool bVal )


code: void SetVisualizeLightCulling ( bool bVal )


code: void SetVisualizeLightingOnProbes ( bool bVal )


code: void SetVisualizeLocalExposure ( bool bVal )


code: void SetVisualizeLumen ( bool bVal )


code: void SetVisualizeMeshDistanceFields ( bool bVal )


code: void SetVisualizeMotionBlur ( bool bVal )


code: void SetVisualizeMotionVectors ( bool bVal )


code: void SetVisualizeNanite ( bool bVal )


code: void SetVisualizeOutOfBoundsPixels ( bool bVal )


code: void SetVisualizePostProcessStack ( bool bVal )


code: void SetVisualizeReprojection ( bool bVal )


code: void SetVisualizeSenses ( bool bVal )


code: void SetVisualizeShadingModels ( bool bVal )


code: void SetVisualizeSkyAtmosphere ( bool bVal )


code: void SetVisualizeSSR ( bool bVal )


code: void SetVisualizeSSS ( bool bVal )


code: void SetVisualizeSubstrate ( bool bVal )


code: void SetVisualizeTemporalUpscaler ( bool bVal )


code: void SetVisualizeVirtualShadowMap ( bool bVal )


code: void SetVisualizeVolumetricCloudConservativeDensity ( bool bVal )


code: void SetVisualizeVolumetricLightmap ( bool bVal )


code: void SetVisualizeVolumetricCloudEmptySpaceSkipping ( bool bVal )


code: void SetVolumeLightingSamples ( bool bVal )


code: void SetVolumetricFog ( bool bVal )


code: void SetVolumetricLightmap ( bool bVal )


code: void SetWidgetComponents ( bool bVal )


description:
Not optimized for speed, good for serialization and debugging
e.g. TEXT("PostProcessingTonemapper=0,AmbientCubemap=1")


description: DO NOT USE. This constructor is for internal usage only for hot-reload purposes.

code: FEngineShowFlags()


description: This constructor defines the default view settings

code: FEngineShowFlags ( EShowFlagInitMode InitMode )


className: FEngineShowFlags

description: ShowFlags are a set of bits (some are fixed in SHIPPING) that are stored in the ViewFamily. They can be used by the artist/designer/developer to debug/profile parts of the rendering. Some ShowFlags are used to customize the rendering e.g. by the SceneCaptureActor, those should not be locked in shipping and not used in inner loops (for performance) They should not be used for scalability (as some might be compiled out for SHIPPING), there we use console variables. ViewModes are on a higher level, they can manipulate show flags before they get used.

code: struct FEngineShowFlags

AmbientCubemap

type: uint32:  1

description: E.g. Ambient cube map, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture

AmbientOcclusion

description: Screen Space Ambient Occlusion, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture

AntiAliasing

description: Any Anti-aliasing e.g. FXAA, Temporal AA, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture

Atmosphere

description: Render Sky and Atmospheric lighting, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture

AudioRadius

description: Draw sound actor radii

BillboardSprites

description: Draw billboard components

Bloom

description: Bloom, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture

Bones

description: Draw the bones of all skeletal meshes

Brushes

description: Show editor (wireframe) brushes, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture

BSP

description: Draws BSP brushes (in game or editor textured triangles usually with lightmaps), for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture

BSPSplit

description: Colors BSP based on model component association

BSPTriangles

description: Needed for VMI_BrushWireframe and VMI_LitLightmapDensity, Draws BSP triangles

BuilderBrush

description: If the builder brush (editor) is getting rendered

CameraAspectRatioBars

description: Render safe frames bars

CameraFrustums

description: Draws camera frustums

CameraImperfections

description: Like bloom dirt mask

CameraInterpolation

description: Usually set in game or when previewing cinematics but not in editor, used for motion blur or any kind of rendering features that rely on the former frame

CameraSafeFrames

description: Render safe frames

CapsuleShadows

description: If Capsule shadows are enabled.

Cloud

description: Render Cloud

Collision

description: Collision drawing

CollisionPawn

description: Collision blocking pawn against simple collision

CollisionVisibility

description: Collision blocking visibility against complex

ColorGrading

description: Color correction after tone mapping

CompositeEditorPrimitives

description: Whether to render the editor gizmos and other foreground editor widgets off screen and apply them after post process, only needed for the editor

Constraints

description: Render joint limits

ContactShadows

description: If Screen space contact shadows are enabled.

Cover

description: Complex cover rendering

CustomShowFlags

type: TBitArray

description: NOTE: that the offset of this variable is used mark the end of the variables defined by ShowFlagsValues.inl, no other variables should be added before it.

DebugAI

description: Calls debug drawing for AIs

Decals

description: Decal rendering, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture

DeferredLighting

description: Execute the deferred light passes, can be disabled for debugging, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture

DepthOfField

description: Depth of Field

Diffuse

description: Whether to display the scene's diffuse.

DirectionalLights

description: Allows to disable lighting from Directional Lights

DirectLighting

description: Allows to disable all direct lighting (does not affect indirect light)

DisableOcclusionQueries

description: Disable hardware occlusion queries, similar to setting r.AllowOcclusionQueries=0, but just for this scene.

DistanceCulledPrimitives

description: Show objects even if they should be distance culled, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture

DistanceFieldAO

description: Distance field AO, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture

DynamicShadows

description: Non baked shadows, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture

EditingLevelInstance

description: Used to determine whether there are any editing LevelInstances to enable the post processing pass

Editor

description: Special: Allows to hide objects in the editor, is evaluated per primitive

EyeAdaptation

description: Human like eye simulation to adapt to the brightness of the view, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture

Fog

description: Draws fog, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture

ForceFeedbackRadius

description: Draw force feedback radii

Game

description: If this is a game viewport, needed?

GameplayDebug

description: Used by gameplay debugging components to debug-draw on screen

GBufferHints

description: Highlight materials that indicate performance issues or show unrealistic materials

GlobalIllumination

description: Show indirect lighting component, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's needed by r.GBuffer

Grain

description: Fine film grain

Grid

description: To show the grid in editor (grey lines and red dots)

HeterogeneousVolumes

description: HeterogeneousVolumes, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture

HighResScreenshotMask

description: Show the current mask being used by the highres screenshot capture

HISMCClusterTree

description: Allow to see the cluster tree bounds used used to generate the occlusion bounds and in the culling

HISMCOcclusionBounds

description: Allow to see the foliage bounds used in the occlusion test

HitProxies

description: Draws each hit proxy in the scene with a different color, for now only available in the editor

HLODColoration

description: Visualize HLOD Coloration

HMDDistortion

description: Distortion of output for HMD devices, SHOWFLAG_ALWAYS_ACCESSIBLE for now becauseUSceneCaptureComponentneeds that

IndirectLightingCache

description: If the indirect lighting cache is enabled, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture

InputDebugVisualizer

description: Input Debug Visualizer

InstancedFoliage

description: Draws instanced foliage, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture

InstancedGrass

description: Draws instanced grass, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture

InstancedStaticMeshes

description: Draws instanced static meshes that are not foliage or grass, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture

Landscape

description: For now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture

LargeVertices

description: Displays large clickable icons on static mesh vertices, only needed for the editor

LensFlares

description: Image based lens flares (Simulate artifact of reflections within a camera system)

LevelColoration

description: Render objects with colors based on what the level they belong to

LightComplexity

description: Needed for VMI_LightComplexity

LightFunctions

description: LightFunctions (masking light sources with a material), for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture

LightInfluences

description: Draw lines to lights affecting this mesh if its selected.

Lighting

description: Show the usual material light interaction

LightingOnlyOverride

description: Needed for VMI_LightingOnly, Whether to override material diffuse with constants, used by the Lighting Only viewmode.

LightMapDensity

description: Needed for VMI_LightmapDensity and VMI_LitLightmapDensity, render checkerboard material with UVs scaled by lightmap resolution w.

LightShafts

description: Render LightShafts, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture

LocalExposure

description: Local Exposure, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture

LOD

description: Use LOD parenting, MinDrawDistance, etc. If disabled, will show LOD parenting lines

LODColoration

description: Visualize LOD Coloration

LumenDetailTraces

description: Use detail tracing in Lumen

LumenFarFieldTraces

description: Use far field traces in Lumen

LumenGlobalIllumination

description: Lumen GI

LumenGlobalTraces

description: Use global traces in Lumen

LumenScreenTraces

description: Use screen space tracing in Lumen

LumenSecondaryBounces

description: Compute secondary bounces in Lumen

LumenShortRangeAmbientOcclusion

description: Compute screen space directional occlusion in Lumen

MassProperties

description: Render mass debug data

MaterialTextureScaleAccuracy

description: Visualize the accuracy of CPU material texture scales when compared to the GPU values

MediaPlanes

description: If media planes should be shown

MeshEdges

description: In the filled view modeModeWidgetss, render mesh edges as well as the filled surfaces.

MeshUVDensityAccuracy

description: Visualize the accuracy of the mesh UV density computed for texture streaming

ModeWidgets

description: Draws mode specific widgets and controls in the viewports (should only be set on viewport clients that are editing the level itself)

MotionBlur

description: MotionBlur, for now only camera motion blur, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture

NaniteMeshes

description: Draw Nanite meshes

NaniteStreamingGeometry

description: Draw Nanite streaming geometry

Navigation

description: Whether to draw navigation data

Niagara

description: Niagara, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture

OcclusionMeshes

description: Visualize Occlusion Query bounding meshes

OnScreenDebug

description: To allow to disable visualizetexture for some editor rendering (e.g. thumbnail rendering)

OpaqueCompositeEditorPrimitives

description: When CompositeEditorPrimitives is set, determines whether occluded portions are drawn opaquely on top, or dithered when they are occluded

OutputMaterialTextureScales

description: Outputs the material texture scales.

OverrideDiffuseAndSpecular

description: Needed for VMI_Lit_DetailLighting, Whether to override material diffuse and specular with constants, used by the Detail Lighting viewmode.

description: Render Paper2D sprites, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture

Particles

description: Particles, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture

PathTracing

description: RHI_RAYTRACING begin.

PhysicalMaterialMasks

description: Show Physical Material Masks

PhysicsField

description: Physics field

Pivot

description: For the Editor

PointLights

description: Allows to disable lighting from Point Lights, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture

PostProcessing

description: Affects all postprocessing features, depending on viewmode this is on or off, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's used by ReflectionEnviromentCapture

PostProcessMaterial

description: Render the PostProcess Material

PrecomputedVisibility

description: To disable precomputed visibility

PrecomputedVisibilityCells

description: Visualize precomputed visibility cells

PreviewShadowsIndicator

description: Visualize preview shadow indicator

PrimitiveDistanceAccuracy

description: Visualize the accuracy of the primitive distance computed for texture streaming

PropertyColoration

description: Render objects with colors based on the property values

QuadOverdraw

description: Visualize screen quads

RayTracedDistanceFieldShadows

description: If RTDF shadows are enabled.

RectLights

description: Allows to disable lighting from Rect Lights, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture

ReflectionEnvironment

description: Whether to display the Reflection Environment feature, which has local reflections from Reflection Capture actors, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture

ReflectionOverride

description: Needed for VMI_ReflectionOverride, Whether to override all materials to be smooth, mirror reflections.

Refraction

description: Render Post process (screen space) distortion/refraction

Rendering

description: Any rendering/buffer clearing (good for benchmarking and for pausing rendering while the app is not in focus to save cycles).

RequiredTextureResolution

description: Compare the required texture resolution to the actual resolution.

SceneColorFringe

description: Post processing color fringe (chromatic aberration)

ScreenPercentage

description: If Screen Percentage should be applied.

ScreenSpaceAO

description: Screen space AO, for now SHOWFLAG_ALWAYS_ACCESSIBLE because r.GBuffer need that

ScreenSpaceReflections

description: If screen space reflections are enabled, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture

Selection

description: Selection rendering, could be useful in game as well

SelectionOutline

description: Outline around selected objects in the editor

SeparateTranslucency

description: If Translucency should be rendered into a separate RT and composited without DepthOfField, can be disabled in the materials (affects sorting), SHOWFLAG_ALWAYS_ACCESSIBLE for now becauseUSceneCaptureComponentneeds that

ServerDrawDebug

description: Draw debug rendering from the Dedicated Server during Play In Editor (with Use Dedicated Server checked) in this client viewport

ShaderComplexity

description: Needed for VMI_ShaderComplexity, render world colored by shader complexity

ShaderComplexityWithQuadOverdraw

description: Visualize the overhead of material quads

ShaderPrint

description: Enables ShaderPrint functionality that is used for debug printing from shaders (e.g. 'Nanitestats' command).

ShadowFrustums

description: Draws un-occluded shadow frustums in wireframe

SkeletalMeshes

description: If SkeletalMeshes are getting rendered, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture

SkyLighting

description: Contribution from sky light, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture

Snap

description: To show the snap in editor (only for editor view ports, red dots)

Specular

description: Whether to display the scene's specular, including reflections.

Splines

description: Spline rendering

SpotLights

description: Allows to disable lighting from Spot Lights, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture

StationaryLightOverlap

description: Needed for VMI_StationaryLightOverlap, render world colored by stationary light overlap

StereoRendering

description: Whether to render in stereoscopic 3d, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's used by StereoRendering

StreamingBounds

description: Render streaming bounding volumes for the currently selected texture

SubsurfaceScattering

description: If Screen Space Subsurface Scattering enabled

TemporalAA

description: Only used in AntiAliasing is on, true:uses Temporal AA, otherwise FXAA, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture

TestImage

description: Shows a test image that allows to tweak the monitor colors, borders and allows to judge image and temporal aliasing

TextRender

description: Render TextRenderComponents (3D text), for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture

TexturedLightProfiles

description: LightProfiles, usually 1d textures to have a light (IES), for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture

ToneCurve

description: Post processing filmic tone curve and expand gamut

Tonemapper

description: HDR->LDR conversion is done through a tone mapper (otherwise linear mapping is used)

Translucency

description: Render translucency, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture

VectorFields

description: Visualize vector fields.

VertexColors

description: Show Vertex Colors

Vignette

description: Darkens the screen borders (Camera artifact and artistic effect)

VirtualTexturePendingMips

description: Compare the required mip level to the resident virtual texture mip level.

VirtualTexturePrimitives

description: Draw in the main pass the primitives that would normally only contribute to runtime virtual textures.

VirtualTextureResidency

description: Debug the Virtual Texture System

VisLog

description: Calls debug drawing for whatever LogVisualizer wants to draw

VisualizeBuffer

description: Needed for VMI_VisualizeBuffer, Whether to enable the buffer visualization mode.

VisualizeCalibrationColor

description: Shows a full-screen calibration color post process material defined in renderer config

VisualizeCalibrationCustom

description: Shows a full-screen calibration custom post process material defined in renderer config

VisualizeCalibrationGrayscale

description: Shows a full-screen calibration grayscale post process material defined in renderer config

VisualizeDistanceFieldAO

description: Visualization of distance field AO

VisualizeDOF

description: Helper to tweak depth of field

VisualizeGlobalDistanceField

description: Global Distance field

VisualizeGPUSkinCache

description: Visualize Skin Cache

VisualizeGroom

description: Needed for VMI_VisualizeGroom, Whether to enable the Groom visualization mode.

VisualizeHDR

description: Display a histogram of the scene HDR color

VisualizeInstanceUpdates

description: Allow to see where each instance is in each ISM Component

VisualizeLevelInstanceEditing

description: Grey out actors which do not belong to the currently edited LevelInstance

VisualizeLightCulling

description: To visualize the culling in Tile Based Deferred Lighting, later for non tiled as well

VisualizeLightingOnProbes

description: Enable the debug visualization of diffuse/specular lighting (direct and indirect) using probes

VisualizeLocalExposure

description: Helper to tweak local expsoure settings

VisualizeLumen

description: Needed for VMI_VisualizeLumen, Whether to enable the Lumen visualization mode.

VisualizeMeshDistanceFields

description: Mesh Distance fields

VisualizeMotionBlur

description: Helper to tweak motion blur settings

VisualizeMotionVectors

description: DEPRECATED in 5.2: Use VisualizeReprojection instead.

VisualizeNanite

description: Needed for VMI_VisualizeNanite, Whether to enable the Nanite visualization mode.

VisualizeOutOfBoundsPixels

description: Visualize pixels that are outside of their object's bounding box (content error).

VisualizePostProcessStack

description: Visualise information about the post processes stacked on screen

VisualizeReprojection

description: Helper to ensure previous frame's temporal history reprojections using motion vectors are working correctly.

VisualizeSenses

description: Visualize the senses configuration of AIs' PawnSensingComponent

VisualizeShadingModels

description: Visualize the Shading Models, mostly or debugging and profiling

VisualizeSkyAtmosphere

description: Enable the SkyAtmosphere visualization to be drawn on screen

VisualizeSSR

description: Visualize screen space reflections, for developer (by default off):

VisualizeSSS

description: If Screen Space Subsurface Scattering visualization is enabled

VisualizeSubstrate

description: Needed for VMI_VisualizeSubstrate, Whether to enable the Substrate visualization mode.

VisualizeTemporalUpscaler

description: Helper to diagnose why the temporal upscaler may run into issues.

VisualizeVirtualShadowMap

description: Needed for VMI_VisualizeVirtualShadowMap, Whether to enable the virtual shadow map visualization mode.

description: Visualize volumetric cloud conservative density.

description: Visualize volumetric cloud density for empty space skipping.

VisualizeVolumetricLightmap

description: Visualize volumetric lightmap used for GI on dynamic objects

VolumeLightingSamples

description: Visualize volume lighting samples used for GI on dynamic objects

Volumes

description: Draws Volumes

VolumetricFog

description: SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture

VolumetricLightmap

description: Whether to apply volumetric lightmap lighting, when present.

VREditing

description: If this is a vr editing viewport, needed?

WidgetComponents

description: If WidgetComponents should be rendered in the scene

Wireframe

description: Needed for VMI_Wireframe and VMI_BrushWireframe


code: virtual [IStereoLayerShape](API\Runtime\Engine\IStereoLayerShape) * Clone() const


className: ShapeName

code: static const [FName](API\Runtime\Core\UObject\FName) ShapeName = FName("EquirectLayer");


description: Shape name is used to identify the shape type.


code: FEquirectLayer ( FBox2D InLeftUVRect, FBox2D InRightUVRect, FVector2D InLeftScale, FVector2D InRightScale, FVector2D InLeftBias, FVector2D InRightBias, float InRadius )


className: FEquirectLayer

description: Class describing additional settings for equirect layers. Currently only supported by Oculus.

code: class FEquirectLayer : public [IStereoLayerShape](API\Runtime\Engine\IStereoLayerShape)

LeftBias

description: Left eye's texture coordinate bias after mapping to 2D.

LeftScale

description: Left eye's texture coordinate scale after mapping to 2D.

LeftUVRect

description: Left source texture UVRect, specifying portion of input texture corresponding to left eye.

Radius

description: Sphere radius.

RightBias

description: Right eye's texture coordinate bias after mapping to 2D.

RightScale

description: Right eye's texture coordinate scale after mapping to 2D.

RightUVRect

description: Right source texture UVRect, specifying portion of input texture corresponding to right eye.


description:
Get the inner list of an object
Object Inners

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


code: virtual int32 GetObjectNumber() const


className: InnerList

description: Data structure used to map an object to its inners.

code: typedef [TArray](API\Runtime\Core\Containers\TArray)< [UObject](API\Runtime\CoreUObject\UObject\UObject) * > InnerList


description: Should the given object be considered selected by the current export?

code: virtual bool IsObjectSelected ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * InObj ) const


className: ObjectToInnerMapType

code: typedef [TMap](API\Runtime\Core\Containers\TMap)< [UObject](API\Runtime\CoreUObject\UObject\UObject) *, [InnerList](API\Runtime\Engine\FExportObjectInnerContext\InnerList) > ObjectToInnerMapType


description: Creates the map from objects to their direct inners.

code: FExportObjectInnerContext()


code: FExportObjectInnerContext ( const [TArray](API\Runtime\Core\Containers\TArray)< [UObject](API\Runtime\CoreUObject\UObject\UObject) * > & ObjsToIgnore )


description: Empty Constructor for derived export contexts

code: FExportObjectInnerContext ( const bool bIgnoredValue )


code: virtual ~FExportObjectInnerContext()


className: FExportObjectInnerContext

description:
Typical usage pattern is: const FExportObjectInnerContext Context;
foreach( Object in a set of objects)
    Exporter->ExportObjectInner( Context, Object );

code: class FExportObjectInnerContext

ObjectToInnerMap

type: ObjectToInnerMa...


description: Create new expressions representing DDX/DDY of this expression

code: virtual void ComputeAnalyticDerivatives ( [FTree](API\Runtime\Engine\HLSLTree\FTree) & Tree, [FExpressionDerivatives](API\Runtime\Engine\HLSLTree\FExpressionDerivatives) & OutResult ) const


description: Emit HLSL shader code representing this expression

code: virtual void EmitValueShader ( [FEmitContext](API\Runtime\Engine\HLSLTree\FEmitContext) & Context, [FEmitScope](API\Runtime\Engine\HLSLTree\FEmitScope) & Scope, const [FRequestedType](API\Runtime\Engine\HLSLTree\FRequestedType) & RequestedType, [FEmitValueShaderResult](API\Runtime\Engine\HLSLTree\FEmitValueShaderResult) & OutResult ) const


description: Computes aFPreparedTypefor this expression, given aFRequestedType. Will be called multiple times, with potentially different requested types, if theFExpressionis used multiple times. In this case, all the prepared types will be merged together if possible (or generate an error otherwise). PrepareValue will be called in two phases, first with Context.bMarkLiveValues=false, then with bMarkLiveValues=true. If Context.bMarkLiveValues is true, the expression should record any state to signal to the client that it's active. For example, a material expression parameter might add the parameter name or texture value to the material data. This is typically done through the Context.FindData() interface. If Context.bMarkLiveValues is true, the expression should also take carenotto call Context.PrepareExpression for any nested expressions that are not relevant to the final result. For example, in a multiply expression where one input is 0, the other input is not relevant, and can be skipped. The EExpressionEvaluation set by this is important for determining which EmitValue*** methods may be called A givenFExpressionimplementation must support at least one of EmitValueShader/EmitValuePreshader, but doesn't need to support both TODO? - It feels messy to havePrepareValue()used for both of these phases, possibly better to have a separate MarkLive() virtual method...in practice that would often lead to duplicate code however

code: virtual bool PrepareValue ( [FEmitContext](API\Runtime\Engine\HLSLTree\FEmitContext) & Context, [FEmitScope](API\Runtime\Engine\HLSLTree\FEmitScope) & Scope, const [FRequestedType](API\Runtime\Engine\HLSLTree\FRequestedType) & RequestedType, [FPrepareValueResult](API\Runtime\Engine\HLSLTree\FPrepareValueResult) & OutResult ) const


code: FExpressionCollectionParameter ( int32 InCollectionIndex, int32 InParameterIndex )


className: FExpressionCollectionParameter

code: class FExpressionCollectionParameter : public [UE::HLSLTree::FExpression](API\Runtime\Engine\HLSLTree\FExpression)


code: FExpressionDynamicParameter ( const [FExpression](API\Runtime\Engine\HLSLTree\FExpression) * InDefaultValueExpression, int32 InParameterIndex )


className: FExpressionDynamicParameter

code: class FExpressionDynamicParameter : public [UE::HLSLTree::FExpression](API\Runtime\Engine\HLSLTree\FExpression)

DefaultValueExpression

type: constFExpressi...


description: Creates a new expression representing this expression on the previous frame.Bydefault returns nullptr, which means the previous frame is the same as the current frame

code: virtual const [FExpression](API\Runtime\Engine\HLSLTree\FExpression) * ComputePreviousFrame ( [FTree](API\Runtime\Engine\HLSLTree\FTree) & Tree, const [FRequestedType](API\Runtime\Engine\HLSLTree\FRequestedType) & RequestedType ) const


code: FExpressionExternalInput ( [EExternalInput](API\Runtime\Engine\UE__HLSLTree__Material__EExterna-) InInputType )


className: FExpressionExternalInput

code: class FExpressionExternalInput : public [UE::HLSLTree::FExpression](API\Runtime\Engine\HLSLTree\FExpression)

InputType

type: EExternalInput


code: FExpressionFunctionCall ( const [FExpression](API\Runtime\Engine\HLSLTree\FExpression) * InExpression, [UMaterialFunctionInterface](API\Runtime\Engine\Materials\UMaterialFunctionInterface) * InMaterialFunction )


className: FExpressionFunctionCall

code: class FExpressionFunctionCall : public [UE::HLSLTree::FExpressionForward](API\Runtime\Engine\HLSLTree\FExpressionForward)

MaterialFunction

type: UMaterialFuncti...


code: const [UE::HLSLTree::FExpression](API\Runtime\Engine\HLSLTree\FExpression) * AcquireHLSLExpression ( [FMaterialHLSLGenerator](API\Runtime\Engine\FMaterialHLSLGenerator) & Generator, [UE::HLSLTree::FScope](API\Runtime\Engine\HLSLTree\FScope) & Scope ) const


code: const [UE::HLSLTree::FExpression](API\Runtime\Engine\HLSLTree\FExpression) * AcquireHLSLExpression ( [FMaterialHLSLGenerator](API\Runtime\Engine\FMaterialHLSLGenerator) & Generator, [UE::HLSLTree::FScope](API\Runtime\Engine\HLSLTree\FScope) & Scope, int32 InputIndex ) const


code: const [UE::HLSLTree::FExpression](API\Runtime\Engine\HLSLTree\FExpression) * AcquireHLSLExpressionOrConstant ( [FMaterialHLSLGenerator](API\Runtime\Engine\FMaterialHLSLGenerator) & Generator, [UE::HLSLTree::FScope](API\Runtime\Engine\HLSLTree\FScope) & Scope, const [UE::Shader::FValue](API\Runtime\Engine\Shader\FValue) & ConstantValue ) const


code: const [UE::HLSLTree::FExpression](API\Runtime\Engine\HLSLTree\FExpression) * AcquireHLSLExpressionOrConstant ( [FMaterialHLSLGenerator](API\Runtime\Engine\FMaterialHLSLGenerator) & Generator, [UE::HLSLTree::FScope](API\Runtime\Engine\HLSLTree\FScope) & Scope, const [UE::Shader::FValue](API\Runtime\Engine\Shader\FValue) & ConstantValue, int32 InputIndex ) const


code: const [UE::HLSLTree::FExpression](API\Runtime\Engine\HLSLTree\FExpression) * AcquireHLSLExpressionOrExternalInput ( [FMaterialHLSLGenerator](API\Runtime\Engine\FMaterialHLSLGenerator) & Generator, [UE::HLSLTree::FScope](API\Runtime\Engine\HLSLTree\FScope) & Scope, [UE::HLSLTree::Material::EExternalInput](API\Runtime\Engine\UE__HLSLTree__Material__EExterna-) Input ) const


code: const [UE::HLSLTree::FExpression](API\Runtime\Engine\HLSLTree\FExpression) * AcquireHLSLExpressionOrExternalInput ( [FMaterialHLSLGenerator](API\Runtime\Engine\FMaterialHLSLGenerator) & Generator, [UE::HLSLTree::FScope](API\Runtime\Engine\HLSLTree\FScope) & Scope, [UE::HLSLTree::Material::EExternalInput](API\Runtime\Engine\UE__HLSLTree__Material__EExterna-) Input, int32 InputIndex ) const


code: int32 Compile ( class [FMaterialCompiler](API\Runtime\Engine\FMaterialCompiler) * Compiler )


description: Connects output of InExpression to this input

code: void Connect ( int32 InOutputIndex, class [UMaterialExpression](API\Runtime\Engine\Materials\UMaterialExpression) * InExpression )


description: If this input goes through reroute nodes or other paths that should not affect code, trace back on the input chain.


description:
Tests if the input has a material expression connected to it
true if an expression is connected, otherwise false

code: bool IsConnected() const


description: Is the input connected to a constant value

code: bool IsConstant() const


description: ICPPStructOps interface

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


description: Helper for setting component mask.

code: void SetMask ( int32 UseMask, int32 R, int32 G, int32 B, int32 A )


code: const [UE::HLSLTree::FExpression](API\Runtime\Engine\HLSLTree\FExpression) * TryAcquireHLSLExpression ( [FMaterialHLSLGenerator](API\Runtime\Engine\FMaterialHLSLGenerator) & Generator, [UE::HLSLTree::FScope](API\Runtime\Engine\HLSLTree\FScope) & Scope ) const


code: const [UE::HLSLTree::FExpression](API\Runtime\Engine\HLSLTree\FExpression) * TryAcquireHLSLExpression ( [FMaterialHLSLGenerator](API\Runtime\Engine\FMaterialHLSLGenerator) & Generator, [UE::HLSLTree::FScope](API\Runtime\Engine\HLSLTree\FScope) & Scope, int32 InputIndex ) const


className: FExpressionInput

description: FExpressionInput

code: struct FExpressionInput

Expression

type: UMaterialExpres...

description: Material expression that this input is connected to, or NULL if not connected.

InputName

type: FName

description: Optional name of the input.

OutputIndex

description: Indexinto Expression's outputs array that this input is connected to.


code: virtual bool PrepareValue ( [FEmitContext](API\Runtime\Engine\HLSLTree\FEmitContext) & Context, [FEmitScope](API\Runtime\Engine\HLSLTree\FEmitScope) & Scope, const [FRequestedType](API\Runtime\Engine\HLSLTree\FRequestedType) & RequestedType, [FPrepareValueResult](API\Runtime\Engine\HLSLTree\FPrepareValueResult) & OutResult ) const


code: FExpressionMaterialLayers ( const [FExpression](API\Runtime\Engine\HLSLTree\FExpression) * InExpression, const [FMaterialLayersFunctions](API\Runtime\Engine\Materials\FMaterialLayersFunctions) & InMaterialLayers )


className: FExpressionMaterialLayers

code: class FExpressionMaterialLayers : public [UE::HLSLTree::FExpressionForward](API\Runtime\Engine\HLSLTree\FExpressionForward)

MaterialLayers

type: FMaterialLayers...


code: virtual void EmitValueShader ( [FEmitContext](API\Runtime\Engine\HLSLTree\FEmitContext) & Context, [FEmitScope](API\Runtime\Engine\HLSLTree\FEmitScope) & Scope, const [FRequestedType](API\Runtime\Engine\HLSLTree\FRequestedType) & RequestedType, [FEmitValueShaderResult](API\Runtime\Engine\HLSLTree\FEmitValueShaderResult) & OutResult ) const


code: FExpressionNoise ( const [FNoiseParameters](API\Runtime\Engine\FNoiseParameters) & InParams, const [FExpression](API\Runtime\Engine\HLSLTree\FExpression) * InPositionExpression, const [FExpression](API\Runtime\Engine\HLSLTree\FExpression) * InFilterWidthExpression )


className: FExpressionNoise

code: class FExpressionNoise : public [UE::HLSLTree::FExpression](API\Runtime\Engine\HLSLTree\FExpression)

Parameters

type: FNoiseParameter...


code: FExpressionOutput ( int32 InMask, int32 InMaskR, int32 InMaskG, int32 InMaskB, int32 InMaskA )


code: FExpressionOutput ( [FName](API\Runtime\Core\UObject\FName) InOutputName, int32 InMask, int32 InMaskR, int32 InMaskG, int32 InMaskB, int32 InMaskA )


className: FExpressionOutput

description: FExpressionOutput

code: struct FExpressionOutput


code: virtual void ComputeAnalyticDerivatives ( [FTree](API\Runtime\Engine\HLSLTree\FTree) & Tree, [FExpressionDerivatives](API\Runtime\Engine\HLSLTree\FExpressionDerivatives) & OutResult ) const


description: Allows custom objects to be passed to custom HLSL functions. This needs to initialize some HLSL code that facilitates this interface. If this returns 'true', thenEmitValueShader()will be called to generate the actual HLSL code for theFExpression

code: virtual bool EmitCustomHLSLParameter ( [FEmitContext](API\Runtime\Engine\HLSLTree\FEmitContext) & Context, [FEmitScope](API\Runtime\Engine\HLSLTree\FEmitScope) & Scope, const [FName](API\Runtime\Core\UObject\FName) & ObjectTypeName, const TCHAR * ParameterName, [FEmitCustomHLSLParameterResult](API\Runtime\Engine\HLSLTree\FEmitCustomHLSLParameterResult) & OutResult ) const


description: Emit Preshader code representing this expression

code: virtual void EmitValuePreshader ( [FEmitContext](API\Runtime\Engine\HLSLTree\FEmitContext) & Context, [FEmitScope](API\Runtime\Engine\HLSLTree\FEmitScope) & Scope, const [FRequestedType](API\Runtime\Engine\HLSLTree\FRequestedType) & RequestedType, [FEmitValuePreshaderResult](API\Runtime\Engine\HLSLTree\FEmitValuePreshaderResult) & OutResult ) const


description: Emit an object. The given 'ObjectTypeName' determines the C++ type pointed to by OutObjectBase

code: virtual bool EmitValueObject ( [FEmitContext](API\Runtime\Engine\HLSLTree\FEmitContext) & Context, [FEmitScope](API\Runtime\Engine\HLSLTree\FEmitScope) & Scope, const [FName](API\Runtime\Core\UObject\FName) & ObjectTypeName, void * OutObjectBase ) const


code: FExpressionParameter ( const [FMaterialParameterInfo](API\Runtime\Engine\FMaterialParameterInfo) & InParameterInfo, const [FMaterialParameterMetadata](API\Runtime\Engine\FMaterialParameterMetadata) & InParameterMeta, EMaterialSamplerType InSamplerType, const [FGuid](API\Runtime\Core\Misc\FGuid) & InExternalTextureGuid )


className: FExpressionParameter

code: class FExpressionParameter : public [UE::HLSLTree::FExpression](API\Runtime\Engine\HLSLTree\FExpression)

ExternalTextureGuid

type: FGuid

ParameterInfo

type: FMaterialParame...

TextureSamplerType

type: EMaterialSample...


code: FExpressionSceneTexture ( const [FExpression](API\Runtime\Engine\HLSLTree\FExpression) * InTexCoordExpression, uint32 InSceneTextureId, bool bInFiltered )


className: FExpressionSceneTexture

code: class FExpressionSceneTexture : public [UE::HLSLTree::FExpression](API\Runtime\Engine\HLSLTree\FExpression)

bFiltered

type: bool