className: MaxNodeDepth

code: enum { MaxNodeDepth = 12 }


className: FWedgeInfoOctreeSemantics

description: Helper struct for the mesh component vert position octree

module: Engine

code: struct FWedgeInfoOctreeSemantics


description: Fill the data: Create the SortedPosition use to find exact match (position) Create the wedge position octree to find the closest position, we use this when there is no exact match The targetPositions is use to to max out the octree bounding box to both the source and target geometry

code: static void FillWedgePosition ( [FWedgePosition](API\Runtime\Engine\Rendering\FWedgePosition) & OutOverlappingPosition, const [TArray](API\Runtime\Core\Containers\TArray)< FVector3f > & Positions, const [TArray](API\Runtime\Core\Containers\TArray)< [SkeletalMeshImportData::FVertex](API\Runtime\Engine\Rendering\FVertex) > Wedges, const [TArray](API\Runtime\Core\Containers\TArray)< FVector3f > & TargetPositions, float ComparisonThreshold )


description: Position: The reference vertex position use to search the wedges RefPoints: The array of position that was use when calling FillWedgePosition RefWedges: The array of wedges that was use when calling FillWedgePosition OutResults: The wedge indexes that fit the Position parameter ComparisonThreshold: The threshold use to exactly match the Position. Not use when bExactMatch is false

code: void FindMatchingPositionWegdeIndexes ( const FVector3f & Position, float ComparisonThreshold, [TArray](API\Runtime\Core\Containers\TArray)< int32 > & OutResults )


code: const TWedgeInfoPosOctree * GetOctree() const


className: FWedgePosition

code: struct FWedgePosition


description: Ignored for this implementation

code: static void SetElementId ( const [FWedgeInfo](API\Runtime\Engine\Rendering\FWedgeInfo) & Element, [FOctreeElementId2](API\Runtime\Core\Math\FOctreeElementId2) Id )


code: virtual const [FLightComponentMapBuildData](API\Runtime\Engine\Engine\FLightComponentMapBuildData) * GetLightComponentMapBuildData ( const [ULightComponent](API\Runtime\Engine\Components\ULightComponent) * Component )


code: namespace FWedgePositionHelper { bool FWedgePositionHelper::PointsEqual ( const FVector3f & V1, const FVector3f & V2, float ComparisonThreshold ) }


code: virtual const [FMeshMapBuildData](API\Runtime\Engine\Engine\FMeshMapBuildData) * GetPrimitiveMeshMapBuildData ( const [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * Component, int32 LODIndex )


className: IStaticLightingSystem

code: class IStaticLightingSystem


code: virtual const [FPrecomputedVolumetricLightmap](API\Runtime\Engine\FPrecomputedVolumetricLightmap) * GetPrecomputedVolumetricLightmap()


code: virtual [IStaticLightingSystem](API\Runtime\Engine\Rendering\IStaticLightingSystem) * GetStaticLightingSystemForWorld ( [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld )


className: IStaticLightingSystemImpl

code: class IStaticLightingSystemImpl


code: namespace Nanite { enum ERayTracingMode { Fallback = 0u, StreamOut = 1u, } }


code: namespace Nanite { uint32 Nanite::GetBits ( uint32 Value, uint32 NumBits, uint32 Offset ) }


code: namespace RenderingSpatialHash { int32 RenderingSpatialHash::CalcLevel ( double Size ) }


code: namespace Nanite { void Nanite::SetBits ( uint32 & Value, uint32 Bits, uint32 NumBits, uint32 Offset ) }


code: namespace RenderingSpatialHash { [FLocation64](API\Runtime\Engine\Rendering\FLocation64) RenderingSpatialHash::CalcLevelAndLocation ( const FBoxSphereBounds & BoxSphereBounds ) }


code: namespace RenderingSpatialHash { [FLocation64](API\Runtime\Engine\Rendering\FLocation64) RenderingSpatialHash::CalcLevelAndLocation ( const FVector4d & Sphere ) }


code: namespace RenderingSpatialHash { [FLocation64](API\Runtime\Engine\Rendering\FLocation64) RenderingSpatialHash::CalcLevelAndLocationClamped ( const FVector3d & Center, float Radius, int32 FirstLevel ) }


code: namespace RenderingSpatialHash { int32 RenderingSpatialHash::CalcLevelFromRadius ( double Radius ) }


code: namespace RenderingSpatialHash { FVector3d RenderingSpatialHash::CalcWorldPosition ( const [FLocation64](API\Runtime\Engine\Rendering\FLocation64) & Loc ) }


code: namespace RenderingSpatialHash { double RenderingSpatialHash::GetCellSize ( int32 Level ) }


code: namespace RenderingSpatialHash { double RenderingSpatialHash::GetRecCellSize ( int32 Level ) }


code: namespace RenderingSpatialHash { [FLocation64](API\Runtime\Engine\Rendering\FLocation64) RenderingSpatialHash::ToCellLoc ( int32 Level, const FVector & WorldPos ) }


code: namespace RenderingSpatialHash { [FLocation64](API\Runtime\Engine\Rendering\FLocation64) RenderingSpatialHash::ToLevel ( const [FLocation64](API\Runtime\Engine\Rendering\FLocation64) & Loc, int32 Level ) }


className: Value

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


className: TCanBulkSerialize< FIndexLengthPair >

code: template<> struct TCanBulkSerialize< FIndexLengthPair >


description: Serializer

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


className: TGPUSkinVertexBase

description: Base vertex data for GPU skinned skeletal meshes make sure to update GpuSkinCacheCommon.usf if the member sizes/order change!

code: struct TGPUSkinVertexBase

TangentX

type: FPackedNormal

description: Tangent, U-direction.

TangentZ

description: Normal.


className: NumTexCoords

code: static constexpr uint32 NumTexCoords = InNumTexCoords;


className: StaticMeshVertexUVType

code: static constexpr EStaticMeshVertexUVType StaticMeshVertexUVType = EStaticMeshVertexUVType::Default;


description: 16 bit UV version of skeletal mesh vertex make sure to update GpuSkinCacheCommon.usf if the member sizes/order change!

code: template<uint32 InNumTexCoords> struct TGPUSkinVertexFloat16Uvs : public [TGPUSkinVertexBase](API\Runtime\Engine\Rendering\TGPUSkinVertexBase)

Position

description: Full float position

UVs

description: Half float UVs


code: static constexpr EStaticMeshVertexUVType StaticMeshVertexUVType = EStaticMeshVertexUVType::HighPrecision;


description: 32 bit UV version of skeletal mesh vertex make sure to update GpuSkinCacheCommon.usf if the member sizes/order change!

code: template<uint32 InNumTexCoords> struct TGPUSkinVertexFloat32Uvs : public [TGPUSkinVertexBase](API\Runtime\Engine\Rendering\TGPUSkinVertexBase)

Position

description: Full float position

description: Full float UVs


code: namespace TIsPODType< SkeletalMeshImportData { template<> struct TIsPODType< SkeletalMeshImportData::FJointPos > }


code: namespace TIsPODType< SkeletalMeshImportData { template<> struct TIsPODType< SkeletalMeshImportData::FMeshFace > }


code: namespace TIsPODType< SkeletalMeshImportData { template<> struct TIsPODType< SkeletalMeshImportData::FTriangle > }


className: NumInfluences

code: enum { NumInfluences = bExtraBoneInfluences ? 8 : 4 }


code: namespace TIsPODType< SkeletalMeshImportData { template<> struct TIsPODType< SkeletalMeshImportData::FVertInfluence > }


className: TLegacySkinWeightInfo

description: Struct for storing skin weight info in vertex buffer

code: template<bool bExtraBoneInfluences, typename BoneIndexType> struct TLegacySkinWeightInfo

InfluenceBones

type: BoneIndexType[N...


code: typedef [UE::Math::TIntVector3](API\Runtime\Core\Math\TIntVector3)< ScalarType > FIntVector3


code: namespace TIsPODType< SkeletalMeshImportData { template<> struct TIsPODType< SkeletalMeshImportData::FMeshWedge > }


code: [TLocation](API\Runtime\Engine\Rendering\TLocation) operator+ ( const [TLocation](API\Runtime\Engine\Rendering\TLocation) & RHS ) const


code: bool operator!= ( const [TLocation](API\Runtime\Engine\Rendering\TLocation) & Other ) const


code: [TLocation](API\Runtime\Engine\Rendering\TLocation) operator- ( const [TLocation](API\Runtime\Engine\Rendering\TLocation) & RHS ) const


code: bool operator== ( const [TLocation](API\Runtime\Engine\Rendering\TLocation) & Other ) const


code: template<typename ScalarBType> TLocation ( const [TLocation](API\Runtime\Engine\Rendering\TLocation)< ScalarBType > & InLoc )


className: TLocation

description: Describes an object location in the rendering hierarchical spatial hash grid. The location cosists of an integer 3D coordinate and a Level which is derived such that the size of the bounds are at most 1 (integer) unit at that level. Put differently, the Level is calculated as the FloorLog2(Size).

code: template<typename ScalarType> struct TLocation


className: ArrayType

code: typedef [TResourceArray](API\Runtime\Core\Containers\TResourceArray)< VertexDataType, VERTEXBUFFER_ALIGNMENT > ArrayType


description: uint8 pointer to the resource data array

code: virtual uint8 * GetDataPointer()


description: number of vertices stored in the resource data array

code: virtual uint32 GetNumVertices()


description: resource array interface access

code: virtual [FResourceArrayInterface](API\Runtime\Core\Containers\FResourceArrayInterface) * GetResourceArray()


description: stride of the vertex type stored in the resource data array

code: virtual uint32 GetStride() const


description: Assignment operator. This is currently the only method which allows for modifying an existing resource array

code: [TSkeletalMeshVertexData](API\Runtime\Engine\Rendering\TSkeletalMeshVertexData)< VertexDataType > & operator= ( const [TArray](API\Runtime\Core\Containers\TArray)< VertexDataType > & Other )


description: Resizes the vertex data buffer, discarding any data which no longer fits.

code: virtual void ResizeBuffer ( uint32 NumVertices )


description: Serializer for this class

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


description: Constructor

code: TSkeletalMeshVertexData ( bool InNeedsCPUAccess )


className: TSkeletalMeshVertexData

description: The implementation of the skeletal mesh vertex data storage type.

code: template<typename VertexDataType> class TSkeletalMeshVertexData : public [FSkeletalMeshVertexDataInterface](API\Runtime\Engine\Rendering\FSkeletalMeshVertexDataInterface), public [TResourceArray< VertexDataType, VERTEXBUFFER_ALIGNMENT >](API\Runtime\Core\Containers\TResourceArray)


className: TangentTypeT

code: typedef FPackedNormal TangentTypeT


className: VertexElementType

code: static VertexElementType = VET_PackedNormal;


code: namespace TStaticMeshVertexTangentTypeSelector< EStaticMeshVertexTangentBasisType { template<> struct TStaticMeshVertexTangentTypeSelector< EStaticMeshVertexTangentBasisType::Default > }


code: typedef FPackedRGBA16N TangentTypeT


code: static VertexElementType = VET_Short4N;


code: namespace TStaticMeshVertexTangentTypeSelector< EStaticMeshVertexTangentBasisType { template<> struct TStaticMeshVertexTangentTypeSelector< EStaticMeshVertexTangentBasisType::HighPrecision > }


className: UVsTypeT

code: typedef FVector2DHalf UVsTypeT


code: namespace TStaticMeshVertexUVsTypeSelector< EStaticMeshVertexUVType { template<> struct TStaticMeshVertexUVsTypeSelector< EStaticMeshVertexUVType::Default > }


code: typedef FVector2f UVsTypeT


code: namespace TStaticMeshVertexUVsTypeSelector< EStaticMeshVertexUVType { template<> struct TStaticMeshVertexUVsTypeSelector< EStaticMeshVertexUVType::HighPrecision > }


code: void SetTangents ( FVector3f X, FVector3f Y, FVector3f Z )


className: TStaticMeshVertexTangentDatum

code: template<typename TangentTypeT> struct TStaticMeshVertexTangentDatum

TangentX

type: TangentTypeT


className: TStaticMeshVertexTangentTypeSelector

code: template<EStaticMeshVertexTangentBasisType TangentBasisType> struct TStaticMeshVertexTangentTypeSelector


className: TStaticMeshVertexUVsTypeSelector

code: template<EStaticMeshVertexUVType UVType> struct TStaticMeshVertexUVsTypeSelector


code: namespace Scalability { enum EQualityLevelBehavior { EAbsolute, ERelativeToMax, } }


className: TStaticMeshVertexUVsDatum

code: template<typename UVTypeT> struct TStaticMeshVertexUVsDatum

UVs

type: UVTypeT


description: Maximum single axis scale for render resolution

code: namespace Scalability { static const float Scalability::MaxResolutionScale = 100.0f; }


description: Minimum single axis scale for render resolution

code: namespace Scalability { static const float Scalability::MinResolutionScale = 0.0f; }


className: FBoolValue

code: typedef [TValue](API\Runtime\Engine\Shader\TValue)< bool > FBoolValue


code: FComponentBounds ( [EComponentBound](API\Runtime\Engine\Shader\UE__Shader__EComponentBound) InMin, [EComponentBound](API\Runtime\Engine\Shader\UE__Shader__EComponentBound) InMax )


className: FComponentBounds

code: struct FComponentBounds

Max

type: EComponentBound


className: FDoubleValue

code: typedef [TValue](API\Runtime\Engine\Shader\TValue)< double > FDoubleValue


className: FIntValue

code: typedef [TValue](API\Runtime\Engine\Shader\TValue)< int32 > FIntValue


className: FFloatValue

code: typedef [TValue](API\Runtime\Engine\Shader\TValue)< float > FFloatValue


className: MaxSize

code: static const uint32 MaxSize = sizeof(double) * 16;


className: FMemoryImageValue

code: struct FMemoryImageValue


code: void AppendHash ( [FXxHash64Builder](API\Runtime\Core\Hash\FXxHash64Builder) & OutHasher ) const


className: CounterBase

code: static constexpr int CounterBase = __COUNTER__;


code: [FPreshaderValue](API\Runtime\Engine\Shader\FPreshaderValue) Evaluate ( [FUniformExpressionSet](API\Runtime\Engine\FUniformExpressionSet) * UniformExpressionSet, const struct [FMaterialRenderContext](API\Runtime\Engine\FMaterialRenderContext) & Context, [FPreshaderStack](API\Runtime\Engine\Shader\FPreshaderStack) & Stack ) const


code: [FPreshaderValue](API\Runtime\Engine\Shader\FPreshaderValue) EvaluateConstant ( const [FMaterial](API\Runtime\Engine\FMaterial) & Material, [FPreshaderStack](API\Runtime\Engine\Shader\FPreshaderStack) & Stack ) const


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


className: InterfaceType

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


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


className: InternalBaseType

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


className: InternalLinkType

description: InternalLinkType<COUNTER-CounterBase >

code: template<int Counter> struct InternalLinkType


code: template<> struct InternalLinkType< __COUNTER__-CounterBase >


code: void SetLabel ( [FPreshaderLabel](API\Runtime\Engine\Shader\FPreshaderLabel) InLabel )


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


code: template<typename T> [FPreshaderData](API\Runtime\Engine\Shader\FPreshaderData) & Write ( const T & Value )


code: template<> [FPreshaderData](API\Runtime\Engine\Shader\FPreshaderData) & Write ( const [FScriptName](API\Runtime\Core\UObject\FScriptName) & Value )


code: template<> [FPreshaderData](API\Runtime\Engine\Shader\FPreshaderData) & Write ( const [FType](API\Runtime\Engine\Shader\FType) & Value )


code: template<> [FPreshaderData](API\Runtime\Engine\Shader\FPreshaderData) & Write ( const [FValue](API\Runtime\Engine\Shader\FValue) & Value )


description: Can't writeFName, useFScriptNameinstead

code: template<> [FPreshaderData](API\Runtime\Engine\Shader\FPreshaderData) & Write ( const [FName](API\Runtime\Core\UObject\FName) & Value )


code: template<> [FPreshaderData](API\Runtime\Engine\Shader\FPreshaderData) & Write ( const FHashedMaterialParameterInfo & Value )


code: void WriteData ( const void * Value, uint32 Size )


code: [FPreshaderLabel](API\Runtime\Engine\Shader\FPreshaderLabel) WriteJump ( [EPreshaderOpcode](API\Runtime\Engine\Shader\UE__Shader__EPreshaderOpcode) Op )


code: void WriteJump ( [EPreshaderOpcode](API\Runtime\Engine\Shader\UE__Shader__EPreshaderOpcode) Op, [FPreshaderLabel](API\Runtime\Engine\Shader\FPreshaderLabel) Label )


code: void WriteName ( const [FScriptName](API\Runtime\Core\UObject\FScriptName) & Name )


code: [FPreshaderData](API\Runtime\Engine\Shader\FPreshaderData) & WriteOpcode ( [EPreshaderOpcode](API\Runtime\Engine\Shader\UE__Shader__EPreshaderOpcode) Op )


code: void WriteType ( const [FType](API\Runtime\Engine\Shader\FType) & Type )


code: void WriteValue ( const [FValue](API\Runtime\Engine\Shader\FValue) & Value )


className: FPreshaderData

code: class FPreshaderData

Data

type: TMemoryImageArr...


code: FPreshaderLabel ( int32 InOffset )


className: FPreshaderLabel

code: struct FPreshaderLabel


description: Adjust component count, by adding or removing components by the specified amount.

code: void AdjustComponentCount ( int32 NumComponentChange )


description: Override top value type (after an in place unary operation)

code: void OverrideTopType ( [EValueType](API\Runtime\Engine\Shader\UE__Shader__EValueType) ValueType )


description: Merge top two values (after an in place binary operation)

code: void MergeTopTwoValues ( [EValueType](API\Runtime\Engine\Shader\UE__Shader__EValueType) ValueType, int32 ComponentsConsumed )


code: [FValueComponent](API\Runtime\Engine\Shader\FValueComponent) * PeekComponents ( int32 NumComponents )


code: [FPreshaderValue](API\Runtime\Engine\Shader\FPreshaderValue) PeekValue ( int32 Offset )


description: Utility functions used for in-place swizzle operation

code: const [FPreshaderType](API\Runtime\Engine\Shader\FPreshaderType) & PeekType()


description: Pops the final result from the stack, with reduced overhead relative to PopValue  must be zero or one items left!

code: void PopResult ( [FPreshaderValue](API\Runtime\Engine\Shader\FPreshaderValue) & OutValue )


description: Returned values are invalidated when anything is pushed onto the stack


code: [TArrayView](API\Runtime\Core\Containers\TArrayView)< [FValueComponent](API\Runtime\Engine\Shader\FValueComponent) > PushEmptyValue ( const [FPreshaderType](API\Runtime\Engine\Shader\FPreshaderType) & InType )


code: [FValueComponent](API\Runtime\Engine\Shader\FValueComponent) * PushEmptyValue ( [EValueType](API\Runtime\Engine\Shader\UE__Shader__EValueType) InType, int32 NumComponents )


code: void PushValue ( const [FValue](API\Runtime\Engine\Shader\FValue) & InValue )


code: void PushValue ( const [FPreshaderValue](API\Runtime\Engine\Shader\FPreshaderValue) & InValue )


code: void PushValue ( const [FPreshaderType](API\Runtime\Engine\Shader\FPreshaderType) & InType, [TArrayView](API\Runtime\Core\Containers\TArrayView)< const [FValueComponent](API\Runtime\Engine\Shader\FValueComponent) > InComponents )


className: FPreshaderStack

code: class FPreshaderStack


code: static constexpr int CounterBase = __COUNTER__;


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


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


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


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


code: template<> struct InternalLinkType< __COUNTER__-CounterBase >


description: InternalLinkType<COUNTER-CounterBase >

code: template<int Counter> struct InternalLinkType


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


className: FPreshaderStructType

code: struct FPreshaderStructType


code: [EValueComponentType](API\Runtime\Engine\Shader\UE__Shader__EValueComponentType) GetComponentType ( int32 Index ) const


code: FPreshaderType ( const [FType](API\Runtime\Engine\Shader\FType) & InType )


code: FPreshaderType ( [EValueType](API\Runtime\Engine\Shader\UE__Shader__EValueType) InType )


className: FPreshaderType

description: MirrorsShader::FType, but stores StructType as a hash rather than a pointer to facilitate serialization Struct's flattened component types are stored directly, as that is the primary thing needed at runtime

code: struct FPreshaderType

StructComponentTypes

type: TArrayView< con...

ValueType

type: EValueType


description: Converts to a regular 'FValue', uses the type registry to resolve StructType hashes into pointers

code: [FValue](API\Runtime\Engine\Shader\FValue) AsShaderValue ( const [FStructTypeRegistry](API\Runtime\Engine\Shader\FStructTypeRegistry) * TypeRegistry ) const


className: FStructField

code: struct FStructField

Name

type: const TCHAR ...

Type

type: FType


className: FPreshaderValue

description: MirrorsShader::FValue, except 'Component' array references memory owned by stack, rather than inline storage

code: struct FPreshaderValue

Component

type: TArrayView<FVa...

type: FPreshaderType


code: FStructFieldInitializer ( const FStringView & InName, const [FType](API\Runtime\Engine\Shader\FType) & InType )


className: FStructFieldInitializer

code: struct FStructFieldInitializer

Name

type: FStringView


code: const [FStructField](API\Runtime\Engine\Shader\FStructField) * FindFieldByName ( const TCHAR * InName ) const


className: FStructType

code: struct FStructType

ComponentTypes

description: Most code working with HLSLTree views struct types as a flat list of components Fields with basic types are represented directly.

DerivativeType

type: constFStructTy...

FlatFieldTypes

description: Type may be viewed as a flat list of fields, rather than of individual components


code: void EmitDeclarationsCode ( FStringBuilderBase & OutCode ) const


code: const [FStructType](API\Runtime\Engine\Shader\FStructType) * FindType ( uint64 Hash ) const


description: An external struct type is opaque is far as the system is concerned, it's expected to be defined by the engine's HLSL code

code: const [FStructType](API\Runtime\Engine\Shader\FStructType) * NewExternalType ( FStringView Name )


code: const [FStructType](API\Runtime\Engine\Shader\FStructType) * NewType ( const [FStructTypeInitializer](API\Runtime\Engine\Shader\FStructTypeInitializer) & Initializer )


code: FStructTypeRegistry ( [FMemStackBase](API\Runtime\Core\Misc\FMemStackBase) & InAllocator )


className: FStructTypeRegistry

code: class FStructTypeRegistry


code: [EValueComponentType](API\Runtime\Engine\Shader\UE__Shader__EValueComponentType) GetComponentType ( int32 Index ) const


className: FStructTypeInitializer

code: struct FStructTypeInitializer

bIsDerivativeType

type: bool


code: [EValueType](API\Runtime\Engine\Shader\UE__Shader__EValueType) GetFlatFieldType ( int32 Index ) const


className: FType::operator bool

code: operator bool() const


className: FType::operator EValueType

code: operator EValueType() const


code: FType ( [EValueType](API\Runtime\Engine\Shader\UE__Shader__EValueType) InValueType )


code: FType ( const [FStructType](API\Runtime\Engine\Shader\FStructType) * InStruct )


code: FType ( [FName](API\Runtime\Core\UObject\FName) InObjectType )


className: FType

code: struct FType

ObjectType

type: FName


code: static [FValue](API\Runtime\Engine\Shader\FValue) FromMemoryImage ( [EValueType](API\Runtime\Engine\Shader\UE__Shader__EValueType) Type, const void * Data, uint32 * OutSizeInBytes )


code: [FValueComponent](API\Runtime\Engine\Shader\FValueComponent) GetComponent ( int32 Index ) const


code: const [FType](API\Runtime\Engine\Shader\FType) & GetType() const


code: const TCHAR * ToString ( [EValueStringFormat](API\Runtime\Engine\Shader\UE__Shader__EValueStringFormat) Format, FStringBuilderBase & OutString ) const


code: FValue ( const FVector4d & Value )


code: FValue ( [EValueComponentType](API\Runtime\Engine\Shader\UE__Shader__EValueComponentType) InComponentType, int8 InNumComponents )


code: FValue ( float X, float Y, float Z )


code: FValue ( float X, float Y, float Z, float W )


code: FValue ( double X, double Y, double Z )


code: FValue ( double X, double Y, double Z, double W )


code: FValue ( const [FType](API\Runtime\Engine\Shader\FType) & InType )


code: FValue ( bool X, bool Y, bool Z, bool W )


code: FValue ( const [FLinearColor](API\Runtime\Core\Math\FLinearColor) & Value )


code: FValue ( const FVector2f & Value )


code: FValue ( const FVector3f & Value )


code: FValue ( const FVector3d & Value )


code: FValue ( const FVector4f & Value )


description: 'Bool' is stored as uint8 to avoid changing on different compilers

code: bool AsBool() const


className: FValue

description: Can store a numeric/struct shader value of any type Values are represented as a flat list of components

code: struct FValue

Component

type: TArray<FValueC...


code: const TCHAR * ToString ( [EValueComponentType](API\Runtime\Engine\Shader\UE__Shader__EValueComponentType) Type, FStringBuilderBase & OutString ) const


code: FValueComponent ( double InValue )


className: FValueComponent

description: The value of a single component withinFValue. The actual type of the component is only known byFValue::Type

code: union FValueComponent

Double

type: double

Float

type: float


code: FValueComponentTypeDescription ( const TCHAR * InName, uint32_t InSizeInBytes, [EComponentBound](API\Runtime\Engine\Shader\UE__Shader__EComponentBound) InMin, [EComponentBound](API\Runtime\Engine\Shader\UE__Shader__EComponentBound) InMax )


className: FValueComponentTypeDescription

code: struct FValueComponentTypeDescription

Bounds

type: FComponentBound...


className: FValueTypeDescription

code: struct FValueTypeDescription

ComponentType

type: EValueComponent...


code: namespace THasTypeLayout< UE { namespace Shader { template<> struct THasTypeLayout< UE::Shader::EValueComponentType > } }


code: namespace THasTypeLayout< UE { namespace Shader { template<> struct THasTypeLayout< UE::Shader::EValueType > } }


code: const T & operator[] ( int32 i ) const


className: TValue

code: template<typename T> struct TValue


code: namespace UE { namespace Shader { enum EValueComponentType { Void, Float, Double, Int, Bool, Numeric, Num, } } }


code: namespace UE { namespace Shader { enum EPreshaderOpcode { Nop, ConstantZero, Constant, Parameter, Add, Sub, Mul, Div, Fmod, Min, Max, Clamp, Sin, Cos, Tan, Asin, Acos, Atan, Atan2, Dot, Cross, Sqrt, Rcp, Length, Normalize, Saturate, Abs, Floor, Ceil, Round, Trunc, Sign, Frac, Fractional, Log2, Log10, ComponentSwizzle, AppendVector, TextureSize, TexelSize, ExternalTextureCoordinateScaleRotation, ExternalTextureCoordinateOffset, RuntimeVirtualTextureUniform, SparseVolumeTextureUniform, GetField, SetField, Neg, Jump, JumpIfFalse, PushValue, Less, Assign, Greater, LessEqual, GreaterEqual, Exp, Exp2, Log, } } }


code: namespace UE { namespace Shader { enum EComponentBound { NegDoubleMax, NegFloatMax, IntMin, NegOne, Zero, One, IntMax, FloatMax, DoubleMax, } } }


code: namespace UE { namespace Shader { enum EValueStringFormat { Description, HLSL, } } }


code: namespace UE { namespace Shader { const TCHAR * UE::Shader::GetComponentTypeName ( [EValueComponentType](API\Runtime\Engine\Shader\UE__Shader__EValueComponentType) Type ) } }


code: namespace UE { namespace Shader { enum EValueType { Void, Float1, Float2, Float3, Float4, Double1, Double2, Double3, Double4, Int1, Int2, Int3, Int4, Bool1, Bool2, Bool3, Bool4, Numeric1, Numeric2, Numeric3, Numeric4, Float4x4, Double4x4, DoubleInverse4x4, Numeric4x4, Struct, Object, Any, Num, } } }


code: namespace UE { namespace Shader { uint32 UE::Shader::GetComponentTypeSizeInBytes ( [EValueComponentType](API\Runtime\Engine\Shader\UE__Shader__EValueComponentType) Type ) } }


code: namespace UE { namespace Shader { bool UE::Shader::IsComponentTypeWithinBounds ( [EValueComponentType](API\Runtime\Engine\Shader\UE__Shader__EValueComponentType) Type, [FComponentBounds](API\Runtime\Engine\Shader\FComponentBounds) Bounds ) } }


code: namespace UE { namespace Shader { bool UE::Shader::IsGenericType ( [EValueType](API\Runtime\Engine\Shader\UE__Shader__EValueType) Type ) } }


code: namespace UE { namespace Shader { bool UE::Shader::IsGenericType ( [EValueComponentType](API\Runtime\Engine\Shader\UE__Shader__EValueComponentType) Type ) } }


code: namespace UE { namespace Shader { bool UE::Shader::IsLWCType ( [EValueComponentType](API\Runtime\Engine\Shader\UE__Shader__EValueComponentType) Type ) } }


code: namespace UE { namespace Shader { bool UE::Shader::IsLWCType ( [EValueType](API\Runtime\Engine\Shader\UE__Shader__EValueType) Type ) } }


code: namespace UE { namespace Shader { bool UE::Shader::IsNumericMatrixType ( [EValueType](API\Runtime\Engine\Shader\UE__Shader__EValueType) Type ) } }


code: namespace UE { namespace Shader { bool UE::Shader::IsNumericScalarType ( [EValueType](API\Runtime\Engine\Shader\UE__Shader__EValueType) Type ) } }


code: namespace UE { namespace Shader { bool UE::Shader::IsNumericType ( [EValueComponentType](API\Runtime\Engine\Shader\UE__Shader__EValueComponentType) Type ) } }


code: namespace UE { namespace Shader { bool UE::Shader::IsNumericType ( [EValueType](API\Runtime\Engine\Shader\UE__Shader__EValueType) Type ) } }


code: namespace UE { namespace Shader { bool UE::Shader::IsNumericVectorType ( [EValueType](API\Runtime\Engine\Shader\UE__Shader__EValueType) Type ) } }


code: namespace UE { namespace Shader { bool UE::Shader::IsWithinBounds ( [FComponentBounds](API\Runtime\Engine\Shader\FComponentBounds) Lhs, [FComponentBounds](API\Runtime\Engine\Shader\FComponentBounds) Rhs ) } }


code: namespace UE { namespace Shader { [EValueComponentType](API\Runtime\Engine\Shader\UE__Shader__EValueComponentType) UE::Shader::MakeNonLWCType ( [EValueComponentType](API\Runtime\Engine\Shader\UE__Shader__EValueComponentType) Type ) } }


code: namespace UE { namespace Shader { [EComponentBound](API\Runtime\Engine\Shader\UE__Shader__EComponentBound) UE::Shader::MaxBound ( [EComponentBound](API\Runtime\Engine\Shader\UE__Shader__EComponentBound) Lhs, [EComponentBound](API\Runtime\Engine\Shader\UE__Shader__EComponentBound) Rhs ) } }


code: namespace UE { namespace Shader { [FComponentBounds](API\Runtime\Engine\Shader\FComponentBounds) UE::Shader::MaxBound ( [FComponentBounds](API\Runtime\Engine\Shader\FComponentBounds) Lhs, [FComponentBounds](API\Runtime\Engine\Shader\FComponentBounds) Rhs ) } }


code: namespace UE { namespace Shader { [EComponentBound](API\Runtime\Engine\Shader\UE__Shader__EComponentBound) UE::Shader::MinBound ( [EComponentBound](API\Runtime\Engine\Shader\UE__Shader__EComponentBound) Lhs, [EComponentBound](API\Runtime\Engine\Shader\UE__Shader__EComponentBound) Rhs ) } }


code: namespace UE { namespace Shader { [FComponentBounds](API\Runtime\Engine\Shader\FComponentBounds) UE::Shader::MinBound ( [FComponentBounds](API\Runtime\Engine\Shader\FComponentBounds) Lhs, [FComponentBounds](API\Runtime\Engine\Shader\FComponentBounds) Rhs ) } }


code: namespace UE { namespace Shader { [EValueComponentType](API\Runtime\Engine\Shader\UE__Shader__EValueComponentType) UE::Shader::MakeConcreteType ( [EValueComponentType](API\Runtime\Engine\Shader\UE__Shader__EValueComponentType) Type ) } }


code: namespace UE { namespace Shader { static UE::Shader::NumValueComponentTypes = (int32)EValueComponentType::Num; } }


code: namespace UE { namespace Shader { static UE::Shader::NumValueTypes = (int32)EValueType::Num; } }


code: namespace UE { namespace Shader { bool UE::Shader::operator== ( const [FComponentBounds](API\Runtime\Engine\Shader\FComponentBounds) & Lhs, const [FComponentBounds](API\Runtime\Engine\Shader\FComponentBounds) & Rhs ) } }


code: namespace UE { namespace Shader { bool UE::Shader::operator== ( const [FType](API\Runtime\Engine\Shader\FType) & Lhs, const [FType](API\Runtime\Engine\Shader\FType) & Rhs ) } }


code: namespace UE { namespace Shader { bool UE::Shader::operator== ( const [FType](API\Runtime\Engine\Shader\FType) & Lhs, const [EValueType](API\Runtime\Engine\Shader\UE__Shader__EValueType) & Rhs ) } }


code: namespace UE { namespace Shader { bool UE::Shader::operator== ( const [EValueType](API\Runtime\Engine\Shader\UE__Shader__EValueType) & Lhs, const [FType](API\Runtime\Engine\Shader\FType) & Rhs ) } }


code: namespace UE { namespace Shader { bool UE::Shader::operator!= ( const [FComponentBounds](API\Runtime\Engine\Shader\FComponentBounds) & Lhs, const [FComponentBounds](API\Runtime\Engine\Shader\FComponentBounds) & Rhs ) } }


code: namespace UE { namespace Shader { bool UE::Shader::operator!= ( const [FType](API\Runtime\Engine\Shader\FType) & Lhs, const [FType](API\Runtime\Engine\Shader\FType) & Rhs ) } }


code: namespace UE { namespace Shader { bool UE::Shader::operator!= ( const [FType](API\Runtime\Engine\Shader\FType) & Lhs, const [EValueType](API\Runtime\Engine\Shader\UE__Shader__EValueType) & Rhs ) } }


code: namespace UE { namespace Shader { bool UE::Shader::operator!= ( const [EValueType](API\Runtime\Engine\Shader\UE__Shader__EValueType) & Lhs, const [FType](API\Runtime\Engine\Shader\FType) & Rhs ) } }


code: namespace SkeletalDebugRendering { static const int32 SkeletalDebugRendering::NumConeSides = 4; }


code: namespace UE { namespace Shader { bool UE::Shader::operator!= ( const [FValue](API\Runtime\Engine\Shader\FValue) & Lhs, const [FValue](API\Runtime\Engine\Shader\FValue) & Rhs ) } }


description:
Returns the bone weight index to use for rigid skinning
Bone weight index to use

code: namespace SkinningTools { int32 SkinningTools::GetRigidInfluenceIndex() }


code: namespace SkeletalDebugRendering { static const int32 SkeletalDebugRendering::NumSphereSides = 10; }


description: Sets up the canvas for rendering

code: void BeginRenderingCanvas ( const FIntRect & InCanvasRect )


description: Releases rendering resources

code: void ReleaseResources()


description: Creates a new debug canvas and enqueues the previous one for deletion

code: void InitDebugCanvas ( [FViewportClient](API\Runtime\Engine\FViewportClient) * ViewportClient, [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld )


description: The debug canvas that the game thread can use


description: FGCObject.

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


className: FDebugCanvasDrawer

description: Custom Slate drawer to render a debug canvas on top of a Slate window

code: class FDebugCanvasDrawer : public [ICustomSlateElement](API\Runtime\SlateCore\Rendering\ICustomSlateElement)


code: static [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FDeferredCleanupSlateBrush](API\Runtime\Engine\Slate\FDeferredCleanupSlateBrush) > CreateBrush ( const [FSlateBrush](API\Runtime\SlateCore\Styling\FSlateBrush) & Brush )


code: static [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FDeferredCleanupSlateBrush](API\Runtime\Engine\Slate\FDeferredCleanupSlateBrush) > CreateBrush ( class [UTexture](API\Runtime\Engine\Engine\UTexture) * InTexture, const [FLinearColor](API\Runtime\Core\Math\FLinearColor) & InTint, [ESlateBrushTileType::Type](API\Runtime\SlateCore\Styling\ESlateBrushTileType__Type) InTiling, [ESlateBrushImageType::Type](API\Runtime\SlateCore\Styling\ESlateBrushImageType__Type) InImageType, [ESlateBrushDrawType::Type](API\Runtime\SlateCore\Styling\ESlateBrushDrawType__Type) InDrawType, const [FMargin](API\Runtime\SlateCore\Layout\FMargin) & InMargin )


code: static [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FDeferredCleanupSlateBrush](API\Runtime\Engine\Slate\FDeferredCleanupSlateBrush) > CreateBrush ( class [UObject](API\Runtime\CoreUObject\UObject\UObject) * InResource, const [UE::Slate::FDeprecateVector2DParameter](API\Runtime\SlateCore\Types\FDeprecateVector2DParameter) & InImageSize, const [FLinearColor](API\Runtime\Core\Math\FLinearColor) & InTint, [ESlateBrushTileType::Type](API\Runtime\SlateCore\Styling\ESlateBrushTileType__Type) InTiling, [ESlateBrushImageType::Type](API\Runtime\SlateCore\Styling\ESlateBrushImageType__Type) InImageType, [ESlateBrushDrawType::Type](API\Runtime\SlateCore\Styling\ESlateBrushDrawType__Type) InDrawType, const [FMargin](API\Runtime\SlateCore\Layout\FMargin) & InMargin )


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

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


code: static const [FSlateBrush](API\Runtime\SlateCore\Styling\FSlateBrush) * TrySlateBrush ( const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FDeferredCleanupSlateBrush](API\Runtime\Engine\Slate\FDeferredCleanupSlateBrush) > & DeferredSlateBrush )


code: virtual const [FSlateBrush](API\Runtime\SlateCore\Styling\FSlateBrush) * GetSlateBrush() const


description: Called when a frame starts to render

code: virtual void BeginRenderFrame ( [FRHICommandListImmediate](API\Runtime\RHI\FRHICommandListImmediate) & RHICmdList )


className: FDeferredCleanupSlateBrush

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

code: class FDeferredCleanupSlateBrush : public [ISlateBrushSource](API\Runtime\SlateCore\Styling\ISlateBrushSource), public [FDeferredCleanupInterface](API\Runtime\RenderCore\FDeferredCleanupInterface), public [FGCObject](API\Runtime\CoreUObject\UObject\FGCObject)


description: Ends a rendering frame. Called from the game thread.

code: virtual void EnqueueEndRenderFrame ( const bool bLockToVsync, const bool bShouldPresent )


description: Called when a frame is done rendering

code: virtual void EndRenderFrame ( [FRHICommandListImmediate](API\Runtime\RHI\FRHICommandListImmediate) & RHICmdList, bool bPresent, bool bLockToVsync )


description: Called before BeginRenderFrame is enqueued

code: virtual void EnqueueBeginRenderFrame ( const bool bShouldPresent )


description: Get the cached viewport geometry.

code: const [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) & GetCachedGeometry() const


code: virtual void CaptureMouse ( bool bCapture )


description: A canvas that can be used while this viewport is being drawn to render debug elements on top of everything else

code: virtual [FCanvas](API\Runtime\Engine\FCanvas) * GetDebugCanvas()


code: [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [SWindow](API\Runtime\SlateCore\Widgets\SWindow) > FindWindow()


description: Invalidates the viewport's cached hit proxies at the end of the frame.

code: virtual void DeferInvalidateHitProxy()


code: virtual EDisplayColorGamut GetDisplayColorGamut() const


description: Sets MousePosition to the current mouse position

code: virtual void GetMousePos ( FIntPoint & MousePosition, const bool bLocalPosition )


description: The current X position of the mouse (in local space, relative to the viewports geometry)

code: virtual int32 GetMouseX() const


code: virtual EDisplayOutputFormat GetDisplayOutputFormat() const


description: display gamma expected for rendering to this render target

code: virtual float GetDisplayGamma() const


description: The current Y position of the mouse (in local space, relative to the viewports geometry)

code: virtual int32 GetMouseY() const


code: bool GetPlayInEditorIsSimulate() const


description: Gets the proper RenderTarget based on the current thread

code: virtual const FTexture2DRHIRef & GetRenderTargetTexture() const


code: virtual bool GetSceneHDREnabled() const


description: Returns the size of the viewport

code: virtual FIntPoint GetSize() const


description: Returns dimensions of RenderTarget texture. Can be called on a game thread.

code: virtual FIntPoint GetRenderTargetTextureSizeXY() const


description:
Retrieves the interface to the viewport's frame, if it has one.
The viewport's frame interface.

code: virtual [FViewportFrame](API\Runtime\Engine\FViewportFrame) * GetViewportFrame()


description: FViewportFrameinterface

code: virtual [FViewport](API\Runtime\Engine\FViewport) * GetViewport()


description: ISlateViewportinterface

code: virtual [FSlateShaderResource](API\Runtime\SlateCore\Textures\FSlateShaderResource) * GetViewportRenderTargetTexture() const


description: Returns the current position of the software cursor

code: virtual FVector2D GetSoftwareCursorPosition() const


code: virtual [FSlateShaderResource](API\Runtime\SlateCore\Textures\FSlateShaderResource) * GetViewportRenderTargetTexture()


description: The viewport widget being used

code: [TWeakPtr](API\Runtime\Core\Templates\TWeakPtr)< [SViewport](API\Runtime\Slate\Widgets\SViewport) > GetViewportWidget() const


description: Gets theSWidgetassociated with this viewport

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


description:
Give the viewport an opportunity to override the navigation behavior. This is called after all the navigation event bubbling is complete and we know a destination.
whether we handled the navigation

code: virtual bool HandleNavigation ( const uint32 InUserIndex, [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > InDestination )


description: Does the viewport has a fixed size

code: bool HasFixedSize() const


description: New MouseCapture/MouseLock API.

code: virtual bool HasMouseCapture() const


description:
Returns true if the mouse cursor is currently visible
True if the mouse cursor is currently visible, otherwise false.

code: virtual bool IsCursorVisible() const


description: Called when the viewport should be invalidated and redrawn

code: virtual void InvalidateDisplay()


description: Should return true, if stereo rendering is allowed in this viewport

code: virtual bool IsStereoRenderingAllowed() const


code: virtual bool IsForegroundWindow() const


description:
Returns the state of the provided key.
true if the key is pressed, false otherwise

code: virtual bool KeyState ( [FKey](API\Runtime\InputCore\FKey) Key ) const


description: FViewportinterface

code: virtual void MoveWindow ( int32 NewPosX, int32 NewPosY, int32 NewSizeX, int32 NewSizeY )


code: virtual bool IsSoftwareCursorVisible() const


code: virtual void LockMouseToViewport ( bool bLock )


description:
Called when an analog value changes on a button that supports analog
Returns whether the event was handled, along with other possible actions

code: virtual [FReply](API\Runtime\SlateCore\Input\FReply) OnAnalogValueChanged ( const [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) & MyGeometry, const [FAnalogInputEvent](API\Runtime\SlateCore\Input\FAnalogInputEvent) & InAnalogInputEvent )


description: Called when Slate needs to know what the mouse cursor should be.FCursorReply::Unhandled()if the event is not handled;FCursorReply::Cursor()otherwise.

code: virtual [FCursorReply](API\Runtime\SlateCore\Input\FCursorReply) OnCursorQuery ( const [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) & MyGeometry, const [FPointerEvent](API\Runtime\SlateCore\Input\FPointerEvent) & CursorEvent )


description: Called by Slate when the viewport widget is drawn Implementers of this interface can use this method to perform custom per draw functionality. This is only called if the widget is visible

code: virtual void OnDrawViewport ( const [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) & AllottedGeometry, const [FSlateRect](API\Runtime\SlateCore\Layout\FSlateRect) & MyCullingRect, [FSlateWindowElementList](API\Runtime\SlateCore\Rendering\FSlateWindowElementList) & OutDrawElements, int32 LayerId, const [FWidgetStyle](API\Runtime\SlateCore\Styling\FWidgetStyle) & InWidgetStyle, bool bParentEnabled )


description: Called when the viewport loses keyboard focus.

code: virtual void OnFocusLost ( const [FFocusEvent](API\Runtime\SlateCore\Input\FFocusEvent) & InFocusEvent )


description: Called after all input for this frame is processed.

code: virtual void OnFinishedPointerInput()


description:
Called by Slate when a key is pressed inside the viewport
Whether the event was handled along with possible requests for the system to take action.

code: virtual [FReply](API\Runtime\SlateCore\Input\FReply) OnKeyDown ( const [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) & MyGeometry, const [FKeyEvent](API\Runtime\SlateCore\Input\FKeyEvent) & InKeyEvent )


description:
Called by Slate when a character key is pressed while the viewport has focus
Whether the event was handled along with possible requests for the system to take action.

code: virtual [FReply](API\Runtime\SlateCore\Input\FReply) OnKeyChar ( const [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) & MyGeometry, const [FCharacterEvent](API\Runtime\SlateCore\Input\FCharacterEvent) & InCharacterEvent )


description: Called when the viewport gains keyboard focus.

code: virtual [FReply](API\Runtime\SlateCore\Input\FReply) OnFocusReceived ( const [FFocusEvent](API\Runtime\SlateCore\Input\FFocusEvent) & InFocusEvent )


description: Called when motion is detected (controller or device) e.g. Someone tilts or shakes their controller.

code: virtual [FReply](API\Runtime\SlateCore\Input\FReply) OnMotionDetected ( const [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) & MyGeometry, const [FMotionEvent](API\Runtime\SlateCore\Input\FMotionEvent) & InMotionEvent )


description: After OnCursorQuery has specified a cursor type the system asks each widget under the mouse to map that cursor to a widget. This event is bubbled.TOptional<TSharedRef>() if you don't have a mapping otherwise return the Widget to show.

code: virtual [TOptional](API\Runtime\Core\IO\TOptional)< [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > > OnMapCursor ( const [FCursorReply](API\Runtime\SlateCore\Input\FCursorReply) & CursorReply )


description:
Called by Slate when a key is released inside the viewport
Whether the event was handled along with possible requests for the system to take action.

code: virtual [FReply](API\Runtime\SlateCore\Input\FReply) OnKeyUp ( const [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) & MyGeometry, const [FKeyEvent](API\Runtime\SlateCore\Input\FKeyEvent) & InKeyEvent )


description:
Called by Slate when the mouse wheel is used inside the viewport
Whether the event was handled along with possible requests for the system to take action.

code: virtual [FReply](API\Runtime\SlateCore\Input\FReply) OnMouseButtonDoubleClick ( const [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) & InMyGeometry, const [FPointerEvent](API\Runtime\SlateCore\Input\FPointerEvent) & InMouseEvent )


description:
Called by Slate when a mouse button is pressed inside the viewport
Whether the event was handled along with possible requests for the system to take action.

code: virtual [FReply](API\Runtime\SlateCore\Input\FReply) OnMouseButtonDown ( const [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) & MyGeometry, const [FPointerEvent](API\Runtime\SlateCore\Input\FPointerEvent) & MouseEvent )


description:
Called by Slate when a mouse button is released inside the viewport
Whether the event was handled along with possible requests for the system to take action.

code: virtual [FReply](API\Runtime\SlateCore\Input\FReply) OnMouseButtonUp ( const [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) & MyGeometry, const [FPointerEvent](API\Runtime\SlateCore\Input\FPointerEvent) & MouseEvent )


code: virtual void OnMouseEnter ( const [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) & MyGeometry, const [FPointerEvent](API\Runtime\SlateCore\Input\FPointerEvent) & MouseEvent )


code: virtual void OnMouseLeave ( const [FPointerEvent](API\Runtime\SlateCore\Input\FPointerEvent) & MouseEvent )


code: virtual [FReply](API\Runtime\SlateCore\Input\FReply) OnMouseMove ( const [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) & MyGeometry, const [FPointerEvent](API\Runtime\SlateCore\Input\FPointerEvent) & MouseEvent )


description: Performs a resize when in swapping viewports while viewing the play world.

code: void OnPlayWorldViewportSwapped ( const [FSceneViewport](API\Runtime\Engine\Slate\FSceneViewport) & OtherViewport )


code: virtual [FReply](API\Runtime\SlateCore\Input\FReply) OnMouseWheel ( const [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) & MyGeometry, const [FPointerEvent](API\Runtime\SlateCore\Input\FPointerEvent) & MouseEvent )


description: Called to figure out whether we can make new windows for popups within this viewport. Making windows allows us to have popups that go outside the parent window, but cannot be used in fullscreen and do not have per-pixel alpha.

code: virtual [FPopupMethodReply](API\Runtime\SlateCore\Input\FPopupMethodReply) OnQueryPopupMethod() const


description: Called to determine if we should render the focus brush.

code: virtual [TOptional](API\Runtime\Core\IO\TOptional)< bool > OnQueryShowFocus ( const EFocusCause InFocusCause ) const


description: Called when the top level window associated with the viewport has been requested to close. At this point, the viewport has not been closed and the operation may be canceled. This may not called from PIE, Editor Windows, on consoles, or before the game ends from other methods. This is only when the platform specific window is closed.FReply::Handledif the close event was consumed (and the window should remain open).


description: Called when a touchpad touch force changes, but may or may not have moved

code: virtual [FReply](API\Runtime\SlateCore\Input\FReply) OnTouchForceChanged ( const [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) & MyGeometry, const [FPointerEvent](API\Runtime\SlateCore\Input\FPointerEvent) & InTouchEvent )


description: Called when a touchpad touch has first moved after initial press

code: virtual [FReply](API\Runtime\SlateCore\Input\FReply) OnTouchFirstMove ( const [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) & MyGeometry, const [FPointerEvent](API\Runtime\SlateCore\Input\FPointerEvent) & InTouchEvent )


description: Called when a touchpad touch is started (finger down)

code: virtual [FReply](API\Runtime\SlateCore\Input\FReply) OnTouchStarted ( const [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) & MyGeometry, const [FPointerEvent](API\Runtime\SlateCore\Input\FPointerEvent) & InTouchEvent )


description: Called when the viewports top level window is being Activated

code: virtual [FReply](API\Runtime\SlateCore\Input\FReply) OnViewportActivated ( const [FWindowActivateEvent](API\Runtime\SlateCore\Input\FWindowActivateEvent) & InActivateEvent )


description: Called on a touchpad gesture event

code: virtual [FReply](API\Runtime\SlateCore\Input\FReply) OnTouchGesture ( const [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) & MyGeometry, const [FPointerEvent](API\Runtime\SlateCore\Input\FPointerEvent) & InGestureEvent )


description: Called when a touchpad touch is moved (finger moved)

code: virtual [FReply](API\Runtime\SlateCore\Input\FReply) OnTouchMoved ( const [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) & MyGeometry, const [FPointerEvent](API\Runtime\SlateCore\Input\FPointerEvent) & InTouchEvent )


description: Called when a touchpad touch is ended (finger lifted)

code: virtual [FReply](API\Runtime\SlateCore\Input\FReply) OnTouchEnded ( const [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) & MyGeometry, const [FPointerEvent](API\Runtime\SlateCore\Input\FPointerEvent) & InTouchEvent )


description: Called when the viewport has been requested to close.

code: virtual void OnViewportClosed()


description: Adds a draw element for the debug canvas. Called externally by a widget that manages where the debug canvas draws

code: void PaintDebugCanvas ( const [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) & AllottedGeometry, [FSlateWindowElementList](API\Runtime\SlateCore\Rendering\FSlateWindowElementList) & OutDrawElements, int32 LayerId ) const


description: Called when the viewports top level window is being Deactivated

code: virtual void OnViewportDeactivated ( const [FWindowActivateEvent](API\Runtime\SlateCore\Input\FWindowActivateEvent) & InActivateEvent )


description: Additional input processing that happens every frame

code: virtual void ProcessInput ( float DeltaTime )


description: Returns true if the viewport should be vsynced.

code: virtual bool RequiresVsync() const


description: Sets the debug canvas used to displayFCanvason top of this viewport

code: void SetDebugCanvas ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< class [SDebugCanvas](API\Runtime\Engine\Slate\SDebugCanvas) > InDebugCanvas )


description: Called to resize the actual window where this viewport resides

code: virtual void ResizeFrame ( uint32 NewSizeX, uint32 NewSizeY, [EWindowMode::Type](API\Runtime\ApplicationCore\GenericPlatform\EWindowMode__Type) NewWindowMode )


code: void SetFixedViewportSize ( uint32 NewSizeX, uint32 NewSizeY )


description: Set an optional display gamma to use for this viewport

code: void SetGammaOverride ( const float InGammaOverride )


description: Sets whether a PIE viewport takes mouse control on startup.

code: void SetPlayInEditorGetsMouseControl ( const bool bGetsMouseControl )


description: Not implemented

code: virtual void SetMouse ( int32 X, int32 Y )


code: void SetPlayInEditorIsSimulate ( const bool bIsSimulate )


code: virtual void SetRenderTargetTextureRenderThread ( FTexture2DRHIRef & RT )


description: Sets PreCapture coordinates from the current position of the slate cursor.


description: Sets the Viewport resize delegate.

code: void SetOnSceneViewportResizeDel ( FOnSceneViewportResize InOnSceneViewportResize )


description: Indicate that the viewport should be block for vsync.

code: virtual void SetRequiresVsync ( bool bShouldVsync )


code: virtual void SetSoftwareCursorPosition ( FVector2D Position )


description: Captures or uncaptures the joystick

code: virtual bool SetUserFocus ( bool bFocus )


code: void SetViewportSize ( uint32 NewSizeX, uint32 NewSizeY )


code: virtual void ShowCursor ( bool bVisible )


code: virtual void ShowSoftwareCursor ( bool bVisible )


description: Swaps the active stats with another viewports

code: void SwapStatCommands ( const [FSceneViewport](API\Runtime\Engine\Slate\FSceneViewport) & OtherViewport )


description: Ticks the viewport

code: virtual void Tick ( const [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) & AllottedGeometry, double InCurrentTime, float InDeltaTime )


description: Updates the viewport RHI with a new size and fullscreen flag

code: virtual void UpdateViewportRHI ( bool bDestroyed, uint32 NewSizeX, uint32 NewSizeY, [EWindowMode::Type](API\Runtime\ApplicationCore\GenericPlatform\EWindowMode__Type) NewWindowMode, EPixelFormat PreferredPixelFormat )


description:
Transforms a coordinate in the local space of this viewport into a virtual desktop pixel.
the transformed coordinate. It is in virtual desktop pixels.

code: virtual FIntPoint ViewportToVirtualDesktopPixel ( FVector2D ViewportCoordinate ) const


description:
Transforms a virtual desktop pixel (the origin is in the primary screen's top left corner) to the local space of this viewport
The transformed pixel. It is normalized to the range [0, 1]

code: virtual FVector2D VirtualDesktopPixelToViewport ( FIntPoint VirtualDesktopPointPx ) const


code: FSceneViewport ( [FViewportClient](API\Runtime\Engine\FViewportClient) * InViewportClient, [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [SViewport](API\Runtime\Slate\Widgets\SViewport) > InViewportWidget )


className: FSceneViewport

description: A viewport for use with SlateSViewportwidgets.

code: class FSceneViewport : public [FViewportFrame](API\Runtime\Engine\FViewportFrame), public [FViewport](API\Runtime\Engine\FViewport), public [ISlateViewport](API\Runtime\SlateCore\Rendering\ISlateViewport), public [IViewportRenderTargetProvider](API\Runtime\SlateCore\Textures\IViewportRenderTargetProvider)


description: Gets the dimensions of the atlas region in pixel coordinates.

code: FVector2D GetSourceDimensions() const


code: FSlateAtlasData ( [UTexture](API\Runtime\Engine\Engine\UTexture) * InAtlasTexture, FVector2D InStartUV, FVector2D InSizeUV )


className: FSlateAtlasData

description: The data representing a region of aUTextureatlas.

code: struct FSlateAtlasData

AtlasTexture

type: UTexture*

description: The texture pointer for the Atlas

SizeUV

description: The region size in UVs.

StartUV

description: The region start position in UVs


description: Callback registered to the Asset Registry to be notified when an asset is added.

code: void AddAsset ( const [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) & InAddedAssetData )


code: void AddAssetToCache ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * InStyleObject, bool bEnsureUniqueness )


description: Pure virtual that must be overloaded by the inheriting class. Use this method to serialize any UObjects contained that you wish to keep around.

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


code: [FName](API\Runtime\Core\UObject\FName) GenerateMapName ( const [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) & AssetData )


code: [FName](API\Runtime\Core\UObject\FName) GenerateMapName ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * StyleObject )


description: anFSlateBrushproperty.

code: virtual const [FSlateBrush](API\Runtime\SlateCore\Styling\FSlateBrush) * GetBrush ( const [FName](API\Runtime\Core\UObject\FName) PropertyName, const ANSICHAR * Specifier, const [ISlateStyle](API\Runtime\SlateCore\Styling\ISlateStyle) * RequestingStyle ) const


description: Example: This: "SlateBrushAsset'/Game/UI/STeamAndHeroSelection/CS_Port_Brush.CS_Port_Brush'" into This: "/Game/UI/STeamAndHeroSelection/CS_Port_Brush"

code: [FName](API\Runtime\Core\UObject\FName) GetCleanName ( const [FName](API\Runtime\Core\UObject\FName) & AssetName ) const


code: [UCurveFloat](API\Runtime\Engine\Curves\UCurveFloat) * GetCurveFloat ( const [FName](API\Runtime\Core\UObject\FName) AssetName ) const


code: [UCurveLinearColor](API\Runtime\Engine\Curves\UCurveLinearColor) * GetCurveLinearColor ( const [FName](API\Runtime\Core\UObject\FName) AssetName ) const


code: [UCurveVector](API\Runtime\Engine\Curves\UCurveVector) * GetCurveVector ( const [FName](API\Runtime\Core\UObject\FName) AssetName ) const


description:
Just like GetBrush, but returns DefaultBrush instead of the "missing brush" image when the resource is not found.
anFSlateBrushproperty.

code: virtual const [FSlateBrush](API\Runtime\SlateCore\Styling\FSlateBrush) * GetOptionalBrush ( const [FName](API\Runtime\Core\UObject\FName) PropertyName, const ANSICHAR * Specifier, const [FSlateBrush](API\Runtime\SlateCore\Styling\FSlateBrush) *const DefaultBrush ) const


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

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


code: virtual const [FSlateWidgetStyle](API\Runtime\SlateCore\Styling\FSlateWidgetStyle) * GetWidgetStyleInternal ( const [FName](API\Runtime\Core\UObject\FName) DesiredTypeName, const [FName](API\Runtime\Core\UObject\FName) StyleName, const [FSlateWidgetStyle](API\Runtime\SlateCore\Styling\FSlateWidgetStyle) * DefaultStyle, bool bWarnIfNotFound ) const


description: New()

code: void Initialize ( const [FString](API\Runtime\Core\Containers\FString) & ScopeToDirectory, const [FString](API\Runtime\Core\Containers\FString) & InBasePath )


code: virtual void Log ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< class [FTokenizedMessage](API\Runtime\Core\Logging\FTokenizedMessage) > & Message ) const


code: virtual void Log ( [ISlateStyle::EStyleMessageSeverity](API\Runtime\SlateCore\Styling\ISlateStyle\EStyleMessageSeverity) Severity, const [FText](API\Runtime\Core\Internationalization\FText) & Message ) const


description: All paths will be formed as InBasePath + "/" + AssetPath. Lookups will be restricted to ScopeToDirectory. e.g. Resources.Initialize( "/Game/Widgets/SFortChest", "/Game/Widgets" ) Resources.GetBrush( "SFortChest/SomeBrush" ); // Will look up "/Game/Widgets" + "/" + "SFortChest/SomeBrush" = "/Game/Widgets/SFortChest/SomeBrush" Resources.GetBrush( "SSomeOtherWidget/SomeBrush" ); // Will fail because "/Game/Widgets/SSomeOtherWidget/SomeBrush" is outside directory to which we scoped.

code: static [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FSlateGameResources](API\Runtime\Engine\Slate\FSlateGameResources) > New ( const [FName](API\Runtime\Core\UObject\FName) & InStyleSetName, const [FString](API\Runtime\Core\Containers\FString) & ScopeToDirectory, const [FString](API\Runtime\Core\Containers\FString) & InBasePath )


description: Populate an array ofFSlateBrushwith resources consumed by this style chunk.

code: virtual void GetResources ( [TArray](API\Runtime\Core\Containers\TArray)< const [FSlateBrush](API\Runtime\SlateCore\Styling\FSlateBrush) * > & OutResources ) const


description: Callback registered to the Asset Registry to be notified when an asset is removed.

code: void RemoveAsset ( const [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) & InRemovedAssetData )


code: void RemoveAssetFromCache ( const [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) & AssetData )


code: virtual void SetContentRoot ( const [FString](API\Runtime\Core\Containers\FString) & InContentRootDir )


code: bool ShouldCache ( const [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) & InAssetData )


className: FSlateGameResources

code: class FSlateGameResources : public [FSlateStyleSet](API\Runtime\SlateCore\Styling\FSlateStyleSet), public [FGCObject](API\Runtime\CoreUObject\UObject\FGCObject)


description: Construct a style chunk.

code: FSlateGameResources ( const [FName](API\Runtime\Core\UObject\FName) & InStyleSetName )


code: FTexture2DRHIRef GetRHIRef() const


description:
Gets the width of the resource.
Resource width (in pixels).

code: virtual uint32 GetWidth() const


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

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


description: Releases all dynamic RHI data

code: virtual void ReleaseRHI()


description: Sets the RHI Ref to use. Useful for reusing this class for multiple render targets

code: void SetRHIRef ( FTexture2DRHIRef InRenderTargetTexture, uint32 InWidth, uint32 InHeight )


code: FSlateRenderTargetRHI ( FTexture2DRHIRef InRenderTargetTexture, uint32 InWidth, uint32 InHeight )


description:
Gets the height of the resource.
Resource height(in pixels).

code: virtual uint32 GetHeight() const


className: FSlateRenderTargetRHI

description: Encapsulates a render target for use by a Slate rendering implementation

code: class FSlateRenderTargetRHI : public [TSlateTexture< FTexture2DRHIRef >](API\Runtime\SlateCore\Textures\TSlateTexture), public [FRenderResource](API\Runtime\RenderCore\FRenderResource)


description: Deferred or Immediate cleanup of this data depending on what is required.

code: virtual void Cleanup()


description: Clears texture data being used. Can only be accessed on the render thread

code: void ClearTextureData()


description: Returns the pixel format of this texture

code: EPixelFormat GetPixelFormat() const


description:
Gets the interface to the underlying render resource (may not always be used)
FRenderResource* pointer to the render resource

code: virtual [FRenderResource](API\Runtime\RenderCore\FRenderResource) * GetRenderResource()


description:
Gets the interface to the underlying platform independent texture
FSlateShaderResource* pointer to the shader resource

code: virtual [FSlateShaderResource](API\Runtime\SlateCore\Textures\FSlateShaderResource) * GetSlateResource()


description: FRenderResourceInterface. Called when render resources need to be initialized


description: FRenderResourceInterface. Called when render resources need to be released


description: true if the texture is valid

code: bool IsValid() const


description: Resize the texture. Can only be called on the render thread

code: void Resize ( uint32 Width, uint32 Height )


description: Resize the texture.

code: virtual void ResizeTexture ( uint32 Width, uint32 Height )


code: void SetTextureData &40; const TArray< uint8 > & Bytes &41;


description: Sets the RHI Ref to use.


description: Sets the bulk data for this texture. Note: Does not reinitialize the resource, Can only be used on the render thread

code: void SetTextureData ( FSlateTextureDataPtr NewTextureData )


description: Updates the texture contents via a byte array. Note: This method is not thread safe so make sure you do not use the Bytes data on another after it is passed in

code: virtual void UpdateTexture ( const [TArray](API\Runtime\Core\Containers\TArray)< uint8 > & Bytes )


description: Sets the bulk data for this texture and the format of the rendering resource Note: Does not reinitialize the resource. Can only be used on the render thread

code: void SetTextureData ( FSlateTextureDataPtr NewTextureData, EPixelFormat InPixelFormat, ETextureCreateFlags InTexCreateFlags )


description: Update the texture from a shared texture handle. The handle type/usage is render system dependent, D3D uses the D3D11 OpenSharedResource call On macOS we use an IOSurface.

code: virtual void UpdateTextureThreadSafeWithKeyedTextureHandle ( void * TextureHandle, int KeyLockVal, int KeyUnlockVal, const FIntRect & Dirty )


description:
Update the texture from a providedFSlateTextureDatabuffer, also transferring ownership of the texture
NOTE: This function transfers ownership of theFSlateTextureDataobject. It will be deleted once the texture is used

code: virtual void UpdateTextureThreadSafeWithTextureData ( [FSlateTextureData](API\Runtime\SlateCore\Textures\FSlateTextureData) * TextureData )


description: Updates the texture contents via a byte array making a copy first for thread safety

code: virtual void UpdateTextureThreadSafe ( const [TArray](API\Runtime\Core\Containers\TArray)< uint8 > & Bytes )


code: FSlateTexture2DRHIRef ( FTexture2DRHIRef InRef, uint32 InWidth, uint32 InHeight )


description: Update the texture from a raw byte buffer. Should only be used when integrating with third party APIs that provide a raw pointer to texture data. This method does a copy of the buffer for thread safety. Will resize the texture if the passed in width and height is different from the current size. The passed in size must correspond to the size of the buffer and the data must be valid for the entire texture, even when passing in a Dirty rectangle, as the implementation may chose to copy a larger area than specified. The RHI renderer currently ignores the Dirty argument completely.

code: virtual void UpdateTextureThreadSafeRaw ( uint32 Width, uint32 Height, const void * Buffer, const FIntRect & Dirty )


code: FSlateTexture2DRHIRef ( uint32 InWidth, uint32 InHeight, EPixelFormat InPixelFormat, [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FSlateTextureData](API\Runtime\SlateCore\Textures\FSlateTextureData), ESPMode::ThreadSafe > InTextureData, ETextureCreateFlags InTexCreateFlags, bool bCreateEmptyTexture )


description: FTextureRenderTargetResourceimplementation.

code: virtual void ClampSize ( int32 SizeX, int32 SizeY )


description: Encapsulates a Texture2DRHIRef for use by a Slate rendering implementation

code: class FSlateTexture2DRHIRef : public [TSlateTexture< FTexture2DRHIRef >](API\Runtime\SlateCore\Textures\TSlateTexture), public [FSlateUpdatableTexture](API\Runtime\SlateCore\Textures\FSlateUpdatableTexture), public [FDeferredCleanupInterface](API\Runtime\RenderCore\FDeferredCleanupInterface), public [FRenderResource](API\Runtime\RenderCore\FRenderResource)

Height

description: Height of this texture

Width

description: Width of this texture


description:
Render target resource should be sampled in linear color space
display gamma expected for rendering to this render target

code: virtual float GetDisplayGamma() const


description: Returns the width of the texture in pixels.

code: virtual uint32 GetSizeX() const


description: Properties.

code: virtual FIntPoint GetSizeXY() const


description: Returns the height of the texture in pixels.

code: virtual uint32 GetSizeY() const


description: FRenderResourceimplementation.

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


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

code: virtual void ReleaseRHI()


description: Resizes the render target

code: virtual void SetSize ( int32 InSizeX, int32 InSizeY )


description: FDeferredUpdateResourceimplementation.

code: virtual void UpdateDeferredResource ( [FRHICommandListImmediate](API\Runtime\RHI\FRHICommandListImmediate) & RHICmdList, bool bClearRenderTarget )


code: class FSlateTextureRenderTarget2DResource : public [FTextureRenderTargetResource](API\Runtime\Engine\FTextureRenderTargetResource)


description: Get the layer as a widget.

code: [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > AsWidget()


description: Constructor

code: FSlateTextureRenderTarget2DResource ( const [FLinearColor](API\Runtime\Core\Math\FLinearColor) & InClearColor, int32 InTargetSizeX, int32 InTargetSizeY, uint8 InFormat, ESamplerFilter InFilter, TextureAddress InAddressX, TextureAddress InAddressY, float InTargetGamma )


description: Virtual destructor.

code: virtual ~IGameLayer()


className: IGameLayer

description: Allows you to provide a custom layer that multiple sources can contribute to. Unlike adding widgets directly to the layer manager. First registering a layer with a name allows multiple widgets to be added.

code: class IGameLayer : public [TSharedFromThis< IGameLayer >](API\Runtime\Core\Templates\TSharedFromThis)


code: void AddGameLayer ( [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > ViewportContent, int32 ZOrder )


code: bool AddLayerForPlayer ( [ULocalPlayer](API\Runtime\Engine\Engine\ULocalPlayer) * Player, const [FName](API\Runtime\Core\UObject\FName) & LayerName, [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IGameLayer](API\Runtime\Engine\Slate\IGameLayer) > Layer, int32 ZOrder )


code: void AddWidgetForPlayer ( [ULocalPlayer](API\Runtime\Engine\Engine\ULocalPlayer) * Player, [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > ViewportContent, int32 ZOrder )


code: void ClearWidgetsForPlayer ( [ULocalPlayer](API\Runtime\Engine\Engine\ULocalPlayer) * Player )


code: [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IGameLayer](API\Runtime\Engine\Slate\IGameLayer) > FindLayerForPlayer ( [ULocalPlayer](API\Runtime\Engine\Engine\ULocalPlayer) * Player, const [FName](API\Runtime\Core\UObject\FName) & LayerName )


code: void NotifyPlayerAdded ( int32 PlayerIndex, [ULocalPlayer](API\Runtime\Engine\Engine\ULocalPlayer) * AddedPlayer )


code: void NotifyPlayerRemoved ( int32 PlayerIndex, [ULocalPlayer](API\Runtime\Engine\Engine\ULocalPlayer) * RemovedPlayer )


code: void RemoveWidgetForPlayer ( [ULocalPlayer](API\Runtime\Engine\Engine\ULocalPlayer) * Player, [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > ViewportContent )


code: void RemoveGameLayer ( [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > ViewportContent )


code: void SetDefaultWindowTitleBarHeight ( float Height )


code: [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) GetPlayerWidgetHostGeometry ( [ULocalPlayer](API\Runtime\Engine\Engine\ULocalPlayer) * Player ) const


code: void SetSceneViewport ( [FSceneViewport](API\Runtime\Engine\Slate\FSceneViewport) * SceneViewport )


code: void SetWindowTitleBarState ( const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > & TitleBarContent, EWindowTitleBarMode Mode, bool bTitleBarDragEnabled, bool bWindowButtonsVisible, bool bTitleBarVisible )


code: void SetWindowTitleBarVisibility ( bool bIsVisible )


description: Gets the atlas data to use when rendering with slate.


className: IGameLayerManager

description: Allows widgets to be managed for different users.

code: class IGameLayerManager


description: LeafWidgets should compute their DesiredSize based solely on their visual representation. There is no need to take child widgets into account as LeafWidgets have none by definition. For example, the TextBlock widget simply measures the area necessary to display its text with the given font and font size.

code: virtual FVector2D ComputeDesiredSize ( float ) const


className: ISlateTextureAtlasInterface

code: class ISlateTextureAtlasInterface


code: void Construct ( const [FArguments](API\Runtime\Engine\Slate\SDebugCanvas\FArguments) & InArgs )


code: WidgetArgsType & SceneViewport &40; const TAttribute< FSceneViewport &42; > & InAttribute &41;


className: WidgetArgsType

code: typedef FArguments WidgetArgsType


className: FArguments

code: struct FArguments : public [TSlateBaseNamedArgs< SDebugCanvas >](API\Runtime\SlateCore\Widgets\TSlateBaseNamedArgs)


description: SWidgetinterface

code: virtual int32 OnPaint ( const [FPaintArgs](API\Runtime\SlateCore\Types\FPaintArgs) & Args, const [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) & AllottedGeometry, const [FSlateRect](API\Runtime\SlateCore\Layout\FSlateRect) & MyCullingRect, [FSlateWindowElementList](API\Runtime\SlateCore\Rendering\FSlateWindowElementList) & OutDrawElements, int32 LayerId, const [FWidgetStyle](API\Runtime\SlateCore\Styling\FWidgetStyle) & InWidgetStyle, bool bParentEnabled ) const


description: Sets the scene viewport that owns the canvas to draw

code: void SetSceneViewport ( [FSceneViewport](API\Runtime\Engine\Slate\FSceneViewport) * InSceneViewport )


className: SDebugCanvas

description: Widget wrapper that paints the debug canvas

code: class SDebugCanvas : public [SLeafWidget](API\Runtime\SlateCore\Widgets\SLeafWidget)


code: virtual void AddGameLayer ( [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > ViewportContent, int32 ZOrder )


code: virtual void AddWidgetForPlayer ( [ULocalPlayer](API\Runtime\Engine\Engine\ULocalPlayer) * Player, [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > ViewportContent, int32 ZOrder )


code: virtual bool AddLayerForPlayer ( [ULocalPlayer](API\Runtime\Engine\Engine\ULocalPlayer) * Player, const [FName](API\Runtime\Core\UObject\FName) & LayerName, [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IGameLayer](API\Runtime\Engine\Slate\IGameLayer) > Layer, int32 ZOrder )


code: virtual void ClearWidgetsForPlayer ( [ULocalPlayer](API\Runtime\Engine\Engine\ULocalPlayer) * Player )


description: Construct this widget

code: void Construct ( const [FArguments](API\Runtime\Engine\Slate\SGameLayerManager\FArguments) & InArgs )


className: EGameLayerOrder

code: enum EGameLayerOrder { Player = 100, Viewport = 200, TitleBar = 300, Tooltip = 400, Debug = 500, }


description: Slot for this content (optional)

code: SLATE_DEFAULT_SLOT &40; FArguments, Content &41; const


code: struct FArguments : public [TSlateBaseNamedArgs< SGameLayerManager >](API\Runtime\SlateCore\Widgets\TSlateBaseNamedArgs)


code: virtual [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) GetPlayerWidgetHostGeometry ( [ULocalPlayer](API\Runtime\Engine\Engine\ULocalPlayer) * Player ) const


code: virtual [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IGameLayer](API\Runtime\Engine\Slate\IGameLayer) > FindLayerForPlayer ( [ULocalPlayer](API\Runtime\Engine\Engine\ULocalPlayer) * Player, const [FName](API\Runtime\Core\UObject\FName) & LayerName )


code: virtual [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) GetViewportWidgetHostGeometry() const


code: virtual void NotifyPlayerAdded ( int32 PlayerIndex, [ULocalPlayer](API\Runtime\Engine\Engine\ULocalPlayer) * AddedPlayer )


code: virtual void NotifyPlayerRemoved ( int32 PlayerIndex, [ULocalPlayer](API\Runtime\Engine\Engine\ULocalPlayer) * RemovedPlayer )


description:
The widget should respond by populating the OutDrawElements array with FDrawElements that represent it and any of its children. Called by the non-virtual OnPaint to enforce pre/post conditions during OnPaint.
The maximum layer ID attained by this widget or any of its children.


description:
Called when Slate wants to visualize tooltip. If nobody handles this event, Slate will use default tooltip visualization. If you override this event, you should probably return true.
true if this widget visualized the tooltip content; i.e., the event is handled.

code: virtual bool OnVisualizeTooltip ( const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > & TooltipContent )


code: virtual void RemoveGameLayer ( [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > ViewportContent )


code: virtual void RemoveWidgetForPlayer ( [ULocalPlayer](API\Runtime\Engine\Engine\ULocalPlayer) * Player, [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > ViewportContent )


code: virtual void SetDefaultWindowTitleBarHeight ( float Height )


description: BeginIGameLayerManager.

code: virtual void SetSceneViewport ( [FSceneViewport](API\Runtime\Engine\Slate\FSceneViewport) * InSceneViewport )


description: Function will instruct internal DPI computations to use a provided reference viewport size instead of the actual viewport size. After the DPI will be retrieved it will be scaled down with the ratio between the actual viewport size and the provided one. Check GetGameViewportDPIScale() for more information.

code: void SetUseFixedDPIValue ( const bool bUseFixedDPI, const FIntPoint RefViewportSize )


code: virtual void SetWindowTitleBarState ( const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > & TitleBarContent, EWindowTitleBarMode Mode, bool bTitleBarDragEnabled, bool bWindowButtonsVisible, bool bTitleBarVisible )


code: virtual void SetWindowTitleBarVisibility ( bool bIsVisible )


description: Ticks this widget with Geometry. Override in derived classes, but always call the parent implementation.

code: virtual void Tick ( const [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) & AllottedGeometry, const double InCurrentTime, const float InDeltaTime )


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


className: SGameLayerManager

code: class SGameLayerManager : public [SCompoundWidget](API\Runtime\SlateCore\Widgets\SCompoundWidget), public [IGameLayerManager](API\Runtime\Engine\Slate\IGameLayerManager)


className: UButtonStyleAsset

description: An asset describing a button's appearance. Just a wrapper for the struct with real data in it.style factory

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

ButtonStyle

type: FButtonStyle

description: The actual data describing the button's appearance.


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


className: UCheckBoxStyleAsset

description: An asset describing a CheckBox's appearance. Just a wrapper for the struct with real data in it.

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

CheckBoxStyle

type: FCheckBoxStyle

description: The actual data describing the Check Box's appearance.


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

code: virtual void PostLoad()


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


className: USlateBrushAsset

description: An asset describing how a texture can exist in slate's DPI-aware environment and how this texture responds to resizing. e.g. Scale9-stretching? Tiling?

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

Brush

type: FSlateBrush

description: The slate brush resource describing the texture's behavior.


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


className: USlateTextureAtlasInterface

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


code: void AdjustVolume ( float AdjustVolumeDuration, float AdjustVolumeLevel )


description: BEGIN DEPRECATED (use component functions now in level script)

code: void FadeIn ( float FadeInDuration, float FadeVolumeLevel )


description: Function that gets called from within Map_Check to allow this actor to check itself for any potential errors and register them with map check dialog.

code: virtual void CheckForErrors()


code: void FadeOut ( float FadeOutDuration, float FadeVolumeLevel )


description: Returns AudioComponent subobject

code: [UAudioComponent](API\Runtime\Engine\Components\UAudioComponent) * GetAudioComponent() const


description:
Used by the "Sync to Content Browser" right-click menu option in the editor.
Whether the object references content (all overrides of this function should return true)

code: virtual bool GetReferencedContentObjects ( [TArray](API\Runtime\Core\Containers\TArray)< [UObject](API\Runtime\CoreUObject\UObject\UObject) * > & Objects ) const


description: Called after all the components in the Components array are registered, called both in editor and during gameplay. bHasRegisteredAllComponents must be set true prior to calling this function.


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


className: AAmbientSound

description: A sound actor that can be placed in a level

code: class AAmbientSound : public [AActor](API\Runtime\Engine\GameFramework\AActor)


code: const [FInteriorSettings](API\Runtime\Engine\Sound\FInteriorSettings) & GetInteriorSettings() const


description: Returns the properties used for network replication, this needs to be overridden by all actor classes with native replicated properties

code: virtual void GetLifetimeReplicatedProps ( [TArray](API\Runtime\Core\Containers\TArray)< [FLifetimeProperty](API\Runtime\CoreUObject\UObject\FLifetimeProperty) > & OutLifetimeProps ) const


code: const [FReverbSettings](API\Runtime\Engine\Sound\FReverbSettings) & GetReverbSettings() const


code: const [TArray](API\Runtime\Core\Containers\TArray)< [FAudioVolumeSubmixOverrideSettings](API\Runtime\Engine\Sound\FAudioVolumeSubmixOverrideSettin-) > & GetSubmixOverrideSettings() const


code: const [TArray](API\Runtime\Core\Containers\TArray)< [FAudioVolumeSubmixSendSettings](API\Runtime\Engine\Sound\FAudioVolumeSubmixSendSettings) > & GetSubmixSendSettings() const


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

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


description: Called after all currently registered components are cleared


code: void SetEnabled ( bool bNewEnabled )


code: void SetInteriorSettings ( const [FInteriorSettings](API\Runtime\Engine\Sound\FInteriorSettings) & NewInteriorSettings )


code: void SetPriority ( float NewPriority )


code: void SetReverbSettings ( const [FReverbSettings](API\Runtime\Engine\Sound\FReverbSettings) & NewReverbSettings )


code: void SetSubmixOverrideSettings ( const [TArray](API\Runtime\Core\Containers\TArray)< [FAudioVolumeSubmixOverrideSettings](API\Runtime\Engine\Sound\FAudioVolumeSubmixOverrideSettin-) > & NewSubmixOverrideSettings )


code: void SetSubmixSendSettings ( const [TArray](API\Runtime\Core\Containers\TArray)< [FAudioVolumeSubmixSendSettings](API\Runtime\Engine\Sound\FAudioVolumeSubmixSendSettings) > & NewSubmixSendSettings )


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


className: AAudioVolume

code: class AAudioVolume : public [AVolume](API\Runtime\Engine\GameFramework\AVolume)


className: AudioTaskQueueId

code: typedef uint32 AudioTaskQueueId


description: Enum used to express the current state of aFSoundWavePCMWriter's current operation.

code: namespace Audio { enum ESoundWavePCMWriterState { Idle, Generating, WritingToDisk, Suceeded, Failed, Cancelled, } }


description: Enum used internally by theFSoundWavePCMWriter.

code: namespace Audio { enum ESoundWavePCMWriteTaskType { GenerateSoundWave, GenerateAndWriteSoundWave, WriteSoundWave, WriteWavFile, } }


code: namespace Audio { static [FName](API\Runtime\Core\UObject\FName) Audio::ToName ( ESoundAssetCompressionType InDecoderType ) }


code: namespace Audio { static ESoundAssetCompressionType Audio::ToSoundAssetCompressionType ( EDefaultAudioCompressionType InDefaultCompressionType ) }


description: This is the default chunk size, in bytes thatFSoundWavePCMWriterwrites to the disk at once.

code: namespace Audio { static Audio::WriterDefaultChunkSize = 8192; }


code: namespace EAudioOutputTarget { enum Type { Speaker, Controller, ControllerFallbackToSpeaker, } }


code: namespace EGrammaticalNumber { enum Type { Singular, Plural, } }


code: namespace EGrammaticalGender { enum Type { Neuter, Masculine, Feminine, Mixed, } }


code: namespace EMaxConcurrentResolutionRule { enum Type { PreventNew, StopOldest, StopFarthestThenPreventNew, StopFarthestThenOldest, StopLowestPriority, StopQuietest, StopLowestPriorityThenPreventNew, Count, } }


description: Performs write operations async.

code: void DoWork()


code: FAsyncSoundWavePCMWriteWorker ( [FSoundWavePCMWriter](API\Runtime\Engine\Sound\FSoundWavePCMWriter) * InWriter, [ESoundWavePCMWriteTaskType](API\Runtime\Engine\Sound\Audio__ESoundWavePCMWriteTaskTyp-) InTaskType, [TFunction](API\Runtime\Core\GenericPlatform\TFunction)< void(const [USoundWave](API\Runtime\Engine\Sound\USoundWave) *)> OnSuccess )


className: FAsyncSoundWavePCMWriteWorker

description: FAsyncSoundWavePCMWriteWorkerThis class is used byFSoundWavePCMWriterto handle async writing.

code: class FAsyncSoundWavePCMWriteWorker : public [FNonAbandonableTask](API\Runtime\Core\Async\FNonAbandonableTask)

CallbackOnSuccess

type: TFunction< void...

NonAbandonableSection

type: FCriticalSectio...

TaskType

type: ESoundWavePCMWr...

Writer

type: FSoundWavePCMWr...


className: FAttenuationSubmixSendSettings

code: struct FAttenuationSubmixSendSettings

CustomSubmixSendCurve

type: FRuntimeFloatCu...

description: The custom Submix send curve to use for distance-based send level.

ManualSubmixSendLevel

description: The manual Submix send level to use. Doesn't change as a function of distance.

Submix

type: TObjectPtr<USo...

description: Submix to send audio to based on distance.

SubmixSendDistanceMax

description: The max distance to send to the Submix.

SubmixSendDistanceMin

description: The min distance to send to the Submix.

SubmixSendLevelMax

description: The amount to send to the Submix when the sound is located at a distance equal to value specified in the reverb max send distance.

SubmixSendLevelMin

description: The amount to send to the Submix when the sound is located at a distance equal to value specified in the submix send distance min.

SubmixSendMethod

type: ESubmixSendMeth...

description: What method to use to use for submix sends.


className: bWasAudioProxyClassImplemented

code: static constexpr bool bWasAudioProxyClassImplemented = true;


code: FAudioBusProxy ( [UAudioBus](API\Runtime\Engine\Sound\UAudioBus) * InAudioBus )


code: FAudioBusProxy ( const [FAudioBusProxy](API\Runtime\Engine\Sound\FAudioBusProxy) & Other )


className: FAudioBusProxy

code: class FAudioBusProxy : public [Audio::TProxyData< FAudioBusProxy >](API\Runtime\AudioExtensions\TProxyData)


className: FAudioComponentCommandInfo

code: struct FAudioComponentCommandInfo

AnticapatoryBoundary

type: FQuartzQuantiza...


description: Interpolates between one set of parameters and another and stores result in local copy.

code: virtual bool Interpolate ( const [FAudioEffectParameters](API\Runtime\Engine\Sound\FAudioEffectParameters) & InStart, const [FAudioEffectParameters](API\Runtime\Engine\Sound\FAudioEffectParameters) & InEnd )


description: Prints effect parameters.

code: virtual void PrintSettings() const


className: FAudioEffectParameters

code: struct FAudioEffectParameters


description: Validate all settings are in range

code: void ClampValues()


description: Interpolate EQ settings based on time


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


className: FAudioEQEffect

code: struct FAudioEQEffect : public [FAudioEffectParameters](API\Runtime\Engine\Sound\FAudioEffectParameters)

description: Bandwidth of band 0. Region is center frequency +/- Bandwidth /2

description: Bandwidth of band 1. Region is center frequency +/- Bandwidth /2

description: Bandwidth of band 2. Region is center frequency +/- Bandwidth /2

description: Bandwidth of band 3. Region is center frequency +/- Bandwidth /2

description: Center frequency in Hz for band 0

description: Center frequency in Hz for band 1

description: Center frequency in Hz for band 2

description: Center frequency in Hz for band 3

description: Boost/cut of band 0

description: Boost/cut of band 1

description: Boost/cut of band 2

description: Boost/cut of band 3

RootTime

description: Start time of effect


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


code: FAudioFormatSettings ( [FConfigCacheIni](API\Runtime\Core\Misc\FConfigCacheIni) * InConfigSystem, const [FString](API\Runtime\Core\Containers\FString) & InConfigFilename, const [FString](API\Runtime\Core\Containers\FString) & InPlatformIdentifierForLogging )


className: FAudioFormatSettings

code: class FAudioFormatSettings


code: [FName](API\Runtime\Core\UObject\FName) GetWaveFormat ( const [USoundWave](API\Runtime\Engine\Sound\USoundWave) * Wave ) const


className: FAudioQualitySettings

code: struct FAudioQualitySettings

DisplayName

type: FText

MaxChannels

description: The number of audio channels that can be used at once NOTE: Some platforms may cap this value to a lower setting regardless of what the settings request


className: FAudioRecordingData

description: FAudioRecordingDataThis is used byUSoundSubmixand the AudioMixerBlueprintLibrary to containFSoundWavePCMWriteroperations.

code: struct FAudioRecordingData

InputBuffer

type: TSampleBuffer< ...


code: FAudioVolumeProxy ( const [AAudioVolume](API\Runtime\Engine\Sound\AAudioVolume) * AudioVolume )


className: FAudioVolumeSubmixOverrideSettings

CrossfadeTime

type: float

description: The amount of time to crossfade to the override for the submix chain.

Submix

description: The submix to override the effect chain of.

SubmixEffectChain

type: TArray<TObject...

description: The submix effect chain to override.


className: FAudioVolumeSubmixSendSettings

description: Struct to determine dynamic submix send data for use with audio volumes.

code: struct FAudioVolumeSubmixSendSettings

ListenerLocationState

type: EAudioVolumeLoc...

description: The state the listener needs to be in, relative to the audio volume, for this submix send list to be used for a given sound.

SubmixSends

type: TArray<FSoundS...

description: Submix send array for sounds that are in the ListenerLocationState at the same time as the listener.


className: FAudioVolumeProxy

code: struct FAudioVolumeProxy

bChanged

type: bool

BodyInstance

type: FBodyInstance&...

InteriorSettings

type: FInteriorSettin...

ReverbSettings

type: FReverbSettings

SubmixOverrideSettings

type: TArray<FAudioV...


className: FCompareSpectralDataByFrequencyHz

description: Sort predicate for sorting spectral data by frequency (lowest first)


code: bool operator() ( const [FSoundWaveSpectralData](API\Runtime\Engine\Sound\FSoundWaveSpectralData) & A, const [FSoundWaveSpectralData](API\Runtime\Engine\Sound\FSoundWaveSpectralData) & B ) const


description: Adds an active sound to the active sound array.

code: void AddActiveSound ( [FActiveSound](API\Runtime\Engine\FActiveSound) & ActiveSound )


description: Whether or not a sound would be rate limited if it tried to play right now.

code: bool CanPlaySoundNow ( float InCurrentTime ) const


description: Sorts the active sound if concurrency settings require culling post playback

code: void CullSoundsDueToMaxConcurrency()


description: Returns the active sounds array.

code: const [TArray](API\Runtime\Core\Containers\TArray)< [FActiveSound](API\Runtime\Engine\FActiveSound) * > & GetActiveSounds() const


description: Returns the id of the concurrency group

code: FConcurrencyGroupID GetGroupID() const


description: Returns the current generation (effectively, the number of concurrency sound instances active)

code: const int32 GetNextGeneration() const


description: Returns the parent object ID


description: Determines if the group is full.

code: bool IsEmpty() const


description: Returns the settings associated with the group

code: const [FSoundConcurrencySettings](API\Runtime\Engine\Sound\FSoundConcurrencySettings) & GetSettings() const


description: Determines if the group is full.

code: bool IsFull() const


description: Removes an active sound from the active sound array.

code: void RemoveActiveSound ( [FActiveSound](API\Runtime\Engine\FActiveSound) & ActiveSound )


description: Sets when the last time a sound was played on this concurrency group.

code: void SetLastTimePlayed ( float InLastTimePlayed )


description: Updates volume based on distance generation if set as VolumeScaleMode

code: void UpdateGeneration ( [FActiveSound](API\Runtime\Engine\FActiveSound) * NewActiveSound )


description: Constructor for the max concurrency active sound entry.

code: FConcurrencyGroup ( FConcurrencyGroupID GroupID, const [FConcurrencyHandle](API\Runtime\Engine\Sound\FConcurrencyHandle) & ConcurrencyHandle )


className: FConcurrencyGroup

description: Class which tracks array of active sound pointers for concurrency management

code: class FConcurrencyGroup


code: EConcurrencyMode GetMode ( const [FActiveSound](API\Runtime\Engine\FActiveSound) & ActiveSound ) const


description: Constructs a handle from concurrency override settings

code: FConcurrencyHandle ( const [FSoundConcurrencySettings](API\Runtime\Engine\Sound\FSoundConcurrencySettings) & InSettings )


description: Constructs a handle to a concurrency asset

code: FConcurrencyHandle ( const [USoundConcurrency](API\Runtime\Engine\Sound\USoundConcurrency) & Concurrency )


className: FConcurrencyHandle

description: Handle to all required data to create and catalog a concurrency group

code: struct FConcurrencyHandle

bIsOverride

type: const bool

ObjectID

type: const FConcurre...

Settings

type: constFSoundCon...


code: float GetVolume ( bool bInDecibels ) const


code: float GetTargetVolume ( bool bInDecibels ) const


code: void SetTarget ( float InTargetVolume, float InLerpTime )


className: FConcurrencySoundData

description: Sound instance data pertaining to concurrency tracking

code: struct FConcurrencySoundData


className: FDefaultAudioBusSettings

code: struct FDefaultAudioBusSettings

AudioBus

type: FSoftObjectPath

description: The audio bus to start up by default on init.


className: ActingDirectionKeySuffix

code: static const [FString](API\Runtime\Core\Containers\FString) ActingDirectionKeySuffix = TEXT("_ActingDirection");


className: DialogueNotesNamespace

code: static const [FString](API\Runtime\Core\Containers\FString) DialogueNotesNamespace = TEXT("DialogueNotes");


className: DialogueNamespace

code: static const [FString](API\Runtime\Core\Containers\FString) DialogueNamespace = TEXT("Dialogue");


code: static const [FString](API\Runtime\Core\Containers\FString) PropertyName_AudioFile = TEXT("AudioFile");


code: static const [FString](API\Runtime\Core\Containers\FString) PropertyName_DialogueContext = TEXT("Context");


code: static const [FString](API\Runtime\Core\Containers\FString) PropertyName_GrammaticalGender = TEXT("Gender");


code: static const [FString](API\Runtime\Core\Containers\FString) PropertyName_IsMature = FString(FLocMetadataObject::COMPARISON_MODIFIER_PREFIX) + TEXT("IsMature");


code: static const [FString](API\Runtime\Core\Containers\FString) PropertyName_GrammaticalPlurality = TEXT("Plurality");


code: static const [FString](API\Runtime\Core\Containers\FString) PropertyName_TargetGrammaticalGender = TEXT("TargetGender");


code: static const [FString](API\Runtime\Core\Containers\FString) PropertyName_Speaker = TEXT("Speaker");


code: static const [FString](API\Runtime\Core\Containers\FString) PropertyName_Targets = TEXT("Targets");


code: static const [FString](API\Runtime\Core\Containers\FString) PropertyName_TargetGrammaticalNumber = TEXT("TargetPlurality");


code: static const [FString](API\Runtime\Core\Containers\FString) PropertyName_VoiceActorDirection = TEXT("VoiceActorDirection");


className: SubtitleKeySuffix

code: static const [FString](API\Runtime\Core\Containers\FString) SubtitleKeySuffix = TEXT("_Subtitle");


description: Gets a generated hash created from the source and targets.


className: FDialogueConstants

code: struct FDialogueConstants


className: FDialogueContext

code: struct FDialogueContext

Speaker

type: TObjectPtr<UDi...

description: The person speaking the dialogue.

Targets

description: The people being spoken to.


description: Gets the localization key to use for this context mapping


code: [FString](API\Runtime\Core\Containers\FString) GetLocalizationKey ( const [FString](API\Runtime\Core\Containers\FString) & InOwnerDialogueWaveKey ) const


className: FDialogueContextMapping

code: struct FDialogueContextMapping

Context

type: FDialogueContex...

description: The context of the dialogue.

LocalizationKeyFormat

type: FString

description: The format string to use when generating the localization key for this context.

Proxy

description: Cached object for playing the soundwave with subtitle information included.

SoundWave

type: TObjectPtr<USo...

description: The soundwave to play for this dialogue.


className: FDialogueWaveParameter

code: struct FDialogueWaveParameter

Context

description: The context to use for the dialogue wave.

DialogueWave

description: The dialogue wave to play.