description: Special variant that hints that we are likely adding a duplicate of the root component or first ignored component. Helps avoid invalidating the potential uniquess of the IgnoreComponents array.

code: void AddIgnoredComponent_LikelyDuplicatedRoot ( const [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * InIgnoreComponent )


description: Clears the set of actors to ignore during the trace.

module: Engine

code: void ClearIgnoredActors()


description: Clears the set of components to ignore during the trace.

code: void ClearIgnoredComponents()


className: DefaultQueryParam

description: Static variable for default data to be used without reconstructing everytime


description: Returns set of actors to ignore during the trace. Note that elements are NOT guaranteed to be unique. This is less important for actors since it's less likely that duplicates are added.

code: const [IgnoreActorsArrayType](API\Runtime\Engine\FCollisionQueryParams\IgnoreActorsArrayType) & GetIgnoredActors() const


description: Returns set of unique components to ignore during the trace. Elements are guaranteed to be unique (they are made so internally if they are not already).

code: const [IgnoreComponentsArrayType](API\Runtime\Engine\FCollisionQueryParams\IgnoreComponentsArrayType) & GetIgnoredComponents() const


className: IgnoreActorsArrayType

description: TArraytypedef of actors to ignore.

code: typedef [TArray](API\Runtime\Core\Containers\TArray)< uint32, TInlineAllocator< 4 > > IgnoreActorsArrayType


className: IgnoreComponentsArrayType

description: TArraytypedef of components to ignore.

code: typedef [TArray](API\Runtime\Core\Containers\TArray)< uint32, TInlineAllocator< 8 > > IgnoreComponentsArrayType


description: Set the number of ignored components in the list. Uniqueness is not changed, it operates on the current state (unique or not). Useful for temporarily adding some, then restoring to a previous size. NewNum must be <= number of current components for there to be any effect.

code: void SetNumIgnoredComponents ( int32 NewNum )


description: Constructors.

code: FCollisionQueryParams()


code: FCollisionQueryParams ( [FName](API\Runtime\Core\UObject\FName) InTraceTag, bool bInTraceComplex, const [AActor](API\Runtime\Engine\GameFramework\AActor) * InIgnoreActor )


className: FCollisionQueryParams

description: Structure that defines parameters passed into collision function

code: struct FCollisionQueryParams

bDebugQuery

type: bool

bFindInitialOverlaps

description: Whether we want to find out initial overlap or not.

bIgnoreBlocks

description: Whether to ignore blocking results.

bIgnoreTouches

description: Whether to ignore touch/overlap results.

bReturnFaceIndex

description: Whether we want to return the triangle face index for complex static mesh traces

bReturnPhysicalMaterial

description: Whether we want to include the physical material in the results.

bSkipNarrowPhase

description: Whether to skip narrow phase checks (only for overlaps).

bTraceComplex

description: Whether we should trace against complex collision

bTraceIntoSubComponents

description: Whether to ignore traces to the cluster union and trace against its children instead.

IgnoreMask

type: FMaskFilter

description: Extra filtering done on the query. See declaration for filtering logic

MobilityType

type: EQueryMobilityT...

description: Filters query by mobility types (static vs stationary/movable)

OwnerTag

type: FName

description: Tag used to indicate an owner for this trace

StatId

type: TStatId

description: StatId used for profiling individual expensive scene queries

TraceTag

description: Tag used to provide extra information or filtering for debugging of the trace (e.g. Collision Analyzer)


code: FCollisionQueryParams ( [FName](API\Runtime\Core\UObject\FName) InTraceTag, const [TStatId](API\Runtime\Core\Stats\TStatId) & InStatId, bool bInTraceComplex, const [AActor](API\Runtime\Engine\GameFramework\AActor) * InIgnoreActor )


className: DefaultResponseParam

description: Static variable for default data to be used without reconstructing everytime


code: FCollisionResponseParams ( ECollisionResponse DefaultResponse )


className: FCollisionResponseParams

description: Structure that defines response container for the query. Advanced option.

code: struct FCollisionResponseParams

CollisionResponse

type: FCollisionRespo...

description: Collision Response container for trace filtering.


code: FCollisionResponseParams ( const [FCollisionResponseContainer](API\Runtime\Engine\Engine\FCollisionResponseContainer) & ResponseContainer )


code: int32 CompileWithDefault ( class [FMaterialCompiler](API\Runtime\Engine\FMaterialCompiler) * Compiler, EMaterialProperty Property )


description: ICPPStructOps interface

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


className: FColorMaterialInput

code: struct FColorMaterialInput : public [FMaterialInput< FColor >](API\Runtime\Engine\FMaterialInput)


code: void DrawHighResScreenshotCaptureRegion ( [FCanvas](API\Runtime\Engine\FCanvas) & Canvas )


description: the current resolution fraction to be used for scene rendering in this client.


description: The DPI Scale of this viewport

code: virtual float GetDPIScale() const


description: Tells this viewport to update editor dpi scale when needed

code: void RequestUpdateDPIScale()


description: the DPI scale of the window that the viewport client is in

code: virtual float UpdateViewportClientWindowDPIScale() const


description: Normalizes all rotations in this pose.

code: void NormalizeRotations()


description: Sets every bone transform to Identity.

code: void ResetToAdditiveIdentity()


className: FCompactHeapPose

code: struct FCompactHeapPose : public [FBaseCompactPose< FDefaultAllocator >](API\Runtime\Engine\FBaseCompactPose)


className: FCommonViewportClient

description: Common functionality for game and editor viewport clients

code: class FCommonViewportClient : public [FViewportClient](API\Runtime\Engine\FViewportClient)


className: FCompactPose

code: struct FCompactPose : public [FBaseCompactPose< FAnimStackAllocator >](API\Runtime\Engine\FBaseCompactPose)


code: bool operator== ( [FCompactPoseBoneIndexIterator](API\Runtime\Engine\FCompactPoseBoneIndexIterator) & Rhs )


code: bool operator!= ( [FCompactPoseBoneIndexIterator](API\Runtime\Engine\FCompactPoseBoneIndexIterator) & Rhs )


code: FCompactPoseBoneIndexIterator ( int32 InIndex )


className: FCompactPoseBoneIndexIterator

description: Iterator for compact pose indices

code: struct FCompactPoseBoneIndexIterator


code: bool operator== ( [FCompactPoseBoneIndexReverseIterator](API\Runtime\Engine\FCompactPoseBoneIndexReverseIter-) & Rhs )


code: bool operator!= ( [FCompactPoseBoneIndexReverseIterator](API\Runtime\Engine\FCompactPoseBoneIndexReverseIter-) & Rhs )


code: FCompactPoseBoneIndexReverseIterator ( int32 InIndex )


className: FCompactPoseBoneIndexReverseIterator

description: Reverse iterator for compact pose indices


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


className: FCompareBoneTransformIndex

description: Comparison Operator for Sorting.

code: struct FCompareBoneTransformIndex


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


description: Iterates over an Actor's components and applies the stored component instance data to each

code: void ApplyToActor ( [AActor](API\Runtime\Engine\GameFramework\AActor) * Actor, const ECacheApplyPhase CacheApplyPhase ) const


description: Iterates over components and replaces any object references with the reinstanced information

code: void FindAndReplaceInstances ( const [TMap](API\Runtime\Core\Containers\TMap)< [UObject](API\Runtime\CoreUObject\UObject\UObject) *, [UObject](API\Runtime\CoreUObject\UObject\UObject) * > & OldToNewInstanceMap )


code: static void GetComponentHierarchy ( const [AActor](API\Runtime\Engine\GameFramework\AActor) * Actor, [TArray](API\Runtime\Core\Containers\TArray)< [UActorComponent](API\Runtime\Engine\Components\UActorComponent) *, TInlineAllocator< NumInlinedActorComponents >> & OutComponentHierarchy )


code: [FComponentInstanceDataCache](API\Runtime\Engine\FComponentInstanceDataCache) & operator= ( const [FComponentInstanceDataCache](API\Runtime\Engine\FComponentInstanceDataCache) & )


code: [FComponentInstanceDataCache](API\Runtime\Engine\FComponentInstanceDataCache) & operator= ( [FComponentInstanceDataCache](API\Runtime\Engine\FComponentInstanceDataCache) && )


description: Serialize Instance data for persistence or transmission.

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


description: Constructor that also populates cache from Actor

code: FComponentInstanceDataCache ( const [AActor](API\Runtime\Engine\GameFramework\AActor) * InActor )


description: Non-copyable

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


description: Movable

code: FComponentInstanceDataCache ( [FComponentInstanceDataCache](API\Runtime\Engine\FComponentInstanceDataCache) && )


className: FComponentInstanceDataCache

description: Cache for component instance data. Note, does not collect references for GC, so is not safe to GC if the cache is only reference to aUObject.

code: class FComponentInstanceDataCache


className: DefaultComponentQueryParams


code: FComponentQueryParams ( [FName](API\Runtime\Core\UObject\FName) InTraceTag, const [AActor](API\Runtime\Engine\GameFramework\AActor) * InIgnoreActor, const [FCollisionEnabledMask](API\Runtime\Engine\Engine\FCollisionEnabledMask) InShapeCollisionMask )


code: FComponentQueryParams ( [FName](API\Runtime\Core\UObject\FName) InTraceTag, const [TStatId](API\Runtime\Core\Stats\TStatId) & InStatId, const [AActor](API\Runtime\Engine\GameFramework\AActor) * InIgnoreActor, const [FCollisionEnabledMask](API\Runtime\Engine\Engine\FCollisionEnabledMask) InShapeCollisionMask )


className: FComponentQueryParams

description: Structure when performing a collision query using a component's geometry

code: struct FComponentQueryParams : public [FCollisionQueryParams](API\Runtime\Engine\FCollisionQueryParams)

ShapeCollisionMask

type: FCollisionEnabl...

description: Only use query shapes which remain unmasked by this collision mask (if mask is nonzero)


code: ~FComponentRecreateRenderStateContext()


className: FComponentRecreateRenderStateContext

description: Destroys render state for a component and then recreates it when this object is destroyed


code: FComponentReregisterContext ( [UActorComponent](API\Runtime\Engine\Components\UActorComponent) * InComponent, [TSet](API\Runtime\Core\Containers\TSet)< [FSceneInterface](API\Runtime\Engine\FSceneInterface) * > * InScenesToUpdateAllPrimitiveSceneInfos )


className: FComponentReregisterContext

description: Typically used by constructing the class on the stack: {FComponentReregisterContextReregisterContext(this); // The component is unregistered with the world here as ReregisterContext is constructed. ... } // The component is registered with the world here as ReregisterContext is destructed.

code: class FComponentReregisterContext : public [FComponentReregisterContextBase](API\Runtime\Engine\FComponentReregisterContextBase)


description: Reregisters the given component on the given scene.

code: void ReRegister ( [UActorComponent](API\Runtime\Engine\Components\UActorComponent) * InComponent, [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld )


description: Unregisters the Component and returns the world it was registered to.

code: [UWorld](API\Runtime\Engine\Engine\UWorld) * UnRegister ( [UActorComponent](API\Runtime\Engine\Components\UActorComponent) * InComponent )


code: FComponentRecreateRenderStateContext ( [UActorComponent](API\Runtime\Engine\Components\UActorComponent) * InComponent, [TSet](API\Runtime\Core\Containers\TSet)< [FSceneInterface](API\Runtime\Engine\FSceneInterface) * > * InScenesToUpdateAllPrimitiveSceneInfos )


className: FComponentReregisterContextBase

description: Base class for Component Reregister objects, provides helper functions for performing the UnRegister and ReRegister

code: class FComponentReregisterContextBase

ScenesToUpdateAllPrimitiveSceneInfos

type: TSet<FSceneInt...


description: Constructs a type-safe floating point distribution.

code: static void BuildFloat ( class [FFloatDistribution](API\Runtime\Engine\FFloatDistribution) & OutDistribution, const class [FComposableFloatDistribution](API\Runtime\Engine\FComposableFloatDistribution) & X )


description: Constructs a type-safe vector distribution.

code: static void BuildVector ( class [FVectorDistribution](API\Runtime\Engine\FVectorDistribution) & OutDistribution, const class [FComposableVectorDistribution](API\Runtime\Engine\FComposableVectorDistribution) & XYZ )


description: Constructs a type-safe 4-vector distribution.

code: static void BuildVector4 ( class [FVector4Distribution](API\Runtime\Engine\FVector4Distribution) & OutDistribution, const class [FComposableVectorDistribution](API\Runtime\Engine\FComposableVectorDistribution) & XYZ, const class [FComposableFloatDistribution](API\Runtime\Engine\FComposableFloatDistribution) & W )


code: static void BuildVector4 ( class [FVector4Distribution](API\Runtime\Engine\FVector4Distribution) & OutDistribution, const class [FComposableFloatDistribution](API\Runtime\Engine\FComposableFloatDistribution) & X, const class [FComposableFloatDistribution](API\Runtime\Engine\FComposableFloatDistribution) & Y, const class [FComposableFloatDistribution](API\Runtime\Engine\FComposableFloatDistribution) & Z, const class [FComposableFloatDistribution](API\Runtime\Engine\FComposableFloatDistribution) & W )


code: static void BuildVector4 ( class [FVector4Distribution](API\Runtime\Engine\FVector4Distribution) & OutDistribution, const class [FComposableVectorDistribution](API\Runtime\Engine\FComposableVectorDistribution) & XY, const class [FComposableFloatDistribution](API\Runtime\Engine\FComposableFloatDistribution) & Z, const class [FComposableFloatDistribution](API\Runtime\Engine\FComposableFloatDistribution) & W )


description: Assignment operator. Protected to only allow type-safe copying.

code: const [FComposableDistribution](API\Runtime\Engine\FComposableDistribution) & operator= ( const [FComposableDistribution](API\Runtime\Engine\FComposableDistribution) & Other )


description: Quantizes a 4-component vector distribution.

code: static void QuantizeVector4 ( [TArray](API\Runtime\Core\Containers\TArray)< [FColor](API\Runtime\Core\Math\FColor) > & OutQuantizedSamples, FVector4 & OutScale, FVector4 & OutBias, const class [FVector4Distribution](API\Runtime\Engine\FVector4Distribution) & Distribution )


description: Constructor. Protected to prevent instantiating the base class.

code: FComposableDistribution()


description: Copy constructor. Protected to only allow type-safe copying.

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


description: Destructor.

code: ~FComposableDistribution()


className: FComposableDistribution

description: Base class for composable distributions. Responsible for building the final distributions that can be sampled.

code: class FComposableDistribution

LookupTable

type: FDistributionLo...

description: The lookup table.


description: Adds each sample in the distribution to the corresponding sample in another distribution.

code: void AddDistribution ( const class [UDistributionFloat](API\Runtime\Engine\Distributions\UDistributionFloat) * FloatDistribution )


description: Initializes this distribution from that specified.

code: void Initialize ( const class [UDistributionFloat](API\Runtime\Engine\Distributions\UDistributionFloat) * FloatDistribution )


description: Initializes this distribution with a constant value.

code: void InitializeWithConstant ( float Value )


description: Normalizes each value to [0,1] and return a scale and bias to reconstruct the original values.

code: void Normalize ( float * OutScale, float * OutBias )


description: Assignment operator.

code: const [FComposableFloatDistribution](API\Runtime\Engine\FComposableFloatDistribution) & operator= ( const [FComposableFloatDistribution](API\Runtime\Engine\FComposableFloatDistribution) & Other )


description: Resamples the distribution to include only information from [MinIn,MaxIn].

code: void Resample ( float MinIn, float MaxIn )


description: Scales each sample in the distribution by a constant.

code: void ScaleByConstant ( float Scale )


description: Scale each sample in the distribution by the corresponding sample in another distribution.

code: void ScaleByDistribution ( const class [UDistributionFloat](API\Runtime\Engine\Distributions\UDistributionFloat) * FloatDistribution )


description: Default constructor.

code: FComposableFloatDistribution()


description: Copy constructor.

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


code: void AddDistribution ( const class [UDistributionVector](API\Runtime\Engine\Distributions\UDistributionVector) * VectorDistribution )


description: Adds a constant vector to each sample in the distribution.

code: void AddConstantVector ( const FVector & Value )


className: FComposableFloatDistribution

description: A composable floating point distribution.

code: class FComposableFloatDistribution : public [FComposableDistribution](API\Runtime\Engine\FComposableDistribution)


code: void Initialize ( const class [UDistributionVector](API\Runtime\Engine\Distributions\UDistributionVector) * VectorDistribution )


code: void InitializeWithConstant ( const FVector & Value )


description: Assignment operator.

code: const [FComposableVectorDistribution](API\Runtime\Engine\FComposableVectorDistribution) & operator= ( const [FComposableVectorDistribution](API\Runtime\Engine\FComposableVectorDistribution) & Other )


description: Scales each sample in the distribution by a constant vector.

code: void ScaleByConstantVector ( const FVector & Scale )


code: void ScaleByVectorDistribution ( const class [UDistributionVector](API\Runtime\Engine\Distributions\UDistributionVector) * VectorDistribution )


description: Splats the specified channel to all channels in the distribution.

code: void Splat ( int32 ChannelIndex )


description: Default constructor.

code: FComposableVectorDistribution()


description: Copy constructor.

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


className: FComposableVectorDistribution

code: class FComposableVectorDistribution : public [FComposableDistribution](API\Runtime\Engine\FComposableDistribution)


description: Minimal initialization constructor.

code: FConsoleOutputDevice ( class [UConsole](API\Runtime\Engine\Engine\UConsole) * InConsole )


className: FConsoleOutputDevice

description: An output device that forwards output to both the log and the console.

code: class FConsoleOutputDevice : public [FStringOutputDevice](API\Runtime\Core\Containers\FStringOutputDevice)


className: FConstMeshBuildVertexView

description: The information used to build a mesh.

code: struct FConstMeshBuildVertexView

Color

type: TStridedView< c...

UVs

type: TArray<TStride...


description: Operator ==

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


description: Constructor

code: FContentComparisonAssetInfo()


className: FContentComparisonAssetInfo

description: Helper class containing information aboutUObjectassets referenced.

code: struct FContentComparisonAssetInfo

AssetName

type: FString

description: Name of the asset

ResourceSize

description: The resource size of the asset


description:
Compare the classes derived from the given base class.
bool true if successful, false if not

code: virtual bool CompareClasses ( const [FString](API\Runtime\Core\Containers\FString) & InBaseClassName, int32 InRecursionDepth )


code: virtual void Serialize ( const TCHAR * Text, [ELogVerbosity::Type](API\Runtime\Core\Logging\ELogVerbosity__Type) Verbosity, const class [FName](API\Runtime\Core\UObject\FName) & Category )


description:
Compare the classes derived from the given base class, ignoring specified base classes.
bool true if successful, false if not

code: virtual bool CompareClasses ( const [FString](API\Runtime\Core\Containers\FString) & InBaseClassName, const [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & InBaseClassesToIgnore, int32 InRecursionDepth )


description: Recursive function for collecting objects referenced by the given object.

code: void RecursiveObjectCollection ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * InStartObject, int32 InCurrDepth, int32 InMaxDepth, [TMap](API\Runtime\Core\Containers\TMap)< [UObject](API\Runtime\CoreUObject\UObject\UObject) *, bool > & OutCollectedReferences )


code: virtual ~FContentComparisonHelper()


className: FContentComparisonHelper

description: Helper class for performing the content comparison console command

code: class FContentComparisonHelper

ReferenceClassesOfInterest

type: TMap<FString, ...


description:
Clips a polygon to the volume.
Returns false if the polygon is entirely outside the volume and true otherwise.

code: bool ClipPolygon ( class [FPoly](API\Runtime\Engine\Engine\FPoly) & Polygon ) const


description:
Calculates the maximum perpendicular distance of a point to the plains of the convex volume. The distance can be used to see if the sphere is touching the volume
Returns the maximum perpendicular distance to then plains (the distance is conservative at the corners)

code: float DistanceTo ( const FVector & Point ) const


className: FPermutedPlaneArray

code: typedef [TArray](API\Runtime\Core\Containers\TArray)< FPlane, TInlineAllocator< 8 > > FPermutedPlaneArray


className: FPlaneArray

code: typedef [TArray](API\Runtime\Core\Containers\TArray)< FPlane, TInlineAllocator< 6 > > FPlaneArray


description: Builds the permuted planes for SIMD fast clipping

code: void Init()


code: [FOutcode](API\Runtime\Engine\FOutcode) GetBoxIntersectionOutcode ( const FVector & Origin, const FVector & Extent ) const


description:
Intersection test with a translated axis-aligned box.
true if this convex volume intersects the given translated box.

code: bool IntersectBox ( const FVector & Origin, const FVector & Extent ) const


code: bool IntersectBox ( const FVector & Origin, const FVector & Extent, bool & bOutFullyContained ) const


code: bool IntersectBox ( const FVector & Origin, const FVector & Translation, const FVector & Extent ) const


description:
Intersection test with line segment
true if this convex volume intersects the given line segment

code: bool IntersectLineSegment ( const FVector & Start, const FVector & End ) const


description:
Determines whether the given point lies inside the convex volume
true if the point is inside the convex volume.

code: bool IntersectPoint ( const FVector & Point ) const


description:
Intersection test with a sphere
true if this convex volume intersects the given sphere (the result is conservative at the corners)

code: bool IntersectSphere ( const FVector & Origin, const float & Radius, bool & bOutFullyContained ) const


code: bool IntersectSphere ( const FVector & Origin, const float & Radius ) const


description:
Intersection test with a triangle param bOutFullyContained to know if the triangle was fully contained
true if this convex volume intersects the given triangle.

code: bool IntersectTriangle ( const FVector & PointA, const FVector & PointB, const FVector & PointC, bool & bOutFullyContained ) const


description: Builds the set of planes used to clip against. Also, puts the planes into a form more readily used by SSE/Altivec so 4 planes can be clipped against at once.

code: FConvexVolume ( const [TArray](API\Runtime\Core\Containers\TArray)< FPlane, TInlineAllocator< 6 >> & InPlanes )


className: FConvexVolume

description: FConvexVolume

code: struct FConvexVolume

PermutedPlanes

type: FPermutedPlaneA...

description: This is the set of planes pre-permuted to SSE/Altivec form

Planes

type: FPlaneArray


className: FCopyBatchId

description: Batch ID - organisation/batching strategy determined by client systems via compilation

code: struct FCopyBatchId


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


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


className: CounterBase

code: static constexpr int CounterBase = __COUNTER__;


className: FHasSkyBentNormal

code: class FHasSkyBentNormal : public [FShaderPermutationBool](API\Runtime\RenderCore\FShaderPermutationBool)


className: DefineName

code: static DefineName = TEXT( "HAS_SKY_BENT_NORMAL" );


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


className: bIsStoredInConstantBuffer

code: static bIsStoredInConstantBuffer = true;


className: FileLine

code: static FileLine = builtin_LINE();


className: FileName

code: static FileName = builtin_FILE();


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


className: NumElements

code: static NumElements = 0;


className: TAlignedType

code: typedef FParameters TAlignedType


className: FTypeInfo

description: GetStructMetadata()

code: struct FTypeInfo


className: zzFuncPtr

code: typedef void &42; zzFuncPtr


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


className: zzMemberFunc

code: typedef zzFuncPtr(&42; zzMemberFunc


className: zzMemberIdDirectionalLightShadowing


className: zzMemberIdOutDirectionalLightShadowing


className: zzTThisStruct

code: typedef FParameters zzTThisStruct


className: FParameters

code: class FParameters

AmbientVector

type: TShaderResource...

StartPosInNewVolume

type: TShaderParamete...


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


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


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


className: InterfaceType

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


className: InternalBaseType

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


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


className: InternalLinkType

code: template<int Counter> struct InternalLinkType


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


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


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


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


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


className: FCopyResidentBricksCS

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


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


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


className: CounterBase

code: static constexpr int CounterBase = __COUNTER__;


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


className: bIsStoredInConstantBuffer

code: static bIsStoredInConstantBuffer = true;


className: FileLine

code: static FileLine = builtin_LINE();


className: FileName

code: static FileName = builtin_FILE();


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


className: NumElements

code: static NumElements = 0;


className: TAlignedType

code: typedef FParameters TAlignedType


className: FTypeInfo

description: GetStructMetadata()

code: struct FTypeInfo


className: zzFuncPtr

code: typedef void &42; zzFuncPtr


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


className: zzMemberFunc

code: typedef zzFuncPtr(&42; zzMemberFunc


code: typedef FParameters zzTThisStruct


code: class FParameters


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


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


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


code: template<int Counter> struct InternalLinkType


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


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


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


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


code: FCopyResidentBrickSHCoefficientsCS()


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


className: FCopyResidentBrickSHCoefficientsCS

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


description: Parameters used for creating a Texture2D from a simple color buffer.

code: struct FCreateTexture2DParameters

bDeferCompression

type: bool

description: If texture should be compressed right away, or defer until package is saved

bSRGB

description: If texture should be set as SRGB

bUseAlpha

description: True if alpha channel is used

bVirtualTexture

description: If texture should be a virtual texture

CompressionSettings

type: TextureCompress...

description: Compression settings to use for texture

MipGenSettings

type: TextureMipGenSe...

description: Mip-map generation settings

SourceGuidHash

type: FGuid

description: The Guid hash to use part of the texture source's DDC key

TextureGroup

type: TextureGroup

description: Group this texture belongs to


className: BoneIndexType

description: Set up our index type based on the type of pose we are manipulating.


description: Convert Bone to Local Space.

code: void ConvertBoneToLocalSpace ( [BoneIndexType](API\Runtime\Engine\FCSPose\BoneIndexType) BoneIndex )


description: Calculate the component space transform for the supplied bone.

code: void CalculateComponentSpaceTransform ( [BoneIndexType](API\Runtime\Engine\FCSPose\BoneIndexType) BoneIndex )


description: If a part of chain hasn't been converted, it will trigger ensure.

code: static void ConvertComponentPosesToLocalPoses ( [FCSPose](API\Runtime\Engine\FCSPose)< PoseType > && InPose, PoseType & OutPose )


code: static void ConvertComponentPosesToLocalPoses ( const [FCSPose](API\Runtime\Engine\FCSPose)< PoseType > & InPose, PoseType & OutPose )


description: However it is more expensive as a result.

code: static void ConvertComponentPosesToLocalPosesSafe ( [FCSPose](API\Runtime\Engine\FCSPose)< PoseType > & InPose, PoseType & OutPose )


code: void CopyAndAssignBoneContainer ( [FBoneContainer](API\Runtime\Engine\FBoneContainer) & NewBoneContainer )


description: Copy Pose.

code: template<typename OtherPoseType> void CopyPose ( const OtherPoseType & SrcPose )


code: const TCustomBoneIndexArray< uint8, [BoneIndexType](API\Runtime\Engine\FCSPose\BoneIndexType) > & GetComponentSpaceFlags() const


description: Get Transform for supplied bone in component space.

code: const FTransform & GetComponentSpaceTransform ( [BoneIndexType](API\Runtime\Engine\FCSPose\BoneIndexType) BoneIndex )


description: Get transform for supplied bone in local space.

code: FTransform GetLocalSpaceTransform ( [BoneIndexType](API\Runtime\Engine\FCSPose\BoneIndexType) BoneIndex )


description: Init Pose.

code: void InitPose ( const [FBoneContainer](API\Runtime\Engine\FBoneContainer) * InBoneContainer )


description: Init Pose.

code: void InitPose ( const PoseType & SrcPose )


code: void InitPose ( PoseType && SrcPose )


description: Set a bunch of Component Space Bone Transforms. Do this safely by insuring that Parents are already in Component Space, and any Component Space children are converted back to Local Space before hand.

code: void SafeSetCSBoneTransforms ( const [TArray](API\Runtime\Core\Containers\TArray)< struct [FBoneTransform](API\Runtime\Engine\FBoneTransform) > & BoneTransforms )


description: The tricky bit is that SkelControls deliver their transforms in Component Space, But the blending is done in Local Space. Also we need to refresh any Children they have that has been previously converted to Component Space.

code: void LocalBlendCSBoneTransforms ( const [TArray](API\Runtime\Core\Containers\TArray)< struct [FBoneTransform](API\Runtime\Engine\FBoneTransform) > & BoneTransforms, float Alpha )


description: Set the transform for the supplied bone.

code: void SetComponentSpaceTransform ( [BoneIndexType](API\Runtime\Engine\FCSPose\BoneIndexType) BoneIndex, const FTransform & NewTransform )


className: FCSPose

code: template<class PoseType> struct FCSPose

BoneMask

type: TCustomBoneInde...

description: Cached bone mask array to avoid reallocations.

BonesToConvert

type: TArray<FCompac...

description: Cached conversion array for this pose, to save on allocations each frame.

ComponentSpaceFlags

description: Flags to track each bones current state (0 means local pose, 1 means component space pose)

Pose

type: PoseType


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


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


className: ShapeName

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


className: FCubemapLayer

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

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


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


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


code: static constexpr int CounterBase = __COUNTER__;


className: DefineName

code: static DefineName = TEXT( "TEXTURECUBE_ARRAY" );


className: FCubeArray

description: class FMyShaderDim : SHADER_PERMUTATION_BOOL("MY_SHADER_DEFINE_NAME");

code: class FCubeArray : public [FShaderPermutationBool](API\Runtime\RenderCore\FShaderPermutationBool)


code: static DefineName = TEXT( "HDR_OUTPUT" );


className: FHDROutput

code: class FHDROutput : public [FShaderPermutationBool](API\Runtime\RenderCore\FShaderPermutationBool)


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


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


className: InterfaceType

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


className: InternalBaseType

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


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


description: Initialize(FTypeLayoutDesc& TypeDesc)

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


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


className: InternalLinkType

description: InternalLinkType<COUNTER-CounterBase >

code: template<int Counter> struct InternalLinkType


code: void SetParameters ( [FRHIBatchedShaderParameters](API\Runtime\RHI\FRHIBatchedShaderParameters) & BatchedParameters, const [FTexture](API\Runtime\RenderCore\FTexture) * InTexture, const FMatrix & InColorWeightsValue, float InMipLevel, float InSliceIndex, bool bInIsTextureCubeArray, const FMatrix44f & InViewMatrix, bool bInShowLongLatUnwrap, float InGammaValue, bool bInUsePointSampling )


description: Deprecated* SetParameters withFRHIBatchedShaderParametersshould be used.

code: void SetParameters ( [FRHICommandList](API\Runtime\RHI\FRHICommandList) & RHICmdList, const [FTexture](API\Runtime\RenderCore\FTexture) * InTexture, const FMatrix & InColorWeightsValue, float InMipLevel, float InSliceIndex, bool bInIsTextureCubeArray, const FMatrix44f & InViewMatrix, bool bInShowLongLatUnwrap, float InGammaValue, bool bInUsePointSampling )


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


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


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


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


className: FCubemapTexturePropertiesPS

description: Simple pixel shader reads from a cube map texture and unwraps it in the LongitudeLatitude form.

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


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


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


className: CounterBase

code: static constexpr int CounterBase = __COUNTER__;


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


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)< [FCubemapTexturePropertiesVS](API\Runtime\Engine\FCubemapTexturePropertiesVS) >::Type InternalBaseType


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


description: Initialize(FTypeLayoutDesc& TypeDesc)

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


description: InternalLinkType<COUNTER-CounterBase >

code: template<int Counter> struct InternalLinkType


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


code: void SetParameters ( [FRHIBatchedShaderParameters](API\Runtime\RHI\FRHIBatchedShaderParameters) & BatchedParameters, const FMatrix & TransformValue )


code: void SetParameters ( [FRHICommandList](API\Runtime\RHI\FRHICommandList) & RHICmdList, const FMatrix & TransformValue )


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


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


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


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


className: FCubemapTexturePropertiesVS

description: A vertex shader for rendering a texture on a simple element.

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


code: static bool IsSuitable ( const [ULevel](API\Runtime\Engine\Engine\ULevel) * Level )


className: FCurrentLevelSurfaceLevelFilter

description: Level filter that passes the current level.

code: class FCurrentLevelSurfaceLevelFilter


className: FCurveEvaluationOption

description: DEPRECATED - please useUE::Anim::FCurveFilterSettings.

code: struct FCurveEvaluationOption

DisallowedList

type: constTArray<F...


description: Deprecated* Please useUE::Anim::FCurveFilterSettings.

code: FCurveEvaluationOption ( bool bInAllowCurveEvaluation, const [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > * InDisallowedList, int32 InLODIndex )


code: FCurveFilterSettings ( [UE::Anim::ECurveFilterMode](API\Runtime\Engine\Animation\UE__Anim__ECurveFilterMode) InFilterMode, const [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > * InFilterCurves, int32 InLODIndex )


className: FCurveFilterSettings

description: Options for filtering curves. Used to initialize a bone container with a filter curve.

code: struct FCurveFilterSettings

FilterCurves

description: Filter curves. Application of these curves is dependent on FilterMode.

FilterMode

description: Filtering mode - allows curves to be disable entirely or allow/deny-listed.

LODIndex

description: LOD index.


code: [FBodyInstance](API\Runtime\Engine\PhysicsEngine\FBodyInstance) * GetBodyInstance() const


code: [TWeakObjectPtr](API\Runtime\Core\UObject\TWeakObjectPtr)< [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) > GetOwningComponent() const


code: FCustomPhysXPayload ( [FCustomPhysXSyncActors](API\Runtime\Engine\FCustomPhysXSyncActors) * InCustomSyncActors )


className: FCustomPhysXPayload

code: struct FCustomPhysXPayload

CustomSyncActors

type: FCustomPhysXSyn...


description: Syncing between PhysX and Unreal Engine can be tricky. The challenge is that PhysX gives us an array of raw pointers that require updating. However, Unreal Engine has many mechanisms for triggering arbitrary callbacks. Since the callbacks can invalidate the PhysX data it's critical to break the update into two steps. The first step moves the data from PhysX into Unreal Engine safe structures (seeTWeakObjectPtr). The second step updates the actual Unreal Engine data (components, actors, etc...) It's up to the client code to ensure this is handled correctly. No PhysX raw data should be stored. Do not update component/actor data in step 1 unless you're absolutely sure it will not trigger a callbackThis is step 1 of the sync. Do not store any raw PhysX data or update any Unreal Engine component/actors which may trigger a callback. Ideally this should build an array of TWeakObjectPtr, Transform pairs

code: void BuildSyncData_AssumesLocked ( const [TArray](API\Runtime\Core\Containers\TArray)< physx::PxRigidActor * > & RigidActors )


description: This is step 2 of the sync. It's safe to update any Unreal Engine components/actors or trigger callbacks, as long as the code within this function handles it gracefully. For example if a callback destroys some components you will update, make sure to useTWeakObjectPtr

code: void FinalizeSync()


className: FCustomPhysXSyncActors

description: This interface allows plugins to sync between physx sim results and Unreal Engine data.

code: struct FCustomPhysXSyncActors


code: static constexpr int32 NumCustomPrimitiveDataFloat4s = 9;


className: NumCustomPrimitiveDataFloats

code: static constexpr int32 NumCustomPrimitiveDataFloats = NumCustomPrimitiveDataFloat4s * 4;


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


className: FCustomPrimitiveData

description: Custom primitive data payload.

code: struct FCustomPrimitiveData

Data

type: TArray< float >


code: template<typename T, typename U> static int32 Array_Add ( const [TArray](API\Runtime\Core\Containers\TArray)< T > & TargetArray, const U & NewItem )


code: template<typename T, typename U> static int32 Array_AddUnique ( const [TArray](API\Runtime\Core\Containers\TArray)< T > & TargetArray, const U & NewItem )


code: static int32 Array_AddUnique_FText ( const [TArray](API\Runtime\Core\Containers\TArray)< [FText](API\Runtime\Core\Internationalization\FText) > & TargetArray, const [FText](API\Runtime\Core\Internationalization\FText) & NewItem )


code: template<typename T> static int32 Array_AddUnique_Struct ( const [TArray](API\Runtime\Core\Containers\TArray)< T > & TargetArray, const T & NewItem )


code: template<typename T, typename U> static void Array_Append ( const [TArray](API\Runtime\Core\Containers\TArray)< T > & TargetArray, const [TArray](API\Runtime\Core\Containers\TArray)< U > & SourceArray )


code: template<typename T> static void Array_Clear ( const [TArray](API\Runtime\Core\Containers\TArray)< T > & TargetArray )


code: template<typename T, typename U> static bool Array_Contains ( const [TArray](API\Runtime\Core\Containers\TArray)< T > & TargetArray, const U & ItemToFind )


code: static bool Array_Contains_FText ( const [TArray](API\Runtime\Core\Containers\TArray)< [FText](API\Runtime\Core\Internationalization\FText) > & TargetArray, const [FText](API\Runtime\Core\Internationalization\FText) & ItemToFind )


code: template<typename T> static bool Array_Contains_Struct ( const [TArray](API\Runtime\Core\Containers\TArray)< T > & TargetArray, const T & ItemToFind )


code: template<typename T, typename U> static int32 Array_Find ( const [TArray](API\Runtime\Core\Containers\TArray)< T > & TargetArray, const U & ItemToFind )


code: static int32 Array_Find_FText ( const [TArray](API\Runtime\Core\Containers\TArray)< [FText](API\Runtime\Core\Internationalization\FText) > & TargetArray, const [FText](API\Runtime\Core\Internationalization\FText) & ItemToFind )


code: template<typename T> static int32 Array_Find_Struct ( const [TArray](API\Runtime\Core\Containers\TArray)< T > & TargetArray, const T & ItemToFind )


code: template<typename T, typename U> static void Array_Get ( const [TArray](API\Runtime\Core\Containers\TArray)< T > & TargetArray, int32 Index, U & Item )


code: template<typename T> static bool Array_Identical ( const [TArray](API\Runtime\Core\Containers\TArray)< T > & ArrayA, const [TArray](API\Runtime\Core\Containers\TArray)< T > & ArrayB )


code: template<typename T, typename U> static void Array_Insert ( const [TArray](API\Runtime\Core\Containers\TArray)< T > & TargetArray, const U & NewItem, int32 Index )


code: template<typename T> static bool Array_IsValidIndex ( const [TArray](API\Runtime\Core\Containers\TArray)< T > & TargetArray, int32 Index )


code: template<typename T> static int32 Array_LastIndex ( const [TArray](API\Runtime\Core\Containers\TArray)< T > & TargetArray )


code: template<typename T> static int32 Array_Length ( const [TArray](API\Runtime\Core\Containers\TArray)< T > & TargetArray )


code: template<typename T, typename U> static void Array_Random ( const [TArray](API\Runtime\Core\Containers\TArray)< T > & TargetArray, U & OutItem, int32 & OutIndex )


code: template<typename T, typename U> static void Array_RandomFromStream ( const [TArray](API\Runtime\Core\Containers\TArray)< T > & TargetArray, [FRandomStream](API\Runtime\Core\Math\FRandomStream) & RandomStream, U & OutItem, int32 & OutIndex )


code: template<typename T> static void Array_Remove ( const [TArray](API\Runtime\Core\Containers\TArray)< T > & TargetArray, int32 IndexToRemove )


code: template<typename T, typename U> static bool Array_RemoveItem ( const [TArray](API\Runtime\Core\Containers\TArray)< T > & TargetArray, const U & Item )


code: static bool Array_RemoveItem_FText ( const [TArray](API\Runtime\Core\Containers\TArray)< [FText](API\Runtime\Core\Internationalization\FText) > & TargetArray, const [FText](API\Runtime\Core\Internationalization\FText) & Item )


code: template<typename T> static bool Array_RemoveItem_Struct ( const [TArray](API\Runtime\Core\Containers\TArray)< T > & TargetArray, const T & Item )


code: template<typename T> static void Array_Resize ( const [TArray](API\Runtime\Core\Containers\TArray)< T > & TargetArray, int32 Size )


code: template<typename T> static void Array_Reverse ( const [TArray](API\Runtime\Core\Containers\TArray)< T > & TargetArray )


code: template<typename T, typename U> static void Array_Set ( const [TArray](API\Runtime\Core\Containers\TArray)< T > & TargetArray, int32 Index, const U & Item, bool bSizeToFit )


code: template<typename T> static void Array_Shuffle ( const [TArray](API\Runtime\Core\Containers\TArray)< T > & TargetArray )


code: template<typename T> static void Array_Swap ( const [TArray](API\Runtime\Core\Containers\TArray)< T > & TargetArray, int32 FirstIndex, int32 SecondIndex )


code: template<typename T> static bool GetDataTableRowFromName ( [UDataTable](API\Runtime\Engine\Engine\UDataTable) * Table, [FName](API\Runtime\Core\UObject\FName) RowName, T & OutRow )


description: Replacements for CustomThunk functions from KismetMathLibrary.

code: static float Divide_FloatFloat ( float A, float B )


description: Replacements for CustomThunk functions fromUBlueprintMapLibrary.

code: template<typename T, typename U, typename V, typename W> static void Map_Add ( [TMap](API\Runtime\Core\Containers\TMap)< T, U > & TargetMap, const V & Key, const W & Value )


code: template<typename T, typename U> static void Map_Clear ( [TMap](API\Runtime\Core\Containers\TMap)< T, U > & TargetMap )


code: template<typename T, typename U, typename V> static bool Map_Contains ( const [TMap](API\Runtime\Core\Containers\TMap)< T, U > & TargetMap, const V & Key )


code: template<typename T, typename U, typename V, typename W> static bool Map_Find ( const [TMap](API\Runtime\Core\Containers\TMap)< T, U > & TargetMap, const V & Key, W & Value )


code: template<typename T, typename U> static bool Map_IsEmpty ( const [TMap](API\Runtime\Core\Containers\TMap)< T, U > & TargetMap )


code: template<typename T, typename U> static bool Map_IsNotEmpty ( const [TMap](API\Runtime\Core\Containers\TMap)< T, U > & TargetMap )


code: template<typename T, typename U, typename V> static void Map_Keys ( const [TMap](API\Runtime\Core\Containers\TMap)< T, U > & TargetMap, [TArray](API\Runtime\Core\Containers\TArray)< V > & Keys )


code: template<typename T, typename U> static int32 Map_Length ( const [TMap](API\Runtime\Core\Containers\TMap)< T, U > & TargetMap )


code: template<typename T, typename U, typename V> static bool Map_Remove ( [TMap](API\Runtime\Core\Containers\TMap)< T, U > & TargetMap, const V & Key )


code: template<typename T, typename U, typename V> static void Map_Values ( const [TMap](API\Runtime\Core\Containers\TMap)< T, U > & TargetMap, [TArray](API\Runtime\Core\Containers\TArray)< V > & Values )


code: static float Percent_FloatFloat ( float A, float B )


code: template<typename T> static void SetArrayPropertyByName ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object, [FName](API\Runtime\Core\UObject\FName) PropertyName, [TArray](API\Runtime\Core\Containers\TArray)< T > & Value )


code: static void SetCollisionProfileNameProperty ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object, [FName](API\Runtime\Core\UObject\FName) PropertyName, const [FCollisionProfileName](API\Runtime\Engine\Engine\FCollisionProfileName) & Value )


code: template<typename T, typename U> static void SetMapPropertyByName ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object, [FName](API\Runtime\Core\UObject\FName) PropertyName, const [TMap](API\Runtime\Core\Containers\TMap)< T, U > & Value )


code: template<typename T> static void SetSetPropertyByName ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object, [FName](API\Runtime\Core\UObject\FName) PropertyName, const [TSet](API\Runtime\Core\Containers\TSet)< T > & Value )


code: template<typename T> static void SetStructurePropertyByName ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object, [FName](API\Runtime\Core\UObject\FName) PropertyName, const T & Value )


description: Replacements for CustomThunk functions fromUBlueprintSetLibrary.

code: template<typename T, typename U> static void Set_Add ( [TSet](API\Runtime\Core\Containers\TSet)< T > & TargetSet, const U & NewItem )


code: template<typename T, typename U> static void Set_AddItems ( [TSet](API\Runtime\Core\Containers\TSet)< T > & TargetSet, const [TArray](API\Runtime\Core\Containers\TArray)< U > & NewItems )


code: template<typename T, typename U> static bool Set_Contains ( const [TSet](API\Runtime\Core\Containers\TSet)< T > & TargetSet, const U & ItemToFind )


code: template<typename T> static void Set_Clear ( [TSet](API\Runtime\Core\Containers\TSet)< T > & TargetSet )


code: template<typename T> static void Set_Difference ( const [TSet](API\Runtime\Core\Containers\TSet)< T > & A, const [TSet](API\Runtime\Core\Containers\TSet)< T > & B, [TSet](API\Runtime\Core\Containers\TSet)< T > & Result )


code: template<typename T> static void Set_Intersection ( const [TSet](API\Runtime\Core\Containers\TSet)< T > & A, const [TSet](API\Runtime\Core\Containers\TSet)< T > & B, [TSet](API\Runtime\Core\Containers\TSet)< T > & Result )


code: template<typename T> static bool Set_IsEmpty ( const [TSet](API\Runtime\Core\Containers\TSet)< T > & TargetSet )


code: template<typename T> static bool Set_IsNotEmpty ( const [TSet](API\Runtime\Core\Containers\TSet)< T > & TargetSet )


code: template<typename T> static int32 Set_Length ( const [TSet](API\Runtime\Core\Containers\TSet)< T > & TargetSet )


code: template<typename T, typename U> static bool Set_Remove ( [TSet](API\Runtime\Core\Containers\TSet)< T > & TargetSet, const U & Item )


code: template<typename T, typename U> static void Set_ToArray ( const [TSet](API\Runtime\Core\Containers\TSet)< T > & A, [TArray](API\Runtime\Core\Containers\TArray)< U > & Result )


code: template<typename T, typename U> static void Set_RemoveItems ( [TSet](API\Runtime\Core\Containers\TSet)< T > & TargetSet, const [TArray](API\Runtime\Core\Containers\TArray)< U > & Items )


code: template<typename T> static void Set_Union ( const [TSet](API\Runtime\Core\Containers\TSet)< T > & A, const [TSet](API\Runtime\Core\Containers\TSet)< T > & B, [TSet](API\Runtime\Core\Containers\TSet)< T > & Result )


description: Replacements for CustomThunk functions fromUKismetSystemLibrary.

code: static void StackTrace()


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


className: FCustomThunkTemplates

code: struct FCustomThunkTemplates


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


className: ShapeName

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


code: FCylinderLayer ( float InRadius, float InOverlayArc, float InHeight )


className: FCylinderLayer

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

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

Height

type: float


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


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


className: FDataCacheDuplicatedObjectData

code: struct FDataCacheDuplicatedObjectData

DuplicatedObject

type: UObject*

description: The duplicated object.

ObjectPathDepth

description: Object Outer Depth so we can sort creation order.


code: bool IsCategoryToggledOn ( [FName](API\Runtime\Core\UObject\FName) Category, bool bDefaultsToOn ) const


code: bool IsDisplayOn ( [FName](API\Runtime\Core\UObject\FName) DisplayName ) const


code: FDebugDisplayInfo ( const [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & InDisplayNames, const [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & InToggledCategories )


className: FDebugDisplayInfo

description: Tracks what debug information we have switched on.

code: class FDebugDisplayInfo


code: virtual void DrawDebugLabels ( [UCanvas](API\Runtime\Engine\Engine\UCanvas) * Canvas, [APlayerController](API\Runtime\Engine\GameFramework\APlayerController) * )


className: EState

code: enum EState { UndefinedState, InitializedState, RegisteredState, }


code: const [TextArray](API\Runtime\Engine\FDebugDrawDelegateHelper\TextArray) & GetTexts() const


code: void InitDelegateHelper ( const [FDebugRenderSceneProxy](API\Runtime\Engine\FDebugRenderSceneProxy) * InSceneProxy )


description: Method that should be called when creating scene proxy (i.e. CreateSceneProxy) to process any pending registration that might have been requested from deferred primitive batching (i.e. CreateRenderState_Concurrent(FRegisterComponentContext!= nullptr)).

code: void ProcessDeferredRegister()


description: Deprecated* This method is deprecated. Call RequestRegisterDebugDrawDelegate or override RegisterDebugDrawDelegateInternal instead.


description: Called to set up debug drawing delegate inUDebugDrawServiceif you want to draw labels


code: virtual void RegisterDebugDrawDelgate()


description: Method that should be called at render state creation (i.e. CreateRenderState_Concurrent). It will either callRegisterDebugDrawDelegate_ when deferring context is not provided or mark for deferred registration that should be flushed by callingProcessDeferredRegister_ on scene proxy creation.

code: void RequestRegisterDebugDrawDelegate ( [FRegisterComponentContext](API\Runtime\Engine\Components\FRegisterComponentContext) * Context )


code: void ReregisterDebugDrawDelegate()


description: Deprecated* This method is deprecated. Use ReregisterDebugDrawDelegate instead.

code: void ReregisterDebugDrawDelgate()


className: TextArray

code: typedef [TArray](API\Runtime\Core\Containers\TArray)< [FDebugRenderSceneProxy::FText3d](API\Runtime\Engine\FDebugRenderSceneProxy\FText3d) > TextArray


description: Deprecated* This method is deprecated. Use UnregisterDebugDrawDelegate instead.


description: Called to clean up debug drawing delegate inUDebugDrawService


code: virtual ~FDebugDrawDelegateHelper()


className: FDebugDrawDelegateHelper

code: struct FDebugDrawDelegateHelper

DebugTextDrawingDelegate

type: FDebugDrawDeleg...

DebugTextDrawingDelegateHandle

type: FDelegateHandle

State

type: enumFDebugDraw...


description: Draws a line with an arrow at the end.

code: void DrawLineArrow ( [FPrimitiveDrawInterface](API\Runtime\Engine\FPrimitiveDrawInterface) * PDI, const FVector & Start, const FVector & End, const [FColor](API\Runtime\Core\Math\FColor) & Color, float Mag ) const


className: EDrawType

code: enum EDrawType { SolidMesh = 0, WireMesh = 1, SolidAndWireMeshes = 2, }


code: void Draw &40; FPrimitiveDrawInterface &42; PDI, const float Mag &41; const


code: FArrowLine &40; const FVector & InStart, const FVector & InEnd, const FColor & InColor &41;


className: FArrowLine

description: Struct to hold info about arrowed lines to render.

code: struct FArrowLine

Color

type: FColor

End

type: FVector


code: void Draw &40; FPrimitiveDrawInterface &42; PDI, EDrawType InDrawType, uint32 InDrawAlpha, FMaterialCache & MaterialCache, int32 ViewIndex, FMeshElementCollector & Collector &41; const


code: FCapsule &40; const FVector & InBase, const float & InRadius, const FVector & x, const FVector & y, const FVector & z, const float & InHalfHeight, const FLinearColor & InColor &41;


className: FCapsule

code: struct FCapsule


code: void Draw &40; FPrimitiveDrawInterface &42; PDI, EDrawType InDrawType, uint32 InDrawAlpha, FMaterialCache & MaterialCache, int32 ViewIndex, FMeshElementCollector & Collector, TArray< FVector > &42; VertsCache &41; const


code: FCone &40; const FMatrix & InConeToWorld, const float InAngle1, const float InAngle2, const FLinearColor & InColor &41;


className: FCone

code: struct FCone

ConeToWorld

type: FMatrix


code: void Draw &40; FPrimitiveDrawInterface &42; PDI &41; const


code: FDashedLine &40; const FVector & InStart, const FVector & InEnd, const FColor & InColor, const float InDashSize &41;


className: FDashedLine

description: Struct to gold info about dashed lines to render.

code: struct FDashedLine


code: FDebugBox &40; const FBox & InBox, const FColor & InColor &41;


code: FDebugBox &40; const FBox & InBox, const FColor & InColor, const FTransform & InTransform &41;


className: FDebugBox

description: Struct to hold info about boxes to render.

code: struct FDebugBox

Box

type: FBox

Transform

type: FTransform


code: FDebugLine &40; const FVector & InStart, const FVector & InEnd, const FColor & InColor, float InThickness &41;


className: FDebugLine

description: Struct to hold info about lines to render.

code: struct FDebugLine


code: FMaterialRenderProxy &42; operator&91;&93; &40; FLinearColor Color &41;


code: FMaterialCache &40; FMeshElementCollector & InCollector, bool bUseLight, UMaterial &42; InMaterial &41;


className: FMaterialCache

code: struct FMaterialCache

bUseFakeLight

type: bool

Collector

type: FMeshElementCol...

MeshColorInstances

type: TMap< uint32,F...

SolidMeshMaterial

type: TWeakObjectPtr<...


className: FMesh

code: struct FMesh

Indices

type: TArray< uint32 ...

Vertices

type: TArray<FDynami...


code: void Draw &40; FPrimitiveDrawInterface &42; PDI, EDrawType InDrawType, uint32 InDrawAlpha, FMaterialCache & MaterialCache, int32 ViewIndex, FMeshElementCollector & Collector &41; const


code: FSphere &40; const float & InRadius, const FVector & InLocation, const FLinearColor & InColor &41;


className: FSphere

description: Struct to hold info about spheres to render

code: struct FSphere


code: FText3d &40; const FString & InString, const FVector & InLocation, const FLinearColor & InColor &41;


description: Struct to hold info about texts to render using 3d coordinates

code: struct FText3d

Text

type: FString


code: FWireCylinder &40; const FVector & InBase, const float InRadius, const float InHalfHeight, const FColor & InColor &41;


className: FWireCylinder

description: Struct to hold info about cylinders to render.

code: struct FWireCylinder

HalfHeight

type: float


code: void Draw &40; FPrimitiveDrawInterface &42; PDI &41; const


code: FWireStar &40; const FVector & InPosition, const FColor & InColor, const float & InSize &41;


className: FWireStar

description: Struct to hold info about lined stars to render.

code: struct FWireStar


description: Draw the scene proxy as a dynamic element

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


code: virtual void GetDynamicMeshElementsForView ( const [FSceneView](API\Runtime\Engine\FSceneView) * View, const int32 ViewIndex, const [FSceneViewFamily](API\Runtime\Engine\FSceneViewFamily) & ViewFamily, const uint32 VisibilityMap, [FMeshElementCollector](API\Runtime\Engine\FMeshElementCollector) & Collector, [FMaterialCache](API\Runtime\Engine\FDebugRenderSceneProxy\FMaterialCache) & DefaultMaterialCache, [FMaterialCache](API\Runtime\Engine\FDebugRenderSceneProxy\FMaterialCache) & SolidMeshMaterialCache ) const


description: Every derived class should override these functions

code: virtual uint32 GetMemoryFootprint() const


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

code: virtual SIZE_T GetTypeHash() const


code: static bool PointInRange ( const FVector & Start, const [FSceneView](API\Runtime\Engine\FSceneView) * View, float Range )


code: static bool PointInView ( const FVector & Location, const [FSceneView](API\Runtime\Engine\FSceneView) * View )


code: FDebugRenderSceneProxy ( const [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * InComponent )


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


className: FDebugRenderSceneProxy

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

ArrowLines

type: TArray<FArrowL...

Boxes

type: TArray<FDebugB...

Capsules

type: TArray<FCapsul...

Cones

type: TArray<FCone>

Cylinders

type: TArray<FWireCy...

DashedLines

type: TArray<FDashed...

DrawType

type: EDrawType

Lines

type: TArray<FDebugL...

Meshes

type: TArray<FMesh>

Spheres

type: TArray<FSphere...

Stars

type: TArray<FWireSt...


className: FDebugShaderTypeInfo

code: struct FDebugShaderTypeInfo

Pipelines

type: TArray<FDebugS...

ShaderTypes

type: TArray<FShader...

VFType

type: FVertexFactoryT...


code: FDebugShadowRay ( const FVector & InStart, const FVector & InEnd, bool bInHit )


className: FDebugShaderPipelineInfo

code: struct FDebugShaderPipelineInfo

Pipeline

type: constFShaderPi...


className: FDebugShadowRay

code: class FDebugShadowRay

End

type: FVector


code: void AddShaderTypes ( [ERHIFeatureLevel::Type](API\Runtime\RHI\ERHIFeatureLevel__Type) InFeatureLevel, const [FVertexFactoryType](API\Runtime\RenderCore\FVertexFactoryType) * InVertexFactoryType, [FMaterialShaderTypes](API\Runtime\Engine\FMaterialShaderTypes) & OutShaderTypes ) const


description: Whether this material can be substituted by the default material.

code: static bool AllowFallbackToDefaultMaterial ( const [FMaterial](API\Runtime\Engine\FMaterial) * InMaterial )


code: static bool AllowFallbackToDefaultMaterial ( bool bHasVertexPositionOffsetConnected, bool bHasPixelDepthOffsetConnected )


description: Return the interface object for the given viewmode.

code: static const [FDebugViewModeInterface](API\Runtime\Engine\FDebugViewModeInterface) * GetInterface ( EDebugViewShaderMode InDebugViewMode )


className: FRenderState

code: struct FRenderState

BlendState

type: FRHIBlendState...

DepthStencilState

type: FRHIDepthStenci...


code: virtual void GetDebugViewModeShaderBindings ( const FDebugViewModePS & Shader, const [FPrimitiveSceneProxy](API\Runtime\Engine\FPrimitiveSceneProxy) * PrimitiveSceneProxy, const [FMaterialRenderProxy](API\Runtime\Engine\Materials\FMaterialRenderProxy) & MaterialRenderProxy, const [FMaterial](API\Runtime\Engine\FMaterial) & Material, EDebugViewShaderMode DebugViewMode, const FVector & ViewOrigin, int32 VisualizeLODIndex, const [FColor](API\Runtime\Core\Math\FColor) & SkinCacheDebugColor, int32 VisualizeElementIndex, int32 NumVSInstructions, int32 NumPSInstructions, int32 ViewModeParam, [FName](API\Runtime\Core\UObject\FName) ViewModeParamName, [FMeshDrawSingleShaderBindings](API\Runtime\Renderer\FMeshDrawSingleShaderBindings) & ShaderBindings ) const


code: virtual void SetDrawRenderState ( EDebugViewShaderMode DebugViewMode, EBlendMode BlendMode, [FRenderState](API\Runtime\Engine\FDebugViewModeInterface\FRenderState) & DrawRenderState, bool bHasDepthPrepassForMaskedMaterial ) const


code: static void SetInterface ( [FDebugViewModeInterface](API\Runtime\Engine\FDebugViewModeInterface) * Interface )


code: virtual ~FDebugViewModeInterface()


className: FDecodeResult

description: Struct used to store the results of a decode operation.

code: struct FDecodeResult

NumAudioFramesProduced

description: Number of frames produced.

NumCompressedBytesConsumed

description: Number of bytes of compressed data consumed.

NumPcmBytesProduced

description: Number of bytes produced.


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 )


className: Singleton

code: static [FDebugViewModeInterface](API\Runtime\Engine\FDebugViewModeInterface) * Singleton = nullptr;


code: class FDefaultLightmapResourceClusterUniformBuffer : public [TUniformBuffer< FLightmapResourceClusterShaderParameters >](API\Runtime\Engine\TUniformBuffer)


className: FDebugViewModeInterface

code: class FDebugViewModeInterface


code: class FDefaultMobileReflectionCaptureUniformBuffer : public [TUniformBuffer< FMobileReflectionCaptureShaderParameters >](API\Runtime\Engine\TUniformBuffer)


className: Super

code: typedef [TUniformBuffer](API\Runtime\Engine\TUniformBuffer)< [FWorkingColorSpaceShaderParameters](API\Runtime\Engine\FWorkingColorSpaceShaderParamete-) > Super


code: void Update ( const [UE::Color::FColorSpace](API\Runtime\ColorManagement\FColorSpace) & InColorSpace )


className: FDefaultWorkingColorSpaceUniformBuffer

code: class FDefaultWorkingColorSpaceUniformBuffer : public [TUniformBuffer< FWorkingColorSpaceShaderParameters >](API\Runtime\Engine\TUniformBuffer)


code: const FBoxSphereBounds & GetBounds() const


code: void InitializeFadingParameters ( float AbsSpawnTime, float FadeDuration, float FadeStartDelay, float FadeInDuration, float FadeInStartDelay )


description: True if the decal is visible in the given view.

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


description: Updates the decal proxy's cached transform and bounds.

code: void SetTransformIncludingDecalSize ( const FTransform & InComponentToWorldIncludingDecalSize, const FBoxSphereBounds & InBounds )


description: Constructor

code: FDeferredDecalProxy ( const [UDecalComponent](API\Runtime\Engine\Components\UDecalComponent) * InComponent )


className: EOperationType

code: enum EOperationType { AddToSceneAndUpdate, Update, RemoveFromSceneAndDelete, }


className: FDeferredDecalProxy

description: Encapsulates the data which is used to render a decal parallel to the game thread.

code: class FDeferredDecalProxy

bOwnerSelected

type: bool

Component

type: constUSceneCom...

description: Pointer back to the game thread owner component.

ComponentTrans

type: FTransform

description: Used to compute the projection matrix on the render thread side, includes the DecalSize

DecalColor

type: FLinearColor

DecalMaterial

type: UMaterialInterf...

FadeInStartDelayNormalized

type: float

FadeT

description: FadeT = saturate(1 - (AbsTime - FadeStartDelay - AbsSpawnTime) / FadeDuration)   refactored as muladd:

SortOrder

description: Larger values draw later (on top).


className: FDeferredDecalUpdateParams

code: struct FDeferredDecalUpdateParams

Bounds

type: FBoxSphereBound...

DecalProxy

type: FDeferredDecalP...

OperationType

type: EOperationType


description: Add this resource to deferred update list

code: void AddToDeferredUpdateList ( bool OnlyUpdateOnce )


className: bNeedsUpdate

description: if true thenFDeferredUpdateResource::UpdateResourcesneeds to be called (should only be set on the rendering thread)

code: static bool bNeedsUpdate = true;


description: Performs a deferred resource update on this resource if it exists in the UpdateList.

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


code: FDeferredDecalProxy ( const [USceneComponent](API\Runtime\Engine\Components\USceneComponent) * InComponent, [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * InMaterial )


description: Remove this resource from deferred update list

code: void RemoveFromDeferredUpdateList()


description: This is reset after all viewports have been rendered

code: static void ResetNeedsUpdate()


description: Updates (resolves) the render target texture. Optionally clears the contents of the render target to green. This is only called by the rendering thread.

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


code: void ResetSceneTextureExtentsHistory()


description: Iterate over the global list of resources that need to be updated and call UpdateResource on each one.

code: static void UpdateResources ( [FRHICommandListImmediate](API\Runtime\RHI\FRHICommandListImmediate) & RHICmdList )


description: Constructor, initializing UpdateListLink.

code: FDeferredUpdateResource()


className: FDeferredUpdateResource

description: FDeferredUpdateResourcefor resources that need to be updated after scene rendering has begun (should only be used on the rendering thread)

code: class FDeferredUpdateResource


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

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


description: Return true when the action is completed.

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


code: FDelayAction ( float Duration, const [FLatentActionInfo](API\Runtime\Engine\Engine\FLatentActionInfo) & LatentInfo )


className: FDelayAction

description: FDelayActionA simple delay action; counts down and triggers it's output link when the time remaining falls to zero

code: class FDelayAction : public [FPendingLatentAction](API\Runtime\Engine\FPendingLatentAction)

CallbackTarget

type: FWeakObjectPtr

ExecutionFunction

type: FName


code: void RunFunctionOnce ( [FRHICommandListImmediate](API\Runtime\RHI\FRHICommandListImmediate) & RHICommandList )


code: void SetDelayedFunction ( [TDelayedFunction](API\Runtime\Engine\FDelayedRendererAction\TDelayedFunction) * InFunction, void * InUserData )


className: TDelayedFunction

code: typedef void( TDelayedFunction


code: FDelayedRendererAction ( [TDelayedFunction](API\Runtime\Engine\FDelayedRendererAction\TDelayedFunction) * InFunction, void * InUserData )


className: FDelayedRendererAction

description: Callback for calling one action (typical use case: delay a clear until it's actually needed)

code: class FDelayedRendererAction

Function

type: TDelayedFunctio...

UserData

type: void *


code: FDelayUntilNextTickAction ( const [FLatentActionInfo](API\Runtime\Engine\Engine\FLatentActionInfo) & LatentInfo )


className: FDelayUntilNextTickAction

description: FDelayUntilNextTickActionA simple delay action; triggers on the next update.

code: class FDelayUntilNextTickAction : public [FPendingLatentAction](API\Runtime\Engine\FPendingLatentAction)


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


className: FDeltaCheckpointData

code: struct FDeltaCheckpointData

ChannelsToClose

type: TMap<FNetworkG...

description: Channels closed that were open in the previous checkpoint, and the reason why

DestroyedDynamicActors

type: TSet<FNetworkG...

description: Destroyed dynamic actors that were active in the previous checkpoint

DestroyedNetStartupActors

type: TSet<FString>

description: Net startup actors that were destroyed

RecordingDeletedNetStartupActors

type: TArray<FString...

description: Net startup actors that were destroyed


className: FDepecatedModelVertex

code: struct FDepecatedModelVertex

TangentX

type: FDeprecatedSeri...


description:
Does the work of deriving the data.
true if successful, in the event of failure the cache is not updated and failure is propagated to the original caller.

code: virtual bool Build ( [TArray](API\Runtime\Core\Containers\TArray)< uint8 > & OutData )


description:
Returns the largest and plugin specific part of the cache key. This must be a alphanumeric+underscore
Version number of the plugin, for licensees.

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


description:
Get the version of the plugin, this is used as part of the cache key. This is supposed to be a guid string ( ex. "69C8C8A6-A9F8-4EFC-875C-CFBB72E66486" )
Version string of the plugin

code: virtual const TCHAR * GetVersionString() const


description:
Get the plugin name, this is used as the first part of the cache key
Name of the plugin

code: virtual const TCHAR * GetPluginName() const


description:
Indicates that this plugin is threadsafe. Note, the system itself will not call it concurrently if this false, however, then you are responsible for not calling the system itself concurrently.
true if this plugin is threadsafe

code: virtual bool IsBuildThreadsafe() const


code: FDerivedAudioDataCompressor ( [USoundWave](API\Runtime\Engine\Sound\USoundWave) * InSoundNode, [FName](API\Runtime\Core\UObject\FName) InBaseFormat, [FName](API\Runtime\Core\UObject\FName) InHashedFormat, const [FPlatformAudioCookOverrides](API\Runtime\AudioPlatformConfiguration\FPlatformAudioCookOverrides) * InCompressionOverrides )


className: FDerivedAudioDataCompressor

code: class FDerivedAudioDataCompressor : public [FDerivedDataPluginInterface](API\Developer\DerivedDataCache\FDerivedDataPluginInterface)


description:
Starts tracking an object and returns whether it's a recursive call or not. If it is recursive the function will return false and EndObject should not be called on the object.
false if object is already tracked and EndObject should NOT be called, true otherwise

code: bool BeginObject ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object )


description: Dump gathered stats information to the log.

code: void DumpStats()


description: Add instance of object to stats

code: void EndObject ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object, float DeltaTime, bool bForSummary )


description: Delegate handler for pre garbage collect event

code: void OnPreGarbageCollect()


description: Reset stats to clean slate.

code: void Reset()


description: Constructor, private on purpose and initializing all members.

code: FDetailedTickStats ( int32 InNumClassesToReport, float InTimeBetweenLogDumps, float InMinTimeBetweenLogDumps, float InTimesToReport, const TCHAR * InOperationPerformed )


description: Destructor, unregisters the GC callback

code: virtual ~FDetailedTickStats()


className: FDetailedTickStats

description: Helper struct for gathering detailed per object tick stats.

code: struct FDetailedTickStats


className: FDeviceId

description: Typed identifier for Audio Device Id

code: typedef uint32 FDeviceId


code: void SetObject ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * InObject )


code: void Swap ( [FDiffableObject](API\Runtime\Engine\FDiffableObject) & Other )


className: FDiffableObject

code: struct FDiffableObject

ObjectArchetype

type: FPersistentObje...

description: The archetype of the object when it was serialized

ObjectInfo

type: FSerializedObje...

description: Information about the object when it was serialized

SerializedData

description: The serialized data for the diffable object

SerializedTaggedData

type: TSortedMap<FNa...

description: Information about tagged data (mainly properties) that were serialized within this object


code: const [FDiffableObject](API\Runtime\Engine\FDiffableObject) & GetArchetypeDiffableObject ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * Archetype, const [FGetDiffableObjectOptions](API\Runtime\Engine\FGetDiffableObjectOptions) & Options )


className: FDiffableObjectArchetypeCache

description: Optional cache for requests to get the diffable state for a given archetype object

code: class FDiffableObjectArchetypeCache


code: bool DoesObjectMatchDiffableObject ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * Obj ) const


description: Called when an object stops serializing property data using script serialization.

code: virtual void MarkScriptSerializationEnd ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * Obj )


description: Called when an object begins serializing property data using script serialization.

code: virtual void MarkScriptSerializationStart ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * Obj )


code: virtual void OnDataSerialized ( int64 InOffset, int64 InNum )


description:
This operator can be implemented by sub-classes that wish to serializeFNameinstances.
This instance.

code: virtual [FArchive](API\Runtime\Core\Serialization\FArchive) & operator<< ( class [FName](API\Runtime\Core\UObject\FName) & Value )


description:
This operator can be implemented by sub-classes that wish to serializeUObjectinstances.
This instance.

code: virtual [FArchive](API\Runtime\Core\Serialization\FArchive) & operator<< ( class [UObject](API\Runtime\CoreUObject\UObject\UObject) *& Value )


description: Checks whether the archive wants to skip the property independent of the other flags

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


code: FDiffableObjectDataWriter ( [FDiffableObject](API\Runtime\Engine\FDiffableObject) & InDiffableObject, [TArrayView](API\Runtime\Core\Containers\TArrayView)< const [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * > InPropertiesToSerialize )


className: FDiffableObjectDataWriter

description: Core archive to write a diffable object to the buffer.

code: class FDiffableObjectDataWriter : public [UE::Transaction::Internal::FSerializedObjectDataWriterCommon](API\Runtime\Engine\FSerializedObjectDataWriterCommo-)


description: Add a diff that was found

code: void Add ( const [FDiffSingleResult](API\Runtime\Engine\FDiffSingleResult) & Result )


description: Test if it can store results

code: bool CanStoreResults() const


description: True if diffs were found

code: bool HasFoundDiffs() const


description: Get the number of diffs found

code: int32 Num() const


code: FDiffResults ( [TArray](API\Runtime\Core\Containers\TArray)< [FDiffSingleResult](API\Runtime\Engine\FDiffSingleResult) > * InResultArray )


className: FDiffResults

description: Collects the Diffs found for a node/object

code: struct FDiffResults


description: Get the color that is associated with this diff category


description: Returns true if this is a confirmed difference

code: bool IsRealDifference() const


className: FDiffSingleResult

description: Result of a single difference found on graph or object

code: struct FDiffSingleResult

Diff

description: The type of diff

DisplayString

type: FText

description: String describing the error to the user

type: UEdGraphNode&#...

description: The first node involved in diff

description: The second node involved in diff

type: UObject*

description: First top-level object involved in a diff

description: Second top-level object involved in a diff

OwningObjectPath

type: FString

description: Path string of graph, relative to blueprint/asset root

type: UEdGraphPin...

description: The first pin involved in diff

description: The second pin involved in diff

ToolTip

description: Optional tooltip containing more information


description: Called on main thread

code: void Setup ( [UWorld](API\Runtime\Engine\Engine\UWorld) * World )


className: FDisplayInternalsData

description: For r.DisplayInternals (allows for easy passing down data from main to render thread)

code: struct FDisplayInternalsData

NumPendingStreamingRequests

description: -1 if not set, fromIStreamingManager::Get().StreamAllResources(Duration) in FStreamAllResourcesLatentCommand


description: Adds a new build task. (Thread-Safe)

code: void AddTask ( [FAsyncDistanceFieldTask](API\Runtime\Engine\FAsyncDistanceFieldTask) * Task )


description: Blocks the main thread until all async builds complete.

code: void BlockUntilAllBuildsComplete()


description: Blocks the main thread until the async build of the specified mesh is complete.

code: void BlockUntilBuildComplete ( [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * StaticMesh, bool bWarnIfBlocked )


description: Blocks the main thread until the async build are either canceled or completed.

code: void CancelAllOutstandingBuilds()


description: Cancel the build on this specific static mesh or block until it is completed if already started.

code: void CancelBuild ( [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * StaticMesh )


description: Cancel the build on these meshes or block until they are completed if already started.

code: void CancelBuilds ( const [TSet](API\Runtime\Core\Containers\TSet)< [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * > & InStaticMeshes )


description: Get the name of the asset type this compiler handles


code: int32 GetNumOutstandingTasks() const


description: Called once per frame, fetches completed tasks and applies them to the scene.

code: virtual void ProcessAsyncTasks ( bool bLimitExecutionTime )


description: Blocks until it is safe to shut down (worker threads are idle).

code: virtual void Shutdown()


code: virtual ~FDistanceFieldAsyncQueue()


className: FDistanceFieldAsyncQueue

description: Class that manages asynchronous building of mesh distance fields.

code: class FDistanceFieldAsyncQueue : private [IAssetCompilingManager](API\Runtime\Engine\IAssetCompilingManager)


code: static void DispatchDownsampleTasks ( [FRDGBuilder](API\Runtime\RenderCore\FRDGBuilder) & GraphBuilder, [FRHIUnorderedAccessView](API\Runtime\RHI\FRHIUnorderedAccessView) * DFAtlasUAV, [ERHIFeatureLevel::Type](API\Runtime\RHI\ERHIFeatureLevel__Type) FeatureLevel, [TArray](API\Runtime\Core\Containers\TArray)< [FDistanceFieldDownsamplingDataTask](API\Runtime\Engine\FDistanceFieldDownsamplingDataTa-) > & DownsamplingTasks, [TArray](API\Runtime\Core\Containers\TArray)< [FUpdateTexture3DData](API\Runtime\RHI\FUpdateTexture3DData) > & UpdateTextureData )


description: Deprecated* This method has been refactored to use anFRDGBuilderinstead.

code: static void DispatchDownsampleTasks ( [FRHICommandListImmediate](API\Runtime\RHI\FRHICommandListImmediate) & RHICmdList, [FRHIUnorderedAccessView](API\Runtime\RHI\FRHIUnorderedAccessView) * DFAtlasUAV, [ERHIFeatureLevel::Type](API\Runtime\RHI\ERHIFeatureLevel__Type) FeatureLevel, [TArray](API\Runtime\Core\Containers\TArray)< [FDistanceFieldDownsamplingDataTask](API\Runtime\Engine\FDistanceFieldDownsamplingDataTa-) > & DownsamplingTasks, [TArray](API\Runtime\Core\Containers\TArray)< [FUpdateTexture3DData](API\Runtime\RHI\FUpdateTexture3DData) > & UpdateTextureData )


code: static void FillDownsamplingTask ( const FIntVector & SrcSize, const FIntVector & DstSize, const FIntVector & OffsetInAtlas, EPixelFormat Format, [FDistanceFieldDownsamplingDataTask](API\Runtime\Engine\FDistanceFieldDownsamplingDataTa-) & OutDataTask, [FUpdateTexture3DData](API\Runtime\RHI\FUpdateTexture3DData) & OutTextureUpdateData )


code: static void GetDownsampledSize ( const FIntVector & Size, float Factor, FIntVector & OutDownsampledSize )


className: FDistanceFieldDownsampling

code: class FDistanceFieldDownsampling


className: FDistanceFieldDownsamplingDataTask

DstSize

type: FIntVector

TexelSrcSize

type: FVector


code: void CacheDerivedData ( const [FString](API\Runtime\Core\Containers\FString) & InStaticMeshDerivedDataKey, const [ITargetPlatform](API\Developer\TargetPlatform\Interfaces\ITargetPlatform) * TargetPlatform, [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * Mesh, class [FStaticMeshRenderData](API\Runtime\Engine\FStaticMeshRenderData) & RenderData, [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * GenerateSource, float DistanceFieldResolutionScale, bool bGenerateDistanceFieldAsIfTwoSided )


code: SIZE_T GetResourceSizeBytes() const


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


code: void Serialize ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar, [UObject](API\Runtime\CoreUObject\UObject\UObject) * Owner )


className: FDistanceFieldVolumeData

description: Distance field data payload and output of the mesh build process.

code: class FDistanceFieldVolumeData : public [FDeferredCleanupInterface](API\Runtime\RenderCore\FDeferredCleanupInterface)

AlwaysLoadedMip

type: TArray< uint8 >

description: Lowest resolution mip is always loaded so we always have something.

AssetName

type: FName

description: For stats.

bAsyncBuilding

type: bool

bMostlyTwoSided

description: Whether most of the triangles in the mesh used a two-sided material.

LocalSpaceMeshBounds

type: FBox

description: Local space bounding box of the distance field volume.

Mips

type: TStaticArray<F...

StreamableMips

type: FByteBulkData

description: Remaining mips are streamed.


description: Empties the table of all values.

code: void Empty()


description: Get the entry for Time and the one after it for interpolating (along with an alpha for interpolation)

code: void GetEntry ( float Time, const float *& Entry1, const float *& Entry2, float & LerpAlpha ) const


description: in the case of a constant curve, this will not be exact!

code: void GetRange ( float * OutMinValues, float * OutMaxValues )


description: Compute the number of values contained in the table.

code: float GetValueCount() const


description: Computes the number of Values per entry in the table.

code: float GetValuesPerEntry() const


description: Returns true if the lookup table contains no values.

code: bool IsEmpty() const


description: Default constructor.

code: FDistributionLookupTable()


className: FDistributionLookupTable

description: Lookup table used to sample distributions at runtime.

code: struct FDistributionLookupTable

EntryCount

description: Number of entries in the table.

EntryStride

description: Number of values between entries [1,8].

LockFlag

description: Lock axes flag for vector distributions.

Op

description: Operation for which the table was built.

SubEntryStride

description: Number of values between sub-entries [0,4].

TimeBias

type: float

description: Absolute time of the first value

TimeScale

description: Time between values in the lookup table

Values

type: TArray< float >

description: Values in the table.


description: Starts a new rendering frame. Called from the rendering thread.

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


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

code: virtual void DeferInvalidateHitProxy()


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

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


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: virtual EDisplayColorGamut GetDisplayColorGamut() const


code: virtual EDisplayOutputFormat GetDisplayOutputFormat() const


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

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


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


code: virtual bool GetSceneHDREnabled() 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: 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: Invalidates the viewport's displayed pixels.

code: virtual void InvalidateDisplay()


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


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


code: virtual void ProcessInput ( float DeltaTime )


code: virtual void SetMouse ( int32 x, int32 y )


code: void SetupHDR ( EDisplayColorGamut InDisplayColorGamut, EDisplayOutputFormat InDisplayOutputFormat, bool bInSceneHDREnabled )


code: virtual bool SetUserFocus ( bool bFocus )


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


description: FDummyViewport

code: FDummyViewport ( [FViewportClient](API\Runtime\Engine\FViewportClient) * InViewportClient )


className: FDummyViewport

description: Minimal viewport for assisting with taking screenshots (also used within a plugin)

code: class FDummyViewport : public [FViewport](API\Runtime\Engine\FViewport)


description: Dumps a chart, allowing subclasses to format the data in their own way via various protected virtuals to be overridden

code: void DumpChart ( double InWallClockTimeFromStartOfCharting, [FString](API\Runtime\Core\Containers\FString) InMapName, [FString](API\Runtime\Core\Containers\FString) InDeviceProfileName )


code: virtual void HandleDynamicResThreshold ( int32 TargetScreenPercentage, float PctTimeAbove )


code: virtual void HandleHitchBucket ( const [FHistogram](API\Runtime\Core\ProfilingDebugging\FHistogram) & HitchHistogram, int32 BucketIndex )


code: virtual void HandleFPSThreshold ( int32 TargetFPS, float PctMissedFrames )


code: virtual void HandleHitchSummary ( int32 TotalHitchCount, double TotalTimeSpentInHitchBuckets )


code: void PrintToEndpoint ( const [FString](API\Runtime\Core\Containers\FString) & Text )


code: FDumpFPSChartToEndpoint ( const [FPerformanceTrackingChart](API\Runtime\Engine\FPerformanceTrackingChart) & InChart )


code: virtual ~FDumpFPSChartToEndpoint()


className: FDumpFPSChartToEndpoint

description: Prints the FPS chart summary to an endpoint.

code: struct FDumpFPSChartToEndpoint

ActualGPUBrand

description: The actual GPU adapter we initialized.

AvgFlushAsyncLoadingTimeInMS

type: double

Chart

type: constFPerforma...

DesktopGPUBrand

description: The primary GPU for the desktop (may not be the one we ended up using, e.g., in an optimus laptop)

GameResolution

type: FIntPoint


className: FDVRStreamingStatus

description: Interface(s) for platform feature modulesDefines the interface to platform's DVR and/or streaming system

code: struct FDVRStreamingStatus

ViewerCount

description: NOTE: These are valid only if IsStreaming is true, otherwise these are empty/0.


description: Data fill functions.

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


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

code: virtual void Init ( bool bInSelected )


description: Debug rendering

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


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


code: virtual ~FDynamicAnimTrailEmitterData()


className: FDynamicAnimTrailEmitterData

description: Dynamic emitter data for AnimTrail emitters

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

Source

type: FDynamicTrailsE...

description: The frame source data for this particle system.


description: Perform the actual work of filling the buffer, often called from another thread

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


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


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


description: Data fill functions.

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


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


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