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          Engine

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          MacOS
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          Filters

          Classes

          Name

          Description

          Public struct

          ADPCMFormatHeader

          Public class

          AEFConstantKeyLerp

          Public class

          AEFConstantKeyLerpShared

          Base class for all Animation Encoding Formats using consistently-spaced key interpolation.

          Public class

          AEFPerTrackCompressionCodec

          Decompression codec for the per-track compressor.

          Public class

          AEFVariableKeyLerp

          Public class

          AEFVariableKeyLerpShared

          Base class for all Animation Encoding Formats using variably-spaced key interpolation.

          Public class

          AnimEncoding

          Public class

          AnimEncodingLegacyBase

          This class serves as the base to AEFConstantKeyLerpShared , introducing the per-track serialization methods called by ByteSwapIn/ByteSwapOut and individual GetBoneAtomRotation / GetBoneAtomTranslation calls, which GetBoneAtom calls on Seq.TranslationCodec or Seq.RotationCodec.

          Public struct

          AsyncTraceData

          Contains all Async Trace Result for one frame.

          Public struct

          AudioPluginUtilities

          Copyright Epic Games, Inc. All Rights Reserved.

          Public struct

          BoneTrackPair

          Interfaces For Working With Encoded Animations Structure to hold an Atom and Track index mapping for a requested bone.

          Public struct

          ESkeletalMeshVertexFlags

          Flags used when building vertex buffers.

          Public struct

          FActivatedReverb

          Public struct

          FActiveSound

          Public class

          FActiveSubtitle

          A collection of subtitles, rendered at a certain priority.

          Public struct

          FActorComponentDuplicatedObjectData

          Public struct

          FActorComponentInstanceData

          Base class for component instance cached data of a particular type.

          Public class

          FActorIterator

          Actor iterator Note that when Playing In Editor, this will find actors only in CurrentWorld

          Public class

          FActorIteratorState

          Abstract base class for actor iteration.

          Public class

          FActorRange

          Actor range for ranged-for support.

          Public struct

          FAdditionalStaticMeshIndexBuffers

          Public class

          FADPCMAudioInfo

          Public class

          FAllSurfaceFilter

          TSurfaceIterator Surface filter that passes all surfaces.

          Public class

          FAllSurfaceLevelFilter

          Level filters Level filter that passes all levels.

          Public struct

          FAlphaBlend

          Alpha Blend class that supports different blend options as well as custom curves

          Public class

          FAnimationCompression_PerTrackUtils

          This class contains helper methods for dealing with animations compressed with the per-track codec

          Public class

          FAnimationRuntime

          In AnimationRunTime Library, we extract animation data based on Skeleton hierarchy, not ref pose hierarchy.

          Public class

          FAnimationUtils

          A collection of useful functions for skeletal mesh animation.

          Public struct

          FAnimCurveType

          In the future if we need more bools, please convert to bitfield These are not saved in asset but per skeleton.

          Public struct

          FAnimPerturbationError

          Error statistics for an animation generated by TallyErrorsFromPerturbation, representing errors in translation or rotation due to a small incremental translation or rotation

          Public struct

          FAnimTrailTypeDataPayload

          AnimTrail payload

          Public class

          FAPEXClothUniformShaderParameters

          Uniform buffer for APEX cloth.

          Public struct

          FASyncAudioChunkLoadResult

          Struct used to store results of an async file load.

          Public class

          FAsyncAudioDecompressWorker

          Asynchronous audio decompression

          Public struct

          FAsyncBufferFillData

          Public class

          FAsyncDistanceFieldTask

          A task to build a distance field for a single mesh

          Public class

          FAsyncEncode

          Public class

          FAsyncRealtimeAudioTaskProxy

          Public class

          FAsyncRealtimeAudioTaskWorker

          Public class

          FAsyncStreamDerivedChunkWorker

          Async worker to stream audio chunks from the derived data cache.

          Public struct

          FAttenuationFocusData

          Attenuation focus system data computed per update per active sound

          Public struct

          FAttenuationListenerData

          Struct used to cache listener attenuation vector math results

          Public struct

          FAttractorParticlePayload

          AttractorParticle

          Public class

          FAudioChunkCache

          Basic fixed-size LRU cache for retaining chunks of compressed audio data.

          Public class

          FAudioChunkHandle

          This structure allows audio chunk data to be accessed, and guarantees that the chunk in question will not be deleted during it's lifecycle.

          Public struct

          FAudioClassInfo

          Structure for collating info about sound classes

          Public class

          FAudioCommandFence

          Audio fences.

          Public class

          FAudioDevice

          Public class

          FAudioDeviceHandle

          Strong handle to an audio device. Guarantees that the audio device it references will stay alive while it is in scope.

          Public class

          FAudioDeviceManager

          Class for managing multiple audio devices.

          Public class

          FAudioDeviceManagerDelegates

          List of delegates for the audio device manager.

          Public struct

          FAudioDeviceParams

          Parameters passed into FAudioDeviceManager::RequestAudioDevice .

          Public class

          FAudioEffectsManager

          Manager class to handle the interface to various audio effects

          Public class

          FAudioRadioEffect

          Used to store and manipulate parameters related to a radio effect.

          Public struct

          FAudioReverbEffect

          Public class

          FAudioThread

          Public struct

          FAudioThreadSuspendContext

          Suspends the audio thread for the duration of the lifetime of the object

          Public struct

          FAudioVirtualLoop

          Copyright Epic Games, Inc. All Rights Reserved.

          Public class

          FAutoRegister

          Used to ensure that all extensions are constructed via FSceneViewExtensions::NewExtension(Args).

          Public struct

          FBaseCompactPose

          Public struct

          FBaseParticle

          Mappings for 'standard' particle data Only used when required.

          Public struct

          FBasePose

          Public struct

          FBaseTraceDatum

          Base Async Trace Data Struct for both overlap and trace

          Public class

          FBatchedElementParameters

          Custom parameters for batched element shaders.

          Public class

          FBatchedElements

          Batched elements for later rendering.

          Public struct

          FBeam2TypeDataPayload

          Public struct

          FBeamParticleModifierPayloadData

          Particle Beam Modifier Data Payload

          Public struct

          FBeamParticleSourceBranchPayloadData

          Particle Source Branch Payload

          Public struct

          FBeamParticleSourceTargetPayloadData

          Particle Source/Target Data Payload

          Public struct

          FBlendableEntry

          Used to blend IBlendableInterface object data, the member act as a header for a following data block

          Public class

          FBlendableManager

          Manager class which allows blending of FBlendableBase objects, stores a copy (for the render thread)

          Public class

          FBoneBufferPool

          A pool for vertex buffers with consistent usage, bucketed for efficiency.

          Public class

          FBoneBufferPoolPolicy

          The policy for pooling bone vertex buffers

          Public struct

          FBoneContainer

          This is a native transient structure.

          Public class

          FBoneMatricesUniformShaderParameters

          Public struct

          FBoneReference

          Public struct

          FBoneTransform

          Public struct

          FBspNode

          FBspNode defines one node in the Bsp, including the front and back pointers and the polygon data itself.

          Public struct

          FBspSurf

          FBspSurf One Bsp polygon.

          Public class

          FBSPSurfaceStaticLighting

          Represents a BSP surface to the static lighting system.

          Public class

          FBufferVisualizationData

          Copyright Epic Games, Inc. All Rights Reserved.

          Public struct

          FCachedAudioStreamingManager

          This implementation of the audio streaming manager uses an internal LRU cache (or in more advanced applications, a bank of parallel LRU caches)

          Public struct

          FCachedAudioStreamingManagerParams

          Public struct

          FCachedGeometry

          Public struct

          FCachedSystemScalabilityCVars

          Cache some of the scalability CVars to avoid some virtual function calls (no longer the case with the new console variable system, but we only have 1 render thread) and to detect changes and act accordingly if needed.

          Public struct

          FCameraOffsetParticlePayload

          Camera offset particle payload

          Public class

          FCanvas

          Encapsulates the canvas state.

          Public class

          FCanvasBaseRenderItem

          Base interface for canvas items which can be batched for rendering

          Public class

          FCanvasBatchedElementRenderItem

          Info needed to render a batched element set

          Public class

          FCanvasBorderItem

          Resizable 3x3 border item.

          Public class

          FCanvasBoxItem

          Public class

          FCanvasItem

          Public class

          FCanvasItemTestbed

          Public class

          FCanvasLineItem

          Line item.

          Public class

          FCanvasNGonItem

          Public class

          FCanvasShapedTextItem

          Text item which can handle complex shaped text.

          Public class

          FCanvasTextItem

          Text item with misc optional items such as shadow, centering etc.

          Public class

          FCanvasTextItemBase

          Base item used for drawing text

          Public class

          FCanvasTileItem

          'Tile' item can override size and UV .

          Public class

          FCanvasTileRendererItem

          Info needed to render a single FTileRenderer

          Public class

          FCanvasTriangleItem

          Public class

          FCanvasTriangleRendererItem

          Info needed to render a single FTriangleRenderer

          Public class

          FCanvasWordWrapper

          Public struct

          FChunkHeader

          Public struct

          FClipSMFace

          Properties of a clipped static mesh face.

          Public struct

          FClipSMPolygon

          Properties of a clipped static mesh polygon.

          Public struct

          FClipSMTriangle

          Properties of a clipped static mesh triangle.

          Public struct

          FClipSMVertex

          Temp vertex struct for one vert of a static mesh triangle.

          Public class

          FClothBufferPool

          A pool for vertex buffers with consistent usage, bucketed for efficiency.

          Public class

          FClothBufferPoolPolicy

          The policy for pooling bone vertex buffers

          Public struct

          FClothingSectionData

          Public struct

          FClothSimulEntry

          Public struct

          FCollisionNotifyInfo

          One entry in the array of collision notifications pending execution at the end of the physics engine run.

          Public struct

          FCollisionObjectQueryParams

          Structure that contains list of object types the query is intersted in.

          Public struct

          FCollisionParameters

          Sets of Collision Parameters to run the async trace

          Public struct

          FCollisionQueryFlag

          If ECollisionChannel entry has metadata of "TraceType = 1", they will be excluded by Collision Profile Any custom channel with bTraceType=true also will be excluded By default everything is object type

          Public struct

          FCollisionQueryParams

          Structure that defines parameters passed into collision function

          Public struct

          FCollisionResponseParams

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

          Public class

          FColoredMaterialRenderProxy

          An material render proxy which overrides the material's Color vector parameter.

          Public class

          FColoredTexturedMaterialRenderProxy

          An material render proxy which overrides the material's Color vector and Texture parameter (mixed together).

          Public struct

          FColorMaterialInput

          Public class

          FCommonViewportClient

          Common functionality for game and editor viewport clients

          Public struct

          FCompactHeapPose

          Public struct

          FCompactPose

          Public struct

          FCompactPoseBoneIndexIterator

          Public struct

          FCompactPoseBoneIndexReverseIterator

          Public struct

          FCompareBoneTransformIndex

          Comparison Operator for Sorting.

          Public class

          FComponentInstanceDataCache

          Cache for component instance data.

          Public struct

          FComponentQueryParams

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

          Public class

          FComponentRecreateRenderStateContext

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

          Public class

          FComponentReregisterContext

          Unregisters a component for the lifetime of this class.

          Public class

          FComponentReregisterContextBase

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

          Public class

          FComposableDistribution

          Base class for composable distributions.

          Public class

          FComposableFloatDistribution

          A composable floating point distribution.

          Public class

          FComposableVectorDistribution

          Public class

          FConsoleOutputDevice

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

          Public struct

          FContentComparisonAssetInfo

          Helper class containing information about UObject assets referenced.

          Public class

          FContentComparisonHelper

          Helper class for performing the content comparison console command

          Public struct

          FConvexVolume

          FConvexVolume

          Public class

          FCopyResidentBricksCS

          Public class

          FCopyResidentBrickSHCoefficientsCS

          Public class

          FCopyTexture2DCS

          Public struct

          FCreateTexture2DParameters

          Parameters used for creating a Texture2D frmo a simple color buffer.

          Public struct

          FCSPose

          Public class

          FCubemapLayer

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

          Public class

          FCubemapTexturePropertiesPS

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

          Public class

          FCubemapTexturePropertiesVS

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

          Public class

          FCurrentLevelSurfaceLevelFilter

          Level filter that passes the current level.

          Public struct

          FCurveEvaluationOption

          This is curve evaluation options for bone container

          Public struct

          FCustomPhysXPayload

          Public struct

          FCustomPhysXSyncActors

          This interface allows plugins to sync between physx sim results and UE4 data.

          Public struct

          FCustomPrimitiveData

          Custom primitive data payload.

          Public struct

          FCustomThunkTemplates

          Public class

          FCylinderLayer

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

          Public struct

          FDDS10FileHeader

          .DDS10 header

          Public struct

          FDDSFileHeader

          .DDS header.

          Public class

          FDDSLoadHelper

          Public struct

          FDDSPixelFormatHeader

          .DDS subheader.

          Public class

          FDebugDisplayInfo

          Tracks what debug information we have switched on.

          Public struct

          FDebugDrawDelegateHelper

          Public class

          FDebugRenderSceneProxy

          Public class

          FDebugShadowRay

          Public class

          FDebugViewModeInterface

          Public struct

          FDecodeResult

          Struct used to store the results of a decode operation.

          Public class

          FDefaultLightmapResourceClusterUniformBuffer

          Public class

          FDefaultMobileReflectionCaptureUniformBuffer

          Public class

          FDeferredDecalProxy

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

          Public class

          FDeferredUpdateResource

          FDeferredUpdateResource for resources that need to be updated after scene rendering has begun (should only be used on the rendering thread)

          Public class

          FDelayAction

          Copyright Epic Games, Inc. All Rights Reserved.

          Public class

          FDelayedRendererAction

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

          Public struct

          FDepecatedModelVertex

          Public class

          FDerivedAudioDataCompressor

          Public struct

          FDetailedTickStats

          Helper struct for gathering detailed per object tick stats.

          Public struct

          FDiffResults

          Collects the Diffs found for a node/object

          Public struct

          FDiffSingleResult

          Result of a single difference found on graph or object

          Public struct

          FDisplayInternalsData

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

          Public class

          FDistanceFieldAsyncQueue

          Class that manages asynchronous building of mesh distance fields.

          Public class

          FDistanceFieldDownsampling

          Public struct

          FDistanceFieldDownsamplingDataTask

          Public class

          FDistanceFieldVolumeData

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

          Public class

          FDistanceFieldVolumeTexture

          Represents a distance field volume texture for a single UStaticMesh .

          Public class

          FDistanceFieldVolumeTextureAtlas

          Global volume texture atlas that collects all static mesh resource distance fields.

          Public struct

          FDistributionLookupTable

          Lookup table used to sample distributions at runtime.

          Public class

          FDummyViewport

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

          Public struct

          FDumpFPSChartToEndpoint

          Prints the FPS chart summary to an endpoint.

          Public struct

          FDVRStreamingStatus

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

          Public struct

          FDynamicAnimTrailEmitterData

          Dynamic emitter data for AnimTrail emitters

          Public struct

          FDynamicBeam2EmitterData

          Dynamic emitter data for Beam emitters

          Public struct

          FDynamicBeam2EmitterReplayData

          Source data for Beam emitters

          Public struct

          FDynamicEmitterDataBase

          Base class for all emitter types

          Public struct

          FDynamicEmitterReplayDataBase

          Source data base class for all emitter types

          Public class

          FDynamicMeshBufferAllocator

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

          Public class

          FDynamicMeshBuilder

          A utility used to construct dynamically generated meshes, and render them to a FPrimitiveDrawInterface .

          Public struct

          FDynamicMeshBuilderSettings

          Public struct

          FDynamicMeshDrawOffset

          Public struct

          FDynamicMeshEmitterData

          Dynamic emitter data for Mesh emitters

          Public struct

          FDynamicMeshEmitterReplayData

          Source data for Mesh emitters

          Public class

          FDynamicMeshIndexBuffer16

          Public class

          FDynamicMeshIndexBuffer32

          Index Buffer

          Public struct

          FDynamicMeshVertex

          The vertex type used for dynamic meshes.

          Public class

          FDynamicParameter

          Copyright Epic Games, Inc. All Rights Reserved.

          Public class

          FDynamicPrimitiveResource

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

          Public class

          FDynamicPrimitiveUniformBuffer

          Public class

          FDynamicResolutionHeuristicProxy

          Render thread proxy that hold's the heuristic for dynamic resolution.

          Public struct

          FDynamicRibbonEmitterData

          Dynamic emitter data for Ribbon emitters

          Public struct

          FDynamicRibbonEmitterReplayData

          Source data for Ribbon emitters

          Public struct

          FDynamicSpriteEmitterData

          Dynamic emitter data for sprite emitters

          Public struct

          FDynamicSpriteEmitterDataBase

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

          Public struct

          FDynamicSpriteEmitterReplayData

          Source data for Sprite emitters

          Public struct

          FDynamicSpriteEmitterReplayDataBase

          Source data base class for Sprite emitters

          Public struct

          FDynamicTrailsEmitterData

          Dynamic emitter data for Ribbon emitters

          Public struct

          FDynamicTrailsEmitterReplayData

          Source data for trail-type emitters

          Public struct

          FEdGraphEditAction

          Struct containing information about what actions occurred on the graph

          Public struct

          FEditorSupportDelegates

          FEditorSupportDelegates Delegates that are needed for proper editor functionality, but are accessed or triggered in engine code.

          Public struct

          FEmitterDynamicParameterPayload

          DynamicParameter particle payload.

          Public class

          FEngineAnalytics

          The public interface for the editor's analytics provider singleton.

          Public class

          FEngineFontServices

          A shim around FSlateFontServices that provides access from the render thread (where FSlateApplication::Get() would assert)

          Public class

          FEngineModule

          Implements the engine module.

          Public class

          FEngineService

          Implements an application session service.

          Public struct

          FEngineShowFlags

          ShowFlags are a set of bits (some are fixed in SHIPPING) that are stored in the ViewFamily.

          Public class

          FEquirectLayer

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

          Public class

          FExportObjectInnerContext

          Encapsulates a map from objects to their direct inners, used by UExporter::ExportObjectInner when exporting objects.

          Public struct

          FExpressionInput

          FExpressionInput

          Public struct

          FExpressionOutput

          FExpressionOutput

          Public class

          FExternalTextureRegistry

          Stores a registry of external textures mapped to their GUIDs.

          Public struct

          FFactChunk

          Public struct

          FFilterData

          Structure representing an individual preset in configuration (ini) files

          Public class

          FFinalPostProcessSettings

          All blended postprocessing in one place, non lerpable data is stored in non merged form

          Public struct

          FFinalSkinVertex

          Data for a single skinned skeletal mesh vertex

          Public class

          FFindInstancedReferenceSubobjectHelper

          Contains a set of utility functions useful for searching out and identifying instanced sub-objects contained within a specific outer object.

          Public struct

          FFIRFilter

          Public struct

          FFIRFilterTimeBased

          Public class

          FFloatDistribution

          Raw distribution from which one float can be looked up per entry.

          Public struct

          FFormatChunk

          Public struct

          FFourBox

          Holds the min/max planes that make up a set of 4 bounding volumes.

          Public class

          FFourDistanceFieldSamples

          Public class

          FFrameEndSync

          Special helper class for frame end sync.

          Public struct

          FFreezablePerPlatformFloat

          Public struct

          FFreezablePerPlatformInt

          Public class

          FFrozenSceneViewMatricesGuard

          Public struct

          FFullSubUVPayload

          Particle trail stats Beam particle stats Mesh Particle Stats Helper structures for payload data...

          Public class

          FFXSystemInterface

          The interface to an effects system.

          Public class

          FGameDelegates

          Class to set and get game callbacks

          Public class

          FGenericDVRStreamingSystem

          A generic implementation of the DVR/Streaming system, that doesn't support streaming

          Public class

          FGenericSaveGameSystem

          A generic save game system that just uses IFileManager to save/load with normal files

          Public class

          FGenericVideoRecordingSystem

          A generic implementation of the video recording system, that doesn't support recording

          Public class

          FGeometryCacheManualVertexFetchUniformBufferParameters

          Public class

          FGeometryCacheVertexFactoryUniformBufferParameters

          Public struct

          FGeometryCacheVertexFactoryUserData

          The mesh batch element user data should point to an instance of this struct

          Public class

          FGeometryCacheVertexVertexFactory

          Vertex factory for geometry caches.

          Public struct

          FGeometryCollectionVertexFactory

          A vertex factory for Geometry Collections

          Public class

          FGeometryCollectionVertexFactoryShaderParameters

          Public class

          FGeomTools2D

          Public class

          FGestureRecognizer

          Public class

          FGlobalComponentRecreateRenderStateContext

          Destroys render states for all components and then recreates them when this object is destroyed

          Public class

          FGlobalComponentReregisterContext

          Removes all components from their scenes for the lifetime of the class.

          Public struct

          FGlobalFocusSettings

          Setting for global focus scaling

          Public class

          FGlobalShaderTypeCompiler

          Public class

          FGPUBaseSkinAPEXClothVertexFactory

          Vertex factory with vertex stream components for GPU-skinned and morph target streams

          Public class

          FGPUBaseSkinVertexFactory

          Vertex factory with vertex stream components for GPU skinned vertices

          Public struct

          FGPUSkinBatchElementUserData

          Public class

          FGPUSkinCache

          Public class

          FGPUSkinPassthroughVertexFactory

          Vertex factory with vertex stream components for GPU-skinned streams, enabled for passthrough mode when vertices have been pre-skinned

          Public class

          FGPUSortManager

          A manager that handles different GPU sort tasks.

          Public struct

          FHardwareInfo

          Public class

          FHDRLoadHelper

          http://radsite.lbl.gov/radiance/refer/Notes/picture_format.html http://paulbourke.net/dataformats/pic/ To load the HDR file image format.

          Public class

          FHeightfieldComponentDescription

          Information about a heightfield gathered by the renderer for heightfield lighting.

          Public struct

          FHighResScreenshotConfig

          Public class

          FHitProxyConsumer

          An interface to a hit proxy consumer.

          Public class

          FHitProxyId

          Encapsulates a hit proxy ID.

          Public class

          FIdentityPrimitiveUniformBuffer

          Primitive uniform buffer containing only identity transforms.

          Public class

          FIESLightProfileBatchedElementParameters

          Public class

          FIESLightProfilePS

          Simple pixel shader that renders a IES light profile for the purposes of visualization.

          Public class

          FImageUtils

          Class of static image utility functions.

          Public class

          FIncomingTextureArrayDataEntry

          Stores information about a UTexture2D so the rendering thread can access it, Even though the UTexture2D may have changed by the time the rendering thread gets around to it.

          Public class

          FIndenter

          Simple object to track scope indentation.

          Public class

          FIndexArrayView

          An array view in to a static index buffer.

          Public class

          FInGameCycleCounter

          Public struct

          FInGameCycleHistory

          Public class

          FInGamePerformanceTracker

          Helper class to track code timings.

          Public class

          FInGameScopedCycleCounter

          Public struct

          FInputKeyEventArgs

          Public struct

          FInstancedPropertyPath

          Meant to represent a specific object property that is setup to reference a instanced sub-object.

          Public struct

          FInstancedSubObjRef

          Can be used as a raw sub-object pointer, but also contains a FInstancedPropertyPath to identify the property that this sub-object is referenced by.

          Public class

          FInstancedViewUniformShaderParameters

          Copy of the view uniform shader parameters associated with a view for instanced stereo.

          Public struct

          FInterpEdInputData

          Struct of data that is passed to the input interface.

          Public class

          FInterpEdInputInterface

          Defines a set of functions that provide drag drop functionality for the interp editor classes.

          Public class

          FInterpTrackDrawParams

          Parameters for drawing interp tracks, used by Matinee

          Public class

          FKCachedConvexData

          Only used for legacy serialization (ver < VER_UE4_REMOVE_PHYS_SCALED_GEOM_CACHES)

          Public class

          FKCachedConvexDataElement

          Only used for legacy serialization (ver < VER_UE4_REMOVE_PHYS_SCALED_GEOM_CACHES)

          Public struct

          FKCachedPerTriData

          Only used for legacy serialization (ver < VER_UE4_ADD_BODYSETUP_GUID)

          Public class

          FKConvexGeomRenderInfo

          Public struct

          FkDOPBuildCollisionTriangle

          This structure is used during the build process.

          Public struct

          FKeyState

          Public struct

          FkHitResult

          Public class

          FLandscapeTextureAtlas

          Public struct

          FLatentResponse

          The response to updating a latent action.

          Public struct

          FLeaf

          FLeaf

          Public struct

          FLegacyAudioStreamingManager

          Streaming manager dealing with audio.

          Public class

          FLegacyLightMap1D

          A 1D array of incident lighting data.

          Public struct

          FLegacyQuantizedDirectionalLightSample

          Public struct

          FLegacyQuantizedSimpleLightSample

          Public class

          FLegacyScreenPercentageDriver

          Default screen percentage interface that just apply View->FinalPostProcessSettings.ScreenPercentage.

          Public class

          FLevelUtils

          A set of static methods for common editor operations that operate on ULevel objects.

          Public class

          FLightCacheInterface

          An interface to cached lighting for a specific mesh.

          Public class

          FLightingBuildOptions

          A set of parameters specifying how static lighting is rebuilt.

          Public class

          FLightingDensityMaterialRenderProxy

          An material render proxy which overrides the material's Color and Lightmap resolution vector parameter.

          Public class

          FLightInteraction

          Information about an interaction between a light and a mesh.

          Public class

          FLightMap

          The abstract base class of 1D and 2D light-maps.

          Public class

          FLightMap2D

          A 2D array of incident lighting data.

          Public class

          FLightmapClusterResourceInput

          Public struct

          FLightMapCoefficients

          The quantized coefficients for a single light-map texel.

          Public class

          FLightMapData2D

          The raw data which is used to construct a 2D light-map.

          Public class

          FLightMapInteraction

          Make sure at least one is defined Information about an interaction between a light and a mesh.

          Public class

          FLightmapResourceCluster

          A bundle of lightmap resources which are referenced by multiple components.

          Public class

          FLightmapResourceClusterShaderParameters

          Public struct

          FLightmapSceneShaderData

          Public struct

          FLightParticlePayload

          Public class

          FLightRayIntersection

          The result of an intersection between a light ray and the scene.

          Public struct

          FLightSample

          Incident lighting for a single sample, as produced by a lighting build.

          Public class

          FLightSceneProxy

          Encapsulates the data which is used to render a light by the rendering thread.

          Public class

          FLightShaderParameters

          Shader paraneter structure for rendering lights.

          Public struct

          FLightVolumeOctreeSemantics

          Public struct

          FListener

          Defines the properties of the listener

          Public struct

          FListenerProxy

          Game thread representation of a listener

          Public struct

          FLoadedAudioChunk

          Stores info about an audio chunk once it's been loaded

          Public class

          FLocalLightSceneProxy

          The parts of the point light scene info that aren't dependent on the light policy type.

          Public class

          FLocalPlayerIterator

          FLocalPlayerIterator - Iterates over local players in the game.

          Public class

          FLocalVertexFactory

          A vertex factory which simply transforms explicit vertex attributes from local to world space.

          Public class

          FLocalVertexFactoryShaderParameters

          Shader parameter class used by FLocalVertexFactory only - no derived classes.

          Public class

          FLocalVertexFactoryShaderParametersBase

          Shader parameters for all LocalVertexFactory derived classes.

          Public class

          FLocalVertexFactoryUniformShaderParameters

          Public struct

          FLocationEmitterInstancePayload

          ModuleLocationEmitter instance payload

          Public struct

          FLODBurstFired

          Public struct

          FLODMask

          Computes the LOD to render for the list of static meshes in the given view.

          Public struct

          FMacroUVOverride

          Public class

          FMaterial

          FMaterial serves 3 intertwined purposes: Represents a material to the material compilation process, and provides hooks for extensibility (CompileProperty, etc) Represents a material to the renderer, with functions to access material properties Stores a cached shader map, and other transient output from a compile, which is necessary with async shader compiling (when a material finishes async compilation, the shader map and compile errors need to be stored somewhere)

          Public class

          FMaterialAttributeDefinitionMap

          Material property to attribute data mappings

          Public class

          FMaterialAttributeDefintion

          Attribute data describing a material property

          Public struct

          FMaterialAttributesInput

          Public struct

          FMaterialCachedExpressionContext

          Public struct

          FMaterialCachedExpressionData

          Public struct

          FMaterialCachedParameterEntry

          Public struct

          FMaterialCachedParameters

          Public class

          FMaterialCompilationOutput

          Stores outputs from the material compile that need to be saved.

          Public class

          FMaterialCompiler

          The interface used to translate material expressions into executable code.

          Public class

          FMaterialCustomOutputAttributeDefintion

          Attribute data describing a material property used for a custom output

          Public class

          FMaterialExpressionKey

          Uniquely identifies a material expression output.

          Public class

          FMaterialExternalTextureParameterInfo

          Public class

          FMaterialFunctionCompileState

          Function specific compiler state.

          Public struct

          FMaterialFunctionInfo

          Stores information about a function that this material references, used to know when the material needs to be recompiled.

          Public struct

          FMaterialInput

          FMaterialInput

          Public struct

          FMaterialParameterCollectionInfo

          Stores information about a parameter collection that this material references, used to know when the material needs to be recompiled.

          Public class

          FMaterialParameterCollectionInstanceResource

          Rendering thread mirror of UMaterialParameterCollectionInstance .

          Public class

          FMaterialPreshaderData

          Public struct

          FMaterialProcessedSource

          Public struct

          FMaterialRenderContext

          The context of a material being rendered.

          Public class

          FMaterialRenderProxy

          A material render proxy used by the renderer.

          Public class

          FMaterialResource

          Implementation of the FMaterial interface for a UMaterial or UMaterialInstance .

          Public struct

          FMaterialResourceLocOnDisk

          Public class

          FMaterialResourceMemoryWriter

          Public class

          FMaterialResourceProxyReader

          Public class

          FMaterialResourceWriteScope

          Public class

          FMaterialScalarParameterInfo

          Public class

          FMaterialShaderMap

          The set of material shaders for a single material.

          Public class

          FMaterialShaderMapContent

          Public class

          FMaterialShaderMapId

          Contains all the information needed to uniquely identify a FMaterialShaderMap .

          Public struct

          FMaterialShaderParameters

          Public class

          FMaterialShaderType

          A shader meta type for material-linked shaders.

          Public class

          FMaterialTextureParameterInfo

          Public class

          FMaterialUniformPreshaderHeader

          Public class

          FMaterialUpdateContext

          This class takes care of all of the details you need to worry about when modifying a UMaterial on the main thread.

          Public class

          FMaterialVectorParameterInfo

          Public class

          FMaterialVirtualTextureStack

          Public class

          FMatineeDelegates

          FMatineeDelegates Delegates used by matinee.

          Public struct

          FMatrix3x4

          3x4 matrix of floating point values.

          Public struct

          FMeshBatch

          A batch of mesh elements, all with the same material and vertex buffer

          Public struct

          FMeshBatchAndRelevance

          A reference to a mesh batch that is added to the collector, together with some cached relevance flags.

          Public struct

          FMeshBatchElement

          A batch mesh element definition.

          Public struct

          FMeshBoneInfo

          This contains Reference-skeleton related info Bone transform is saved as FTransform array

          Public class

          FMeshBuilderOneFrameResources

          Public class

          FMeshElementCollector

          Encapsulates the gathering of meshes from the various FPrimitiveSceneProxy classes.

          Public class

          FMeshMaterialShaderMap

          The shaders which the render the material on a mesh generated by a particular vertex factory type.

          Public class

          FMeshMaterialShaderType

          A shader meta type for material-linked shaders which use a vertex factory.

          Public struct

          FMeshMotionBlurPayloadData

          Public struct

          FMeshParticleInstanceVertex

          Per-particle data sent to the GPU.

          Public struct

          FMeshParticleInstanceVertexDynamicParameter

          Public struct

          FMeshParticleInstanceVertexPrevTransform

          Public class

          FMeshParticleUniformParameters

          Uniform buffer for mesh particle vertex factories.

          Public class

          FMeshParticleVertexFactory

          Vertex factory for rendering instanced mesh particles with out dynamic parameter support.

          Public struct

          FMeshPose

          Public struct

          FMeshRotationPayloadData

          Mesh rotation data payload

          Public struct

          FMeshToMeshVertData

          A structure for holding mesh-to-mesh triangle influences to skin one mesh to another (similar to a wrap deformer)

          Public struct

          FMeshUVChannelInfo

          The world size for each texcoord mapping. Used by the texture streaming.

          Public class

          FMipLevelBatchedElementParameters

          Public class

          FMipMapDataEntry

          Stores information about a mip map, used by FTexture2DArrayResource to mirror game thread data.

          Public class

          FMobileDirectionalLightShaderParameters

          The uniform shader parameters for a mobile directional light and its shadow.

          Public class

          FMobileReflectionCaptureShaderParameters

          Public class

          FModelElement

          A set of BSP nodes which have the same material and relevant lights.

          Public struct

          FModelVertex

          Public class

          FModelVertexBuffer

          A vertex buffer for a set of BSP nodes.

          Public struct

          FModuleLocationBoneSocketParticlePayload

          ModuleLocationBoneSocket per-particle payload

          Public class

          FMoveWholeIndirectionTextureCS

          Public class

          FMultiComponentReregisterContext

          Unregisters multiple components for the lifetime of this class.

          Public struct

          FMultiComponentReregisterPair

          Pairing of UActorComponent and its UWorld .

          Public struct

          FNodeGroup

          A struct that contains a set of conodes that will be used in one mapping

          Public struct

          FNotifyBufferFinishedHooks

          Public class

          FNullDynamicParameterVertexBuffer

          Public class

          FOccluderElementsCollector

          An interface used to collect primitive occluder geometry.

          Public class

          FOneFrameResource

          Base class for a resource allocated from a FMeshElementCollector with AllocateOneFrameResource, which the collector releases.

          Public class

          FOpusAudioInfo

          Helper class to parse opus data

          Public struct

          FOrbitChainModuleInstancePayload

          Chain-able Orbit module instance payload

          Public struct

          FOrientAndScaleRetargetingCachedData

          Stores cached data for Orient and Scale bone translation retargeting

          Public struct

          FOutcode

          Encapsulates the inside and/or outside state of an intersection test.

          Public struct

          FOverlapDatum

          Overlap Data structure for async trace

          Public struct

          FOverlappingThresholds

          Public struct

          FOverlappingVerticesCustomVersion

          Custom version for overlapping vertcies code

          Public class

          FOverrideSelectionColorMaterialRenderProxy

          A material render proxy which overrides the selection color

          Public struct

          FParameterChannelNames

          Public struct

          FParticleAnimTrailEmitterInstance

          Public struct

          FParticleBeam2EmitterInstance

          Public class

          FParticleBeamTrailUniformParameters

          Uniform buffer for particle beam/trail vertex factories.

          Public struct

          FParticleBeamTrailVertex

          FParticleBeamTrailVertex .

          Public struct

          FParticleBeamTrailVertexDynamicParameter

          FParticleBeamTrailVertexDynamicParameter .

          Public class

          FParticleBeamTrailVertexFactory

          Beam/Trail particle vertex factory.

          Public struct

          FParticleCollisionInstancePayload

          Collision module per instance payload

          Public struct

          FParticleCollisionPayload

          Collision module particle payload

          Public struct

          FParticleDataContainer

          Public class

          FParticleDynamicData

          Public class

          FParticleEightTexCoordVertexBuffer

          Public struct

          FParticleEmitterBuildInfo

          Public struct

          FParticleEmitterInstance

          Public struct

          FParticleEventInstancePayload

          General event instance payload.

          Public class

          FParticleIndexBuffer

          Index buffer for drawing an individual sprite.

          Public struct

          FParticleMeshEmitterInstance

          Public struct

          FParticleOrder

          Public class

          FParticleOrderPool

          Public struct

          FParticleRandomSeedInstancePayload

          Random-seed instance payload

          Public class

          FParticleResetContext

          Helper class to reset and recreate all PSCs with specific templates on their next tick.

          Public struct

          FParticleRibbonEmitterInstance

          Public class

          FParticleScratchVertexBuffer

          Scratch vertex buffer available for dynamic draw calls.

          Public class

          FParticleSortBuffers

          Buffers in GPU memory used to sort particles.

          Public struct

          FParticleSpawnPerUnitInstancePayload

          Payload for instances which use the SpawnPerUnit module.

          Public struct

          FParticleSpriteEmitterInstance

          Public class

          FParticleSpriteUniformParameters

          Uniform buffer for particle sprite vertex factories.

          Public struct

          FParticleSpriteVertex

          GPU Particle stats.

          Public class

          FParticleSpriteVertexFactory

          Vertex factory for rendering particle sprites.

          Public struct

          FParticleSpriteVertexNonInstanced

          Per-particle data sent to the GPU.

          Public struct

          FParticleSystemCustomVersion

          Public class

          FParticleSystemSceneProxy

          Scene Proxies

          Public class

          FParticleTexCoordVertexBuffer

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

          Public struct

          FParticleTrailsEmitterInstance_Base

          Public struct

          FParticleVertexDynamicParameter

          FParticleSpriteVertexDynamicParameter.

          Public class

          FParticleVertexFactoryBase

          Base class for particle vertex factories.

          Public class

          FParticleVertexFactoryPool

          Public class

          FPatchIndirectionTextureCS

          Public class

          FPendingLatentAction

          A pending latent action.

          Public class

          FPerformanceTrackingChart

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

          Public struct

          FPerformanceTrackingSystem

          Overall state of the built-in performance tracking.

          Public class

          FPerObjectProjectedShadowInitializer

          Information needed to create a per-object projected shadow.

          Public struct

          FPerPlatformBool

          FPerPlatformBool - bool property with per-platform overrides

          Public struct

          FPerPlatformFloat

          FPerPlatformFloat - float property with per-platform overrides

          Public struct

          FPerPlatformInt

          FPerPlatformInt - int32 property with per-platform overrides

          Public class

          FPhysCommandHandler

          Container used for physics tasks that need to be deferred from GameThread.

          Public class

          FPhysicsDelegates

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

          Public class

          FPhysicsReplication

          Public struct

          FPhysSceneShaderInfo

          Struct used for passing info to the PhysX shader

          Public struct

          FPhysXCookHelper

          Helper for physics cooking

          Public struct

          FPhysxUserData

          PhysX user data

          Public class

          FPlanarReflectionRenderTarget

          Public class

          FPlanarReflectionSceneProxy

          Public class

          FPlatformCompressionUtilities

          Copyright Epic Games, Inc. All Rights Reserved.

          Public class

          FPrecomputedLightingUniformParameters

          Public class

          FPrecomputedLightVolume

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

          Public class

          FPrecomputedLightVolumeData

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

          Public class

          FPrecomputedVolumetricLightmap

          Represents the Volumetric Lightmap for a specific ULevel .

          Public class

          FPrecomputedVolumetricLightmapData

          Data for a Volumetric Lightmap, built during import from Lightmass.

          Public class

          FPreviewScene

          Encapsulates a simple scene setup for preview or thumbnail rendering.

          Public class

          FPrimitiveComponentId

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

          Public class

          FPrimitiveDrawInterface

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

          Public class

          FPrimitiveSceneProxy

          Encapsulates the data which is mirrored to render a UPrimitiveComponent parallel to the game thread.

          Public struct

          FPrimitiveSceneShaderData

          Public class

          FPrimitiveUniformShaderParameters

          The uniform shader parameters associated with a primitive.

          Public struct

          FPrimitiveViewRelevance

          The different types of relevance a primitive scene proxy can declare towards a particular scene view.

          Public class

          FProjectedShadowInitializer

          A projected shadow transform.

          Public class

          FProxyMaterialCompiler

          A proxy for the material compiler interface which by default passes all function calls unmodified.

          Public class

          FQuadLayer

          Quad layer is the default layer shape and contains no additional settings

          Public struct

          FQualityLevels

          Structure for holding the state of the engine scalability groups Actual engine state you can get though GetQualityLevels().

          Public struct

          FQuantizedDirectionalLightSample

          The light incident for a point on a surface in three directions, stored as bytes representing values from 0-1.

          Public struct

          FQuantizedLightmapData

          Public class

          FQuantizedShadowSignedDistanceFieldData2D

          A 2D signed distance field map, which consists of FQuantizedSignedDistanceFieldShadowSample 's.

          Public struct

          FQuantizedSignedDistanceFieldShadowSample

          Public struct

          FQuantizedSimpleLightSample

          The light incident for a point on a surface along the surface normal, stored as bytes representing values from 0-1.

          Public class

          FQuatFixed32NoW

          Public class

          FQuatFixed48NoW

          Public class

          FQuatFloat32NoW

          Public class

          FQuatFloat96NoW

          Public class

          FQuatIntervalFixed32NoW

          Public struct

          FQueueSubtitleParams

          Public struct

          FRawDistribution

          Raw distribution used to quickly sample distributions at runtime.

          Public class

          FRawIndexBuffer

          Public class

          FRawIndexBuffer16or32

          Public class

          FRawStaticIndexBuffer

          Public class

          FRawStaticIndexBuffer16or32

          Public class

          FRawStaticIndexBuffer16or32Interface

          Virtual interface for the FRawStaticIndexBuffer16or32 class

          Public struct

          FRayTracingDynamicGeometryUpdateParams

          Public struct

          FRayTracingMaterialGatheringContext

          Public class

          FRayTracingMeshResourceCollector

          Collector used to gather resources for the material mesh batches.

          Public struct

          FReadOnlyCVARCache

          Cache of read-only console variables used by the scene renderer

          Public struct

          FRecomputeTangentCustomVersion

          Custom serialization version for RecomputeTangent.

          Public struct

          FRectLightRayTracingData

          Public class

          FRectLightSceneProxy

          Public struct

          FReferenceSkeleton

          Reference Skeleton

          Public struct

          FReferenceSkeletonModifier

          Allow modifications to a reference skeleton while guaranteeing that virtual bones remain valid.

          Public class

          FReflectionCaptureProxy

          Represents a reflection capture to the renderer.

          Public struct

          FRefPoseOverride

          Public class

          FRemoveSubLevelBricksCS

          Public class

          FRenderAssetUpdate

          This class provides a framework for loading and unloading the texture/mesh LODs.

          Public class

          FRenderTarget

          A render target.

          Public struct

          FReplicatedPhysicsTarget

          Public struct

          FRetargetSourceCachedData

          Retargeting cached data for a specific Retarget Source

          Public struct

          FRibbonTypeDataPayload

          Public struct

          FRiffWaveHeader

          Data used to parse the wave file formats

          Public struct

          FRigidBodyCollisionInfo

          Information about a specific object involved in a rigid body collision

          Public struct

          FSampleChunk

          Public struct

          FSampleLoop

          Public struct

          FScalarMaterialInput

          Public class

          FSceneInterface

          An interface to the private scene manager implementation of a scene.

          Public class

          FSceneView

          A projection from scene space into a 2D screen region.

          Public class

          FSceneViewExtensionBase

          Inherit from this class to make a view extension.

          Public class

          FSceneViewExtensions

          Repository of all registered scene view extensions.

          Public class

          FSceneViewFamily

          A set of views into a scene which only have different view transforms and owner actors.

          Public class

          FSceneViewFamilyContext

          A view family which deletes its views when it goes out of scope.

          Public struct

          FSceneViewInitOptions

          Construction parameters for a FSceneView .

          Public struct

          FSceneViewProjectionData

          Projection data for a FSceneView .

          Public struct

          FSceneViewScreenPercentageConfig

          Exposed screen percentage settings to ISceneViewFamilyScreenPercentage .

          Public class

          FSceneViewStateInterface

          The scene manager's persistent view state.

          Public class

          FSceneViewStateReference

          Class used to reference an FSceneViewStateInterface that allows destruction and recreation of all FSceneViewStateInterface 's when needed.

          Public struct

          FScopeCycleCounterEmitter

          Public class

          FScopedConditionalWorldSwitcher

          When created, switches global context to a PIE world When destroyed, resets the GWorld back to what it was before

          Public struct

          FScopedDetailTickStats

          Scoped helper structure for capturing tick time.

          Public class

          FScopedMaterialCompilerAttribute

          Helper class to handle MaterialAttribute changes on the compiler stack.

          Public class

          FScopedSkeletalMeshPostEditChange

          Helper to scope skeletal mesh post edit change.

          Public class

          FScreenPS

          A pixel shader for rendering a textured screen element.

          Public class

          FScreenPS_OSE

          Public class

          FScreenPSMipLevel

          A pixel shader for rendering a textured screen element with mip maps.

          Public class

          FScreenPSsRGBSource

          A pixel shader for rendering a textured screen element.

          Public class

          FScreenPSsRGBSourceMipLevel

          A pixel shader for rendering a textured screen element with mip maps.

          Public struct

          FScreenshotRequest

          Public struct

          FScreenVertex

          Public class

          FScreenVertexDeclaration

          The filter vertex declaration resource type.

          Public class

          FScreenVS

          A vertex shader for rendering a textured screen element.

          Public class

          FSelectedActorIterator

          Selected actor iterator, this is for ease of use but the same can be done by adding EActorIteratorFlags::OnlySelectedActors to

          Public class

          FSelectedActorRange

          Selected actor range for ranged-for support.

          Public struct

          FSelectedLightmapSample

          Stores debug information for a lightmap sample.

          Public class

          FSelectedSurfaceFilter

          TSelectedSurfaceIterator Surface filter that passes selected surfaces.

          Public class

          FSeparatingAxisPointCheck

          FSeparatingAxisPointCheck - Checks for intersection between an AABB and a convex polygon.

          Public class

          FShaderCommonCompileJob

          Stores all of the common information used to compile a shader or pipeline.

          Public class

          FShaderCompileJob

          Stores all of the input and output information used to compile a single shader.

          Public class

          FShaderCompilerStats

          Public class

          FShaderCompileThreadRunnable

          Shader compiling thread This runs in the background while UE4 is running, launches shader compile worker processes when necessary, and feeds them inputs and reads back the outputs.

          Public class

          FShaderCompileThreadRunnableBase

          Public class

          FShaderCompilingManager

          Manager of asynchronous and parallel shader compilation.

          Public struct

          FShaderMapCompileResults

          Results for a single compiled shader map.

          Public struct

          FShaderMapFinalizeResults

          Results for a single compiled and finalized shader map.

          Public class

          FShaderPipelineCompileJob

          Public struct

          FShadingModelMaterialInput

          Public class

          FShadowCascadeSettings

          Information about a single shadow cascade.

          Public class

          FShadowMap

          The abstract base class of 1D and 2D shadow-maps.

          Public class

          FShadowMap2D

          Public class

          FShadowMapData2D

          The raw data which is used to construct a 2D shadowmap.

          Public class

          FShadowMapInteraction

          Information about the static shadowing information for a primitive.

          Public class

          FShadowSignedDistanceFieldData2D

          A 2D signed distance field map, which consists of FSignedDistanceFieldShadowSample 's.

          Public class

          FSharedPoolPolicyData

          Shared data & implementation for the different types of pool

          Public class

          FSharedSamplerState

          Public struct

          FSignedDistanceFieldShadowSample

          Public class

          FSimpleElementAlphaOnlyPS

          Simple pixel shader that just reads from an alpha-only texture

          Public class

          FSimpleElementCollector

          Primitive draw interface implementation used to store primitives requested to be drawn when gathering dynamic mesh elements.

          Public class

          FSimpleElementColorChannelMaskPS

          A pixel shader for rendering a texture with the ability to weight the colors for each channel.

          Public class

          FSimpleElementDistanceFieldGammaPS

          A pixel shader for rendering a masked texture using signed distance filed for alpha on a simple element.

          Public class

          FSimpleElementGammaAlphaOnlyPS

          Simple pixel shader that just reads from an alpha-only texture and gamma corrects the output

          Public class

          FSimpleElementGammaBasePS

          A pixel shader for rendering a texture on a simple element.

          Public class

          FSimpleElementGammaPS

          Public class

          FSimpleElementHitProxyPS

          A pixel shader for rendering a texture on a simple element.

          Public class

          FSimpleElementMaskedGammaBasePS

          A pixel shader for rendering a masked texture on a simple element.

          Public class

          FSimpleElementMaskedGammaPS

          Public class

          FSimpleElementPS

          Simple pixel shader that just reads from a texture This is used for resolves and needs to be as efficient as possible

          Public struct

          FSimpleElementVertex

          The type used to store batched line vertices.

          Public class

          FSimpleElementVertexDeclaration

          The simple element vertex declaration resource type.

          Public class

          FSimpleElementVS

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

          Public class

          FSimpleLightArray

          Data pertaining to a set of simple dynamic lights

          Public class

          FSimpleLightEntry

          Data for a simple dynamic light.

          Public class

          FSimpleLightInstacePerViewIndexData

          Index into the Per-view data for each instance.

          Public class

          FSimpleLightPerViewEntry

          Data for a simple dynamic light which could change per-view.

          Public struct

          FSingleAnimationPlayData

          Public class

          FSinglePrimitiveStructured

          Public class

          FSixTriangleParticleIndexBuffer

          Index buffer for drawing an individual sprite.

          Public struct

          FSkeletalMeshCustomVersion

          Custom serialization version for SkeletalMesh types.

          Public class

          FSkeletalMeshMerge

          Utility for merging a list of skeletal meshes into a single mesh.

          Public class

          FSkeletalMeshObject

          Interface for mesh rendering data

          Public struct

          FSkeletalMeshOptimizationSettings

          FSkeletalMeshOptimizationSettings - The settings used to optimize a skeletal mesh LOD.

          Public class

          FSkeletalMeshSceneProxy

          A skeletal mesh component scene proxy.

          Public struct

          FSkelMeshMergeSectionMapping

          Info to map all the sections from a single source skeletal mesh to a final section entry int he merged skeletal mesh

          Public struct

          FSkelMeshMergeUVTransforms

          Info to map all the sections about how to transform their UVs

          Public class

          FSkinnedMeshComponentRecreateRenderStateContext

          Used to recreate all skinned mesh components for a given skeletal mesh

          Public class

          FSkyAtmosphereSceneProxy

          Represents a USkyAtmosphereComponent to the rendering thread.

          Public class

          FSkyLightSceneProxy

          Represents a USkyLightComponent to the rendering thread.

          Public class

          FSoundBuffer

          Public struct

          FSoundMixClassOverride

          Public struct

          FSoundMixState

          Public struct

          FSoundParseParameters

          Struct used for gathering the final parameters to apply to a wave instance

          Public class

          FSoundSource

          Public class

          FSpeedTreeUniformParameters

          Uniform buffer setup for SpeedTrees.

          Public class

          FSpeedTreeWind

          SpeedTreeWind.h

          Public struct

          FStatHitchesData

          Data needed to display perframe stat tracking when STAT HITCHES is enabled

          Public struct

          FStaticComponentMaskParameter

          Holds the information for a static component mask parameter

          Public class

          FStaticLightingGlobalVolumeMapping

          Represents an object which will use the global volumetric lightmap.

          Public class

          FStaticLightingMapping

          A mapping between world-space surfaces and a static lighting cache.

          Public class

          FStaticLightingMesh

          A mesh which is used for computing static lighting.

          Public struct

          FStaticLightingPrimitiveInfo

          The info about an actor component which the static lighting system needs.

          Public class

          FStaticLightingTextureMapping

          A mapping between world-space surfaces and static lighting cache textures.

          Public struct

          FStaticLightingVertex

          The vertex data used to build static lighting.

          Public struct

          FStaticMaterialLayersParameter

          Holds the information for a static material layers parameter

          Public struct

          FStaticMeshAreaWeightedSectionSampler

          Public struct

          FStaticMeshBuildVertex

          The information used to build a static-mesh vertex.

          Public class

          FStaticMeshComponentRecreateRenderStateContext

          FStaticMeshComponentRecreateRenderStateContext - Destroys render state for all StaticMeshComponents using a given StaticMesh and recreates them when it goes out of scope.

          Public struct

          FStaticMeshDataType

          Public class

          FStaticMeshInstanceData

          The implementation of the static mesh instance data storage type.

          Public class

          FStaticMeshLODGroup

          The LOD settings to use for a group of static meshes.

          Public struct

          FStaticMeshLODResources

          Rendering resources needed to render an individual static mesh LOD.

          Public class

          FStaticMeshLODSettings

          Per-group LOD settings for static meshes.

          Public class

          FStaticMeshOccluderData

          This geometry is used to rasterize mesh for software occlusion Generated only for platforms that support ETargetPlatformFeatures::SoftwareOcclusion

          Public class

          FStaticMeshRenderData

          FStaticMeshRenderData - All data needed to render a static mesh.

          Public class

          FStaticMeshSceneProxy

          A static mesh component scene proxy.

          Public struct

          FStaticMeshSection

          A set of static mesh triangles which are rendered with the same material.

          Public struct

          FStaticMeshSectionAreaWeightedTriangleSampler

          Creates distribution for uniformly sampling a mesh section.

          Public class

          FStaticMeshSectionAreaWeightedTriangleSamplerBuffer

          Represents GPU resource needed for area weighted uniform sampling of a mesh surface.

          Public class

          FStaticMeshStaticLightingMesh

          Represents the triangles of one LOD of a static mesh primitive to the static lighting system.

          Public class

          FStaticMeshStaticLightingTextureMapping

          Represents a static mesh primitive with texture mapped static lighting.

          Public struct

          FStaticMeshVertexBuffers

          Public struct

          FStaticMeshVertexFactories

          Public struct

          FStaticParameterBase

          Base parameter properties

          Public struct

          FStaticParameterSet

          Contains all the information needed to identify a single permutation of static parameters.

          Public class

          FStaticPrimitiveDrawInterface

          An interface used to query a primitive for its static elements.

          Public struct

          FStaticSwitchParameter

          Holds the information for a static switch parameter

          Public struct

          FStaticTerrainLayerWeightParameter

          Holds the information for a static switch parameter

          Public struct

          FStatUnitData

          Data needed to display perframe stat tracking when STAT UNIT is enabled

          Public class

          FStereoLayerPS

          A pixel shader for rendering a transformed textured element.

          Public class

          FStereoLayerPS_Base

          Public class

          FStereoLayerPS_External

          A pixel shader for rendering a transformed external texture element.

          Public class

          FStereoLayerVS

          A vertex shader for rendering a transformed textured element.

          Public struct

          FStreamingManagerCollection

          Streaming manager collection, routing function calls to streaming managers that have been added via AddStreamingManager.

          Public struct

          FStreamingViewInfo

          Helper structure containing all relevant information for streaming.

          Public struct

          FStreamingWaveData

          Contains everything that will be needed by a SoundWave that's streaming in data

          Public class

          FStripDataFlags

          Helper class for serializing flags describing which data have been stripped (if any).

          Public class

          FStudioAnalytics

          The public interface for the game studio to gather information about internal development metrics.

          Public struct

          FSubLevelStatus

          SubLevel status information

          Public class

          FSubtitleManager

          Subtitle manager. Handles prioritization and rendering of subtitles.

          Public struct

          FSystemResolution

          Public class

          FSystemSettings

          Class that actually holds the current system settings

          Public struct

          FSystemSettingsData

          Struct that holds the actual data for the system settings.

          Public struct

          FTemporalLODState

          Struct to hold the temporal LOD state within a view state

          Public struct

          FTemporaryPlayInEditorIDOverride

          Used to temporarily override GPlayInEditorID, correctly updating the debug string and other state as necessary.

          Public struct

          FTextSizingParameters

          General purpose data structure for grouping all parameters needed when sizing or wrapping a string

          Public class

          FTexture2DArrayResource

          Represents a 2D Texture Array to the renderer.

          Public class

          FTexture2DDynamicResource

          A dynamic 2D texture resource.

          Public struct

          FTexture2DMipMap

          A 2D texture mip-map.

          Public class

          FTexture2DResource

          FTextureResource implementation for streamable 2D textures.

          Public class

          FTextureArrayDataEntry

          Stores information about a single texture in FTexture2DArrayResource .

          Public class

          FTextureLayout

          An incremental texture space allocator.

          Public class

          FTextureLayout3d

          An incremental texture space allocator.

          Public class

          FTextureRenderTarget2DResource

          FTextureResource type for 2D render target textures.

          Public class

          FTextureRenderTargetCubeResource

          FTextureResource type for cube render target textures.

          Public class

          FTextureRenderTargetResource

          FTextureResource type for render target textures.

          Public class

          FTextureResource

          The rendering resource which represents a texture.

          Public class

          FTickableGameObject

          This class provides common registration for gamethread tickable objects.

          Public class

          FTickableObjectBase

          Base class for tickable objects

          Public struct

          FTickStats

          Helper structure encapsulating all information gathered.

          Public class

          FTickTaskManagerInterface

          Interface for the tick task manager

          Public struct

          FTimerData

          Public class

          FTimerManager

          Class to globally manage timers.

          Public struct

          FTimerUnifiedDelegate

          Simple interface to wrap a timer delegate that can be either native or dynamic.

          Public struct

          FTraceActorFilter

          AActor specific Trace filter, marks individual instances to not be traced out

          Public struct

          FTraceDatum

          Trace/Sweep Data structure for async trace

          Public struct

          FTraceFilter

          Public struct

          FTraceHandle

          Trace Data Structs that are used for Async TraceTrace Handle - unique ID struct that is returned once trace is requested for tracking purpose

          Public struct

          FTraceWorldFilter

          UWorld specific Trace filter, marks individual instances to not be traced out

          Public struct

          FTrailsBaseTypeDataPayload

          Trails Base data payload

          Public class

          FTriangleRasterizer

          FTriangleRasterizer - A generic 2d triangle rasterizer which linearly interpolates vertex parameters and calls a virtual function for each pixel.

          Public struct

          FTriangleSOA

          Stores 4 triangles in one struct (Struct Of Arrays).

          Public struct

          FUnconvertedWrapper

          Base class for wrappers for unconverted BlueprintGeneratedClasses.

          Public struct

          FUniformBufferValue

          Public struct

          FUniformExpressionCache

          Cached uniform expression values.

          Public class

          FUniformExpressionSet

          Stores all uniform expressions for a material generated from a material translation.

          Public class

          FUniformParameterOverrides

          Public class

          FUpdateTexture2DSubresouceCS

          Public class

          FUpdateTexture3DSubresouceCS

          Public class

          FUserActivityTracking

          Public struct

          FUtilEdge2D

          An edge in 2D space, used by these utility functions.

          Public struct

          FUtilEdge3D

          An edge in 3D space, used by these utility functions.

          Public struct

          FUtilPoly2D

          A polygon in 2D space, used by utility function.

          Public struct

          FUtilPoly2DSet

          A set of 2D polygons, along with a transform for going into world space.

          Public struct

          FUtilTri2D

          Triangle in 2D space.

          Public struct

          FUtilVertex2D

          A triangle vertex in 2D space, with UV information.

          Public struct

          FVector2MaterialInput

          Public struct

          FVector3SOA

          Stores XYZ from 4 vectors in one Struct Of Arrays.

          Public class

          FVector4Distribution

          Raw distribution from which four floats can be looked up per entry.

          Public struct

          FVector4SOA

          Stores XYZW from 4 vectors in one Struct Of Arrays.

          Public class

          FVectorDistribution

          Raw distribution from which three floats can be looked up per entry.

          Public class

          FVectorFixed48

          Public class

          FVectorIntervalFixed32NoW

          Public struct

          FVectorMaterialInput

          Public class

          FVert

          One vertex associated with a Bsp node's polygon.

          Public struct

          FVertexBufferAndSRV

          Struct to pool the vertex buffer & SRV together

          Public struct

          FVideoRecordingParameters

          Public class

          FViewElementDrawer

          An interface to a scene interaction.

          Public struct

          FViewMatrices

          Public class

          FViewport

          Encapsulates the I/O of a viewport.

          Public class

          FViewportClient

          An abstract interface to a viewport's client.

          Public class

          FViewportFrame

          An interface to the platform-specific implementation of a UI frame for a viewport.

          Public class

          FViewUniformShaderParameters

          The uniform shader parameters associated with a view.

          Public struct

          FVirtualBoneCompactPoseData

          This is a native transient structure. Used to store virtual bone mappings for compact poses

          Public struct

          FVirtualBoneRefData

          Cached Virtual Bone data from USkeleton .

          Public class

          FVirtualTexture2DResource

          Public class

          FVolumetricLightmapBrickData

          Public class

          FVolumetricLightmapDataLayer

          Public struct

          FWaveFormatInfo

          The header of an wave formatted file

          Public struct

          FWaveInstance

          Structure encapsulating all information required to play a USoundWave on a channel/source.

          Public class

          FWaveModInfo

          Structure for in-memory interpretation and modification of WAVE sound structures.

          Public struct

          FWaveRequest

          Contains a request to load chunks of a sound wave

          Public class

          FWholeSceneProjectedShadowInitializer

          Information needed to create a whole scene projected shadow.

          Public class

          FWindData

          Calculated wind data with support for accumulating other weighted wind data

          Public class

          FWindSourceSceneProxy

          Represents a wind source component to the scene manager in the rendering thread.

          Public class

          FWorldInGamePerformanceTrackers

          Collection of in game performance trackers for a world.

          Public struct

          FWrappedStringElement

          Used by UUIString::WrapString to track information about each line that is generated as the result of wrapping.

          Public struct

          FZoneProperties

          Public struct

          FZoneSet

          FZoneProperties

          Public struct

          HActor

          Hit an actor.

          Public struct

          HBSPBrushVert

          HBSPBrushVert

          Public class

          HHitProxy

          Base class for detecting user-interface hits.

          Public class

          HHitProxyType

          Represents a hit proxy class for runtime type checks.

          Public struct

          HInterpEdInputInterface

          Input interface hit proxy

          Public struct

          HInterpTrackKeyHandleProxy

          Public struct

          HInterpTrackKeypointProxy

          Public struct

          HInterpTrackSubGroupKeypointProxy

          Hit proxy for keyframes drawn directly subgroups and not tracks.

          Public class

          HModel

          A hit proxy representing a UModel .

          Public struct

          HObject

          Hit proxy class for UObject references.

          Public struct

          HStaticMeshVert

          HStaticMeshVert

          Public struct

          HTranslucentActor

          Hit an actor even with translucency.

          Public struct

          IAnimationStreamingManager

          Interface to add functions specifically related to animation streaming

          Public struct

          IAudioStreamingManager

          Interface to add functions specifically related to audio streaming

          Public class

          ICameraPhotography

          Public class

          ICameraPhotographyModule

          The public interface of the CameraPhotographyModule

          Public class

          ICompressedAudioInfo

          Interface class to decompress various types of audio data

          Public class

          IDestructibleInterface

          Public class

          IDeviceChangedListener

          Interface to register a device changed listener to respond to audio device changes.

          Public class

          IDeviceProfileSelector

          DeviceProfileSelector

          Public class

          IDeviceProfileSelectorModule

          Device Profile Selector module

          Public class

          IDVRStreamingSystem

          Public class

          IDynamicResolutionState

          Interface between the engine and state of dynamic resolution that can be overriden to implement a custom heurstic.

          Public class

          IEngineLoop

          Public interface to FEngineLoop so we can call it from editor or editor code

          Public class

          IInterpolationIndexProvider

          Interface used to provide interpolation indices for per bone blends

          Public class

          ILocalNotificationModule

          Defines the interface of a module implementing a local notification server.

          Public class

          ILocalNotificationService

          Interface for local notification modules

          Public class

          IPerformanceDataConsumer

          This is an interface for any consumer of per-frame performance data such as FPS charts, PerfCounters, analytics, etc...

          Public class

          IPIEPreviewDeviceModule

          Public class

          IPlatformFeaturesModule

          Interface for platform feature modulesDefines the interface of a module implementing platform feature collector class.

          Public struct

          IRenderAssetStreamingManager

          Interface to add functions specifically related to texture/mesh streaming

          Public class

          ISaveGameSystem

          Interface for platform feature modulesDefines the interface to platform's save game system (or a generic file based one)

          Public class

          ISceneViewExtension

          Public class

          ISceneViewFamilyScreenPercentage

          Game thread and render thread interface that takes care of a FSceneViewFamily 's screen percentage.

          Public class

          IStereoLayers

          Public class

          IStereoLayerShape

          Public class

          IStereoRendering

          Public class

          IStereoRenderTargetManager

          The IStereoRenderTargetManager can be returned from IStereoRendering::GetRenderTargetManager() implementations.

          Public class

          IStreamedCompressedInfo

          Default implementation of a streamed compressed audio format.

          Public struct

          IStreamingManager

          Pure virtual base class of a streaming manager.

          Public class

          ISubmixBufferListener

          Abstract interface for receiving audio data from a given submix.

          Public class

          IVideoRecordingSystem

          Interface for platform video recording functionality

          Public class

          MCurve

          A temporary curve that is going through the key-reduction process.

          Public class

          MKey

          A key extracted from a track that may be reduced.

          Public class

          SFLOAT

          For 1D curves, use this structure to allow selected operators on the float.

          Public class

          TActorIterator

          Template actor iterator.

          1. Iterator types

          Public class

          TActorIteratorBase

          Template class used to filter actors by certain characteristics

          Public class

          TActorRange

          Template actor range for ranged-for support.

          Public struct

          TArrayCaster

          Public class

          TBasePlayerControllerIterator

          PlayerControllerIterators This is the safest, most efficient way to iterate over player controllers.

          Public class

          TComponentReregisterContext

          Removes all components of the templated type from their scenes for the lifetime of the class.

          Public class

          TCopyDataCS

          Public class

          TCopyTexture2DCS

          Public class

          TCustomBoneIndexArray

          Public class

          TGPUSkinAPEXClothVertexFactory

          Vertex factory with vertex stream components for GPU-skinned and morph target streams

          Public class

          TGPUSkinMorphVertexFactory

          Vertex factory with vertex stream components for GPU-skinned and morph target streams

          Public class

          TGPUSkinVertexFactory

          Vertex factory with vertex stream components for GPU skinned vertices

          Public struct

          TkDOPCollisionCheck

          Base struct for all collision checks.

          Public struct

          TkDOPLineCollisionCheck

          This struct holds the information used to do a line check against the kDOP tree.

          Public struct

          TkDOPNode

          Forward declarations.

          Public struct

          TkDOPTree

          This is the tree of kDOPs that spatially divides the static mesh.

          Public struct

          TPerPlatformProperty

          TPerPlatformProperty - template parent class for per-platform properties Implements Serialize function to replace value at cook time, and backwards-compatible loading code for properties converted from simple types.

          Public struct

          TPlayerControllerIterator

          Public class

          TPreallocatedArrayProxy

          Helper class that provides a basic interface for an inline and presized array within a contiguous memory block

          Public class

          TQuadTree

          Public struct

          TQuantizedLightSampleBulkData

          Bulk data array of FQuantizedLightSamples

          Public class

          TRenderAssetUpdate

          This class provides a framework for loading and unloading the texture/mesh LODs.

          Public class

          TRenderResourcePool

          A resource pool that automatically handles render-thread resources

          Public class

          TResourcePool

          A templated pool for resources that can only be freed at a 'safe' point in the frame.

          Public class

          TSelectedSurfaceIterator

          Iterates over selected surfaces of the specified UWorld .

          Public class

          TStaticMeshVertexData

          The implementation of the static mesh vertex data storage type.

          Public class

          TSurfaceIterator

          Iterates over selected surfaces of the specified UWorld .

          Public class

          TSurfaceIteratorBase

          TSurfaceIteratorBase Iterates over the selected surfaces of all levels in the specified UWorld .

          Public struct

          TSwitchPair

          Public struct

          TTraceThreadData

          Trace Data that one Thread can handle per type. For now ASYNC_TRACE_BUFFER_SIZE is 64.

          Public struct

          TTraversalHistory

          Tracks information about a traversal through the kDOP tree.

          Public class

          TUpdateTexture2DSubresouceCS

          Public class

          TVolumeLightingSample

          Incident radiance stored for a point.

          Public class

          UAssetExportTask

          Contains data for a group of assets to import

          Public class

          UDestructibleInterface

          Public class

          UModel

          Public class

          UObjectTraceWorldSubsystem

          World subsystem used to track world info.

          Public struct

          WaveFormatHeader

          Constants

          Name

          Description

          GPointFilteringThreshold

          GSmallNegativeNumber

          ( 0.0001f, 0.0001f, 0.0001f, 0.0001f )

          GSmallNumber

          ( 0.0001f, 0.0001f, 0.0001f, 0.0001f )

          GZeroVectorRegister

          LogScale

          LQ_LIGHTMAP_COEF_INDEX

          The index at which simple coefficients are stored in any array containing all NUM_STORED_LIGHTMAP_COEF coefficients.

          MAX_GPU_BONE_MATRICES_UNIFORMBUFFER

          MAX_MOBILE_SHADOWCASCADES

          MAX_NODES

          UModel

          MAX_NUM_LIGHTMAP_COEF

          The maximum value between NUM_LQ_LIGHTMAP_COEF and NUM_HQ_LIGHTMAP_COEF.

          MAX_PARTICLES_PER_INSTANCE

          The number of sprites to support per-instanced draw.

          MAX_POINTS

          MAX_STATIC_TEXCOORDS

          Constants.

          MAX_TEXCOORDS

          Constants.

          MaxNumParameterCollectionsPerMaterial

          Maximum number of parameter collections referenced by a material.

          NUM_HQ_LIGHTMAP_COEF

          The number of directional coefficients which the lightmap stores for each light sample.

          NUM_LQ_LIGHTMAP_COEF

          The number of simple coefficients which the lightmap stores for each light sample.

          NUM_STORED_LIGHTMAP_COEF

          The number of coefficients that are stored for each light sample.

          NumMaterialParameterTypes

          NumMaterialTextureParameterTypes

          Scalability::MaxResolutionScale

          Maximum single axis scale for render resolution

          Scalability::MinResolutionScale

          Minimum single axis scale for render resolution

          Scalability::OnScalabilitySettingsChanged

          VectorNegativeOne

          Typedefs

          Name

          Description

          AnimationErrorStats

          BoneTrackArray

          DefaultSurfaceLevelFilter

          The default level filter.

          FAssignLayerChunkDelegate

          FAssignLayerChunkMap

          Delegate to assign a disc layer to a chunk

          FAssignStreamingChunkDelegate

          FAsyncAudioDecompress

          FAsyncStreamDerivedChunkTask

          Async task to stream chunks from the derived data cache.

          FAudioComponentPtr

          FCalculateCustomPhysics

          Delegate for applying custom physics forces upon the body.

          FCalculateCustomProjection

          Delegate for applying custom physics projection upon the body.

          FCookModificationDelegate

          Delegate to modify cooking behavior - return extra packages to cook, load up the asset registry, etc

          FCreateCustomFXSystemDelegate

          FDebugDrawDelegate

          FDeviceId

          Typed identifier for Audio Device Id

          FEdGraphEvent

          FExtendedSaveGameInfoDelegate

          A delegate for platforms that need extra information to flesh out save data information (name of an icon, for instance)

          FGeometryCacheManualVertexFetchUniformBufferParametersRef

          FGeometryCacheVertexFactoryUniformBufferParametersRef

          FGetPackageDependenciesForManifestGeneratorDelegate

          FGPUSortKeyGenDelegate

          Callback used by the FGPUSortManager to make each client system initialize the sort keys for a specific sort batch.

          FHandleDisconnectDelegate

          Delegate to handle when a connection is disconnecting

          FLightMapRef

          A reference to a light-map.

          FLightVolumeOctree

          FMeshParticleUniformBufferRef

          FOccluderIndexArray

          FOccluderIndexArraySP

          FOccluderVertexArray

          Convenience typedefs for a software occlusion mesh elements

          FOccluderVertexArraySP

          FOnDeleteLODModelOverride

          FOnGraphChanged

          FOnPropertyChanged

          Delegate for notification when property changed

          FOnScalabilitySettingsChanged

          FOnScreenshotCaptured

          FOnScreenshotRequestProcessed

          FOnSwitchWorldForPIE

          Delegate for switching between PIE and Editor worlds without having access to them

          FOverlapDelegate

          This is Overlap Delegate that can be used if you'd like to get notified whenever available Otherwise, you'll have to query manually using your TraceHandle

          FParticleBeamTrailUniformBufferRef

          FParticleBufferParamRef

          FParticleShaderParamRef

          FParticleSpriteUniformBufferRef

          FPendingConnectionLostDelegate

          Delegate called when a connection is lost, but there is no owning actor to handle it

          FPreCommitMapChangeDelegate

          Delegate called before a map change at runtime

          FRecalculatedMassProperties

          Delegate for when the mass properties of a body instance have been re-calculated.

          FShadingModelToStringDelegate

          FShadowMapRef

          A reference to a shadow-map.

          FSimpleElementGammaPS_Linear

          FSimpleElementGammaPS_SRGB

          FSimpleElementMaskedGammaPS_Linear

          FSimpleElementMaskedGammaPS_SRGB

          FSingleNodeEvent

          FSoundMixClassOverrideMap

          FStaticMeshLODResourcesArray

          FStaticMeshSectionAreaWeightedTriangleSamplerArray

          FStaticMeshVertexFactoriesArray

          FSubtitleManagerSetSubtitleText

          HACK: Delegate for allowing displays to hijack subtitle text from the subtitle manager and get around the Canvas display

          FTimerDelegate

          FTraceDelegate

          This is Trace/Sweep Delegate that can be used if you'd like to get notified whenever available Otherwise, you'll have to query manually using your TraceHandle

          FTransformArray

          Array of FTransform using the game memory stack

          FTransformArrayA2

          FVideoRecordingFinalized

          FVolumeLightingSample

          FVolumeLightingSample2Band

          FWebServerActionDelegate

          MaterialAttributeBlendFunction

          Custom attribute blend functions

          StringStringMap

          Using a TMap in the DECLARE_DELEGATE macro caused compiler problems (in clang anyway), a typedef solves it

          Enums

          Name

          Description

          Public enum

          EActorIteratorFlags

          Iteration flags, specifies which types of levels and actors should be iterated

          Public enum

          EActorIteratorType

          Type enum, used to represent the special End iterator

          Public enum

          EAlphaBlendOption

          Public enum

          EAsyncTraceType

          Enum to indicate type of test to perfom

          Public enum

          EAudioChunkLoadResult

          Public enum

          EAudioDeviceScope

          This enum is used in FAudioDeviceManager::RequestAudioDevice to map a given UWorld to an audio device.

          Public enum

          EAudioSpeakers

          Channel definitions for multistream waves

          Public enum

          EAudioStreamingState

          Lists possible states used by Thread-safe counter.

          Public enum

          EBasePassDrawListType

          Public enum

          EBlendModeFilter::Type

          Public enum

          EBspNodeFlags

          Flags associated with a Bsp node.

          Public enum

          EBusSendType

          Bus send types

          Public enum

          ECacheApplyPhase

          At what point in the rerun construction script process is ApplyToActor being called for

          Public enum

          ECompiledMaterialProperty

          Enum that contains entries for the ways that material properties need to be compiled.

          Public enum

          EComponentCreationMethod

          Public enum

          EConvertToAdditive

          Different ways to create an additive animation

          Public enum

          EDataTableExportFlags

          Public enum

          EDDSCaps

          Public enum

          EDDSFlags

          Public enum

          EDDSPixelFormat

          Public enum

          EDebugState

          Debug state of the audio system

          Public enum

          EDebugViewShaderMode

          Enumeration for different Quad Overdraw visualization mode.

          Public enum

          EDeferredParamStrictness

          When setting deferred scene resources whether to throw warnings when we fall back to defaults.

          Public enum

          EDiffType::Type

          Differences are presented to the user in the order listed here, so put less important differences lower down

          Public enum

          EDrawDynamicFlags::Type

          Public enum

          EDynamicEmitterType

          Dynamic particle emitter types

          Public enum

          EDynamicResolutionStateEvent

          Game thread events for dynamic resolution state.

          Public enum

          EEdGraphActionType

          This is the type of action that occurred on a given graph

          Public enum

          EFrameHitchType

          What kind of hitch was detected (if any)

          Public enum

          EGameDelegates_SaveGame

          Enum class with size so it can be forward declared.

          Public enum

          EGPUSortFlags

          Different sort flags used to define constraint for FGPUSortManager tasks.

          Public enum

          EHitProxyPriority

          The priority a hit proxy has when choosing between several hit proxies near the point the user clicked.

          Public enum

          EIndexBufferStride::Type

          Desired stride when creating a static index buffer.

          Public enum

          EInGamePerfTrackers

          In game performance trackers.

          Public enum

          EInGamePerfTrackerThreads

          Public enum

          ELightComponentType

          Different light component types

          Public enum

          ELightInteractionType

          The types of interactions between a light and a primitive.

          Public enum

          ELightMapInteractionType

          The types of interactions between a light and a primitive.

          Public enum

          ELoopingMode

          Public enum

          EMaterialCommonBasis

          The common bases of material

          Public enum

          EMaterialCompilerType

          What type of compiler is this? Used by material expressions that select input based on compile context

          Public enum

          EMaterialDomain

          Defines the domain of a material.

          Public enum

          EMaterialForceCastFlags

          Public enum

          EMaterialParameterType

          Public enum

          EMaterialPreshaderOpcode

          Public enum

          EMaterialProperty

          EMaterialProperty

          Public enum

          EMaterialQualityLevel::Type

          Quality levels that a material can be compiled for.

          Public enum

          EMaterialShaderMapUsage::Type

          Usage options for a shader map.

          Public enum

          EMaterialTextureParameterType

          Must invalidate ShaderVersion.ush when changing

          Public enum

          EMaterialValueType

          The types which can be used by materials.

          Public enum

          EMobileHDRMode

          Public enum

          EngineUtils::EAssetToLoad

          Public enum

          EParticleDetailMode

          Detail mode for scene component rendering.

          Public enum

          EParticleSignificanceLevel

          A level of significance for a particle system.

          Public enum

          EParticleStates

          Public enum

          EParticleSystemInsignificanceReaction

          Determines what a particle system will do when all of it's emitters become insignificant.

          Public enum

          EParticleVertexFactoryType

          Enum identifying the type of a particle vertex factory.

          Public enum

          EPhysxUserDataType::Type

          PhysX user data type

          Public enum

          EPolyFlags

          Flags describing effects and properties of a Bsp polygon.

          Public enum

          EPreviousBoneTransformUpdateMode

          Public enum

          EPrimaryScreenPercentageMethod

          Method used for primary screen percentage method.

          Public enum

          EPrimitiveIdMode

          Public enum

          EQueryMobilityType

          Public enum

          ERawDistributionOperation

          Operation to perform when looking up a value.

          Public enum

          ERayTracingRenderMode

          Public enum

          ERealtimeAudioTaskType

          Public enum

          EReflectionCaptureShape::Type

          Reflection capture shapes.

          Public enum

          ERemoveStreamingViews

          Public enum

          ESceneTextureId

          Like EPassInputId but can expose more e.g. GBuffer

          Public enum

          ESecondaryScreenPercentageMethod

          Method used for second screen percentage method, that is a second spatial upscale pass at the very end, independent of screen percentage show flag.

          Public enum

          ESequencerState

          Public enum

          EShadingPath

          This file contains the various draw mesh macros that display draw calls inside of PIX.Colors that are defined for a particular mesh type Each event type will be displayed using the defined color

          Public enum

          EShadowMapInteractionType

          Public enum

          EShowFlagGroup

          For FShowFlagData , order is not important, adding new elements requires updating some editor code

          Public enum

          EShowFlagInitMode

          To customize the EngineShowFlags constructor

          Public enum

          ESimpleElementBlendMode

          Blend modes supported for simple element rendering

          Public enum

          ESortedActiveWaveGetType::Type

          Public enum

          ESoundMixState::Type

          Current state of a SoundMix

          Public enum

          ESoundType

          Public enum

          EStereoscopicPass

          Stereoscopic rendering passes. FULL implies stereoscopic rendering isn't enabled for this pass

          Public enum

          ETextureLayoutAspectRatio

          Public enum

          ETickableTickType

          Enum used to convey whether a tickable object will always tick, conditionally tick, or never tick.

          Public enum

          ETimerStatus

          Public enum

          ETransformBlendMode::Type

          Public enum

          ETranslucencyVolumeCascade

          Enumeration for currently used translucent lighting volume cascades

          Public enum

          EVertexColorViewMode::Type

          Vertex Color view modes

          Public enum

          EVideoRecordingState

          Represents the state of the video recorder

          Public enum

          EVirtualTextureUnpackType

          Public enum

          GPUSkinBoneInfluenceType

          Public enum

          PhysCommand::Type

          Public enum

          Scalability::EQualityLevelBehavior

          Public enum

          SkeletalMeshOptimizationImportance

          Enum specifying the importance of properties when simplifying skeletal meshes.

          Public enum

          SkeletalMeshOptimizationType

          Enum specifying the reduction type to use when simplifying skeletal meshes with Simmplygon

          Public enum

          SkeletalMeshTerminationCriterion

          Enum specifying the reduction type to use when simplifying skeletal meshes with internal tool

          Functions

          Name Description

          Public function

          ValueType &#...

           

          AccessPrivateProperty

          (
              void const* ContainerPtr,
              int32 PropertyOffset
          )

          Public function

          ValueType &#...

           

          AccessPrivateProperty

          (
              void const* ContainerPtr,
              int32 PropertyOffset,
              int32 ElementSize,
              int32 ArrayIndex
          )

          Public function

          void

           

          AddRadialForceToPxRigidBody_AssumesLocked

          (
              PxRigidBody& PRigidBody,
              const FVector & Origin,
              float Radius,
              float Strength,
              uint8 Falloff,
              bool bAccelChange
          )

          Public function

          void

           

          AddRadialImpulseToPxRigidBody_AssumesLocked

          (
              PxRigidBody& PRigidBody,
              const FVector & Origin,
              float Radius,
              float Strength,
              uint8 Falloff,
              bool bVelChange
          )

          Calculates correct impulse at the body's center of mass and adds the impulse to the body.

          Public function Static

          void

           

          ADPCM::GetAdaptationCoefficients

          (
              T(&) OutAdaptationCoefficient1,
              T(&) OutAdaptationCoefficient2
          )

          Public function

          bool

           

          AllowDebugViewShaderMode

          (
              EDebugViewShaderMode ShaderMode,
              EShaderPlatform Platform,
              ERHIFeatureLevel::Type FeatureLevel
          )

          Returns true if the shader mode can be enabled.

          Public function

          bool

           

          AllowDebugViewVSDSHS

          (
              EShaderPlatform Platform
          )

          Returns true if the vertex shader (and potential hull and domain) should be compiled on the given platform.

          Public function

          bool

           

          AllowDitheredLODTransition

          (
              ERHIFeatureLevel::Type FeatureLevel
          )

          Whether to allow dithered LOD transitions for a specific feature level.

          Public function

          bool

           

          AllowHighQualityLightmaps

          (
              const FStaticFeatureLevel FeatureLe...
          )

          Public function

          T

           

          AnimationCompressionUtils::Interpolate

          (
              const T& A,
              const T& B,
              float Alpha
          )

          Helper template function to interpolate between two data types.

          Public function

          ValueType

           

          AnimationCompressionUtils::UnalignedRead

          (
              const void * Ptr
          )

          Public function

          void

           

          AnimationFormat_GetStats

          (
              const FUECompressedAnimData & Compr...,
              int32 & NumTransTracks,
              int32 & NumRotTracks,
              int32 & NumScaleTracks,
              int32 & TotalNumTransKeys,
              int32 & TotalNumRotKeys,
              int32 & TotalNumScaleKeys,
              float& TranslationKeySize,
              float& RotationKeySize,
              float& ScaleKeySize,
              int32 & OverheadSize,
              int32 & NumTransTracksWithOneKey,
              int32 & NumRotTracksWithOneKey,
              int32 & NumScaleTracksWithOneKey
          )

          Extracts statistics about a given Animation Sequence

          Public function

          void

           

          AnimationFormat_SetInterfaceLinks

          (
              CompressedDataType& CompressedData
          )

          Sets the internal Animation Codec Interface Links within an Animation Sequence

          Public function

          FString

           

          appGetStartupMap

          (
              const TCHAR * CommandLine
          )

          This function will look at the given command line and see if we have passed in a map to load.

          Public function

          bool

           

          appLineCheckTriangle

          (
              const FVector4 & Start,
              const FVector4 & End,
              const FVector4 & Dir,
              const FVector4 & V0,
              const FVector4 & V1,
              const FVector4 & V2,
              const FVector4 & Normal,
              float& IntersectionTime
          )

          Line vs triangle intersection test.

          Public function Static

          int32

           

          appLineCheckTriangleSOA

          (
              const FVector3SOA & Start,
              const FVector3SOA & End,
              const FVector3SOA & Dir,
              const FTriangleSOA & Triangle4,
              float& InOutIntersectionTime
          )

          Line vs triangle intersection test. Tests 1 line against 4 triangles at once.

          Public function

          void

           

          ApplyViewMode

          (
              EViewModeIndex ViewModeIndex,
              bool bPerspective,
              FEngineShowFlags & EngineShowFlags
          )

          Set ShowFlags and EngineShowFlags depending on view mode.

          Public function

          void

           

          ApplyViewModeOverrides

          (
              int32 ViewIndex,
              const FEngineShowFlags & EngineShow...,
              ERHIFeatureLevel::Type FeatureLevel,
              const FPrimitiveSceneProxy * Pr...,
              bool bSelected,
              FMeshBatch & Mesh,
              FMeshElementCollector & Collector
          )

          Public function

          FGPUSpriteRe...

           

          BeginCreateGPUSpriteResources

          (
              const FGPUSpriteResourceData & InRe...
          )

          Allocates memory to hold GPU sprite resources and begins the resource initialization process.

          Public function

          FORCEINLINEv ...

           

          BeginMeshDrawEvent

          (
              FRHICommandList & RHICmdList,
              const FPrimitiveSceneProxy * Pr...,
              const FMeshBatch & Mesh,
              FDrawEvent & DrawEvent,
              bool ShowMaterialDrawEvent
          )

          Public function

          void

           

          BeginMeshDrawEvent_Inner

          (
              FRHICommandList & RHICmdList,
              const FPrimitiveSceneProxy * Pr...,
              const FMeshBatch & Mesh,
              FDrawEvent & DrawEvent
          )

          True if we debug material names with SCOPED_DRAW_EVENT.

          Public function

          void

           

          BeginRecompileGlobalShaders

          (
              const TArray < const FShaderType ...,
              const TArray < const FShaderPipeline ...,
              EShaderPlatform ShaderPlatform,
              const ITargetPlatform * TargetP...
          )

          Begins recompiling the specified global shader types, and flushes their bound shader states.

          Public function

          void

           

          BeginReleaseGPUSpriteResources

          (
              FGPUSpriteResources* Resources
          )

          Begins the process of releasing GPU sprite resources.

          Public function

          void

           

          BeginUpdateGPUSpriteResources

          (
              FGPUSpriteResources* Resources,
              const FGPUSpriteResourceData & InRe...
          )

          Updates GPU sprite resources.

          Public function

          void

           

          BlendCurves

          (
              const TArrayView < const FBlendedCur ...,
              const TArrayView < const float > Sou...,
              FBlendedCurve & OutCurve
          )

          Public function

          void

           

          BlendTransform

          (
              const FTransform & Source,
              FTransform & Dest,
              const float BlendWeight
          )

          Public function

          void

           

          BuildConeVerts

          (
              float Angle1,
              float Angle2,
              float Scale,
              float XOffset,
              uint32 NumSides,
              TArray < FDynamicMeshVertex >& OutV...,
              TArray < uint32 >& OutIndices
          )

          Public function

          void

           

          BuildCylinderVerts

          (
              const FVector & Base,
              const FVector & XAxis,
              const FVector & YAxis,
              const FVector & ZAxis,
              float Radius,
              float HalfHeight,
              uint32 Sides,
              TArray < FDynamicMeshVertex >& OutV...,
              TArray < uint32 >& OutIndices
          )

          Public function

          FString

           

          BuildDistanceFieldDerivedDataKey

          (
              const FString & InMeshKey
          )

          Public function

          void

           

          BuildPoseFromRawData

          (
              const TArray < FRawAnimSequenceTrack ...,
              const TArray < struct FTrackToSkelet ...,
              FCompactPose & InOutPose,
              float InTime,
              EAnimInterpolationType Interpolatio...,
              int32 NumFrames,
              float SequenceLength,
              FName RetargetSource
          )

          Populate InOutPose based on raw animation data.

          Public function

          bool

           

          CacheShadowDepthsFromPrimitivesUsingWPO()

          Public function

          void

           

          CalculateFPSTimings()

          Calculate the average frame time by using the stats system.

          Public function

          bool

           

          CanConnectMaterialValueTypes

          (
              const uint32 InputType,
              const uint32 OutputType
          )

          Check whether a combination of EMaterialValueType flags can be connected

          Public function

          void

           

          ClearDebugViewMaterials

          (
              UMaterialInterface * InMaterial...
          )

          Public function

          void

           

          ClearForces_AssumesLocked

          (
              FBodyInstance * BodyInstance,
              bool bAllowSubstepping
          )

          Clears all linear forces on the body

          Public function

          void

           

          ClearTorques_AssumesLocked

          (
              FBodyInstance * BodyInstance,
              bool bAllowSubstepping
          )

          Clears all torques on the body

          Public function

          bool

           

          CompileDebugViewModeShaders

          (
              EDebugViewShaderMode Mode,
              EMaterialQualityLevel::Type Quality...,
              ERHIFeatureLevel::Type FeatureLevel,
              bool bFullRebuild,
              bool bWaitForPreviousShaders,
              TSet < UMaterialInterface * >& ...,
              FSlowTask * ProgressTask
          )

          Build Shaders to compute scales per texture.

          Public function

          void

           

          CompileGlobalShaderMap

          (
              ERHIFeatureLevel::Type InFeatureLev...,
              bool bRefreshShaderMap
          )

          Public function

          void

           

          CompileGlobalShaderMap

          (
              bool bRefreshShaderMap
          )

          Public function

          void

           

          CompileGlobalShaderMap

          (
              EShaderPlatform Platform,
              bool bRefreshShaderMap
          )

          Public function

          void

           

          CompileGlobalShaderMap

          (
              EShaderPlatform Platform,
              const ITargetPlatform * TargetP...,
              bool bRefreshShaderMap
          )

          Public function

          float

           

          ComputeBoundsDrawDistance

          (
              const float ScreenSize,
              const float SphereRadius,
              const FMatrix & ProjMatrix
          )

          Computes the draw distance of a given sphere bounds in the given view with the specified screen size.

          Public function

          float

           

          ComputeBoundsScreenRadiusSquared

          (
              const FVector4 & BoundsOrigin,
              const float SphereRadius,
              const FVector4 & ViewOrigin,
              const FMatrix & ProjMatrix
          )

          Computes the screen radius squared of a given sphere bounds in the given view.

          Public function

          float

           

          ComputeBoundsScreenRadiusSquared

          (
              const FVector4 & Origin,
              const float SphereRadius,
              const FSceneView & View
          )

          Computes the screen radius squared of a given sphere bounds in the given view.

          Public function

          float

           

          ComputeBoundsScreenSize

          (
              const FVector4 & Origin,
              const float SphereRadius,
              const FSceneView & View
          )

          Computes the screen size of a given sphere bounds in the given view.

          Public function

          float

           

          ComputeBoundsScreenSize

          (
              const FVector4 & BoundsOrigin,
              const float SphereRadius,
              const FVector4 & ViewOrigin,
              const FMatrix & ProjMatrix
          )

          Computes the screen size of a given sphere bounds in the given view.

          Public function

          FVector

           

          ComputeBrickTextureCoordinate

          (
              FVector IndirectionDataSourceCoordi...,
              FIntVector IndirectionBrickOffset,
              int32 IndirectionBrickSize,
              int32 BrickSize
          )

          Public function

          FLODMask

           

          ComputeFastLODForMeshes

          (
              const TArray < float >& ScreenSizes,
              const FSceneView & View,
              const FVector4 & Origin,
              float SphereRadius,
              int32 ForcedLODLevel,
              float& OutScreenRadiusSquared,
              float ScreenSizeScale,
              bool bDitheredLODTransition
          )

          Public function

          FVector

           

          ComputeIndirectionCoordinate

          (
              FVector LookupPosition,
              const FBox & VolumeBounds,
              FIntVector IndirectionTextureDimens...
          )

          Public function

          FLODMask

           

          ComputeLODForMeshes

          (
              const TArray < class FStaticMeshBatc...,
              const FSceneView & View,
              const FVector4 & Origin,
              float SphereRadius,
              int32 ForcedLODLevel,
              float& OutScreenRadiusSquared,
              int8 CurFirstLODIdx,
              float ScreenSizeScale,
              bool bDitheredLODTransition
          )

          Public function

          int8

           

          ComputeStaticMeshLOD

          (
              const FStaticMeshRenderData * R...,
              const FVector4 & Origin,
              const float SphereRadius,
              const FSceneView & View,
              int32 MinLOD,
              float FactorScale
          )

          Computes the LOD level for the given static meshes render data in the given view.

          Public function

          int8

           

          ComputeTemporalStaticMeshLOD

          (
              const FStaticMeshRenderData * R...,
              const FVector4 & Origin,
              const float SphereRadius,
              const FSceneView & View,
              int32 MinLOD,
              float FactorScale,
              int32 SampleIndex
          )

          Computes the LOD level for the given static meshes render data in the given view, for one of the two temporal LOD samples

          Public function

          FMeshParticl ...

           

          ConstructMeshParticleVertexFactory

          (
              EParticleVertexFactoryType InType,
              ERHIFeatureLevel::Type InFeatureLev...,
              int32 InDynamicVertexStride,
              int32 InDynamicParameterVertexStrid...
          )

          Public function

          FMeshParticl ...

           

          ConstructMeshParticleVertexFactory

          (
              ERHIFeatureLevel::Type InFeatureLev...
          )

          Public function

          T

           

          ConstructTInlineValue

          (
              UScriptStruct * Struct
          )

          Public function

          T

           

          ConvertFromLinearColor

          (
              const FLinearColor & InColor
          )

          Public function

          FLinearColor

           

          ConvertToLinearColor

          (
              T InColor
          )

          Public function

          void

           

          ConvertToMultilineToolTip

          (
              const FString & InToolTip,
              const int32 TargetLineLength,
              TArray < FString >& OutToolTip
          )

          Parses a string into multiple lines, for use with tooltips.

          Public function

          void

           

          CopyUIntBufferToTargets

          (
              FRHICommandListImmediate & RHICmdLi...,
              ERHIFeatureLevel::Type FeatureLevel,
              FRHIShaderResourceView * Source...,
              FRHIUnorderedAccessView *const ...,
              int32 * TargetSizes,
              int32 StartingOffset,
              int32 NumTargets
          )

          Copy one uint buffer into several overlapping targets.

          Public function

          FBox2D

           

          CreateFBox2D

          (
              FVector2D InMin,
              FVector2D InMax,
              bool InIsValid
          )

          Common includes.

          Public function

          TUniformBuff ...

           

          CreateLocalVFUniformBuffer

          (
              const FLocalVertexFactory * Ver...,
              uint32 LODLightmapDataIndex,
              FColorVertexBuffer * OverrideCo...,
              int32 BaseVertexIndex,
              int32 PreSkinBaseVertexIndex
          )

          Public function

          TUniformBuff ...

           

          CreatePrimitiveUniformBufferImmediate

          (
              const FMatrix & LocalToWorld,
              const FBoxSphereBounds & WorldBound...,
              const FBoxSphereBounds & LocalBound...,
              const FBoxSphereBounds & PreSkinned...,
              bool bReceivesDecals,
              bool bDrawsVelocity,
              float LpvBiasMultiplier
          )

          Public function

          void

           

          CropUnmappedTexels

          (
              const TMappingData& MappingData,
              int32 SizeX,
              int32 SizeY,
              FIntRect & CroppedRect
          )

          Calculates the minimum rectangle that encompasses all mapped texels.

          Public function

          FString

           

          DataTableUtils::AssignStringToProperty

          (
              const FString & InString,
              const FProperty * InProp,
              uint8 * InData
          )

          Util to assign a value (given as a string) to a struct property.

          Public function

          FString

           

          DataTableUtils::AssignStringToPropertyDirect

          (
              const FString & InString,
              const FProperty * InProp,
              uint8 * InData
          )

          Util to assign a value (given as a string) to a struct property.

          Public function

          TArray < FStr ...

           

          DataTableUtils::GetColumnDataAsString

          (
              const UDataTable * InTable,
              const FName & PropertyName,
              const EDataTableExportFlags InDTExp...
          )

          Output each row for a specific column/property in the table (doesn't include the title)

          Public function

          FText

           

          DataTableUtils::GetPropertyDisplayName

          (
              const FProperty * Prop,
              const FString & DefaultName
          )

          Util to get the localized display name of a given property.

          Public function

          FString

           

          DataTableUtils::GetPropertyExportName

          (
              const FProperty * Prop,
              const EDataTableExportFlags InDTExp...
          )

          Util to get the friendly display unlocalized name of a given property for export to files.

          Public function

          TArray < FStr ...

           

          DataTableUtils::GetPropertyImportNames

          (
              const FProperty * Prop
          )

          Util to get the all variants for export names for backwards compatibility.

          Public function

          FString

           

          DataTableUtils::GetPropertyValueAsString

          (
              const FProperty * InProp,
              const uint8 * InData,
              const EDataTableExportFlags InDTExp...
          )

          Util to get a property as a string.

          Public function

          FString

           

          DataTableUtils::GetPropertyValueAsStringDirect

          (
              const FProperty * InProp,
              const uint8 * InData,
              const EDataTableExportFlags InDTExp...
          )

          Util to get a property as a string.

          Public function

          FText

           

          DataTableUtils::GetPropertyValueAsText

          (
              const FProperty * InProp,
              const uint8 * InData
          )

          Util to get a property as text (this will use the display name of the value where available - use GetPropertyValueAsString if you need an internal identifier).

          Public function

          FText

           

          DataTableUtils::GetPropertyValueAsTextDirect

          (
              const FProperty * InProp,
              const uint8 * InData
          )

          Util to get a property as text (this will use the display name of the value where available - use GetPropertyValueAsString if you need an internal identifier).

          Public function

          TArray < FNam ...

           

          DataTableUtils::GetStructPropertyNames

          (
              UStruct * InStruct
          )

          Util to get all property names from a struct.

          Public function

          bool

           

          DataTableUtils::IsSupportedTableProperty

          (
              const FProperty * InProp
          )

          Util to see if this property is supported in a row struct.

          Public function

          FName

           

          DataTableUtils::MakeValidName

          (
              const FString & InString
          )

          Util that removes invalid chars and then make an FName .

          Public function

          void

           

          DecompressRotation

          (
              FQuat & Out,
              const uint8 *restrict TopOfSt...,
              const uint8 *
          restrict KeyData
          )

          Handy Template Decompressors Templated Rotation Decompressor.

          Public function

          void

           

          DecompressScale

          (
              FVector & Out,
              const uint8 *restrict TopOfSt...,
              const uint8 *
          restrict KeyData
          )

          Templated Scale Decompressor. Generates a unique decompressor per known quantization format

          Public function

          void

           

          DecompressTranslation

          (
              FVector & Out,
              const uint8 *restrict TopOfSt...,
              const uint8 *
          restrict KeyData
          )

          Templated Translation Decompressor. Generates a unique decompressor per known quantization format

          Public function

          void

           

          DeferredPhysResourceCleanup()

          Perform any deferred cleanup of resources (GPhysXPendingKillConvex etc)

          Public function

          bool

           

          DoesMaterialUseTexture

          (
              const UMaterialInterface * Mate...,
              const UTexture * CheckTexture
          )

          Check whether the specified texture is needed to render the material instance.

          Public function

          bool

           

          DoesPlatformSupportDistanceFieldAO

          (
              EShaderPlatform Platform
          )

          Public function

          bool

           

          DoesPlatformSupportDistanceFieldGI

          (
              EShaderPlatform Platform
          )

          Public function

          bool

           

          DoesPlatformSupportDistanceFields

          (
              const FStaticShaderPlatform Platfor...
          )

          Public function

          bool

           

          DoesPlatformSupportDistanceFieldShadowing

          (
              EShaderPlatform Platform
          )

          Public function

          void

           

          DoMaterialAttributeReorder

          (
              FExpressionInput * Input,
              int32 UE4Ver,
              int32 RenderObjVer
          )

          TODO - This can be removed whenever VER_UE4_MATERIAL_ATTRIBUTES_REORDERING is no longer relevant.

          Public function

          void

           

          DrawArc

          (
              FPrimitiveDrawInterface * PDI,
              const FVector Base,
              const FVector X,
              const FVector Y,
              const float MinAngle,
              const float MaxAngle,
              const float Radius,
              const int32 Sections,
              const FLinearColor & Color,
              uint8 DepthPriority
          )

          Draws an arc using lines.

          Public function

          void

           

          DrawBox

          (
              FPrimitiveDrawInterface * PDI,
              const FMatrix & BoxToWorld,
              const FVector & Radii,
              const FMaterialRenderProxy * Ma...,
              uint8 DepthPriority
          )

          Public function

          void

           

          DrawBoxOverlap

          (
              const UWorld * InWorld,
              const FVector & Pos,
              const FVector & Extent,
              const FQuat & Rot,
              TArray < struct FOverlapResult >& O...,
              float Lifetime
          )

          Draw box overlap results

          Public function

          void

           

          DrawBoxSweeps

          (
              const UWorld * InWorld,
              const FVector & Start,
              const FVector & End,
              const FVector & Extent,
              const FQuat & Rot,
              const TArray < FHitResult >& Hits,
              float Lifetime
          )

          Draw box sweep results

          Public function

          void

           

          DrawCapsuleOverlap

          (
              const UWorld * InWorld,
              const FVector & Pos,
              const float HalfHeight,
              const float Radius,
              const FQuat & Rot,
              TArray < struct FOverlapResult >& O...,
              float Lifetime
          )

          Draw capsule overlap results

          Public function

          void

           

          DrawCapsuleSweeps

          (
              const UWorld * InWorld,
              const FVector & Start,
              const FVector & End,
              float HalfHeight,
              float Radius,
              const FQuat & Rotation,
              const TArray < FHitResult >& Hits,
              float Lifetime
          )

          Draw capsule sweep results

          Public function

          void

           

          DrawCircle

          (
              const UWorld * InWorld,
              const FVector & Base,
              const FVector & X,
              const FVector & Y,
              const FColor & Color,
              float Radius,
              int32 NumSides,
              bool bPersistentLines,
              float LifeTime,
              uint8 DepthPriority,
              float Thickness
          )

          Draw a circle using user define axis and radius

          Public function

          void

           

          DrawCircle

          (
              FPrimitiveDrawInterface * PDI,
              const FVector & Base,
              const FVector & X,
              const FVector & Y,
              const FLinearColor & Color,
              float Radius,
              int32 NumSides,
              uint8 DepthPriority,
              float Thickness,
              float DepthBias,
              bool bScreenSpace
          )

          Draws a circle using lines.

          Public function

          void

           

          DrawCone

          (
              FPrimitiveDrawInterface * PDI,
              const FMatrix & ConeToWorld,
              float Angle1,
              float Angle2,
              uint32 NumSides,
              bool bDrawSideLines,
              const FLinearColor & SideLineColor,
              const FMaterialRenderProxy * Ma...,
              uint8 DepthPriority
          )

          Public function

          void

           

          DrawConnectedArrow

          (
              FPrimitiveDrawInterface * PDI,
              const FMatrix & ArrowToWorld,
              const FLinearColor & Color,
              float ArrowHeight,
              float ArrowWidth,
              uint8 DepthPriority,
              float Thickness,
              int32 NumSpokes
          )

          Draws a directional arrow with connected spokes.

          Public function

          void

           

          DrawCoordinateSystem

          (
              FPrimitiveDrawInterface * PDI,
              FVector const& AxisLoc,
              FRotator const& AxisRot,
              float Scale,
              const FLinearColor & InColor,
              uint8 DepthPriority,
              float Thickness
          )

          Draws a coordinate system with a fixed color.

          Public function

          void

           

          DrawCoordinateSystem

          (
              FPrimitiveDrawInterface * PDI,
              FVector const& AxisLoc,
              FRotator const& AxisRot,
              float Scale,
              uint8 DepthPriority,
              float Thickness
          )

          Draws a coordinate system (Red for X axis, Green for Y axis, Blue for Z axis).

          Public function

          void

           

          DrawCylinder

          (
              FPrimitiveDrawInterface * PDI,
              const FMatrix & CylToWorld,
              const FVector & Base,
              const FVector & XAxis,
              const FVector & YAxis,
              const FVector & ZAxis,
              float Radius,
              float HalfHeight,
              uint32 Sides,
              const FMaterialRenderProxy * Ma...,
              uint8 DepthPriority
          )

          Public function

          void

           

          DrawCylinder

          (
              FPrimitiveDrawInterface * PDI,
              const FVector & Base,
              const FVector & XAxis,
              const FVector & YAxis,
              const FVector & ZAxis,
              float Radius,
              float HalfHeight,
              uint32 Sides,
              const FMaterialRenderProxy * Ma...,
              uint8 DepthPriority
          )

          Public function

          void

           

          DrawCylinder

          (
              FPrimitiveDrawInterface * PDI,
              const FVector & Start,
              const FVector & End,
              float Radius,
              int32 Sides,
              const FMaterialRenderProxy * Ma...,
              uint8 DepthPriority
          )

          Draws a cylinder along the axis from Start to End.

          Public function

          void

           

          DrawDashedLine

          (
              FPrimitiveDrawInterface * PDI,
              const FVector & Start,
              const FVector & End,
              const FLinearColor & Color,
              float DashSize,
              uint8 DepthPriority,
              float DepthBias
          )

          Draws a dashed line.

          Public function

          void

           

          DrawDebug2DDonut

          (
              const UWorld * InWorld,
              const FMatrix & TransformMatrix,
              float InnerRadius,
              float OuterRadius,
              int32 Segments,
              const FColor & Color,
              bool bPersistentLines,
              float LifeTime,
              uint8 DepthPriority,
              float Thickness
          )

          Draw Debug 2D donut

          Public function

          void

           

          DrawDebugAltCone

          (
              const UWorld * InWorld,
              FVector const& Origin,
              FRotator const& Rotation,
              float Length,
              float AngleWidth,
              float AngleHeight,
              FColor const& DrawColor,
              bool bPersistentLines,
              float LifeTime,
              uint8 DepthPriority,
              float Thickness
          )

          Used by gameplay when defining a cone by a vertical and horizontal dot products.

          Public function

          void

           

          DrawDebugBox

          (
              const UWorld * InWorld,
              FVector const& Center,
              FVector const& Extent,
              const FQuat & Rotation,
              FColor const& Color,
              bool bPersistentLines,
              float LifeTime,
              uint8 DepthPriority,
              float Thickness
          )

          Draw a debug box with rotation

          Public function

          void

           

          DrawDebugBox

          (
              const UWorld * InWorld,
              FVector const& Center,
              FVector const& Extent,
              FColor const& Color,
              bool bPersistentLines,
              float LifeTime,
              uint8 DepthPriority,
              float Thickness
          )

          Draw a debug box

          Public function

          void

           

          DrawDebugCamera

          (
              const UWorld * InWorld,
              FVector const& Location,
              FRotator const& Rotation,
              float FOVDeg,
              float Scale,
              FColor const& Color,
              bool bPersistentLines,
              float LifeTime,
              uint8 DepthPriority
          )

          Draw a debug camera shape. FOV is full angle in degrees.

          Public function

          void

           

          DrawDebugCanvas2DBox

          (
              UCanvas * Canvas,
              const FBox2D & Box,
              const FLinearColor & LineColor,
              const float& LineThickness
          )

          Public function

          void

           

          DrawDebugCanvas2DCircle

          (
              UCanvas * Canvas,
              const FVector2D & Center,
              float Radius,
              int32 NumSides,
              const FLinearColor & LineColor,
              const float& LineThickness
          )

          Public function

          void

           

          DrawDebugCanvas2DLine

          (
              UCanvas * Canvas,
              const FVector & Start,
              const FVector & End,
              const FLinearColor & LineColor
          )

          Draws a 2D line on a canvas

          Public function

          void

           

          DrawDebugCanvas2DLine

          (
              UCanvas * Canvas,
              const FVector2D & StartPosition,
              const FVector2D & EndPosition,
              const FLinearColor & LineColor,
              const float& LineThickness
          )

          Public function

          void

           

          DrawDebugCanvasCircle

          (
              UCanvas * Canvas,
              const FVector & Base,
              const FVector & X,
              const FVector & Y,
              FColor Color,
              float Radius,
              int32 NumSides
          )

          Draws a circle using lines.

          Public function

          void

           

          DrawDebugCanvasLine

          (
              UCanvas * Canvas,
              const FVector & Start,
              const FVector & End,
              const FLinearColor & LineColor
          )

          Draws a line on a canvas.

          Public function

          void

           

          DrawDebugCanvasWireCone

          (
              UCanvas * Canvas,
              const FTransform & Transform,
              float ConeRadius,
              float ConeAngle,
              int32 ConeSides,
              FColor Color
          )

          Draws a wireframe cone

          Public function

          void

           

          DrawDebugCanvasWireSphere

          (
              UCanvas * Canvas,
              const FVector & Base,
              FColor Color,
              float Radius,
              int32 NumSides
          )

          Draws a sphere using circles.

          Public function

          void

           

          DrawDebugCapsule

          (
              const UWorld * InWorld,
              FVector const& Center,
              float HalfHeight,
              float Radius,
              const FQuat & Rotation,
              FColor const& Color,
              bool bPersistentLines,
              float LifeTime,
              uint8 DepthPriority,
              float Thickness
          )

          Draw a capsule using the LineBatcher

          Public function

          void

           

          DrawDebugCircle

          (
              const UWorld * InWorld,
              FVector Center,
              float Radius,
              int32 Segments,
              const FColor & Color,
              bool bPersistentLines,
              float LifeTime,
              uint8 DepthPriority,
              float Thickness,
              FVector YAxis,
              FVector ZAxis,
              bool bDrawAxis
          )

          Draw Debug Circle

          Public function

          void

           

          DrawDebugCircle

          (
              const UWorld * InWorld,
              const FMatrix & TransformMatrix,
              float Radius,
              int32 Segments,
              const FColor & Color,
              bool bPersistentLines,
              float LifeTime,
              uint8 DepthPriority,
              float Thickness,
              bool bDrawAxis
          )

          Draw Debug Circle

          Public function

          void

           

          DrawDebugCone

          (
              const UWorld * InWorld,
              FVector const& Origin,
              FVector const& Direction,
              float Length,
              float AngleWidth,
              float AngleHeight,
              int32 NumSides,
              FColor const& Color,
              bool bPersistentLines,
              float LifeTime,
              uint8 DepthPriority,
              float Thickness
          )

          Draw a debug cone. AngleWidth and AngleHeight are given in radians

          Public function

          void

           

          DrawDebugCoordinateSystem

          (
              const UWorld * InWorld,
              FVector const& AxisLoc,
              FRotator const& AxisRot,
              float Scale,
              bool bPersistentLines,
              float LifeTime,
              uint8 DepthPriority,
              float Thickness
          )

          Draw Debug coordinate system

          Public function

          void

           

          DrawDebugCrosshairs

          (
              const UWorld * InWorld,
              FVector const& AxisLoc,
              FRotator const& AxisRot,
              float Scale,
              const FColor & Color,
              bool bPersistentLines,
              float LifeTime,
              uint8 DepthPriority
          )

          Draw Debug crosshair

          Public function

          void

           

          DrawDebugCylinder

          (
              const UWorld * InWorld,
              FVector const& Start,
              FVector const& End,
              float Radius,
              int32 Segments,
              FColor const& Color,
              bool bPersistentLines,
              float LifeTime,
              uint8 DepthPriority,
              float Thickness
          )

          Draw a debug cylinder

          Public function

          void

           

          DrawDebugDirectionalArrow

          (
              const UWorld * InWorld,
              FVector const& LineStart,
              FVector const& LineEnd,
              float ArrowSize,
              FColor const& Color,
              bool bPersistentLines,
              float LifeTime,
              uint8 DepthPriority,
              float Thickness
          )

          Draw directional arrow

          Public function

          void

           

          DrawDebugFloatHistory

          (
              UWorld const& WorldRef,
              FDebugFloatHistory const& FloatHis...,
              FTransform const& DrawTransform,
              FVector2D const& DrawSize,
              FColor const& DrawColor,
              bool const& bPersistent,
              float const& LifeTime,
              uint8 const& DepthPriority
          )

          Draws a 2D Histogram of size 'DrawSize' based FDebugFloatHistory struct, using DrawTransform for the position in the world.

          Public function

          void

           

          DrawDebugFloatHistory

          (
              UWorld const& WorldRef,
              FDebugFloatHistory const& FloatHis...,
              FVector const& DrawLocation,
              FVector2D const& DrawSize,
              FColor const& DrawColor,
              bool const& bPersistent,
              float const& LifeTime,
              uint8 const& DepthPriority
          )

          Draws a 2D Histogram of size 'DrawSize' based FDebugFloatHistory struct, using DrawLocation for the location in the world, rotation will face camera of first player.

          Public function

          void

           

          DrawDebugFrustum

          (
              const UWorld * InWorld,
              const FMatrix & FrustumToWorld,
              FColor const& Color,
              bool bPersistentLines,
              float LifeTime,
              uint8 DepthPriority,
              float Thickness
          )

          Public function

          void

           

          DrawDebugLine

          (
              const UWorld * InWorld,
              FVector const& LineStart,
              FVector const& LineEnd,
              FColor const& Color,
              bool bPersistentLines,
              float LifeTime,
              uint8 DepthPriority,
              float Thickness
          )

          Draw a debug line

          Public function

          void

           

          DrawDebugMesh

          (
              const UWorld * InWorld,
              TArray < FVector > const& Verts,
              TArray < int32 > const& Indices,
              FColor const& Color,
              bool bPersistent,
              float LifeTime,
              uint8 DepthPriority
          )

          Public function

          void

           

          DrawDebugPoint

          (
              const UWorld * InWorld,
              FVector const& Position,
              float Size,
              FColor const& PointColor,
              bool bPersistentLines,
              float LifeTime,
              uint8 DepthPriority
          )

          Draw a debug point

          Public function

          void

           

          DrawDebugSolidBox

          (
              const UWorld * InWorld,
              FVector const& Center,
              FVector const& Extent,
              FColor const& Color,
              bool bPersistent,
              float LifeTime,
              uint8 DepthPriority
          )

          Draw a Debug box from (Center, Extent) with no rotation (axis-aligned)

          Public function

          void

           

          DrawDebugSolidBox

          (
              const UWorld * InWorld,
              FBox const& Box,
              FColor const& Color,
              const FTransform & Transform,
              bool bPersistent,
              float LifeTime,
              uint8 DepthPriority
          )

          Draw a solid box.

          Public function

          void

           

          DrawDebugSolidBox

          (
              const UWorld * InWorld,
              FVector const& Center,
              FVector const& Extent,
              FQuat const& Rotation,
              FColor const& Color,
              bool bPersistent,
              float LifeTime,
              uint8 DepthPriority
          )

          Draw a Debug box from (Center, Extent) with specified Rotation

          Public function

          void

           

          DrawDebugSolidPlane

          (
              const UWorld * InWorld,
              FPlane const& P,
              FVector const& Loc,
              FVector2D const& Extents,
              FColor const& Color,
              bool bPersistent,
              float LifeTime,
              uint8 DepthPriority
          )

          Public function

          void

           

          DrawDebugSolidPlane

          (
              const UWorld * InWorld,
              FPlane const& P,
              FVector const& Loc,
              float Size,
              FColor const& Color,
              bool bPersistent,
              float LifeTime,
              uint8 DepthPriority
          )

          Loc is an anchor point in the world to guide which part of the infinite plane to draw.

          Public function

          void

           

          DrawDebugSphere

          (
              const UWorld * InWorld,
              FVector const& Center,
              float Radius,
              int32 Segments,
              FColor const& Color,
              bool bPersistentLines,
              float LifeTime,
              uint8 DepthPriority,
              float Thickness
          )

          Draw a debug sphere

          Public function

          void

           

          DrawDebugString

          (
              const UWorld * InWorld,
              FVector const& TextLocation,
              const FString & Text,
              AActor * TestBaseActor,
              FColor const& TextColor,
              float Duration,
              bool bDrawShadow,
              float FontScale
          )

          Public function

          void

           

          DrawDirectionalArrow

          (
              FPrimitiveDrawInterface * PDI,
              const FMatrix & ArrowToWorld,
              const FLinearColor & InColor,
              float Length,
              float ArrowSize,
              uint8 DepthPriority,
              float Thickness
          )

          Draws a directional arrow (starting at ArrowToWorld.Origin and continuing for Length units in the X direction of ArrowToWorld).

          Public function

          void

           

          DrawDisc

          (
              FPrimitiveDrawInterface * PDI,
              const FVector & Base,
              const FVector & XAxis,
              const FVector & YAxis,
              FColor Color,
              float Radius,
              int32 NumSides,
              const FMaterialRenderProxy * Ma...,
              uint8 DepthPriority
          )

          Draws a circle using triangles.

          Public function

          void

           

          DrawFlatArrow

          (
              FPrimitiveDrawInterface * PDI,
              const FVector & Base,
              const FVector & XAxis,
              const FVector & YAxis,
              FColor Color,
              float Length,
              int32 Width,
              const FMaterialRenderProxy * Ma...,
              uint8 DepthPriority,
              float Thickness
          )

          Draws a flat arrow with an outline.

          Public function

          void

           

          DrawFrustumWireframe

          (
              FPrimitiveDrawInterface * PDI,
              const FMatrix & WorldToFrustum,
              FColor Color,
              uint8 DepthPriority
          )

          Draws a wireframe of the bounds of a frustum as defined by a transform from clip-space into world-space.

          Public function

          void

           

          DrawLineTraces

          (
              const UWorld * InWorld,
              const FVector & Start,
              const FVector & End,
              const TArray < FHitResult >& Hits,
              float Lifetime
          )

          Draw line trace results

          Public function

          void

           

          DrawOrientedWireBox

          (
              FPrimitiveDrawInterface * PDI,
              const FVector & Base,
              const FVector & X,
              const FVector & Y,
              const FVector & Z,
              FVector Extent,
              const FLinearColor & Color,
              uint8 DepthPriority,
              float Thickness,
              float DepthBias,
              bool bScreenSpace
          )

          Draws an oriented box.

          Public function

          void

           

          DrawPlane10x10

          (
              FPrimitiveDrawInterface * PDI,
              const FMatrix & ObjectToWorld,
              float Radii,
              FVector2D UVMin,
              FVector2D UVMax,
              const FMaterialRenderProxy * Ma...,
              uint8 DepthPriority
          )

          10x10 tessellated plane at x=1..1 y=1...1 z=0

          Public function

          void

           

          DrawSphere

          (
              FPrimitiveDrawInterface * PDI,
              const FVector & Center,
              const FRotator & Orientation,
              const FVector & Radii,
              int32 NumSides,
              int32 NumRings,
              const FMaterialRenderProxy * Ma...,
              uint8 DepthPriority,
              bool bDisableBackfaceCulling
          )

          Public function

          void

           

          DrawSphereOverlap

          (
              const UWorld * InWorld,
              const FVector & Pos,
              const float Radius,
              TArray < struct FOverlapResult >& O...,
              float Lifetime
          )

          Draw sphere overlap results

          Public function

          void

           

          DrawSphereSweeps

          (
              const UWorld * InWorld,
              const FVector & Start,
              const FVector & End,
              const float Radius,
              const TArray < FHitResult >& Hits,
              float Lifetime
          )

          Draw sphere sweep results

          Public function

          void

           

          DrawStatsHUD

          (
              UWorld * InWorld,
              FViewport * Viewport,
              FCanvas * Canvas,
              UCanvas * CanvasObject,
              TArray < struct FDebugDisplayPropert ...,
              const FVector & ViewLocation,
              const FRotator & ViewRotation
          )

          Renders stats

          Renders stats

          Public function

          void

           

          DrawTriangle

          (
              FPrimitiveDrawInterface * PDI,
              const FVector & A,
              const FVector & B,
              const FVector & C,
              const FMaterialRenderProxy * Ma...,
              uint8 DepthPriorityGroup
          )

          Draw simple triangle with material

          Public function

          void

           

          DrawUVs

          (
              FViewport * InViewport,
              FCanvas * InCanvas,
              int32 InTextYPos,
              const int32 LODLevel,
              int32 UVChannel,
              TArray < FVector2D > SelectedEdgeTex...,
              FStaticMeshRenderData * StaticM...,
              FSkeletalMeshLODRenderData * Sk...
          )

          Draws the UV layout of the supplied asset (either StaticMeshRenderData OR SkeletalMeshRenderData, not both!)

          Public function

          void

           

          DrawWireBox

          (
              FPrimitiveDrawInterface * PDI,
              const FBox & Box,
              const FLinearColor & Color,
              uint8 DepthPriority,
              float Thickness,
              float DepthBias,
              bool bScreenSpace
          )

          Draws a wireframe box.

          Public function

          void

           

          DrawWireBox

          (
              FPrimitiveDrawInterface * PDI,
              const FMatrix & Matrix,
              const FBox & Box,
              const FLinearColor & Color,
              uint8 DepthPriority,
              float Thickness,
              float DepthBias,
              bool bScreenSpace
          )

          Public function

          void

           

          DrawWireCapsule

          (
              FPrimitiveDrawInterface * PDI,
              const FVector & Base,
              const FVector & X,
              const FVector & Y,
              const FVector & Z,
              const FLinearColor & Color,
              float Radius,
              float HalfHeight,
              int32 NumSides,
              uint8 DepthPriority,
              float Thickness,
              float DepthBias,
              bool bScreenSpace
          )

          Draws a wireframe capsule.

          Public function

          void

           

          DrawWireChoppedCone

          (
              FPrimitiveDrawInterface * PDI,
              const FVector & Base,
              const FVector & X,
              const FVector & Y,
              const FVector & Z,
              const FLinearColor & Color,
              float Radius,
              float TopRadius,
              float HalfHeight,
              int32 NumSides,
              uint8 DepthPriority
          )

          Draws a wireframe chopped cone (cylinder with independent top and bottom radius).

          Public function

          void

           

          DrawWireCone

          (
              FPrimitiveDrawInterface * PDI,
              TArray < FVector >& Verts,
              const FMatrix & Transform,
              float ConeLength,
              float ConeAngle,
              int32 ConeSides,
              const FLinearColor & Color,
              uint8 DepthPriority,
              float Thickness,
              float DepthBias,
              bool bScreenSpace
          )

          Draws a wireframe cone

          Public function

          void

           

          DrawWireCone

          (
              FPrimitiveDrawInterface * PDI,
              TArray < FVector >& Verts,
              const FTransform & Transform,
              float ConeLength,
              float ConeAngle,
              int32 ConeSides,
              const FLinearColor & Color,
              uint8 DepthPriority,
              float Thickness,
              float DepthBias,
              bool bScreenSpace
          )

          Public function

          void

           

          DrawWireCylinder

          (
              FPrimitiveDrawInterface * PDI,
              const FVector & Base,
              const FVector & X,
              const FVector & Y,
              const FVector & Z,
              const FLinearColor & Color,
              float Radius,
              float HalfHeight,
              int32 NumSides,
              uint8 DepthPriority,
              float Thickness,
              float DepthBias,
              bool bScreenSpace
          )

          Draws a wireframe cylinder.

          Public function

          void

           

          DrawWireDiamond

          (
              FPrimitiveDrawInterface * PDI,
              const FMatrix & DiamondMatrix,
              float Size,
              const FLinearColor & InColor,
              uint8 DepthPriority,
              float Thickness
          )

          Draws a wireframe diamond.

          Public function

          void

           

          DrawWireSphere

          (
              FPrimitiveDrawInterface * PDI,
              const FVector & Base,
              const FLinearColor & Color,
              float Radius,
              int32 NumSides,
              uint8 DepthPriority,
              float Thickness,
              float DepthBias,
              bool bScreenSpace
          )

          Draws a sphere using circles.

          Public function

          void

           

          DrawWireSphere

          (
              FPrimitiveDrawInterface * PDI,
              const FTransform & Transform,
              const FLinearColor & Color,
              float Radius,
              int32 NumSides,
              uint8 DepthPriority,
              float Thickness,
              float DepthBias,
              bool bScreenSpace
          )

          Public function

          void

           

          DrawWireSphereAutoSides

          (
              FPrimitiveDrawInterface * PDI,
              const FVector & Base,
              const FLinearColor & Color,
              float Radius,
              uint8 DepthPriority,
              float Thickness,
              float DepthBias,
              bool bScreenSpace
          )

          Draws a sphere using circles, automatically calculating a reasonable number of sides

          Public function

          void

           

          DrawWireSphereAutoSides

          (
              FPrimitiveDrawInterface * PDI,
              const FTransform & Transform,
              const FLinearColor & Color,
              float Radius,
              uint8 DepthPriority,
              float Thickness,
              float DepthBias,
              bool bScreenSpace
          )

          Public function

          void

           

          DrawWireSphereCappedCone

          (
              FPrimitiveDrawInterface * PDI,
              const FTransform & Transform,
              float ConeLength,
              float ConeAngle,
              int32 ConeSides,
              int32 ArcFrequency,
              int32 CapSegments,
              const FLinearColor & Color,
              uint8 DepthPriority
          )

          Draws a wireframe cone with a arcs on the cap

          Public function

          void

           

          DrawWireStar

          (
              FPrimitiveDrawInterface * PDI,
              const FVector & Position,
              float Size,
              const FLinearColor & Color,
              uint8 DepthPriority
          )

          Draws a axis-aligned 3 line star.

          Public function

          void

           

          DumpComponents

          (
              UObject * Object
          )

          Debug spew for components

          Public function

          FString

           

          DumpComponentsToString

          (
              UObject * Object
          )

          Debug spew for object's components, returned as an FString .

          Public function

          void

           

          DumpMaterialStats

          (
              EShaderPlatform Platform
          )

          Dump material stats for a given platform.

          Public function

          void

           

          DumpObject

          (
              const TCHAR * Label,
              UObject * Object
          )

          Debug spew for an object

          Public function

          FString

           

          DumpObjectToString

          (
              UObject * Object
          )

          Debug spew for an object, returned as an FString .

          Public function

          UClass *

           

          DynamicMetaCast

          (
              const UClass * DesiredClass,
              UClass * SourceClass
          )

          Public function

          void

           

          EngineShowFlagOrthographicOverride

          (
              bool bIsPerspective,
              FEngineShowFlags & EngineShowFlags
          )

          Call each view rendering after game [engine] show flags for rendering a view have been set; disables effects that will not work in an orthographic projection due to shader limitations.

          Public function

          void

           

          EngineShowFlagOverride

          (
              EShowFlagInitMode ShowFlagInitMode,
              EViewModeIndex ViewModeIndex,
              FEngineShowFlags & EngineShowFlags,
              bool bCanDisableTonemapper
          )

          Call each view rendering after game [engine] show flags for rendering a view have been set.

          Public function

          bool

           

          EngineUtils::FindOrLoadAssetsByPath

          (
              const FString & Path,
              TArray < UObject * >& OutAssets,
              EAssetToLoad Type
          )

          Loads all the assets found in the specified path and subpaths

          Public function

          uint8

           

          EnumToByte

          (
              TEnumAsByte < TEnum > Val
          )

          Public function Static

          const TCHAR ...

           

          ESoundMixState::GetString

          (
              ESoundMixState::Type InType
          )

          Public function

          void

           

          ExportProperties

          (
              const FExportObjectInnerContext ...,
              FOutputDevice & Out,
              UClass * ObjectClass,
              uint8 * Object,
              int32 Indent,
              UClass * DiffClass,
              uint8 * Diff,
              UObject * Parent,
              uint32 PortFlags,
              UObject * ExportRootScope
          )

          Exports the property values for the specified object as text to the output device.

          Public function

          void

           

          FGeomTools::Buid2DPolysFromEdges

          (
              TArray < FUtilPoly2D >& OutPolys,
              const TArray < FUtilEdge2D >& InEdg...,
              const FColor & VertColor
          )

          Given a set of edges, find the set of closed polygons created by them.

          Public function

          void

           

          FGeomTools::ClipMeshWithPlane

          (
              TArray < FClipSMTriangle >& OutTris,
              TArray < FUtilEdge3D >& OutClipEdge...,
              const TArray < FClipSMTriangle >& I...,
              const FPlane & Plane
          )

          Take the input mesh and cut it with supplied plane, creating new verts etc.

          Public function

          void

           

          FGeomTools::GeneratePlanarFitPolyUVs

          (
              FUtilPoly2D & Polygon
          )

          Does a simple planar map using the bounds of this 2D polygon.

          Public function

          void

           

          FGeomTools::GeneratePlanarTilingPolyUVs

          (
              FUtilPoly2D & Polygon,
              float TileSize
          )

          Applies tiling UVs to the verts of this polygon

          Public function

          void

           

          FGeomTools::GetClippableStaticMeshTriangles

          (
              TArray < FClipSMTriangle >& OutClip...,
              const UStaticMesh * StaticMesh
          )

          Extracts the triangles from a static-mesh as clippable triangles.

          Public function

          bool

           

          FGeomTools::PointInTriangle

          (
              const FVector & A,
              const FVector & B,
              const FVector & C,
              const FVector & P,
              const float InsideTriangleDotProduc...
          )

          Util to see if P lies within triangle created by A, B and C.

          Public function

          void

           

          FGeomTools::ProjectEdges

          (
              TArray < FUtilEdge2D >& Out2DEdges,
              FMatrix & ToWorld,
              const TArray < FUtilEdge3D >& In3DE...,
              const FPlane & InPlane
          )

          Take a set of 3D Edges and project them onto the supplied plane.

          Public function

          void

           

          FGeomTools::RemoveRedundantTriangles

          (
              TArray < FClipSMTriangle >& Tris
          )

          Given a set of triangles, remove those which share an edge and could be collapsed into one triangle.

          Public function

          void

           

          FGeomTools::Split2DPolysWithPlane

          (
              FUtilPoly2DSet & PolySet,
              const FPlane & Plane,
              const FColor & ExteriorVertColor,
              const FColor & InteriorVertColor
          )

          Split 2D polygons with a 3D plane.

          Public function

          FClipSMPolyg ...

           

          FGeomTools::Transform2DPolygonToSMPolygon

          (
              const FUtilPoly2D & InTri,
              const FMatrix & InMatrix
          )

          Transform triangle from 2D to 3D static-mesh triangle.

          Public function

          bool

           

          FGeomTools::TriangulatePoly

          (
              TArray < FClipSMTriangle >& OutTris,
              const FClipSMPolygon & InPoly,
              bool bKeepColinearVertices
          )

          Given a polygon, decompose into triangles and append to OutTris.

          Public function

          bool

           

          FGeomTools::VectorsOnSameSide

          (
              const FVector & Vec,
              const FVector & A,
              const FVector & B,
              const float SameSideDotProductEpsil...
          )

          Given three direction vectors, indicates if A and B are on the same 'side' of Vec.

          Public function

          FLinearColor

           

          FilteredVolumeLookup

          (
              FVector Coordinate,
              FIntVector DataDimensions,
              const VoxelDataType* Data
          )

          Public function

          VoxelDataTyp...

           

          FilteredVolumeLookupReconverted

          (
              FVector Coordinate,
              FIntVector DataDimensions,
              const VoxelDataType* Data
          )

          Public function

          FBox

           

          FindBodyBox

          (
              AActor * Actor,
              FName BoneName
          )

          Public function

          FTransform

           

          FindBodyTransform

          (
              AActor * Actor,
              FName BoneName
          )

          Public function

          int32

           

          FindLowKeyIndex

          (
              const TABLE_TYPE* FrameTable,
              int32 NumKeys,
              int32 SearchFrame,
              int32 KeyEstimate
          )

          Utility function to find the key before the specified search value.

          Public function

          EViewModeInd ...

           

          FindViewMode

          (
              const FEngineShowFlags & EngineShow...
          )

          Find the view mode that first to the set show flags (to be backward compatible, can be removed on day).

          Public function

          void

           

          FinishRecompileGlobalShaders()

          Finishes recompiling global shaders. Must be called after BeginRecompileGlobalShaders.

          Public function

          void

           

          FlushDebugStrings

          (
              const UWorld * InWorld
          )

          Public function

          void

           

          FlushPersistentDebugLines

          (
              const UWorld * InWorld
          )

          Flush persistent lines

          Public function

          void

           

          FlushResourceStreaming()

          Helper function to flush resource streaming.

          Public function

          T *

           

          FMatineeUtils::GetPropertyAddress

          (
              UObject * BaseObject,
              FName InPropName,
              FProperty *& OutProperty,
              UObject *& OutPropertyOwner
          )

          Gets the address (typed) of a property to modify

          Public function Static

          TArray < TWea ...

           

          FObjectEditorUtils::GetTypedWeakObjectPtrs

          (
              const TArray < UObject * >& InO...
          )

          Helper function to convert the input for GetActions to a list that can be used for delegates

          Public function

          bool

           

          FObjectEditorUtils::MigratePropertyValue

          (
              SourceType* SourceObject,
              FName SourcePropertyName,
              DestinationType* DestinationOb...,
              FName DestinationPropertyName
          )

          Copy the value of a property from source object to a destination object.

          Public function

          bool

           

          FObjectEditorUtils::SetPropertyValue

          (
              ObjectType* Object,
              FName PropertyName,
              ValueType Value
          )

          Set the value on an UObject using reflection.

          Public function

          void

           

          FShaderCompileUtilities::DoReadTaskResults

          (
              const TArray < TSharedRef < FShaderCo ...,
              FArchive & OutputFile
          )

          Public function

          bool

           

          FShaderCompileUtilities::DoWriteTasks

          (
              const TArray < TSharedRef < FShaderCo ...,
              FArchive & TransferFile
          )

          Public function

          void

           

          FShaderCompileUtilities::ExecuteShaderCompileJob

          (
              FShaderCommonCompileJob & Job
          )

          Execute the specified (single or pipeline) shader compile job.

          Public function

          void

           

          GetAllDefaultTextureFormats

          (
              const ITargetPlatform * TargetP...,
              TArray < FName >& OutFormats,
              bool bSupportDX11TextureFormats
          )

          Returns all the texture formats which can be returned by GetDefaultTextureFormatName

          Public function

          UClass *

           

          GetAudioPluginCustomSettingsClass

          (
              EAudioPlugin PluginType
          )

          Public function

          FString

           

          GetBlendModeString

          (
              EBlendMode BlendMode
          )

          Converts an EBlendMode to a string description.

          Public function

          void

           

          GetBoxMesh

          (
              const FMatrix & BoxToWorld,
              const FVector & Radii,
              const FMaterialRenderProxy * Ma...,
              uint8 DepthPriority,
              int32 ViewIndex,
              FMeshElementCollector & Collector
          )

          Public function

          FBufferVisua ...

           

          GetBufferVisualizationData()

          Public function

          const FCache ...

           

          GetCachedScalabilityCVars()

          Public function

          void

           

          GetCapsuleMesh

          (
              const FVector & Origin,
              const FVector & XAxis,
              const FVector & YAxis,
              const FVector & ZAxis,
              const FLinearColor & Color,
              float Radius,
              float HalfHeight,
              int32 NumSides,
              const FMaterialRenderProxy * Ma...,
              uint8 DepthPriority,
              bool bDisableBackfaceCulling,
              int32 ViewIndex,
              FMeshElementCollector & Collector
          )

          Public function

          FString

           

          GetCDKeyHash()

          Public function

          FString

           

          GetCDKeyResponse

          (
              const TCHAR * Challenge
          )

          Public function

          const TArray ...

           

          GetCompressedAudioFormatsToBuild()

          Brings loaded sounds up to date for the given platforms (or all platforms), and also sets persistent variables to cover any newly loaded ones.

          Public function

          void

           

          GetConeMesh

          (
              const FMatrix & LocalToWorld,
              float AngleWidth,
              float AngleHeight,
              uint32 NumSides,
              const FMaterialRenderProxy * Ma...,
              uint8 DepthPriority,
              int32 ViewIndex,
              FMeshElementCollector & Collector
          )

          Public function

          void

           

          GetCylinderMesh

          (
              const FMatrix & CylToWorld,
              const FVector & Base,
              const FVector & XAxis,
              const FVector & YAxis,
              const FVector & ZAxis,
              float Radius,
              float HalfHeight,
              uint32 Sides,
              const FMaterialRenderProxy * Ma...,
              uint8 DepthPriority,
              int32 ViewIndex,
              FMeshElementCollector & Collector
          )

          Public function

          void

           

          GetCylinderMesh

          (
              const FVector & Base,
              const FVector & XAxis,
              const FVector & YAxis,
              const FVector & ZAxis,
              float Radius,
              float HalfHeight,
              int32 Sides,
              const FMaterialRenderProxy * Ma...,
              uint8 DepthPriority,
              int32 ViewIndex,
              FMeshElementCollector & Collector
          )

          Public function

          void

           

          GetCylinderMesh

          (
              const FVector & Start,
              const FVector & End,
              float Radius,
              int32 Sides,
              const FMaterialRenderProxy * Ma...,
              uint8 DepthPriority,
              int32 ViewIndex,
              FMeshElementCollector & Collector
          )

          Draws a cylinder along the axis from Start to End.

          Public function

          void

           

          GetDefaultPrecomputedLightingParameters

          Public function

          FName

           

          GetDefaultTextureFormatName

          (
              const ITargetPlatform * TargetP...,
              const UTexture * Texture,
              int32 LayerIndex,
              const FConfigFile & EngineSettings,
              bool bSupportDX11TextureFormats,
              bool bSupportCompressedVolumeTextur...,
              int32 BlockSize
          )

          Gets the name of a format for the given LayerIndex

          Public function

          void

           

          GetDefaultTextureFormatNamePerLayer

          (
              TArray < FName >& OutFormatNames,
              const ITargetPlatform * TargetP...,
              const UTexture * Texture,
              const FConfigFile & EngineSettings,
              bool bSupportDX11TextureFormats,
              bool bSupportCompressedVolumeTextur...,
              int32 BlockSize
          )

          Gets an array of format names for each layer in the texture

          Public function

          T *

           

          GetDefaultValueSafe

          (
              UClass * Class
          )

          Public function

          void

           

          GetDynamicValueFromPayload

          (
              int32 InDynamicPayloadOffset,
              const FBaseParticle & InParticle,
              FVector4 & OutDynamicData
          )

          Helper function for retrieving the dynamic payload of a particle.

          Public function

          Memory inher...

           

          GetEntryIndex()

          Public function

          FString

           

          GetGlobalShaderMapDDCKey()

          Public function

          void

           

          GetHalfSphereMesh

          (
              const FVector & Center,
              const FVector & Radii,
              int32 NumSides,
              int32 NumRings,
              float StartAngle,
              float EndAngle,
              const FMaterialRenderProxy * Ma...,
              uint8 DepthPriority,
              bool bDisableBackfaceCulling,
              int32 ViewIndex,
              FMeshElementCollector & Collector,
              bool bUseSelectionOutline,
              HHitProxy * HitProxy
          )

          Public function

          FHighResScre ...

           

          GetHighResScreenshotConfig()

          Public function

          bool

           

          GetHighResScreenShotInput

          (
              const TCHAR * Cmd,
              FOutputDevice & Ar,
              uint32 & OutXRes,
              uint32 & OutYRes,
              float& OutResMult,
              FIntRect & OutCaptureRegion,
              bool & OutShouldEnableMask,
              bool & OutDumpBufferVisualizationTa...,
              bool & OutCaptureHDR,
              FString & OutFilenameOverride,
              bool & OutUseDateTimeAsFileName
          )

          Public function

          FPrimitiveUn ...

           

          GetIdentityPrimitiveParameters()

          Public function

          void

           

          GetLightmapClusterResourceParameters

          (
              ERHIFeatureLevel::Type FeatureLevel,
              const FLightmapClusterResourceInput ...,
              IAllocatedVirtualTexture * Allo...,
              FLightmapResourceClusterShaderParam ...
          )

          Public function

          const FScene ...

           

          GetLODView

          (
              const FSceneView & InView
          )

          Will return the view to use taking into account VR which has 2 views

          Public function

          FName

           

          GetMaterialQualityLevelFName

          (
              EMaterialQualityLevel::Type InMater...
          )

          Public function

          void

           

          GetMaterialQualityLevelName

          (
              EMaterialQualityLevel::Type InMater...,
              FString & OutName
          )

          Creates a string that represents the given quality level.

          Public function

          FString

           

          GetMaterialShaderMapDDCKey()

          Public function

          void

           

          GetMaterialValueTypeDescriptions

          (
              const uint32 MaterialValueType,
              TArray < FText >& OutDescriptions
          )

          Given a combination of EMaterialValueType flags, get text descriptions of all types

          Public function

          FString

           

          GetMemoryString

          (
              const double Value,
              const bool bAutoType
          )

          Public function

          EMobileHDRMo ...

           

          GetMobileHDRMode()

          Public function

          int32

           

          GetNumActorsInWorld

          (
              UWorld * InWorld
          )

          Public function

          void

           

          GetOrientedHalfSphereMesh

          (
              const FVector & Center,
              const FRotator & Orientation,
              const FVector & Radii,
              int32 NumSides,
              int32 NumRings,
              float StartAngle,
              float EndAngle,
              const FMaterialRenderProxy * Ma...,
              uint8 DepthPriority,
              bool bDisableBackfaceCulling,
              int32 ViewIndex,
              FMeshElementCollector & Collector,
              bool bUseSelectionOutline,
              HHitProxy * HitProxy
          )

          Public function

          void

           

          GetOutdatedShaderTypes

          (
              TArray < const FShaderType * >&...,
              TArray < const FShaderPipelineType &...,
              TArray < const FVertexFactoryType &#...
          )

          Public function

          FVector

           

          GetParticleBaseSize

          (
              const FBaseParticle & Particle,
              bool bKeepFlipScale
          )

          Public function

          FVector2D

           

          GetParticleSizeWithUVFlipInSign

          (
              const FBaseParticle & Particle,
              const FVector2D & ScaledSize
          )

          Public function

          void

           

          GetPrecomputedLightingParameters

          (
              ERHIFeatureLevel::Type FeatureLevel,
              FPrecomputedLightingUniformParamete ...,
              const FLightCacheInterface * LC...
          )

          Public function

          FPrimitiveUn ...

           

          GetPrimitiveUniformShaderParameters

          (
              const FMatrix & LocalToWorld,
              const FMatrix & PreviousLocalToWorl...,
              FVector ActorPosition,
              const FBoxSphereBounds & WorldBound...,
              const FBoxSphereBounds & LocalBound...,
              const FBoxSphereBounds & PreSkinned...,
              bool bReceivesDecals,
              bool bHasDistanceFieldRepresentatio...,
              bool bHasCapsuleRepresentation,
              bool bUseSingleSampleShadowFromStat...,
              bool bUseVolumetricLightmap,
              bool bDrawsVelocity,
              uint32 LightingChannelMask,
              float LpvBiasMultiplier,
              uint32 LightmapDataIndex,
              int32 SingleCaptureIndex,
              bool bOutputVelocity,
              const FCustomPrimitiveData * Cu...
          )

          Initializes the primitive uniform shader parameters.

          Public function

          FPrimitiveUn ...

           

          GetPrimitiveUniformShaderParameters

          (
              const FMatrix & LocalToWorld,
              const FMatrix & PreviousLocalToWorl...,
              FVector ActorPosition,
              const FBoxSphereBounds & WorldBound...,
              const FBoxSphereBounds & LocalBound...,
              bool bReceivesDecals,
              bool bHasDistanceFieldRepresentatio...,
              bool bHasCapsuleRepresentation,
              bool bUseSingleSampleShadowFromStat...,
              bool bUseVolumetricLightmap,
              bool bDrawsVelocity,
              uint32 LightingChannelMask,
              float LpvBiasMultiplier,
              uint32 LightmapDataIndex,
              int32 SingleCaptureIndex,
              bool bOutputVelocity
          )

          Initializes the primitive uniform shader parameters.

          Public function

          uint8

           

          GetRayTracingMaskFromMaterial

          (
              const EBlendMode BlendMode
          )

          Public function

          IRendererMod ...

           

          GetRendererModule()

          Accessor that gets the renderer module and caches the result.

          Public function

          FLinearColor

           

          GetSelectionColor

          (
              const FLinearColor & BaseColor,
              bool bSelected,
              bool bHovered,
              bool bUseOverlayIntensity
          )

          Given a base color and a selection state, returns a color which accounts for the selection state.

          Public function

          FString

           

          GetShadingModelFieldString

          (
              FMaterialShadingModelField ShadingM...,
              const FShadingModelToStringDelegate ...,
              const FString & Delimiter
          )

          Converts an FMaterialShadingModelField to a string description, base on the passed in delegate.

          Public function

          FString

           

          GetShadingModelFieldString

          (
              FMaterialShadingModelField ShadingM...
          )

          Converts an FMaterialShadingModelField to a string description, base on a default function.

          Public function

          FString

           

          GetShadingModelString

          (
              EMaterialShadingModel ShadingModel
          )

          Converts an EMaterialShadingModel to a string description.

          Public function

          void

           

          GetSphereMesh

          (
              const FVector & Center,
              const FVector & Radii,
              int32 NumSides,
              int32 NumRings,
              const FMaterialRenderProxy * Ma...,
              uint8 DepthPriority,
              bool bDisableBackfaceCulling,
              int32 ViewIndex,
              FMeshElementCollector & Collector,
              bool bUseSelectionOutline,
              HHitProxy * HitProxy
          )

          Public function

          void

           

          GetSphereMesh

          (
              const FVector & Center,
              const FVector & Radii,
              int32 NumSides,
              int32 NumRings,
              const FMaterialRenderProxy * Ma...,
              uint8 DepthPriority,
              bool bDisableBackfaceCulling,
              int32 ViewIndex,
              FMeshElementCollector & Collector
          )

          Public function

          UFont *

           

          GetStatsFont()

          Stats objects for EngineInput stat HUD stat Static mesh tris rendered Skeletal stats Unit times

          Public function

          TArray < FSub ...

           

          GetSubLevelsStatus

          (
              UWorld * InWorld
          )

          Gathers SubLevels status from a provided world

          Public function

          int32

           

          GetTypeHash

          (
              const FAudioChunkCache::FChunkKey &...
          )

          Public function

          uint32

           

          GetTypeHash

          (
              FWaveInstance * A
          )

          Public function

          bool

           

          GetUsedMaterialsInWorld

          (
              UWorld * InWorld,
              OUTTSet < UMaterialInterface * >...,
              FSlowTask * Task
          )

          Get the list of all material used in a world

          Public function

          uint32

           

          GetUseSubsurfaceProfileShadingModelMask()

          Public function

          void

           

          GetViewFrustumBounds

          (
              FConvexVolume & OutResult,
              const FMatrix & ViewProjectionMatri...,
              const FPlane & InFarPlane,
              bool bOverrideFarPlane,
              bool bUseNearPlane
          )

          Creates a convex volume bounding the view frustum for a view-projection matrix, with an optional far plane override.

          Public function

          void

           

          GetViewFrustumBounds

          (
              FConvexVolume & OutResult,
              const FMatrix & ViewProjectionMatri...,
              bool bUseNearPlane
          )

          Creates a convex volume bounding the view frustum for a view-projection matrix.

          Public function

          const TCHAR ...

           

          GetViewModeName

          (
              EViewModeIndex ViewModeIndex
          )

          Public function

          bool

           

          GetViewportScreenShot

          (
              FViewport * Viewport,
              TArray < FColor >& Bitmap,
              const FIntRect & ViewRect
          )

          Public function

          FLinearColor

           

          GetViewSelectionColor

          (
              const FLinearColor & BaseColor,
              const FSceneView & View,
              bool bSelected,
              bool bHovered,
              bool bUseOverlayIntensity,
              bool bIndividuallySelected
          )

          Public function

          Memory inher...

           

          GetWeights()

          Public function

          void

           

          GlobalBeginCompileShader

          (
              const FString & DebugGroupName,
              FVertexFactoryType * VFType,
              FShaderType * ShaderType,
              const FShaderPipelineType * Sha...,
              const TCHAR * SourceFilename,
              const TCHAR * FunctionName,
              FShaderTarget Target,
              TSharedRef < FShaderCommonCompileJob ...,
              TArray < TSharedRef < FShaderCommonCo ...,
              bool bAllowDevelopmentShaderCompile,
              const FString & DebugDescription,
              const FString & DebugExtension
          )

          Enqueues a shader compile job with GShaderCompilingManager.

          Public function

          DesiredType ...

           

          HitProxyCast

          (
              HHitProxy * Src
          )

          Dynamically cast a HHitProxy object type-safely.

          Public function

          bool

           

          InitGamePhys()

          Public function

          void

           

          InitializeSharedSamplerStates()

          Initializes the shared sampler states.

          Public function

          bool

           

          IsAllowedExpressionType

          (
              const UClass *const Class,
              const bool bMaterialFunction
          )

          Returns whether the given expression class is allowed.

          Public function

          bool

           

          IsAltDown

          (
              FViewport * Viewport
          )

          Public function

          bool

           

          IsAssetStreamingSuspended()

          Public function

          bool

           

          IsAudioPluginEnabled

          (
              EAudioPlugin PluginType
          )

          Queries if a plugin of the given type is enabled.

          Public function

          bool

           

          IsCompatibleWithHairStrands

          (
              EShaderPlatform Platform,
              const FMaterialShaderParameters & P...
          )

          Public function

          bool

           

          IsCompatibleWithHairStrands

          (
              const FMaterial * Material,
              const ERHIFeatureLevel::Type Featur...
          )

          Public function

          bool

           

          IsCtrlDown

          (
              FViewport * Viewport
          )

          Shortcuts for checking the state of both left&right variations of control keys.

          Public function

          bool

           

          IsGlobalShaderMapComplete

          (
              const TCHAR * TypeNameSubstring
          )

          Returns whether all global shader types containing the substring are complete and ready for rendering.

          Public function

          bool

           

          IsGPUSkinCacheAvailable

          (
              EShaderPlatform Platform
          )

          Can the skin cache be used (ie shaders added, etc)

          Public function

          bool

           

          IsMobileColorsRGB()

          Public function

          bool

           

          IsMobileHDR()

          True if HDR is enabled for the mobile renderer.

          Public function

          bool

           

          IsRichView

          (
              const FSceneViewFamily & ViewFamily
          )

          Returns true if the given view is "rich", and all primitives should be forced down the dynamic drawing path so that ApplyViewModeOverrides can implement the rich view feature.

          Public function

          bool

           

          IsShiftDown

          (
              FViewport * Viewport
          )

          Public function

          bool

           

          IsSubsurfaceShadingModel

          (
              FMaterialShadingModelField ShadingM...
          )

          Public function

          bool

           

          IsTexelDebuggingEnabled()

          Public function

          bool

           

          IsTexelMapped

          (
              const TArray < FLightMapCoefficients ...,
              int32 X,
              int32 Y,
              int32 Pitch
          )

          Checks if a lightmap texel is mapped or not.

          Public function

          bool

           

          IsTranslucentBlendMode

          (
              enum EBlendMode BlendMode
          )

          Public function

          bool

           

          IsValid

          (
              const FScriptInterface & Test
          )

          Public function

          bool

           

          IsValid

          (
              const FWeakObjectPtr & Test
          )

          Public function

          bool

           

          IsValidRef

          (
              const FVertexBufferAndSRV & Buffer
          )

          Helper function to test whether the buffer is valid.

          Public function

          bool

           

          LineCheckWithTriangle

          (
              FHitResult & Result,
              const FVector & V1,
              const FVector & V2,
              const FVector & V3,
              const FVector & Start,
              const FVector & End,
              const FVector & Direction
          )

          Line Check With Triangle Algorithm based on "Fast, Minimum Storage Ray/Triangle Intersection" Returns true if the line segment does hit the triangle

          Public function

          void

           

          LoadVorbisLibraries()

          Loads vorbis dlls

          Public function

          FString

           

          MaterialDomainString

          (
              EMaterialDomain MaterialDomain
          )

          Public function

          bool

           

          MaterialRenderingRequiresAdjacencyInformation_RenderingThread

          (
              UMaterialInterface * Material,
              const FVertexFactoryType * Vert...,
              const FStaticFeatureLevel InFeature...
          )

          Returns true if the Material and Vertex Factory combination require adjacency information.

          Public function

          bool

           

          MaterialSettingsRequireAdjacencyInformation_GameThread

          (
              UMaterialInterface * Material,
              const FVertexFactoryType * Vert...,
              const FStaticFeatureLevel InFeature...
          )

          Returns true if the Material and Vertex Factory combination require adjacency information.

          Public function Static

          bool

           

          MatineeKeyReduction::IsEquivalent

          (
              float a,
              float b,
              float Tolerance
          )

          Float-float comparison that allows for a certain error in the floating point values due to floating-point operations never being exact.

          Public function

          VoxelDataTyp...

           

          NearestVolumeLookup

          (
              FVector Coordinate,
              FIntVector DataDimensions,
              const VoxelDataType* Data
          )

          Public function

          NativeType &...

           

          NoNativeCast

          (
              UClass * NoNativeClass,
              UObject * Object
          )

          Public function

          bool

           

          NormalsEqual

          (
              const FVector & V1,
              const FVector & V2,
              const FOverlappingThresholds & Over...
          )

          Public function

          bool

           

          NormalsEqual

          (
              const FVector & V1,
              const FVector & V2
          )

          Returns true if the specified normal vectors are about equal

          Public function

           

          NSLOCTEXT

          (
              "UnrealEd",
              "BuilderBrushSF",
              "Builder Brush"
          )

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

          Public function

           

          NSLOCTEXT

          (
              "UnrealEd",
              "SkeletalMeshesSF",
              "Skeletal Meshes"
          )

          If the builder brush (editor) is getting rendered

          Public function

           

          NSLOCTEXT

          (
              "UnrealEd",
              "TranslucencySF",
              "Translucency"
          )

          Draw billboard components

          Public function

           

          NSLOCTEXT

          (
              "UnrealEd",
              "BillboardSpritesSF",
              "Billboard Sprites"
          )

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

          Public function

           

          NSLOCTEXT

          (
              "UnrealEd",
              "ParticlesSF",
              "Particle Sprites"
          )

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

          Public function

           

          NSLOCTEXT

          (
              "UnrealEd",
              "LODSF",
              "LOD Parenting"
          )

          Needed for VMI_LightComplexity

          Public function

           

          NSLOCTEXT

          (
              "UnrealEd",
              "LightInfluencesSF",
              "Light Influences"
          )

          For the Editor

          Public function

           

          NSLOCTEXT

          (
              "UnrealEd",
              "DynamicShadowsSF",
              "Dynamic Shadows"
          )

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

          Public function

           

          NSLOCTEXT

          (
              "UnrealEd",
              "LightFunctionsSF",
              "Light Functions"
          )

          Hardware Tessellation (DX11 feature)

          Public function

           

          NSLOCTEXT

          (
              "UnrealEd",
              "HISMClusterTreeSF",
              "HISM/Foliage Cluster Tree"
          )

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

          Public function

           

          NSLOCTEXT

          (
              "UnrealEd",
              "HISMOcclusionBoundsSF",
              "HISM/Foliage Occlusion Bounds"
          )

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

          Public function

           

          NSLOCTEXT

          (
              "UnrealEd",
              "InstancedFoliageSF",
              "Foliage"
          )

          Allow to see the foliage bounds used in the occlusion test

          Public function

           

          NSLOCTEXT

          (
              "UnrealEd",
              "InstancedStaticMeshesSF",
              "Instanced Static Meshes"
          )

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

          Public function

           

          NSLOCTEXT

          (
              "UnrealEd",
              "TessellationSF",
              "Tessellation"
          )

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

          Public function

           

          NSLOCTEXT

          (
              "UnrealEd",
              "LightComplexitySF",
              "Light Complexity"
          )

          Needed for VMI_ShaderComplexity, render world colored by shader complexity

          Public function

           

          NSLOCTEXT

          (
              "UnrealEd",
              "PivotSF",
              "Pivot"
          )

          Draws un-occluded shadow frustums in wireframe

          Public function

           

          NSLOCTEXT

          (
              "UnrealEd",
              "ShadowFrustumsSF",
              "Shadow Frustums"
          )

          Needed for VMI_Wireframe and VMI_BrushWireframe

          Public function

           

          NSLOCTEXT

          (
              "UnrealEd",
              "WireframeSF",
              "Wireframe"
          )

          Public function

           

          NSLOCTEXT

          (
              "UnrealEd",
              "InstancedGrassSF",
              "Grass"
          )

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

          Public function

           

          NSLOCTEXT

          (
              "UnrealEd",
              "ShaderComplexitySF",
              "Shader Complexity"
          )

          Needed for VMI_StationaryLightOverlap, render world colored by stationary light overlap

          Public function

           

          NSLOCTEXT

          (
              "UnrealEd",
              "MassPropertiesSF",
              "Mass Properties"
          )

          Draws camera frustums

          Public function

           

          NSLOCTEXT

          (
              "UnrealEd",
              "PropertyColorationSF",
              "Property Coloration"
          )

          Draw lines to lights affecting this mesh if its selected.

          Public function

           

          NSLOCTEXT

          (
              "UnrealEd",
              "MaterialsSF",
              "Materials"
          )

          For now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture

          Public function

           

          NSLOCTEXT

          (
              "UnrealEd",
              "HitProxiesSF",
              "Hit Proxies"
          )

          Render objects with colors based on the property values

          Public function

           

          NSLOCTEXT

          (
              "UnrealEd",
              "BoundsSF",
              "Bounds"
          )

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

          Public function

           

          NSLOCTEXT

          (
              "UnrealEd",
              "ModeWidgetsSF",
              "Mode Widgets"
          )

          Public function

           

          NSLOCTEXT

          (
              "UnrealEd",
              "SelectionSF",
              "Selection"
          )

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

          Public function

           

          NSLOCTEXT

          (
              "UnrealEd",
              "SplinesSF",
              "Splines"
          )

          Selection rendering, could be useful in game as well

          Public function

           

          NSLOCTEXT

          (
              "UnrealEd",
              "CoverSF",
              "Cover"
          )

          Spline rendering

          Public function

           

          NSLOCTEXT

          (
              "UnrealEd",
              "MeshEdgesSF",
              "Mesh Edges"
          )

          Complex cover rendering

          Public function

           

          NSLOCTEXT

          (
              "UnrealEd",
              "SnapSF",
              "Snap"
          )

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

          Public function

           

          NSLOCTEXT

          (
              "UnrealEd",
              "GridSF",
              "Grid"
          )

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

          Public function

           

          NSLOCTEXT

          (
              "UnrealEd",
              "LargeVerticesSF",
              "Large Vertices"
          )

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

          Public function

           

          NSLOCTEXT

          (
              "UnrealEd",
              "BSPTrianglesSF",
              "BSP Triangles"
          )

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

          Public function

           

          NSLOCTEXT

          (
              "UnrealEd",
              "EditorSF",
              "Editor"
          )

          Needed for VMI_BrushWireframe and VMI_LitLightmapDensity, Draws BSP triangles

          Public function

           

          NSLOCTEXT

          (
              "UnrealEd",
              "DeferredLightingSF",
              "DeferredLighting"
          )

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

          Public function

           

          NSLOCTEXT

          (
              "UnrealEd",
              "LightingSF",
              "Lighting"
          )

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

          Public function

           

          NSLOCTEXT

          (
              "UnrealEd",
              "BrushesSF",
              "Brushes"
          )

          Show the usual material light interaction

          Public function

           

          NSLOCTEXT

          (
              "UnrealEd",
              "BSPSplitSF",
              "BSP Split"
          )

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

          Public function

           

          NSLOCTEXT

          (
              "UnrealEd",
              "ForceFeedbackSF",
              "Force Feedback Radius"
          )

          Colors BSP based on model component association

          Public function

           

          NSLOCTEXT

          (
              "UnrealEd",
              "AudioRadiusSF",
              "Audio Radius"
          )

          Draw force feedback radii

          Public function

           

          NSLOCTEXT

          (
              "UnrealEd",
              "CameraFrustumsSF",
              "Camera Frustums"
          )

          Draw sound actor radii

          Public function

           

          NSLOCTEXT

          (
              "UnrealEd",
              "ConstraintsSF",
              "Constraints"
          )

          Render mass debug data

          Public function

           

          NSLOCTEXT

          (
              "UnrealEd",
              "StreamingBoundsSF",
              "Streaming Bounds"
          )

          Render joint limits

          Public function

           

          NSLOCTEXT

          (
              "UnrealEd",
              "LightMapDensitySF",
              "Light Map Density"
          )

          Render streaming bounding volumes for the currently selected texture

          Public function

           

          NSLOCTEXT

          (
              "UnrealEd",
              "StationaryLightOverlapSF",
              "Stationary Light Overlap"
          )

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

          Public function

           

          NSLOCTEXT

          (
              "UnrealEd",
              "StaticMeshesSF",
              "Static Meshes"
          )

          For now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture

          Public function

           

          NSLOCTEXT

          (
              "UnrealEd",
              "MeshUVDensityAccuracy",
              "Mesh UV Densities Accuracy"
          )

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

          Public function

           

          NSLOCTEXT

          (
              "UnrealEd",
              "LightRadiusSF",
              "Light Radius"
          )

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

          Public function

           

          NSLOCTEXT

          (
              "UnrealEd",
              "PreviewShadowIndicatorSF",
              "Preview Shadows Indicator"
          )

          Visualize precomputed visibility cells

          Public function

           

          NSLOCTEXT

          (
              "UnrealEd",
              "PrecomputedVisibilityCellsSF",
              "Precomputed Visibility Cells"
          )

          Visualize volumetric lightmap used for GI on dynamic objects

          Public function

           

          NSLOCTEXT

          (
              "UnrealEd",
              "VisualizeVolumetricLightmapSF",
              "Volumetric Lightmap"
          )

          Visualize volume lighting samples used for GI on dynamic objects

          Public function

           

          NSLOCTEXT

          (
              "UnrealEd",
              "VolumeLightingSamplesSF",
              "Volume Lighting Samples"
          )

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

          Public function

           

          NSLOCTEXT

          (
              "UnrealEd",
              "Paper2DSpritesSF",
              "Paper 2D Sprites"
          )

          Visualization of distance field AO

          Public function

           

          NSLOCTEXT

          (
              "UnrealEd",
              "VisualizeDistanceFieldAOSF",
              "Distance Field Ambient Occlusion"
          )

          Visualization of distance field GI

          Public function

           

          NSLOCTEXT

          (
              "UnrealEd",
              "VisualizeDistanceFieldGISF",
              "Distance Field Global Illumination...
          )

          Mesh Distance fields

          Public function

           

          NSLOCTEXT

          (
              "UnrealEd",
              "MeshDistanceFieldsSF",
              "Mesh DistanceFields"
          )

          Global Distance field

          Public function

           

          NSLOCTEXT

          (
              "UnrealEd",
              "GlobalDistanceFieldSF",
              "Global DistanceField"
          )

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

          Public function

           

          NSLOCTEXT

          (
              "UnrealEd",
              "ScreenSpaceAOSF",
              "Screen Space Ambient Occlusion"
          )

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

          Public function

           

          NSLOCTEXT

          (
              "UnrealEd",
              "DistanceFieldAOSF",
              "Distance Field Ambient Occlusion"
          )

          Distance field GI

          Public function

           

          NSLOCTEXT

          (
              "UnrealEd",
              "DistanceFieldGISF",
              "Distance Field Global Illumination...
          )

          SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture

          Public function

           

          NSLOCTEXT

          (
              "UnrealEd",
              "VolumetricFogSF",
              "Volumetric Fog"
          )

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

          Public function

           

          NSLOCTEXT

          (
              "UnrealEd",
              "VisualizeSSR",
              "Screen Space Reflections"
          )

          Visualize the Shading Models, mostly or debugging and profiling

          Public function

           

          NSLOCTEXT

          (
              "UnrealEd",
              "VisualizeShadingModels",
              "Shading Models"
          )

          Visualize the senses configuration of AIs' PawnSensingComponent

          Public function

           

          NSLOCTEXT

          (
              "UnrealEd",
              "VisualizeSenses",
              "Senses"
          )

          Visualize LOD Coloration

          Public function

           

          NSLOCTEXT

          (
              "UnrealEd",
              "VisualizeLODColoration",
              "Visualize LOD Coloration"
          )

          Visualize HLOD Coloration

          Public function

           

          NSLOCTEXT

          (
              "UnrealEd",
              "VisualizeHLODColoration",
              "Visualize HLOD Coloration"
          )

          Visualize screen quads

          Public function

           

          NSLOCTEXT

          (
              "UnrealEd",
              "QuadOverdrawSF",
              "Quad Overdraw"
          )

          Visualize the overhead of material quads

          Public function

           

          NSLOCTEXT

          (
              "UnrealEd",
              "ShaderComplexityWithQuadOverdraw",
              "Shader Complexity With Quad Overdr...
          )

          Visualize the accuracy of the primitive distance computed for texture streaming

          Public function

           

          NSLOCTEXT

          (
              "UnrealEd",
              "PrimitiveDistanceAccuracy",
              "Primitive Distance Accuracy"
          )

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

          Public function

           

          NSLOCTEXT

          (
              "UnrealEd",
              "VisualizeLPVSF",
              "Light Propagation Volume"
          )

          Visualize preview shadow indicator

          Public function

           

          NSLOCTEXT

          (
              "UnrealEd",
              "LandscapeSF",
              "Landscape"
          )

          Public function

           

          NSLOCTEXT

          (
              "UnrealEd",
              "SkyLightingSF",
              "Sky Lighting"
          )

          Visualize Light Propagation Volume, for developer (by default off):

          Public function

           

          NSLOCTEXT

          (
              "UnrealEd",
              "VisualizeLightCullingSF",
              "Light Culling"
          )

          To disable precomputed visibility

          Public function

           

          NSLOCTEXT

          (
              "UnrealEd",
              "FogSF",
              "Fog"
          )

          Draws Volumes

          Public function

           

          NSLOCTEXT

          (
              "UnrealEd",
              "VolumesSF",
              "Volumes"
          )

          If this is a game viewport, needed?

          Public function

           

          NSLOCTEXT

          (
              "UnrealEd",
              "GameSF",
              "Game"
          )

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

          Public function

           

          NSLOCTEXT

          (
              "UnrealEd",
              "LevelColorationSF",
              "Level Coloration"
          )

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

          Public function

           

          NSLOCTEXT

          (
              "UnrealEd",
              "TexturedLightProfilesSF",
              "Textured Light Profiles (IES Textu...
          )

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

          Public function

           

          NSLOCTEXT

          (
              "UnrealEd",
              "MaterialTextureScaleAccuracy",
              "Material Texture Scales Accuracy"
          )

          Outputs the material texture scales.

          Public function

           

          NSLOCTEXT

          (
              "UnrealEd",
              "BSPSF",
              "BSP"
          )

          Collision drawing

          Public function

           

          NSLOCTEXT

          (
              "UnrealEd",
              "CollisionWireFrame",
              "Collision"
          )

          Collision blocking visibility against complex

          Public function

           

          NSLOCTEXT

          (
              "UnrealEd",
              "CollisionVisibility",
              "Visibility"
          )

          Collision blocking pawn against simple collision

          Public function

           

          NSLOCTEXT

          (
              "UnrealEd",
              "CollisionPawn",
              "Pawn"
          )

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

          Public function

           

          NSLOCTEXT

          (
              "UnrealEd",
              "LightShaftsSF",
              "Light Shafts"
          )

          Render the PostProcess Material

          Public function

           

          NSLOCTEXT

          (
              "UnrealEd",
              "PostProcessMaterialSF",
              "Post Process Material"
          )

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

          Public function

           

          NSLOCTEXT

          (
              "UnrealEd",
              "AtmosphereSF",
              "Atmosphere"
          )

          Render safe frames bars

          Public function

           

          NSLOCTEXT

          (
              "UnrealEd",
              "CameraAspectRatioBarsSF",
              "Camera Aspect Ratio Bars"
          )

          Render safe frames

          Public function

           

          NSLOCTEXT

          (
              "UnrealEd",
              "CameraSafeFramesSF",
              "Camera Safe Frames"
          )

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

          Public function

           

          NSLOCTEXT

          (
              "UnrealEd",
              "TextRenderSF",
              "Render (3D) Text"
          )

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

          Public function

           

          NSLOCTEXT

          (
              "UnrealEd",
              "RenderingSF",
              "Any Rendering"
          )

          Show the current mask being used by the highres screenshot capture

          Public function

           

          NSLOCTEXT

          (
              "UnrealEd",
              "HighResScreenshotMaskSF",
              "High Res Screenshot Mask"
          )

          Distortion of output for HMD devices, SHOWFLAG_ALWAYS_ACCESSIBLE for now because USceneCaptureComponent needs that

          Public function

           

          NSLOCTEXT

          (
              "UnrealEd",
              "HMDDistortionSF",
              "HMD Distortion"
          )

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

          Public function

           

          NSLOCTEXT

          (
              "UnrealEd",
              "StereoRenderingSF",
              "Stereoscopic Rendering"
          )

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

          Public function

           

          NSLOCTEXT

          (
              "UnrealEd",
              "DistanceCulledPrimitivesSF",
              "Distance Culled Primitives"
          )

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

          Public function

           

          NSLOCTEXT

          (
              "UnrealEd",
              "PrecomputedVisibilitySF",
              "Precomputed Visibility"
          )

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

          Public function

           

          NSLOCTEXT

          (
              "UnrealEd",
              "GameplayDebugSF",
              "Gameplay Debug"
          )

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

          Public function

           

          NSLOCTEXT

          (
              "UnrealEd",
              "RequiredTextureResolution",
              "Required Texture Resolution"
          )

          If WidgetComponents should be rendered in the scene

          Public function

           

          NSLOCTEXT

          (
              "UnrealEd",
              "VisLogSF",
              "Log Visualizer"
          )

          Whether to draw navigation data

          Public function

           

          NSLOCTEXT

          (
              "UnrealEd",
              "DirectionalLightsSF",
              "Directional Lights"
          )

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

          Public function

           

          NSLOCTEXT

          (
              "UnrealEd",
              "DirectLightingSF",
              "Direct Lighting"
          )

          Allows to disable lighting from Directional Lights

          Public function

           

          NSLOCTEXT

          (
              "UnrealEd",
              "VisualizeBufferSF",
              "Buffer Visualization"
          )

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

          Public function

           

          NSLOCTEXT

          (
              "UnrealEd",
              "ReflectionOverrideSF",
              "Reflections"
          )

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

          Public function

           

          NSLOCTEXT

          (
              "UnrealEd",
              "LightingOnlyOverrideSF",
              "Lighting Only"
          )

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

          Public function

           

          NSLOCTEXT

          (
              "UnrealEd",
              "OverrideDiffuseAndSpecularSF",
              "Override Diffuse And Specular"
          )

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

          Public function

           

          NSLOCTEXT

          (
              "UnrealEd",
              "OnScreenDebugSF",
              "On Screen Debug"
          )

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

          Public function

           

          NSLOCTEXT

          (
              "UnrealEd",
              "CameraImperfectionsSF",
              "Camera Imperfections"
          )

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

          Public function

           

          NSLOCTEXT

          (
              "UnrealEd",
              "DecalsSF",
              "Decals"
          )

          Like bloom dirt mask

          Public function

           

          NSLOCTEXT

          (
              "UnrealEd",
              "AmbientOcclusionSF",
              "Ambient Occlusion"
          )

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

          Public function

           

          NSLOCTEXT

          (
              "UnrealEd",
              "GrainSF",
              "Grain"
          )

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

          Public function

           

          NSLOCTEXT

          (
              "UnrealEd",
              "VignetteSF",
              "Vignette"
          )

          Fine film grain

          Public function

           

          NSLOCTEXT

          (
              "UnrealEd",
              "GlobalIlluminationSF",
              "Global Illumination"
          )

          Darkens the screen borders (Camera artifact and artistic effect)

          Public function

           

          NSLOCTEXT

          (
              "UnrealEd",
              "LensFlaresSF",
              "Lens Flares"
          )

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

          Public function

           

          NSLOCTEXT

          (
              "UnrealEd",
              "VisualizeHDRSF",
              "HDR (Eye Adaptation)"
          )

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

          Public function

           

          NSLOCTEXT

          (
              "UnrealEd",
              "NavigationSF",
              "Navigation"
          )

          Used by gameplay debugging components to debug-draw on screen

          Public function

           

          NSLOCTEXT

          (
              "UnrealEd",
              "AmbientCubemapSF",
              "Ambient Cubemap"
          )

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

          Public function

           

          NSLOCTEXT

          (
              "UnrealEd",
              "TemporalAASF",
              "Temporal AA (instead FXAA)"
          )

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

          Public function

           

          NSLOCTEXT

          (
              "UnrealEd",
              "AntiAliasingSF",
              "Anti-aliasing"
          )

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

          Public function

           

          NSLOCTEXT

          (
              "UnrealEd",
              "TonemapperSF",
              "Tonemapper"
          )

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

          Public function

           

          NSLOCTEXT

          (
              "UnrealEd",
              "BloomSF",
              "Bloom"
          )

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

          Public function

           

          NSLOCTEXT

          (
              "UnrealEd",
              "WidgetComponentsSF",
              "Widget Components"
          )

          Draw the bones of all skeletal meshes

          Public function

           

          NSLOCTEXT

          (
              "UnrealEd",
              "BoneSF",
              "Bones"
          )

          If media planes should be shown

          Public function

           

          NSLOCTEXT

          (
              "UnrealEd",
              "MediaPlanesSF",
              "Media Planes"
          )

          If this is a vr editing viewport, needed?

          Public function

           

          NSLOCTEXT

          (
              "UnrealEd",
              "VREditSF",
              "VR Editing"
          )

          Visualize Occlusion Query bounding meshes

          Public function

           

          NSLOCTEXT

          (
              "UnrealEd",
              "VisualizeOcclusionQueries",
              "Visualize Occlusion Queries"
          )

          RHI_RAYTRACING begin.

          Public function

           

          NSLOCTEXT

          (
              "UnrealEd",
              "PathTracing",
              "Path tracing"
          )

          Public function

           

          NSLOCTEXT

          (
              "UnrealEd",
              "RayTracingDebug",
              "Ray tracing debug"
          )

          Enable the SkyAtmosphere visualization to be drawn on screen

          Public function

           

          NSLOCTEXT

          (
              "UnrealEd",
              "OutputMaterialTextureScales",
              "Output Material Texture Scales"
          )

          Compare the required texture resolution to the actual resolution.

          Public function

           

          NSLOCTEXT

          (
              "UnrealEd",
              "PointLightsSF",
              "Point Lights"
          )

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

          Public function

           

          NSLOCTEXT

          (
              "UnrealEd",
              "SpotLightsSF",
              "Spot Lights"
          )

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

          Public function

           

          NSLOCTEXT

          (
              "UnrealEd",
              "EyeAdaptationSF",
              "Eye Adaptation"
          )

          Display a histogram of the scene HDR color

          Public function

           

          NSLOCTEXT

          (
              "UnrealEd",
              "ColorGradingSF",
              "Color Grading"
          )

          Visualize vector fields.

          Public function

           

          NSLOCTEXT

          (
              "UnrealEd",
              "IndirectLightingCacheSF",
              "Indirect Lighting Cache"
          )

          Calls debug drawing for AIs

          Public function

           

          NSLOCTEXT

          (
              "UnrealEd",
              "VolumetricLightmapSF",
              "Volumetric Lightmap"
          )

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

          Public function

           

          NSLOCTEXT

          (
              "UnrealEd",
              "VisualizeSSSSF",
              "Subsurface Scattering (Screen Spac...
          )

          Whether to apply volumetric lightmap lighting, when present.

          Public function

           

          NSLOCTEXT

          (
              "UnrealEd",
              "SubsurfaceScatteringSF",
              "Subsurface Scattering (Screen Spac...
          )

          If Screen Space Subsurface Scattering visualization is enabled

          Public function

           

          NSLOCTEXT

          (
              "UnrealEd",
              "CapsuleShadows",
              "Capsule Shadows"
          )

          If Screen Space Subsurface Scattering enabled

          Public function

           

          NSLOCTEXT

          (
              "UnrealEd",
              "RayTracedDistanceFieldShadows",
              "Distance Field Shadows"
          )

          If Capsule shadows are enabled.

          Public function

           

          NSLOCTEXT

          (
              "UnrealEd",
              "ContactShadows",
              "Screen Space Contact Shadows"
          )

          If RTDF shadows are enabled.

          Public function

           

          NSLOCTEXT

          (
              "UnrealEd",
              "ScreenSpaceReflectionsSF",
              "Screen Space Reflections"
          )

          If Screen space contact shadows are enabled.

          Public function

           

          NSLOCTEXT

          (
              "UnrealEd",
              "SelectionOutlineSF",
              "Selection Outline"
          )

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

          Public function

           

          NSLOCTEXT

          (
              "UnrealEd",
              "SpecularSF",
              "Specular"
          )

          Outline around selected objects in the editor

          Public function

           

          NSLOCTEXT

          (
              "UnrealEd",
              "DiffuseSF",
              "Diffuse"
          )

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

          Public function

           

          NSLOCTEXT

          (
              "UnrealEd",
              "VisualizeOutOfBoundsPixelsSF",
              "Out of Bounds Pixels"
          )

          Whether to display the scene's diffuse.

          Public function

           

          NSLOCTEXT

          (
              "UnrealEd",
              "ReflectionEnvironmentSF",
              "Reflection Environment"
          )

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

          Public function

           

          NSLOCTEXT

          (
              "UnrealEd",
              "DebugAISF",
              "AI Debug"
          )

          Calls debug drawing for whatever LogVisualizer wants to draw

          Public function

           

          NSLOCTEXT

          (
              "UnrealEd",
              "VisualizeMotionBlurSF",
              "Motion Blur"
          )

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

          Public function

           

          NSLOCTEXT

          (
              "UnrealEd",
              "SeparateTranslucencySF",
              "Separate Translucency"
          )

          If Screen Percentage should be applied.

          Public function

           

          NSLOCTEXT

          (
              "UnrealEd",
              "SceneColorFringeSF",
              "Scene Color Fringe"
          )

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

          Public function

           

          NSLOCTEXT

          (
              "UnrealEd",
              "CameraInterpolationSF",
              "Camera Interpolation"
          )

          Post processing color fringe (chromatic aberration)

          Public function

           

          NSLOCTEXT

          (
              "UnrealEd",
              "RefractionSF",
              "Refraction"
          )

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

          Public function

           

          NSLOCTEXT

          (
              "UnrealEd",
              "PhysicalMaterialMasksSF",
              "Physical Material Masks"
          )

          Render Post process (screen space) distortion/refraction

          Public function

           

          NSLOCTEXT

          (
              "UnrealEd",
              "VertexColorsSF",
              "Vertex Colors"
          )

          Show Physical Material Masks

          Public function

           

          NSLOCTEXT

          (
              "UnrealEd",
              "VisualizeDOFSF",
              "Depth of Field Layers"
          )

          Show Vertex Colors

          Public function

           

          NSLOCTEXT

          (
              "UnrealEd",
              "TestImageSF",
              "Test Image"
          )

          Helper to tweak depth of field

          Public function

           

          NSLOCTEXT

          (
              "UnrealEd",
              "CompositeEditorPrimitivesSF",
              "Composite Editor Primitives"
          )

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

          Public function

           

          NSLOCTEXT

          (
              "UnrealEd",
              "MotionBlurSF",
              "Motion Blur"
          )

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

          Public function

           

          NSLOCTEXT

          (
              "UnrealEd",
              "GBufferHintsSF",
              "GBuffer Hints (material attributes...
          )

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

          Public function

           

          NSLOCTEXT

          (
              "UnrealEd",
              "DepthOfFieldSF",
              "Depth Of Field"
          )

          Highlight materials that indicate performance issues or show unrealistic materials

          Public function

           

          NSLOCTEXT

          (
              "UnrealEd",
              "VectorFieldsSF",
              "Vector Fields"
          )

          Depth of Field

          Public function

           

          NSLOCTEXT

          (
              "UnrealEd",
              "ScreenPercentageSF",
              "Screen Percentage"
          )

          Helper to tweak motion blur settings

          Public function

           

          NSLOCTEXT

          (
              "UnrealEd",
              "RectLightsSF",
              "Rect Lights"
          )

          Color correction after tone mapping

          Public function

          void

           

          OnSetCVarFromIniEntry

          (
              const TCHAR * IniFile,
              const TCHAR * Key,
              const TCHAR * Value,
              uint32 SetBy,
              bool bAllowCheating
          )

          Public function

          constexpr bo ...

           

          operator!

          (
              EGPUSortFlags E
          )

          Public function

          constexpr bo ...

           

          operator!

          Public function

          constexpr bo ...

           

          operator!

          (
              EDataTableExportFlags E
          )

          Public function

          constexpr bo ...

           

          operator!

          (
              EActorIteratorFlags E
          )

          Public function

          bool

           

          operator!=

          (
              const FMaterialVirtualTextureStack ...,
              const FMaterialVirtualTextureStack ...
          )

          Public function

          bool

           

          operator!=

          (
              const FScreenVertex & a,
              const FScreenVertex & b
          )

          Public function

          constexpr FA ...

           

          operator&

          Public function

          constexpr ED ...

           

          operator&

          (
              EDataTableExportFlags Lhs,
              EDataTableExportFlags Rhs
          )

          Public function

          constexpr EA ...

           

          operator&

          (
              EActorIteratorFlags Lhs,
              EActorIteratorFlags Rhs
          )

          Public function

          constexpr EG ...

           

          operator&

          (
              EGPUSortFlags Lhs,
              EGPUSortFlags Rhs
          )

          Public function

          EGPUSortFlag ...

           

          operator&=

          (
              EGPUSortFlags & Lhs,
              EGPUSortFlags Rhs
          )

          Public function

          EDataTableEx ...

           

          operator&=

          (
              EDataTableExportFlags & Lhs,
              EDataTableExportFlags Rhs
          )

          Public function

          FAnimationRu ...

           

          operator&=

          Public function

          EActorIterat ...

           

          operator&=

          (
              EActorIteratorFlags & Lhs,
              EActorIteratorFlags Rhs
          )

          Public function

          constexpr FA ...

           

          operator^

          Public function

          constexpr ED ...

           

          operator^

          (
              EDataTableExportFlags Lhs,
              EDataTableExportFlags Rhs
          )

          Public function

          constexpr EA ...

           

          operator^

          (
              EActorIteratorFlags Lhs,
              EActorIteratorFlags Rhs
          )

          Public function

          constexpr EG ...

           

          operator^

          (
              EGPUSortFlags Lhs,
              EGPUSortFlags Rhs
          )

          Public function

          EGPUSortFlag ...

           

          operator^=

          (
              EGPUSortFlags & Lhs,
              EGPUSortFlags Rhs
          )

          Public function

          EDataTableEx ...

           

          operator^=

          (
              EDataTableExportFlags & Lhs,
              EDataTableExportFlags Rhs
          )

          Public function

          FAnimationRu ...

           

          operator^=

          Public function

          EActorIterat ...

           

          operator^=

          (
              EActorIteratorFlags & Lhs,
              EActorIteratorFlags Rhs
          )

          Public function

          constexpr FA ...

           

          operator|

          Public function

          constexpr ED ...

           

          operator|

          (
              EDataTableExportFlags Lhs,
              EDataTableExportFlags Rhs
          )

          Public function

          constexpr EA ...

           

          operator|

          (
              EActorIteratorFlags Lhs,
              EActorIteratorFlags Rhs
          )

          Public function

          constexpr EG ...

           

          operator|

          (
              EGPUSortFlags Lhs,
              EGPUSortFlags Rhs
          )

          Public function

          EDataTableEx ...

           

          operator|=

          (
              EDataTableExportFlags & Lhs,
              EDataTableExportFlags Rhs
          )

          Public function

          EActorIterat ...

           

          operator|=

          (
              EActorIteratorFlags & Lhs,
              EActorIteratorFlags Rhs
          )

          Public function

          EGPUSortFlag ...

           

          operator|=

          (
              EGPUSortFlags & Lhs,
              EGPUSortFlags Rhs
          )

          Public function

          FAnimationRu ...

           

          operator|=

          Public function

          constexpr FA ...

           

          operator~

          Public function

          constexpr ED ...

           

          operator~

          (
              EDataTableExportFlags E
          )

          Public function

          constexpr EA ...

           

          operator~

          (
              EActorIteratorFlags E
          )

          Public function

          constexpr EG ...

           

          operator~

          (
              EGPUSortFlags E
          )

          Public function

          bool

           

          operator==

          (
              const FDiffSingleResult & LHS,
              const FDiffSingleResult & RHS
          )

          Public function

          bool

           

          operator==

          (
              const FScreenVertex & a,
              const FScreenVertex & b
          )

          Public function

          void

           

          PadMemoryReader

          (
              FMemoryReader * MemoryReader,
              uint8 *& TrackData,
              const int32 Alignment
          )

          Skips a specified number of bytes in the memory reader to maintain alignment

          Public function

          void

           

          PadMemoryWriter

          (
              FMemoryWriter * MemoryWriter,
              uint8 *& TrackData,
              const int32 Alignment
          )

          Pads a specified number of bytes to the memory writer to maintain alignment

          Public function

          bool

           

          ParseWaveFormatHeader

          (
              const uint8 * InSrcBufferData,
              uint32 InSrcBufferDataSize,
              FWaveFormatInfo & OutHeader
          )

          Public function

          void

           

          Particle_SetColorFromVector

          (
              const FVector & InColorVec,
              const float InAlpha,
              FLinearColor & OutColor
          )

          Public function

          void

           

          ParticleVertexFactoryPool_FreePool()

          Function to free up the resources in the ParticleVertexFactoryPool Should only be called at application exit

          Public function

          bool

           

          PhysSingleThreadedMode()

          Return true if we should be running in single threaded mode, ala dedicated server

          Public function

          UPhysicalMat ...

           

          PhysXInterface::GetUserData

          (
              const PxMaterial& Material
          )

          Public function

          FBodyInstanc ...

           

          PhysXInterface::GetUserData

          (
              const PxActor& Actor
          )

          Public function

          T *

           

          PhysXInterface::GetUserData

          (
              const PxShape& Shape
          )

          Public function

          FQueryFilter ...

           

          PhysXInterface::MakeQueryFilterData

          (
              const FCollisionFilterData & Filter...,
              EQueryFlags QueryFlags,
              const FCollisionQueryParams & Param...
          )

          Public function

          PxQueryFlags

           

          PhysXInterface::StaticDynamicQueryFlags

          (
              const FCollisionQueryParams & Param...
          )

          Public function

          bool

           

          PointsEqual

          (
              const FVector & V1,
              const FVector & V2,
              bool bUseEpsilonCompare
          )

          Returns true if the specified points are about equal

          Public function

          bool

           

          PointsEqual

          (
              const FVector & V1,
              const FVector & V2,
              const FOverlappingThresholds & Over...
          )

          Public function

          void

           

          ProcessCompiledGlobalShaders

          (
              const TArray < TSharedRef < FShaderCo ...
          )

          Called by the shader compiler to process completed global shader jobs.

          Public function

          bool

           

          RecompileChangedShadersForPlatform

          (
              const FString & PlatformName
          )

          Recompiles global shaders and material shaders rebuilds global shaders and also clears the cooked platform data for all materials if there is a global shader change detected can be slow

          Public function

          void

           

          RecompileGlobalShaders()

          Forces a recompile of the global shaders.

          Public function

          bool

           

          RecompileShaders

          (
              const TCHAR * Cmd,
              FOutputDevice & Ar
          )

          Implementation of the 'recompileshaders' console command.

          Public function

          void

           

          RecompileShadersForRemote

          (
              const FString & PlatformName,
              EShaderPlatform ShaderPlatform,
              const FString & OutputDirectory,
              const TArray < FString >& Materials...,
              TArray < uint8 >* MeshMaterialM...,
              TArray < FString >* ModifiedFil...,
              bool bCompileChangedShaders
          )

          Recompiles global shaders

          Public function

          void

           

          RemapPaintedVertexColors

          (
              const TArray < FPaintedVertex >& In...,
              const FColorVertexBuffer * InOv...,
              const FPositionVertexBuffer & OldPo...,
              const FStaticMeshVertexBuffer & Old...,
              const FPositionVertexBuffer & NewPo...,
              const FStaticMeshVertexBuffer *...,
              TArray < FColor >& OutOverrideColor...
          )

          Remaps painted vertex colors when the renderable mesh has changed.

          Public function

          bool

           

          RequiresAdjacencyInformation

          (
              UMaterialInterface * Material,
              const FVertexFactoryType * Vert...,
              const FStaticFeatureLevel InFeature...
          )

          Returns true if the Material and Vertex Factory combination require adjacency information.

          Public function

          void

           

          ResetCachedRendererModule()

          Clears the cached renderer module reference.

          Public function

          void

           

          ResumeRenderAssetStreaming()

          Public function

          bool

           

          RHISupportsGPUParticles()

          Returns true if the current RHI supports GPU particles Unlike other RHI* functions which are static, it actually returns true if the RHI on the current hardware is able to support GPU particles.

          Public function

          void

           

          SampleIndirectionTexture

          (
              FVector IndirectionDataSourceCoordi...,
              FIntVector IndirectionTextureDimens...,
              const uint8 * IndirectionTextur...,
              FIntVector & OutIndirectionBrickOff...,
              int32 & OutIndirectionBrickSize
          )

          Public function

          void

           

          SampleIndirectionTextureWithSubLevel

          (
              FVector IndirectionDataSourceCoordi...,
              FIntVector IndirectionTextureDimens...,
              const uint8 * IndirectionTextur...,
              const TArray < uint8 >& CPUSubLevel...,
              FIntVector & OutIndirectionBrickOff...,
              int32 & OutIndirectionBrickSize,
              int32 & OutSubLevelIndex
          )

          Public function

          FString

           

          SaveGlobalShaderFile

          (
              EShaderPlatform Platform,
              FString SavePath,
              ITargetPlatform * TargetPlatfor...
          )

          Saves the global shader map as a file for the target platform.

          Public function

          void

           

          SerializeWaveFile

          (
              TArray < uint8 >& OutWaveFileData,
              const uint8 * InPCMData,
              const int32 NumBytes,
              const int32 NumChannels,
              const int32 SampleRate
          )

          Utility to serialize raw PCM data into a wave file.

          Public function

          void

           

          SetCompressedAudioFormatsToBuild

          (
              const TCHAR * Platform
          )

          Brings loaded sounds up to date for the given platforms (or all platforms), and also sets persistent variables to cover any newly loaded ones.

          Public function

          void

           

          SetShaderMapsOnMaterialResources

          (
              const TMap < FMaterial *, FMater ...
          )

          Sets shader maps on the specified materials without blocking.

          Public function

          bool

           

          ShouldIncludeMaterialInDefaultOpaquePass

          (
              const FMaterial & Material
          )

          Public function

          bool

           

          ShouldUseBackgroundPoolFor_FAsyncRealtimeAudioTask()

          Public function

           

          SHOWFLAG_ALWAYS_ACCESSIBLE

          (
              PostProcessing,
              [SFG_Hidden](API\Runtime\Engine\SFG_Hidden),
              NSLOCTEXT ("UnrealEd","PostProcessin...
          )

          Affects all postprocessing features, depending on viewmode this is on or off, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's used by ReflectionEnviromentCapture Bloom, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture

          Public function

          int32

           

          SkinningTools::GetRigidInfluenceIndex()

          Returns the bone weight index to use for rigid skinning

          Public function

          void

           

          StringSize

          (
              const UFont * Font,
              int32 & XL,
              int32 & YL,
              const TCHAR * Text
          )

          Render string using both a font and a material.

          Public function

          bool

           

          SupportsCachingMeshDrawCommands

          (
              const FMeshBatch & MeshBatch,
              ERHIFeatureLevel::Type FeatureLevel
          )

          Returns if specified mesh command can be cached, or needs to be recreated every frame; this is a slightly slower version used for materials with external textures that need invalidating their PSOs.

          Public function

          bool

           

          SupportsCachingMeshDrawCommands

          (
              const FMeshBatch & MeshBatch
          )

          Returns if specified mesh command can be cached, or needs to be recreated every frame.

          Public function

          bool

           

          SupportsGPUParticles

          (
              EShaderPlatform Platform
          )

          Returns true if the shader platform supports GPU particles.

          Public function

          void

           

          SuspendRenderAssetStreaming()

          Public function

          void

           

          TermGamePhys()

          Public function

          void

           

          TextureLayoutTools::ComputeDifferenceArray

          (
              const ValueType* ValuesA,
              const ValueType* ValuesB,
              const int32 ValueCount,
              TArray < double >& OutValueDifferen...
          )

          Computes the difference between two value arrays (templated)

          Public function

          double

           

          TextureLayoutTools::ComputeRootMeanSquareDeviation

          (
              const ValueType* Values,
              const int32 ValueCount
          )

          Computes the mean square root deviation for a set of values (templated)

          Public function

          ValueType &

           

          TSwitchValue

          (
              const IndexType& CurrentIndex,
              ValueType& DefaultValue,
              int OptionsNum
          )

          Public function

          ValueType &

           

          TSwitchValue

          (
              const IndexType& CurrentIndex,
              ValueType& DefaultValue,
              int OptionsNum,
              Head HeadOption,
              Tail... TailOptions
          )

          Public function

          void

           

          UpdateDebugViewModeShaders()

          Public function

          void

           

          UpdateMaterialShaderCompilingStats

          (
              const FMaterial * Material
          )

          Called for every material shader to update the appropriate stats.

          Public function

          void

           

          UpdatePlayInEditorWorldDebugString

          (
              const FWorldContext * WorldCont...
          )

          Update the debugging aid GPlayInEditorContextString based on the current world context (does nothing in WITH_EDITOR=0 builds)

          Public function

          bool

           

          UseSubsurfaceProfile

          (
              FMaterialShadingModelField ShadingM...
          )

          Public function

          bool

           

          UVsEqual

          (
              const FVector2D & V1,
              const FVector2D & V2
          )

          Public function

          bool

           

          UVsEqual

          (
              const FVector2D & V1,
              const FVector2D & V2,
              const FOverlappingThresholds & Over...
          )

          Public function

          void

           

          VerifyGlobalShaders

          (
              EShaderPlatform Platform,
              bool bLoadedFromCacheFile
          )

          Makes sure all global shaders are loaded and/or compiled for the passed in platform.

          Public function

          void

           

          VirtualTextureUtils::CheckAndReportInvalidUsage

          (
              const UObject * Owner,
              const FName & PropertyName,
              const UTexture * Texture
          )

          Function that will test if the passed in texture is VT.

          Public function

          bool

           

          WaitForShaderCompilation

          (
              const FText & Message,
              FSlowTask * ProgressTask
          )

          Variables

          Name Description

          Public variable

          int32

           

          bAllowAsyncTick

          True if we allow async ticks

          Public variable

          int32

           

          bAllowCulling

          True if emitters can be culled.

          Public variable

          int32

           

          bAllowGPUParticles

          True if GPU particles are allowed.

          Public variable

          int32

           

          bAllowGPUSorting

          True if GPU emitters are permitted to sort.

          Public variable

          int32

           

          bFreezeGPUSimulation

          True if GPU particle simulation is frozen.

          Public variable

          int32

           

          bFreezeParticleSimulation

          True if particle simulation is frozen.

          Public variable

          FSharedSamplerS ...

           

          Clamp_WorldGroupSettings

          Sampler state using Clamp addressing and taking filter mode from the world texture group.

          Public variable

          const int32 [ACF...

           

          CompressedRotationNum

          Number of swapped chunks per element.

          Public variable

          const int32 [ACF...

           

          CompressedRotationStrides

          Each CompresedRotationData track's ByteStream will be byte swapped in chunks of this size.

          Public variable

          const int32 [ACF...

           

          CompressedScaleNum

          Number of swapped chunks per element.

          Public variable

          const int32 [ACF...

           

          CompressedScaleStrides

          Each CompresedScaleData track's ByteStream will be byte swapped in chunks of this size.

          Public variable

          const int32 [ACF...

           

          CompressedTranslationNum

          Number of swapped chunks per element.

          Public variable

          const int32 [ACF...

           

          CompressedTranslationStrides

          Each CompresedTranslationData track's ByteStream will be byte swapped in chunks of this size.

          Public variable

          ECollisionChann ...

           

          DefaultCollisionChannel

          Public variable

          const int32

           

          DefaultQualityLevel

          Public variable

          bool

           

          GAllowLightmapPadding

          Whether to allow padding around mappings.

          Public variable

          FConsoleShaderP...

           

          GConsoleShaderPrecompilers

          The shader precompilers for each platform.

          Public variable

          TGlobalResource ...

           

          GDefaultLightmapResourceClusterUniformBuffer

          Global uniform buffer containing the default precomputed lighting data.

          Public variable

          TMultiMap < FGui ...

           

          GDefaultMaterialParameterCollectionInstances

          Default instance resources used when rendering a material using a parameter collection but there's no FScene present to get a FMaterialParameterCollectionInstanceResource .

          Public variable

          TGlobalResource ...

           

          GDefaultMobileReflectionCaptureUniformBuffer

          Global uniform buffer containing the default reflection data used in mobile renderer.

          Public variable

          bool

           

          GDisallowNetworkTravel

          Copyright Epic Games, Inc.

          Public variable

          FDistanceFieldA ...

           

          GDistanceFieldAsyncQueue

          Global build queue.

          Public variable

          TGlobalResource ...

           

          GDistanceFieldVolumeTextureAtlas

          Public variable

          int32

           

          GDoAsyncLoadingWhileWaitingForVSync

          Syncs the game thread with the render thread.

          Public variable

          int32

           

          GEnableGPUSkinCache

          Is it actually enabled?

          Public variable

          uint32

           

          GGPUFrameTime

          The GPU time taken to render the last frame.

          Public variable

          TGlobalResource ...

           

          GHeightFieldTextureAtlas

          Public variable

          TGlobalResource ...

           

          GHFVisibilityTextureAtlas

          Public variable

          TGlobalResource ...

           

          GIdentityPrimitiveBuffer

          Default Primitive data buffer.

          Public variable

          TGlobalResource ...

           

          GIdentityPrimitiveUniformBuffer

          Global primitive uniform buffer resource containing identity transformations.

          Public variable

          ELightingBuildQ ...

           

          GLightingBuildQuality

          The quality level of the current lighting build

          Public variable

          FLightmassDebug ...

           

          GLightmassDebugOptions

          Debug options for Lightmass

          Public variable

          const int32

           

          GMaxPlanarReflectionViews

          Currently we support at most 2 views for each planar reflection, one view per stereo pass Must match FPlanarReflectionUniformParameters.

          Public variable

          TGlobalResource ...

           

          GNullDynamicParameterVertexBuffer

          The global null color vertex buffer, which is set with a stride of 0 on meshes without a color component.

          Public variable

          TGlobalResource ...

           

          GParticleEightTexCoordVertexBuffer

          Global particle texture coordinate vertex buffer.

          Public variable

          TGlobalResource ...

           

          GParticleIndexBuffer

          Global particle index buffer.

          Public variable

          FParticleOrderP ...

           

          GParticleOrderPool

          Public variable

          TGlobalResource ...

           

          GParticleScratchVertexBuffer

          The global scratch vertex buffer.

          Public variable

          const int32

           

          GParticleScratchVertexBufferSize

          The size of the scratch vertex buffer.

          Public variable

          TGlobalResource ...

           

          GParticleTexCoordVertexBuffer

          Global particle texture coordinate vertex buffer.

          Public variable

          FParticleVertex ...

           

          GParticleVertexFactoryPool

          Public variable

          FPhysCommandHan ...

           

          GPhysCommandHandler

          Pointer to PhysX Command Handler

          Public variable

          PxCooking *

           

          GPhysXCooking

          Pointer to PhysX cooking object

          Public variable

          float

           

          GPUCollisionDepthBounds

          Depth bounds for GPU collision checks.

          Public variable

          int32

           

          GPUSpawnWarningThreshold

          Warning threshold for spawning of GPU particles.

          Public variable

          TGlobalResource ...

           

          GScreenVertexDeclaration

          Vertex declaration for screen-space rendering.

          Public variable

          FShaderCompiler ...

           

          GShaderCompilerStats

          The global shader compiling stats

          Public variable

          FShaderCompilin ...

           

          GShaderCompilingManager

          The global shader compiling thread manager.

          Public variable

          int32

           

          GShowMaterialDrawEvents

          Public variable

          TGlobalResource ...

           

          GSimpleElementVertexDeclaration

          The simple element vertex declaration.

          Public variable

          TGlobalResource ...

           

          GSixTriangleParticleIndexBuffer

          Global particle index buffer.

          Public variable

          FCommonViewport ...

           

          GStatProcessingViewportClient

          Tracks the viewport client that should process the stat command, can be NULL

          Public variable

          FSystemResoluti ...

           

          GSystemResolution

          System resolution instance

          Public variable

          FSystemSettings

           

          GSystemSettings

          Global system settings accessor

          Global accessor

          Public variable

          FColor

           

          GTexelSelectionColor

          The color to set selected texels to

          Public variable

          TGlobalResource ...

           

          GTilePrimitiveBuffer

          Public variable

          int32

           

          GUnbuiltHLODCount

          Public variable

          bool

           

          GUseBilinearLightmaps

          Whether to use bilinear filtering on lightmaps

          Public variable

          EVertexColorVie ...

           

          GVertexColorViewMode

          Global vertex color view mode setting when SHOW_VertexColors show flag is set

          Public variable

          int32

           

          MaxCPUParticlesPerEmitter

          Maximum number of CPU particles to allow per-emitter.

          Public variable

          int32

           

          MaxGPUParticlesSpawnedPerFrame

          Maximum number of GPU particles to spawn per-frame.

          Public variable

          int32

           

          MaxParticleTilePreAllocation

          Maximum tile preallocation for GPU particles.

          Public variable

          const FName

           

          NAME_DeviceType

          Public variable

          const FName

           

          NAME_RHI

          Hardware entry lookups

          Public variable

          const FName

           

          NAME_TextureFormat

          Public variable

          float

           

          ParticleSlackGPU

          Amount of slack to allocate for GPU particles to prevent tile churn as percentage of total particles.

          Public variable

          const int32

           

          PDM_DefaultValue

          Public variable

          const uint8 [ACF...

           

          PerTrackNumComponentTable

          Number of swapped chunks per element, split out per component (high 3 bits) and flags (low 3 bits)

          Public variable

           

          SFG_Advanced

          Public variable

           

          SFG_Developer

          Public variable

           

          SFG_Hidden

          Public variable

           

          SFG_LightingComponents

          Public variable

           

          SFG_LightingFeatures

          Public variable

           

          SFG_LightTypes

          Public variable

           

          SFG_Normal

          Public variable

           

          SFG_PostProcess

          Public variable

           

          SFG_Transient

          Public variable

           

          SFG_Visualize

          Public variable

           

          STATCAT_Advanced

          Public variable

           

          STATCAT_Advanced

          Audio thread API.

          Public variable

           

          STATCAT_Advanced

          Public variable

           

          STATCAT_Advanced

          Public variable

           

          STATCAT_Advanced

          Public variable

           

          STATCAT_Advanced

          Public variable

           

          STATCAT_Advanced

          Public variable

          TAutoConsoleVar ...

           

          TestGPUSort

          Specify a sorting test to run.

          Public variable

          Memory

           

          use

          Public variable

          int32

           

          VisualizeGPUSimulation

          Visualize GPU particle simulation.

          Public variable

          FSharedSamplerS ...

           

          Wrap_WorldGroupSettings

          Sampler state using Wrap addressing and taking filter mode from the world texture group.

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