Navigation
| Name | Engine |
| Type | Runtime |
| Location | /Engine/Source/Runtime/Engine/ |
| Module Build Rules | Engine.Build.cs |
Classes
| Name | Remarks |
|---|---|
| AActor | Actor is the base class for an Object that can be placed or spawned in a level. |
| AAmbientSound | A sound actor that can be placed in a level |
| AAtmosphericFog | A placeable fog actor that simulates atmospheric light scattering |
| AAudioVolume | |
| ABandwidthTestActor | This ABandwidthTestActor class is used to generate an easily controllable amount of bandwidth. |
| ABlockingVolume | An invisible volume used to block other actors. |
| ABoxReflectionCapture | Actor used to capture the scene for reflection in a box shape |
| ABrush | |
| ABrushShape | A brush that acts as a template for geometry mode modifiers like "Lathe". |
| ACameraActor | A CameraActor is a camera viewpoint that can be placed in a level. |
| ACameraBlockingVolume | A volume which blocks the Camera channel by default. |
| ACameraShakeSourceActor | |
| ACharacter | Characters are Pawns that have a mesh, collision, and built-in movement logic. |
| AClusterUnionActor | A lightweight actor that can be used to own a cluster union component. |
| AController | Controllers are non-physical actors that can possess a Pawn to control its actions. |
| ACullDistanceVolume | |
| ADebugCameraController | Camera controller that allows you to fly around a level mostly unrestricted by normal movement rules. |
| ADebugCameraHUD | HUD that displays info for the DebugCameraController view. |
| ADecalActor | DecalActor contains a DecalComponent which can be used to render material modifications on top of existing geometry. |
| ADefaultPawn | DefaultPawn implements a simple Pawn with spherical collision and built-in flying movement. |
| ADefaultPhysicsVolume | DefaultPhysicsVolume: the default physics volume for areas of the level with no physics volume specified DefaultPhysicsVolume determines the physical effects an actor will experience if they are not inside any user specified PhysicsVolume |
| ADEPRECATED_WorldPartitionVolume | |
| ADirectionalLight | Implements a directional light actor. |
| ADocumentationActor | |
| AEFConstantKeyLerp | |
| AEFConstantKeyLerpShared | Base class for all Animation Encoding Formats using consistently-spaced key interpolation. |
| AEFPerTrackCompressionCodec | Decompression codec for the per-track compressor. |
| AEFVariableKeyLerp | |
| AEFVariableKeyLerpShared | Base class for all Animation Encoding Formats using variably-spaced key interpolation. |
| AEmitter | |
| AEmitterCameraLensEffectBase | |
| AExponentialHeightFog | Implements an Actor for exponential height fog. |
| AGameMode | GameMode is a subclass of GameModeBase that behaves like a multiplayer match-based game. |
| AGameModeBase | The GameModeBase defines the game being played. |
| AGameNetworkManager | Handles game-specific networking management (cheat detection, bandwidth management, etc.). |
| AGameSession | Acts as a game-specific wrapper around the session interface. |
| AGameState | GameState is a subclass of GameStateBase that behaves like a multiplayer match-based game. |
| AGameStateBase | GameStateBase is a class that manages the game's global state, and is spawned by GameModeBase. |
| AGeneratedMeshAreaLight | Implements a light that is created after a lighting build with Lightmass and handles mesh area light influence on dynamic objects. |
| AHeterogeneousVolume | A placeable actor that represents a heterogeneous volume. |
| AHUD | Base class of the heads-up display. |
| AInfo | Info, the root of all information holding classes. |
| AInstancedPlacementPartitionActor | The base class used by any editor placement of instanced objects, which holds any relevant runtime data for the placed instances. |
| AISMPartitionActor | |
| AKillZVolume | KillZVolume is a volume used to determine when actors should be killed. |
| ALevelBounds | |
| ALevelInstance | |
| ALevelInstanceEditorInstanceActor | Editor Only Actor that is spawned inside every LevelInstance Instance Level so that we can update its Actor Transforms through the ILevelInstanceInterface's (ULevelInstanceComponent) |
| ALevelInstancePivot | |
| ALevelScriptActor | ALevelScriptActor is the base class for classes generated by ULevelScriptBlueprints. |
| ALevelStreamingVolume | |
| ALight | |
| ALightmassCharacterIndirectDetailVolume | LightmassCharacterIndirectDetailVolume: Defines areas where Lightmass should place more indirect lighting samples than normal. |
| ALightmassImportanceVolume | LightmassImportanceVolume: a bounding volume outside of which Lightmass photon emissions are decreased |
| ALightmassPortal | |
| ALightWeightInstanceManager | |
| ALightWeightInstanceStaticMeshManager | |
| ALocalFogVolume | Actor used to position a local fog volume in the scene. |
| ALocationVolume | A volume representing a location in the world. Used for World Partition loading regions. |
| ALODActor | LODActor is an instance of an autogenerated StaticMesh Actors by Hierarchical LOD System This is essentially just StaticMeshActor that you can't move or edit, but it contains multiple actors reference |
| AMapBuildDataActor | |
| AMaterialInstanceActor | |
| AMeshMergeCullingVolume | A volume that can be added a level in order to remove triangles from source meshes before generating HLOD or merged meshes |
| ANavigationDataChunkActor | |
| ANavigationObjectBase | |
| AnimEncoding | |
| 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. |
| ANoPawnPlayerController | A specialized player controller used by server connections that are created using NMT_JoinNoPawn and NMT_JoinNoPawnSplit. |
| ANote | A sticky note. |
| APackedLevelActor | APackedLevelActor is the result of packing the source level (WorldAsset base class property) into a single actor. |
| APainCausingVolume | PhysicsVolume: a bounding volume which affects actor physics Each AActor is affected at any time by one PhysicsVolume Volume that causes damage over time to any Actor that overlaps its collision. |
| AParticleEventManager | |
| APartitionActor | Actor base class for instance containers placed on a grid. |
| APawn | Pawn is the base class of all actors that can be possessed by players or AI. |
| APhysicsConstraintActor | |
| APhysicsThruster | Attach one of these on an object using physics simulation and it will apply a force down the negative-X direction ie. point X in the direction you want the thrust in. |
| APhysicsVolume | PhysicsVolume: A bounding volume which affects actor physics. |
| APlanarReflection | |
| APlaneReflectionCapture | Not yet implemented plane capture class |
| APlayerCameraManager | A PlayerCameraManager is responsible for managing the camera for a particular player. |
| APlayerController | PlayerControllers are used by human players to control Pawns. |
| APlayerStart | This class indicates a location where a player can spawn when the game begins. |
| APlayerStartPIE | Player start for PIE - can be spawned during play. |
| APlayerState | A PlayerState is created for every player on a server (or in a standalone game). |
| APointLight | |
| APostProcessVolume | For FPostprocessSettings |
| APrecomputedVisibilityOverrideVolume | PrecomputedVisibilityOverrideVolume: Overrides visibility for a set of actors. |
| APrecomputedVisibilityVolume | PrecomputedVisibilityVolume: Indicates where visibility should be precomputed. |
| ARadialForceActor | |
| ARectLight | |
| AReflectionCapture | |
| ARigidBodyBase | RigidBodyBase: The base class of all rigid bodies. |
| ARuntimeVirtualTextureVolume | Actor used to place a URuntimeVirtualTexture in the world. |
| ASceneCapture | Base class for all SceneCapture actors |
| ASceneCapture2D | |
| ASceneCaptureCube | |
| AServerStatReplicator | Class used to replicate server "stat net" data over. |
| AServerStreamingLevelsVisibility | Actor used to replicate server's visible level streaming |
| ASkeletalMeshActor | SkeletalMeshActor is an instance of a USkeletalMesh in the world. |
| ASkyAtmosphere | A placeable actor that represents a planet atmosphere material and simulates sky and light scattering within it. |
| ASkyLight | |
| ASpatialHashRuntimeGridInfo | Actor keeping information regarding a runtime grid |
| ASpectatorPawn | SpectatorPawns are simple pawns that can fly around the world, used by PlayerControllers when in the spectator state. |
| ASphereReflectionCapture | Actor used to capture the scene for reflection in a sphere shape. |
| ASplineMeshActor | SplineMeshActor is an actor with a SplineMeshComponent. |
| ASpotLight | |
| AStaticMeshActor | StaticMeshActor is an instance of a UStaticMesh in the world. |
| ATargetPoint | |
| ATextRenderActor | |
| ATriggerBase | An actor used to generate collision events (begin/end overlap) in the level. |
| ATriggerBox | A box shaped trigger, used to generate overlap events in the level |
| ATriggerCapsule | A capsule shaped trigger, used to generate overlap events in the level |
| ATriggerSphere | A sphere shaped trigger, used to generate overlap events in the level |
| ATriggerVolume | |
| AVectorFieldVolume | |
| AVisualLoggerFilterVolume | A volume to be placed in the level while browsing visual logger output. |
| AVolume | An editable 3D volume placed in a level. Different types of volumes perform different functions |
| AVolumetricCloud | A placeable actor that represents a participating media material around a planet, e.g. clouds. |
| AVolumetricLightmapDensityVolume | VolumetricLightmapDensityVolume. |
| AWindDirectionalSource | |
| AWorldDataLayers | Actor containing data layers instances within a world. |
| AWorldPartitionAutoInstancedActor | Actor class used by UWorldPartitionRuntimeCellTransformerISM to save transformed result |
| AWorldPartitionCustomHLOD | |
| AWorldPartitionCustomHLODPlaceholder | |
| AWorldPartitionHLOD | |
| AWorldPartitionHLODOnlyLevelInstance | |
| AWorldPartitionMiniMap | A mini map to preview the world in world partition window. (editor-only) |
| AWorldPartitionMiniMapVolume | |
| AWorldPartitionReplay | Actor used to record world partition replay data (streaming sources for now) |
| AWorldPartitionStandaloneHLOD | |
| AWorldSettings | Actor containing all script accessible world properties. |
| FActiveStateMachineScope | |
| FActiveSubtitle | A collection of subtitles, rendered at a certain priority. |
| FActorBeginCursorOverSignature_MCSignature | |
| FActorBeginOverlapSignature_MCSignature | |
| FActorBeginTouchOverSignature_MCSignature | |
| FActorComponentActivatedSignature_MCSignature | |
| FActorComponentDeactivateSignature_MCSignature | |
| FActorDeferredScriptManager | |
| FActorDescArchive | |
| FActorDescArchivePatcher | |
| FActorDescInstanceList | |
| FActorDescList | |
| FActorDestroyedSignature_MCSignature | |
| FActorEndCursorOverSignature_MCSignature | |
| FActorEndOverlapSignature_MCSignature | |
| FActorEndPlaySignature_MCSignature | |
| FActorEndTouchOverSignature_MCSignature | |
| FActorFolderDescsContext | |
| FActorHitSignature_MCSignature | |
| FActorIterator | Actor iterator Note that when Playing In Editor, this will find actors only in CurrentWorld |
| FActorIteratorState | Abstract base class for actor iteration. |
| FActorOnClickedSignature_MCSignature | |
| FActorOnInputTouchBeginSignature_MCSignature | |
| FActorOnInputTouchEndSignature_MCSignature | |
| FActorOnPackagingModeChanged | |
| FActorOnReleasedSignature_MCSignature | |
| FActorPartitionGridHelper | |
| FActorPrimitiveColorHandler | FActorPrimitiveColorHandler is a simple mechanism for custom actor coloration registration. |
| FActorPrimitiveComponentInterface | |
| FActorRange | Actor range for ranged-for support. |
| FActorStaticMeshComponentInterface | |
| FActorTransactionAnnotation | Internal struct to track currently active transactions |
| FAllSurfaceFilter | TSurfaceIterator Surface filter that passes all surfaces. |
| FAllSurfaceLevelFilter | Level filters Level filter that passes all levels. |
| FAnimationCompression_PerTrackUtils | This class contains helper methods for dealing with animations compressed with the per-track codec |
| FAnimationRuntime | In AnimationRunTime Library, we extract animation data based on Skeleton hierarchy, not ref pose hierarchy. |
| FAnimationUtils | A collection of useful functions for skeletal mesh animation. |
| FAnimBankDataRenderProxy | |
| FAnimBlendDebugScope | Scoped graph message used to synchronize animations at various points in an anim graph. |
| FAnimDataModelModifiedDynamicEvent | |
| FAnimEncodingHeapAllocator | Heap allocator for animation decompression codec that want to avoid range checks for performance reasons. |
| FAnimInertializationSyncScope | Scoped graph message used to synchronize tick records using inertialization. |
| FAnimNotifyEndDataContext | Notify Context Data containing if the notify state reached the end or was cancelled This is useful i.e When there's simultaneous instances of the same montage, to trigger start/end events of its notify states. |
| FAnimNotifyMirrorContext | |
| FAnimNotifyMontageInstanceContext | Notify Context Data containing the Instance ID of the montage that triggered this notify This is useful i.e When there's simultaneous instances of the same montage, to trigger start/end events of its notify states. |
| FAnimNotifyStateMachineContext | |
| FAnimPhys | Lightweight rigid body motion solver (no collision) used for cosmetic secondary motion in an animation graph without invoking something heavier like using PhysX to simulate constraints which could be cost prohibitive |
| FAnimPhysAngularLimit | Angular limit, keeps angular torque around an axis within a defined range |
| FAnimPhysLimit | Base class for constraint limits |
| FAnimPhysLinearLimit | |
| FAnimPhysRigidBody | A collection of shapes grouped for simulation as a rigid body |
| FAnimPhysState | Defines a single closed, convex shape within the rigid body |
| FAnimStreamableChunk | |
| FAnimSyncGroupScope | Scoped graph message used to synchronize animations at various points in an anim graph. |
| FAssetCompilingManager | |
| FAsyncAudioDecompressWorker | Asynchronous audio decompression |
| FAsyncCardRepresentationTask | |
| FAsyncCardRepresentationTaskWorker | |
| FAsyncCompilationNotification | |
| FAsyncCompilationStandardCVars | |
| FAsyncCompressedAnimationsManagement | |
| FAsyncDistanceFieldTask | A task to build a distance field for a single mesh |
| FAsyncDistanceFieldTaskWorker | |
| FAsyncEncode | |
| FAsyncNetworkPhysicsComponent | |
| FAsyncPreRegisterDDCRequest | FAsyncPreRegisterDDCRequest - info about an async DDC request that we're going to wait on before registering components |
| FAsyncRealtimeAudioTaskProxy | |
| FAsyncRealtimeAudioTaskWorker | |
| FAsyncSoundWavePCMWriteWorker | FAsyncSoundWavePCMWriteWorker |
| FAsyncStreamDerivedChunkWorker | Async worker to stream audio chunks from the derived data cache. |
| FAudioAddressPattern | Copyright Epic Games, Inc. |
| FAudioBusProxy | |
| FAudioChunkCache | Basic fixed-size LRU cache for retaining chunks of compressed audio data. |
| 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. |
| FAudioCommandFence | Audio fences. |
| FAudioDebugger | |
| FAudioDevice | |
| FAudioDeviceHandle | Strong handle to an audio device. Guarantees that the audio device it references will stay alive while it is in scope. |
| FAudioDeviceManager | Class for managing multiple audio devices. |
| FAudioDeviceManagerDelegates | List of delegates for the audio device manager. |
| FAudioDeviceWorldDelegates | List of delegates for the world being registered to an audio device. |
| FAudioEffectsManager | Manager class to handle the interface to various audio effects |
| FAudioFormatSettings | |
| FAudioRadioEffect | Used to store and manipulate parameters related to a radio effect. |
| FAudioStreamCacheMemoryHandle | Class for utilizing memory in the stream cache budget for an unrelated, temporary audio-based feature. |
| FAudioSubsystemCollection | FAudioSubsystemCollection - Subsystem collection specifically targeting UAudioEngineSubsystems |
| FAudioThread | |
| FAutoRegister | Used to ensure that all extensions are constructed via FSceneViewExtensions::NewExtension |
| FBaseActorNetCreationHeader | Header information to be able to tell if its a dynamic or static header |
| FBaseActorPartition | FBaseActorPartition |
| FBaseAsyncSaveGameSystem | Helper base class for async-compatible save games |
| FBatchedElementParameters | Custom parameters for batched element shaders. |
| FBatchedElements | Batched elements for later rendering. |
| FBinnedTextureLayout | A simple binned style atlas layout, which uses FTextureLayout as the bin allocator. |
| FBlendableManager | Manager class which allows blending of FBlendableBase objects, stores a copy (for the render thread) |
| FBodySetupObjectTextFactory | |
| FBoneBufferPool | A pool for vertex buffers with consistent usage, bucketed for efficiency. |
| FBoneBufferPoolPolicy | The policy for pooling bone vertex buffers |
| FBoneData | Encapsulates commonly useful data about bones. |
| FBreakEventSignature | |
| FBSPSurfaceStaticLighting | Represents a BSP surface to the static lighting system. |
| FBufferVisualizationData | |
| FCachedPoseSkippedUpdateHandler | Event that can be subscribed to receive skipped updates when a cached pose is run. |
| FCameraAnimationHelper | Helper class for applying animations to a camera. |
| FCameraPhotographyManager | |
| FCanvas | Encapsulates the canvas state. |
| FCanvasBaseRenderItem | Base interface for canvas items which can be batched for rendering |
| FCanvasBatchedElementRenderItem | Info needed to render a batched element set |
| FCanvasBorderItem | Resizable 3x3 border item. |
| FCanvasBoxItem | |
| FCanvasDashedBoxItem | A box drawn with dashed lines that wrap at the corners. |
| FCanvasItem | |
| FCanvasItemTestbed | |
| FCanvasLineItem | Line item. |
| FCanvasNGonItem | |
| FCanvasRenderContext | |
| FCanvasRenderThreadScope | |
| FCanvasShapedTextItem | Text item which can handle complex shaped text. |
| FCanvasSimpleTextItem | Base item used for drawing simple text strings with misc optional items such as shadow, centering etc. |
| FCanvasTextItem | Text item with misc optional items such as shadow, centering etc. |
| FCanvasTextItemBase | Base item used for drawing text |
| FCanvasTextStringViewItem | Text item with misc optional items such as shadow, centering etc. |
| FCanvasTileItem | 'Tile' item can override size and UV . |
| FCanvasTileRendererItem | Info needed to render a single FTileRenderer |
| FCanvasTriangleItem | |
| FCanvasTriangleRendererItem | Info needed to render a single FTriangleRenderer |
| FCanvasWordWrapper | |
| FCardRepresentationAsyncQueue | Class that manages asynchronous building of mesh distance fields. |
| FCardRepresentationData | Card representation payload and output of the mesh build process. |
| FCardRepresentationDataId | Unique id per card representation data instance. |
| FChangelistIterator | Simple helper class to track state while iterating over changelists. |
| FChaosDerivedDataReader | |
| FCharacterMovementComponentAsyncCallback | |
| FCharacterMovementUpdatedSignature | |
| FCharacterReachedApexSignature | |
| FClothBufferPool | A pool for vertex buffers with consistent usage, bucketed for efficiency. |
| FClothBufferPoolPolicy | The policy for pooling bone vertex buffers |
| FCoarseMeshStreamingManager | |
| FCollisionEventSignature | |
| FColoredMaterialRenderProxy | An material render proxy which overrides the material's Color vector parameter. |
| FColoredTexturedMaterialRenderProxy | An material render proxy which overrides the material's Color vector and Texture parameter (mixed together). |
| FColorVertexBuffer | A vertex buffer of colors. |
| FCommonViewportClient | Common functionality for game and editor viewport clients |
| FComponentBeginCursorOverSignature_MCSignature | |
| FComponentBeginOverlapSignature_MCSignature | Delegate for notification of start of overlap with a specific component |
| FComponentBeginTouchOverSignature_MCSignature | |
| FComponentCollisionSettingsChangedSignature_MCSignature | Delegate for notification when collision settings change. |
| FComponentEndCursorOverSignature_MCSignature | |
| FComponentEndOverlapSignature_MCSignature | Delegate for notification of end of overlap with a specific component |
| FComponentEndTouchOverSignature_MCSignature | |
| FComponentHitSignature_MCSignature | Delegate for notification of blocking collision against a specific component. |
| FComponentInstanceDataCache | Cache for component instance data. |
| FComponentOnClickedSignature_MCSignature | |
| FComponentOnInputTouchBeginSignature_MCSignature | |
| FComponentOnInputTouchEndSignature_MCSignature | |
| FComponentOnReleasedSignature_MCSignature | |
| FComponentPhysicsStateChanged_MCSignature | Delegate for physics state created |
| FComponentRecreateRenderStateContext | Destroys render state for a component and then recreates it when this object is destroyed |
| FComponentReregisterContext | Unregisters a component for the lifetime of this class. |
| FComponentReregisterContextBase | Base class for Component Reregister objects, provides helper functions for performing the UnRegister and ReRegister |
| FComponentSleepSignature_MCSignature | Delegate for notification when a sleep event is fired by physics |
| FComponentWakeSignature_MCSignature | Delegate for notification when a wake event is fired by physics |
| FComposableDistribution | Base class for composable distributions. |
| FComposableFloatDistribution | A composable floating point distribution. |
| FComposableVectorDistribution | |
| FCompressedVisibilityChunk | A chunk of compressed visibility data from multiple FPrecomputedVisibilityCell's. |
| FCompressionMemorySummary | |
| FConcurrencyGroup | Class which tracks array of active sound pointers for concurrency management |
| FConsoleOutputDevice | An output device that forwards output to both the log and the console. |
| FConstPawnIterator | Imitation iterator class that attempts to provide the basic interface that FConstPawnIterator previously did when a typedef of TArray |
| FConstraintBrokenSignature | Dynamic delegate to use by components that want to route the broken-event into blueprints |
| FContentBundle | |
| FContentBundleActivationScope | |
| FContentBundleBase | |
| FContentBundleClient | |
| FContentBundleContainer | Stores the content bundles for a given world. |
| FContentBundleEditor | |
| FContentComparisonHelper | Helper class for performing the content comparison console command |
| FContentEncryptionConfig | |
| FCopyCompressCS | Copy with compression shader. |
| FCopyResidentBricksCS | |
| FCopyResidentBrickSHCoefficientsCS | |
| FCrumblingEventSignature | |
| FCubemapLayer | Class describing additional settings for cube map layers. Currently only supported by Oculus. |
| FCubemapTexturePropertiesPS | Simple pixel shader reads from a cube map texture and unwraps it in the LongitudeLatitude form. |
| FCubemapTexturePropertiesVS | A vertex shader for rendering a texture on a simple element. |
| FCurrentLevelSurfaceLevelFilter | Level filter that passes the current level. |
| FCurveOwnerInterface | Interface you implement if you want the CurveEditor to be able to edit curves on you. |
| FCustomHLODPlaceholderActorDesc | |
| FCustomRenderPassBase | Base class of the custom render pass. |
| FCylinderLayer | Class describing additional settings for cylinder layers. Currently only supported by Oculus. |
| FDataLayerInstanceDesc | |
| FDataLayersEditorBroadcast | |
| FDataLayersID | |
| FDataLayerUtils | |
| FDebugCanvasDrawer | Custom Slate drawer to render a debug canvas on top of a Slate window |
| FDebugDisplayInfo | Tracks what debug information we have switched on. |
| FDebugRenderSceneProxy | |
| FDebugShadowRay | |
| FDebugViewModeInterface | |
| FDefaultFaultHandler | Default Fault Handler |
| FDefaultLightmapResourceClusterUniformBuffer | |
| FDefaultMobileReflectionCaptureUniformBuffer | |
| FDefaultWorkingColorSpaceUniformBuffer | |
| FDeferredCleanupSlateBrush | |
| FDeferredDecalProxy | Encapsulates the data which is used to render a decal parallel to the game thread. |
| FDeferredUpdateResource | FDeferredUpdateResource for resources that need to be updated after scene rendering has begun (should only be used on the rendering thread) |
| FDelayAction | |
| FDelayedRendererAction | Callback for calling one action (typical use case: delay a clear until it's actually needed) |
| FDelayUntilNextFrameAction | A variant of the simple delay action that guarantees a delay until the next engine frame. |
| FDelayUntilNextTickAction | FDelayUntilNextTickAction A simple delay action; triggers on the object's next tick. |
| FDerivedAudioDataCompressor | |
| FDiffableObjectArchetypeCache | Optional cache for requests to get the diffable state for a given archetype object |
| FDiffableObjectDataWriter | Core archive to write a diffable object to the buffer. |
| FDistanceFieldAsyncQueue | Class that manages asynchronous building of mesh distance fields. |
| FDistanceFieldDownsampling | |
| FDistanceFieldVolumeData | Distance field data payload and output of the mesh build process. |
| FDummySkeletalMeshVertexBuffer | Vertex buffer with static lod chunk vertices for use with GPU skinning |
| FDummyViewport | Minimal viewport for assisting with taking screenshots (also used within a plugin) |
| FDuplicatedVerticesBuffer | |
| FDynamicActorNetCreationHeader | Header information representing dynamic actors |
| FDynamicMeshBoundsShaderParameters | |
| 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. |
| FDynamicMeshBuilder | A utility used to construct dynamically generated meshes, and render them to a FPrimitiveDrawInterface. |
| FDynamicMeshIndexBuffer16 | |
| FDynamicMeshIndexBuffer32 | Index Buffer |
| FDynamicParameter | |
| FDynamicPrimitiveResource | An interface implemented by dynamic resources which need to be initialized and cleaned up by the rendering thread. |
| FDynamicPrimitiveUniformBuffer | |
| FDynamicResolutionHeuristicProxy | Render thread proxy that holds the heuristic for dynamic resolution. |
| FEmitter | The FEmitter is a helper object responsible for emitting MIR values and instructions. |
| FEmptyOnlineDelegate | |
| FEngineAnalytics | The public interface for the editor's analytics provider singleton. |
| FEngineAnalyticsSessionSummary | Collects engine events/stats and stores a summary on disk until reported by the analytics session summary manager. |
| FEngineFontServices | A shim around FSlateFontServices that provides access from the render thread (where FSlateApplication::Get() would assert) |
| FEngineModule | Implements the engine module. |
| FEnginePackageLocalizationCache | Implementation of a package localization cache that takes advantage of the asset registry. |
| FEngineService | Implements an application session service. |
| FEquirectLayer | Class describing additional settings for equirect layers. Currently only supported by Oculus. |
| FExportObjectInnerContext | Encapsulates a map from objects to their direct inners, used by UExporter::ExportObjectInner when exporting objects. |
| FExternalAssetDependencyGatherer | |
| FExternalDataLayerHelper | |
| FExternalObjectAndActorDependencyGatherer | |
| FExternalPackageHelper | |
| FExternalTextureRegistry | Stores a registry of external textures mapped to their GUIDs. |
| FFinalPostProcessSettings | All blended postprocessing in one place, non lerpable data is stored in non merged form |
| FFloatDistribution | Raw distribution from which one float can be looked up per entry. |
| FForceFeedbackManager | |
| FFourDistanceFieldSamples | |
| FFrozenSceneViewMatricesGuard | |
| FFXBudget | |
| FFXSystemInterface | The interface to an effects system. |
| FGameDelegates | Class to set and get game callbacks |
| FGameModeEvents | GameModeBase events, particularly for use by plugins |
| FGCBoneLooseParameters | |
| FGenericDVRStreamingSystem | A generic implementation of the DVR/Streaming system, that doesn't support streaming |
| FGenericSaveGameSystem | A generic save game system that just uses IFileManager to save/load with normal files |
| FGenericVideoRecordingSystem | A generic implementation of the video recording system, that doesn't support recording |
| FGeometryCacheManualVertexFetchUniformBufferParameters | |
| FGeometryCacheVertexFactoryUniformBufferParameters | |
| FGeometryCacheVertexVertexFactory | Vertex factory for geometry caches. |
| FGeometryCollectionVertexFactoryShaderParameters | |
| FGeometryCollectionVertexFactoryUniformShaderParameters | |
| FGeomTools2D | |
| FGestureRecognizer | |
| FGlobalComponentRecreateRenderStateContext | Destroys render states for all components or for a provided list of components and then recreates them when this object is destroyed |
| FGlobalComponentReregisterContext | Removes all components from their scenes for the lifetime of the class. |
| FGlobalPSOCollectorManager | Manages all collect functions of the globally declared PSOCollectorCreateFunction |
| FGlobalShaderTypeCompiler | |
| FGPUBaseSkinAPEXClothVertexFactory | Vertex factory with vertex stream components for GPU-skinned and morph target streams |
| FGPUBaseSkinVertexFactory | Vertex factory with vertex stream components for GPU skinned vertices |
| FGPUSceneWriteDelegateRef | Abstract reference to a GPUSceneWriteDelegate, such that implementation details can be left to the renderer. |
| FGPUSkinCache | |
| FGPUSkinCacheVisualizationData | |
| FGPUSkinPassThroughFactoryLooseParameters | |
| FGPUSkinPassthroughVertexFactory | Vertex factory with vertex stream components for GPU-skinned streams. |
| FGPUSortManager | A manager that handles different GPU sort tasks. |
| FGroomVisualizationData | |
| FGrowOnlySpanAllocator | |
| FHandleToCmdIndex | Converts a relative handle to the appropriate index into the Cmds array |
| FHardwareInputDeviceChanged | Delegate called when a user changed the hardware they are using for input. |
| FHasherBase | Base class of Hasher classes used by IAnimationDataModel classes to share code between GenerateGuid and GenerateDebugStateString. |
| FHasherCopyToText | A hasher used for GenerateDebugStateString. Writes data as string, untyped data as BytesToHex. |
| FHasherSha | A hasher used for GenerateGuid, writes SHA and converts the SHA to a guid. |
| FHealthSnapshot | Describes a health snapshot about the game at the current time including memory stats. |
| FHeightfieldComponentDescription | Information about a heightfield gathered by the renderer for heightfield lighting. |
| FHeterogeneousVolumeData | |
| FHierarchicalStaticMeshSceneProxy | |
| FHitProxyConsumer | An interface to a hit proxy consumer. |
| FHitProxyId | Encapsulates a hit proxy ID. |
| FHLODActorDesc | ActorDesc for AWorldPartitionHLOD. |
| FHLODHashBuilder | |
| FHLODHashScope | |
| FHMDSceneViewExtension | Scene View Extension which is enabled for all HMDs to unify IsActiveThisFrame_Internal. |
| FHUDHitBox | Hitbox used for clickable HUD elements. |
| FIdentityDeltaRange | Helper to make it possible to use the same paths for gather / scatter even if the per-instance delta is not tracked. |
| FIdentityPrimitiveUniformBuffer | Primitive uniform buffer containing only identity transforms. |
| FIESLightProfileBatchedElementParameters | |
| FIESLightProfilePS | Simple pixel shader that renders a IES light profile for the purposes of visualization. |
| FImageUtils | Class of static image utility functions. |
| FInBunch | A bunch of data received from a channel. |
| FIndenter | Simple object to track scope indentation. |
| FIndexArrayView | An array view in to a static index buffer. |
| FInGameCycleCounter | |
| FInGamePerformanceTracker | Helper class to track code timings. |
| FInGameScopedCycleCounter | |
| FInputActionHandlerDynamicSignature | |
| FInputAxisHandlerDynamicSignature | |
| FInputGestureHandlerDynamicSignature | |
| FInputTouchHandlerDynamicSignature | |
| FInputVectorAxisHandlerDynamicSignature | |
| FInstanceAttributeTracker | Tracks changes for instances, but that assumes storing stuff per index except the removed status which must be kept ID-based Removed items are tracked by ID and kept separate as we need to remember if an item was ever removed in order to handle these correctly. |
| FInstanceDataFlags | |
| FInstanceDataManager | Manager class that tracks changes to instance data within the component, and is responsible for dispatching updates of the proxy. |
| FInstanceDataSceneProxy | |
| FInstanceDataUpdateTaskInfo | |
| FInstancedSkinnedMeshComponentHelper | Helper class used to share implementation for different InstancedSkinnedMeshComponent types |
| FInstancedSkinningSceneExtensionProxy | |
| FInstancedStaticMeshComponentHelper | Helper class used to share implementation for different InstancedStaticMeshComponent types |
| FInstancedStaticMeshRenderData | Container for vertex factories used in the proxy to link MDC to the attribute buffers and similar data. |
| FInstancedStaticMeshSceneProxy | |
| FInstancedStaticMeshVertexFactoryShaderParameters | |
| FInstancedStaticMeshVertexFactoryUniformShaderParameters | |
| FInstancedStaticMeshVFLooseUniformShaderParameters | |
| FInstancedViewUniformShaderParameters | |
| FInstanceIdIndexMap | |
| FInstanceSceneDataBuffers | |
| FInstanceSceneDataImmutable | Stores instance data that is immutable - i.e., it is never changed after construction, it can be held onto by the renderer through a shared pointer. |
| FInstanceUpdateChangeSet | Collects changed instance data (and what else is needed to update the instance data proxy) from the source and |
| FInstigatedAnyDamageSignature | |
| FInternetAddrDemo | |
| FISMCInstanceDataSceneProxy | Proxy class that represents scene instance data to the renderer. |
| FISMCInstanceDataSceneProxyLegacyReordered | Proxy that supports legacy reordered (HISM) data management. |
| FISMCInstanceDataSceneProxyNoGPUScene | Proxy that supports legacy NoGPUScene data management (and HISM). |
| FISMInstanceUpdateChangeSet | Extends the change set with ISM specifics. |
| FIsRootComponentChanged_MCSignature | |
| FKCachedConvexData | Only used for legacy serialization (ver < VER_UE4_REMOVE_PHYS_SCALED_GEOM_CACHES) |
| FKCachedConvexDataElement | Only used for legacy serialization (ver < VER_UE4_REMOVE_PHYS_SCALED_GEOM_CACHES) |
| FKConvexGeomRenderInfo | |
| FLandedSignature | |
| FLandscapeActorDesc | ActorDesc for LandscapeActors. |
| FLandscapeTextureAtlas | |
| FLegacyLightMap1D | A 1D array of incident lighting data. |
| FLegacyScreenPercentageDriver | Default screen percentage interface that just apply View->FinalPostProcessSettings.ScreenPercentage. |
| FLevelInstanceActorDesc | ActorDesc for Actors that are part of a LevelInstanceActor Level. |
| FLevelInstanceActorImpl | Provides base implementation for AActor classes implementing the ILevelInstanceInterface |
| FLevelInstanceEditorPivotHelper | |
| FLevelInstancePropertyOverrideDesc | Shared so that existing containers can keep it alive even if owning LevelInstance might have released it. |
| FLevelLegacyMapBuildData | |
| FLevelStreamingLoadedStatus | Delegate signatures. |
| FLevelStreamingVisibilityStatus | |
| FLevelUtils | A set of static methods for common editor operations that operate on ULevel objects. |
| FLightCacheInterface | An interface to cached lighting for a specific mesh. |
| FLightComponentLegacyMapBuildData | |
| FLightComponentMapBuildData | |
| FLightingBuildOptions | A set of parameters specifying how static lighting is rebuilt. |
| FLightingDensityMaterialRenderProxy | An material render proxy which overrides the material's Color and Lightmap resolution vector parameter. |
| FLightInteraction | Information about an interaction between a light and a mesh. |
| FLightMap | The abstract base class of 1D and 2D light-maps. |
| FLightMap2D | A 2D array of incident lighting data. |
| FLightmapClusterResourceInput | |
| FLightMapData2D | The raw data which is used to construct a 2D light-map. |
| FLightMapInteraction | Make sure at least one is defined Information about an interaction between a light and a mesh. |
| FLightmapResourceCluster | A bundle of lightmap resources which are referenced by multiple components. |
| FLightmapResourceClusterShaderParameters | |
| FLightRayIntersection | The result of an intersection between a light ray and the scene. |
| FLightSceneProxy | Encapsulates the data which is used to render a light by the rendering thread. |
| FLightSceneProxyFixLayout | Hacky base class to avoid 8 bytes of padding after the vtable. |
| FLightShaderParameters | Shader paraneter structure for rendering lights. |
| FLoaderAdapterActor | |
| FLoaderAdapterActorList | |
| FLoaderAdapterList | |
| FLoaderAdapterPinnedActors | |
| FLoaderAdapterShape | |
| FLocalFogVolumeSceneProxy | Represents a UVolumetricCloudComponent to the rendering thread, created game side from the component. |
| FLocalLightSceneProxy | The parts of the point light scene info that aren't dependent on the light policy type. |
| FLocalPlayerIterator | FLocalPlayerIterator - Iterates over local players in the game. |
| FLocalVertexFactory | A vertex factory which simply transforms explicit vertex attributes from local to world space. |
| FLocalVertexFactoryShaderParameters | Shader parameter class used by FLocalVertexFactory only - no derived classes. |
| FLocalVertexFactoryShaderParametersBase | Shader parameters for all LocalVertexFactory derived classes. |
| FLocalVertexFactoryUniformShaderParameters | |
| FLockedPhysicsObjectExternalInterface | |
| FLumenCardBuildData | |
| FLumenCardBuildDebugData | |
| FLumenVisualizationData | |
| FMallocLeakReporter | FMallocLeakReporter is a helper class that works alongside FMallocLeakDetection to provide easy access to reports of low-level memory leaks. |
| FMapBuildDataActorDesc | |
| FMarkActorRenderStateDirtyTask | |
| FMarkerTickContext | |
| 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) |
| FMaterialAttributeDefinitionMap | Material property to attribute data mappings |
| FMaterialAttributeDefintion | Attribute data describing a material property |
| FMaterialCacheTagStack | |
| FMaterialCompilationOutput | Stores outputs from the material compile that need to be saved. |
| FMaterialCompiler | The interface used to translate material expressions into executable code. |
| FMaterialCustomOutputAttributeDefintion | Attribute data describing a material property used for a custom output |
| FMaterialExpressionKey | Uniquely identifies a material expression output. |
| FMaterialExpressionSettings | |
| FMaterialExternalTextureParameterInfo | |
| FMaterialFunctionCompileState | Function specific compiler state. |
| FMaterialInstanceParameterUpdateContext | |
| FMaterialIRModule | |
| FMaterialKeyGeneratorContext | Output class passed to RecordAndEmit functions for material shader data. |
| FMaterialNumericParameterInfo | |
| FMaterialOverlayHelper | |
| FMaterialParameterCollectionInstanceResource | Rendering thread mirror of UMaterialParameterCollectionInstance. |
| FMaterialRenderProxy | A material render proxy used by the renderer. |
| FMaterialResource | Implementation of the FMaterial interface for a UMaterial or UMaterialInstance. |
| FMaterialResourceMemoryWriter | |
| FMaterialResourceProxyReader | |
| FMaterialResourceWriteScope | |
| FMaterialShaderMap | The set of material shaders for a single material. |
| FMaterialShaderMapContent | |
| FMaterialShaderMapId | Contains all the information needed to uniquely identify a FMaterialShaderMap. |
| FMaterialShaderType | A shader meta type for material-linked shaders. |
| FMaterialTextureCollectionParameterInfo | |
| FMaterialTextureParameterInfo | |
| FMaterialUniformParameterEvaluation | Represents the evaluation of a material parameter directly to a byte offset in the preshader uniform buffer. |
| FMaterialUniformPreshaderField | |
| FMaterialUniformPreshaderHeader | |
| FMaterialUpdateContext | This class takes care of all of the details you need to worry about when modifying a UMaterial on the main thread. |
| FMaterialVirtualTextureStack | |
| FMeshBudgetProjectSettingsUtils | |
| FMeshBuilderOneFrameResources | |
| FMeshCardsBuildData | |
| FMeshComponentHelper | Helper class used to share implementation for different MeshComponent types |
| FMeshDataSectionArray | |
| FMeshElementCollector | Encapsulates the gathering of meshes from the various FPrimitiveSceneProxy classes. |
| FMeshMapBuildData | |
| FMeshMapBuildLegacyData | |
| FMeshMaterialShaderMap | The shaders which the render the material on a mesh generated by a particular vertex factory type. |
| FMeshMaterialShaderType | A shader meta type for material-linked shaders which use a vertex factory. |
| FMeshParticleUniformParameters | |
| FMeshParticleVertexFactory | Vertex factory for rendering instanced mesh particles with out dynamic parameter support. |
| FMeshVertexPainter | |
| FMipLevelBatchedElementParameters | |
| FMirrorSyncScope | Scoped graph message used to synchronize mirroring. |
| FMobileDirectionalLightShaderParameters | |
| FMobileMovableLocalLightShadowParameters | Movable local light shadow parameters for mobile deferred. |
| FMobileReflectionCaptureShaderParameters | |
| FMobileSceneTextureUniformParameters | |
| FModelElement | A set of BSP nodes which have the same material and relevant lights. |
| FModelVertexBuffer | A vertex buffer for a set of BSP nodes. |
| FMorphTargetDeltaIterator | |
| FMorphTargetVertexInfoBuffers | |
| FMotionVectorSimulation | Singleton class used for optionally overriding previous transforms for motion vector computation. |
| FMovementModeChangedSignature | |
| FMoveWholeIndirectionTextureCS | |
| FMultiComponentReregisterContext | Unregisters multiple components for the lifetime of this class. |
| FMultiSizeIndexContainer | Skeletal mesh index buffers are 16 bit by default and 32 bit when called for. |
| FNaniteAssemblyDataBuilder | Helper class for building a Nanite assembly |
| FNaniteResourcesHelper | Helper class used to share implementation for different Component types |
| FNaniteSplineMeshSceneProxy | Scene proxy for SplineMesh instance for Nanite |
| FNaniteVertexFactory | Vertex factory that performs Nanite base pass material shading with compute shaders instead of vertex and pixel shaders. |
| FNaniteVisualizationData | |
| FNavDataGenerator | |
| FNavigationLockContext | |
| FNetBaseSubObjectCreationHeader | Header information to to tell if it is a dynamic or static header |
| FNetConnectionFaultRecovery | NetConnection Fault Recovery |
| FNetConnectionIdHandler | |
| FNetControlMessage | Network control channel message types |
| FNetControlMessageInfo | Contains info about a message type retrievable without static binding (e.g. whether it's a valid type, friendly name string, etc) |
| FNetDelegates | |
| FNetDynamicSubObjectCreationHeader | Header information representing subobjects that must be instantiated |
| FNetFieldExport | |
| FNetFieldExportGroup | |
| FNetGUIDCache | |
| FNetGuidCacheObject | Stores an object with path associated with FNetworkGUID |
| FNetIDVariant | Simple variant wrapper to hold a generic or Iris network object ID (FNetworkGUID or FNetRefHandle). |
| FNetPacketNotify | FNetPacketNotify - Drives delivery of sequence numbers, acknowledgments and notifications of delivery sequence numbers |
| FNetPing | Central class for handling all Player/NetConnection ping collection and calculation. |
| FNetStaticSubObjectCreationHeader | Header information representing subobjects that can be found via their pathname (aka: static or stable name) |
| FNetworkCongestionControl | One implementation of network traffic control based on the unacked bytes in flight and the estimated uplink bandwidth and propagation round-trip time. |
| FNetworkNotify | The net code uses this to send notifications. |
| FNetworkObjectList | Stores the list of replicated actors for a given UNetDriver. |
| FNetworkPhysicsSettingsComponentAsync | |
| FNetworkPredictionData_Client | Network data representation on the client. |
| FNetworkPredictionData_Client_Character | |
| FNetworkPredictionData_Server | Network data representation on the server. |
| FNetworkPredictionData_Server_Character | |
| FNetworkProfiler | Network profiler, using serialized token emission like e.g. script and malloc profiler. |
| FNetworkProfilerHeader | |
| FNetworkTrafficAnalyzer | A Network traffic analyzer that keeps track of useful information including the RTT and uplink bandwidth of the latest received packet to help the congestion control module work. |
| FNonBlendableAttributeBlendOperator | |
| FNullDynamicParameterVertexBuffer | |
| FObjectCacheContext | Context containing a lazy initialized ObjectIterator cache along with some useful reverse lookup tables that can be used during heavy scene updates of async asset compilation. |
| FObjectCacheContextScope | A scope that can be used to maintain a FObjectCacheContext active until the scope is destroyed. |
| FObjectReplicator | Represents an object that is currently being replicated or handling RPCs. |
| FObjectSubsystemCollection | Subsystem collection which delegates UObject references to its owning UObject (object needs to implement AddReferencedObjects and forward call to Collection |
| FOctreeQueryHelper | |
| FODSCManager | Responsible for processing shader compile responses from the ODSC Thread. |
| FOnActorReady | |
| FOnAllMontageInstancesEndedMCDelegate | Delegate for when all montage instances have ended. |
| FOnAnimInitialized | |
| FOnAsyncHandleSaveGame | |
| FOnAudioFadeChangeSignature | |
| FOnAudioFinished | Called when we finish playing audio, either because it played to completion or because a Stop() call turned it off early |
| FOnAudioMultiEnvelopeValue | Called while a sound plays and returns the sound's average and max envelope value (using an envelope follower in the audio renderer per wave instance). |
| FOnAudioPlaybackPercent | Called as a sound plays on the audio component to allow BP to perform actions based on playback percentage. |
| FOnAudioPlayStateChanged | Called when sound's PlayState changes. |
| FOnAudioSingleEnvelopeValue | Called while a sound plays and returns the sound's envelope value (using an envelope follower in the audio renderer). |
| FOnAudioVirtualizationChanged | Called when sound becomes virtualized or realized (resumes playback from virtualization). |
| FOnBoneTransformsFinalized | |
| FOnCanvasRenderTargetUpdate | This delegate is assignable through Blueprint and has similar functionality to the above. |
| FOnClusterUnionAddedComponent | |
| FOnClusterUnionBoundsChanged | |
| FOnClusterUnionRemovedComponent | |
| FOnDataLayerInstanceRuntimeStateChanged | |
| FOnDataLayerRuntimeStateChanged | |
| FOneFrameResource | Base class for a resource allocated from a FMeshElementCollector with AllocateOneFrameResource, which the collector releases. |
| FOnForceFeedbackFinished | Called when we finish playing forcefeedback effect, either because it played to completion or because a Stop() call turned it off early |
| FOnGameUserSettingsUINeedsUpdate | |
| FOnLocalPlayerSaveGameLoaded | |
| FOnMontageBlendedInEndedMCDelegate | Delegate for when Montage finished blending in |
| FOnMontageBlendingOutStartedMCDelegate | Delegate for when Montage started to blend out, whether interrupted or finished DesiredWeight of this montage becomes 0.f, but this still contributes to the output pose |
| FOnMontageEndedMCDelegate | Delegate for when Montage is completed, whether interrupted or finished Weight of this montage is 0.f, so it stops contributing to output pose |
| FOnMontageSectionChangedMCDelegate | Delegate for when Montage changes sections |
| FOnMontageStartedMCDelegate | Delegate for when Montage is started |
| FOnPawnControllerChanged | |
| FOnPlayerStatePawnSet | |
| FOnPossessedPawnChanged | |
| FOnQuartzCommandEvent | |
| FOnQuartzCommandEventBP | |
| FOnQuartzMetronomeEvent | Delegate Declarations. |
| FOnQuartzMetronomeEventBP | |
| FOnQueueSubtitles | Called when subtitles are sent to the SubtitleManager. |
| FOnSubmixEnvelope | Called when a new submix envelope value is generated on the given audio device id (different for multiple PIE). |
| FOnSubmixEnvelopeBP | |
| FOnSubmixRecordedFileDone | Called when a recorded file has finished writing to disk. |
| FOnSubmixSpectralAnalysis | |
| FOnSubmixSpectralAnalysisBP | |
| FOnSystemFinished | Called when the particle system is done. |
| FOnTimelineEvent | Signature of function to handle a timeline 'event' |
| FOnTimelineFloat | Signature of function to handle timeline float track |
| FOnTimelineLinearColor | Signature of function to handle linear color track |
| FOnTimelineVector | Signature of function to handle timeline vector track |
| FOnUserClickedBanner | Delegate called when user clicks on an banner ad. |
| FOnUserClosedAdvertisement | Delegate called when user closes an ad (after clicking on banner). |
| FOnUserInputDeviceConnectionChange | |
| FOnUserInputDevicePairingChange | |
| FOptionalStringNonNull | |
| FOptionalStringNull | |
| FOutBunch | A bunch of data to send. |
| FOverrideSelectionColorMaterialRenderProxy | A material render proxy which overrides the selection color |
| FPackageMapAckState | |
| FPackedLevelActorBuilder | FPackedLevelActorBuilder handles packing of ALevelInstance actors into APackedLevelActor actors and Blueprints. |
| FPackedLevelActorBuilderCluster | |
| FPackedLevelActorBuilderClusterID | |
| FPackedLevelActorBuilderContext | |
| FPackedLevelActorDesc | |
| FParticleBeamTrailUniformParameters | |
| FParticleBeamTrailVertexFactory | Beam/Trail particle vertex factory. |
| FParticleBurstSignature | Fires when a particle system bursts |
| FParticleDeathSignature | Fires when a particle dies |
| FParticleDynamicData | |
| FParticleEightTexCoordVertexBuffer | |
| FParticleIndexBuffer | Index buffer for drawing an individual sprite. |
| FParticleResetContext | Helper class to reset and recreate all PSCs with specific templates on their next tick. |
| FParticleScratchVertexBuffer | Scratch vertex buffer available for dynamic draw calls. |
| FParticleSortBuffers | Buffers in GPU memory used to sort particles. |
| FParticleSpawnSignature | Fires when a particle is spawned |
| FParticleSpriteUniformParameters | |
| FParticleSpriteVertexFactory | Vertex factory for rendering particle sprites. |
| FParticleSystemSceneProxy | |
| FParticleSystemWorldManager | Main manager class for particle systems in the world. |
| FParticleTexCoordVertexBuffer | Vertex buffer containing texture coordinates for the four corners of a sprite. |
| FParticleVertexFactoryBase | Base class for particle vertex factories. |
| FPartitionActorDesc | |
| FPatchIndirectionTextureCS | |
| FPawnControllerChangedSignature_MCSignature | |
| FPawnRestartedSignature_MCSignature | |
| FPendingLatentAction | A pending latent action. |
| 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. |
| FPerObjectProjectedShadowInitializer | Information needed to create a per-object projected shadow. |
| FPhysCommandHandler | Container used for physics tasks that need to be deferred from GameThread. |
| FPhysicsDebugMode | |
| FPhysicsDelegates | Set of delegates to allowing hooking different parts of the physics engine |
| FPhysicsFieldInstance | An instance of a Physics Field. |
| FPhysicsFieldResource | Physics Field render resource. |
| FPhysicsFieldSceneProxy | Class FPhysicsFieldSceneProxy final : public FPrimitiveSceneProxy |
| FPhysicsObjectExternalInterface | |
| FPhysicsReplication | |
| FPhysicsReplicationAsync | |
| FPhysicsReplicationCache | |
| FPhysicsReplicationCacheAsync | Async replication cache class |
| FPhysicsReplicationLOD | |
| FPhysicsReplicationLODAsync | |
| FPhysicsUserData_Chaos | Note: this must match the enum EChaosUserDataType in PhysicsInterfaceTypesCore. |
| FPhysicsVolumeChanged_MCSignature | |
| FPhysInterface_Chaos | |
| FPhysScene_Base | |
| FPhysScene_Chaos | Low level Chaos scene used when building custom simulations that don't exist in the main world physics scene. |
| FPlanarReflectionRenderTarget | |
| FPlanarReflectionSceneProxy | |
| FPlasticDeformationEventSignature | Dynamic delegate to use by components that want to route the pasticity deformation event into blueprints |
| FPlatformCompressionUtilities | |
| FPlatformInterfaceDelegate | Generic platform interface delegate signature |
| FPlayMontageAnimNotifyDelegate | Delegate called by 'PlayMontageNotify' and 'PlayMontageNotifyWindow' |
| FPoly | A general-purpose polygon used by the editor. |
| FPositionVertexBuffer | A vertex buffer of positions. |
| FPostEvaluateAnimEvent | |
| FPrecomputedInstanceSpatialHashData | Precomputed optimization data that descrives the spatial hashes and reordering needed. |
| FPrecomputedLightingUniformParameters | |
| FPrecomputedLightVolume | Set of volume lighting samples belonging to one streaming level, which can be queried about the lighting at a given position. |
| FPrecomputedLightVolumeData | Set of volume lighting samples belonging to one streaming level, which can be queried about the lighting at a given position. |
| FPrecomputedVisibilityBucket | A bucket of visibility cells that have the same spatial hash. |
| FPrecomputedVisibilityCell | A precomputed visibility cell, whose data is stored in FCompressedVisibilityChunk. |
| FPrecomputedVisibilityHandler | Handles operations on precomputed visibility data for a level. |
| FPrecomputedVolumeDistanceField | Volume distance field generated by Lightmass, used by image based reflections for shadowing. |
| FPrecomputedVolumetricLightmap | Represents the Volumetric Lightmap for a specific ULevel. |
| FPrecomputedVolumetricLightmapData | Data for a Volumetric Lightmap, built during import from Lightmass. |
| FPreRegisteredActorNetCreationHeader | Header information representing dynamic pre-registered actors @See UObjectReplicationBridge::PreRegisterNewObjectReferenceHandle |
| FPreshaderData | |
| FPreshaderStack | |
| FPreviewScene | Encapsulates a simple scene setup for preview or thumbnail rendering. |
| FPrimitiveComponentHelper | Helper class used to share implementation for different PrimitiveComponent types |
| 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. |
| FPrimitiveDrawInterface | The base interface used to query a primitive for its dynamic elements. |
| FPrimitiveInstanceDataManager | Manager class that tracks changes to instance data within the component, and is responsible for dispatching updates of the proxy. |
| FPrimitiveSceneProxy | Encapsulates the data which is mirrored to render a UPrimitiveComponent parallel to the game thread. |
| FPrimitiveUniformShaderParameters | |
| FProjectedShadowInitializer | A projected shadow transform. |
| FPropertyPairsMap | A simple name/value pairs map |
| FProxyMaterialCompiler | A proxy for the material compiler interface which by default passes all function calls unmodified. |
| FPSOCollectorCreateManager | Manages all create functions of the globally defined IPSOCollectors |
| FQuadLayer | Quad layer is the default layer shape and contains no additional settings |
| FQuantizedShadowSignedDistanceFieldData2D | A 2D signed distance field map, which consists of FQuantizedSignedDistanceFieldShadowSample's. |
| FQuartLatencyTracker | Class to track latency trends will lazily calculate running average on the correct thread |
| FQuartzCrossThreadMessage | Class to track time a QuartzMessage takes to get from one thread to another |
| FQuartzLatencyTimer | Simple class to track latency as a request/action propagates from GT to ART (or vice versa) |
| FQuartzSubscriptionToken | |
| FQuartzTickableObject | TODO: comment up why we listen to these interfaces. |
| FQuatFixed32NoW | |
| FQuatFixed48NoW | |
| FQuatFloat32NoW | |
| FQuatFloat96NoW | |
| FQuatIntervalFixed32NoW | |
| FQueuedReplayTask | |
| FRawIndexBuffer | |
| FRawIndexBuffer16or32 | |
| FRawSkeletalMeshBulkData | Bulk data storage for raw meshes. |
| FRawStaticIndexBuffer | |
| FRawStaticIndexBuffer16or32 | |
| FRawStaticIndexBuffer16or32Interface | Virtual interface for the FRawStaticIndexBuffer16or32 class |
| FRayTracingStreamableAsset | |
| FRayTracingVisualizationData | |
| FReceivingRepState | Replication State needed to track received properties. |
| FRectLightSceneProxy | |
| FRefCountedNetGUIDArray | Simple class to manage a reference-counted array of FNetworkGUIDs |
| FReflectionCaptureData | |
| FReflectionCaptureMapBuildData | |
| FReflectionCaptureMapBuildLegacyData | |
| FReflectionCaptureProxy | Represents a reflection capture to the renderer. |
| FRegisterComponentContext | |
| FRegisterGlobalPSOCollectorFunction | Helper class used to register/unregister the GlobalPSOCollectorFunction to the manager at static startup time |
| FRegisterPSOCollectorCreateFunction | Helper class used to register/unregister the IPSOCollector to the manager at static startup time |
| FRemovalEventSignature | |
| FRemoveSubLevelBricksCS | |
| FRenderAssetUpdate | This class provides a framework for loading and unloading the texture/mesh LODs. |
| FRenderStateRecreator | |
| FRenderTarget | A render target. |
| FRepActorsCheckpointParams | |
| FRepChangedHistory | Represents a single changelist, tracking changed properties. |
| FRepChangelistState | Stores changelist history (that are used to know what properties have changed) for objects. |
| FRepHandleIterator | Iterates over a changelist, taking each handle, and mapping to rep layout index, array index, etc. |
| FReplayExternalData | |
| FReplayHelper | |
| FRepLayout | This class holds all replicated properties for a given type (either a UClass, UStruct, or UFunction). |
| FRepLayoutCmd | Represents a single property, which could be either a Top Level Property, a Nested Struct Property, or an element in a Dynamic Array. |
| FReplayResultHandler | |
| FReplicationChangelistMgr | FReplicationChangelistMgr manages a list of change lists for a particular replicated object that have occurred since the object started replicating Once the history is completely full, the very first changelist will then be merged with the next one (freeing a slot) This way we always have the entire history for join in progress players This information is then used by all connections, to share the compare work needed to determine what to send each connection Connections will send any changelist that is new since the last time the connection checked |
| FRepParentCmd | A Top Level Property of a UClass, UStruct, or UFunction (arguments to a UFunction). |
| FRepState | Replication State that is unique Per Object Per Net Connection. |
| FRPCDoSDetection | RPC DoS detection |
| FSavedMove_Character | FSavedMove_Character represents a saved move on the client that has been sent to the server and might need to be played back. |
| FSavedMove_Character_FixLayout | |
| FSceneInterface | An interface to the private scene manager implementation of a scene. |
| FSceneProxy | |
| FSceneProxyBase | |
| FSceneRenderGroupScope | A scope class used to construct a scene render group. |
| FSceneTextureShaderParameters | |
| FSceneTextureUniformParameters | |
| FSceneView | A projection from scene space into a 2D screen region. |
| FSceneViewExtensionBase | Inherit from this class to make a view extension. |
| FSceneViewExtensions | Repository of all registered scene view extensions. |
| FSceneViewFamily | A set of views into a scene which only have different view transforms and owner actors. |
| FSceneViewFamilyContext | A view family which deletes its views when it goes out of scope. |
| FSceneViewFixLayout | Hacky base class to avoid 8 bytes of padding after the vtable. |
| FSceneViewport | A viewport for use with SlateSViewport widgets. |
| FSceneViewStateInterface | The scene manager's persistent view state. |
| FSceneViewStateReference | Class used to reference an FSceneViewStateInterface that allows destruction and recreation of all FSceneViewStateInterface's when needed. |
| FScopedActorEditorContextFromActor | Pushes a new context initialized from the provided actor. |
| FScopedActorEditorContextSetExternalDataLayerAsset | Pushes a copy of the existing context and overrides the current External Data Layer Asset. |
| FScopedActorRoleSwap | |
| FScopedAnimNodeTracker | DEPRECATED - This system is now supplanted by UE::Anim::FMessageStack - Helper RAII object to cleanup a node added to the node tracker |
| FScopedConditionalWorldSwitcher | When created, switches global context to a PIE world When destroyed, resets the GWorld back to what it was before |
| FScopedCVarOverrideFloat | |
| FScopedCVarOverrideInt | Used to set a cvar and restore it to it's original value when destroyed |
| FScopedExpectsAdditiveOverride | Helper for modifying and resetting ExpectsAdditivePose on a FPoseContext. |
| FScopedForceUnicodeInArchive | |
| FScopedIgnoreStaticActorDestruction | |
| FScopedLevelCollectionContextSwitch | A helper RAII class to set the relevant context on a UWorld for a particular FLevelCollection within a scope. |
| FScopedLevelDirtiedImpl | |
| FScopedMaterialCompilerAttribute | Helper class to handle MaterialAttribute changes on the compiler stack. |
| FScopedMovementUpdate | FScopedMovementUpdate creates a new movement scope, within which propagation of moves may be deferred until the end of the outermost scope that does not defer updates. |
| FScopedNetTestPIERestoration | Stores and restore GWorld and PIE settings modified by the creation of the temporary test worlds |
| FScopedPreventAttachedComponentMove | Utility for temporarily changing the behavior of a SceneComponent to use absolute transforms, and then restore it to the behavior at the start of the scope. |
| FScopedSkeletalMeshPostEditChange | Helper to scope skeletal mesh post edit change. |
| FScopedSkeletalMeshReregisterContexts | Helper to scope the component register context. |
| FScopedStoreArchiveOffset | Helps track Offsets in an Archive before the actual size of the offset is known. |
| FScopedSuspendRerunConstructionScripts | |
| FScopedTestSettings | Sets and restores cvars needed to use FNetTestWorldInstances within a scope. |
| FScreenFromSlice0PS | A pixel shader for rendering a textured screen element, taking only the first slice of the array |
| FScreenPS | A pixel shader for rendering a textured screen element. |
| FScreenPS_OSE | |
| FScreenPSArraySlice | A pixel shader for rendering a textured screen element from an array slice. |
| FScreenPSInvertAlpha | A pixel shader for rendering a textured screen element. |
| FScreenPSMipLevel | A pixel shader for rendering a textured screen element with mip maps. |
| FScreenPSsRGBSource | A pixel shader for rendering a textured screen element. |
| FScreenPSsRGBSourceMipLevel | A pixel shader for rendering a textured screen element with mip maps. |
| FScreenUnwrapSlicesPS | A pixel shader for rendering side-by-side textures from the array |
| FScreenVertexDeclaration | The filter vertex declaration resource type. |
| FScreenVS | A vertex shader for rendering a textured screen element. |
| FSeamlessTravelHandler | Class that encapsulates seamless world traveling |
| FSelectedActorExportObjectInnerContext | |
| FSelectedActorIterator | Selected actor iterator, this is for ease of use but the same can be done by adding EActorIteratorFlags::OnlySelectedActors to |
| FSelectedActorRange | Selected actor range for ranged-for support. |
| FSelectedSurfaceFilter | TSelectedSurfaceIterator Surface filter that passes selected surfaces. |
| FSendingRepState | Replication State that is only needed when sending properties. |
| FSeparatingAxisPointCheck | FSeparatingAxisPointCheck - Checks for intersection between an AABB and a convex polygon. |
| FSerializedObjectDataReader | Core archive to read a transaction object from the buffer. |
| FSerializedObjectDataWriter | Core archive to write a transaction object to the buffer. |
| FSerializedObjectDataWriterCommon | Core archive to write a transaction object to the buffer. |
| FShaderCompileDistributedThreadRunnable_Interface | |
| FShaderCompileJobCollection | |
| FShaderCompileThreadRunnable | Shader compiling thread This runs in the background while UE is running, launches shader compile worker processes when necessary, and feeds them inputs and reads back the outputs. |
| FShaderCompileThreadRunnableBase | |
| FShaderCompileUtilities | |
| FShaderCompilingManager | Manager of asynchronous and parallel shader compilation. |
| FShadowCascadeSettings | Information about a single shadow cascade. |
| FShadowMap | The abstract base class of 1D and 2D shadow-maps. |
| FShadowMap2D | |
| FShadowMapData2D | The raw data which is used to construct a 2D shadowmap. |
| FShadowMapInteraction | Information about the static shadowing information for a primitive. |
| FShadowSignedDistanceFieldData2D | A 2D signed distance field map, which consists of FSignedDistanceFieldShadowSample's. |
| FSharedPoolPolicyData | Shared data & implementation for the different types of pool |
| FSharedSamplerState | |
| FSimpleAudioInfoFactory | |
| FSimpleElementAlphaOnlyPS | Simple pixel shader that just reads from an alpha-only texture |
| FSimpleElementCollector | Primitive draw interface implementation used to store primitives requested to be drawn when gathering dynamic mesh elements. |
| FSimpleElementColorChannelMaskPS | A pixel shader for rendering a texture with the ability to weight the colors for each channel. |
| FSimpleElementDistanceFieldGammaPS | A pixel shader for rendering a masked texture using signed distance filed for alpha on a simple element. |
| FSimpleElementGammaAlphaOnlyPS | Simple pixel shader that just reads from an alpha-only texture and gamma corrects the output |
| FSimpleElementGammaBasePS | A pixel shader for rendering a texture on a simple element. |
| FSimpleElementGammaPS | |
| FSimpleElementHitProxyPS | A pixel shader for rendering a texture on a simple element. |
| FSimpleElementMaskedGammaBasePS | A pixel shader for rendering a masked texture on a simple element. |
| FSimpleElementMaskedGammaPS | |
| FSimpleElementPS | Simple pixel shader that just reads from a texture This is used for resolves and needs to be as efficient as possible |
| FSimpleElementVertexDeclaration | The simple element vertex declaration resource type. |
| FSimpleElementVS | A vertex shader for rendering a texture on a simple element. |
| FSimpleLightArray | Data pertaining to a set of simple dynamic lights |
| FSimpleLightEntry | Data for a simple dynamic light. |
| FSimpleLightId | |
| FSimpleLightInstacePerViewIndexData | Index into the Per-view data for each instance. |
| FSimpleLightPerViewEntry | Data for a simple dynamic light which could change per-view. |
| FSimpleReticle | Simple reticle. A very simple crosshair reticle that can be draw on the HUD canvas. |
| FSimpleStreamableAssetManager | |
| FSingleInstanceDataBuffers | Trivial helper to manage single-instance primitives that can be embedded in the primtive proxy & alias the view to the single data elements. |
| FSinglePrimitiveStructured | |
| FSixTriangleParticleIndexBuffer | Index buffer for drawing an individual sprite. |
| FSkeletalMeshAttributeVertexBuffer | |
| FSkeletalMeshDeformerHelpers | Functions that expose some internal functionality of FSkeletalMeshObject required by MeshDeformer systems. |
| FSkeletalMeshHalfEdgeBuffer | Render resource containing the half edge buffers. |
| FSkeletalMeshImportData | Container and importer for skeletal mesh (FBX file) data |
| FSkeletalMeshLODModel | All data to define a certain LOD model for a skeletal mesh. |
| FSkeletalMeshLODRenderData | |
| FSkeletalMeshMerge | Utility for merging a list of skeletal meshes into a single mesh. |
| FSkeletalMeshModel | Imported resources for a skeletal mesh. |
| FSkeletalMeshObject | |
| FSkeletalMeshRenderData | |
| FSkeletalMeshSceneProxy | A skeletal mesh component scene proxy. |
| FSkeletalMeshVertexClothBuffer | A vertex buffer for holding skeletal mesh clothing information only. |
| FSkeletalMeshVertexDataInterface | An interface to the skel-mesh vertex data storage type. |
| FSkeletonRemappingRegistry | Global registry of skeleton remappings Remappings are created on-demand when calling GetRemapping. |
| FSkelMeshSectionArray | |
| FSkinnedAssetAsyncBuildScope | Any thread implicated in the build must have a valid scope to be granted access to protected properties without causing any stalls. |
| FSkinnedAssetAsyncBuildWorker | Worker used to perform async static mesh compilation. |
| FSkinnedAssetBuildContext | |
| FSkinnedAssetCompilationContext | |
| FSkinnedAssetCompilingManager | |
| FSkinnedAssetPostLoadContext | |
| FSkinnedAsyncTaskContext | |
| FSkinnedMeshComponentHelper | Helper class used to share implementation for different SkinnedMeshComponent types |
| FSkinnedMeshComponentRecreateRenderStateContext | Used to recreate all skinned mesh components for a given skinned asset. |
| FSkinnedSceneProxy | |
| FSkinningSceneExtensionProxy | |
| FSkinWeightDataVertexBuffer | A vertex buffer storing bone index/weight data. |
| FSkinWeightLookupVertexBuffer | A lookup vertex buffer storing skin weight stream offset / influence count. |
| FSkinWeightProfileManager | |
| FSkinWeightProfileManagerAsyncTask | Async task handling the skin weight buffer generation |
| FSkinWeightVertexBuffer | A container for skin weights data vertex buffer and lookup vertex buffer. |
| FSkinWeightVertexData | The implementation of the skin weight vertex data storage type. |
| FSkyAtmosphereMapBuildData | |
| FSkyAtmosphereSceneProxy | Represents a USkyAtmosphereComponent to the rendering thread. |
| FSkyLightSceneProxy | |
| FSkyTextureCubeResource | A cubemap texture resource that knows how to upload the capture data from a sky capture. |
| FSlateGameResources | |
| FSlateRenderTargetRHI | Encapsulates a render target for use by a Slate rendering implementation |
| FSlateTexture2DRHIRef | Encapsulates a Texture2DRHIRef for use by a Slate rendering implementation |
| FSlateTextureRenderTarget2DResource | |
| FSMInstanceElementIdMap | Mapping between the instance ID used by typed elements and the corresponding instance index on the ISM components. |
| FSoundBuffer | |
| FSoundConcurrencyManager | |
| FSoundCueParameterTransmitter | |
| FSoundEffectBase | |
| FSoundEffectSource | |
| FSoundEffectSubmix | |
| FSoundGeneratorNull | Null implementation of ISoundGenerator which no-ops audio generation. |
| FSoundSource | |
| FSoundWaveCompilingManager | |
| FSoundWaveData | |
| FSoundWaveLoadingBehaviorUtil | |
| FSoundWavePCMLoader | FSoundWavePCMLoader |
| FSoundWavePCMWriter | FSoundWavePCMWriter |
| FSoundWaveProxy | |
| FSoundWaveProxyReader | FSoundWaveProxyReader reads a FWaveProxy and outputs 32 bit interleaved audio. |
| FSourceMeshDataForDerivedDataTask | Source mesh data. |
| FSpanAllocator | Allocator for spans from some range that is allowed to grow and shrink to accomodate the allocations. |
| FSparseDistanceFieldMip | |
| FSpeedTreeUniformParameters | |
| FSpeedTreeWind | SpeedTreeWind.h |
| FSphericalSector | |
| FSplineMeshSceneProxy | Scene proxy for SplineMesh instance |
| FSplineMeshVertexFactoryShaderParameters | Factory specific params |
| FStaticActorNetCreationHeader | Header information representing static actors |
| FStaticLightingBuildContext | |
| FStaticLightingGlobalVolumeMapping | Represents an object which will use the global volumetric lightmap. |
| FStaticLightingMapping | A mapping between world-space surfaces and a static lighting cache. |
| FStaticLightingMesh | A mesh which is used for computing static lighting. |
| FStaticLightingMesh_InstancedStaticMesh | A static lighting mesh class that transforms the points by the per-instance transform of an InstancedStaticMeshComponent |
| FStaticLightingSystemInterface | |
| FStaticLightingTextureMapping | A mapping between world-space surfaces and static lighting cache textures. |
| FStaticLightingTextureMapping_InstancedStaticMesh | Represents a static mesh primitive with texture mapped static lighting. |
| FStaticMeshAsyncBuildScope | Any thread implicated in the static mesh build must have a valid scope to be granted access to protected properties without causing any stalls. |
| FStaticMeshAsyncBuildWorker | Worker used to perform async static mesh compilation. |
| FStaticMeshBuildContext | |
| FStaticMeshCompilationContext | |
| FStaticMeshCompilingManager | |
| FStaticMeshComponentBulkReregisterContext | |
| FStaticMeshComponentHelper | Helper class used to share implementation for different StaticMeshComponent types |
| FStaticMeshComponentRecreateRenderStateContext | FStaticMeshComponentRecreateRenderStateContext - Destroys render state for all StaticMeshComponents using a given StaticMesh and recreates them when it goes out of scope. |
| FStaticMeshInstanceBuffer | |
| FStaticMeshInstanceData | The implementation of the static mesh instance data storage type. |
| FStaticMeshLODGroup | The LOD settings to use for a group of static meshes. |
| FStaticMeshLODSettings | Per-group LOD settings for static meshes. |
| FStaticMeshPostLoadContext | |
| FStaticMeshRenderData | FStaticMeshRenderData - All data needed to render a static mesh. |
| FStaticMeshSceneProxy | A static mesh component scene proxy. |
| FStaticMeshSectionAreaWeightedTriangleSamplerBuffer | Represents GPU resource needed for area weighted uniform sampling of a mesh surface. |
| FStaticMeshSectionArray | |
| FStaticMeshStaticLightingMesh | Represents the triangles of one LOD of a static mesh primitive to the static lighting system. |
| FStaticMeshStaticLightingTextureMapping | Represents a static mesh primitive with texture mapped static lighting. |
| FStaticMeshVertexBuffer | Vertex buffer for a static mesh LOD |
| FStaticMeshVertexDataInterface | An interface to the static-mesh vertex data storage type. |
| FStaticPrimitiveDrawInterface | An interface used to query a primitive for its static elements. |
| FStaticShadowDepthMap | A texture containing depth values of static objects that was computed during the lighting build. |
| FStaticShadowDepthMapData | |
| FStereoLayerAdditionalFlagsManager | To add flags to StereoLayerComponents from plugins, please follow this procedure: |
| FStereoLayerPS | A pixel shader for rendering a transformed textured element. |
| FStereoLayerPS_Base | |
| FStereoLayerPS_External | A pixel shader for rendering a transformed external texture element. |
| FStereoLayerVS | A vertex shader for rendering a transformed textured element. |
| FStreamableAnimPlatformData | |
| FStreamableManagerAdditionalContext | |
| FStreamableManagerRequestContext | |
| FStreamableTextureResource | The rendering resource streamable texture. |
| FStreamedAudioChunkSeekTable | Class representing an audio seek-table. Typically embedded in a bit-stream. |
| FStreamingGenerationActorDescCollection | |
| FStreamingGenerationActorDescView | |
| FStreamingGenerationActorDescViewMap | |
| FStreamingGenerationContainerInstanceCollection | |
| FStreamingGenerationContextProxy | |
| FStreamingGenerationLogErrorHandler | |
| FStreamingGenerationMapCheckErrorHandler | |
| FStreamingGenerationNullErrorHandler | |
| FStreamingGenerationProxyErrorHandler | |
| FStreamingManager | Streaming manager for Nanite. |
| FStreamingSourceShapeHelper | Helper class used to iterate over streaming source shapes. |
| FStreamingTextureLevelContext | Context used to resolve FStreamingTextureBuildInfo to FStreamingRenderAssetPrimitiveInfo The context make sure that build data and each texture is only processed once per component (with constant time). |
| FStreamLevelAction | Stream Level Action. |
| FStripDataFlags | Helper class for serializing flags describing which data have been stripped (if any). |
| FStructTypeRegistry | |
| FSubstrateVisualizationData | |
| FSubsurfaceProfileTexture | Render thread |
| FSubsystemCollection | |
| FSubsystemCollectionBase | |
| FSubtitleManager | Subtitle manager. Handles prioritization and rendering of subtitles. |
| FSubtitlesAndClosedCaptionsDelegates | |
| FSubUVBoundingGeometryBuffer | |
| FSubUVDerivedData | |
| FSystemSettings | Class that actually holds the current system settings |
| FTabularRenderHelper | |
| FTakeAnyDamageSignature_MCSignature | Delegate signatures. |
| FTakePointDamageSignature_MCSignature | |
| FTakeRadialDamageSignature_MCSignature | |
| FTaskSyncManager | Global singleton manager that can be used to synchronize tasks across different engine systems. |
| FTexture2DDynamicResource | A dynamic 2D texture resource. |
| FTexture2DResource | FTextureResource implementation for streamable 2D textures. |
| FTextureCompilingManager | |
| FTextureEditorCustomEncode | Separate type so that the engine can check for custom encoding set in the texture editor module without needing to depend on it. |
| FTextureLayout | An incremental texture space allocator. |
| FTextureLayout3d | An incremental texture space allocator. |
| FTextureMipDataProvider | FTextureMipDataProvider defines the update steps and interface to implement the mip data strategy used in FTextureStreamIn. |
| FTextureRenderResources | Encapsulates RHI resources needed to render a SparseVolumeTexture. |
| FTextureRenderTarget2DArrayResource | FTextureRenderTarget2DArrayResource type for 2DArray render target textures. |
| FTextureRenderTarget2DResource | FTextureResource type for 2D render target textures. |
| FTextureRenderTargetCubeResource | FTextureResource type for cube render target textures. |
| FTextureRenderTargetResource | FTextureResource type for render target textures. |
| FTextureRenderTargetVolumeResource | FTextureRenderTargetVolumeResource type for Volume render target textures. |
| FTextureResource | The rendering resource which represents a texture. |
| FTickableGameObject | This class provides common registration for gamethread tickable objects. |
| FTickableObjectBase | Base class for tickable objects |
| FTickTaskManagerInterface | Interface for the tick task manager |
| FTimerDynamicDelegate | |
| FTimerManager | Class to globally manage timers. |
| FTokenizedMessageAccumulatorErrorHandler | |
| FTraceService | |
| FTransformProviderRenderProxy | |
| FTransformUpdated | |
| FTriangleRasterizer | FTriangleRasterizer - A generic 2d triangle rasterizer which linearly interpolates vertex parameters and calls a virtual function for each pixel. |
| FTypedElementCommonActionsCustomization | Customization used to allow asset editors (such as the level editor) to override the base behavior of common actions. |
| FUniformExpressionCacheAsyncUpdateScope | Defines a scope to update deferred uniform expression caches using an async task to fill uniform buffers. |
| FUniformExpressionSet | Stores all uniform expressions for a material generated from a material translation. |
| FUniformParameterOverrides | |
| FUnregisterComponentContext | |
| FUpdateTexture2DSubresourceCS | |
| FUpdateTexture3DSubresourceCS | |
| FUpdateTextureShaderBase | |
| FUserActivityTracking | |
| FValueComponent | The value of a single component within FValue. |
| FVector4Distribution | Raw distribution from which four floats can be looked up per entry. |
| FVectorDistribution | Raw distribution from which three floats can be looked up per entry. |
| FVectorFixed48 | |
| FVectorIntervalFixed32NoW | |
| FVert | One vertex associated with a Bsp node's polygon. |
| FVertexFactoryResource | |
| FViewElementDrawer | An interface to a scene interaction. |
| FViewport | Encapsulates the I/O of a viewport. |
| FViewportClient | An abstract interface to a viewport's client. |
| FViewportDisplayCallback | |
| FViewportFrame | An interface to the platform-specific implementation of a UI frame for a viewport. |
| FViewShaderParameters | |
| FViewUniformShaderParameters | |
| FVirtualShadowMapVisualizationData | |
| FVirtualTexture2DResource | |
| FVisualLogDevice | Interface for Visual Logger Device |
| FVisualLogExtensionInterface | |
| FVisualLogger | |
| FVisualLoggerBinaryFileDevice | |
| FVisualLoggerTraceDevice | |
| FVoicePacket | Defines the data involved in a voice packet |
| FVolumetricCloudSceneProxy | Represents a UVolumetricCloudComponent to the rendering thread, created game side from the component. |
| FVolumetricLightmapBrickAtlas | |
| FVolumetricLightmapBrickData | |
| FVolumetricLightmapDataLayer | |
| FVolumetricLightmapGridManager | |
| FWaveModInfo | Structure for in-memory interpretation and modification of WAVE sound structures. |
| FWholeSceneProjectedShadowInitializer | Information needed to create a whole scene projected shadow. |
| FWindData | Calculated wind data with support for accumulating other weighted wind data |
| FWindSourceSceneProxy | Represents a wind source component to the scene manager in the rendering thread. |
| FWorkingColorSpaceShaderParameters | |
| FWorldCookPackageSplitter | |
| FWorldDataLayersActorDesc | ActorDesc for AWorldDataLayers actors. |
| FWorldDataLayersReference | |
| FWorldDelegates | World delegates |
| FWorldInGamePerformanceTrackers | Collection of in game performance trackers for a world. |
| FWorldPartitionActorDesc | |
| FWorldPartitionActorDescInstance | |
| FWorldPartitionActorDescInstanceView | |
| FWorldPartitionActorDescView | A view on top of an actor desc, used to cache information that can be (potentially) different than the actor desc itself due to streaming generation logic, etc. |
| FWorldPartitionActorViewProxy | |
| FWorldPartitionClassDescRegistry | |
| FWorldPartitionComponentDesc | |
| FWorldPartitionConverter | |
| FWorldPartitionDebugHelper | |
| FWorldPartitionHelpers | |
| FWorldPartitionLevelHelper | |
| FWorldPartitionLoadingContext | |
| FWorldPartitionMiniMapHelper | |
| FWorldPartitionPackageHelper | |
| FWorldSceneViewExtension | Scene View Extension which is enabled for all Viewports/Scenes which have the same world. |
| HHitProxy | Base class for detecting user-interface hits. |
| HHitProxyType | Represents a hit proxy class for runtime type checks. |
| HModel | A hit proxy representing a UModel. |
| SDebugCanvas | Widget wrapper that paints the debug canvas |
| SGameLayerManager | |
| StatelessConnectHandlerComponent | PacketHandler component for implementing a stateless (non-memory-consuming) connection handshake |
| SubUVAnimationCookStats | |
| TActorDescContainerCollection | |
| TActorDescContainerInstanceCollection | |
| TActorDescList | |
| TActorDescViewMap | |
| TActorIterator | Misc. Iterator typesTemplate actor iterator. |
| TActorIteratorBase | Template class used to filter actors by certain characteristics |
| TActorRange | Template actor range for ranged-for support. |
| TAttributeBlendOperator | Default blend operator used for any registered attribute type, when no user-defined operator has been specified Using TEnableIf to select appropriate behaviour according to TAttributeTypeTraits |
| TBasePlayerControllerIterator | PlayerControllerIterators This is the safest, most efficient way to iterate over player controllers. |
| TCompilableAsyncTask | |
| TComponentInterfaceIterator | |
| TComponentReregisterContext | Removes all components of the templated type from their scenes for the lifetime of the class. |
| TCopyDataCS | |
| TExternalDirtyActorsTracker | TExternalDirtyActorsTracker is a tracker for dirty external actors, with custom storage through the StoreType interface. |
| TGPUSkinAPEXClothVertexFactory | |
| TGPUSkinVertexFactory | Vertex factory with vertex stream components for GPU skinned vertices |
| TImpl | |
| TInlineComponentArray | TInlineComponentArray is simply a TArray that reserves a fixed amount of space on the stack to try to avoid heap allocation when there are fewer than a specified number of elements expected in the result. |
| TKeyFrameManipulator | Templated key frame manipulator that knows how to add, remove and (re)arrange key times. |
| TListImpl | |
| TLocklessGrowingStorage | |
| TLumenCardOBB | |
| TMaybeMappedAllocator | |
| TMaybeMappedArray | |
| TNavStatArray | |
| TNetControlMessageImpl | |
| TNetworkPhysicsInputState_External | |
| TNetworkPhysicsInputState_Internal | |
| TNodeSorterHilbert | |
| TNodeSorterMinX | |
| TNodeSorterMorton | |
| TNodeSorterNoSort | |
| TObjectCacheIterator | Class to abstract implementation details of the containers used inside the object cache so they can be changed later if needed without API changes. |
| TPBDConstraintIslandRule | |
| TPreallocatedArrayProxy | Helper class that provides a basic interface for an inline and presized array within a contiguous memory block |
| TQuadTree | |
| TQuartzCommandQueue | |
| TRenderAssetUpdate | This class provides a framework for loading and unloading the texture/mesh LODs. |
| TRenderResourcePool | A resource pool that automatically handles render-thread resources |
| TResourcePool | A templated pool for resources that can only be freed at a 'safe' point in the frame. |
| TRTreeImpl | |
| TSelectedSurfaceIterator | Iterates over selected surfaces of the specified UWorld. |
| TSequenceHistory | Util class to manage history of received sequence numbers |
| TSequenceNumber | Helper class to work with sequence numbers |
| TSimpleConstraintRule | |
| TSimpleRingBuffer | |
| TSkeletalMeshVertexData | The implementation of the skeletal mesh vertex data storage type. |
| TSplineMeshSceneProxyCommon | This interface ties common functionality to the two different spline mesh scene proxies without duplicating code or introducing diamond inheritance. |
| TStaticMeshVertexData | The implementation of the static mesh vertex data storage type. |
| TStaticSpatialIndex | |
| TStaticSpatialIndexList | |
| TStaticSpatialIndexRTree | |
| TSurfaceIterator | Iterates over selected surfaces of the specified UWorld. |
| TSurfaceIteratorBase | TSurfaceIteratorBase Iterates over the selected surfaces of all levels in the specified UWorld. |
| TTypedIndexRange | |
| TUpdateTexture2DSubresourceCS | |
| TVisitorPatternBase | Notes on the Visitor Pattern (https://en.wikipedia.org/wiki/Visitor_pattern) this is a pattern that helps solve two things: |
| TVolumeLightingSample | Incident radiance stored for a point. |
| TWorldPartitionHandle | |
| UActiveSoundUpdateInterface | Interface for modifying active sounds during their update |
| UActorChannel | A channel for exchanging actor and its subobject's properties and RPCs. |
| UActorComponent | ActorComponent is the base class for components that define reusable behavior that can be added to different types of Actors. |
| UActorContainer | Actor container class used to duplicate actors during cells streaming in PIE. |
| UActorDescContainer | |
| UActorDescContainerInstance | |
| UActorDescContainerSubsystem | |
| UActorElementAssetDataInterface | |
| UActorElementCounterInterface | |
| UActorElementHierarchyInterface | |
| UActorElementObjectInterface | |
| UActorElementSelectionInterface | |
| UActorElementTedsTypedElementBridgeInterface | |
| UActorElementWorldInterface | |
| UActorFolder | |
| UActorInstanceManagerInterface | |
| UActorPartitionSubsystem | UActorPartitionSubsystem |
| UActorSoundParameterInterface | |
| UActorTextureStreamingBuildDataComponent | |
| UAimOffsetBlendSpace | Blend Space. |
| UAimOffsetBlendSpace1D | Blend Space 1D. |
| UAISystemBase | |
| UAnalysisProperties | The base class for properties to be used in analysis. |
| UAnimatedSparseVolumeTexture | Represents a streamable SparseVolumeTexture with one or more frames. Use USparseVolumeTextureFrame::GetFrameAndIssueStreamingRequest() to bind extract a particular frame to be used for rendering. |
| UAnimatedSparseVolumeTextureController | Utility (blueprint) class for controlling SparseVolumeTexture playback. |
| UAnimationAsset | |
| UAnimationAssetExtensions | |
| UAnimationAttributeIdentifierExtensions | Script-exposed functionality for wrapping native functionality and constructing valid FAnimationAttributeIdentifier instances |
| UAnimationCurveIdentifierExtensions | Script-exposed functionality for wrapping native functionality and constructing valid FAnimationCurveIdentifier instances |
| UAnimationDataController | The Controller is the sole authority to perform changes on the Animation Data Model. |
| UAnimationDataModel | |
| UAnimationDataModelNotifiesExtensions | |
| UAnimationSettings | Default animation settings. |
| UAnimBank | |
| UAnimBankData | |
| UAnimBlueprint | An Anim Blueprint is essentially a specialized Blueprint whose graphs control the animation of a Skeletal Mesh. |
| UAnimBlueprintGeneratedClass | |
| UAnimBlueprintGeneratedStruct | Struct type generated by the anim BP compiler. |
| UAnimBoneCompressionCodec | Base class for all bone compression codecs. |
| UAnimBoneCompressionSettings | This object is used to wrap a bone compression codec. |
| UAnimClassInterface | |
| UAnimComposite | Animation Composites serve as a way to combine multiple animations together and treat them as a single unit. |
| UAnimCompositeBase | |
| UAnimCompress | |
| UAnimCompress_BitwiseCompressOnly | Bitwise animation compression only; performs no key reduction. |
| UAnimCompress_LeastDestructive | Reverts any animation compression, restoring the animation to the raw data. |
| UAnimCompress_PerTrackCompression | Keyframe reduction algorithm that removes keys which are linear interpolations of surrounding keys, as well as choosing the best bitwise compression for each track independently. |
| UAnimCompress_RemoveEverySecondKey | Keyframe reduction algorithm that simply removes every second key. |
| UAnimCompress_RemoveLinearKeys | Keyframe reduction algorithm that simply removes keys which are linear interpolations of surrounding keys. |
| UAnimCompress_RemoveTrivialKeys | Removes trivial frames frames of tracks when position or orientation is constant over the entire animation from the raw animation data. |
| UAnimCurveCompressionCodec | Base class for all curve compression codecs. |
| UAnimCurveCompressionCodec_CompressedRichCurve | Stores the raw rich curves as FCompressedRichCurve internally with optional key reduction and key time quantization. |
| UAnimCurveCompressionCodec_UniformIndexable | |
| UAnimCurveCompressionCodec_UniformlySampled | Stores the raw rich curves as FCompressedRichCurve internally with optional key reduction and key time quantization. |
| UAnimCurveCompressionSettings | This object is used to wrap a curve compression codec. |
| UAnimCurveMetaData | Asset user data used to supply curve meta data for specific assets |
| UAnimDataModel | The Model represents the source data for animations. |
| UAnimInstance | |
| UAnimLayerInterface | An interface used to specify the inputs and outputs of an animation blueprint |
| UAnimMetaData | Base Class for UAnimMetaData that can be implemented for each game needs this data will be saved to animation asset as well as montage sections, and you can query that data and decide what to do |
| UAnimMontage | Any property you're adding to AnimMontage and parent class has to be considered for Child Asset |
| UAnimNotify | |
| UAnimNotify_PauseClothingSimulation | |
| UAnimNotify_PlayParticleEffect | |
| UAnimNotify_PlaySound | |
| UAnimNotify_ResetClothingSimulation | |
| UAnimNotify_ResetDynamics | |
| UAnimNotify_ResumeClothingSimulation | |
| UAnimNotifyLibrary | A library of commonly used functionality for Notifies, exposed to blueprint. |
| UAnimNotifyMirrorInspectionLibrary | A library of commonly used functionality for Notifies related to mirroring, exposed to blueprint. |
| UAnimNotifyState | |
| UAnimNotifyState_DisableRootMotion | |
| UAnimNotifyState_TimedParticleEffect | Timed Particle Effect Notify Allows a looping particle effect to be played in an animation that will activate at the beginning of the notify and deactivate at the end. |
| UAnimNotifyState_Trail | |
| UAnimNotifyStateMachineInspectionLibrary | A library of commonly used functionality for Notifies related to state machines, exposed to blueprint. |
| UAnimSequence | |
| UAnimSequenceBase | |
| UAnimSet | |
| UAnimSingleNodeInstance | |
| UAnimStateMachineTypes | |
| UAnimStreamable | |
| UApplicationLifecycleComponent | Component to handle receiving notifications from the OS about application state (activated, suspended, termination, etc). |
| UArrowComponent | A simple arrow rendered using lines. Useful for indicating which way an object is facing. |
| UAssetExportTask | Contains data for a group of assets to export |
| UAssetImportData | Todo: Make this class better suited to multiple import paths - maybe have FAssetImportInfo use a map rather than array? |
| UAssetManager | A singleton UObject that is responsible for loading and unloading PrimaryAssets, and maintaining game-specific asset references Games should override this class and change the class reference |
| UAssetManagerSettings | Settings for the Asset Management framework, which can be used to discover, load, and audit game-specific asset types |
| UAssetMappingTable | UAssetMappingTable : that has AssetMappingTableging data |
| UAssetRegistryTagProviderInterface | Interface to allow for CDO to add additional tags to generated class |
| UAssetUserData | Object that can be subclassed to store custom data on Unreal asset objects. |
| UAsyncActionHandleSaveGame | Async action to handle async load/save of a USaveGame. |
| UAsyncPhysicsData | The base class for async physics data. |
| UAsyncPhysicsInputComponent | |
| UAtmosphericFogComponent | Used to create fogging effects such as clouds. |
| UAudioBus | Function to retrieve an audio bus buffer given a handle static float* GetAudioBusBuffer(const FAudioBusHandle& AudioBusHandle); An audio bus is an object which represents an audio patch cord. |
| UAudioComponent | AudioComponent is used to play a Sound |
| UAudioEngineSubsystem | UAudioEngineSubsystem Base class for auto instanced and initialized systems that share the lifetime of the audio device |
| UAudioPanelWidgetInterface | |
| UAudioParameterConversionStatics | |
| UAudioSettings | Audio settings. |
| UAudioSubsystemCollectionRoot | UAudioSubsystemCollectionRoot Root UObject used to anchor UAudioEngineSubsystems to the FAudioDevice |
| UAudioWidgetSubsystem | |
| UAutoDestroySubsystem | The Auto destroy subsystem manages actors who have bAutoDestroyWhenFinished set as true. |
| UAutomationTestSettings | Implements the Editor's user settings. |
| UAvoidanceManager | |
| UBillboardComponent | A 2d texture that will be rendered always facing the camera. |
| UBlendableInterface | Dummy class needed to support Cast |
| UBlendProfile | A blend profile is a set of per-bone scales that can be used in transitions and blend lists to tweak the weights of specific bones. |
| UBlendProfileProviderInterface | |
| UBlendSpace | Allows multiple animations to be blended between based on input parameters |
| UBlendSpace1D | Blend Space 1D. |
| UBlueprint | Blueprints are special assets that provide an intuitive, node-based interface that can be used to create new types of Actors and script level events; giving designers and gameplay programmers the tools to quickly create and iterate gameplay from within Unreal Editor without ever needing to write a line of code. |
| UBlueprintAsyncActionBase | BlueprintCallable factory functions for classes which inherit from UBlueprintAsyncActionBase will have a special blueprint node created for it: UK2Node_AsyncAction You can stop this node spawning and create a more specific one by adding the UCLASS metadata "HasDedicatedAsyncNode" |
| UBlueprintCore | |
| UBlueprintExtension | Per-instance extension object that can be added to UBlueprint::Extensions in order to augment built-in blueprint functionality Ideally this would be an editor-only class, but such classes are not permitted within Engine modules (even inside WITH_EDITORONLY_DATA blocks) |
| UBlueprintFunctionLibrary | This class is a base class for any function libraries exposed to blueprints. |
| UBlueprintGeneratedClass | |
| UBlueprintInstancedStructLibrary | |
| UBlueprintMapLibrary | |
| UBlueprintPathsLibrary | Function library to expose FPaths to Blueprints and Python |
| UBlueprintPlatformLibrary | |
| UBlueprintSetLibrary | |
| UBlueprintSpringMathLibrary | |
| UBodySetup | BodySetup contains all collision information that is associated with a single asset. |
| UBoneMaskFilter | |
| UBoneReferenceSkeletonProvider | |
| UBookMark | A camera position the current level. |
| UBookMark2D | Simple class to store 2D camera information. |
| UBookmarkBase | Bookmarks are objects that can keep track of specific locations within a level or scene, without necessarily adding additional actors to that scene. |
| UBoundsCopyComponent | Component used to copy the bounds of another Actor. |
| UBoxComponent | A box generally used for simple collision. Bounds are rendered as lines in the editor. |
| UBoxReflectionCaptureComponent | -> will be exported to EngineDecalClasses.h |
| UBrushBuilder | Base class of UnrealEd brush builders. |
| UBrushComponent | A brush component defines a shape that can be modified within the editor. |
| UBuiltInAttributesExtensions | |
| UButtonStyleAsset | An asset describing a button's appearance. |
| UCachedAnimDataLibrary | A library of commonly used functionality from the CachedAnimData family, exposed to blueprint. |
| UCameraComponent | Represents a camera viewpoint and settings, such as projection type, field of view, and post-process overrides. |
| UCameraLensEffectInterface | |
| UCameraLensEffectInterfaceClassSupportLibrary | |
| UCameraModifier | A CameraModifier is a base class for objects that may adjust the final camera properties after being computed by the APlayerCameraManager ( |
| UCameraModifier_CameraShake | A UCameraModifier_CameraShake is a camera modifier that can apply a UCameraShakeBase to the owning camera. |
| UCameraProxyMeshComponent | Allows a custom SceneProxy to interact with camera specific show flags. |
| UCameraShakeBase | Base class for a camera shake. |
| UCameraShakePattern | A shake "pattern" defines how a camera should be effectively shaken. |
| UCameraShakeSourceComponent | |
| UCancellableAsyncAction | Base class for asynchronous actions that can be spawned from UK2Node_AsyncAction or C++ code. |
| UCanvas | A drawing canvas. |
| UCanvasRenderTarget2D | CanvasRenderTarget2D is 2D render target which exposes a Canvas interface to allow you to draw elements onto it directly. |
| UCapsuleComponent | A capsule generally used for simple collision. Bounds are rendered as lines in the editor. |
| UChannel | Base class of communication channels. |
| UChaosBlueprintLibrary | |
| UChaosEventRelay | An object managing events |
| UCharacterMovementComponent | CharacterMovementComponent handles movement logic for the associated Character owner. |
| UCheatManager | Cheat Manager is a central blueprint to implement test and debug code and actions that are not to ship with the game. |
| UCheatManagerExtension | A cheat manager extension can extend the main cheat manager in a modular way, being enabled or disabled when the system associated with the cheats is enabled or disabled |
| UCheckBoxStyleAsset | An asset describing a CheckBox's appearance. Just a wrapper for the struct with real data in it. |
| UChildActorComponent | A component that spawns an Actor when registered, and destroys it when unregistered. |
| UChildConnection | Represents a secondary split screen connection that reroutes calls to the parent connection. |
| UCloudStorageBase | Base class for the various platform interface classes. |
| UClusterUnionComponent | This does the bulk of the work exposing a physics cluster union to the game thread. |
| UClusterUnionReplicatedProxyComponent | This component lets us store replicated information about how any particular UPrimitiveComponent should be attached to its parent cluster union. |
| UCollisionProfile | Set up and modify collision settings. |
| UColorInputDeviceCurveProperty | A property that can be used to change the color of an input device's light over time with a curve |
| UColorInputDeviceProperty | Set the color of an Input Device to a static color. |
| UCommandlet | Commandlet (command-line applet) class. |
| UComponentDelegateBinding | |
| UComponentElementCounterInterface | |
| UComponentElementHierarchyInterface | |
| UComponentElementObjectInterface | |
| UComponentElementSelectionInterface | |
| UComponentElementWorldInterface | |
| UCompositeCurveTable | Curve table composed of a stack of other curve tables. |
| UCompositeDataTable | Data table composed of a stack of other data tables. |
| UConsole | A basic command line console that accepts most commands. |
| UConstraintInstanceBlueprintLibrary | |
| UContentBundleDescriptor | |
| UContentBundleDuplicateForPIEHelper | |
| UContentBundleEngineSubsystem | |
| UContentBundleManager | |
| UContentBundleTypeFactory | |
| UContentBundleUnsavedActorMonitor | |
| UControlChannel | A channel for exchanging connection control messages. |
| UCurveBase | Copyright Epic Games, Inc. |
| UCurveFloat | |
| UCurveLinearColor | |
| UCurveLinearColorAtlas | Manages gradient LUT textures for registered actors and assigns them to the corresponding materials on the actor |
| UCurveSourceInterface | |
| UCurveTable | Imported spreadsheet table as curves. |
| UCurveVector | |
| UDamageType | A DamageType is intended to define and describe a particular form of damage and to provide an avenue for customizing responses to damage from various sources. |
| UDataAsset | Create a simple asset that stores data related to a particular system in an instance of this class. |
| UDataDrivenConsoleVariableSettings | |
| UDataDrivenCVarEngineSubsystem | |
| UDataLayerAsset | |
| UDataLayerInstance | |
| UDataLayerInstancePrivate | |
| UDataLayerInstanceProvider | |
| UDataLayerInstanceWithAsset | |
| UDataLayerLoadingPolicy | |
| UDataLayerManager | |
| UDataLayerSubsystem | This class is deprecated, it has been replaced by DataLayerManager. |
| UDataTable | Imported spreadsheet table. |
| UDataTableFunctionLibrary | |
| UDebugCameraControllerSettings | Default debug camera controller settings. |
| UDebugDrawComponent | |
| UDebugDrawService | |
| UDecalComponent | A material that is rendered onto the surface of a mesh. A kind of 'bumper sticker' for a model. |
| UDefaultPhysicsQueryHandler | This does default handling for physics queries (as if there was no handler). |
| UDeformableInterface | |
| UDeletedObjectPlaceholder | |
| UDemoNetConnection | Simulated network connection for recording and playing back game sessions. |
| UDemoNetDriver | Simulated network driver for recording and playing back game sessions. |
| UDemoPendingNetGame | |
| UDEPRECATED_Breakpoint | Breakpoints have been moved to Engine/Source/Editor/UnrealEd/Public/Kismet2/Breakpoint.h, renamed to FBlueprintBreakpoint, and are now UStructs |
| UDEPRECATED_CurveEdPresetCurve | CurveEdPresetCurve A preset curve data object |
| UDEPRECATED_DataLayer | |
| UDEPRECATED_UWorldPartitionDestructibleHLODMeshComponent | Deprecated: Subclass. |
| UDeprecatedDataLayerInstance | Class used for Runtime Conversion of the Deprecated UDataLayer Class to UDataLayerInstance + UDataLayerAsset. |
| UDestructibleInterface | |
| UDeviceProfile | |
| UDeviceProfileFragment | |
| UDeviceProfileManager | Implements a helper class that manages all profiles in the Device |
| UDialogueSoundWaveProxy | |
| UDialogueVoice | Playable sound object for spoken dialogue |
| UDialogueWave | |
| UDirectionalLightComponent | A light component that has parallel rays. |
| UDistribution | |
| UDistributionFloat | |
| UDistributionFloatConstant | |
| UDistributionFloatConstantCurve | |
| UDistributionFloatParameterBase | |
| UDistributionFloatParticleParameter | |
| UDistributionFloatUniform | |
| UDistributionFloatUniformCurve | |
| UDistributionVector | |
| UDistributionVectorConstant | |
| UDistributionVectorConstantCurve | |
| UDistributionVectorParameterBase | |
| UDistributionVectorParticleParameter | |
| UDistributionVectorUniform | |
| UDistributionVectorUniformCurve | |
| UDPICustomScalingRule | Custom Scaling Rules for Slate and UMG Widgets can be implemented by sub-classing from this class and setting this rule to be used in your project settings. |
| UDrawFrustumComponent | Utility component for drawing a view frustum. |
| UDrawSphereComponent | A sphere generally used for simple collision. Bounds are rendered as lines in the editor. |
| UDynamicBlueprintBinding | Used to tie events to delegates at runtime |
| UDynamicSubsystem | Dynamic Subsystems auto populate/depopulate existing collections when modules are loaded and unloaded |
| UEdGraph | |
| UEdGraphNode | |
| UEdGraphNode_Documentation | |
| UEdGraphPin | |
| UEdGraphPin_Deprecated | |
| UEdGraphSchema | |
| UEditorFlagCollector | |
| UEndpointSubmix | Sound Submix class meant for sending audio to an external endpoint, such as controller haptics or an additional audio device. |
| UEngine | Abstract base class of all Engine classes, responsible for management of systems critical to editor or game systems. |
| UEngineBaseTypes | |
| UEngineCustomTimeStep | A CustomTimeStep control the Engine Framerate/Timestep. |
| UEngineElementsLibrary | |
| UEngineHandlerComponentFactory | Factory class for loading HandlerComponent's contained within Engine |
| UEngineMessage | |
| UEngineReplicationBridge | |
| UEngineSubsystem | UEngineSubsystem Base class for auto instanced and initialized systems that share the lifetime of the Engine |
| UEngineTypes | Utility class for engine types |
| UExponentialHeightFogComponent | Used to create fogging effects such as clouds but with a density that is related to the height of the fog. |
| UExporter | |
| UExternalDataLayerAsset | |
| UExternalDataLayerEngineSubsystem | |
| UExternalDataLayerInjectionPolicy | |
| UExternalDataLayerInstance | |
| UExternalDataLayerManager | |
| UFieldNotificationLibrary | The Field Notification system allows a user to know when a property value is modified at runtime (note that it can be a function return value). |
| UFloatingPawnMovement | Movement component updates position of associated PrimitiveComponent during its tick FloatingPawnMovement is a movement component that provides simple movement for any Pawn class. |
| UFont | A font object, for use by Slate, UMG, and Canvas. |
| UFontFace | A font face asset contains the raw payload data for a source TTF/OTF file as used by FreeType. |
| UFontImportOptions | Holds options for importing fonts. |
| UForceFeedbackAttenuation | Wrapper class that can be created as an asset for force feedback attenuation properties which allows reuse of the properties for multiple attenuation components |
| UForceFeedbackComponent | ForceFeedbackComponent allows placing a rumble effect in to the world and having it apply to player characters who come near it |
| UForceFeedbackEffect | A predefined force-feedback effect to be played on a controller |
| UFXSystemAsset | |
| UFXSystemComponent | |
| UGameEngine | Engine that manages core systems that enable a game. |
| UGameInstance | GameInstance: high-level manager object for an instance of the running game. |
| UGameInstanceSubsystem | UGameInstanceSubsystem Base class for auto instanced and initialized systems that share the lifetime of the game instance |
| UGameplayStatics | Static class with useful gameplay utility functions that can be called from both Blueprint and C++ |
| UGameUserSettings | Stores user settings for a game (for example graphics and sound settings), with the ability to save and load to and from a file. |
| UGameViewportClient | A game viewport (FViewport) is a high-level abstract interface for the platform specific rendering, audio, and input subsystems. |
| UGarbageCollectionSettings | Implements the settings for garbage collection. |
| UGeneratedBlueprintBinding | Binding used for event nodes generated at runtime. |
| UGraphNodeContextMenuContext | This is the context for GetContextMenuActions and GetNodeContextMenuActions calls. |
| UHapticFeedbackEffect_Base | |
| UHapticFeedbackEffect_Buffer | |
| UHapticFeedbackEffect_Curve | |
| UHapticFeedbackEffect_SoundWave | |
| UHealthSnapshotBlueprintLibrary | |
| UHeterogeneousVolumeComponent | A component that represents a heterogeneous volume. |
| UHierarchicalInstancedStaticMeshComponent | |
| UHierarchicalLODSetup | |
| UHLODBuilder | Base class for all HLOD builders This class takes as input a group of components, and should return component(s) that will be included in the HLOD actor. |
| UHLODBuilderSettings | Base class for all HLOD Builder settings |
| UHLODEngineSubsystem | |
| UHLODInstancedSkinnedMeshComponent | |
| UHLODInstancedStaticMeshComponent | |
| UHLODLayer | |
| UHLODProxy | This asset acts as a proxy to a static mesh for ALODActors to display |
| UHLODProxyDesc | Describe a LODActor |
| UImportanceSamplingLibrary | |
| UImportantToggleSettingInterface | ImportantToogleSettingInterface.h |
| UInGameAdManager | |
| UInheritableComponentHandler | |
| UInitialActiveSoundParams | Legacy struct used for storing named parameter for a given AudioComponent. |
| UInputActionDelegateBinding | |
| UInputAxisDelegateBinding | |
| UInputAxisKeyDelegateBinding | |
| UInputComponent | Implement an Actor component for input bindings. |
| UInputDelegateBinding | |
| UInputDeviceAudioBasedVibrationProperty | Plays a sound to an input device's speaker. |
| UInputDeviceLibrary | A static BP library that exposes Input Device data to blueprints |
| UInputDeviceProperty | Base class that represents a single Input Device Property. |
| UInputDeviceSubsystem | The input device subsystem provides an interface to allow users to set Input Device Properties on any Platform User. |
| UInputDeviceTriggerEffect | A property that effect the triggers on a gamepad |
| UInputDeviceTriggerFeedbackProperty | Sets simple trigger feedback |
| UInputDeviceTriggerResistanceProperty | Provides linear resistance to a trigger while it is being pressed between a start and end value |
| UInputDeviceTriggerVibrationProperty | Sets trigger vibration |
| UInputKeyDelegateBinding | |
| UInputPlatformSettings | Per-Platform input options |
| UInputSettings | Project wide settings for input handling |
| UInputTouchDelegateBinding | |
| UInputVectorAxisDelegateBinding | |
| UInstancedPlacemenClientSettings | Settings which can be shared across partition actors. |
| UInstancedSkinnedMeshComponent | |
| UInstancedStaticMeshComponent | A component that efficiently renders multiple instances of the same StaticMesh. |
| UInterface_ActorSubobject | Interface for actor subobjects. |
| UInterface_AnimCurveMetaData | |
| UInterface_AssetUserData | Interface for assets/objects that can own UserData |
| UInterface_AsyncCompilation | Interface for objects that provide async compilation |
| UInterface_CollisionDataProvider | Interface for objects that have a PhysX collision representation and need their geometry cooked |
| UInterface_PostProcessVolume | Interface for general PostProcessVolume access |
| UInterface_PreviewMeshProvider | |
| UInterpCurveEdSetup | |
| UInterpToMovementComponent | Move the root component between a series of points over a given time * |
| UIntSerialization | |
| UISMPartitionInstanceManager | An interface for clients that manage ISM instances within a partition actor. |
| UISMPartitionInstanceManagerProvider | An interface for actors that can provide a manager for ISM instances within a partition actor. |
| UKismetArrayLibrary | |
| UKismetGuidLibrary | |
| UKismetInputLibrary | |
| UKismetInternationalizationLibrary | |
| UKismetMaterialLibrary | |
| UKismetMathLibrary | |
| UKismetNodeHelperLibrary | This kismet library is used for helper functions primarily used in the kismet compiler NOTE: Do not change the signatures for any of these functions as it can break the kismet compiler and/or the nodes referencing them |
| UKismetRenderingLibrary | |
| UKismetStringLibrary | |
| UKismetStringTableLibrary | |
| UKismetSystemLibrary | |
| UKismetTextLibrary | |
| ULayer | |
| ULevel | The level object. |
| ULevelActorContainer | Root object for all level actors |
| ULevelInstanceComponent | ULevelInstanceComponent subclasses USceneComponent for Editing purposes so that we can have a proxy to the LevelInstanceActor's RootComponent transform without attaching to it. |
| ULevelInstanceContainerInstance | |
| ULevelInstanceEditorPivotInterface | |
| ULevelInstanceInterface | |
| ULevelInstancePropertyOverrideAsset | |
| ULevelInstancePropertyOverridePolicy | |
| ULevelInstanceSettings | |
| ULevelInstanceSubsystem | ULevelInstanceSubsystem |
| ULevelScriptBlueprint | A level blueprint is a specialized type of blueprint. |
| ULevelStreaming | Abstract base class of container object encapsulating data required for streaming and providing interface for when a level should be streamed in and out of memory. |
| ULevelStreamingAlwaysLoaded | LevelStreamingAlwaysLoaded@documentation |
| ULevelStreamingDynamic | LevelStreamingDynamicDynamically controlled streaming implementation. |
| ULevelStreamingLevelInstance | |
| ULevelStreamingLevelInstanceEditor | |
| ULevelStreamingPersistent | LevelStreamingPersistent@documentation |
| ULevelStreamingProfilingSubsystem | This subsystem captures level streaming operations for a specified time and outputs a .tsv (tab separated values) file to the profiling directory containing the amount of time spent loading levels and the time levels spent queuing for theability to load. |
| ULightComponent | |
| ULightComponentBase | |
| ULightmappedSurfaceCollection | Collection of surfaces in a single static lighting mapping. |
| ULightMapTexture2D | |
| ULightMapVirtualTexture | Deprecated class |
| ULightMapVirtualTexture2D | |
| ULightmassPortalComponent | |
| ULightmassPrimitiveSettingsObject | Primitive settings for Lightmass |
| ULightWeightInstanceBlueprintFunctionLibrary | |
| ULineBatchComponent | The line batch component buffers and draws lines (and some other line-based shapes) in a scene. |
| ULocalFogVolumeComponent | |
| ULocalLightComponent | A light component which emits light from a single point equally in all directions. |
| ULocalMessage | |
| ULocalPlayer | Each player that is active on the current client/listen server has a LocalPlayer. |
| ULocalPlayerSaveGame | Abstract subclass of USaveGame that provides utility functions that let you associate a Save Game object with a specific local player. |
| ULocalPlayerSubsystem | ULocalPlayerSubsystem Base class for auto instanced and initialized subsystem that share the lifetime of local players |
| ULODSyncComponent | Implement an Actor component for LOD Sync of different components |
| ULODSyncInterface | |
| UMapBuildDataRegistry | |
| UMaterial | A Material is an asset which can be applied to a mesh to control the visual look of the scene. |
| UMaterialAggregate | It defines a collection of arithmetic material values to be bundled together. |
| UMaterialBillboardComponent | A 2d material that will be rendered always facing the camera. |
| UMaterialEditorOnlyData | |
| UMaterialEnumerationProvider | |
| UMaterialExpression | |
| UMaterialExpressionAbs | Absolute value material expression for user-defined materials |
| UMaterialExpressionAbsorptionMediumMaterialOutput | Material output expression for setting absorption properties of solid refractive glass (for the Path Tracer Only). |
| UMaterialExpressionActorPositionWS | |
| UMaterialExpressionAdd | |
| UMaterialExpressionAggregate | |
| UMaterialExpressionAntialiasedTextureMask | |
| UMaterialExpressionAppendVector | |
| UMaterialExpressionArccosine | |
| UMaterialExpressionArccosineFast | |
| UMaterialExpressionArcsine | |
| UMaterialExpressionArcsineFast | |
| UMaterialExpressionArctangent | |
| UMaterialExpressionArctangent2 | |
| UMaterialExpressionArctangent2Fast | |
| UMaterialExpressionArctangentFast | |
| UMaterialExpressionAtmosphericFogColor | |
| UMaterialExpressionAtmosphericLightColor | |
| UMaterialExpressionAtmosphericLightVector | |
| UMaterialExpressionBentNormalCustomOutput | |
| UMaterialExpressionBindlessSwitch | |
| UMaterialExpressionBlackBody | |
| UMaterialExpressionBlend | |
| UMaterialExpressionBlendMaterialAttributes | |
| UMaterialExpressionBounds | |
| UMaterialExpressionBreakMaterialAttributes | |
| UMaterialExpressionBumpOffset | |
| UMaterialExpressionCameraPositionWS | |
| UMaterialExpressionCameraVectorWS | |
| UMaterialExpressionCeil | |
| UMaterialExpressionChannelMaskParameter | |
| UMaterialExpressionClamp | |
| UMaterialExpressionClearCoatNormalCustomOutput | |
| UMaterialExpressionCloudSampleAttribute | |
| UMaterialExpressionCollectionParameter | |
| UMaterialExpressionCollectionTransform | Node that uses 3 to 5 consecutive vector elements of a Material Parameter Collection as a Transform matrix. |
| UMaterialExpressionColorRamp | |
| UMaterialExpressionComment | |
| UMaterialExpressionComponentMask | |
| UMaterialExpressionComposite | Composite (subgraph) expression. |
| UMaterialExpressionConstant | |
| UMaterialExpressionConstant2Vector | |
| UMaterialExpressionConstant3Vector | |
| UMaterialExpressionConstant4Vector | |
| UMaterialExpressionConstantBiasScale | |
| UMaterialExpressionConstantDouble | |
| UMaterialExpressionConvert | |
| UMaterialExpressionCosine | |
| UMaterialExpressionCrossProduct | |
| UMaterialExpressionCurveAtlasRowParameter | |
| UMaterialExpressionCustom | |
| UMaterialExpressionCustomOutput | |
| UMaterialExpressionDataDrivenShaderPlatformInfoSwitch | |
| UMaterialExpressionDBufferTexture | |
| UMaterialExpressionDDX | |
| UMaterialExpressionDDY | |
| UMaterialExpressionDecalColor | |
| UMaterialExpressionDecalDerivative | |
| UMaterialExpressionDecalLifetimeOpacity | |
| UMaterialExpressionDecalMipmapLevel | |
| UMaterialExpressionDeltaTime | |
| UMaterialExpressionDepthFade | Scales Opacity by a Linear fade based on SceneDepth, from 0 at PixelDepth to 1 at FadeDistance |
| UMaterialExpressionDepthOfFieldFunction | |
| UMaterialExpressionDeriveNormalZ | |
| UMaterialExpressionDesaturation | |
| UMaterialExpressionDistance | |
| UMaterialExpressionDistanceCullFade | |
| UMaterialExpressionDistanceFieldApproxAO | |
| UMaterialExpressionDistanceFieldGradient | |
| UMaterialExpressionDistanceFieldsRenderingSwitch | Material output expression to switch logic according to whether distance fields renderering is supported on this project and feature level. |
| UMaterialExpressionDistanceToNearestSurface | |
| UMaterialExpressionDivide | |
| UMaterialExpressionDotProduct | |
| UMaterialExpressionDoubleVectorParameter | |
| UMaterialExpressionDynamicParameter | |
| UMaterialExpressionExponential | |
| UMaterialExpressionExponential2 | |
| UMaterialExpressionExternalCodeBase | |
| UMaterialExpressionEyeAdaptation | Provides access to the EyeAdaptation render target. |
| UMaterialExpressionEyeAdaptationInverse | Provides access to the EyeAdaptation render target. |
| UMaterialExpressionFeatureLevelSwitch | |
| UMaterialExpressionFirstPersonOutput | Material output expression for writing first person rendering properties. |
| UMaterialExpressionFloatToUInt | |
| UMaterialExpressionFloor | |
| UMaterialExpressionFmod | |
| UMaterialExpressionFontSample | |
| UMaterialExpressionFontSampleParameter | |
| UMaterialExpressionFontSignedDistance | |
| UMaterialExpressionFrac | |
| UMaterialExpressionFresnel | Allows the artists to quickly set up a Fresnel term. |
| UMaterialExpressionFunctionInput | |
| UMaterialExpressionFunctionOutput | |
| UMaterialExpressionGenericConstant | |
| UMaterialExpressionGetMaterialAttributes | |
| UMaterialExpressionGIReplace | |
| UMaterialExpressionHairAttributes | |
| UMaterialExpressionHairColor | |
| UMaterialExpressionHsvToRgb | |
| UMaterialExpressionIf | |
| UMaterialExpressionIfThenElse | |
| UMaterialExpressionInverseLinearInterpolate | |
| UMaterialExpressionIsFirstPerson | |
| UMaterialExpressionIsOrthographic | |
| UMaterialExpressionLayerStack | |
| UMaterialExpressionLegacyBlendMaterialAttributes | Deprecated blend expression used by substrate material layers prototype. |
| UMaterialExpressionLength | |
| UMaterialExpressionLightmapUVs | A material expression that routes LightmapUVs to the material. |
| UMaterialExpressionLightmassReplace | |
| UMaterialExpressionLightVector | |
| UMaterialExpressionLinearInterpolate | |
| UMaterialExpressionLocalPosition | |
| UMaterialExpressionLogarithm | |
| UMaterialExpressionLogarithm10 | |
| UMaterialExpressionLogarithm2 | |
| UMaterialExpressionMakeMaterialAttributes | |
| UMaterialExpressionMapARPassthroughCameraUV | A material expression that maps viewport UVs to AR passthrough camera UVs taking into account aspect ratio and device rotation. |
| UMaterialExpressionMaterialAttributeLayers | |
| UMaterialExpressionMaterialCache | |
| UMaterialExpressionMaterialFunctionCall | |
| UMaterialExpressionMaterialLayerOutput | |
| UMaterialExpressionMaterialProxyReplace | |
| UMaterialExpressionMax | |
| UMaterialExpressionMeshPaintTextureCoordinateIndex | |
| UMaterialExpressionMeshPaintTextureObject | |
| UMaterialExpressionMeshPaintTextureReplace | |
| UMaterialExpressionMin | |
| UMaterialExpressionModulo | |
| UMaterialExpressionMotionVectorWorldOffsetOutput | Material output expression for generating a per-pixel motion vector offset that will be added to the existing motion vector. |
| UMaterialExpressionMultiply | |
| UMaterialExpressionNamedRerouteBase | |
| UMaterialExpressionNamedRerouteDeclaration | |
| UMaterialExpressionNamedRerouteUsage | |
| UMaterialExpressionNaniteReplace | |
| UMaterialExpressionNeuralNetworkInput | |
| UMaterialExpressionNeuralNetworkOutput | The input node that holds the output from the neural network to the post process material. |
| UMaterialExpressionNoise | |
| UMaterialExpressionNormalize | |
| UMaterialExpressionObjectBounds | |
| UMaterialExpressionObjectLocalBounds | |
| UMaterialExpressionObjectOrientation | |
| UMaterialExpressionObjectPositionWS | |
| UMaterialExpressionObjectRadius | |
| UMaterialExpressionOneMinus | |
| UMaterialExpressionOperator | |
| UMaterialExpressionPanner | |
| UMaterialExpressionParameter | |
| UMaterialExpressionParticleColor | |
| UMaterialExpressionParticleDirection | |
| UMaterialExpressionParticleMacroUV | This UV node generates texture coordinates in view space centered on the particle system's MacroUVPosition, with tiling controlled by the particle system's MacroUVRadius. |
| UMaterialExpressionParticleMotionBlurFade | |
| UMaterialExpressionParticlePositionWS | |
| UMaterialExpressionParticleRadius | |
| UMaterialExpressionParticleRandom | |
| UMaterialExpressionParticleRelativeTime | |
| UMaterialExpressionParticleSize | |
| UMaterialExpressionParticleSpeed | |
| UMaterialExpressionParticleSpriteRotation | |
| UMaterialExpressionParticleSubUV | |
| UMaterialExpressionParticleSubUVProperties | |
| UMaterialExpressionPathTracingBufferTexture | Path tracing buffer is only accessable in postprocess material. |
| UMaterialExpressionPathTracingQualitySwitch | |
| UMaterialExpressionPathTracingRayTypeSwitch | |
| UMaterialExpressionPerInstanceCustomData | |
| UMaterialExpressionPerInstanceCustomData3Vector | |
| UMaterialExpressionPerInstanceFadeAmount | |
| UMaterialExpressionPerInstanceRandom | |
| UMaterialExpressionPinBase | |
| UMaterialExpressionPixelDepth | Gives the depth of the current pixel being drawn for use in a material |
| UMaterialExpressionPixelNormalWS | |
| UMaterialExpressionPostVolumeUserFlagTest | |
| UMaterialExpressionPower | |
| UMaterialExpressionPrecomputedAOMask | A material expression that allows access to the precomputed AO mask generated when bGenerateAmbientOcclusionMaterialMask is enabled in Lightmass World settings. |
| UMaterialExpressionPreSkinnedLocalBounds | |
| UMaterialExpressionPreSkinnedNormal | |
| UMaterialExpressionPreSkinnedPosition | |
| UMaterialExpressionPreviousFrameSwitch | |
| UMaterialExpressionQualitySwitch | |
| UMaterialExpressionRayTracingQualitySwitch | |
| UMaterialExpressionRecordTextureStreamingInfo | Adds functionality to record the material UV scales for use by the automatic texture streaming system. |
| UMaterialExpressionReflectionCapturePassSwitch | |
| UMaterialExpressionReflectionVectorWS | |
| UMaterialExpressionRequiredSamplersSwitch | |
| UMaterialExpressionReroute | Absolute value material expression for user-defined materials |
| UMaterialExpressionRerouteBase | |
| UMaterialExpressionRgbToHsv | |
| UMaterialExpressionRotateAboutAxis | |
| UMaterialExpressionRotator | |
| UMaterialExpressionRound | |
| UMaterialExpressionRuntimeVirtualTextureCustomData | |
| UMaterialExpressionRuntimeVirtualTextureOutput | Material output expression for writing to a runtime virtual texture. |
| UMaterialExpressionRuntimeVirtualTextureReplace | Material output expression to switch logic for a path that renders to runtime virtual texture pages. |
| UMaterialExpressionRuntimeVirtualTextureSample | Material expression for sampling from a runtime virtual texture. |
| UMaterialExpressionRuntimeVirtualTextureSampleParameter | |
| UMaterialExpressionSamplePhysicsIntegerField | |
| UMaterialExpressionSamplePhysicsScalarField | |
| UMaterialExpressionSamplePhysicsVectorField | Material expresions to sample the global field |
| UMaterialExpressionSaturate | |
| UMaterialExpressionScalarBlueNoise | |
| UMaterialExpressionScalarParameter | |
| UMaterialExpressionSceneColor | |
| UMaterialExpressionSceneDepth | |
| UMaterialExpressionSceneDepthWithoutWater | |
| UMaterialExpressionSceneTexelSize | |
| UMaterialExpressionSceneTexture | |
| UMaterialExpressionScreenPosition | |
| UMaterialExpressionSetMaterialAttributes | |
| UMaterialExpressionShaderStageSwitch | |
| UMaterialExpressionShadingModel | |
| UMaterialExpressionShadingPathSwitch | |
| UMaterialExpressionShadowReplace | |
| UMaterialExpressionSign | |
| UMaterialExpressionSine | |
| UMaterialExpressionSingleLayerWaterMaterialOutput | Material output expression for writing single layer water volume material properties. |
| UMaterialExpressionSkyAtmosphereAerialPerspective | |
| UMaterialExpressionSkyAtmosphereDistantLightScatteredLuminance | |
| UMaterialExpressionSkyAtmosphereLightDirection | |
| UMaterialExpressionSkyAtmosphereLightDiskLuminance | |
| UMaterialExpressionSkyAtmosphereLightIlluminance | |
| UMaterialExpressionSkyAtmosphereLightIlluminanceOnGround | |
| UMaterialExpressionSkyAtmosphereViewLuminance | |
| UMaterialExpressionSkyLightEnvMapSample | |
| UMaterialExpressionSmoothStep | |
| UMaterialExpressionSobol | |
| UMaterialExpressionSparseVolumeTextureBase | |
| UMaterialExpressionSparseVolumeTextureObject | |
| UMaterialExpressionSparseVolumeTextureObjectParameter | |
| UMaterialExpressionSparseVolumeTextureSample | Material expression for sampling from a runtime virtual texture. |
| UMaterialExpressionSparseVolumeTextureSampleParameter | |
| UMaterialExpressionSpeedTree | |
| UMaterialExpressionSphereMask | |
| UMaterialExpressionSphericalParticleOpacity | |
| UMaterialExpressionSquareRoot | |
| UMaterialExpressionSRGBColorToWorkingColorSpace | |
| UMaterialExpressionStaticBool | |
| UMaterialExpressionStaticBoolParameter | |
| UMaterialExpressionStaticComponentMaskParameter | |
| UMaterialExpressionStaticSwitch | |
| UMaterialExpressionStaticSwitchParameter | |
| UMaterialExpressionStep | |
| UMaterialExpressionSubstrateAdd | |
| UMaterialExpressionSubstrateBSDF | UMaterialExpressionSubstrateBSDF can only be used for Substrate nodes ouputing SubstrateData that would need a preview,. |
| UMaterialExpressionSubstrateConvertMaterialAttributes | |
| UMaterialExpressionSubstrateConvertToDecal | |
| UMaterialExpressionSubstrateEyeBSDF | |
| UMaterialExpressionSubstrateHairBSDF | |
| UMaterialExpressionSubstrateHazinessToSecondaryRoughness | |
| UMaterialExpressionSubstrateHorizontalMixing | |
| UMaterialExpressionSubstrateLightFunction | |
| UMaterialExpressionSubstrateMetalnessToDiffuseAlbedoF0 | |
| UMaterialExpressionSubstratePostProcess | |
| UMaterialExpressionSubstrateSelect | |
| UMaterialExpressionSubstrateShadingModels | |
| UMaterialExpressionSubstrateSimpleClearCoatBSDF | |
| UMaterialExpressionSubstrateSingleLayerWaterBSDF | |
| UMaterialExpressionSubstrateSlabBSDF | |
| UMaterialExpressionSubstrateThinFilm | |
| UMaterialExpressionSubstrateTransmittanceToMFP | |
| UMaterialExpressionSubstrateUI | |
| UMaterialExpressionSubstrateUnlitBSDF | |
| UMaterialExpressionSubstrateUtilityBase | |
| UMaterialExpressionSubstrateVerticalLayering | |
| UMaterialExpressionSubstrateVolumetricFogCloudBSDF | |
| UMaterialExpressionSubstrateWeight | |
| UMaterialExpressionSubsurfaceMediumMaterialOutput | Material output expression for setting the mean free path and scattering distribution properties of subsurface profile (for the Path Tracer Only). |
| UMaterialExpressionSubtract | |
| UMaterialExpressionSwitch | |
| UMaterialExpressionTangent | |
| UMaterialExpressionTangentOutput | |
| UMaterialExpressionTemporalResponsivenessOutput | |
| UMaterialExpressionTemporalSobol | |
| UMaterialExpressionTextureBase | |
| UMaterialExpressionTextureCollection | |
| UMaterialExpressionTextureCollectionParameter | |
| UMaterialExpressionTextureCoordinate | |
| UMaterialExpressionTextureObject | |
| UMaterialExpressionTextureObjectFromCollection | |
| UMaterialExpressionTextureObjectParameter | Node which creates a texture parameter and outputs the texture object itself, instead of sampling the texture first. |
| UMaterialExpressionTextureProperty | |
| UMaterialExpressionTextureSample | |
| UMaterialExpressionTextureSampleParameter | |
| UMaterialExpressionTextureSampleParameter2D | |
| UMaterialExpressionTextureSampleParameter2DArray | |
| UMaterialExpressionTextureSampleParameterCube | |
| UMaterialExpressionTextureSampleParameterCubeArray | |
| UMaterialExpressionTextureSampleParameterSubUV | |
| UMaterialExpressionTextureSampleParameterVolume | |
| UMaterialExpressionThinTranslucentMaterialOutput | Material output expression for setting absorption properties of thin translucent materials. |
| UMaterialExpressionTime | |
| UMaterialExpressionTransform | |
| UMaterialExpressionTransformPosition | |
| UMaterialExpressionTruncate | |
| UMaterialExpressionTruncateLWC | |
| UMaterialExpressionTwoSidedSign | |
| UMaterialExpressionUIntToFloat | |
| UMaterialExpressionUserSceneTexture | |
| UMaterialExpressionVectorNoise | |
| UMaterialExpressionVectorParameter | |
| UMaterialExpressionVertexColor | |
| UMaterialExpressionVertexInterpolator | |
| UMaterialExpressionVertexNormalWS | |
| UMaterialExpressionVertexTangentWS | |
| UMaterialExpressionViewProperty | |
| UMaterialExpressionViewSize | |
| UMaterialExpressionVirtualTextureFeatureSwitch | Material output expression to switch logic according to whether virtual texturing is supported on this project, platform and feature level. |
| UMaterialExpressionVolumetricAdvancedMaterialInput | |
| UMaterialExpressionVolumetricAdvancedMaterialOutput | Material output expression for writing advanced volumetric material properties. |
| UMaterialExpressionVolumetricCloudEmptySpaceSkippingInput | |
| UMaterialExpressionVolumetricCloudEmptySpaceSkippingOutput | USed to help the cloud system to fast skip empty space areas when ray marching. |
| UMaterialExpressionWorldPosition | |
| UMaterialFunction | A Material Function is a collection of material expressions that can be reused in different materials |
| UMaterialFunctionEditorOnlyData | |
| UMaterialFunctionInstance | A material function instance defines parameter overrides for a parent material function. |
| UMaterialFunctionInterface | A Material Function is a collection of material expressions that can be reused in different materials |
| UMaterialFunctionInterfaceEditorOnlyData | |
| UMaterialFunctionMaterialLayer | Specialized Material Function that acts as a layer |
| UMaterialFunctionMaterialLayerBlend | Specialized Material Function that acts as a blend |
| UMaterialFunctionMaterialLayerBlendInstance | Specialized Material Function Instance that instances a blend |
| UMaterialFunctionMaterialLayerInstance | Specialized Material Function Instance that instances a layer |
| UMaterialInstance | |
| UMaterialInstanceConstant | Material Instances may be used to change the appearance of a material without incurring an expensive recompilation of the material. |
| UMaterialInstanceDynamic | |
| UMaterialInstanceEditorOnlyData | |
| UMaterialInterface | |
| UMaterialInterfaceEditorOnlyData | |
| UMaterialParameterCollection | Asset class that contains a list of parameter names and their default values. |
| UMaterialParameterCollectionHLODModifier | |
| UMaterialParameterCollectionInstance | Class that stores per-world instance parameter data for a given UMaterialParameterCollection resource. |
| UMeshBudgetProjectSettings | |
| UMeshComponent | MeshComponent is an abstract base for any component that is an instance of a renderable collection of triangles. |
| UMeshDeformer | Base class for mesh deformer assets. |
| UMeshDeformerCollection | A simple collection of Mesh Deformers |
| UMeshDeformerInstance | Base class for mesh deformers instances. |
| UMeshDeformerInstanceSettings | Base class for mesh deformers instance settings. |
| UMeshDeformerProducer | Interface for all the UObject able to add directly mesh deformer instances to the manager |
| UMeshDrawCommandStatsSettings | User settings used by the MeshDrawCommandStats system. |
| UMeshPaintVirtualTexture | Mesh paint virtual texture asset. |
| UMeshSimplificationSettings | |
| UMeshVertexPainterKismetLibrary | |
| UMicroTransactionBase | |
| UMirrorDataTable | Data table for mirroring bones, notifies, and curves. |
| UModel | |
| UModelComponent | ModelComponents are PrimitiveComponents that represent elements of BSP geometry in a ULevel object. |
| UMorphTarget | |
| UMovementComponent | MovementComponent is an abstract component class that defines functionality for moving a PrimitiveComponent (our UpdatedComponent) each tick. |
| UNavAgentInterface | |
| UNavAreaBase | A stub class. Actual implementation in NavigationSystem module. |
| UNavCollisionBase | |
| UNavEdgeProviderInterface | |
| UNavigationDataChunk | |
| UNavigationDataInterface | |
| UNavigationInvokerInterface | |
| UNavigationSystemBase | |
| UNavigationSystemConfig | |
| UNavLinkDefinition | Class containing definition of a navigation area |
| UNavMovementComponent | NavMovementComponent defines base functionality for MovementComponents that move any 'agent' that may be involved in AI pathfinding. |
| UNavMovementInterface | Interface for navigation movement - should be implemented on movement objects that control an object directly |
| UNavPathObserverInterface | |
| UNavRelevantInterface | |
| UNetActorFactory | Responsible for creating headers allowing remote factories to spawn replicated actors |
| UNetConnection | |
| UNetDriver | |
| UNetFaultConfig | Configuration class for FNetFaultState state escalation configuration |
| UNetPushModelHelpers | |
| UNetSubObjectFactory | Responsible for creating subobjects only |
| UNetworkMetricsBaseListener | An abstract class for metrics listeners that are registered with FNetworkMetricsDatabase. |
| UNetworkMetricsConfig | |
| UNetworkMetricsCSV | A metrics listener that reports an array of metrics to CSV. |
| UNetworkMetricsCSV_Replication | A metrics listener that writes a metric to the 'Replication' CSV category. |
| UNetworkMetricsDatabase | |
| UNetworkMetricsLog | A metrics listener that prints stats to a log statement at a fixed frequency to the LogNetworkMetrics log category. |
| UNetworkMetricsPerfCounters | A metrics listener that reports an array of metrics to PerfCounters. |
| UNetworkMetricsStats | A metrics listener that reports a metric to a single Stat. |
| UNetworkPhysicsComponent | Network physics component to add to actors or pawns that control their physic simulation through applying inputs, and should support networking through physics resimulation. |
| UNetworkPhysicsSettingsComponent | Settings Component for network replicated physics actors Overrides default settings, CVar settings and project settings. |
| UNetworkPhysicsSettingsDataAsset | |
| UNetworkPhysicsSystem | Network physics manager to initialize data required for rewind/resim |
| UNetworkPredictionInterface | INetworkPredictionInterface is an interface for objects that want to perform network prediction of movement. |
| UNetworkSettings | Network settings. |
| UNetworkSubsystem | |
| UNeuralProfile | This class represents assets that stores the neural network model data and the conversion from/to the model. |
| UNodeMappingContainer | Node Mapping Container Class This saves source items, and target items, and mapping between Used by Retargeting, Control Rig mapping. |
| UNodeMappingProviderInterface | |
| UNullHLODBuilder | Null HLOD builder that ignores it's input and generate no component. |
| UNullNavSysConfig | |
| UObjectElementAssetDataInterface | |
| UObjectElementCounterInterface | |
| UObjectElementObjectInterface | |
| UObjectElementSelectionInterface | |
| UObjectLibrary | Class that holds a library of Objects |
| UObjectReferencer | Helper class to force object references for various reasons. |
| UObjectTraceWorldSubsystem | World subsystem used to track world info |
| UOnlineBlueprintCallProxyBase | |
| UOnlineEngineInterface | Interface class between engine and OnlineSubsystem to remove dependencies between the two The real work is implemented in UOnlineEngineInterfaceImpl in OnlineSubsystemUtils The expectation is that this basic group of functions will not expand/change and that OnlineSubsystem can remain independent of the engine |
| UOnlineSession | |
| UPackageMapClient | |
| UParticleEmitter | |
| UParticleLODLevel | |
| UParticleModule | |
| UParticleModuleAcceleration | |
| UParticleModuleAccelerationBase | |
| UParticleModuleAccelerationConstant | |
| UParticleModuleAccelerationDrag | |
| UParticleModuleAccelerationDragScaleOverLife | |
| UParticleModuleAccelerationOverLifetime | |
| UParticleModuleAttractorBase | |
| UParticleModuleAttractorLine | |
| UParticleModuleAttractorParticle | |
| UParticleModuleAttractorPoint | |
| UParticleModuleAttractorPointGravity | |
| UParticleModuleBeamBase | |
| UParticleModuleBeamModifier | |
| UParticleModuleBeamNoise | |
| UParticleModuleBeamSource | |
| UParticleModuleBeamTarget | |
| UParticleModuleCameraBase | |
| UParticleModuleCameraOffset | |
| UParticleModuleCollision | |
| UParticleModuleCollisionBase | |
| UParticleModuleCollisionGPU | |
| UParticleModuleColor | |
| UParticleModuleColor_Seeded | |
| UParticleModuleColorBase | |
| UParticleModuleColorOverLife | |
| UParticleModuleColorScaleOverLife | |
| UParticleModuleEventBase | |
| UParticleModuleEventGenerator | |
| UParticleModuleEventReceiverBase | |
| UParticleModuleEventReceiverKillParticles | |
| UParticleModuleEventReceiverSpawn | |
| UParticleModuleEventSendToGame | |
| UParticleModuleKillBase | |
| UParticleModuleKillBox | |
| UParticleModuleKillHeight | |
| UParticleModuleLifetime | |
| UParticleModuleLifetime_Seeded | |
| UParticleModuleLifetimeBase | |
| UParticleModuleLight | |
| UParticleModuleLight_Seeded | |
| UParticleModuleLightBase | |
| UParticleModuleLocation | |
| UParticleModuleLocation_Seeded | |
| UParticleModuleLocationBase | |
| UParticleModuleLocationBoneSocket | |
| UParticleModuleLocationDirect | |
| UParticleModuleLocationEmitter | |
| UParticleModuleLocationEmitterDirect | |
| UParticleModuleLocationPrimitiveBase | |
| UParticleModuleLocationPrimitiveCylinder | |
| UParticleModuleLocationPrimitiveCylinder_Seeded | |
| UParticleModuleLocationPrimitiveSphere | |
| UParticleModuleLocationPrimitiveSphere_Seeded | |
| UParticleModuleLocationPrimitiveTriangle | |
| UParticleModuleLocationSkelVertSurface | |
| UParticleModuleLocationWorldOffset | |
| UParticleModuleLocationWorldOffset_Seeded | |
| UParticleModuleMaterialBase | |
| UParticleModuleMeshMaterial | |
| UParticleModuleMeshRotation | |
| UParticleModuleMeshRotation_Seeded | |
| UParticleModuleMeshRotationRate | |
| UParticleModuleMeshRotationRate_Seeded | |
| UParticleModuleMeshRotationRateMultiplyLife | |
| UParticleModuleMeshRotationRateOverLife | |
| UParticleModuleOrbit | |
| UParticleModuleOrbitBase | |
| UParticleModuleOrientationAxisLock | |
| UParticleModuleOrientationBase | |
| UParticleModuleParameterBase | |
| UParticleModuleParameterDynamic | |
| UParticleModuleParameterDynamic_Seeded | |
| UParticleModulePivotOffset | |
| UParticleModuleRequired | |
| UParticleModuleRotation | |
| UParticleModuleRotation_Seeded | |
| UParticleModuleRotationBase | |
| UParticleModuleRotationOverLifetime | |
| UParticleModuleRotationRate | |
| UParticleModuleRotationRate_Seeded | |
| UParticleModuleRotationRateBase | |
| UParticleModuleRotationRateMultiplyLife | |
| UParticleModuleSize | |
| UParticleModuleSize_Seeded | |
| UParticleModuleSizeBase | |
| UParticleModuleSizeMultiplyLife | |
| UParticleModuleSizeScale | |
| UParticleModuleSizeScaleBySpeed | |
| UParticleModuleSourceMovement | |
| UParticleModuleSpawn | |
| UParticleModuleSpawnBase | |
| UParticleModuleSpawnPerUnit | |
| UParticleModuleSubUV | |
| UParticleModuleSubUVBase | |
| UParticleModuleSubUVMovie | |
| UParticleModuleTrailBase | ParticleModuleTrailBase Provides the base class for Trail emitter modules |
| UParticleModuleTrailSource | |
| UParticleModuleTypeDataAnimTrail | |
| UParticleModuleTypeDataBase | |
| UParticleModuleTypeDataBeam2 | |
| UParticleModuleTypeDataGpu | |
| UParticleModuleTypeDataMesh | |
| UParticleModuleTypeDataRibbon | |
| UParticleModuleVectorFieldBase | |
| UParticleModuleVectorFieldGlobal | |
| UParticleModuleVectorFieldLocal | |
| UParticleModuleVectorFieldRotation | |
| UParticleModuleVectorFieldRotationRate | |
| UParticleModuleVectorFieldScale | |
| UParticleModuleVectorFieldScaleOverLife | |
| UParticleModuleVelocity | |
| UParticleModuleVelocity_Seeded | |
| UParticleModuleVelocityBase | |
| UParticleModuleVelocityCone | |
| UParticleModuleVelocityInheritParent | |
| UParticleModuleVelocityOverLifetime | |
| UParticleSpriteEmitter | |
| UParticleSystem | A ParticleSystem is a complete particle effect that contains any number of ParticleEmitters. |
| UParticleSystemComponent | A particle emitter. |
| UParticleSystemReplay | |
| UPathFollowingAgentInterface | |
| UPawnMovementComponent | PawnMovementComponent can be used to update movement for an associated Pawn. |
| UPawnNoiseEmitterComponent | PawnNoiseEmitterComponent tracks noise event data used by SensingComponents to hear a Pawn. |
| UPendingNetGame | |
| UPhysicalAnimationComponent | |
| UPhysicalMaterialMask | Physical material masks are used to map multiple physical materials to a single rendering material |
| UPhysicsAsset | PhysicsAsset contains a set of rigid bodies and constraints that make up a single ragdoll. |
| UPhysicsBodyInstanceOwnerResolver | |
| UPhysicsCollisionHandler | |
| UPhysicsComponent | Interface for components that contains physics bodies. |
| UPhysicsConstraintComponent | This is effectively a joint that allows you to connect 2 rigid bodies together. |
| UPhysicsConstraintTemplate | |
| UPhysicsFieldComponent | PhysicsFieldComponent |
| UPhysicsFieldStatics | Static function with world field evaluation |
| UPhysicsHandleComponent | Utility object for moving physics objects around. |
| UPhysicsObjectBlueprintLibrary | |
| UPhysicsQueryHandler | Allows custom handling of physics queries. Primarily for handling network/server redirection. |
| UPhysicsSettings | Default physics settings. |
| UPhysicsSpringComponent | Note: this component is still work in progress. |
| UPhysicsThreadLibrary | |
| UPhysicsThrusterComponent | Used with objects that have physics to apply a force down the negative-X direction ie. point X in the direction you want the thrust in. |
| UPlanarReflectionComponent | UPlanarReflectionComponent |
| UPlaneReflectionCaptureComponent | -> will be exported to EngineDecalClasses.h |
| UPlatformEventsComponent | Component to handle receiving notifications from the OS about platform events. |
| UPlatformGameInstance | UObject based class for handling mobile events. |
| UPlatformInterfaceBase | |
| UPlatformInterfaceWebResponse | This is the a generic web response object that holds the entirety of the web response made from PlatformInterfaceBase subclasses |
| UPlayer | |
| UPlayerInput | Object within PlayerController that processes player input. |
| UPlayerStateCountLimiterConfig | If one wishes to use the NetObjectCountLimiter prioritizer for PlayerStates this class makes it possible to have specific settings for PlayerStates in case other classes also wish to use said prioritizer. |
| UPluginBlueprintLibrary | A function library of utilities for querying information about plugins. |
| UPluginCommandlet | |
| UPointLightComponent | A light component which emits light from a single point equally in all directions. |
| UPolys | |
| UPoseableMeshComponent | UPoseableMeshComponent that allows bone transforms to be driven by blueprint. |
| UPoseAsset | Pose Asset that can be blended by weight of curves |
| UPoseWatch | |
| UPoseWatchElement | |
| UPoseWatchFolder | |
| UPoseWatchPoseElement | |
| UPostProcessComponent | PostProcessComponent. |
| UPreviewCollectionInterface | |
| UPreviewMeshCollection | A simple collection of skeletal meshes used for in-editor preview |
| UPrimaryAssetLabel | A seed file that is created to mark referenced assets as part of this primary asset |
| UPrimaryDataAsset | A DataAsset that implements GetPrimaryAssetId and has asset bundle support, which allows it to be manually loaded/unloaded from the AssetManager. |
| UPrimitiveComponent | PrimitiveComponents are SceneComponents that contain or generate some sort of geometry, generally to be rendered or used as collision data. |
| UProjectileMovementComponent | ProjectileMovementComponent updates the position of another component during its tick. |
| UProxyLODMeshSimplificationSettings | Controls the system used to generate proxy LODs with merged meshes (i.e. the HLOD system). |
| URadialForceComponent | Used to emit a radial force or impulse that can affect physics objects and or destructible objects. |
| URawAnimSequenceTrackExtensions | |
| URectLightComponent | A light component which emits light from a rectangle. |
| UReflectionCaptureComponent | -> will be exported to EngineDecalClasses.h |
| URendererOverrideSettings | |
| URendererSettings | Rendering settings. |
| UReplayNetConnection | |
| UReplaySubsystem | |
| UReplicatedObjectInterface | Interface for custom replicated objects. |
| UReplicationConnectionDriver | Class/interface for replication extension that is per connection. |
| UReplicationDriver | |
| UReporterBase | |
| UReporterGraph | |
| UReverbEffect | |
| URotatingMovementComponent | Performs continuous rotation of a component at a specific rotation rate. |
| URuntimeHashExternalStreamingObjectBase | |
| URuntimeHashSetExternalStreamingObject | |
| URuntimeOptionsBase | URuntimeOptionsBase: Base class designed to be subclassed in your game. |
| URuntimePartition | |
| URuntimePartitionLevelStreaming | |
| URuntimePartitionLHGrid | |
| URuntimePartitionPersistent | |
| URuntimeSpatialHashExternalStreamingObject | |
| URuntimeVirtualTexture | Runtime virtual texture UObject |
| URuntimeVirtualTextureComponent | Component used to place a URuntimeVirtualTexture in the world. |
| URuntimeVirtualTextureStreamingProxy | Deprecated class. |
| URVOAvoidanceInterface | IRVOAvoidanceInterface is an interface for objects that want to perform RVO avoidance. |
| USaveGame | This class acts as a base class for a save game object that can be used to save state about the game. |
| UScene | |
| USceneCaptureComponent | -> will be exported to EngineDecalClasses.h |
| USceneCaptureComponent2D | Used to capture a 'snapshot' of the scene from a single plane and feed it to a render target. |
| USceneCaptureComponentCube | Used to capture a 'snapshot' of the scene from a 6 planes and feed it to a render target. |
| USceneComponent | A SceneComponent has a transform and supports attachment, but has no rendering or collision capabilities. |
| UScriptViewportClient | Base class for FViewportClients that are also UObjects |
| USCS_Node | |
| UShadowMapTexture2D | |
| UShapeComponent | ShapeComponent is a PrimitiveComponent that is represented by a simple geometrical shape (sphere, capsule, box, etc). |
| USimpleConstructionScript | |
| USimulatedClientNetConnection | A fake connection that will absorb traffic and auto ack every packet. |
| USkeletalBodySetup | |
| USkeletalMesh | SkeletalMesh is geometry bound to a hierarchical skeleton of bones which can be animated for the purpose of deforming the mesh. |
| USkeletalMeshComponent | SkeletalMeshComponent is used to create an instance of an animated SkeletalMesh asset. |
| USkeletalMeshDescriptionBulkData | |
| USkeletalMeshEditorData | Contains the shared data that is used by all SkeletalMeshComponents (instances). |
| USkeletalMeshHalfEdgeBufferAccessor | |
| USkeletalMeshLODSettings | |
| USkeletalMeshSimplificationSettings | Controls the selection of the system used to simplify skeletal meshes. |
| USkeletalMeshSocket | |
| USkeleton | USkeleton : that links between mesh and animation |
| USkinnedAsset | |
| USkinnedMeshComponent | Skinned mesh component that supports bone skinned mesh rendering. |
| USkyAtmosphereComponent | A component that represents a planet atmosphere material and simulates sky and light scattering within it. |
| USkyLightComponent | |
| USlateBrushAsset | An asset describing how a texture can exist in slate's DPI-aware environment and how this texture responds to resizing. |
| USlateTextureAtlasInterface | |
| USMInstanceElementAssetDataInterface | |
| USMInstanceElementHierarchyInterface | |
| USMInstanceElementIdMapTransactor | Transient object instance used as a proxy for storing the current data mapping state in the transaction buffer (for retaining the correct mapping through undo/redo). |
| USMInstanceElementPrimitiveCustomDataInterface | |
| USMInstanceElementSelectionInterface | |
| USMInstanceElementWorldInterface | |
| USMInstanceManager | An interface for actors that manage static mesh instances. |
| USMInstanceManagerProvider | An interface for actors that can provide a manager for static mesh instances. |
| USMInstanceProxyEditingObject | |
| USmokeTestCommandlet | |
| USoundAttenuation | Defines how a sound changes volume with distance to the listener |
| USoundAttenuationEditorSettings | Implements Editor settings for sound attenuation assets and is used when switching editor modes. |
| USoundBase | The base class for a playable sound object |
| USoundClass | |
| USoundConcurrency | |
| USoundCue | The behavior of audio playback is defined within Sound Cues. |
| USoundEffectPreset | |
| USoundEffectPresetWidgetInterface | |
| USoundEffectSourcePreset | Preset of a source effect that can be shared between chains. |
| USoundEffectSourcePresetChain | Chain of source effect presets that can be shared between referencing sounds. |
| USoundEffectSubmixPreset | Preset of a submix effect that can be shared between sounds. |
| USoundfieldEndpointSubmix | Sound Submix class meant for sending soundfield-encoded audio to an external endpoint, such as a hardware binaural renderer that supports ambisonics. |
| USoundfieldSubmix | Sound Submix class meant for use with soundfield formats, such as Ambisonics. |
| USoundGroups | This class is a singleton initialized from the ini. |
| USoundMix | |
| USoundNode | |
| USoundNodeAssetReferencer | Sound node that contains a reference to the raw wave file to be played |
| USoundNodeAttenuation | Defines how a sound's volume changes based on distance to the listener |
| USoundNodeBranch | Selects a child node based on the value of a boolean parameter |
| USoundNodeConcatenator | Plays child nodes sequentially |
| USoundNodeDelay | Defines a delay |
| USoundNodeDialoguePlayer | Sound node that contains a reference to the dialogue table to pull from and be played |
| USoundNodeDistanceCrossFade | SoundNodeDistanceCrossFade |
| USoundNodeDoppler | Computes doppler pitch shift |
| USoundNodeEnveloper | Allows manipulation of volume and pitch over a set time period |
| USoundNodeGroupControl | Plays different sounds depending on the number of active sounds Any time a new sound is played, the first group that has an available slot will be chosen |
| USoundNodeLooping | Defines how a sound loops; either indefinitely, or for a set number of times. |
| USoundNodeMature | This SoundNode uses UEngine::bAllowMatureLanguage to determine whether child nodes that have USoundWave::bMature=true should be played. |
| USoundNodeMixer | Defines how concurrent sounds are mixed together |
| USoundNodeModulator | Defines a random volume and pitch modification when a sound starts |
| USoundNodeModulatorContinuous | Allows named parameter based manipulation of pitch and volume |
| USoundNodeOscillator | Defines how a sound oscillates |
| USoundNodeParamCrossFade | Crossfades between different sounds based on a parameter |
| USoundNodeQualityLevel | This SoundNode uses GameUserSettings AudioQualityLevel (or the editor override) to choose which branch to play and at runtime will only load in to memory sound waves connected to the branch that will be selected |
| USoundNodeRandom | Selects sounds from a random set |
| USoundNodeSoundClass | Remaps the SoundClass of SoundWaves underneath this |
| USoundNodeSwitch | Selects a child node based on the value of a integer parameter |
| USoundNodeWaveParam | Sound node that takes a runtime parameter for the wave to play |
| USoundNodeWavePlayer | Sound node that contains a reference to the raw wave file to be played |
| USoundParameterControllerInterface | |
| USoundSourceBus | A source bus is a type of USoundBase and can be "played" like any sound. |
| USoundSubmix | Sound Submix class meant for applying an effect to the downmixed sum of multiple audio sources. |
| USoundSubmixBase | |
| USoundSubmixWidgetInterface | |
| USoundSubmixWithParentBase | This submix class can be derived from for submixes that output to a parent submix. |
| USoundWave | |
| USoundWaveProcedural | |
| USparseVolumeTexture | SparseVolumeTexture base interface to communicate with material graph and shader bindings. |
| USparseVolumeTextureFrame | Represents a frame in a SparseVolumeTexture sequence and owns the actual data needed for rendering. Is owned by a UStreamableSparseVolumeTexture object. |
| USpectatorPawnMovement | Movement component used by SpectatorPawn. |
| USpecularProfile | Specular profile asset, can be specified at a material. |
| USphereComponent | A sphere generally used for simple collision. Bounds are rendered as lines in the editor. |
| USphereReflectionCaptureComponent | -> will be exported to EngineDecalClasses.h |
| USplineComponent | A spline component is a spline shape which can be used for other purposes (e.g. animating objects). |
| USplineMeshComponent | A Spline Mesh Component is a derivation of a Static Mesh Component which can be deformed using a spline. |
| USplineMetadata | |
| USpotLightComponent | A spot light component emits a directional cone shaped light (Eg a Torch). |
| USpringArmComponent | This component tries to maintain its children at a fixed distance from the parent, but will retract the children if there is a collision, and spring back when there is no collision. |
| UStaticMesh | A StaticMesh is a piece of geometry that consists of a static set of polygons. |
| UStaticMeshComponent | StaticMeshComponent is used to create an instance of a UStaticMesh. |
| UStaticMeshDescriptionBulkData | UObject wrapper for FMeshDescriptionBulkData |
| UStaticMeshSocket | |
| UStaticSparseVolumeTexture | Represents a streamable SparseVolumeTexture asset with a single frame. Although there is only a single frame, it is still recommended to use USparseVolumeTextureFrame::GetFrameAndIssueStreamingRequest(). |
| UStereoLayerComponent | A geometry layer within the stereo rendered viewport. |
| UStereoLayerShape | |
| UStereoLayerShapeCubemap | |
| UStereoLayerShapeCylinder | |
| UStereoLayerShapeEquirect | |
| UStereoLayerShapeQuad | |
| UStreamableRenderAsset | |
| UStreamableSparseVolumeTexture | Represents a streamable SparseVolumeTexture asset and serves as base class for UStaticSparseVolumeTexture and UAnimatedSparseVolumeTexture. It has an array of USparseVolumeTextureFrame. |
| UStreamingSettings | Streaming settings. |
| UStreamingWorldSubsystemInterface | Interface for world subsystems that require an update for streaming (called by UWorld::InternalUpdateStreamingState) |
| UStringTable | String table wrapper asset |
| USubsurfaceProfile | Subsurface Scattering profile asset, can be specified at the material. |
| USubsystem | Subsystems are auto instanced classes that share the lifetime of certain engine constructs |
| USubsystemBlueprintLibrary | |
| USubtitleAssetUserData | Base class for subtitle data being attached to assets |
| USubUVAnimation | SubUV animation asset, which caches bounding geometry for regions in the SubUVTexture with non-zero opacity. |
| USystemTimeTimecodeProvider | Converts the current system time to timecode, relative to a provided frame rate. |
| UTaskSyncManagerSettings | Settings for synchronizing tasks and ticking across the engine |
| UTedsTypedElementBridgeInterface | |
| UTextImportContainer | |
| UTextPropertyTestObject | |
| UTextRenderComponent | Renders text in the world with given font. |
| UTexture | |
| UTexture2D | |
| UTexture2DArray | |
| UTexture2DDynamic | Note : UTexture2DDynamic derives directly from UTexture not from UTexture2DUTexture2DDynamic is a base for textures that don't have a TextureSource |
| UTextureAllMipDataProviderFactory | UTextureAllMipDataProviderFactory defines an interface to create instances of FTextureMipDataProvider. |
| UTextureCollection | |
| UTextureCube | |
| UTextureCubeArray | |
| UTextureLightProfile | |
| UTextureLODSettings | Structure containing all information related to an LOD group and providing helper functions to calculate the LOD bias of a given group. |
| UTextureMipDataProviderFactory | UTextureMipDataProviderFactory defines an interface to create instances of FTextureMipDataProvider. |
| UTextureRenderTarget | |
| UTextureRenderTarget2D | TextureRenderTarget2D |
| UTextureRenderTarget2DArray | TextureRenderTarget2DArray |
| UTextureRenderTargetCube | TextureRenderTargetCube |
| UTextureRenderTargetVolume | TextureRenderTargetVolume |
| UThumbnailInfo | A base class for the helper object that holds thumbnail information an asset. |
| UTickableWorldSubsystem | UTickableWorldSubsystem Base class for auto instanced and initialized systems that share the lifetime of a UWorld and are ticking along with it. |
| UTimecodeProvider | A class responsible of fetching a timecode from a source. |
| UTimelineComponent | TimelineComponent holds a series of events, floats, vectors or colors with associated keyframes. |
| UTimelineTemplate | |
| UTireType | DEPRECATED - Only used to allow conversion to new TireConfig in PhysXVehicles plugin |
| UTouchInterface | Defines an interface by which touch input can be controlled using any number of buttons and virtual joysticks |
| UTransformProviderData | |
| UTransformTrajectoryBlueprintLibrary | A function library of utilities for working with trajectories. |
| UTwitterIntegrationBase | |
| UTypedElementCommonActions | A utility to handle higher-level common actions, but default via UTypedElementWorldInterface, but asset editors can customize this behavior via FTypedElementCommonActionsCustomization. |
| UTypedElementWorldInterface | |
| UUniversalObjectLocatorScriptingExtensions | Function library containing methods that should be hoisted onto FUniversalObjectLocators for scripting |
| UUserDefinedEnum | An Enumeration is a list of named values. |
| UUserInterfaceSettings | User Interface settings that control Slate and UMG. |
| UValkyrieMetaData | |
| UVariableFrameStrippingSettings | This is a wrapper for the Variable frame stripping Codec. |
| UVectorField | |
| UVectorFieldAnimated | |
| UVectorFieldComponent | A Component referencing a vector field. |
| UVectorFieldStatic | |
| UViewModeUtils | Class containing a static util function to help with EViewModeIndex |
| UViewportSelectableObject | Interface for objects selectable in the viewport. |
| UViewportStatsSubsystem | The Viewport Stats Subsystem offers the ability to add messages to the current viewport such as "LIGHTING NEEDS TO BE REBUILT" and "BLUEPRINT COMPILE ERROR". |
| UVirtualTexture | Deprecated class |
| UVirtualTexture2D | Virtual Texture with locally configurable build settings. |
| UVirtualTextureAdapter | Adapter object that wraps a regular UTexture and allows it to be referenced as a virtual texture in materials. |
| UVirtualTextureBuilder | Container for a UVirtualTexture2D that can be built from a FVirtualTextureBuildDesc description. |
| UVirtualTextureCollection | |
| UVirtualTexturePoolConfig | Configuration for virtual texture physical pool sizes. |
| UVisualLoggerAutomationTests | |
| UVisualLoggerDebugSnapshotInterface | |
| UVisualLoggerKismetLibrary | |
| UVoiceChannel | |
| UVOIPStatics | |
| UVOIPTalker | |
| UVolumeTexture | |
| UVolumetricCloudComponent | A component that represents a participating media material around a planet, e.g. clouds. |
| UWindDirectionalSourceComponent | Component that provides a directional wind source. Only affects SpeedTree assets. |
| UWorld | The World is the top level object representing a map or a sandbox in which Actors and Components will exist and be rendered. |
| UWorldComposition | WorldComposition represents world structure: |
| UWorldPartition | |
| UWorldPartitionActorLoaderInterface | |
| UWorldPartitionBlueprintLibrary | |
| UWorldPartitionCell | |
| UWorldPartitionCookPackageObject | |
| UWorldPartitionDestructibleHLODComponent | |
| UWorldPartitionDestructibleInHLODInterface | |
| UWorldPartitionDestructibleInHLODSupportLibrary | |
| UWorldPartitionEditorHash | |
| UWorldPartitionEditorLoaderAdapter | |
| UWorldPartitionEditorPerProjectUserSettings | |
| UWorldPartitionEditorSpatialHash | |
| UWorldPartitionHLODModifier | Base class for all runtime HLOD modifiers |
| UWorldPartitionHLODProvider | |
| UWorldPartitionHLODRuntimeSubsystem | UWorldPartitionHLODRuntimeSubsystem |
| UWorldPartitionHLODSourceActors | |
| UWorldPartitionHLODSourceActorsFromCell | |
| UWorldPartitionHLODSourceActorsFromLevel | |
| UWorldPartitionLevelStreamingDynamic | WorldPartitionLevelStreamingDynamic |
| UWorldPartitionLevelStreamingPolicy | |
| UWorldPartitionObjectResolver | |
| UWorldPartitionPropertyOverride | Per Container/Sub-Container overrides, includes a map of ContainerPath to FContainerPropertyOverride data. |
| UWorldPartitionPropertyOverridePolicy | Policy used to choose which properties can be overriden (serialized) |
| UWorldPartitionRuntimeCell | Represents a PIE/Game streaming cell which points to external actor/data chunk packages |
| UWorldPartitionRuntimeCellData | Caches information on streaming source that will be used later on to sort cell. |
| UWorldPartitionRuntimeCellDataHashSet | |
| UWorldPartitionRuntimeCellDataSpatialHash | |
| UWorldPartitionRuntimeCellTransformer | |
| UWorldPartitionRuntimeCellTransformerISM | |
| UWorldPartitionRuntimeCellTransformerLog | |
| UWorldPartitionRuntimeCellTransformerSettings | |
| UWorldPartitionRuntimeHash | |
| UWorldPartitionRuntimeHashSet | |
| UWorldPartitionRuntimeLevelStreamingCell | |
| UWorldPartitionRuntimeSpatialHash | |
| UWorldPartitionSettings | |
| UWorldPartitionStandaloneHLODSubsystem | |
| UWorldPartitionStreamingPolicy | |
| UWorldPartitionStreamingSourceComponent | |
| UWorldPartitionSubsystem | UWorldPartitionSubsystem |
| UWorldProxy | Proxy class that allows verification on GWorld accesses. |
| UWorldSubsystem | UWorldSubsystem Base class for auto instanced and initialized systems that share the lifetime of a UWorld |
Structs
| Name | Remarks |
|---|---|
| AsyncTraceData | Contains all Async Trace Result for one frame. |
| Attributes | Helper functionality for attributes animation runtime |
| AttributeTypes | |
| AudioPluginUtilities | |
| BoneTrackPair | Interfaces For Working With Encoded Animations Structure to hold an Atom and Track index mapping for a requested bone. |
| CBlendableAttribute | Concept used to verify a user-defined attribute type with its TAttributeTypeTraits::Blendable value set to true |
| CGetFastArrayCreateReplicationFragmentFuncable | |
| CNormalizedAttribute | Concept used to verify a user-defined attribute type with its TAttributeTypeTraits::RequiresNormalization value set to true |
| ComputeTaskExecutionGroup | Core execution group names for use in IComputeTaskWorker::SubmitWork(). |
| ConsiderListUpdateParams | The structure to pass to the OnConsiderListUpdate delegate |
| FA2CSPose | Component space poses. |
| FA2Pose | |
| FAccumulatedParticlePerfStats | |
| FAckNetVisibilityTransaction | Internal struct used by APlayerController to call AckNetVisibilityTransaction on streaming level object |
| FAckSample | |
| FActivatedCells | |
| FActivateDevicePropertyParams | Parameters for the UInputDeviceSubsystem::ActivateDeviceProperty function |
| FActivatedReverb | |
| FActiveAsyncCompressionTask | Animation data that is currently being compressed. |
| FActiveCameraShakeInfo | Information about an active camera shake. |
| FActiveDeviceProperty | Contains a pointer to an active device property and keeps track of how long it has been evaluated for |
| FActiveForceFeedbackEffect | |
| FActiveHapticFeedbackEffect | |
| FActiveRPCTrackingInfo | Stores a reference to active/valid FRPCTrackingInfo entries, for occasional cleanup. |
| FActiveSound | |
| FActiveSyncPoint | Struct defining an active sync point inside a specific world context, implemented as a tick function that may not be registered |
| FActiveSyncWorkHandle | Handle pointing to a FActiveSyncPoint that can be used to reserve or request work to execute as part of that sync point. |
| FActorBeginCursorOverSignature | |
| FActorBeginCursorOverSignatureInfoGetter | |
| FActorBeginOverlapSignature | |
| FActorBeginOverlapSignatureInfoGetter | |
| FActorBeginTouchOverSignature | |
| FActorBeginTouchOverSignatureInfoGetter | |
| FActorComponentActivatedSignature | |
| FActorComponentActivatedSignatureInfoGetter | |
| FActorComponentDeactivateSignature | |
| FActorComponentDeactivateSignatureInfoGetter | |
| FActorComponentInstanceData | Base class for component instance cached data of a particular type. |
| FActorComponentInstanceSourceInfo | |
| FActorComponentTickFunction | Tick function that calls UActorComponent::ConditionalTick |
| FActorContainerID | |
| FActorContainerPath | |
| FActorDataLayer | This class is deprecated and only present for backward compatibility purposes. |
| FActorDesc | Snapshot of an actor descriptor, which represents the state of an actor on disk. |
| FActorDescContainerInitParams | |
| FActorDescViewMutator | Experimental: an actor descriptor mutator used by external code to change properties on actor descriptors. |
| FActorDescViewMutatorInstance | |
| FActorDestroyedSignature | |
| FActorDestroyedSignatureInfoGetter | |
| FActorDestructionInfo | |
| FActorDormantReplicators | Container that stores all the replicators owned by a given dormant Actor. |
| FActorElementData | Element data that represents an Actor. |
| FActorEndCursorOverSignature | |
| FActorEndCursorOverSignatureInfoGetter | |
| FActorEndOverlapSignature | |
| FActorEndOverlapSignatureInfoGetter | |
| FActorEndPlaySignature | |
| FActorEndPlaySignatureInfoGetter | |
| FActorEndTouchOverSignature | |
| FActorEndTouchOverSignatureInfoGetter | |
| FActorFolderDesc | |
| FActorFolderSet | |
| FActorHandle | Handle associated with a physics actor. |
| FActorHitSignature | |
| FActorHitSignatureInfoGetter | |
| FActorInstanceData | Per instance data to be persisted for a given actor |
| FActorInstanceGuid | |
| FActorInstanceHandle | Handle to a unique object. |
| FActorInstanceMappingsRef | For a given source actor which was potentially comprised of multiple components, this serves as storage to retrieve the associated FComponentInstanceMappings In order to be efficient in the most common scenario where an actor only has one component stored in ISM, this struct is flexible and can fulfill two purpose 1) Standard storage This struct serves as a mean to retrieve the range of FComponentInstanceMappings associated with this actor from the FHLODInstancingPackedMappingData::ComponentsMapping array. In this case, IsInline() return false, and GetComponentsMappingRange() should be used to retreive the range. 2) Inline storage In the common case where only a single component (either SM or ISM) end up in HLODs, we don't need to store multiple FComponentInstanceMapping values for it. The added indirection and storage in FHLODInstancingPackedMappingData::ComponentsMapping is inefficient. To avoid this, we use this struct to store the component mapping directly (inline). In this case, IsInline() return true, and GetInline() should be used to retrieve the (component index + instance start + instance count). You can use FHLODInstancingPackedMappingData::ForEachActorInstancingMapping() that will abstract all of that and will give you all the mappings directly. |
| FActorLastRenderTime | Enum defining how actor will be placed in the partition Helper struct that allows UPrimitiveComponent and FPrimitiveSceneInfo write to the Actor's LastRenderTime member |
| FActorLocatorFragment | 32 Bytes (40 in-editor). |
| FActorLocatorFragmentResolveParameter | 32 Bytes (40 in-editor). |
| FActorOnClickedSignature | |
| FActorOnClickedSignatureInfoGetter | |
| FActorOnInputTouchBeginSignature | |
| FActorOnInputTouchBeginSignatureInfoGetter | |
| FActorOnInputTouchEndSignature | |
| FActorOnInputTouchEndSignatureInfoGetter | |
| FActorOnReleasedSignature | |
| FActorOnReleasedSignatureInfoGetter | |
| FActorParentComponentSetter | |
| FActorPartitionGetParams | FActorPartitionGetParam |
| FActorPartitionIdentifier | FActorPartitionIdentifier |
| FActorPlacementDataLayers | |
| FActorPreRegistrationAccessor | Accessor use by Level for Actor pre-pregistration. |
| FActorPriority | Priority sortable list. |
| FActorPropertyOverride | Per Actor overrides, includes a map of Sub-Object name to FSubObjectPropertyOverride data. |
| FActorReference | |
| FActorReplicationParams | |
| FActorRootComponentReconstructionData | Internal struct used to store information about an actor's components during reconstruction |
| FActorSetup | |
| FActorsInitializedParams | |
| FActorSpawnParameters | Struct of optional parameters passed to SpawnActor function(s). |
| FActorSpawnUtils | World actors spawmning helper functions |
| FActorTickFunction | Tick function that calls AActor::TickActor |
| FActorTransactionAnnotationData | |
| FAddActorLevelInstanceFlags | |
| FAddCameraShakeParams | Parameter struct for adding new camera shakes to UCameraModifier_CameraShake |
| FAdditionalStaticMeshIndexBuffers | |
| FAlphaBlend | Alpha Blend class that supports different blend options as well as custom curves |
| FAlphaBlendArgs | Alpha Blend construction arguments. Used for creation of an AlphaBlend. |
| FAngularDriveConstraint | Angular Drive |
| FAnimAssetTickContext | This structure is used to either advance or synchronize animation players. |
| FAnimatedBoneAttribute | Structure encapsulating animated (bone) attribute data. |
| FAnimationActiveTransitionEntry | Information about an active transition on the transition stack. |
| FAnimationAttributeIdentifier | Script-friendly structure for identifying an attribute (curve). |
| FAnimationAttributeIdentifierArray | |
| FAnimationBaseContext | Base class for update/evaluate contexts |
| FAnimationCacheBonesContext | Context passed around when RequiredBones array changed and cached bones indices have to be refreshed. |
| FAnimationCompressionMemorySummaryScope | |
| FAnimationCurveData | Structure encapsulating animated curve data. Currently only contains Float and Transform curves. |
| FAnimationCurveIdentifier | Script-friendly structure for identifying an animation curve. |
| FAnimationErrorStats | A set of error statistics for an animation, gathered by FAnimationUtils::ComputeCompressionError |
| FAnimationEvaluationContext | |
| FAnimationFrameSnapshot | This structure represents debugging information for a frame snapshot. |
| FAnimationGroupReference | |
| FAnimationInitializeContext | Initialization context passed around during animation tree initialization |
| FAnimationPoseData | Structure used for passing around animation pose related data throughout the Animation Runtime |
| FAnimationPotentialTransition | |
| FAnimationRecordingSettings | Settings describing how to record an animation |
| FAnimationState | |
| FAnimationStateBase | This is the base class that both baked states and transitions use. |
| FAnimationStreamingManager | Streaming manager dealing with animation. |
| FAnimationTrackAddedPayload | |
| FAnimationTrackPayload | |
| FAnimationTransitionBetweenStates | This represents a baked transition. |
| FAnimationTransitionRule | This structure represents a baked transition rule inside a state. |
| FAnimationUpdateContext | Update context passed around during animation tree update |
| FAnimationUpdateSharedContext | Persistent state shared during animation tree update |
| FAnimBankData | |
| FAnimBankDesc | |
| FAnimBankDescKeyFuncs | |
| FAnimBankEntry | |
| FAnimBankItem | |
| FAnimBankRecord | |
| FAnimBankRecordHandle | |
| FAnimBankSequence | |
| FAnimBlueprintConstantData | 'Marker' structure for constant data. |
| FAnimBlueprintDebugData | This structure represents animation-related debugging information for an entire AnimBlueprint (general debug information for the event graph, etc... is still contained in a FBlueprintDebugData structure) |
| FAnimBlueprintDebugData_AttributeRecord | |
| FAnimBlueprintDebugData_NodeVisit | |
| FAnimBlueprintFunction | Describes the input and output of an anim blueprint 'function' |
| FAnimBlueprintMutableData | 'Marker' structure for mutable data. |
| FAnimComponentSpacePoseContext | |
| FAnimCompressContext | FAnimCompressContext - Context information / storage for use during animation compression |
| FAnimCompressedCurveIndexedName | |
| FAnimCurveBase | Float curve data for one track |
| FAnimCurveBufferAccess | Stores the raw rich curves as FCompressedRichCurve internally with optional key reduction and key time quantization. |
| FAnimCurveCompressionResult | Holds the result from animation curve compression |
| FAnimCurveParam | DEPRECATED - no longer used |
| FAnimCurveType | In the future if we need more bools, please convert to bitfield These are not saved in asset but per skeleton. |
| FAnimDataModelNotifPayload | |
| FAnimDataModelNotifyCollector | Helper structure for keeping track of which notifies of type EAnimDataModelNotifyType are broadcasted between top-level EAnimDataModelNotifyType::BracketOpened and EAnimDataModelNotifyType::BracketClosed notifies |
| FAnimDDCKeyArgs | |
| FAnimExecutionContext | Context used to expose anim graph execution to BP function libraries. |
| FAnimExtractContext | Animation Extraction Context |
| FAnimGraphBlendOptions | Blending options for animation graphs in Linked Animation Blueprints. |
| FAnimGroupInfo | |
| FAnimGroupInstance | |
| FAnimInitializationContext | |
| FAnimInstanceLocatorFragment | 32 Bytes (40 in-editor). |
| FAnimInstanceProxy | Proxy object passed around during animation tree update in lieu of a UAnimInstance |
| FAnimKeyHelper | Animation Key extraction helper as we have a lot of code that messes up the key length |
| FAnimLinkableElement | Used to describe an element that can be linked to a segment in a montage or sequence. |
| FAnimMontageInstance | |
| FAnimNode_ApplyMeshSpaceAdditive | |
| FAnimNode_AssetPlayerBase | Base class for any asset playing anim node |
| FAnimNode_AssetPlayerRelevancyBase | Base class for any asset playing anim node |
| FAnimNode_Base | This is the base of all runtime animation nodes |
| FAnimNode_ConvertComponentToLocalSpace | |
| FAnimNode_ConvertLocalToComponentSpace | |
| FAnimNode_CustomProperty | Custom property node that you'd like to expand pin by reflecting internal instance (we call TargetInstance here) |
| FAnimNode_DeadBlending | Dead Blending Node |
| FAnimNode_Inertialization | |
| FAnimNode_LinkedAnimGraph | |
| FAnimNode_LinkedAnimLayer | |
| FAnimNode_LinkedInputPose | |
| FAnimNode_Root | Root node of an animation tree (sink) |
| FAnimNode_SaveCachedPose | |
| FAnimNode_SequencePlayer | Sequence player node that can be used with constant folding. |
| FAnimNode_SequencePlayer_Standalone | Sequence player node that can be used standalone (without constant folding) |
| FAnimNode_SequencePlayerBase | Sequence player node. Not instantiated directly, use FAnimNode_SequencePlayer or FAnimNode_SequencePlayer_Standalone. |
| FAnimNode_SingleNode | Local anim node for extensible processing. |
| FAnimNode_StateMachine | State machine node. |
| FAnimNode_StateResult | Root node of an state machine state (sink node). |
| FAnimNode_TransitionPoseEvaluator | Animation data node for state machine transitions. |
| FAnimNode_TransitionResult | Root node of a state machine transition graph. |
| FAnimNode_UseCachedPose | |
| FAnimNodeAlphaOptions | Alpha blending options helper functions for anim nodes Assumes that the specified node contains the members: AlphaInputType, ActualAlpha, AlphaScaleBias, Alpha, bAlphaBoolEnabled, AlphaCurveName |
| FAnimNodeConstantData | Any constant class data an anim node uses should be derived from this type. |
| FAnimNodeData | Any constant/folded class data an anim node can be accessed via this struct. |
| FAnimNodeExposedValueHandler | |
| FAnimNodeExposedValueHandler_Base | |
| FAnimNodeExposedValueHandler_PropertyAccess | |
| FAnimNodeFunctionRef | Cached function name/ptr that is resolved at init time |
| FAnimNodePoseWatch | |
| FAnimNodeReference | A reference to an anim node. Does not persist, only valid for the call in which it was retrieved. |
| FAnimNodeRelevancyStatus | Relevancy status of a animation node tracked by this subsystem. |
| FAnimNodeStructData | Data about editor-side struct property indices. |
| FAnimNodeTracker | DEPRECATED - This system is now supplanted by UE::Anim::FMessageStack Utility container for tracking a stack of ancestor nodes by node type during graph traversal This is not an exhaustive list of all visited ancestors. |
| FAnimNotifyArray | |
| FAnimNotifyContext | |
| FAnimNotifyEvent | Triggers an animation notify. |
| FAnimNotifyEventReference | |
| FAnimNotifyQueue | |
| FAnimNotifyTrack | Keyframe position data for one track. Pos(i) occurs at Time(i). Pos.Num() always equals Time.Num(). |
| FAnimParentNodeAssetOverride | |
| FAnimPerturbationError | Error statistics for an animation generated by TallyErrorsFromPerturbation, representing errors in translation or rotation due to a small incremental translation or rotation |
| FAnimPhysPose | Defines a transform (Position/Orientation) for an anim phys object without scaling |
| FAnimPhysShape | |
| FAnimPhysSpring | |
| FAnimPhysWindData | Simple struct holding wind params passed into simulation |
| FAnimPoseContext | |
| FAnimPoseDecompressionData | Struct containing the generated pairs to decompress a Pose, with the output atoms arranged in separate arrays |
| FAnimSegment | This is anim segment that defines what animation and how |
| FAnimSequenceDecompressionContext | Encapsulates decompression related data used by bone compression codecs. |
| FAnimSequenceTrackContainer | These two always should go together, but it is not right now. |
| FAnimSetMeshLinkup | This is a mapping table between each bone in a particular skeletal mesh and the tracks of this animation set. |
| FAnimSingleNodeInstanceProxy | Proxy override for this UAnimInstance-derived class |
| FAnimSlotDesc | Used to indicate each slot name and how many channels they have. |
| FAnimSlotGroup | |
| FAnimSubsystem | Base structure for all anim subsystem class data |
| FAnimSubsystem_Base | Provides common built-in anim node functionality as a subsystem |
| FAnimSubsystem_BlendSpaceGraph | |
| FAnimSubsystem_PropertyAccess | |
| FAnimSubsystem_SharedLinkedAnimLayers | Data for shared linked anim instances module. |
| FAnimSubsystem_Tag | Allows anim nodes to be tagged by name at edit time and retrieved by tag at runtime |
| FAnimSubsystemContext | |
| FAnimSubsystemInstance | Base structure for all anim subsystem instance data |
| FAnimSubsystemInstance_NodeRelevancy | Allows anim node's relevancy (when they receive and lose weight in the graph) to be tracked |
| FAnimSubsystemInstanceContext | |
| FAnimSubsystemLinkContext | |
| FAnimSubsystemParallelUpdateContext | |
| FAnimSubsystemPostLoadContext | |
| FAnimSubsystemPostLoadDefaultsContext | |
| FAnimSubsystemUpdateContext | |
| FAnimSync | Wraps up functionality for ticking and syncing animations according to group (via normalized time) or marker. |
| FAnimSyncDebugInfo | Debug info for a sync group scope request. |
| FAnimSyncMarker | |
| FAnimSyncParams | Parameters for group/marker-based sync. |
| FAnimTickRecord | Information about an animation asset that needs to be ticked |
| FAnimTrack | This is list of anim segments for this track For now this is only one TArray, but in the future we should define more transition/blending behaviors |
| FAnimTrailTypeDataPayload | AnimTrail payload |
| FAnimUpdateContext | |
| FAnimUpdateRateParameters | Container for Animation Update Rate parameters. |
| FAnimWeight | Structure for all Animation Weight helper functions. |
| FArcToHexString | Helper for buiilding DDC keys of settings. |
| FAreaNavModifier | Area modifier: base |
| FAssetCompileData | |
| FAssetEditorOrbitCameraPosition | |
| FAssetImportInfo | Struct that is used to store an array of asset import data as an asset registry tag |
| FAssetLocatorFragment | 32 Bytes (40 in-editor). |
| FAssetManagerChunkInfo | Information about a package chunk, computed by the asset manager or read out of the cooked asset registry |
| FAssetManagerDownloadParams | EXPERIMENTAL - Additional parameters for downloading packages Asset Manager will automatically create a FStreamableDownloadCachePin for each primary asset requested with download params. |
| FAssetManagerLoadParams | |
| FAssetManagerRedirect | Simple structure for redirecting an old asset name/path to a new one |
| FAssetManagerSearchRules | Rules for how to scan the asset registry for assets matching path and type descriptions |
| FAssetMapping | This defines one asset mapping |
| FAssignActorDataLayer | |
| FAsyncBufferFillData | |
| FAsyncLoadUnknownError | |
| FAsyncNetworkPhysicsComponentInput | |
| FAsyncNetworkPhysicsComponentOutput | |
| FAsyncPhysicsTimestamp | |
| FAtmosphereSetup | |
| FAttachmentTransformRules | Rules for attaching components |
| FAttenuationFocusData | Attenuation focus system data computed per update per active sound |
| FAttenuationListenerData | Struct used to cache listener attenuation vector math results |
| FAttenuationSubmixSendSettings | |
| FAttractorParticlePayload | AttractorParticle |
| FAttributeAssignment | An assignment to a material aggregate attribute, used when constructing an aggregate instance. |
| FAttributeBlendData | |
| FAttributeCurve | |
| FAttributeId | Runtime identifier for an attribute |
| FAttributeKey | |
| FAttributePayload | |
| FAttributes | Built-in attributes that most nodes will share. |
| FAudioBasedVibrationData | |
| FAudioClassInfo | Structure for collating info about sound classes |
| FAudioComponentCommandInfo | |
| FAudioCookOutputs | Struct that's serialized into the DDC record for "Audio" DDC task. |
| FAudioDeviceParams | Parameters passed into FAudioDeviceManager::RequestAudioDevice. |
| FAudioDeviceRenderInfo | |
| FAudioEffectParameters | |
| FAudioEQEffect | |
| FAudioQualitySettings | |
| FAudioRecordingData | FAudioRecordingData |
| FAudioReverbEffect | |
| FAudioThreadSuspendContext | Suspends the audio thread for the duration of the lifetime of the object |
| FAudioVirtualLoop | |
| FAudioVolumeProxy | |
| FAudioVolumeSubmixOverrideSettings | |
| FAudioVolumeSubmixSendSettings | Struct to determine dynamic submix send data for use with audio volumes. |
| FAuditMaterialSlotInfo | |
| FAutoCompleteNode | Node for storing an auto-complete tree based on each char in the command. |
| FAxisOption | |
| FBakedAnimationState | |
| FBakedAnimationStateMachine | |
| FBakedCustomAttributePerBoneData | Structure describing baked custom attributes for a single bone (index) |
| FBakedFloatCustomAttribute | (Baked) float custom attribute, uses FSimpleCurve for evaluation instead of FVariant array |
| FBakedIntegerCustomAttribute | (Baked) int32 custom attribute, uses FIntegralCurve for evaluation instead of FVariant array |
| FBakedStateExitTransition | |
| FBakedStringCustomAttribute | (Baked) string custom attribute, uses FStringCurve for evaluation instead of FVariant array |
| FBandwidthTestGenerator | |
| FBandwidthTestItem | |
| FBaseAttenuationSettings | Base class for attenuation settings. |
| FBaseBlendedCurve_DEPRECATED | Deprecated base for TBaseBlendedCurve for legacy support We need to use this non-templated base to avoid the deprecated (and now static) members taking up per-instance memory |
| FBaseCompactPose | |
| FBaseComponentReference | Base class for the hard/soft component reference structs |
| FBasedMovementInfo | Struct to hold information about the "base" object the character is standing on. |
| FBasedPosition | Struct for handling positions relative to a base actor, which is potentially moving |
| FBaseParticle | Mappings for 'standard' particle data Only used when required. |
| FBasePose | |
| FBaseTraceDatum | Base Async Trace Data Struct for both overlap and trace |
| FBatchContextId | Identifies a specific batch of tasks, which will be associated with a set of objects in a world context |
| FBatchedLine | |
| FBatchedMesh | |
| FBatchedPoint | |
| FBeam2TypeDataPayload | |
| FBeamModifierOptions | |
| FBeamParticleModifierPayloadData | Particle Beam Modifier Data Payload |
| FBeamParticleSourceBranchPayloadData | Particle Source Branch Payload |
| FBeamParticleSourceTargetPayloadData | Particle Source/Target Data Payload |
| FBeamTargetData | Beam Multi-target Variables. |
| FBindlessTextureCollectionResource | |
| FBitManip | |
| FBlendableEntry | Used to blend IBlendableInterface object data, the member act as a header for a following data block |
| FBlendedCurve | |
| FBlendedHeapCurve | |
| FBlendFilter | |
| FBlendParameter | |
| FBlendProfileBoneEntry | A single entry for a blend scale within a profile, mapping a bone to a blendscale |
| FBlendProfileInterfaceWrapper | Helper class for storing either USkeleton blend profiles and custom blend profile implementations. |
| FBlendSample | Sample data |
| FBlendSampleData | Transform definition |
| FBlendSpaceBlendProfile | |
| FBlendSpaceData | The runtime data used for interpolating. |
| FBlendSpaceSegment | This is the runtime representation of a segment which stores its vertices (start and end) in normalized space. |
| FBlendSpaceTriangle | This is the runtime representation of a triangle. |
| FBlendSpaceTriangleEdgeInfo | |
| FBlock | A block of instructions. |
| FBlueprintComponentChangedPropertyInfo | A single changed Blueprint component property. |
| FBlueprintComponentDelegateBinding | Entry for a delegate to assign after a blueprint has been instanced |
| FBlueprintCookedComponentInstancingData | Cooked data for a Blueprint component template. |
| FBlueprintDebugData | |
| FBlueprintEditorPromotionSettings | Holds settings for the blueprint editor build promotion tests |
| FBlueprintInputActionDelegateBinding | |
| FBlueprintInputAxisDelegateBinding | |
| FBlueprintInputAxisKeyDelegateBinding | |
| FBlueprintInputDelegateBinding | |
| FBlueprintInputKeyDelegateBinding | |
| FBlueprintInputTouchDelegateBinding | |
| FBlueprintMacroCosmeticInfo | Cached 'cosmetic' information about a macro graph (this is transient and is computed at load) |
| FBodyInstance | Container for a physics representation of an object |
| FBodyInstanceAsyncPhysicsTickHandle | |
| FBodyInstanceEditorHelpers | Helper methods for classes with body instances. |
| FBodySetupShapeIterator | Helper struct for iterating over shapes in a body setup. |
| FBodySetupUVInfo | UV information for BodySetup, only created if UPhysicsSettings::bSupportUVFromHitResults |
| FBone | Raw data bone. |
| FBoneAnimationTrack | Structure encapsulating a single bone animation track. |
| FBoneAxisDrawConfig | |
| FBoneContainer | This is a native transient structure. |
| FBoneFilter | |
| FBoneMirrorExport | |
| FBoneMirrorInfo | |
| FBoneNode | Each Bone node in BoneTree |
| FBoneReductionSetting | |
| FBoneReference | |
| FBoneSocketTarget | |
| FBoneTransform | |
| FBookmark2DJumpToSettings | |
| FBookmarkBaseJumpToSettings | |
| FBookmarkJumpToSettings | |
| FBoundsCacheElement | |
| FBoxNavAreaData | Area modifier: box shape (AABB) |
| FBPComponentClassOverride | Utility struct to store class overrides for components. |
| FBPEditorBookmarkNode | Bookmark node info |
| FBPInterfaceDescription | Struct containing information about what interfaces are implemented in this blueprint |
| FBPVariableDescription | Struct indicating a variable in the generated class |
| FBPVariableMetaDataEntry | One metadata entry for a variable |
| FBracketPayload | |
| FBranch | A branch instruction. |
| FBranchFilter | Bone Mask Filter data holder class for A2Node_PerBone. |
| FBranchingPoint | Remove FBranchingPoint when VER_UE4_MONTAGE_BRANCHING_POINT_REMOVAL is removed. |
| FBranchingPointMarker | AnimNotifies marked as BranchingPoints will create these markers on their Begin/End times. |
| FBranchingPointNotifyPayload | |
| FBroadphaseSettings | Settings pertaining to which PhysX broadphase to use, and settings for MBP if that is the chosen broadphase type |
| FBspNode | FBspNode defines one node in the Bsp, including the front and back pointers and the polygon data itself. |
| FBspSurf | FBspSurf One Bsp polygon. |
| FBuilderPoly | Internal state, not accessible to script. |
| FBuildPromotionImportWorkflowSettings | Holds settings for the import workflow stage of the build promotion test |
| FBuildPromotionNewProjectSettings | Holds settings for the new project stage of the build promotion test |
| FBuildPromotionOpenAssetSettings | Holds settings for the open assets stage of the build promotion test |
| FBuildPromotionTestSettings | Holds settings for the editor build promotion test |
| FBuildRawPoseScratchArea | |
| FBulkCurveFlags | Named value array used for bulk storage of curve flags |
| FBulkCurves | Named value array used for bulk get/set of curves. |
| FCachedAnimAssetPlayerData | |
| FCachedAnimRelevancyData | |
| FCachedAnimStateArray | |
| FCachedAnimStateData | This file contains a number of helper structures that can be used to process state-machine- related data in C++. |
| FCachedAnimTransitionData | |
| FCachedAudioStreamingManager | This implementation of the audio streaming manager uses an internal LRU cache (or in more advanced applications, a bank of parallel LRU caches) |
| FCachedAudioStreamingManagerParams | |
| FCachedFloatCurve | |
| FCachedGeometry | The output of some geometry caching system. |
| FCachedKeyToActionInfo | Struct that exists to store runtime cache to make key to action lookups faster. |
| FCachedMovementBaseAsyncData | Don't read into this part too much it needs to be changed. |
| FCachedPoseIndices | Wrapper struct as we dont support nested containers |
| FCachedPoseScope | RAII helper for cached pose lifetimes (as they are stored on the mem stack) |
| FCachedSkeletonCurveMapping | An array of cached curve remappings. |
| 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. |
| FCacheKeyDummy | |
| FCacheKeyProxy | |
| FCall | A call instruction to a user-function. |
| FCallParameterOutput | Instruction that evaluates some user-function call output parameter result. |
| FCameraAnimationHelperOffset | Helper structure to store a camera transform. |
| FCameraCacheEntry | Cached camera POV info, stored as optimization so we only need to do a full camera update once per tick. |
| FCameraExposureSettings | |
| FCameraLensInterfaceClassSupport | Wrapper type for validation that the specfied subclass in fact does implement the desired interface! |
| FCameraOffsetParticlePayload | Camera offset particle payload |
| FCameraShakeApplyResultParams | Parameter structure for appling scale and playspace to a camera shake result. |
| FCameraShakeBaseStartParams | Parameter struct for starting a camera shake. |
| FCameraShakeDuration | Camera shake duration. |
| FCameraShakeInfo | Information about a camera shake class. |
| FCameraShakePatternScrubParams | Parameters for scrubbing a camera shake. |
| FCameraShakePatternStartParams | Parameters for starting a camera shake pattern. |
| FCameraShakePatternStopParams | Parameters for stopping a camera shake. |
| FCameraShakePatternUpdateParams | Parameters for updating a camera shake pattern. |
| FCameraShakePatternUpdateResult | The result of a camera shake pattern update. |
| FCameraShakeSourceComponentStartParams | |
| FCameraShakeState | Transitive state of a shake or shake pattern. |
| FCameraUpdateContext | Used to update camera entries in the camera stack. |
| FCancelCompressionSignal | Mechanism for cancelling in flight compression. |
| FCanvasIcon | Holds texture information with UV coordinates as well. |
| FCanvasUVTri | Simple 2d triangle with UVs |
| FCategorizedGraphActionListBuilder | Used to nest all added action under one root category |
| FChannelCloseInfo | |
| FChannelDefinition | Used to specify properties of a channel type |
| FChaosBreakEvent | |
| FChaosCrumblingEvent | |
| FChaosPhysicsSettings | Settings container for Chaos physics engine settings, accessed in Chaos through a setting provider interface. |
| FChaosRemovalEvent | |
| FCharacterAsyncInput | Data and implementation that lives on movement component's character owner. |
| FCharacterAsyncOutput | |
| FCharacterMovementComponentAsyncInput | Contains all input and implementation required to run async character movement. |
| FCharacterMovementComponentAsyncOutput | |
| FCharacterMovementComponentPostPhysicsTickFunction | Tick function that calls UCharacterMovementComponent::PostPhysicsTickComponent |
| FCharacterMovementComponentPrePhysicsTickFunction | |
| FCharacterMovementGTInputs | This contains inputs from GT that are applied to async sim state before simulation. |
| FCharacterMoveResponseDataContainer | Response from the server to the client about a move that is being acknowledged. |
| FCharacterMoveResponsePackedBits | Structure used internally to handle serialization of FCharacterMoveResponseDataContainer over the network. |
| FCharacterNetworkMoveData | Client to Server movement data. |
| FCharacterNetworkMoveDataContainer | Struct used for network RPC parameters between client/server by ACharacter and UCharacterMovementComponent. |
| FCharacterNetworkSerializationPackedBits | Intermediate data stream used for network serialization of Character RPC data. |
| FCharacterNetworkSerializationPackedBitsNetSerializerConfig | |
| FCharacterServerMovePackedBits | Structure used internally to handle serialization of FCharacterNetworkMoveDataContainer over the network. |
| FChildActorAttachedActorInfo | |
| FChildActorComponentInstanceData | |
| FChunkHeader | |
| FClassRedirect | |
| FClientAdjustment | Server to Client response. |
| FClientPlacementInfo | Settings which are unique per partition actor. |
| FClientReceiveData | Handles the many pieces of data passed into Client Receive |
| FClipSMFace | Properties of a clipped static mesh face. |
| FClipSMPolygon | Properties of a clipped static mesh polygon. |
| FClipSMTriangle | Properties of a clipped static mesh triangle. |
| FClipSMVertex | Temp vertex struct for one vert of a static mesh triangle. |
| FClosestPointOnPhysicsAsset | |
| FClothBufferIndexMapping | Structure to store the buffer offsets to the section's cloth deformer mapping data. |
| FClothCollisionSource | Helper struct used to store info about a cloth collision source |
| FClothingAssetData_Legacy | Legacy struct for handling back compat serialization. |
| FClothingSectionData | |
| FClothPhysicsProperties_Legacy | Legacy object for back-compat loading, no longer used by clothing system |
| FClothSimulEntry | |
| FClusteredActorData | |
| FClusteredComponentData | |
| FClusterNode | |
| FClusterNode_DEPRECATED | Due to BulkSerialize we can't edit the struct, so we must deprecated this one and create a new one. |
| FClusterUnionBoneData | |
| FClusterUnionInitializationData | |
| FClusterUnionPendingAddData | |
| FClusterUnionReplicatedData | |
| FCollectionParameterBase | Base struct for collection parameters |
| FCollectionReference | Reference to an editor collection of assets. This allows an editor-only picker UI |
| FCollectionScalarParameter | A scalar parameter |
| FCollectionVectorParameter | A vector parameter |
| FCollisionChaosEvent | |
| FCollisionChaosEventBodyInfo | |
| FCollisionEnabledMask | |
| FCollisionImpactData | Information about an overall collision, including contacts. |
| FCollisionNotifyInfo | One entry in the array of collision notifications pending execution at the end of the physics engine run. |
| FCollisionObjectQueryParams | Structure that contains list of object types the query is intersted in. |
| FCollisionParameters | Sets of Collision Parameters to run the async trace |
| FCollisionProfileName | Structure representing a collision profile name, this gets a special UI in the editor |
| FCollisionProfilePrivateAccessor | |
| 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 |
| FCollisionQueryParams | Structure that defines parameters passed into collision function |
| FCollisionResponse | |
| FCollisionResponseContainer | Container for indicating a set of collision channels that this object will collide with. |
| FCollisionResponseParams | Structure that defines response container for the query. Advanced option. |
| FCollisionResponseTemplate | Structure for collision response templates. |
| FColorGradePerRangeSettings | |
| FColorGradingSettings | |
| FColorMaterialInput | |
| FCommonQueryData | |
| FCompactHeapPose | |
| FCompactPose | |
| FCompactPoseBoneIndexIterator | Iterator for compact pose indices |
| FCompactPoseBoneIndexReverseIterator | Reverse iterator for compact pose indices |
| FCompareBoneTransformIndex | Comparison Operator for Sorting. |
| FCompareFActorPriority | |
| FCompareIndexAndZ | Sorting function for vertex Z/index pairs. |
| FCompareSpectralDataByFrequencyHz | Sort predicate for sorting spectral data by frequency (lowest first) |
| FComponentBeginCursorOverSignature | |
| FComponentBeginCursorOverSignatureInfoGetter | |
| FComponentBeginOverlapSignature | |
| FComponentBeginOverlapSignatureInfoGetter | |
| FComponentBeginTouchOverSignature | |
| FComponentBeginTouchOverSignatureInfoGetter | |
| FComponentBounds | |
| FComponentCollisionSettingsChangedSignature | |
| FComponentCollisionSettingsChangedSignatureInfoGetter | |
| FComponentElementData | Element data that represents an Actor Component. |
| FComponentEndCursorOverSignature | |
| FComponentEndCursorOverSignatureInfoGetter | |
| FComponentEndOverlapSignature | |
| FComponentEndOverlapSignatureInfoGetter | |
| FComponentEndTouchOverSignature | |
| FComponentEndTouchOverSignatureInfoGetter | |
| FComponentHitSignature | |
| FComponentHitSignatureInfoGetter | |
| FComponentInstancedLightmapData | Helper struct to hold information about what components use what lightmap textures |
| FComponentInstanceMapping | For a given source actor, this represent the range of instances that represents it once batched in an "Instancing" HLOD component. |
| FComponentInstanceSharingData | Structure that maps a component to it's lighting/instancing specific data which must be the same between all instances that are bound to that component. |
| FComponentInterfaceImplementation | |
| FComponentKey | |
| FComponentOnClickedSignature | |
| FComponentOnClickedSignatureInfoGetter | |
| FComponentOnInputTouchBeginSignature | |
| FComponentOnInputTouchBeginSignatureInfoGetter | |
| FComponentOnInputTouchEndSignature | |
| FComponentOnInputTouchEndSignatureInfoGetter | |
| FComponentOnReleasedSignature | |
| FComponentOnReleasedSignatureInfoGetter | |
| FComponentOverrideRecord | |
| FComponentPhysicsStateChanged | |
| FComponentPhysicsStateChangedInfoGetter | |
| FComponentQueryParams | Structure when performing a collision query using a component's geometry |
| FComponentReference | Struct that allows for different ways to reference a component using TObjectPtr. |
| FComponentSleepSignature | |
| FComponentSleepSignatureInfoGetter | |
| FComponentSocketDescription | Info about a socket on a scene component |
| FComponentSpacePose | A pose in component space (i.e. each transform is relative to the component's transform) |
| FComponentSpacePoseContext | Evaluation context passed around during animation tree evaluation |
| FComponentSpacePoseLink | A component-space pose link to another node |
| FComponentSync | |
| FComponentWakeSignature | |
| FComponentWakeSignatureInfoGetter | |
| FComposite | An aggregate of other values. |
| FCompositeNavModifier | |
| FCompositeReroute | Collection of pins used for tunneling between graphs. |
| FCompositeSection | Section data for each track. |
| FCompressedAnimDataBase | |
| FCompressedAnimSequence | |
| FCompressedOffsetData | |
| FCompressedOffsetDataBase | |
| FCompressedRichCurve | A runtime optimized representation of a FRichCurve. |
| FCompressedTrack | |
| FCompressibleAnimData | |
| FCompressibleAnimDataResult | |
| FComputeContext | |
| FConcurrencyHandle | Handle to all required data to create and catalog a concurrency group |
| FConcurrencySoundData | Sound instance data pertaining to concurrency tracking |
| FCone | |
| FConeConstraint | Cone constraint |
| FConstant | A constant value. |
| FConstMeshBuildVertexView | The information used to build a mesh. |
| FConstrainComponentPropName | Struct used to specify the property name of the component to constrain |
| FConstraintBaseParams | |
| FConstraintBrokenDelegateData | |
| FConstraintBrokenDelegateWrapper | |
| FConstraintDrive | |
| FConstraintInstance | Container for a physics representation of an object. |
| FConstraintInstanceAccessor | Wrapping type around instance pointer to be returned per value in Blueprints. |
| FConstraintInstanceBase | |
| FConstraintProfileProperties | Container for properties of a physics constraint that can be easily swapped at runtime. |
| FConstraintViolatedDelegateWrapper | |
| FContainerPropertyOverride | Per Container overrides, insludes a map of ActorGuid to FActorPropertyOverride data. |
| FContentComparisonAssetInfo | Helper class containing information about UObject assets referenced. |
| FControlChannelOutBunch | Out bunch for the control channel (special restrictions) |
| FConvexNavAreaData | |
| FConvexVolume | FConvexVolume |
| FConvolutionBloomSettings | |
| FCookBodySetupInfo | Helper struct to indicate which geometry needs to be cooked |
| FCopyBatchId | Batch ID - organisation/batching strategy determined by client systems via compilation |
| FCreateTexture2DParameters | Parameters used for creating a Texture2D from a simple color buffer. |
| FCSPose | |
| FCullDistanceSizePair | Helper structure containing size and cull distance pair. |
| FCurveAtlasColorAdjustments | |
| FCurveAttributes | Structure allowing external curve data to express extended attributes |
| FCurveEdEntry | Information about a particule curve being viewed. |
| FCurveEdTab | |
| FCurveElement | An element for a named curve value. |
| FCurveElementFlags | An element for named curve flags. |
| FCurveElementIndexed | An element for a named curve value that is also indexed. |
| FCurveEvaluationOption | DEPRECATED - please use UE::Anim::FCurveFilterSettings. |
| FCurveFilter | Named value array that can act as a filter, creating allow/deny lists of curve names |
| FCurveFilterElement | |
| FCurveFilterSettings | Options for filtering curves. Used to initialize a bone container with a filter curve. |
| FCurveFlagsChangedPayload | |
| FCurveMetaData | Curve Meta Data for each name Unfortunately this should be linked to FName, but no GUID because we don't have GUID in run-time We only add this if anything changed, by default, it is attribute curve |
| FCurvePayload | |
| FCurveRenamedPayload | |
| FCurveScaledPayload | |
| FCurveTableRowHandle | Handle to a particular row in a table. |
| FCurveTrack | Key frame curve data for one track CurveName: Morph Target Name CurveWeights: List of weights for each frame |
| FCurveUtils | |
| FCustomAttribute | |
| FCustomAttributePerBoneData | Structure describing custom attributes for a single bone (index) |
| FCustomAttributeSetting | |
| FCustomChannelSetup | Structure for custom channel setup information. |
| FCustomDefine | |
| FCustomInput | |
| FCustomLinkNavModifier | |
| FCustomOutput | |
| FCustomPhysXPayload | |
| FCustomPhysXSyncActors | This interface allows plugins to sync between physx sim results and Unreal Engine data. |
| FCustomPrimitiveData | Custom primitive data payload. |
| FCustomProfile | Structure for custom profiles. |
| FCylinderNavAreaData | Area modifier: cylinder shape |
| FDamageEvent | Event used by AActor::TakeDamage and related functions |
| FDataCacheDuplicatedObjectData | |
| FDataDrivenConsoleVariable | |
| FDataDrivenShaderPlatformInfoInput | |
| FDataLayerEditorContext | FDataLayerEditorContext |
| FDataLayerInstanceNames | |
| FDataTableCategoryHandle | Handle to a particular set of rows in a table |
| FDataTableRowHandle | Handle to a particular row in a table |
| FDebugCameraControllerSettingsViewModeIndex | |
| FDebugDisplayProperty | Debug property display functionality to interact with this, use "display", "displayall", "displayclear" |
| FDebugDrawDelegateHelper | |
| FDebugFloatHistory | Structure for recording float values and displaying them as an Histogram through DrawDebugFloatHistory. |
| FDebuggingInfoForSingleFunction | |
| FDebugShaderPipelineInfo | |
| FDebugShaderTypeInfo | |
| FDebugTextInfo | Single entry of a debug text item to render. |
| FDebugTraceInfo | CheatManager Object within playercontroller that manages development "cheat" commands only spawned in single player mode No cheat manager is created in shipping builds. |
| FDecodeResult | Struct used to store the results of a decode operation. |
| FDefaultAudioBusSettings | |
| FDeferredComponentMoveData | Represents a single "move" of a component generated by a scoped movement update. |
| FDeferredDecalSceneProxyDesc | |
| FDeferredDecalUpdateParams | |
| FDelegateArray | Helper struct, since UnrealScript doesn't allow arrays of arrays, but arrays of structs of arrays are okay. |
| FDeletedObjectPlaceholderAnnotation | |
| FDelinquencyAnalytics | Convenience type that can be used to tracks information about things that can result in prolonged periods of apparent network inactivity, despite actually receiving traffic. |
| FDelinquencyKeyFuncs | |
| FDelinquencyNameTimePair | Tracks an FName ID to a time value. |
| FDeltaBatchHeader | |
| FDeltaCheckpointData | |
| FDeltaTimeRecord | Used when sampling a given animation asset, this structure will contain the previous frame's internal sample time alongside the 'effective' delta time leading into the current frame. |
| FDemoSavedRepObjectState | |
| FDepecatedModelVertex | |
| FDepthFieldGlowInfo | Info for glow when using depth field rendering |
| FDerivedTextureData | Represents mip mapped SparseVolumeTexture data ready for compression/serializing. |
| FDesiredLODLevel | |
| FDetachmentTransformRules | Rules for detaching components |
| FDetailedTickStats | Helper struct for gathering detailed per object tick stats. |
| FDeviceColorCurveData | Data required for setting the Input Device Color |
| FDeviceColorData | Data required for setting the Input Device Color |
| FDeviceTriggerBaseData | |
| FDeviceTriggerFeedbackData | |
| FDeviceTriggerTriggerResistanceData | |
| FDeviceTriggerTriggerVibrationData | |
| FDFRelativeViewMatrices | |
| FDialogueConstants | |
| FDialogueContext | |
| FDialogueContextMapping | |
| FDialogueWaveParameter | |
| FDiffableObject | |
| FDiffResults | Collects the Diffs found for a node/object |
| FDiffSingleResult | Result of a single difference found on graph or object |
| FDirectAttachChildrenAccessor | Struct to allow direct access to the AttachChildren array for a handful of cases that will require more work than can be done |
| FDisconnectedClient | Information about disconnected client NetConnection's |
| FDisplacementFadeRange | |
| FDisplacementScaling | |
| FDisplayDebugManager | |
| FDisplayInternalsData | For r.DisplayInternals (allows for easy passing down data from main to render thread) |
| FDistanceDatum | |
| FDistanceFieldDownsamplingDataTask | |
| FDistanceVisibleLevel | Helper structure which holds results of distance queries to a world composition |
| FDistributionLookupTable | Lookup table used to sample distributions at runtime. |
| FDoRepLifetimeParams | Struct containing various parameters that can be passed to DOREPLIFETIME_WITH_PARAMS to control how variables are replicated. |
| FDormantObjectReplicator | Container holding the FObjectReplicator of a dormant replicated object |
| FDormantReplicatorHolder | Container that stores the object replicators of dormant actors and their subobjects. |
| FDoubleVectorParameterValue | Editable vector parameter. |
| FDPMatchingIfCondition | |
| FDPMatchingRulestruct | |
| FDPMatchingRulestructA | |
| FDPMatchingRulestructB | |
| FDPMatchingRulestructBase | |
| FDPMatchingRulestructC | |
| FDPMatchingRulestructD | |
| FDPMatchingRulestructE | |
| FDrawToRenderTargetContext | |
| FDropNoteInfo | Info about one note dropped in the map during PIE. |
| FDummyAudioStreamingManager | Dummy audio streaming manager used on the servers and whenever we cannot render audio |
| FDummySpacerCameraTypes | NOTE: This code is work in progress - do not use these types until this comment is removed. |
| FDumpFPSChartToEndpoint | Prints the FPS chart summary to an endpoint. |
| FDVRStreamingStatus | Interface(s) for platform feature modules Defines the interface to platform's DVR and/or streaming system |
| FDynamicAnimTrailEmitterData | Dynamic emitter data for AnimTrail emitters |
| FDynamicBeam2EmitterData | Dynamic emitter data for Beam emitters |
| FDynamicBeam2EmitterReplayData | Source data for Beam emitters |
| FDynamicChildSubmix | |
| FDynamicEmitterDataBase | Base class for all emitter types |
| FDynamicEmitterReplayDataBase | Source data base class for all emitter types |
| FDynamicForceFeedbackDetails | |
| FDynamicMeshBuilderSettings | |
| FDynamicMeshDrawOffset | |
| FDynamicMeshEmitterData | Dynamic emitter data for Mesh emitters |
| FDynamicMeshEmitterReplayData | Source data for Mesh emitters |
| FDynamicMeshVertex | The vertex type used for dynamic meshes. |
| FDynamicResolutionStateInfos | Information about the state of dynamic resolution. |
| FDynamicRibbonEmitterData | Dynamic emitter data for Ribbon emitters |
| FDynamicRibbonEmitterReplayData | Source data for Ribbon emitters |
| FDynamicSpriteEmitterData | Dynamic emitter data for sprite emitters |
| FDynamicSpriteEmitterDataBase | Base class for Sprite emitters and other emitter types that share similar features. |
| FDynamicSpriteEmitterReplayData | Source data for Sprite emitters |
| FDynamicSpriteEmitterReplayDataBase | Source data base class for Sprite emitters |
| FDynamicTextureInstance | Serialized ULevel information about dynamic texture instances |
| FDynamicTrailsEmitterData | Dynamic emitter data for Ribbon emitters |
| FDynamicTrailsEmitterReplayData | Source data for trail-type emitters |
| FEdGraphEditAction | Struct containing information about what actions occurred on the graph |
| FEdGraphNodeDeprecationResponse | Deprecation response data. |
| FEdGraphPinReference | |
| FEdGraphPinType | Struct used to define the type of information carried on this pin |
| FEdGraphSchemaAction | This structure represents a context dependent action, with sufficient information for the schema to perform it. |
| FEdGraphSchemaAction_Dummy | Dummy action, useful for putting messages in the menu |
| FEdGraphSchemaAction_NewNode | Action to add a node to the graph |
| FEdGraphSchemaActionDefiningObject | Used to opaquely verify that two different persistent entries backing actions are part of the same section/category (e.g., both are variables in the same Blueprint) |
| FEdGraphTerminalType | Struct used to define information for terminal types, e.g. types that can be contained by a container. |
| FEditedDocumentInfo | |
| FEditorElement | Each elements in the grid |
| FEditorImportExportTestDefinition | Holds settings for the asset import / export automation test |
| FEditorImportWorkflowDefinition | Holds settings for the asset import workflow test |
| FEditorMapPerformanceTestDefinition | Holds settings for the asset import / export automation test |
| FEditorSupportDelegates | FEditorSupportDelegates Delegates that are needed for proper editor functionality, but are accessed or triggered in engine code. |
| FEmitterDynamicParameter | Helper structure for displaying the parameter. |
| FEmitterDynamicParameterPayload | DynamicParameter particle payload. |
| FEmptyPayload | |
| FEncounteredStateMachineStack | |
| FEncryptionKeyResponse | |
| FEndPhysicsTickFunction | Tick function that ends the physics tick |
| FEnginePerformanceTargets | |
| FEngineShowFlags | ShowFlags are a set of bits (some are fixed in SHIPPING) that are stored in the ViewFamily. |
| FEngineShowFlagsSetting | |
| FEnvironmentalCollisions | |
| FEquirectProps | Properties for equirect layers |
| FErrorTrackerWorstAnimation | |
| FErrorTrackerWorstBone | |
| FEvaluationContext | Structure used to supply necessary animation (pose) evaluation information |
| FEventGraphFastCallPair | |
| FExponentialHeightFogData | Data for an individual fog line integral. |
| FExponentialHeightFogDynamicState | |
| FExponentialHeightFogHandle | |
| FExponentialHeightFogStaticState | |
| FExportHLODAssetsParams | |
| FExposedValueCopyRecord | |
| FExposedValueHandler | An exposed value updater. |
| FExposureSettings | Settings to allow designers to override the automatic expose |
| FExpressionInput | FExpressionInput |
| FExpressionInputIterator | An iterator for traversing the inputs of a UMaterialExpression. |
| FExpressionOutput | FExpressionOutput |
| FExpressionOutputIterator | An iterator for traversing the outputs of a UMaterialExpression. |
| FExternalDataLayerUID | |
| FExternalInput | It represents an external input (like texture coordinates) value. |
| FExternalMorphSet | An external morph target set. |
| FExternalMorphSetWeights | The weight data for a specific external morph set. |
| FExternalMorphWeightData | The morph target weight data for all external morph target sets. |
| FExternalSpatialAccelerationPayload | This is a Chaos spatial acceleration payload that can be used for spatial acceleration structures that are meant to only be used in external contexts. |
| FExternalToolDefinition | Structure for defining an external tool |
| FFactChunk | |
| FFastOverlapInfoCompare | Predicate for comparing FOverlapInfos when exact weak object pointer index/serial numbers should match, assuming one is not null and not invalid. |
| FFieldRemapInfo | Helper struct to allow us to redirect properties and functions through renames and additionally between classes if necessary |
| FFilmStockSettings | |
| FFilterData | |
| FFinalSkinVertex | Data for a single skinned skeletal mesh vertex |
| FFindFloorResult | Data about the floor for walking movement, used by CharacterMovementComponent. |
| FFinishBuildMorphTargetData | Data to cache serialization results for async asset building |
| FFIRFilterTimeBased | |
| FFirstPersonParameters | |
| FFloatAnimationAttribute | Attribute type supporting the legacy TVariant |
| FFloatCurve | |
| FFloatRK4SpringInterpolator | |
| FFloatSpringState | |
| FFolder | |
| FFoliageOcclusionResults | |
| FFontCharacter | This struct is serialized using native serialization so any changes to it require a package version bump. |
| FFontFacePlatformRasterizationOverrides | Remapping of rasterization modes |
| FFontImportOptionsData | Font import options |
| FFontParameterValue | Editable font parameter. |
| FFontRenderInfo | Information used in font rendering |
| FForceFeedbackAttenuationSettings | |
| FForceFeedbackChannelDetails | |
| FForceFeedbackEffectOverridenChannelDetails | A wrapper struct for setting channel details on a per-platform basis |
| FForceFeedbackParameters | |
| FFormatChunk | |
| FFractureEffect | Struct used to hold effects for destructible damage events |
| FFrameRateChangedPayload | |
| FFullSubUVPayload | Particle trail stats Beam particle stats Mesh Particle Stats Helper structures for payload data... |
| FFullyLoadedPackagesInfo | Struct to help hold information about packages needing to be fully-loaded for DLC, etc. |
| FFunction | Defines a user-specified function. |
| FFunctionExpressionInput | Struct that stores information about a function input which is needed to maintain connections and implement the function call. |
| FFunctionExpressionOutput | Struct that stores information about a function output which is needed to maintain connections and implement the function call. |
| FFunctionHLSL | A user-function defined with user-provided HLSL code. |
| FFunctionHLSLDefine | Describes an HLSL preprocessor define, .e.g "#define MyDefine 123". |
| FFunctionHLSLDesc | Describes a user-specified HLSL function. |
| FFunctionParameter | Describes a function parameter. |
| FFXSystemSpawnParameters | Parameters controlling the spawning behavior of FX systems via the SpawnSystemAtLocation and SpawnSystemAttached. |
| FFXTimeData | Timing data for various parts of FX work. |
| FGameInstancePIEParameters | Parameters used to initialize / start a PIE game instance. |
| FGameInstancePIEResult | The result of a UGameInstance PIE operation. |
| FGameNameRedirect | |
| FGameTime | Contains all the timings of a gaming frame, to handle pause and time dilation (for instance bullet time) of the world. |
| FGaussianSumBloomSettings | |
| FGeneratedBlueprintDelegateBinding | Entry for a delegate to assign after a blueprint has been instanced |
| FGenerateObjectDiffOptions | |
| FGenericGeomPhysicsInterfaceUsingSpatialAcceleration | |
| FGenericPhysicsInterface | |
| FGenericPhysicsInterface_Internal | |
| FGenericRaycastPhysicsInterfaceUsingSpatialAcceleration | |
| FGenericStruct | |
| FGeometryAddParams | |
| FGeometryCacheVertexFactoryUserData | The mesh batch element user data should point to an instance of this struct |
| FGeometryCollectionVertexFactory | A vertex factory for Geometry Collections |
| FGeomSelection | Selection information for geometry mode. |
| FGetActionsBoundToKey | |
| FGetActorReferencesParams | |
| FGetDiffableObjectOptions | |
| FGlobalFocusSettings | Setting for global focus scaling |
| FGPUSkinAPEXClothDataType | Stream component data bound to Apex cloth vertex factory |
| FGPUSkinDataType | Stream component data bound to GPU skinned vertex factory |
| FGPUSortBuffers | The input buffers required for sorting on the GPU. |
| FGPUSpriteEmitterInfo | The data needed by the runtime to simulate sprites. |
| FGPUSpriteLocalVectorFieldInfo | Data needed for local vector fields. |
| FGPUSpriteResourceData | The source data for runtime resources. |
| FGraphActionListBuilderBase | This object is a base class helper used when building a list of actions for some menu or palette. |
| FGraphActionMenuBuilder | This context is used when building a list of actions that can be done in the current blueprint. |
| FGraphAssetPlayerInformation | Contains indices for any Asset Player nodes found for a specific Name Anim Graph (only and specifically harvested for Anim Graph Layers and Implemented Anim Layer Graphs) |
| FGraphContextMenuBuilder | This context is used when building a list of actions that can be done in the current context. |
| FGraphDisplayInfo | This is a response from GetGraphDisplayInformation |
| FGraphLine | Graph Line data. |
| FGraphNodeCreator | Helper object to ensure a graph node is correctly constructed |
| FGraphReference | |
| FGraphSchemaSearchTextDebugInfo | Helper struct storing the breakdown of the weights assigned to the search text. |
| FGraphSchemaSearchTextWeightInfo | Helper struct storing the search text array with its weight info. |
| FGraphSchemaSearchWeightModifiers | |
| FGraphThreshold | Graph Line data. |
| FGraphTraversalCounter | |
| FGridBlendSample | Result of how much weight of the grid element |
| FHapticFeedbackDetails_Curve | |
| FHardwareCursorReference | |
| FHardwareDeviceIdentifier | An identifier that can be used to determine what input devices are available based on the FInputDeviceScope. |
| FHardwareInfo | |
| FHardwarePartialDerivative | Instruction that maps to hardware ddx()/ddy(). |
| FHeader | |
| FHeapAttributeContainer | |
| FHeapAttributeContainerAccessor | |
| FHierarchicalInstancedStaticMeshDelegates | |
| FHierarchicalSimplification | |
| FHighResScreenshotConfig | |
| FHitResult | Structure containing information about one hit of a trace, such as point of impact and surface normal at that point. |
| FHitResultNetSerializerConfig | |
| FHLODBuildContext | Provide context for the HLOD generation |
| FHLODBuildInputReferencedAssets | Keep track of assets used as input to the HLOD generation of a given HLOD actor, along with the number of occurences. |
| FHLODBuildInputStats | Referenced assets per HLOD builder. |
| FHLODBuildResult | Result of the HLOD build of a single actor. |
| FHLODCreationContext | |
| FHLODCreationParams | |
| FHLODInstancingKey | Mesh/Material pair used as a key to insert/retrieve instances in the LODActor. |
| FHLODInstancingPackedMappingData | |
| FHLODISMComponentDesc | Describe a LODActor ISM component |
| FHLODISMComponentDescriptor | ISM descriptor class based on FISMComponentDescriptor. |
| FHLODLayerTypeUnsupportedActorClasses | |
| FHLODModifierScalarParameter | A scalar parameter |
| FHLODProxyMesh | A mesh proxy entry |
| FHLODSkinnedMeshComponentDescriptor | ISM descriptor class based on FSkinnedMeshComponentDescriptor. |
| FImportanceTexture | Texture processed for importance sampling Holds marginal PDF of the rows, as well as the PDF of each row |
| FImportedSkinWeightProfileData | Editor only representation of a Skin Weight profile, stored as part of FSkeletalMeshLODModel, used as a base for generating the runtime version (FSkeletalRenderDataSkinWeightProfilesData) |
| FImportFactorySettingValues | Holds FProperty names and values to customize factory settings |
| FIndexAndZ | Helper struct for building acceleration structures. |
| FIndexedCurve | A curve base class which enables key handles to index lookups. |
| FIndexLengthPair | |
| FInertializationCurve | |
| FInertializationCurveDiffElement | |
| FInertializationRequest | |
| FInertializationSparsePose | Internal private structure used for storing a pose snapshots sparsely (i.e. when we may not have the full set of transform for every bone) |
| FInGameCycleHistory | |
| FInitBodiesHelper | |
| FInitBodiesHelperBaseInternal | Private base class necessary to keep friend access to FBodyInstance. |
| FInitBodiesHelperWithData | |
| FInitBodySpawnParams | Helper struct to specify spawn behavior |
| FInlineHLSL | Inline HLSL instruction. |
| FInlineReductionCacheData | |
| FInputActionBinding | Binds a delegate to an action. |
| FInputActionKeyMapping | Defines a mapping between an action and key |
| FInputActionUnifiedDelegate | |
| FInputAlphaBoolBlend | |
| FInputAxisBinding | Binds a delegate to an axis mapping. |
| FInputAxisConfigEntry | Configurable properties for control axes. |
| FInputAxisKeyBinding | Binds a delegate to a raw float axis mapping. |
| FInputAxisKeyMapping | Defines a mapping between an axis and key |
| FInputAxisProperties | Configurable properties for control axes, used to transform raw input into game ready values. |
| FInputAxisUnifiedDelegate | Unified delegate specialization for float axis events. |
| FInputBinding | Base class for the different binding types. |
| FInputBlendPose | |
| FInputClampConstants | Input modifier with clamping and interpolation. |
| FInputClampState | Mutable state struct to be used with FInputClampConstants. |
| FInputDevicePropertyHandle | A handle to an active input device property that is being used by the InputDeviceSubsytem. |
| FInputGestureBinding | Binds a gesture to a function. |
| FInputGestureUnifiedDelegate | Unified delegate specialization for gestureevents. |
| FInputKeyBinding | Binds a delegate to a key chord. |
| FInputKeyEventArgs | Input key event arguments. |
| FInputModeDataBase | Abstract base class for Input Mode structures |
| FInputModeGameAndUI | Data structure used to setup an input mode that allows the UI to respond to user input, and if the UI doesn't handle it player input / player controller gets a chance. |
| FInputModeGameOnly | Data structure used to setup an input mode that allows only the player input / player controller to respond to user input. |
| FInputModeUIOnly | Data structure used to setup an input mode that allows only the UI to respond to user input. |
| FInputRange | |
| FInputScaleBias | Input modifier with scaling and biasing. |
| FInputScaleBiasClamp | Input modifier with remapping, scaling, biasing, clamping, and interpolation. |
| FInputScaleBiasClampConstants | |
| FInputScaleBiasClampState | Mutable state struct to be used with FInputScaleBiasClampConstants. |
| FInputTouchBinding | Binds a delegate to touch input. |
| FInputTouchUnifiedDelegate | Unified delegate specialization for Touch events. |
| FInputVectorAxisBinding | Binds a delegate to a raw vector axis mapping. |
| FInputVectorAxisUnifiedDelegate | Unified delegate specialization for vector axis events. |
| FInstanceCacheDataBase | Base class for instance cached data of a particular type. |
| FInstanceDataBufferHeader | Header data for the instance data buffer that might be produced early (before the heavy lifting of a data update) to move the main sync point back & off the render thread. |
| FInstanceDataManagerSourceDataDesc | Data descriptor representing the component state abstracting the UPrimitiveComponent, needs to be passed into the change flushing. |
| FInstancedPlacementHash | FPartitionInstanceHash Used for editor locality of placed instances in a partition actor to control density and avoid overlapping instances |
| FInstanceDraw | |
| FInstancedSkinnedMeshComponentInstanceData | Helper class used to preserve state across blueprint re-instancing |
| FInstancedSkinnedMeshSceneProxyDesc | |
| FInstancedStaticMeshComponentInstanceData | Helper class used to preserve lighting/selection state across blueprint reinstancing |
| FInstancedStaticMeshDataType | |
| FInstancedStaticMeshDelegates | |
| FInstancedStaticMeshInstanceData | |
| FInstancedStaticMeshLightMapInstanceData | Used to store lightmap data during RerunConstructionScripts |
| FInstancedStaticMeshMappingInfo | |
| FInstancedStaticMeshRandomSeed | |
| FInstancedStaticMeshSceneDesc | |
| FInstancedStaticMeshSceneProxyDesc | |
| FInstancedStaticMeshVertexFactory | A vertex factory for instanced static meshes |
| FInstanceDynamicData | |
| FInstanceEditorData | |
| FInstanceSceneData | |
| FInstanceSceneShaderData | |
| FInstanceUpdateComponentDesc | Data descriptor representing the component state abstracting the UPrimitiveComponent, needs to be passed into the change flushing. |
| FInstancingUserData | |
| FInstruction | Base struct of an instruction value. |
| FInstructionLinkage | |
| FIntegerAnimationAttribute | Attribute type supporting the legacy TVariant |
| FIntegralCurve | An integral curve, which holds the key time and the key value |
| FIntegralKey | An integral key, which holds the key time and the key value |
| FInteriorSettings | Struct encapsulating settings for interior areas. |
| FInterpControlPoint | |
| FInterpolationParameter | |
| FIrisNetDriverConfig | Struct used to configure which NetDriver is started with Iris enabled or not Only one attribute out of the NetDriverDefinition, NetDriverName or NetDriverWildcardName should be set along with the bEnableIris property |
| FISMClientData | Represents the list of instances for 1 Client |
| FISMClientHandle | |
| FISMClientInstance | Represents the component instances that 1 Client instance represents |
| FISMClientInstanceId | |
| FISMClientInstanceManagerData | |
| FISMComponentBatcher | Struct that allows batching of transforms and custom data of multiple (possibly instanced) static mesh components |
| FISMComponentData | Bookkeeping struct that contains the data that allows linking Client Instances to actual Component Instances |
| FISMComponentDescriptor | |
| FISMComponentDescriptorBase | Struct that holds the relevant properties that can help decide if instances of different StaticMeshComponents/InstancedStaticMeshComponents/HISM can be merged into a single component. |
| FISMComponentInstance | Represents one component instance with a mapping back to the Client instance. |
| FISMPartitionInstanceManager | An ISM partition instance manager, tied to a given client instance ID. |
| FISMPrecomputedSpatialHashData | Precomputed optimization data that descrives the spatial hashes and reordering needed. |
| FIsRootComponentChanged | |
| FIsRootComponentChangedInfoGetter | |
| FJointHandle | Handle associated with a physics joint. |
| FJointPos | A bone: an orientation, and a position, all relative to their parent. |
| FJointSetup | |
| FKAggregateGeom | Container for an aggregate of collision shapes |
| FKBoxElem | Box shape used for collision |
| FKCachedPerTriData | Only used for legacy serialization (ver < VER_UE4_ADD_BODYSETUP_GUID) |
| FKConvexElem | One convex hull, used for simplified collision. |
| FKeyBind | Struct containing mappings for legacy method of binding keys to exec commands. |
| FKeyHandle | Key handles are used to keep a handle to a key. They are completely transient. |
| FKeyHandleLookupTable | Lookup table that maps key handles to indices in an external data structure Maintains a map of key handle to last known index, and an array of optional key handles that's used to validate map entries. |
| FKeyHandleMap | Represents a mapping of key handles to key index that may be serialized |
| FKeyState | |
| FKismetCompilerOptions | Options used for a specific invication of the blueprint compiler |
| FKLevelSetElem | |
| FKMLLevelSetElem | |
| FKShapeElem | Base class of shapes used for collision, such as Sphere, Box, Sphyl, Convex, TaperedCapsule or LevelSet |
| FKSkinnedLevelSetElem | |
| FKSkinnedTriangleMeshElem | |
| FKSphereElem | Sphere shape used for collision |
| FKSphylElem | Capsule shape used for collision. Z axis is capsule axis. |
| FKTaperedCapsuleElem | Capsule shape used for collision. |
| FLatentActionInfo | Latent action info. |
| FLatentActionManager | The latent action manager handles all pending latent actions for a single world. |
| FLatentResponse | The response to updating a latent action. |
| FLaunchOnTestSettings | Holds settings for the editor Launch On With Map Iterations test. |
| FLayerActorStats | |
| FLeaf | FLeaf |
| FLegacyQuantizedDirectionalLightSample | |
| FLegacyQuantizedSimpleLightSample | |
| FLensBloomSettings | |
| FLensImperfectionSettings | |
| FLensSettings | |
| FLevelActorFoldersHelper | |
| FLevelCollection | Contains a group of levels of a particular ELevelCollectionType within a UWorld and the context required to properly tick/update those levels. |
| FLevelInstanceActorGuid | Helper struct that allows serializing the ActorGuid for runtime use. |
| FLevelInstanceActorPropertyOverride | |
| FLevelInstanceID | FLevelInstanceID is a runtime unique id that is computed from the Hash of LevelInstance Actor Guid and all its ancestor LevelInstance Actor Guids. |
| FLevelNameAndTime | |
| FLevelPendingVisibilityStateAccessor | |
| FLevelRegistrationAccessor | Accessor used by World/ActorComponent for component registration/unregistration. |
| FLevelRemoveFromWorldAccessor | Accessor used by World when removing level |
| FLevelSimplificationDetails | |
| FLevelStreamingDelegates | TODO: what is the best way to capture a level which is queued for unload while it is during async load or add to world? Are level async loads actually cancelled? |
| FLevelStreamingGCHelper | Helper structure encapsulating functionality used to defer marking actors and their components as pending kill till right before garbage collection by registering a callback. |
| FLevelStreamingStatus | Level streaming updates that should be applied immediately after committing the map change |
| FLevelViewportInfo | Saved editor viewport state information |
| FLightingActorDesc | |
| FLightingCellDesc | |
| FLightingChannels | Specifies which lighting channels are relevant |
| FLightMapCoefficients | The quantized coefficients for a single light-map texel. |
| FLightmapSceneShaderData | |
| FLightmassDebugOptions | Debug options for Lightmass |
| FLightmassDirectionalLightSettings | Directional light settings for Lightmass |
| FLightmassLightSettings | Per-light settings for Lightmass |
| FLightmassMaterialInterfaceSettings | UMaterial interface settings for Lightmass |
| FLightmassPointLightSettings | Point/spot settings for Lightmass |
| FLightmassPrimitiveSettings | Per-object settings for Lightmass |
| FLightmassWorldInfoSettings | |
| FLightParticlePayload | |
| FLightRenderParameters | Generic parameters used to render a light Has a 1:1 mapping with FLightShaderParameters, but can also be used in other contexts Primary difference is position is stored as FVector3d in absolute world space, which is not appropriate for sending directly to GPU |
| FLightSample | Incident lighting for a single sample, as produced by a lighting build. |
| FLightVolumeOctreeSemantics | |
| FLightWeightInstanceSubsystem | |
| FLinearConstraint | Distance constraint |
| FLinearDriveConstraint | Linear Drive |
| FLinkedAnimLayerClassData | Linked layer class info. |
| FLinkedAnimLayerInstanceData | Linked layer instance info. |
| FLinkedInstancesAdapter | |
| FListener | Defines the properties of the listener |
| FListenerProxy | Game thread representation of a listener |
| FLoadedAnimationChunk | |
| FLocalPlayerContext | A context object that binds to a LocalPlayer. |
| FLocalSpacePose | A pose in local space (i.e. each transform is relative to its parent) |
| FLocationBoneSocketInfo | |
| FLocationEmitterInstancePayload | ModuleLocationEmitter instance payload |
| FLODBurstFired | |
| FLODMappingData | |
| FLODMask | Contains LODs to render. |
| FLODSoloTrack | Temporary array for tracking 'solo' emitter mode. Entry will be true if emitter was enabled |
| FLWIData | Used for initializing light weight instances. |
| FMacroUVOverride | |
| FMarkActorIsBeingDestroyed | Internal struct used by level code to mark actors as destroyed |
| FMarkerPair | |
| FMarkerSyncAnimPosition | Represent a current play position in an animation based on sync markers |
| FMarkerSyncData | |
| FMarkerTickRecord | |
| FMaterial | Raw data material. |
| FMaterialAggregateAttribute | Represents a single attribute within a material aggregate. |
| FMaterialAnalysisResult | Holds data about what is used in the shader graph of a specific material property or custom output |
| FMaterialAttributesInput | |
| FMaterialAudit | |
| FMaterialAuditEntry | |
| FMaterialCachedExpressionContext | |
| FMaterialCachedExpressionData | |
| FMaterialCachedExpressionEditorOnlyData | |
| FMaterialCachedParameterEditorEntry | |
| FMaterialCachedParameterEditorInfo | |
| FMaterialCachedParameterEntry | |
| FMaterialCachedTexturesSamplingInfo | |
| FMaterialCompileTargetParameters | Fully describes a material compilation target |
| FMaterialDependencySearchMetadata | |
| FMaterialEditorPromotionSettings | Holds settings for the material editor build promotion tests |
| FMaterialExpressionAggregateEntry | |
| FMaterialExpressionCollection | |
| FMaterialExpressionConvertInput | |
| FMaterialExpressionConvertMapping | |
| FMaterialExpressionConvertOutput | |
| FMaterialExpressionMaterialCacheAttribute | |
| FMaterialExpressionOperatorInput | |
| FMaterialFunctionInfo | Stores information about a function that this material references, used to know when the material needs to be recompiled. |
| FMaterialInheritanceChain | Holds information about a hierarchy of materials |
| FMaterialInput | FMaterialInput |
| FMaterialInputDescription | Material input structs. |
| FMaterialInsights | A structure that holds reflection information about a material. This structure is typically populated by the material translator as a side product of the translation process itself. |
| FMaterialInstanceBasePropertyOverrides | Properties from the base material that can be overridden in material instances. |
| FMaterialInstanceCachedData | |
| FMaterialInterfacePSOPrecacheParams | |
| FMaterialIRModuleBuilder | |
| FMaterialIRToHLSLTranslation | Used to translate a generated Material MIR module into the material HLSL shader. |
| FMaterialLayerInput | |
| FMaterialLayersFunctions | |
| FMaterialLayersFunctionsEditorOnlyData | |
| FMaterialLayersFunctionsID | Serializable ID structure for FMaterialLayersFunctions which allows us to deterministically recompile shaders |
| FMaterialLayersFunctionsRuntimeData | |
| FMaterialLayerStackFunctionsCache | |
| FMaterialOverrideNanite | Storage for nanite material override. |
| FMaterialParameterCollection | It represents a Material Parameter Collection object value. |
| FMaterialParameterCollectionInfo | Stores information about a parameter collection that this material references, used to know when the material needs to be recompiled. |
| FMaterialParameterInfo | |
| FMaterialParameterMetadata | Holds a value, along with editor-only metadata that describes that value |
| FMaterialParameterValue | |
| FMaterialProcessedSource | |
| FMaterialProxySettings | |
| FMaterialPSOPrecacheParams | |
| FMaterialRelevance | The class is only storing bits, initialized to 0 and has an |= operator to provide a combined set of multiple materials (component / mesh) |
| FMaterialRemapIndex | |
| FMaterialRenderContext | The context of a material being rendered. |
| FMaterialResourceForCooking | An FMaterialResource and other information needed for cooking it. |
| FMaterialResourceLocOnDisk | |
| FMaterialShaderParameters | FMaterialShaderParametersBase split out to ease serializing of raw data. |
| FMaterialShaderParametersBase | |
| FMaterialShaders | |
| FMaterialShaderTypes | |
| FMaterialShadingModelField | Wrapper for a bitfield of shading models. |
| FMaterialSpriteElement | |
| FMaterialsWithDirtyUsageFlags | Struct used for annotations when a materials 'used with' flags have changed and need saving |
| FMaterialTextureInfo | This struct holds data about how a texture is sampled within a material. |
| FMaterialTextureValue | |
| FMatrix3x4 | 3x4 matrix of floating point values. |
| FMatteBoxFlag | |
| FMaxErrorStatTracker | Logic for tracking top N error items for later display. |
| FMaxRPCDoSEscalation | Per-player tracking of the maximum RPC DoS escalation state |
| FMemberReference | @TODO: this can encapsulate globally defined fields as well (like with native delegate signatures); consider renaming to FFieldReference |
| FMemoryImageMaterialParameterInfo | |
| FMemoryImageValue | |
| FMeshApproximationSettings | |
| FMeshAttributeContainer | |
| FMeshBatch | A batch of mesh elements, all with the same material and vertex buffer |
| FMeshBatchAndRelevance | A reference to a mesh batch that is added to the collector, together with some cached relevance flags. |
| FMeshBatchDynamicPrimitiveData | Dynamic primitive/instance data for a mesh batch element. |
| FMeshBatchElement | A batch mesh element definition. |
| FMeshBatchElementDynamicIndexBuffer | |
| FMeshBoneInfo | This contains Reference-skeleton related info Bone transform is saved as FTransform array |
| FMeshBuildSettings | Settings applied when building a mesh. |
| FMeshBuildVertexData | |
| FMeshBuildVertexView | |
| FMeshDataSection | |
| FMeshDeformerGeometryReadbackRequest | |
| FMeshDeformerGeometryReadbackVertexDataArrays | |
| FMeshDeformerInstanceSet | Same as FMeshDeformerSet, except for mesh deformer instances |
| FMeshDeformerSet | Specifies which mesh deformer should be used on each LOD of a mesh |
| FMeshDisplacementMap | |
| FMeshDrawCommandStatsBudget | |
| FMeshDrawCommandStatsBudgetTotals | Budget totals for each MeshDrawCommandStats collection. |
| FMeshFace | |
| FMeshInfo | Some information per individual mesh, as appearing in the source asset. |
| FMeshInstancingSettings | Mesh instance-replacement settings |
| FMeshMergingSettings | Mesh merging settings |
| FMeshMotionBlurPayloadData | |
| FMeshNaniteSettings | Settings applied when building Nanite data. |
| FMeshParticleInstanceVertex | Per-particle data sent to the GPU. |
| FMeshParticleInstanceVertexDynamicParameter | |
| FMeshParticleInstanceVertexPrevTransform | |
| FMeshPose | |
| FMeshProxySettings | |
| FMeshRayTracingProxySettings | |
| FMeshReductionSettings | Settings used to reduce a mesh. |
| FMeshRotationPayloadData | Mesh rotation data payload |
| FMeshSectionInfo | Per-section settings. |
| FMeshSectionInfoMap | Map containing per-section settings for each section of each LOD. |
| FMeshSkinningData | |
| FMeshToMeshVertData | A structure for holding mesh-to-mesh triangle influences to skin one mesh to another (similar to a wrap deformer) |
| FMeshUVChannelInfo | The world size for each texcoord mapping. Used by the texture streaming. |
| FMeshWedge | |
| FMessageStack | Stack of tags & events used to track context during graph execution. |
| FMinimalViewInfo | |
| FMipLevelStreamingInfo | Describes a mip level of a SVT frame in terms of the sizes and offsets of the data in the built bulk data. |
| FMirrorFindReplaceExpression | Find and Replace expressions used to generate mirror tables |
| FMirrorTableRow | Base Mirror Table containing all data required by the animation mirroring system. |
| FMLLevelSetModelAndBonesBinningInfo | |
| FMLLevelSetModelInferenceInfo | |
| FModelVertex | |
| FModulationDestination | |
| FModulatorContinuousParams | |
| FModuleLocationBoneSocketInstancePayload | ModuleLocationBoneSocket instance payload |
| FModuleLocationBoneSocketParticlePayload | ModuleLocationBoneSocket per-particle payload |
| FModuleLocationVertSurfaceInstancePayload | ModuleLocationVertSurface instance payload |
| FModuleLocationVertSurfaceParticlePayload | ModuleLocationVertSurface per-particle payload - only used if updating each frame |
| FMontageActiveSlotTracker | Tracks state of active slot nodes in the graph |
| FMontageBlendSettings | Montage blend settings. Can be used to overwrite default Montage settings on Play/Stop |
| FMontageEvaluationState | |
| FMontageSubStepper | Helper struct to sub step through Montages when advancing time. |
| FMorphTargetDelta | Morph mesh vertex data used for rendering |
| FMorphTargetImportedSourceFileInfo | |
| FMorphTargetLODModel | Mesh data for a single LOD model of a morph target |
| FMovementProperties | Movement capabilities, determining available movement options for Pawns and used by AI for reachability tests. |
| FMoveToExternalDataLayerParams | |
| FMTDResult | Structure containing information about minimum translation direction (MTD) |
| FMulticastRecordOptions | |
| FMultiComponentReregisterPair | Pairing of UActorComponent and its UWorld. |
| FMultiSizeIndexContainerData | |
| FNameCurve | Implements a curve of FNames. |
| FNameCurveKey | One key in a curve of FNames. |
| FNamedColor | A named color |
| FNamedCurveValue | Name/value pair for retrieving curve values |
| FNamedEmitterMaterial | |
| FNamedFloat | A named float |
| FNamedIndexElement | Name/index pair, used in FBulkCurves |
| FNamedNetDriver | Active and named net drivers instantiated from an FNetDriverDefinition The net driver will remain instantiated on this struct until it is destroyed |
| FNamedTransform | A named transform |
| FNamedValueArrayUtils | |
| FNamedVector | A named float |
| FNameMapping | |
| FNaniteAssemblyBoneInfluence | A mapping of bone index and weight for bone attachment in Nanite Assemblies |
| FNaniteAssemblyData | Data to describe a Nanite Assembly |
| FNaniteAssemblyNode | A single instance of a given mesh in a Nanite Assembly. |
| FNaniteAssemblyPart | A mesh to be instanced as a part of a Nanite Assembly |
| FNaniteSettings | |
| FNativeStateBinding | Binding allowing native notification of state changes |
| FNativeTransitionBinding | Binding allowing native transition rule evaluation |
| FNavAgentProperties | Properties of representation of an 'agent' (or Pawn) used by AI navigation/pathfinding. |
| FNavAgentSelector | |
| FNavAvoidanceData | |
| FNavAvoidanceMask | |
| FNavCollisionConvex | |
| FNavDataConfig | |
| FNavEdgeSegment | |
| FNavHeightfieldSamples | Generic "landscape" support |
| FNavigableGeometryExport | |
| FNavigationBounds | |
| FNavigationBoundsUpdateRequest | |
| FNavigationDirtyArea | |
| FNavigationDirtyElement | |
| FNavigationElement | Structure registered in the navigation system that holds the required properties and delegates to gather navigation data (navigable geometry, NavArea modifiers, NavLinks, etc.) and be stored in the navigation octree. |
| FNavigationElementHandle | Structure used to identify a unique navigation element registered in the Navigation system. |
| FNavigationLink | |
| FNavigationLinkBase | |
| FNavigationModifier | |
| FNavigationPortalEdge | |
| FNavigationProjectionWork | |
| FNavigationQueryFilter | |
| FNavigationRaycastWork | |
| FNavigationRelevantData | |
| FNavigationRelevantDataFilter | |
| FNavigationSegmentLink | |
| FNavLinkAuxiliaryId | There should be one of these Ids generated and stored per Actor or Component that inherits from INavLinkCustomInterface. |
| FNavLinkId | NavLink Id type. |
| FNavLocation | Describes a point in navigation data |
| FNavMovementProperties | Struct to hold properties a user might set for navigation movement |
| FNavPathPoint | Describes node in navigation path |
| FNavPathType | Path type data |
| FNetAsyncLoadDelinquencyAnalytics | Tracks data related specific to a NetDriver that can can result in prolonged periods of apparent network inactivity, despite actually receiving traffic. |
| FNetConnAnalyticsData | NetConnection implementation for basic aggregated net analytics data |
| FNetConnAnalyticsVars | Includes. |
| FNetConnectionPacketAnalytics | Struct wrapper Per Net Connection analytics for things like packet loss and jitter. |
| FNetConnectionSaturationAnalytics | Struct wrapping Per Net Connection saturation analytics. |
| FNetConnectionSettings | Help structs for temporarily setting network settings |
| FNetDriverDefinition | Container for describing various types of netdrivers available to the engine The engine will try to construct a netdriver of a given type and, failing that, the fallback version. |
| FNetDriverReplicationSystemConfig | Used to configure the replication system default values |
| FNetLevelVisibilityState | |
| FNetLevelVisibilityTransactionId | This structure is used to to identify NetLevelVisibility transactions between server and client |
| FNetQueuedActorDelinquencyAnalytics | Tracks data related specific to a NetConnection that can can result in prolonged periods of apparent network inactivity, despite actually receiving traffic. |
| FNetSyncLoadReport | Struct used as the parameter to FOnSyncLoadDetected to report sync loads. |
| FNetViewer | Stores information on a viewer that actors need to be checked against for relevancy |
| FNetworkDemoHeader | |
| FNetworkEmulationProfileDescription | |
| FNetworkMetric | |
| FNetworkMetricConfig | |
| FNetworkMetricsMutator | A metrics mutator is a component of a UNetworkMetricsBaseListener that receices a metrics snapshot every frame. |
| FNetworkMetricsMutatorAvg | Metrics mutator that accumulates an average of a metric. |
| FNetworkMetricsMutatorInPacketLoss | Metrics mutator that tracks out packet loss, based on the InLostPacketsFoundPerFrame and InPacketsPerFrame metrics. |
| FNetworkMetricsMutatorMax | Metrics mutator that tracks the maximum of a metric. |
| FNetworkMetricsMutatorMin | Metrics mutator that tracks the minimum of a metric. |
| FNetworkMetricsMutatorOutPacketLoss | Metrics mutator that tracks out packet loss, based on the OutLostPacketsFoundPerFrame and OutPacketsPerFrame metrics. |
| FNetworkMetricsMutatorPercent | Metrics mutator that reports a 0-100 percentage using two source metrics. |
| FNetworkMetricSnapshot | |
| FNetworkObjectInfo | Struct to store an actor pointer and any internal metadata for that actor used internally by a UNetDriver. |
| FNetworkObjectKeyFuncs | KeyFuncs to allow using the actor pointer as the comparison key in a set. |
| FNetworkPhysicsCallback | Network physics rewind callback to manage all the sim callbacks rewind functionalities |
| FNetworkPhysicsData | END Iris Compliant Data Base network physics data that will be used by physics |
| FNetworkPhysicsDataCollection | |
| FNetworkPhysicsDataHelper | Base for helper, to create data and data history |
| FNetworkPhysicsPayload | START Iris Compliant Data |
| FNetworkPhysicsRewindDataDeltaSourceInputProxy | Struct suitable for use as a replicated property to replicate state rewind history |
| FNetworkPhysicsRewindDataDeltaSourceStateProxy | Struct suitable for use as a replicated property to replicate state rewind history |
| FNetworkPhysicsRewindDataImportantInputProxy | Struct suitable for use as a replicated property to replicate input rewind history |
| FNetworkPhysicsRewindDataImportantStateProxy | Struct suitable for use as a replicated property to replicate state rewind history |
| FNetworkPhysicsRewindDataInputProxy | Struct suitable for use as a replicated property to replicate input rewind history |
| FNetworkPhysicsRewindDataProxy | Base struct for replicated rewind history properties |
| FNetworkPhysicsRewindDataRemoteInputProxy | Struct suitable for use as a replicated property to replicate input rewind history |
| FNetworkPhysicsRewindDataStateProxy | Struct suitable for use as a replicated property to replicate state rewind history |
| FNetworkPhysicsSettings | |
| FNetworkPhysicsSettingsAsync | |
| FNetworkPhysicsSettingsAsyncInput | |
| FNetworkPhysicsSettingsData | Struct FNetworkPhysicsSettingsRewindData {}; |
| FNetworkPhysicsSettingsDefaultReplication | |
| FNetworkPhysicsSettingsNetworkPhysicsComponent | |
| FNetworkPhysicsSettingsPredictiveInterpolation | |
| FNetworkPhysicsSettingsResimulation | |
| FNetworkPhysicsSettingsResimulationErrorCorrection | |
| FNetworkProfilerScopedIgnoreReplicateProperties | Can be used to enforce a scope where we don't want to track properties. |
| FNetworkReplayDelegates | |
| FNeuralProfileStruct | Struct with all the settings we want in UNeuralProfile, separate to make it easer to pass this data around in the engine. |
| FNewLevelInstanceParams | |
| FNodeDataId | Identifier used to access folded node data. |
| FNodeDebugData | |
| FNodeFunctionCaller | Wrapper used to call anim node functions. |
| FNodeGroup | A struct that contains a set of conodes that will be used in one mapping |
| FNodeItem | Node Information to save with |
| FNodeMetadata | Holds metadata keys, so as to discourage text duplication throughout the engine. |
| FNodeTextCache | Constructing FText strings every frame can be costly, so this struct provides a way to easily cache those strings (node title, tooptip, etc.) for reuse. |
| FNodeTextTable | |
| FNodeTitleTextTable | |
| FNodeToCodeAssociation | |
| FNonBlendableFloatAnimationAttribute | |
| FNonBlendableIntegerAnimationAttribute | |
| FNonBlendableQuaternionAnimationAttribute | |
| FNonBlendableTransformAnimationAttribute | |
| FNonBlendableVectorAnimationAttribute | |
| FNop | A "no operation" instruction is a dummy instruction used to perform analysis on a value (and its dependencies) but not push it to the list of instructions in a block. |
| FNotifyBufferFinishedHooks | |
| FObjectAsTraceIdProxyArchive | Implements a proxy archive that serializes UObjects as Trace Ids with FObjectTrace This requires that a trace is active and the Object trace channel is enabled. |
| FObjectCacheEventSink | |
| FObjectElementData | Element data that represents an Object. |
| FObjectTrace | |
| FODSCPrimitiveSceneInfoScope | |
| FODSCRequestPayload | |
| FODSCSuspendForceRecompileScope | |
| FOperator | A mathematical operator instruction. |
| FOptTexturePlatformData | Optional extra fields for texture platform data required by some platforms. |
| FOrbitChainModuleInstancePayload | Chain-able Orbit module instance payload |
| FOrbitOptions | Container struct for holding options on the data updating for the module. |
| FOrientAndScaleRetargetingCachedData | Stores cached data for Orient and Scale bone translation retargeting |
| FOutcode | Encapsulates the inside and/or outside state of an intersection test. |
| FOverlapDatum | Overlap Data structure for async trace |
| FOverlapInfo | Overlap info consisting of the primitive and the body that is overlapping |
| FOverlappingThresholds | |
| FOverlappingVerticesCustomVersion | Custom version for overlapping vertcies code |
| FOverlapQueryData | |
| FOverlapResult | Structure containing information about one hit of an overlap test |
| FOverridableReplayVersionData | Can be used to override Version Data in a Replay's Header either Right Before Writing a Replay Header or Right After Reading a Replay Header. |
| FOverrideAtmosphericLight | |
| FOwnerConcurrencyMapEntry | |
| FPackageLoadCanceled | |
| FPackageLoadFailed | |
| FPackageNameInvalid | |
| FPackedCluster | Packed Cluster as it is used by the GPU. |
| FPackedHierarchyNode | |
| FPacketSimulationSettings | Holds the packet simulation settings in one place |
| FPageKey | |
| FPageRangeKey | |
| FPageStreamingState | |
| FPageTopology | Linear struct of arrays octree describing the mipped SVT topology. |
| FPaintedVertex | Cached vertex information at the time the mesh was painted. |
| FParallelEvaluationData | |
| FParameterChannelNames | |
| FParameterCollectionParameterValue | Editable parameter collection parameter. |
| FParameterGroupData | |
| FParamRemapInfo | Helper struct to allow us to redirect pin name for node class |
| FParticleAnimTrailEmitterInstance | |
| FParticleBeam2EmitterInstance | |
| FParticleBeamTrailVertex | FParticleBeamTrailVertex. |
| FParticleBeamTrailVertexDynamicParameter | FParticleBeamTrailVertexDynamicParameter. |
| FParticleBurst | |
| FParticleCollisionInstancePayload | Collision module per instance payload |
| FParticleCollisionPayload | Collision module particle payload |
| FParticleCurvePair | |
| FParticleDataContainer | |
| FParticleEditorPromotionSettings | Holds settings for the particle editor build promotion tests |
| FParticleEmitterBuildInfo | |
| FParticleEmitterInstance | |
| FParticleEmitterInstanceFixLayout | Hacky base class to avoid 8 bytes of padding after the vtable. |
| FParticleEmitterReplayFrame | |
| FParticleEvent_GenerateInfo | |
| FParticleEventBurstData | Particle burst event data. |
| FParticleEventCollideData | Collision particle event data. |
| FParticleEventData | The base class for all particle event data. |
| FParticleEventDeathData | Killed particle event data. |
| FParticleEventInstancePayload | General event instance payload. |
| FParticleEventKismetData | Kismet particle event data. |
| FParticleEventSpawnData | Spawn particle event data. |
| FParticleExistingData | Particle event data for particles that already existed at the time of the event |
| FParticleMeshEmitterInstance | |
| FParticleOrder | |
| FParticlePerfStatsContext | |
| FParticleRandomSeedInfo | |
| FParticleRandomSeedInstancePayload | Random-seed instance payload |
| FParticleRequiredModule | |
| FParticleRibbonEmitterInstance | |
| FParticleSpawnPerUnitInstancePayload | Payload for instances which use the SpawnPerUnit module. |
| FParticleSpriteEmitterInstance | |
| FParticleSpriteVertex | GPU Particle stats. |
| FParticleSpriteVertexNonInstanced | Per-particle data sent to the GPU. |
| FParticleSysParam | Struct used for a particular named instance parameter for this ParticleSystemComponent. |
| FParticleSystemCustomVersion | |
| FParticleSystemDynamicState | |
| FParticleSystemHandle | |
| FParticleSystemLOD | Structure containing per-LOD settings that pertain to the entire UParticleSystem. |
| FParticleSystemReplayFrame | A single frame within this replay |
| FParticleSystemSceneProxyDesc | |
| FParticleSystemStaticState | |
| FParticleSystemWorldManagerTickFunction | |
| FParticleTrailsEmitterInstance_Base | |
| FParticleVertexDynamicParameter | FParticleSpriteVertexDynamicParameter. |
| FPassedMarker | |
| FPassiveSoundMixModifier | Structure containing information on a SoundMix to activate passively. |
| FPawnControllerChangedSignature | |
| FPawnControllerChangedSignatureInfoGetter | |
| FPawnIteratorObject | Wrapper object that tries to imitate the TWeakObjectPtr interface for the objects previously in the PawnList and iterated by FConstPawnIterator. |
| FPawnRestartedSignature | |
| FPawnRestartedSignatureInfoGetter | |
| FPendingAutoReceiveInputActor | Struct that holds on to information about Actors that wish to be auto enabled for input before the player controller has been created |
| FPerBoneBlendWeight | |
| FPerBoneBlendWeights | |
| FPerBoneInterpolation | |
| FPerformanceTrackingSystem | Overall state of the built-in performance tracking. |
| FPerInstanceLightmapData | |
| FPerPlayerSplitscreenData | Structure to store splitscreen data. |
| FPerQualityLevelFloat | |
| FPerQualityLevelInt | |
| FPerQualityLevelProperty | |
| FPersistentObjectRef | This type is necessary because the blueprint system is destroying and creating CDOs at edit time (usually on compile, but also on load), but also stores user entered data in the CDO. |
| FPhysicalAnimationData | Stores info on the type of motor that will be used for a given bone |
| FPhysicalAnimationProfile | |
| FPhysicalMaterialMaskParams | |
| FPhysicalSurfaceName | Structure that represents the name of physical surfaces. |
| FPhysicsAssetSolverSettings | Solver iterations settings for use by RigidBody AnimNode (RBAN) in the Anim Graph. |
| FPhysicsConstraintProfileHandle | Complete constraint definition used by rigid body physics. |
| FPhysicsFieldInfos | |
| FPhysicsFilterBuilder | |
| FPhysicsPredictionSettings | Physics Prediction Settings |
| FPhysicsRepAsyncInputData | Final computed desired state passed into the physics sim |
| FPhysicsRepErrorCorrectionData | |
| FPhysicsReplicationAsyncInput | |
| FPhysicsReplicationCacheAsyncInput | Async Marshal Input |
| FPhysicsReplicationCacheAsyncOutput | Async Marshal Output |
| FPhysicsReplicationCacheData | Replication cache data holding state and access time |
| FPhysicsReplicationLODAsyncInput | |
| FPhysicsReplicationLODSettings | Default settings for physics replication LOD |
| FPhysicsReplicationResimulationSettings | Default settings for physics replication using EPhysicsReplicationMode::Resimulation |
| FPhysicsRepLodData | |
| FPhysicsTestHelpers | |
| FPhysicsVolumeChanged | |
| FPhysicsVolumeChangedInfoGetter | |
| FPhysScene_AsyncPhysicsStateJobQueue | |
| FPhysxUserData | PhysX user data |
| FPinConnectionResponse | This is a response from CanCreateConnection, indicating if the connecting action is legal and what the result will be |
| FPingValues | Struct for returning ping values, in seconds. |
| FPlacementInstance | Editor information about where and how an instance was placed |
| FPlasticDeformationDelegateWrapper | |
| FPlatformInterfaceData | Struct that encompasses the most common types of data. |
| FPlatformInterfaceDelegateResult | Generic structure for returning most any kind of data from C++ to delegate functions |
| FPlaybackPacket | |
| FPlayerMuteList | Container responsible for managing the mute state of a player controller at the gameplay level (VoiceInterface handles actual muting) |
| FPluginRedirect | |
| FPoint | Points: regular FVectors (for now..) |
| FPointDamageEvent | Damage subclass that handles damage with a single impact location and source direction |
| FPointerToUberGraphFrame | |
| FPoison | A placeholder for an invalid value. |
| FPooledCameraShakes | List of reusable camera shake instances that we store in a recycling pool. |
| FPoseAssetInfluence | |
| FPoseAssetInfluences | |
| FPoseContext | Evaluation context passed around during animation tree evaluation |
| FPoseCurve | Pose Curve container for extraction This is used by pose anim node Saves Name/PoseIndex/Value of the curve |
| FPoseData | Pose data |
| FPoseDataContainer | Pose data containerContains animation and curve for all poses |
| FPoseLink | A local-space pose link to another node |
| FPoseLinkBase | A pose link to another node |
| FPoseSnapshot | A pose for a skeletal mesh |
| FPoseWatchDynamicData | |
| FPositionVertex | A vertex that stores just position. |
| FPostProcessBlendableOverrides | |
| FPostProcessMaterialNode | |
| FPostProcessSettings | To be able to use struct PostProcessSettings. |
| FPostProcessSettingsDebugInfo | |
| FPostProcessUtils | A utility class for blending FPostProcessSettings together without creating a FFinalPostProcessSettings instance. |
| FPostProcessVolumeProperties | |
| FPOV | Point Of View structure used in Camera calculations |
| FPrecomputedLightInstanceData | Used to store lightmap data during RerunConstructionScripts |
| FPrecomputedSkyLightInstanceData | Used to store lightmap data during RerunConstructionScripts |
| FPredicateOverlapHasDifferentActor | Predicate to determine if an overlap is NOT with a certain AActor. |
| FPredicateOverlapHasSameActor | Predicate to determine if an overlap is with a certain AActor. |
| FPredictProjectilePathParams | Input parameters to PredictProjectilePath functions. |
| FPredictProjectilePathPointData | Data about a single point in a projectile path trace. |
| FPredictProjectilePathResult | Container for the result of a projectile path trace (using PredictProjectilePath). |
| FPreshaderLabel | |
| FPreshaderParameter | |
| FPreshaderParameterPayload | |
| FPreshaderStructType | |
| FPreshaderType | Mirrors Shader::FType, but stores StructType as a hash rather than a pointer to facilitate serialization Struct's flattened component types are stored directly, as that is the primary thing needed at runtime |
| FPreshaderValue | Mirrors Shader::FValue, except 'Component' array references memory owned by stack, rather than inline storage |
| FPreviewAssetAttachContainer | Component which deals with attaching assets |
| FPreviewAttachedObjectPair | This is a component used by USkeleton and USkeletalMesh to deal with attaching assets to sockets or bones Preview items that are attached to the skeleton |
| FPreviewMeshCollectionEntry | An entry in a preview mesh collection |
| FPrimaryAssetCookRuleUnion | Merges CookRules from multiple managers to decide the final CookRule for an asset they manage. |
| FPrimaryAssetRules | Structure defining rules for what to do with assets, this is defined per type and can be overridden per asset |
| FPrimaryAssetRulesCustomOverride | Apply primary asset rules to groups of primary assets, using type + filter directory or string |
| FPrimaryAssetRulesExplicitOverride | Structure defining overrides to rules |
| FPrimaryAssetRulesOverride | Simple structure to allow overriding asset rules for a specific primary asset. |
| FPrimaryAssetTypeInfo | Structure with publicly exposed information about an asset type. |
| FPrimitive | Describes a primitive type (scalar, vector, or matrix). |
| FPrimitiveComponentInstanceData | Component instance cached data base class for primitive components. |
| FPrimitiveInstanceId | ID of an instance within a primitive, persistent for the lifetime of the instance. |
| FPrimitiveLODStats | |
| FPrimitiveMaterialInfo | |
| FPrimitiveMaterialPropertyDescriptor | This struct captures summary information about material features in the primitive |
| FPrimitiveSceneDesc | FPrimitiveSceneDesc is a structure that can be used to Add/Remove/Update primitives in an FScene. |
| FPrimitiveSceneInfoData | All the necessary information for scene primitive to component feedback |
| FPrimitiveSceneProxyDesc | |
| FPrimitiveSceneShaderData | |
| FPrimitiveStats | Structure used to report some primitive stats in debugging tools |
| FPrimitiveUniformShaderParametersBuilder | |
| FPrimitiveViewRelevance | The different types of relevance a primitive scene proxy can declare towards a particular scene view. |
| FProceduralISMComponentDescriptor | Struct that holds properties that can be used to initialize Procedural ISM Components. |
| FProcessAsyncTaskParams | |
| FPromoteSubstrateParameter | Material IR representation of the FSubstrateData shader parameter to transition legacy materials into Substrate. |
| FPropertyAccessCopy | A property copy, represents a one-to-many copy operation. |
| FPropertyAccessCopyBatch | |
| FPropertyAccessIndirection | Runtime-generated access node. |
| FPropertyAccessIndirectionChain | A single property access list. This is a list of FPropertyAccessIndirection. |
| FPropertyAccessLibrary | A library of property paths used within a specific context (e.g. a class) |
| FPropertyAccessPath | A property access path. |
| FPropertyAccessSegment | A segment of a 'property path' used to access an object's properties from another location. |
| FPropertyOverrideReferenceTable | |
| FPSCPool | |
| FPSCPoolElem | |
| FPSCTickData | All data relating to a particle system's ticking. Kept in a cache friendly package. |
| FPSOPrecacheData | Wrapper class around the initializer to collect some extra validation data during PSO collection on the different collectors |
| FPSOPrecacheParams | Parameters which are needed to collect all possible PSOs used by the PSO collectors |
| FPSOPrecacheVertexFactoryData | Wraps vertex factory data used during PSO precaching - optional element list ID can be used if manual vertex fetch is not possible for the given vertex factory type |
| FPSOPrecacheVertexFactoryDataPerMaterialIndex | |
| FPurchaseInfo | Enum EPurchaseType { MTPT_Consumable, MTPT_OneTime, MTPT_Subscription, }; Purchase information structure |
| FPushedCVarSetting | |
| FQualityLevels | Structure for holding the state of the engine scalability groups Actual engine state you can get though GetQualityLevels(). |
| FQuantizedDelta | |
| FQuantizedDirectionalLightSample | The light incident for a point on a surface in three directions, stored as bytes representing values from 0-1. |
| FQuantizedLightmapData | |
| FQuantizedSignedDistanceFieldShadowSample | |
| FQuantizedSimpleLightSample | The light incident for a point on a surface along the surface normal, stored as bytes representing values from 0-1. |
| FQuartzClockSettings | UStruct version of settings struct used to initialized a clock. |
| FQuartzClockTickRate | Utility class to set/get/convert tick rate In this context "Tick Rate" refers to the duration of smallest temporal resolution we may care about in musical time, this is locked to a 1/32nd note |
| FQuartzGameThreadSubscriber | |
| FQuartzMetronomeDelegateData | Struct used to communicate metronome events back to the game play thread. |
| FQuartzOffset | |
| FQuartzPulseOverrideStep | Allows the user to specify non-uniform beat durations in odd meters. |
| FQuartzQuantizationBoundary | Struct used to specify the quantization boundary of an event |
| FQuartzQuantizedCommandDelegateData | Struct used to communicate command state back to the game play thread. |
| FQuartzQuantizedCommandHandle | Audio Render Thread Handle to a queued command Used by AudioMixerSourceVoices to access a pending associated command |
| FQuartzQuantizedCommandInitInfo | Data that is passed into IQuartzQuantizedCommand::OnQueued info that derived classes need can be added here |
| FQuartzQuantizedRequestData | Data that is gathered by the AudioThread to get passed from FActiveSound->FMixerSourceVoice eventually converted to IQuartzQuantizedCommand for the Quantized Command itself |
| FQuartzQueueCommandData | Struct used to queue events to be sent to the Audio Render thread closer to their start time. |
| FQuartzTimeSignature | Quartz Time Signature. |
| FQuartzTransportTimeStamp | Transport Time stamp, used for tracking the musical time stamp on a clock. |
| FQuaternionAnimationAttribute | |
| FQuaternionSpringState | |
| FQueryInterface_Internal | This is for internal use so that the QueryInterface API can resume queries. |
| FQueryShape | |
| FQueuedAsyncCompressionWork | An animation waiting to be compressed. |
| FQueuedBunchObjectReference | Convenience type for holding onto references to objects while we have queued bunches referring to those objects. |
| FQueuedControlMessage | A queued control channel message |
| FQueuedDemoPacket | |
| FQueuedDrawDebugItem | |
| FQueuedMontageBlendedInEvent | |
| FQueuedMontageBlendingOutEvent | Helper struct to store a Queued Montage BlendingOut event. |
| FQueuedMontageEndedEvent | Helper struct to store a Queued Montage Ended event. |
| FQueuedMontageSectionChangedEvent | Helper struct to store a Queued Montage Ended event. |
| FQueueSubtitleParameters | |
| FQueueSubtitleParams | |
| FRadialDamageEvent | Damage subclass that handles damage with a source location and falloff radius |
| FRadialDamageParams | Parameters used to compute radial damage |
| FRawAnimSequenceTrack | Raw keyframe data for one track.Each array will contain either NumFrames elements or 1 element. |
| FRawBoneInfluence | Raw data bone influence. |
| FRawCurveTracks | Raw Curve data for serialization |
| FRawDistribution | Raw distribution used to quickly sample distributions at runtime. |
| FRawDistributionFloat | |
| FRawDistributionVector | |
| FRawSkinWeight | Editor only skin weight representation |
| FRayQueryData | |
| FRayStartEnd | |
| FRealCurve | A rich, editable float curve |
| FRecomputeTangentCustomVersion | Custom serialization version for RecomputeTangent. |
| FRect | Helper rectangle struct. |
| FRedirector | This is used for redirecting an old name to new name, such as for collision profiles This is used for better UI in the editor |
| FReductionBaseSkeletalMeshBulkData | Bulk data storage for raw ImportModel. |
| FReferencePose | This is a mapping table between bone in a particular skeletal mesh and bone of this skeleton set. |
| FReferenceSkeleton | Reference Skeleton |
| FReferenceSkeletonModifier | Allow modifications to a reference skeleton while guaranteeing that virtual bones remain valid. |
| FRefPoseOverride | |
| FRelativeViewMatrices | Various view matrices stored as floats, along with LWC tile position, suitable for sending to GPU |
| FRemoveActorLevelInstanceFlags | |
| FRenderedTextureStats | Lightweight struct used to list the MIP levels of rendered assets. |
| FRendererStencilMaskEvaluation | Converts a stencil mask from the editor's USTRUCT version to the version the renderer uses. |
| FRepAttachment | Handles attachment replication to clients. |
| FRepClassDescriptor | |
| FReplayCustomVersion | |
| FReplayPlaylistParams | Set of parameters used with UGameInstance::PlayReplayPlatlist to control how the playlist is started. |
| FReplayPlaylistTracker | Used with UGameInstance::PlayReplayPlaylist to manage playing a set of Replays in succession. |
| FReplayPlaylistUpdatedOptions | Set of options that can be updated before starting each replay in a playlist. |
| FReplicatedActorProperty | Struct containing property and offset for replicated actor properties |
| FReplicatedPhysicsTarget | |
| FReplicatedPhysicsTargetAsync | |
| FReplicatedStaticActorDestructionInfo | Stored information about replicated static/placed actors that have been destroyed in a level. |
| FReplicationFlags | Structure to hold and pass around transient flags used during replication. |
| FReplicationSystemUtil | Helper methods to interact with ReplicationSystem from engine code. |
| FRepMovement | Replicated movement data of our RootComponent. |
| FRepMovementNetSerializerConfig | |
| FRepPropertyDescriptor | |
| FRepRootMotionMontage | Replicated data when playing a root motion montage. |
| FRepSerializationSharedInfo | Holds a set of shared net serialized properties |
| FRepSerializedPropertyInfo | Holds the unique identifier and offsets/lengths of a net serialized property used for Shared Serialization |
| FRepSharedPropertyKey | |
| FRepStateStaticBuffer | Holds deep copies of replicated property data for objects. |
| FResolutionPreset | Structure holding the details of a preset. |
| FResolvedTextureEncodingSettings | This is the public, thread safe class for accessing the encoding settings. |
| FResourceMeshInfo | |
| FResourcePrimitiveInfo | |
| FResources | Represents the derived data of a SVT that is needed by the streaming manager. |
| FResources | |
| FResponseChannel | Describes response for a single collision response channel |
| FRetargetingScope | |
| FRetargetSourceCachedData | Retargeting cached data for a specific Retarget Source |
| FRetargetSourceCachedDataKey | |
| FRetargetTracking | |
| FReverbSettings | Struct encapsulating settings for reverb effects. |
| FRibbonTypeDataPayload | |
| FRichCurve | A rich, editable float curve |
| FRichCurveEditInfoTemplate | Info about a curve to be edited. |
| FRichCurveKey | One key in a rich, editable float curve |
| FRiffWaveHeader | Data used to parse the wave file formats |
| FRigidBodyCollisionInfo | Information about a specific object involved in a rigid body collision |
| FRigidBodyContactInfo | Information about one contact between a pair of rigid bodies. |
| FRigidBodyErrorCorrection | Rigid body error correction data |
| FRigidBodyIndexPair | Endian save storage for a pair of rigid body indices used as a key in the CollisionDisableTable TMap. |
| FRigidBodyState | Describes the physical state of a rigid body. |
| FRK4SpringConstants | |
| FRK4SpringInterpolator | |
| FRK4State | |
| FRK4StateDerivative | |
| FRollbackNetStartupActorInfo | Information about net startup actors that need to be rolled back by being destroyed and re-created |
| FRootMotionAsyncData | |
| FRootMotionExtractionStep | Struct defining a RootMotionExtractionStep. |
| FRootMotionFinishVelocitySettings | Struct for RootMotion Finish Velocity options. |
| FRootMotionMovementParams | Utility struct to accumulate root motion. |
| FRootMotionReset | |
| FRootMotionServerToLocalIDMapping | Structure for mapping RootMotionSource server IDs to those on this client |
| FRootMotionSource | Generalized source of Root Motion to a CharacterMovementComponent. |
| FRootMotionSource_ConstantForce | ConstantForce applies a fixed force to the target |
| FRootMotionSource_JumpForce | JumpForce moves the target in a jump-like manner (ends when landing, applied force is relative) |
| FRootMotionSource_MoveToDynamicForce | MoveToDynamicForce moves the target to a given location in world space over the duration, where the end location is dynamic and can change during the move (meant to be used for things like moving to a moving target) |
| FRootMotionSource_MoveToForce | MoveToForce moves the target to a given fixed location in world space over the duration |
| FRootMotionSource_RadialForce | RadialForce applies a force pulling or pushing away from a given world location to the target |
| FRootMotionSourceFixLayout | Hacky base class to avoid 8 bytes of padding after the vtable. |
| FRootMotionSourceGroup | Group of Root Motion Sources that are applied |
| FRootMotionSourceGroupNetSerializerConfig | |
| FRootMotionSourceSettings | Structure for RootMotionSource option flags (used for convenience instead of having to manually manipulate flag bitfields) |
| FRootMotionSourceStatus | Structure for RootMotionSource status flags (used for convenience instead of having to manually manipulate flag bitfields) |
| FRotationConversionCache | Struct for caching Quat<->Rotator conversions. |
| FRotationTrack | Keyframe rotation data for one track. Rot(i) occurs at Time(i). Rot.Num() always equals Time.Num(). |
| FRPCAnalytics | Per-RPC analytics for any RPC Tracking that is active within the RPC DoS Detection instance. |
| FRPCDoSAnalyticsData | RPC DoS Detection implementation for basic aggregated net analytics data |
| FRPCDoSAnalyticsVars | Container class for separating analytics variables and processing, from the main RPC DoS Detection code |
| FRPCDoSCounters | Struct containing RPC counters covering any time period (e.g. frame/second/arbitrary-period) |
| FRPCDoSState | Stores the RPC DoS detection state (either settings from the config file, or the active DDoS detection state) |
| FRPCDoSStateConfig | Configuration for RPC DoS Detection states |
| FRPCTrackingInfo | Live tracking information for individual RPC's, for timing of RPC's, analytics, and handling blocking |
| FRuntimeCellTransformerInstance | Holds an instance of a runtime cell transformer. |
| FRuntimeCurveLinearColor | |
| FRuntimeFloatCurve | |
| FRuntimePartitionDesc | Holds settings for a runtime partition instance. |
| FRuntimePartitionHLODSetup | Holds an HLOD setup for a particular partition class. |
| FRuntimePartitionStreamingData | |
| FRuntimeSkinWeightProfileData | Runtime structure containing the set of override weights and the associated vertex indices |
| FRuntimeVectorCurve | |
| FRuntimeVirtualTextureObject | It represents a runtime virtual texture (RVT) object value. Those do not extend UTexture so they have their own MIR value. |
| FRuntimeVirtualTextureParameterValue | Editable runtime virtual texture parameter. |
| FRuntimeVirtualTextureUnpackProperties | |
| FSafePhysicsObjectHandle | |
| FSampleChunk | |
| FSampleLoop | |
| FSavedData | |
| FScalar | A scalar construction instruction. |
| FScalarMaterialInput | |
| FScalarParameterAtlasInstanceData | Editable scalar parameter. |
| FScalarParameterValue | |
| FScaleTrack | Keyframe scale data for one track. |
| FSceneCaptureMemorySize | Editor only structure for gathering memory size |
| FSceneCaptureViewInfo | View state needed to create a scene capture renderer Inherits from FSceneViewProjectionData to unify resolving of possible projection correction calculations. |
| FSceneComponentInstanceData | Component instance cached data base class for scene components. |
| FSceneRenderFunctionInputs | A setup of inputs passed into a scene render callback function. |
| FSceneTexturesConfig | Struct containing the scene texture configuration used to create scene textures. |
| FSceneTexturesConfigInitSettings | |
| FSceneViewExtensionContext | Contains information about the context in which this scene view extension will be used. |
| FSceneViewExtensionIsActiveFunctor | Contains the TFunction that determines if a scene view extension should be valid in the given context given for the current frame. |
| FSceneViewInitOptions | Construction parameters for a FSceneView. |
| FSceneViewOwner | Owner of view. |
| FSceneViewProjectionData | Projection data for a FSceneView. |
| FScopeCycleCounterEmitter | |
| FScopedCompressionGuard | RAII helper to temporarily block Animation compression requests for specified AnimationSequence. |
| FScopedDetailTickStats | Scoped helper structure for capturing tick time. |
| FScopedGraphMessage | Base helper class. |
| FScopedGraphTag | Pushes a simple tag onto the shared context stack. |
| FScopedNetConnectionSettings | Allows you to temporarily set connection settings within a scape. |
| FScopedOverrideSpawningLevelMountPointObject | |
| FScopedRepContext | |
| FScopedSceneLock_Chaos | |
| FScopedSceneLockWithContext_Chaos | |
| FScopedSceneReadLock | Needed by low level SQ calls. |
| FScopedSkeletalMeshRenderData | Scoped SkeletalMeshRenderData All to get access to SkeletalMeshRenderData for a given platform an ensuring the data are thread-safe during the entire scope |
| FScopedTestEnvironment | Utility for setting and management of temporary CVars Will handle restoring the Console Variables (CVars) back to the original state on destruction. |
| FScopeMarker | |
| FScreenMessageString | On-screen debug message handling Helper struct for tracking on screen messages. |
| FScreenMessageWriter | Helper class to write a line of texts on screen |
| FScreenshotRequest | |
| FScreenTexture | Reference to various types of full screen textures accessible by expressions. |
| FScreenVertex | |
| FSCSAllNodesHelper | Helper struct to allow USCS_Node to manage USimpleConstructionScript's AllNodes array |
| FSectionReference | |
| FSelectedFragmentProperties | |
| FSelectedLightmapSample | Stores debug information for a lightmap sample. |
| FSeqSample | |
| FSequenceLengthChangedPayload | |
| FSerializedObject | |
| FSerializedObjectData | |
| FSerializedObjectInfo | |
| FSerializedTaggedData | |
| FSetActorContentBundleGuid | |
| FSetActorFolderPath | |
| FSetActorGuid | |
| FSetActorHiddenInSceneOutliner | |
| FSetActorInstanceGuid | |
| FSetActorIsInLevelInstance | |
| FSetActorReplicates | |
| FSetActorWantsDestroyDuringBeginPlay | This should only be used by UWorld::DestroyActor when the actor is in the process of beginning play so it can't be destroyed yet |
| FSetAsIntermediateNode | |
| FSetMaterialOutput | Instruction that sets material attribute (i.e., "BaseColor") to its value. |
| FSetPlayerStatePawn | |
| FSetProfileRequest | Describes a single skin weight profile request |
| FSetStreamingSourceExtraAngle | |
| FSetStreamingSourceExtraRadius | |
| FSetupViewUniformParametersInputs | |
| FSetWorldPartitionRuntimeCell | |
| FShaderCompileMemoryUsage | |
| FShaderCompilerCounters | |
| FShaderCompilerMaterialCounters | |
| FShaderCompilerMemoryLimits | |
| FShaderCompilerSinglePermutationStat | |
| FShaderCompilerStats | |
| FShaderPreloadData | |
| FShaderRecompileData | |
| FShaderStats | |
| FShaderTimings | Structure used to describe compiling time of a shader type (for all the instances of it that we have seen). |
| FShadingModel | |
| FShadingModelMaterialInput | |
| FSignedDistanceFieldShadowSample | |
| FSimpleCurve | A rich, editable float curve |
| FSimpleCurveKey | One key in a rich, editable float curve |
| FSimpleElementVertex | The type used to store batched line vertices. |
| FSimpleLinkNavModifier | This modifier allows defining ad-hoc navigation links defining connections in an straightforward way. |
| FSimpleMemberReference | |
| FSimpleStringView | A simple string view without constructors, to be used inside FValues. |
| FSimpleSuspension | |
| FSimpleSuspensionHelpers | |
| FSimpleSuspensionParams | |
| FSimpleSuspensionSpringParams | |
| FSimpleSuspensionState | |
| FSimulatedRootMotionReplicatedMove | |
| FSimulation | Owns all the data associated with the simulation. Can be considered a single scene or world |
| FSimulationScratchBuffer2 | Buffers used as scratch space for PhysX to avoid allocations during simulation |
| FSingleAnimationPlayData | |
| FSkelDebugDrawConfig | |
| FSkeletalMaterial | |
| FSkeletalMeshAreaWeightedTriangleSampler | Allows area weighted sampling of triangles on a skeletal mesh. |
| FSkeletalMeshBuildParameters | |
| FSkeletalMeshBuildSettings | Settings applied when building a mesh. |
| FSkeletalMeshClothBuildParams | Struct holding parameters needed when creating a new clothing asset or sub asset (LOD) |
| FSkeletalMeshComponentClothTickFunction | Tick function that prepares and simulates cloth |
| FSkeletalMeshComponentEndPhysicsTickFunction | Tick function that does post physics work on skeletal mesh component. |
| FSkeletalMeshCustomVersion | Custom serialization version for SkeletalMesh types. |
| FSkeletalMeshLODGroupSettings | |
| FSkeletalMeshLODInfo | Struct containing information for a particular LOD level, such as materials and info for when to use it. |
| FSkeletalMeshModelVertexAttribute | Editor-only representation, stored in FSkeletalMeshLODModel |
| FSkeletalMeshOptimizationSettings | FSkeletalMeshOptimizationSettings - The settings used to optimize a skeletal mesh LOD. |
| FSkeletalMeshSamplingBuiltData | |
| FSkeletalMeshSamplingInfo | |
| FSkeletalMeshSamplingLODBuiltData | Built data for sampling a the whole mesh at a particular LOD. |
| FSkeletalMeshSamplingRegion | Defined a named region on a mesh that will have associated triangles and bones for fast sampling at each enabled LOD. |
| FSkeletalMeshSamplingRegionBoneFilter | Filter to include or exclude bones and their associated triangles from a sampling region. |
| FSkeletalMeshSamplingRegionBuiltData | Built data for sampling a single region of a skeletal mesh. |
| FSkeletalMeshSamplingRegionMaterialFilter | Filter to include triangles in a sampling region based on their material. |
| FSkeletalMeshSourceModel | |
| FSkeletalMeshVertexAttributeInfo | A structure to store user-controllable settings for attributes |
| FSkeletalMeshVertexAttributeRenderData | |
| FSkeletonRemapping | |
| FSkeletonToMeshLinkup | This is a mapping table between bone in a particular skeletal mesh and bone of this skeleton set. |
| FSkelMeshComponentLODInfo | LOD specific setup for the skeletal mesh component. |
| FSkelMeshMergeMeshUVTransforms | |
| FSkelMeshMergeSectionMapping | Info to map all the sections from a single source skeletal mesh to a final section entry in the merged skeletal mesh |
| FSkelMeshMergeUVTransformMapping | Info to map all the sections about how to transform their UVs Info to map all the sections about how to transform their UVs |
| FSkelMeshRefPoseOverride | Struct used to store per-component ref pose override |
| FSkelMeshRenderSection | |
| FSkelMeshSection | A set of skeletal mesh triangles which use the same material |
| FSkelMeshSkinWeightInfo | Vertex skin weight info supplied for a component override. |
| FSkelMeshSourceSectionUserData | Structure containing all the section data a user can change. |
| FSkinBatchVertexFactoryUserData | |
| FSkinnedAssetAsyncBuildTask | |
| FSkinnedAssetMapping | |
| FSkinnedMeshComponentDescriptor | |
| FSkinnedMeshComponentDescriptorBase | |
| FSkinnedMeshDynamicState | |
| FSkinnedMeshHandle | |
| FSkinnedMeshInstanceData | |
| FSkinnedMeshSceneProxyDesc | |
| FSkinnedMeshSceneProxyDynamicData | |
| FSkinnedMeshStaticState | |
| FSkinnedSceneProxyDelegates | |
| FSkinWeightInfo | An runtime structure for passing data to FSkinWeightVertexBuffer |
| FSkinWeightProfileInfo | Structure storing user facing properties, and is used to identify profiles at the SkeletalMesh level |
| FSkinWeightProfileManagerTickFunction | |
| FSkinWeightProfilesData | Runtime structure for keeping track of skin weight profile(s) and the associated buffer |
| FSkinWeightProfileStack | An identifier to identify a skin weight profile layer stack. |
| FSkinWeightReadbackData | |
| FSkinWeightRHIInfo | |
| FSkyAtmosphereDynamicState | |
| FSkyAtmosphereHandle | |
| FSkyAtmosphereStaticState | |
| FSlateAtlasData | The data representing a region of a UTexture atlas. |
| FSlateModifierKeysState | A structure which captures the application's modifier key states (shift, alt, ctrl, etc.) |
| FSlotAnimationTrack | Each slot data referenced by Animation Slot contains slot name, and animation data |
| FSlotEvaluationPose | Helper struct for Slot node pose evaluation. |
| FSlotNodeWeightInfo | Slot node weight information - this is transient data that is used by slot node |
| FSmartName | |
| FSmartNameContainer | |
| FSmartNameMapping | DEPRECATED - smart names and their mappings are no longer used. |
| FSmartNameMappingIterator | Struct for providing access to SmartNameMapping data within FSmartNameMapping::Iterate callback functions. |
| FSMInstanceElementData | Element data that represents a specific instance within an ISM. |
| FSMInstanceElementId | ID for a specific instance within an ISM, mapped from the instance ID used by typed elements. |
| FSMInstanceElementIdMapEntry | Entry within a FSMInstanceElementIdMap, tied to a specific ISM component. |
| FSMInstanceId | ID for a specific instance within an ISM, mapped from its instance index. |
| FSMInstanceManager | A static mesh instance manager, tied to a given static mesh instance ID. |
| FSnappedEdGraphPin | |
| FSocketReference | |
| FSoftAnimBankItem | |
| FSoftComponentReference | Struct that allows for different ways to reference a component using TSoftObjectPtr. |
| FSoftISMComponentDescriptor | |
| FSoftSkinnedMeshComponentDescriptor | |
| FSoftSkinVertex | |
| FSoftSplineMeshComponentDescriptor | |
| FSoftWorldReference | A simple wrapper type to enable content-defined structs to hold soft references to UWorld assets |
| FSolverIterations | Solver settings for use by the Legacy RigidBody AnimNode (RBAN) solver. |
| FSoundAttenuationPluginSettings | |
| FSoundAttenuationSettings | The settings for attenuating. |
| FSoundBaseEditorData | This struct allows us to modify the transient editor properties and minimize impact on the properties. |
| FSoundClassAdjuster | Elements of data for sound group volume control |
| FSoundClassDynamicProperties | Class for sound class properties which are intended to be dynamically changing without a sound mix. |
| FSoundClassEditorData | |
| FSoundClassProperties | Structure containing configurable properties of a sound class. |
| FSoundConcurrencySettings | |
| FSoundDebugEntry | |
| FSoundEffectSourceInitData | Data required to initialize the source effect. |
| FSoundEffectSourceInputData | Data required to update the source effect. |
| FSoundEffectSubmixInitData | Struct which has data needed to initialize the submix effect. |
| FSoundEffectSubmixInputData | Struct which supplies audio data to submix effects on game thread. |
| FSoundEffectSubmixOutputData | |
| FSoundGeneratorInitParams | Parameters used for constructing a new ISoundGenerator. |
| FSoundGroup | |
| FSoundInstanceEntry | |
| FSoundMixClassOverride | |
| FSoundMixState | |
| FSoundModulationDefaultRoutingSettings | Default parameter destination settings for source audio object. |
| FSoundModulationDefaultSettings | Default parameter destination settings for source audio object. |
| FSoundModulationDestinationSettings | Parameter destination settings allowing modulation control override for parameter destinations opting in to the Modulation System. |
| FSoundNodeEditorData | |
| FSoundParseParameters | Struct used for gathering the final parameters to apply to a wave instance |
| FSoundSourceBusSendInfo | |
| FSoundSpectrumAnalyzerDelegateSettings | |
| FSoundSpectrumAnalyzerSettings | |
| FSoundSubmixSendInfo | |
| FSoundSubmixSendInfoBase | Common set of settings that are uses as submix sends. |
| FSoundSubmixSpectralAnalysisBandSettings | |
| FSoundTimecodeOffset | |
| FSoundWaveEnvelopeDataPerSound | |
| FSoundWaveEnvelopeTimeData | Struct used to store time-stamped envelope data. |
| FSoundWaveSpectralData | |
| FSoundWaveSpectralDataEntry | Struct used to store spectral data with time-stamps. |
| FSoundWaveSpectralDataPerSound | |
| FSoundWaveSpectralTimeData | Struct used to store spectral data with time-stamps. |
| FSoundWaveTimecodeInfo | |
| FSourceEffectChainEntry | |
| FSparseVolumeTextureParameterValue | Editable sparse volume texture parameter. |
| FSpatialHashRuntimeGrid | Represents a runtime grid (editing) |
| FSpatialHashSettings | |
| FSpatialHashStreamingGrid | Represents a PIE/Game streaming grid |
| FSpatialHashStreamingGridLayerCell | |
| FSpatialHashStreamingGridLevel | Represents a PIE/Game streaming grid level |
| FSpatialIndexProfile2D | |
| FSpatialIndexProfile3D | |
| FSpecularProfileStruct | Struct with all the settings we want in USpecularProfile, separate to make it easer to pass this data around in the engine. |
| FSphere | |
| FSpline | A general purpose, reflected spline. The implementation can be configured at runtime. |
| FSplineComponentInstanceData | Used to store spline data during RerunConstructionScripts |
| FSplineCurves | |
| FSplineInstanceData | Used to store spline data during RerunConstructionScripts |
| FSplineMeshComponentDescriptor | |
| FSplineMeshComponentDescriptorBase | |
| FSplineMeshInstanceData | Used to store spline mesh data during RerunConstructionScripts |
| FSplineMeshParams | Structure that holds info about spline, passed to renderer to deform UStaticMesh. |
| FSplineMeshSceneInstanceDataBuffers | |
| FSplineMeshSceneProxyDesc | |
| FSplineMeshVertexFactory | A vertex factory for spline-deformed static meshes |
| FSplinePoint | |
| FSplinePositionLinearApproximation | A single point in linear approximation of a spline |
| FSplitscreenData | Structure containing all the player splitscreen datas per splitscreen configuration. |
| FSpriteCategoryInfo | Information about the sprite category, used for visualization in the editor |
| FSquare2DGridHelper | Square 2D grid helper |
| FStackAttributeContainer | |
| FStackAttributeContainerAccessor | |
| FStageSwitch | Utility value for selecting a different value based on the execution stage. |
| FStartPhysicsTickFunction | Tick function that starts the physics tick |
| FStatColorMapEntry | |
| FStatColorMapping | |
| FStatelessHandshakeFailureInfo | Contains the information necessary for processing a failed stateless handshake, on the Game Thread. |
| FStateMachineDebugData | This structure represents debugging information for a single state machine. |
| FStateMachineStateDebugData | Represents the debugging information for a single state within a state machine. |
| FStatHitchesData | Data needed to display perframe stat tracking when STAT HITCHES is enabled |
| FStaticComponentMaskParameter | Holds the information for a static component mask parameter |
| FStaticComponentMaskValue | |
| FStaticLightingDescriptors | |
| FStaticLightingPrimitiveInfo | The info about an actor component which the static lighting system needs. |
| FStaticLightingVertex | The vertex data used to build static lighting. |
| FStaticMaterial | |
| FStaticMaterialLayersParameter | |
| FStaticMaterialMinimalInfo | |
| FStaticMeshAreaWeightedSectionSampler | |
| FStaticMeshAsyncBuildTask | |
| FStaticMeshBudgetInfo | |
| FStaticMeshBuildParameters | |
| FStaticMeshBuildVertex | The information used to build a static-mesh vertex. |
| FStaticMeshComponentInstanceData | |
| FStaticMeshComponentLODInfo | |
| FStaticMeshDataType | |
| FStaticMeshDynamicState | |
| FStaticMeshHandle | |
| FStaticMeshLODResources | Rendering resources needed to render an individual static mesh LOD. |
| FStaticMeshOptimizationSettings | Old optimization settings. |
| FStaticMeshRayTracingProxy | |
| FStaticMeshRayTracingProxyLOD | |
| FStaticMeshSceneProxyDesc | |
| FStaticMeshSection | A set of static mesh triangles which are rendered with the same material. |
| FStaticMeshSectionAreaWeightedTriangleSampler | Creates distribution for uniformly sampling a mesh section. |
| FStaticMeshSourceModel | Source model from which a renderable static mesh is built. |
| FStaticMeshStaticState | |
| FStaticMeshVertexBufferFlags | FStaticMeshVertexBufferFlags : options for FStaticMeshVertexBuffer::Init bNeedsCPUAccess - Whether the vertex data needs to be accessed by the CPU after creation bUseBackwardsCompatibleF16TruncUVs - Whether backwards compatible legacy truncation mode should be used for F16 UVs |
| FStaticMeshVertexBuffers | |
| FStaticMeshVertexColorLODData | Vertex data stored per-LOD |
| FStaticMeshVertexFactories | |
| FStaticParameterBase | Base parameter properties |
| FStaticParameterSet | Contains all the information needed to identify a single permutation of static parameters. |
| FStaticParameterSetEditorOnlyData | |
| FStaticParameterSetRuntimeData | |
| FStaticResolutionFractionHeuristic | Heuristic to automatically compute a default resolution fraction based user settings and display information. |
| FStaticSwitchParameter | Holds the information for a static switch parameter |
| FStaticTerrainLayerWeightParameter | Stores information that maps a terrain layer to a particular weightmap index Despite the name, these are not actually material parameters. |
| FStatUnitData | Data needed to display perframe stat tracking when STAT UNIT is enabled |
| FStepDownResult | Struct updated by StepUp() to return result of final step down, if applicable. |
| FStopReplicatingActorParams | |
| FStreamableAsyncLoadParams | Parameters for an async load |
| FStreamableDownloadCachePin | Handle that pins downloaded packages in the local cache, may be shared between requests |
| FStreamableDownloadParams | EXPERIMENTAL - Additional parameters for downloading packages |
| FStreamableHandle | A handle to a synchronous or async load. |
| FStreamableHandleContextDataBase | Base struct to hold type tag data for TStreamableHandleContextData. |
| FStreamableManager | A native class for managing streaming assets in and keeping them in memory. |
| FStreamableRenderResourceState | Define the streaming capabilities of a UStreamableRenderAsset render resources. |
| FStreamableTexture | |
| FStreamableTextureInstance | Structure containing all information needed for determining the screen space size of an object/ texture instance. |
| FStreamedAudioChunk | A chunk of streamed audio. |
| FStreamedAudioPlatformData | Platform-specific data used streaming audio at runtime. |
| FStreamingAnimationData | Contains everything that will be needed by a Streamable Anim that's streaming in data |
| FStreamingDebugInfo | |
| FStreamingDescriptor | |
| FStreamingLevelPrivateAccessor | |
| FStreamingLevelsToConsider | |
| FStreamingManagerCollection | Streaming manager collection, routing function calls to streaming managers that have been added via AddStreamingManager. |
| FStreamingRenderAssetPrimitiveInfo | Information about a streaming texture/mesh that a primitive uses for rendering. |
| FStreamingRequest | |
| FStreamingSourceShape | |
| FStreamingSourceVelocity | Helper to compute streaming source velocity based on position history. |
| FStreamingTextureBuildInfo | This struct holds the result of TextureStreaming Build for each component texture, as referred by its used materials. |
| FStreamingViewInfo | Helper structure containing all relevant information for streaming. |
| FStringAnimationAttribute | Attribute type supporting the legacy TVariant |
| FStringCurve | Implements a curve of FStrings. |
| FStringCurveKey | One key in a curve of FStrings. |
| FStructField | |
| FStructFieldInitializer | |
| FStructRedirect | |
| FStructType | |
| FStructTypeInitializer | |
| FSubLevelActorDetails | SubLevel Actor breakdown information |
| FSubLevelStatus | SubLevel status information |
| FSubObjectPropertyOverride | Per Sub-Object serialized tagged properties. |
| FSubscript | A subscript instruction. |
| FSubstrateCompilationConfig | |
| FSubstrateMaterialCompilationOutput | |
| FSubstrateMaterialInfo | Gather information from the Substrate material graph to setup material for runtime. |
| FSubstrateMaterialInput | |
| FSubstrateOperator | |
| FSubstrateRegisteredSharedLocalBasis | Structures in this files are only used a compilation result return by the compiler. |
| FSubsurfaceProfileStruct | Struct with all the settings we want in USubsurfaceProfile, separate to make it easer to pass this data around in the engine. |
| FSubtitleAssetData | |
| FSubtitleCue | A line of subtitle text and the time at which it should be displayed. |
| FSwarmDebugOptions | Debug options for Swarm |
| FSweepQueryData | |
| FSwitchCustomInput | |
| FSwizzleMask | This utility data structure is used to define how a swizzle operation should be performed. |
| FSyncLoadIncomplete | |
| FSyncPointDescription | Description of a registered sync event that will happen once per frame according to specific rules |
| FSyncPointId | Identifies a specific registered sync point and batch, this can be safely passed around threads |
| FSystemResolution | |
| FSystemSettingsData | Struct that holds the actual data for the system settings. |
| FTableRowBase | Base class for all table row structs to inherit from. |
| FTakeAnyDamageSignature | |
| FTakeAnyDamageSignatureInfoGetter | |
| FTakePointDamageSignature | |
| FTakePointDamageSignatureInfoGetter | |
| FTakeRadialDamageSignature | |
| FTakeRadialDamageSignatureInfoGetter | |
| FTaskSyncResult | Result structure returned from all task sync manager operations. |
| FTemporalLODState | Struct to hold the temporal LOD state within a view state |
| FTemporaryPlayInEditorIDOverride | Used to temporarily override GPlayInEditorID, correctly updating the debug string and other state as necessary. |
| FTentDistribution | |
| FTestConsoleVariable | Utility for setting and restoring of a Console Variable (CVar). |
| FTestWorldInstance | Properly scoped/RAII wrapper around a GameInstance/WorldContext/World that makes it easier to write tests involving full UWorld functionality within the scope of one function. |
| FTestWorlds | Stores FTestWorldInstances for a server and clients and allows synchronously ticking them. |
| FTestWorldWrapper | Utility class for creating and destroying a temporary test world, can be used for automation or performance testing. |
| FTextSizingParameters | General purpose data structure for grouping all parameters needed when sizing or wrapping a string |
| FTexture2DDynamicCreateInfo | Helper to set properties on the UTexture2DDynamic so it doesn't need to be reinitialized. |
| FTexture2DMipMap | A 2D texture mip-map. |
| FTextureCollectionParameterValue | Editable texture collection parameter. |
| FTextureCollectionResource | |
| FTextureData | Holds the data for a SparseVolumeTexture that is stored on disk. |
| FTextureDataAddressingInfo | |
| FTextureDataCreateInfo | |
| FTextureFormatSettings | Collection of values that contribute to pixel format chosen for texture |
| FTextureLODGroup | LOD settings for a single texture group. |
| FTextureMipInfo | Describes a mip that gets updated through FTextureStreamIn. |
| FTextureObject | It represents a texture object value. |
| FTextureParameterValue | Editable texture parameter. |
| FTexturePlatformData | Platform-specific data used by the texture resource at runtime. |
| FTextureRead | This instruction performs texture read operaation (sample or gather). |
| FTextureReferenceReplacer | Replaces the RHI reference of one texture with another. |
| FTextureSampleBaseAttributes | Helper structure to simplify passing attributes to texture sampling emitter functions that share the same attributes. |
| FTextureSamplingInfo | |
| FTextureSource | Texture source data management. |
| FTextureSourceBlock | |
| FTextureSourceColorSettings | |
| FTextureSourceFormatInfo | Information about a texture source format |
| FTextureSourceLayerColorInfo | |
| FTextureUpdateContext | A constant context used throughout the texture stream in update tick. |
| FTextureUpdateSyncOptions | Different options to schedule correctly the next tick in FTextureStreamIn. |
| FTickFunction | Abstract Base class for all tick functions. |
| FTickPrerequisite | This is small structure to hold prerequisite tick functions |
| FTickStats | Helper structure encapsulating all information gathered. |
| FTileInfo | All the tiles are essentially stored as an array of structs with each tile having different memory sections: |
| FTileStreamingMetaData | Compactly stores data to construct a FTileInfo for every stored (and compressed) tile. |
| FTimecodeCustomAttributeNameSettings | Settings that identify the names of custom attributes that represent the individual components of a timecode and a subframe along with a take name. |
| FTimeline | |
| FTimelineEventEntry | Struct that contains one entry for an 'event' during the timeline |
| FTimelineFloatTrack | Struct that contains one entry for each vector interpolation performed by the timeline |
| FTimelineLinearColorTrack | Struct that contains one entry for each linear color interpolation performed by the timeline |
| FTimelineVectorTrack | Struct that contains one entry for each vector interpolation performed by the timeline |
| FTimerData | |
| FTimerHandle | Unique handle that can be used to distinguish timers that have identical delegates. |
| FTimerManagerTimerParameters | Structure to support specialized looping behavior. |
| FTimerUnifiedDelegate | Simple interface to wrap a timer delegate that can be either native or dynamic. |
| FTimeStretchCurve | = Time Stretch Curve = |
| FTimeStretchCurveInstance | |
| FTimeStretchCurveMarker | |
| FTitleSafeZoneArea | Max/Recommended screen viewable extents as a percentage |
| FTouchInputControl | |
| FTraceDatum | Trace/Sweep Data structure for async trace |
| FTraceHandle | Trace Data Structs that are used for Async Trace Trace Handle - unique ID struct that is returned once trace is requested for tracking purpose |
| FTrackToSkeletonMap | We have a plan to support skeletal hierarchy. |
| FTrailsBaseTypeDataPayload | Trails Base data payload |
| FTransactionalAsyncTraceBuffer | |
| FTransformAnimationAttribute | Attribute type supporting the legacy TVariant |
| FTransformCurve | |
| FTransformParameters | Additional parameters used in TransformPosition / TransformVector. |
| FTransformTrajectory | A trajectory defined by a range of samples. |
| FTransformTrajectorySample | A trajectory sample of conformed of a location, orientation, and time. Scale is disregarded. |
| FTransitionEvent | |
| FTranslationTrack | Keyframe position data for one track. Pos(i) occurs at Time(i). Pos.Num() always equals Time.Num(). |
| FTriangle | Textured triangle. |
| FTTEventTrack | Structure storing information about one event track |
| FTTFloatTrack | Structure storing information about one float interpolation track |
| FTTLinearColorTrack | Structure storing information about one color interpolation track |
| FTTPropertyTrack | |
| FTTTrackBase | |
| FTTTrackId | |
| FTTVectorTrack | Structure storing information about one vector interpolation track |
| FTViewTarget | A ViewTarget is the primary actor the camera is associated with. |
| FTwistConstraint | Angular roll constraint |
| FType | Describes a complete type within the material IR. |
| FType | |
| FTypedElementCommonActionsElement | Utility to hold a typed element handle and its associated world interface and common actions customization. |
| FTypedElementDeletionOptions | |
| FTypedElementPasteOptions | |
| FUECompressedAnimData | |
| FUECompressedAnimDataMutable | |
| FUniformBufferValue | |
| FUniformExpressionCache | Cached uniform expression values. |
| FUniformExpressionCacheContainer | |
| FUniformParameter | It represents a material uniform parameter. |
| FUniformParams | Scene view parameters that describe the virtual texture space shared by all UMeshPaintVirtualTexture objects. |
| FUniqueNetIdRepl | Wrapper for opaque type FUniqueNetId |
| FUniqueNetIdReplNetSerializerConfig | |
| FUpdatedComponentAsyncInput | Represents the UpdatedComponent's state and implementation. |
| FUpdatedComponentAsyncOutput | |
| FUpdateLevelStreamingLevelStatus | This structure is used to pass arguments to ClientUpdateMultipleLevelsStreamingStatus() client RPC function |
| FUpdateLevelVisibilityLevelInfo | This structure is used to pass arguments to ServerUpdateLevelVisibilty() and ServerUpdateMultipleLevelsVisibility() server RPC functions |
| FUpdateTimelineCachedNames | Helper class that gives external implementations permission to update cached names. |
| FURL | URL structure. |
| FUserActivity | The description of a user activity |
| FUserSceneTextureOverride | |
| FUtilEdge2D | An edge in 2D space, used by these utility functions. |
| FUtilEdge3D | An edge in 3D space, used by these utility functions. |
| FUtilPoly2D | A polygon in 2D space, used by utility function. |
| FUtilPoly2DSet | A set of 2D polygons, along with a transform for going into world space. |
| FUtilTri2D | Triangle in 2D space. |
| FUtilVertex2D | A triangle vertex in 2D space, with UV information. |
| FValue | Can store a numeric/struct shader value of any type Values are represented as a flat list of components |
| FValue | Base entity of all IR graph nodes. |
| FValueComponentTypeDescription | |
| FValueRef | A lightweight wrapper around FValue* that also optionally tracks the source expression input. |
| FValueTypeDescription | |
| FVector_NetQuantize | FVector_NetQuantize |
| FVector_NetQuantize10 | FVector_NetQuantize10 |
| FVector_NetQuantize100 | FVector_NetQuantize100 |
| FVector_NetQuantizeNormal | FVector_NetQuantizeNormal |
| FVector2MaterialInput | |
| FVectorAnimationAttribute | |
| FVectorCurve | |
| FVectorFieldTextureAccessor | Work around for the private nature of FVectorFieldResource |
| FVectorMaterialInput | |
| FVectorParameterValue | Editable vector parameter. |
| FVectorRK4SpringInterpolator | |
| FVectorSpringState | |
| FVelocityAvoidanceCone | |
| FVertex | Vertex with texturing info, akin to Hoppe's 'Wedge' concept - import only. |
| FVertexAttribute | |
| FVertexBufferAndSRV | Struct to pool the vertex buffer & SRV together |
| FVertexOffsetUsage | |
| FVertInfluence | |
| FVideoRecordingParameters | |
| FViewLightingChannels | View / light masking support |
| FViewMatrices | |
| FViewportDisplayDelegate | Wrapper to allow multiple delegate types to be held in one container for the subsystem |
| FViewTargetTransitionParams | A set of parameters to describe how to transition between view targets. |
| FVirtualBone | |
| FVirtualBoneCompactPoseData | This is a native transient structure. Used to store virtual bone mappings for compact poses |
| FVirtualBoneRefData | Cached Virtual Bone data from USkeleton. |
| FVirtualTextureBuildDesc | Description object used to build the contents of a UVirtualTextureBuilder. |
| FVirtualTextureBuildSettings | Build settings used for virtual textures. |
| FVirtualTextureCollectionResource | |
| FVirtualTextureSpacePoolConfig | Settings for a single virtual texture physical pool. |
| FVisualizationDataLegendEntry | |
| FVisualLogDataBlock | |
| FVisualLogEntry | |
| FVisualLogEvent | |
| FVisualLogEventBase | |
| FVisualLoggerCategoryVerbosityPair | |
| FVisualLoggerHelpers | |
| FVisualLogHistogramSample | |
| FVisualLogLine | |
| FVisualLogShapeElement | |
| FVisualLogStatusCategory | |
| FVoiceSettings | |
| FVolumetricLightmapBasicBrickDataLayers | |
| FVolumetricLightmapBrickTextureSet | |
| FVolumetricLightMapGridCell | |
| FVolumetricLightMapGridDesc | |
| FVTPageTableRead | This instruction reads a virtual texture (VT) page table and is allocated alongside VT sampling instructions. |
| FWalkableSlopeOverride | Struct allowing control over "walkable" normals, by allowing a restriction or relaxation of what steepness is normally walkable. |
| FWaveCue | Data representing a cue in a wave file. |
| FWaveFormatInfo | The header of an wave formatted file |
| FWaveInstance | Structure encapsulating all information required to play a USoundWave on a channel/source. |
| FWaveSampleLoop | Data representing a sample loop in a wave file |
| FWedgeInfo | |
| FWedgeInfoOctreeSemantics | Helper struct for the mesh component vert position octree |
| FWedgePosition | |
| FWeightedBlendable | |
| FWeightedBlendables | For easier detail customization, needed? |
| FWeightedBlendSample | |
| FWeightedRandomSampler | |
| FWorkQueueTickFunction | A Tick function that can be used to execute a set of arbitrary work. |
| FWorldAsyncTraceState | This encapsulate World's async trace functionality. |
| FWorldCachedViewInfo | |
| FWorldCompositionTile | Helper structure which holds information about level package which participates in world composition |
| FWorldContext | FWorldContext A context for dealing with UWorlds at the engine level. |
| FWorldContextId | Identifies a specific WorldContext that has objects which are allowed to tick and run tasks |
| FWorldDataLayersEffectiveStates | |
| FWorldDataLayersEffectiveStatesAccessor | |
| FWorldElementPasteImporter | |
| FWorldGridPreviewer | |
| FWorldInitializationValues | Struct containing a collection of optional parameters for initialization of a World. |
| FWorldNotifyStreamingLevelLoading | Helper struct to allow ULevelStreaming to update its World on how many streaming levels are being loaded |
| FWorldPartitionActorDescInitData | Struct used to create actor descriptor. |
| FWorldPartitionActorDescType | |
| FWorldPartitionActorDescUtils | |
| FWorldPartitionActorFilter | |
| FWorldPartitionAssetDataPatcher | |
| FWorldPartitionComponentDescInitData | Represents a Actor Metadata (editor-only) |
| FWorldPartitionComponentDescType | |
| FWorldPartitionCookPackage | |
| FWorldPartitionCookPackageContextParams | |
| FWorldPartitionDestructibleHLODDamagedActorState | Entry for a damaged actor. |
| FWorldPartitionDestructibleHLODState | Replicated state of the destructible HLOD. |
| FWorldPartitionEvents | Helper class allows UWorldPartition to broadcast UWorld events |
| FWorldPartitionHandleImpl | |
| FWorldPartitionHandlePinRefScope | FWorldPartitionHandlePinRefScope will keep a reference if the actor is already loaded. |
| FWorldPartitionHLODBuildEvent | |
| FWorldPartitionHLODDestructionTag | |
| FWorldPartitionHLODStats | |
| FWorldPartitionImplBase | |
| FWorldPartitionPerWorldSettings | |
| FWorldPartitionQueryCache | |
| FWorldPartitionReferenceImpl | |
| FWorldPartitionRelativeBounds | |
| FWorldPartitionReplaySample | |
| FWorldPartitionReplayStreamingSource | |
| FWorldPartitionResolveData | |
| FWorldPartitionRuntimeCellDebugInfo | |
| FWorldPartitionRuntimeCellObjectMapping | |
| FWorldPartitionRuntimeCellPropertyOverride | |
| FWorldPartitionRuntimeCellStreamingData | |
| FWorldPartitionRuntimeContainer | |
| FWorldPartitionRuntimeContainerInstance | |
| FWorldPartitionRuntimeContainerResolver | FWorldPartitionRuntimeContainerResolver |
| FWorldPartitionRuntimeSpatialHashGridPreviewer | |
| FWorldPartitionStreamingContext | |
| FWorldPartitionStreamingQuerySource | Structure containing all properties required to query a streaming state |
| FWorldPartitionStreamingSource | Structure containing all properties required to stream from a source |
| FWorldPartitionUpdateStreamingCurrentState | |
| FWorldPartitionUpdateStreamingTargetState | |
| FWorldPartitionUtils | |
| FWorldPSCPool | |
| FWorldRenameFromRootContext | |
| FWorldSelectionElementArgs | |
| FWrappedStringElement | Used by UUIString::WrapString to track information about each line that is generated as the result of wrapping. |
| FWrittenChannelsRecord | Record of channels with data written into each outgoing packet. |
| FZoneProperties | |
| FZoneSet | FZoneProperties |
| HActor | Hit an actor. |
| HasDataLayerInstanceClass | |
| HBSPBrushVert | HBSPBrushVert |
| HInstancedStaticMeshInstance | InstancedStaticMeshInstance hit proxy |
| HObject | Hit proxy class for UObject references. |
| HStaticMeshVert | HStaticMeshVert |
| HTranslucentActor | Hit an actor even with translucency. |
| IAnimationStreamingManager | Interface to add functions specifically related to animation streaming |
| IAssetCompilingManager | |
| IAudioInfoFactory | |
| IAudioInfoFactoryRegistry | |
| IAudioStreamingManager | Interface to add functions specifically related to audio streaming |
| ICompressedAnimData | |
| IRenderAssetStreamingManager | Interface to add functions specifically related to texture/mesh streaming |
| ISoundWaveClient | |
| IStreamingManager | Pure virtual base class of a streaming manager. |
| ITextureStreamingContainer | Interface for texture streaming container |
| IVisualLoggerEditorInterface | |
| IWorldPartitionEditor | Interface for the world partition editor |
| IWorldPartitionStreamingSourceProvider | Interface for world partition streaming sources |
| PingAvgData | Struct containing one seconds worth of accumulated ping data (for averaging) NOTE: Maximum PingCount is 7, and maximum PingSum is 8191 (1170*7) |
| RootMotionSourceDebug | |
| SpringMath | Collection of useful spring methods which can be used for damping, simulating characters etc. |
| TActorDescListIteratorValueType | |
| TArrayMaker | Wrapper Code. |
| TArrayViewMaker | |
| TAttributeContainer | Runtime container for AnimationAttributes, providing a TMap like interface. |
| TAttributeContainerAccessor | Accessor for internal data of the TAttributeContainer. |
| TAttributeTypeTraits | |
| TAttributeTypeTraitsBase | Set of type-traits, used by the AnimationAttributes system to verify and implement certain behavior |
| TBaseBlendedCurve | This struct is used to create curve snap shot of current time when extracted |
| TComponentInterfaceRange | |
| TComposite | |
| TCustomShowFlag | Statically register a custom show flag to control rendering - use TCustomShowFlag::IsEnabled to get current state for a given view. |
| TDeltaSetup | |
| TFixedCompressedFloatDetails | |
| TGPUSkinVertexBase | Base vertex data for GPU skinned skeletal meshes make sure to update GpuSkinCacheCommon.usf if the member sizes/order change! |
| TGPUSkinVertexFloat16Uvs | 16 bit UV version of skeletal mesh vertex make sure to update GpuSkinCacheCommon.usf if the member sizes/order change! |
| TGPUSkinVertexFloat32Uvs | 32 bit UV version of skeletal mesh vertex make sure to update GpuSkinCacheCommon.usf if the member sizes/order change! |
| THasGetFullName | |
| TInitBodiesHelperBase | |
| TInputUnifiedDelegate | Utility delegate class to allow binding to either a C++ function or a blueprint script delegate |
| TInstruction | |
| TIsCompatibleRangeIndexType | IndexType is compatible with RangeType::IndexType if they are the same or if RangeType doesn't have an index type. |
| TKeyTimeIterator | Key time iterator for TKeyFrameManipulator |
| TLegacySkinWeightInfo | Struct for storing skin weight info in vertex buffer |
| TLocation | Describes an object location in the rendering hierarchical spatial hash grid. |
| TLocklessStaticStorage | |
| TMaterialRecursionGuard | |
| TNamedValueArray | Container of lazily-sorted name/value pairs. |
| TNetRewindHistory | Templated data history, holding a data buffer |
| TNetworkPhysicsDataHelper | Helper for the creation of state / input data and history with correct derived type |
| TNonConstArrayViewMaker | |
| TOptionalScopedGraphMessage | Optionally pushes a message onto the shared context stack. |
| TOverrideVoidReturnInvoker | Wraps invocation of a function that can return a value or not. |
| TPacketLossData | Calculates the current packet loss along with a rolling average of the past X updates Constructed with the number of samples you want to average over time. |
| TPlayerControllerIterator | |
| TQuantizedLightSampleBulkData | Bulk data array of FQuantizedLightSamples |
| TRangeIndexType | TRangeIndexType extracts RangeType::IndexType if it exists, otherwise void. |
| TRepDataBufferBase | TRepDataBuffer and TConstRepDataBuffer act as wrapper around internal data buffers that FRepLayout may use. |
| TScopedGraphMessage | Pushes a message onto the shared context stack. |
| TStaticMeshVertexTangentDatum | |
| TStaticMeshVertexTangentTypeSelector | |
| TStaticMeshVertexUVsDatum | |
| TStaticMeshVertexUVsTypeSelector | |
| TStaticSpatialIndexDataInterface | |
| TStreamableHandleContextData | Templated struct that provides type tags (no RTTI) for internal data used on StreamableHandle Type IDs are not stable across multiple processes, so should never be directly serialized or stored. |
| TStreamableHandleContextDataTypeIDStorage | Struct to hold a TStreamableHandleContextDataTypeID that is invalid until assigned. |
| TTemporaryArray | Use this to efficiently allocate a temporary array using MemStack, instead of using TArray and going through the global allocator. |
| TTraceThreadData | Trace Data that one Thread can handle per type. For now ASYNC_TRACE_BUFFER_SIZE is 64. |
| TValue | |
| TValue | |
| TWrappedAttribute | Helper struct to wrap and templated operate raw memory |
| VirtualTexturePool | Namespace container for static helper functions. |
Interfaces
| Name | Remarks |
|---|---|
| IActiveSoundUpdateInterface | |
| IActorInstanceManagerInterface | |
| IActorSoundParameterInterface | Interface used to allow an actor to automatically populate any sounds with parameters |
| IAISystemModule | |
| IAnimationDataController | |
| IAnimationDataModel | |
| IAnimationDataModels | Modular feature allowing plugins to provide an implementation of IAnimationDataModel |
| IAnimClassInterface | |
| IAnimEventsFilterContext | |
| IAnimLayerInterface | |
| IAnimNotifyEventContextDataInterface | |
| IAnimRootMotionProvider | Modular feature interface for AnimationWarping. |
| IAnimSequenceCompilingManager | |
| IAssetRegistryTagProviderInterface | |
| IAsyncPhysicsStateProcessor | |
| IAttributeBlendOperator | Interface required to implement for user-defined blending behaviour of an animation attribute type. |
| IAudioPanelWidgetInterface | |
| IBlendableInterface | Derive from this class if you want to be blended by the PostProcess blending e.g. PostproceessVolume |
| IBlendProfileInterface | |
| IBlendProfileProviderInterface | Interface to be implemented by custom data structures that can create UBlendProfiles |
| IBlueprintPropertyGuidProvider | Interface to query the property name<->GUID relationship using either a UBlueprint or a UBlueprintGeneratedClass. |
| IBoneReferenceSkeletonProvider | Interface for objects to provide skeletons that can be used with FBoneReference's details customization. |
| ICameraLensEffectInterface | |
| ICameraModularFeature | A modular feature interface for cameras. |
| ICameraPhotography | |
| ICameraPhotographyModule | The public interface of the CameraPhotographyModule |
| ICommandListener | |
| ICompilable | |
| ICompressedAudioInfo | Interface class to decompress various types of audio data |
| IComputeTaskWorker | Interface for a compute task worker. |
| IContentBundleEditorSubsystemInterface | |
| ICurveSourceInterface | A source for curves |
| ICustomRenderPass | Base interface to implement for FCustomRenderPassBase |
| ICustomRenderPassUserData | Base interface to implement for attaching user data to a FCustomRenderPassBase |
| IDataLayerEditorModule | The module holding all of the UI related pieces for DataLayer management |
| IDataLayerInstanceProvider | |
| IDeformableInterface | |
| IDestructibleInterface | |
| IDeviceChangedListener | Interface to register a device changed listener to respond to audio device changes. |
| IDeviceProfileSelector | DeviceProfileSelector |
| IDeviceProfileSelectorModule | Device Profile Selector module |
| IDiffCustomObject | Interface to support custom widget for object diffs |
| IDiffCustomProperty | |
| IDVRStreamingSystem | |
| IDynamicResolutionState | Interface between the engine and state of dynamic resolution that can be overriden to implement a custom heurstic. |
| IEngineAnalyticsConfigOverride | Interface for allowing changes to engine analytics configuration intended for use by internal tools. |
| IEngineLoop | Public interface to FEngineLoop so we can call it from editor or editor code |
| IExponentialHeightFogStateStream | |
| IGameLayer | Allows you to provide a custom layer that multiple sources can contribute to. |
| IGameLayerManager | Allows widgets to be managed for different users. |
| IGraphMessage | Base class for all messages/events/scopes that are fired during execution Note that these messages are events/callbacks only, no blending is involved. |
| IHeterogeneousVolumeInterface | |
| IImediatePhysicsModule | ImediatePhysics Edit mode module interface |
| IImportantToggleSettingInterface | |
| IInertializationRequester | Event that can be subscribed to request inertialization-based blends. |
| IInterface_ActorSubobject | |
| IInterface_AnimCurveMetaData | Interface for curve metadata-hosting objects |
| IInterface_AssetUserData | |
| IInterface_AsyncCompilation | |
| IInterface_CollisionDataProvider | |
| IInterface_PostProcessVolume | |
| IInterface_PreviewMeshProvider | An asset that can provide a preview skeletal mesh (for editing) |
| IInterpolationIndexProvider | Interface used to provide interpolation indices for per bone blends |
| IISMPartitionInstanceManager | |
| IISMPartitionInstanceManagerProvider | |
| IKeyFrameManipulator | Templated key frame manipulator that knows how to add, remove and (re)arrange key times. |
| ILatencyMarkerModule | |
| ILevelInstanceEditorModule | The module holding all of the UI related pieces for LevelInstance management |
| ILevelInstanceEditorPivotInterface | Interface to be implemented by Actor classes to implement support for LevelInstance Editor Pivot |
| ILevelInstanceInterface | Interface to be implemented by Actor classes to implement support for LevelInstances |
| ILoaderAdapterSpatial | Base class for actor loaders that requires spatial queries |
| ILocalNotificationModule | Defines the interface of a module implementing a local notification server. |
| ILocalNotificationService | Interface for local notification modules |
| ILODSyncInterface | This is interface class for getting/setting LOD info by LODSyncComponent |
| IMaterialEnumerationProvider | |
| IMaxTickRateHandlerModule | |
| IMeshDeformerProducer | |
| IMetronomeEventListener | |
| INavAgentInterface | |
| INavEdgeProviderInterface | |
| INavigationDataInterface | |
| INavigationInvokerInterface | |
| INavigationQueryFilterInterface | For now leave all the real numbers here as floats instead of conversion to FVector::FReal. |
| INavMovementInterface | |
| INavPathObserverInterface | |
| INavRelevantInterface | |
| INetworkPhysicsInputState_External | Game Thread Input and State Interface API. |
| INetworkPhysicsInputState_Internal | Physics Thread Input and State Interface API. |
| INetworkPredictionInterface | |
| INeuralProfileManager | Experimental APIs to manage neural profiles. |
| INodeMappingProviderInterface | This is interface class for providing node inforation |
| InstanceDataManagerSourceInterface | |
| IPackedLevelActorBuilder | |
| IParticleEmitterInstanceOwner | |
| IParticleSystemStateStream | |
| IPathFollowingAgentInterface | |
| IPathFollowingManagerInterface | |
| IPerformanceDataConsumer | This is an interface for any consumer of per-frame performance data such as FPS charts, PerfCounters, analytics, etc... |
| IPhysicsBodyInstanceOwner | Interface representing the owner of a FBodyInstance (used when the owner is not an UPrimitiveComponent). |
| IPhysicsBodyInstanceOwnerResolver | |
| IPhysicsComponent | |
| IPhysicsReplication | |
| IPhysicsReplicationAsync | |
| IPhysicsReplicationFactory | Interface for the creation of customized physics replication. |
| IPhysicsReplicationLOD | |
| IPhysicsReplicationLODAsync | |
| IPIEPreviewDeviceModule | |
| IPlatformFeaturesModule | Interface for platform feature modules Defines the interface of a module implementing platform feature collector class. |
| IPoseSearchProvider | Modular feature interface for PoseSearch |
| IPreviewCollectionInterface | Preview Collection options. |
| IPrimitiveComponent | |
| IPSOCollector | Interface class implemented by the mesh pass processor to collect all possible PSOs |
| IQuartzClock | |
| IQuartzQuantizedCommand | Base class for quantized commands. Virtual methods called by owning clock. |
| IQueueCommandListener | |
| IReplicatedObjectInterface | |
| IRVOAvoidanceInterface | |
| ISaveGameSystem | Interface for platform feature modules Defines the interface to platform's save game system (or a generic file based one) |
| ISaveGameSystemModule | Save game system Module Interface |
| ISceneRenderBuilder | A game side builder interface that collects scene renderers to process as one workload. |
| ISceneViewExtension | |
| ISceneViewFamilyExtention | Generic plugin extension that have a lifetime of the FSceneViewFamily |
| ISceneViewFamilyExtentionData | Generic plugin extension that have a lifetime of the FSceneViewFamily that can contain arbitrary data to passdown from game thread to render thread. |
| ISceneViewFamilyScreenPercentage | Game thread and render thread interface that takes care of a FSceneViewFamily's screen percentage. |
| ISkeletalMeshHalfEdgeBufferAccessor | |
| ISkinnedMeshStateStream | |
| ISkyAtmosphereStateStream | |
| ISlateTextureAtlasInterface | |
| ISMInstanceManager | |
| ISMInstanceManagerProvider | |
| ISoundClassAudioEditor | Interface for sound class graph interaction with the AudioEditor module. |
| ISoundCueAudioEditor | Interface for sound cue graph interaction with the AudioEditor module. |
| ISoundEffectPresetWidgetInterface | |
| ISoundGenerator | |
| ISoundHandleOwner | An interface to be used for any classes that we want to respond to SoundHandle updates TODO: Add a child of this that uses World? |
| ISoundHandleSystem | This interface should be used with systems aiming to create Sound Handles: gameplay thread representations of sounds |
| ISoundParameterControllerInterface | UObject interface for all object types that are controlling parameter values sent to sound instances (i.e. sources) |
| ISoundSubmixAudioEditor | Interface for sound submix graph interaction with the AudioEditor module. |
| ISoundSubmixWidgetInterface | |
| ISoundWaveLoadingBehaviorUtil | |
| ISourceBufferListener | Interface for listening to source buffers being rendered. |
| ISourceControlHelper | |
| IStaticLightingSystem | |
| IStaticLightingSystemImpl | |
| IStaticMeshComponent | |
| IStaticMeshStateStream | |
| IStereoLayers | |
| IStereoLayersFlagsSupplier | |
| IStereoLayerShape | |
| IStereoRendering | |
| IStereoRenderTargetManager | The IStereoRenderTargetManager can be returned from IStereoRendering::GetRenderTargetManager() implementations. |
| IStreamedCompressedInfo | Default implementation of a streamed compressed audio format. |
| IStreamingGenerationContext | |
| IStreamingGenerationErrorHandler | |
| IStreamingManager | Interface for the SparseVolumeTexture streaming manager. |
| IStreamingWorldSubsystemInterface | |
| ISubmixBufferListener | Abstract interface for receiving audio data from a given submix. |
| ISubtitlesAndClosedCaptionsModule | |
| ITedsTypedElementBridgeInterface | |
| ITextureDataProvider | |
| ITokenizedMessageErrorHandler | |
| ITypedElementWorldInterface | |
| IVideoRecordingSystem | Interface for platform video recording functionality |
| IViewportSelectableObject | |
| IVisualLoggerDebugSnapshotInterface | |
| IWorldPartitionActorDescInstanceView | Interface for a view on top of an actor descriptor instance, used to cache information that can be different than the actor descriptor instance itself. |
| IWorldPartitionActorLoaderInterface | |
| IWorldPartitionCell | |
| IWorldPartitionCookPackageContext | |
| IWorldPartitionCookPackageGenerator | |
| IWorldPartitionCookPackageObject | |
| IWorldPartitionDestructibleInHLODInterface | |
| IWorldPartitionEditorModule | The module holding all of the UI related pieces for WorldPartition |
| IWorldPartitionHLODObject | |
| IWorldPartitionHLODProvider | |
| IWorldPartitionHLODUtilities | Tools for building HLODs in WorldPartition |
| IWorldPartitionHLODUtilitiesModule | |
| IWorldPartitionObjectResolver |
Typedefs
| Name | Type | Remarks | Include Path |
|---|---|---|---|
| AnimationErrorStats | FAnimationErrorStats | AnimationUtils.h | |
| AudioTaskQueueId | uint32 | Sound/SoundGenerator.h | |
| BoneTrackArray | TArray< BoneTrackPair > | AnimEncoding.h | |
| DefaultSurfaceLevelFilter | FAllSurfaceLevelFilter | The default level filter. | SurfaceIterators.h |
| EActorType | ImmediatePhysics_Shared::EActorType | Physics/ImmediatePhysics/ImmediatePhysicsDeclares.h | |
| EForceType | ImmediatePhysics_Shared::EForceType | Physics/ImmediatePhysics/ImmediatePhysicsDeclares.h | |
| FActorBasedSignature | TBaseDelegate_OneParam< void, AActor & > | AI/NavigationSystemBase.h | |
| FActorBooleBasedSignature | TBaseDelegate_TwoParams< void, AActor &, bool > | AI/NavigationSystemBase.h | |
| FActorChannelMap | TMap< TWeakObjectPtr< AActor >, UActorChannel *, FDefaultSetAllocator, TWeakObjectPtrMapKeyFuncs< TWeakObjectPtr< AActor >, UActorChannel * > > | Engine/NetConnection.h | |
| FActorComponentBasedSignature | TBaseDelegate_OneParam< void, UActorComponent & > | AI/NavigationSystemBase.h | |
| FActorComponentDuplicatedObjectData | FDataCacheDuplicatedObjectData | ComponentInstanceDataCache.h | |
| FActorComponentGlobalCreatePhysicsSignature | TMulticastDelegate_OneParam< void, UActorComponent * > | Components/ActorComponent.h | |
| FActorComponentGlobalDestroyPhysicsSignature | TMulticastDelegate_OneParam< void, UActorComponent * > | Components/ActorComponent.h | |
| FActorDescContainerCollection | TActorDescContainerCollection< TObjectPtr< UActorDescContainer > > | WorldPartition/ActorDescContainerCollection.h | |
| FActorDescContainerInstanceCollection | TActorDescContainerInstanceCollection< TObjectPtr< UActorDescContainerInstance > > | WorldPartition/ActorDescContainerInstanceCollection.h | |
| FActorHandle | ImmediatePhysics_Chaos::FActorHandle | Physics/ImmediatePhysics/ImmediatePhysicsDeclares.h | |
| FActorInstanceManagerInterface | TWeakInterfacePtr< IActorInstanceManagerInterface > | Engine/ActorInstanceHandle.h | |
| FActorOnComponentsReplaced | TMulticastDelegate_OneParam< void, const FReplacementComponentMap & > | GameFramework/Actor.h | |
| FActorSetup | ImmediatePhysics_Chaos::FActorSetup | Physics/ImmediatePhysics/ImmediatePhysicsDeclares.h | |
| FAddNavigationElementSignature | TBaseDelegate_TwoParams< FNavigationElementHandle, UWorld *, FNavigationElement && > | AI/NavigationSystemBase.h | |
| FAfterPassCallbackDelegate | FPostProcessingPassDelegate | Soft deprecation of the previous after pass delegate names. | SceneViewExtension.h |
| FAfterPassCallbackDelegateArray | FPostProcessingPassDelegateArray | SceneViewExtension.h | |
| FAnimationTrackChangedPayload | FAnimationTrackPayload | Animation/AnimData/AnimDataNotifications.h | |
| FAnimationTrackRemovedPayload | FAnimationTrackPayload | Animation/AnimData/AnimDataNotifications.h | |
| FAnimBankRecordMap | Experimental::TRobinHoodHashMap< FAnimBankDesc, FAnimBankRecord, FAnimBankDescKeyFuncs > | Animation/AnimBank.h | |
| FAnimDataModelModifiedEvent | TMulticastDelegate_ThreeParams< void, const EAnimDataModelNotifyType &, IAnimationDataModel *, const FAnimDataModelNotifPayload & > | Animation/AnimData/AnimDataNotifications.h | |
| FAnimNode_Layer | FAnimNode_LinkedAnimLayer | Animation/AnimNode_LinkedAnimLayer.h | |
| FAnimNode_SubInput | FAnimNode_LinkedInputPose | Animation/AnimNode_LinkedInputPose.h | |
| FAnimNode_SubInstance | FAnimNode_LinkedAnimGraph | Animation/AnimNode_LinkedAnimGraph.h | |
| FAnimStackAllocator | TMemStackAllocator | Shortcut for the allocator used by animation nodes. | Animation/AnimTypes.h |
| FArchivePos | int64 | The type we use to store offsets in the archive. | ReplayTypes.h |
| FAreAllSkeletonsCompatible | TBaseDelegate_NoParams< bool > | Delegate used to control global skeleton compatibility. | Animation/Skeleton.h |
| FAssetManagerAcquireResourceDelegate | TBaseDelegate_OneParam< void, bool > | Delegate called when acquiring resources/chunks for assets, parameter will be true if all resources were acquired, false if any failed | Engine/AssetManager.h |
| FAssetManagerAcquireResourceDelegateEx | TBaseDelegate_TwoParams< void, bool, const TArray< int32 > & > | Delegate called when acquiring resources/chunks for assets, first parameter will be true if all resources were acquired, false if any failed. | Engine/AssetManager.h |
| FAssetManagerShouldIncludeDelegate | TBaseDelegate_TwoParams< bool, const struct FAssetData &, const struct FAssetManagerSearchRules & > | Delegate that can be used to do extra filtering on asset registry searches. | Engine/AssetManagerTypes.h |
| FAssignLayerChunkDelegate | TBaseDelegate_FourParams< void, const FAssignLayerChunkMap *, const FString &, const int32, int32 & > | GameDelegates.h | |
| FAssignLayerChunkMap | const TMap< FName, FString > | Delegate to assign a disc layer to a chunk | GameDelegates.h |
| FAsyncAudioDecompress | FAsyncTask< FAsyncAudioDecompressWorker > | AudioDecompress.h | |
| FAsyncLoadGameFromSlotDelegate | TBaseDelegate_ThreeParams< void, const FString &, const int32, USaveGame * > | Delegate called from AsyncLoadGameFromSlot. | Kismet/GameplayStatics.h |
| FAsyncSaveGameToSlotDelegate | TBaseDelegate_ThreeParams< void, const FString &, const int32, bool > | Delegate called from AsyncLoadGameFromSlot. | Kismet/GameplayStatics.h |
| FAsyncSoundWavePCMWriterTask | FAsyncTask< FAsyncSoundWavePCMWriteWorker > | Sound/SampleBufferIO.h | |
| FAsyncStreamDerivedChunkTask | FAsyncTask< FAsyncStreamDerivedChunkWorker > | Async task to stream chunks from the derived data cache. | AudioStreaming.h |
| FAttributeAddedPayload | FAttributePayload | Animation/AnimData/AnimDataNotifications.h | |
| FAttributeChangedPayload | FAttributePayload | Animation/AnimData/AnimDataNotifications.h | |
| FAttributeRemovedPayload | FAttributePayload | Animation/AnimData/AnimDataNotifications.h | |
| FAudioBusProxyPtr | TSharedPtr< FAudioBusProxy, ESPMode::ThreadSafe > | Sound/AudioBus.h | |
| FAudioComponentPtr | TWeakObjectPtr< UAudioComponent > | AudioDevice.h | |
| FBeginStreamingPauseDelegate | TBaseDelegate_OneParam< void, FViewport * > | Engine/Engine.h | |
| FBoneIndex16 | uint16 | Rendering/SkinWeightVertexBuffer.h | |
| FBoneIndex8 | uint8 | Rendering/SkinWeightVertexBuffer.h | |
| FBoolActorComponentBasedSignature | TBaseDelegate_OneParam< bool, UActorComponent & > | AI/NavigationSystemBase.h | |
| FBoolControllerBasedSignature | TBaseDelegate_OneParam< bool, const AController & > | AI/NavigationSystemBase.h | |
| FBoolValue | TValue< bool > | Shader/ShaderTypes.h | |
| FBrowseURL | TBaseDelegate_ThreeParams< EBrowseReturnVal::Type, FWorldContext &WorldContext, FURL URL, FString &Error > | Engine/Engine.h | |
| FCalculateCustomPhysics | TBaseDelegate_TwoParams< void, float, FBodyInstance * > | Delegate for applying custom physics forces upon the body. | PhysicsPublic.h |
| FCalculateCustomProjection | TBaseDelegate_TwoParams< void, const FBodyInstance *, FTransform & > | Delegate for applying custom physics projection upon the body. | PhysicsPublic.h |
| FCanTakeTransition | TBaseDelegate_NoParams< bool > | Delegate that native code can hook to provide additional transition logic | Animation/AnimInstance.h |
| FCanUnpause | TBaseDelegate_NoParams< bool > | Default delegate that provides an implementation for those that don't have special needs other than a toggle | GameFramework/GameModeBase.h |
| FCanvasPtr | TSharedPtr< FCanvas, ESPMode::ThreadSafe > | Slate/DebugCanvas.h | |
| FChannelsToClose | TArray< FChannelCloseInfo, TInlineAllocator< 8 > > | Engine/NetConnection.h | |
| FComponentBoundsChangeSignature | TBaseDelegate_ThreeParams< void, UActorComponent &, const FBox &, const FBox & > | AI/NavigationSystemBase.h | |
| FCompressibleAnimPtr | TSharedPtr< FCompressibleAnimData, ESPMode::ThreadSafe > | Animation/AnimCompressionTypes.h | |
| FCompressibleAnimRef | TSharedRef< FCompressibleAnimData, ESPMode::ThreadSafe > | Animation/AnimCompressionTypes.h | |
| FConcurrencyGroupID | uint32 | Sound concurrency group ID. | Sound/SoundConcurrency.h |
| FConcurrencyGroups | TMap< FConcurrencyGroupID, FConcurrencyGroup * > | Sound/SoundConcurrency.h | |
| FConcurrencyMap | TMap< FConcurrencyObjectID, FConcurrencyGroupID > | Type for mapping an object id to a concurrency entry. | Sound/SoundConcurrency.h |
| FConcurrencyObjectID | uint32 | Sound concurrency unique object IDs. | Sound/SoundConcurrency.h |
| FConnectionMap | TMap< TSharedRef< const FInternetAddr >, TObjectPtr< UNetConnection >, FDefaultSetAllocator, FInternetAddrConstKeyMapFuncs< TObjectPtr< UNetConnection > > > | Engine/NetDriver.h | |
| FConstCameraActorIterator | TArray< TWeakObjectPtr< ACameraActor > >::TConstIterator | Engine/World.h | |
| FConstControllerIterator | TArray< TWeakObjectPtr< AController > >::TConstIterator | Engine/World.h | |
| FConstLevelIterator | TArray< ULevel * >::TConstIterator | Engine/World.h | |
| FConstPhysicsVolumeIterator | TArray< TWeakObjectPtr< APhysicsVolume > >::TConstIterator | Engine/World.h | |
| FConstPlayerControllerIterator | TArray< TWeakObjectPtr< APlayerController > >::TConstIterator | Engine/World.h | |
| FConstRepObjectDataBuffer | TConstRepDataBuffer< ERepDataBufferType::ObjectBuffer > | Net/RepLayout.h | |
| FConstRepShadowDataBuffer | TConstRepDataBuffer< ERepDataBufferType::ShadowBuffer > | Net/RepLayout.h | |
| FControllerBasedSignature | TBaseDelegate_OneParam< void, const AController & > | AI/NavigationSystemBase.h | |
| FCookedEditorPackageManagerFactoryDelegate | TBaseDelegate_NoParams< TUniquePtr< class ICookedEditorPackageManager > > | Delegate to allow game to use a custom ICookedEditorPackageManager class | GameDelegates.h |
| FCreateCustomFXSystemDelegate | TBaseDelegate_ThreeParams< FFXSystemInterface *, ERHIFeatureLevel::Type, EShaderPlatform, FGPUSortManager * > | FXSystem.h | |
| FCreateReplicationDriver | TBaseDelegate_ThreeParams< UReplicationDriver *, UNetDriver *, const FURL &, UWorld * > | Engine/ReplicationDriver.h | |
| FCurveAddedPayload | FCurvePayload | Animation/AnimData/AnimDataNotifications.h | |
| FCurveChangedPayload | FCurvePayload | Animation/AnimData/AnimDataNotifications.h | |
| FCurveRemovedPayload | FCurvePayload | Animation/AnimData/AnimDataNotifications.h | |
| FCustomGeometryExport | TBaseDelegate_ThreeParams< void, const FNavigationElement &, FNavigableGeometryExport &, bool & > | AI/Navigation/NavigationElement.h | |
| FCustomNavigationHandler | TBaseDelegate_TwoParams< bool, const uint32, TSharedPtr< SWidget > > | Delegate for overriding the behavior when a navigation action is taken, Not to be confused with FNavigationDelegate which allows a specific widget to override behavior for itself | Engine/GameViewportClient.h |
| FDebugDrawDelegate | TBaseDelegate_TwoParams< void, UCanvas *, APlayerController * > | DebugRenderSceneProxy.h | |
| FDebugDrawDelegate | TBaseDelegate_TwoParams< void, UCanvas *, APlayerController * > | Delegate called when rendering a viewport and the associated engine flag is set. | Debug/DebugDrawService.h |
| FDefaultReplicationSettings | FNetworkPhysicsSettingsDefaultReplication | Alias. | Physics/NetworkPhysicsSettingsComponent.h |
| FDemoFrameDataMap | TMap< FString, TArray< uint8 > > | Net/UnrealNetwork.h | |
| FDemoSavedPropertyState | TArray< struct FDemoSavedRepObjectState > | Engine/DemoNetDriver.h | |
| FDoubleValue | TValue< double > | Shader/ShaderTypes.h | |
| FDoubleWorldBasedSignature | TBaseDelegate_OneParam< double, const UWorld & > | AI/NavigationSystemBase.h | |
| FDynamicForceFeedbackHandle | uint64 | GameFramework/PlayerController.h | |
| FEdGraphEvent | TBaseDelegate_OneParam< void, class UEdGraph * > | BlueprintUtilities.h | |
| FEndStreamingPauseDelegate | TBaseDelegate_NoParams< void > | Engine/Engine.h | |
| FEngineHitchDetectedDelegate | TMulticastDelegate_TwoParams< void, EFrameHitchType, float > | Engine/Engine.h | |
| FExtendedSaveGameInfoDelegate | TBaseDelegate_ThreeParams< void, const TCHAR *, const EGameDelegates_SaveGame, FString & > | A delegate for platforms that need extra information to flesh out save data information (name of an icon, for instance) | GameDelegates.h |
| FExternalMorphSets | TMap< int32, TSharedPtr< FExternalMorphSet > > | The map of external morph sets registered on the skinned mesh component. | Components/SkinnedMeshComponent.h |
| FExternalMorphSets | TMap< int32, TSharedPtr< FExternalMorphSet > > | SkinnedMeshSceneProxyDesc.h | |
| FFloatValue | TValue< float > | Shader/ShaderTypes.h | |
| FGCBoneLooseParametersRef | TUniformBufferRef< FGCBoneLooseParameters > | GeometryCollectionRendering.h | |
| FGeometryCacheManualVertexFetchUniformBufferParametersRef | TUniformBufferRef< FGeometryCacheManualVertexFetchUniformBufferParameters > | GeometryCacheVertexFactory.h | |
| FGeometryCacheVertexFactoryUniformBufferParametersRef | TUniformBufferRef< FGeometryCacheVertexFactoryUniformBufferParameters > | GeometryCacheVertexFactory.h | |
| FGeometryCollectionVertexFactoryUniformShaderParametersRef | TUniformBufferRef< FGeometryCollectionVertexFactoryUniformShaderParameters > | GeometryCollectionRendering.h | |
| FGeometrySliceExport | TBaseDelegate_ThreeParams< void, const FNavigationElement &, FNavigableGeometryExport &, const FBox & > | AI/Navigation/NavigationElement.h | |
| FGetAudioListenerPos | TBaseDelegate_ThreeParams< void, FVector &, FVector &, FVector & > | Delegate used to override default viewport audio listener position calculated from camera | GameFramework/PlayerController.h |
| FGetOverridableVersionDataForDemoHeaderReadDelegate | TBaseDelegate_OneParam< void, FOverridableReplayVersionData & > | Games can use these to override Version Data of Replay Headers. | Net/UnrealNetwork.h |
| FGetOverridableVersionDataForDemoHeaderWriteDelegate | TBaseDelegate_OneParam< void, FOverridableReplayVersionData & > | Net/UnrealNetwork.h | |
| FGetRPCDoSAddress | TUniqueFunction< FString()> | Callback usually passed in by the NetConnection, for getting the address of the owning connection | Net/RPCDoSDetection.h |
| FGetRPCDoSPlayerUID | TUniqueFunction< FString()> | Callback usually passed in by the NetConnection, for getting the unique id of the owning player/connection | Net/RPCDoSDetection.h |
| FGetWorld | TUniqueFunction< UWorld *()> | Callback passed in by the NetConnection, for getting the current World for analytics referencing. | Analytics/RPCDoSDetectionAnalytics.h |
| FGPUSortKeyGenDelegate | TBaseDelegate_SixParams< void, FRHICommandListImmediate &, int32, int32, EGPUSortFlags, FRHIUnorderedAccessView *, FRHIUnorderedAccessView * > | Callback used by the FGPUSortManager to make each client system initialize the sort keys for a specific sort batch. | GPUSortManager.h |
| FGraphEventArray | TArray< FGraphEventRef, TInlineAllocator< 4 > > | WorldCollision.h | |
| FGridCellCoord | FInt64Vector3 | WorldPartition/WorldPartitionRuntimeSpatialHash.h | |
| FGridCellCoord2 | FInt64Vector2 | WorldPartition/WorldPartitionRuntimeSpatialHash.h | |
| FHandleDisconnectDelegate | TMulticastDelegate_TwoParams< void, class UWorld *, class UNetDriver * > | Delegate to handle when a connection is disconnecting | GameDelegates.h |
| FHashedMaterialParameterInfo | FMemoryImageMaterialParameterInfo | Backwards compat. | Materials/MaterialParameters.h |
| FImmediateRenderDelegate | TBaseDelegate_TwoParams< void, const UObject *, const FVisualLogEntry & > | VisualLogger/VisualLoggerTraceDevice.h | |
| FInitBodiesHelperBase | TInitBodiesHelperBase< FDefaultAllocator > | PhysicsEngine/BodyInstance.h | |
| FInputActionHandlerSignature | TBaseDelegate_NoParams< void > | Delegate signature for action events. | Components/InputComponent.h |
| FInputActionHandlerWithKeySignature | TBaseDelegate_OneParam< void, FKey > | Components/InputComponent.h | |
| FInputAxisHandlerSignature | TBaseDelegate_OneParam< void, float > | Delegate signature for axis handlers. | Components/InputComponent.h |
| FInputGestureHandlerSignature | TBaseDelegate_OneParam< void, float > | Delegate signature for gesture handlers. | Components/InputComponent.h |
| FInputTouchHandlerSignature | TBaseDelegate_TwoParams< void, ETouchIndex::Type, FVector > | Delegate signature for touch handlers. | Components/InputComponent.h |
| FInputVectorAxisHandlerSignature | TBaseDelegate_OneParam< void, FVector > | Delegate signature for vector axis handlers. @AxisValue: "Value" to pass to the axis. | Components/InputComponent.h |
| FInstancedStaticMeshVFLooseUniformShaderParametersRef | TUniformBufferRef< FInstancedStaticMeshVFLooseUniformShaderParameters > | Engine/InstancedStaticMesh.h | |
| FInstanceSceneDataImmutablePtr | TSharedPtr< FInstanceSceneDataImmutable, ESPMode::ThreadSafe > | InstanceDataSceneProxy.h | |
| FIntValue | TValue< int32 > | Shader/ShaderTypes.h | |
| FJointHandle | ImmediatePhysics_Chaos::FJointHandle | Physics/ImmediatePhysics/ImmediatePhysicsDeclares.h | |
| FJointSetup | ImmediatePhysics_Chaos::FJointSetup | Physics/ImmediatePhysics/ImmediatePhysicsDeclares.h | |
| FKinematicTarget | Chaos::FKinematicTarget | Physics/ImmediatePhysics/ImmediatePhysicsChaos/ImmediatePhysicsCore_Chaos.h | |
| FLevelBasedSignature | TBaseDelegate_OneParam< void, ULevel & > | AI/NavigationSystemBase.h | |
| FLightMapRef | TRefCountPtr< FLightMap > | A reference to a light-map. | SceneTypes.h |
| FLightVolumeOctree | TOctree2< FVolumeLightingSample, FLightVolumeOctreeSemantics > | PrecomputedLightVolume.h | |
| FLocation32 | TLocation< int32 > | Rendering/RenderingSpatialHash.h | |
| FLocation64 | TLocation< int64 > | Rendering/RenderingSpatialHash.h | |
| FLocation8 | TLocation< int8 > | Rendering/RenderingSpatialHash.h | |
| FLockedReadPhysicsObjectExternalInterface | FLockedPhysicsObjectExternalInterface< EPhysicsInterfaceScopedLockType::Read > | PhysicsEngine/PhysicsObjectExternalInterface.h | |
| FLockedWritePhysicsObjectExternalInterface | FLockedPhysicsObjectExternalInterface< EPhysicsInterfaceScopedLockType::Write > | PhysicsEngine/PhysicsObjectExternalInterface.h | |
| FLODStreamingCallback | TFunction< void(UPrimitiveComponent *, UStreamableRenderAsset *, ELODStreamingCallbackResult)> | Engine/TextureStreamingTypes.h | |
| FLumenCardOBBd | TLumenCardOBB< double > | MeshCardRepresentation.h | |
| FLumenCardOBBf | TLumenCardOBB< float > | MeshCardRepresentation.h | |
| FMakeNoiseDelegate | TBaseDelegate_SixParams< void, AActor *, float, class APawn *, const FVector &, float, FName > | GameFramework/Actor.h | |
| FMaterialInterfacePSOPrecacheParamsList | TArray< FMaterialInterfacePSOPrecacheParams, TInlineAllocator< 4 > > | PSOPrecacheFwd.h | |
| FMaterialPSOPrecacheRequestID | uint32 | Unique request ID of MaterialPSOPrecache which can be used to boost the priority of a PSO precache requests if it's needed for rendering. | Particles/ParticleSystem.h |
| FMaterialResourceDeferredDeletionArray | TArray< FMaterialResource * > | Materials/MaterialInterface.h | |
| FMaterialToLevelsMap | TMap< UMaterialInterface *, TArray< ULevel * > > | A mapping between used material and levels for refering primitives. | Engine/TextureStreamingTypes.h |
| FMeshParticleUniformBufferRef | TUniformBufferRef< FMeshParticleUniformParameters > | MeshParticleVertexFactory.h | |
| FMFRecursionGuard | TMaterialRecursionGuard< class UMaterialFunctionInterface > | Materials/MaterialFunctionInterface.h | |
| FModifyCookDelegate | TMulticastDelegate_ThreeParams< void, TConstArrayView< const ITargetPlatform * >, TArray< FName > &, TArray< FName > & > | Delegate to modify cooking behavior - return extra packages to cook, load up the asset registry, etc | GameDelegates.h |
| FModifyRPCDoSAnalytics | TMulticastDelegate_TwoParams< void, UWorld *, TArray< FAnalyticsEventAttribute > & > | Multicast delegate for modifying/adding-to RPC DoS analytics events. | Analytics/RPCDoSDetectionAnalytics.h |
| FMorphTargetWeightMap | TMap< const UMorphTarget *, int32 > | AnimationRuntime.h | |
| FMorphTargetWeightMap | TMap< const UMorphTarget *, int32 > | WeightIndex is an into the MorphTargetWeights array | Components/SkinnedMeshComponent.h |
| FNavAllocator | FDefaultAllocator | AI/Navigation/NavigationTypes.h | |
| FNavAreaBasedSignature | TBaseDelegate_NoParams< TSubclassOf< UNavAreaBase > > | AI/NavigationSystemBase.h | |
| FNavDataClassFetchSignature | TBaseDelegate_NoParams< TSubclassOf< AActor > > | AI/NavigationSystemBase.h | |
| FNavDataConfigAndWorldSignature | TBaseDelegate_OneParam< const FNavDataConfig &, const UWorld * > | AI/NavigationSystemBase.h | |
| FNavDataConfigBasedSignature | TBaseDelegate_NoParams< const FNavDataConfig & > | AI/NavigationSystemBase.h | |
| FNavDataForActorSignature | TBaseDelegate_OneParam< INavigationDataInterface *, const AActor & > | AI/NavigationSystemBase.h | |
| FNavDataForPropsSignature | TBaseDelegate_OneParam< INavigationDataInterface *, const FNavAgentProperties & > | AI/NavigationSystemBase.h | |
| FNavDataPerInstanceTransformDelegate | TBaseDelegate_TwoParams< void, const FBox &, TArray< FTransform > & > | Used to gather per instance transforms in a specific area | AI/Navigation/NavigationTypes.h |
| FNavigationAutoUpdateEnableSignature | TBaseDelegate_TwoParams< void, const bool, UNavigationSystemBase * > | AI/NavigationSystemBase.h | |
| FNavigationDataExport | TBaseDelegate_TwoParams< void, const FNavigationElement &, FNavigationRelevantData & > | AI/Navigation/NavigationElement.h | |
| FNavPathQueryDelegate | TBaseDelegate_ThreeParams< void, uint32, ENavigationQueryResult::Type, FNavPathSharedPtr > | Delegate used to communicate that path finding query has been finished. | AI/Navigation/NavigationTypes.h |
| FNavPathSharedPtr | TSharedPtr< struct FNavigationPath, ESPMode::ThreadSafe > | AI/Navigation/NavigationTypes.h | |
| FNavPathSharedRef | TSharedRef< struct FNavigationPath, ESPMode::ThreadSafe > | AI/Navigation/NavigationTypes.h | |
| FNavPathWeakPtr | TWeakPtr< struct FNavigationPath, ESPMode::ThreadSafe > | AI/Navigation/NavigationTypes.h | |
| FObjectBasedSignature | TBaseDelegate_OneParam< void, UObject & > | AI/NavigationSystemBase.h | |
| FObjectBoundsChangedSignature | TBaseDelegate_ThreeParams< void, UObject &, const FBox &, TConstArrayView< FBox > > | AI/NavigationSystemBase.h | |
| FOnActiveDeviceProfileChanged | TMulticastDelegate_NoParams< void > | Delegate used to notify systems when the active device profile changes. | DeviceProfiles/DeviceProfileManager.h |
| FOnActorDestroyed | TMulticastDelegate_OneParam< void, AActor * > | Engine/World.h | |
| FOnActorRemovedFromWorld | TMulticastDelegate_OneParam< void, AActor * > | Engine/World.h | |
| FOnActorSpawned | TMulticastDelegate_OneParam< void, AActor * > | Engine/World.h | |
| FOnAddCustomAnimationCurves | TBaseDelegate_OneParam< void, UAnimInstance * > | Delegate that allows users to insert custom animation curve values - for now, it's only single, not sure how to make this to multi delegate and retrieve value sequentially, so | Animation/AnimInstance.h |
| FOnAddedAssetSearchRoot | TMulticastDelegate_OneParam< void, const FString & > | Delegate called when new asset search root is registered due to runtime asset mounting, path will not have a trailing slash | Engine/AssetManager.h |
| FOnAnimUpdateRateParamsCreated | TBaseDelegate_OneParam< void, FAnimUpdateRateParameters * > | Components/SkinnedMeshComponent.h | |
| FOnAsyncPhysicsCookFinished | TBaseDelegate_OneParam< void, bool > | PhysicsEngine/BodySetup.h | |
| FOnAudioDevicePostRender | TMulticastDelegate_OneParam< void, const FAudioDeviceRenderInfo & > | AudioDevice.h | |
| FOnAudioDevicePreRender | TMulticastDelegate_OneParam< void, const FAudioDeviceRenderInfo & > | AudioDevice.h | |
| FOnAudioFinishedNative | TMulticastDelegate_OneParam< void, UAudioComponent * > | Shadow delegate declaration for above | Components/AudioComponent.h |
| FOnAudioMultiEnvelopeValueNative | TMulticastDelegate_FourParams< void, const UAudioComponent *, const float, const float, const int32 > | Shadow delegate declaration for above | Components/AudioComponent.h |
| FOnAudioPlaybackPercentNative | TMulticastDelegate_ThreeParams< void, const UAudioComponent *, const USoundWave *, const float > | Shadow delegate declaration for above | Components/AudioComponent.h |
| FOnAudioPlayStateChangedNative | TMulticastDelegate_TwoParams< void, const UAudioComponent *, EAudioComponentPlayState > | Shadow delegate declaration for above | Components/AudioComponent.h |
| FOnAudioSingleEnvelopeValueNative | TMulticastDelegate_ThreeParams< void, const UAudioComponent *, const USoundWave *, const float > | Shadow delegate declaration for above | Components/AudioComponent.h |
| FOnAudioVirtualizationChangedNative | TMulticastDelegate_TwoParams< void, const UAudioComponent *, bool > | Shadow delegate declaration for above | Components/AudioComponent.h |
| FOnBaseMaterialIsSet | TMulticastDelegate_OneParam< void, UMaterialInterface * > | Materials/MaterialInterface.h | |
| FOnBoneTransformsFinalizedMultiCast | TMulticastDelegate_NoParams< void > | Components/SkinnedMeshComponent.h | |
| FOnCheatManagerCreated | TMulticastDelegate_OneParam< void, UCheatManager * > | GameFramework/CheatManager.h | |
| FOnCloseRequested | TMulticastDelegate_OneParam< void, FViewport * > | Delegate type used by UGameViewportClient when call is made to close a viewport | Engine/GameViewportDelegates.h |
| FOnClusterUnionAddedComponentNative | TMulticastDelegate_FourParams< void, UPrimitiveComponent *, const TArray< FClusterUnionBoneData > &, const TArray< FClusterUnionBoneData > &, bool > | PhysicsEngine/ClusterUnionComponent.h | |
| FOnClusterUnionPostSyncBodies | TMulticastDelegate_OneParam< void, const FClusterUnionInitializationData & > | PhysicsEngine/ClusterUnionComponent.h | |
| FOnClusterUnionRemovedComponentNative | TMulticastDelegate_TwoParams< void, UPrimitiveComponent *, const TArray< FClusterUnionBoneData > & > | PhysicsEngine/ClusterUnionComponent.h | |
| FOnConsiderListUpdate | TBaseDelegate_ThreeParams< void, const ConsiderListUpdateParams &UpdateParams, int32 &OutUpdated, const TArray< FNetworkObjectInfo * > &ConsiderList > | Engine/NetDriver.h | |
| FOnConstraintBroken | TBaseDelegate_OneParam< void, int32 > | Engine/EngineTypes.h | |
| FOnConstraintViolated | TBaseDelegate_ThreeParams< void, int32, float, float > | Engine/EngineTypes.h | |
| FOnCVarsUpdated | TBaseDelegate_NoParams< void > | DeviceProfiles/DeviceProfile.h | |
| FOnDeleteLODModelOverride | TBaseDelegate_OneParam< void, FSkeletalMeshLODModel * > | SkeletalMeshReductionSettings.h | |
| FOnDemoFinishPlaybackDelegate | TMulticastDelegate_NoParams< void > | Engine/DemoNetDriver.h | |
| FOnDemoFinishRecordingDelegate | TMulticastDelegate_NoParams< void > | Engine/DemoNetDriver.h | |
| FOnDemoStartedDelegate | TMulticastDelegate_OneParam< void, UDemoNetDriver * > | Engine/DemoNetDriver.h | |
| FOnDeviceProfileManagerUpdated | TMulticastDelegate_NoParams< void > | Delegate used to refresh the UI when the profiles change. | DeviceProfiles/DeviceProfileManager.h |
| FOnEncryptionKeyResponse | TBaseDelegate_OneParam< void, const FEncryptionKeyResponse & > | Delegate called by the game to provide a response to the encryption key request Provides the encryption key if successful, or a failure reason so the network connection may proceed | Engine/NetworkDelegates.h |
| FOnEpicAccountIdChanged | TBaseDelegate_OneParam< void, const FString & > | EngineAnalytics.h | |
| FOnFeatureLevelChanged | TMulticastDelegate_OneParam< void, ERHIFeatureLevel::Type > | Engine/World.h | |
| FOnGameViewportClientPlayerAction | TMulticastDelegate_OneParam< void, int32 > | Delegate type used by UGameViewportClient for when a player is added or removed | Engine/GameViewportDelegates.h |
| FOnGameViewportInputKey | TBaseDelegate_ThreeParams< bool, FKey, FModifierKeysState, EInputEvent > | Engine/GameViewportDelegates.h | |
| FOnGameViewportTick | TMulticastDelegate_OneParam< void, float > | Delegate type used by UGameViewportClient for tick callbacks | Engine/GameViewportDelegates.h |
| FOnGlobalShadersCompilation | TMulticastDelegate_NoParams< void > | Returns the delegate triggered when global shaders compilation jobs start. | ShaderCompiler.h |
| FOnGotoTimeDelegate | TBaseDelegate_OneParam< void, const bool > | Engine/DemoNetDriver.h | |
| FOnGotoTimeMCDelegate | TMulticastDelegate_NoParams< void > | Engine/DemoNetDriver.h | |
| FOnGraphChanged | TMulticastDelegate_OneParam< void, const FEdGraphEditAction & > | BlueprintUtilities.h | |
| FOnGraphStateChanged | TBaseDelegate_ThreeParams< void, const struct FAnimNode_StateMachine &, int32, int32 > | Delegate that native code can hook into to handle state entry/exit | Animation/AnimInstance.h |
| FOnGraphStateChanged | TBaseDelegate_ThreeParams< void, const struct FAnimNode_StateMachine &, int32, int32 > | Animation/AnimInstanceProxy.h | |
| FOnHUDPostRender | TMulticastDelegate_TwoParams< void, AHUD *, UCanvas * > | GameFramework/HUD.h | |
| FOnImportDataChanged | TMulticastDelegate_TwoParams< void, const FAssetImportInfo &, const class UAssetImportData * > | EditorFramework/AssetImportData.h | |
| FOnInitializeCameraShake | TBaseDelegate_OneParam< void, UCameraShakeBase * > | Camera/CameraModifier_CameraShake.h | |
| FOnInjectInputsExternal | TMulticastDelegate_TwoParams< void, const int32, const int32 > | Physics/NetworkPhysicsComponent.h | |
| FOnInputAxisSignature | TMulticastDelegate_SevenParams< void, FViewport *, int32, FKey, float, float, int32, bool > | Engine/GameViewportClient.h | |
| FOnInputKeySignature | TMulticastDelegate_OneParam< void, const FInputKeyEventArgs & > | Engine/GameViewportClient.h | |
| FOnLatentActionsChanged | TMulticastDelegate_TwoParams< void, UObject *, ELatentActionChangeType > | Engine/LatentActionManager.h | |
| FOnlineAutoLoginComplete | TBaseDelegate_ThreeParams< void, int32, bool, const FString & > | Delegate fired when an AutoLogin request is complete | Net/OnlineEngineInterface.h |
| FOnlineExternalUIChanged | TBaseDelegate_OneParam< void, bool > | Delegate fired when an external UI is opened or closed | Net/OnlineEngineInterface.h |
| FOnlineSessionEndComplete | TBaseDelegate_TwoParams< void, FName, bool > | Delegate fired when an online EndSession call has completed | Net/OnlineEngineInterface.h |
| FOnlineSessionStartComplete | TBaseDelegate_TwoParams< void, FName, bool > | Delegate fired when an online StartSession call has completed | Net/OnlineEngineInterface.h |
| FOnlineShowWebUrlClosed | TBaseDelegate_OneParam< void, const FString & > | Delegate executed when the web url UI has been closed | Net/OnlineEngineInterface.h |
| FOnLocalPlayerEvent | TMulticastDelegate_OneParam< void, ULocalPlayer * > | Engine/GameInstance.h | |
| FOnLocalPlayerSaveGameLoadedNative | TBaseDelegate_OneParam< void, class ULocalPlayerSaveGame * > | GameFramework/SaveGame.h | |
| FOnLODRequiredBonesUpdate | FOnLODRequiredBonesUpdateMulticast::FDelegate | Components/SkeletalMeshComponent.h | |
| FOnLowLevelSend | TBaseDelegate_ThreeParams< void, void *, int32, bool & > | Delegate for hooking the net connections 'LowLevelSend' (at the socket level, after PacketHandler parsing) | Engine/NetConnection.h |
| FOnMontageBlendedInEnded | TBaseDelegate_OneParam< void, UAnimMontage * > | Animation/AnimInstance.h | |
| FOnMontageBlendedInEnded | TBaseDelegate_OneParam< void, class UAnimMontage * > | Animation/AnimMontage.h | |
| FOnMontageBlendingOutStarted | TBaseDelegate_TwoParams< void, UAnimMontage *, bool > | Animation/AnimInstance.h | |
| FOnMontageBlendingOutStarted | TBaseDelegate_TwoParams< void, class UAnimMontage *, bool > | Delegate for when Montage started to blend out, whether interrupted or finished DesiredWeight of this montage becomes 0.f, but this still contributes to the output pose | Animation/AnimMontage.h |
| FOnMontageEnded | TBaseDelegate_TwoParams< void, UAnimMontage *, bool > | Animation/AnimInstance.h | |
| FOnMontageEnded | TBaseDelegate_TwoParams< void, class UAnimMontage *, bool > | Delegate for when Montage is completed, whether interrupted or finished Weight of this montage is 0.f, so it stops contributing to output pose | Animation/AnimMontage.h |
| FOnMontageSectionChanged | TBaseDelegate_ThreeParams< void, class UAnimMontage *, FName, bool > | Delegate for when Montage changes section. | Animation/AnimMontage.h |
| FOnMontageSectionChanged | TBaseDelegate_ThreeParams< void, UAnimMontage *, FName, bool > | Animation/AnimInstance.h | |
| FOnMontageStarted | TBaseDelegate_OneParam< void, UAnimMontage * > | Animation/AnimInstance.h | |
| FOnMovieSceneSequenceTick | TMulticastDelegate_OneParam< void, float > | Engine/World.h | |
| FOnNavAreaGenericEvent | TMulticastDelegate_TwoParams< void, const UWorld &, const UClass * > | AI/NavigationSystemBase.h | |
| FOnNavigationInitSignature | TMulticastDelegate_OneParam< void, const UNavigationSystemBase & > | AI/NavigationSystemBase.h | |
| FOnNetworkProfileFinished | TMulticastDelegate_OneParam< void, const FString & > | Net/NetworkProfiler.h | |
| FOnNetworkProfileStarted | TMulticastDelegate_OneParam< void, const FString & > | Net/NetworkProfiler.h | |
| FOnPauseChannelsChangedDelegate | TMulticastDelegate_TwoParams< void, UWorld *, bool > | Net/UnrealNetwork.h | |
| FOnPauseChannelsDelegate | TMulticastDelegate_OneParam< void, const bool > | Engine/DemoNetDriver.h | |
| FOnPawnBeginPlay | TMulticastDelegate_OneParam< void, APawn * > | GameFramework/Pawn.h | |
| FOnPIELoginComplete | TBaseDelegate_ThreeParams< void, int32, bool, const FString & > | Delegate fired when a PIE login has completed | Net/OnlineEngineInterface.h |
| FOnPlasticDeformation | TBaseDelegate_OneParam< void, int32 > | Engine/EngineTypes.h | |
| FOnPostMeshBuild | TMulticastDelegate_OneParam< void, class UStaticMesh * > | Delegate type for post mesh build events | Engine/StaticMesh.h |
| FOnPostMeshCache | TMulticastDelegate_OneParam< void, class USkeletalMesh * > | Delegate type for pre skeletal mesh build events | Engine/SkeletalMesh.h |
| FOnPostProcessInputsInternal | TMulticastDelegate_OneParam< void, const int32 > | Physics/NetworkPhysicsComponent.h | |
| FOnPostRegisterAllActorComponents | TMulticastDelegate_OneParam< void, AActor * > | Engine/World.h | |
| FOnPreClientTravel | TMulticastDelegate_ThreeParams< void, const FString &, ETravelType, bool > | Notification that the client is about to travel to a new URL | Engine/GameInstance.h |
| FOnPreClientTravelDelegate | FOnPreClientTravel::FDelegate | Engine/GameInstance.h | |
| FOnPreMeshBuild | TMulticastDelegate_OneParam< void, class UStaticMesh * > | Delegate type for pre mesh build events | Engine/StaticMesh.h |
| FOnPreProcessInputsInternal | TMulticastDelegate_OneParam< void, const int32 > | Physics/NetworkPhysicsComponent.h | |
| FOnPreUnregisterAllActorComponents | TMulticastDelegate_OneParam< void, AActor * > | Engine/World.h | |
| FOnProcessEvent | TBaseDelegate_ThreeParams< bool, AActor *, UFunction *, void * > | GameFramework/Actor.h | |
| FOnProcessGameSpecificDemoHeader | TMulticastDelegate_TwoParams< void, const TArray< FString > &, FString & > | Net/UnrealNetwork.h | |
| FOnProcessGameSpecificFrameData | TMulticastDelegate_ThreeParams< void, UWorld *, float, const FDemoFrameDataMap & > | Net/UnrealNetwork.h | |
| FOnProcessRootMotion | TBaseDelegate_ThreeParams< FTransform, const FTransform &, UCharacterMovementComponent *, float > | GameFramework/CharacterMovementComponent.h | |
| FOnPropertyChanged | TMulticastDelegate_TwoParams< void, const FPropertyChangedEvent &, const FString & > | Delegate for notification when property changed | BlueprintUtilities.h |
| FOnReapplyDeviceProfiles | TMulticastDelegate_NoParams< void > | Delegate used to notify systems post reapplied device profiles. | DeviceProfiles/DeviceProfileManager.h |
| FOnReceivedRawPacket | TBaseDelegate_ThreeParams< void, void *, int32, bool & > | Delegates. | Engine/NetConnection.h |
| FOnReplayIDChangedDelegate | TMulticastDelegate_TwoParams< void, UWorld *, const FString & > | Net/UnrealNetwork.h | |
| FOnReplayPlaybackCompleteDelegate | TMulticastDelegate_OneParam< void, UWorld * > | Net/UnrealNetwork.h | |
| FOnReplayPlaybackFailureDelegate | TMulticastDelegate_TwoParams< void, UWorld *, const UE::Net::TNetResult< EReplayResult > & > | Net/UnrealNetwork.h | |
| FOnReplayRecordingCompleteDelegate | TMulticastDelegate_OneParam< void, UWorld * > | Net/UnrealNetwork.h | |
| FOnReplayRecordingStartAttemptDelegate | TMulticastDelegate_OneParam< void, UWorld * > | Net/UnrealNetwork.h | |
| FOnReplayScrubCompleteDelegate | TMulticastDelegate_OneParam< void, UWorld * > | Net/UnrealNetwork.h | |
| FOnReplayStartedDelegate | TMulticastDelegate_OneParam< void, UWorld * > | Net/UnrealNetwork.h | |
| FOnScalabilitySettingsChanged | TMulticastDelegate_OneParam< void, const Scalability::FQualityLevels & > | Scalability.h | |
| FOnSceneViewportResize | TBaseDelegate_OneParam< void, FVector2D > | Called in FSceneViewport::ResizeFrame after ResizeViewport | Slate/SceneViewport.h |
| FOnScreenshotCaptured | TMulticastDelegate_ThreeParams< void, int32, int32, const TArray< FColor > & > | UnrealClient.h | |
| FOnScreenshotCaptured | TMulticastDelegate_ThreeParams< void, int32, int32, const TArray< FColor > & > | Delegate type used by UGameViewportClient when a screenshot has been captured | Engine/GameViewportDelegates.h |
| FOnScreenshotRequestProcessed | TMulticastDelegate_NoParams< void > | UnrealClient.h | |
| FOnSendRPC | TBaseDelegate_SevenParams< void, AActor *, UFunction *, void *, FOutParmRec *, FFrame *, UObject *, bool & > | Delegate for hooking ProcessRemoteFunction (used by NetcodeUnitTest) | Engine/NetDriver.h |
| FOnSkelMeshPhysicsCreated | FOnSkelMeshPhysicsCreatedMultiCast::FDelegate | Components/SkeletalMeshComponent.h | |
| FOnSkelMeshPhysicsCreatedMultiCast | TMulticastDelegate_NoParams< void > | Components/SkeletalMeshComponent.h | |
| FOnSkelMeshTeleported | FOnSkelMeshTeleportedMultiCast::FDelegate | Components/SkeletalMeshComponent.h | |
| FOnSkelMeshTeleportedMultiCast | TMulticastDelegate_NoParams< void > | Components/SkeletalMeshComponent.h | |
| FOnSoundWaveProceduralUnderflow | TBaseDelegate_TwoParams< void, class USoundWaveProcedural *, int32 > | Sound/SoundWaveProcedural.h | |
| FOnSwitchWorldForPIE | TBaseDelegate_TwoParams< void, bool, UWorld * > | Delegate for switching between PIE and Editor worlds without having access to them | UnrealEngine.h |
| FOnSystemPreActivationChange | TMulticastDelegate_TwoParams< void, class UParticleSystemComponent *, bool > | Called just before the activation of a component changes. | Particles/ParticleSystemComponent.h |
| FOnTickPose | TMulticastDelegate_ThreeParams< void, USkinnedMeshComponent *, float, bool > | Components/SkinnedMeshComponent.h | |
| FOnTimelineEventStatic | TBaseDelegate_NoParams< void > | Static version of delegate to handle a timeline 'event' | Components/TimelineComponent.h |
| FOnTimelineFloatStatic | TBaseDelegate_OneParam< void, float > | Static version of timeline delegate for a float track | Components/TimelineComponent.h |
| FOnTimelineLinearColorStatic | TBaseDelegate_OneParam< void, FLinearColor > | Static version of timeline delegate for a linear color track | Components/TimelineComponent.h |
| FOnTimelineVectorStatic | TBaseDelegate_OneParam< void, FVector > | Static version of timeline delegate for a vector track | Components/TimelineComponent.h |
| FOnToggleFullscreen | TMulticastDelegate_OneParam< void, bool > | Delegate type used by UGameViewportClient for when engine in toggling fullscreen | Engine/GameViewportDelegates.h |
| FOnViewportRendered | TMulticastDelegate_OneParam< void, FViewport * > | Delegate type used by UGameViewportClient when a viewport is rendered | Engine/GameViewportDelegates.h |
| FOnWindowCloseRequested | TBaseDelegate_NoParams< bool > | Delegate type used by UGameViewportClient when the top level window associated with the viewport has been requested to close. | Engine/GameViewportDelegates.h |
| FOnWorldDataLayersPostRegister | TMulticastDelegate_OneParam< void, AWorldDataLayers * > | WorldPartition/DataLayer/DataLayerSubsystem.h | |
| FOnWorldDataLayersPreUnregister | TMulticastDelegate_OneParam< void, AWorldDataLayers * > | WorldPartition/DataLayer/DataLayerSubsystem.h | |
| FOnWriteGameSpecificDemoHeader | TMulticastDelegate_OneParam< void, TArray< FString > & > | Net/UnrealNetwork.h | |
| FOnWriteGameSpecificFrameData | TMulticastDelegate_ThreeParams< void, UWorld *, float, FDemoFrameDataMap & > | Net/UnrealNetwork.h | |
| FOverlapDelegate | TBaseDelegate_TwoParams< void, const FTraceHandle &, FOverlapDatum & > | 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 | WorldCollision.h |
| FOverrideInputAxisHandler | TBaseDelegate_FourParams< bool, FInputKeyEventArgs &, float &, float &, int32 & > | Delegate for overriding axis input before it is routed to player controllers, returning true means it was handled by delegate | Engine/GameViewportClient.h |
| FOverrideInputKeyHandler | TBaseDelegate_OneParam< bool, FInputKeyEventArgs & > | Delegate for overriding key input before it is routed to player controllers, returning true means it was handled by delegate | Engine/GameViewportClient.h |
| FOwnerConcurrencyMap | TMap< FSoundOwnerObjectID, FOwnerConcurrencyMapEntry > | Maps owners to concurrency maps | Sound/SoundConcurrency.h |
| FOwnerPerSoundConcurrencyMap | TMap< FSoundOwnerObjectID, FSoundInstanceEntry > | Maps owners to sound instances | Sound/SoundConcurrency.h |
| FPackedLevelActorBuilderID | uint32 | PackedLevelActor/PackedLevelActorTypes.h | |
| FParameterInterfacePtr | TSharedPtr< FParameterInterface, ESPMode::ThreadSafe > | Sound/SoundBase.h | |
| FParticleBeamTrailUniformBufferRef | TUniformBufferRef< FParticleBeamTrailUniformParameters > | ParticleBeamTrailVertexFactory.h | |
| FParticleBufferParamRef | FRHIBuffer * | ParticleResources.h | |
| FParticleShaderParamRef | FRHIShaderResourceView * | ParticleResources.h | |
| FParticleSpriteUniformBufferRef | TUniformBufferRef< FParticleSpriteUniformParameters > | ParticleVertexFactory.h | |
| FPatchOutputStrongPtr | TSharedPtr< FPatchOutput, ESPMode::ThreadSafe > | AudioDevice.h | |
| FPawnChangedSignature | TMulticastDelegate_OneParam< void, APawn * > | GameFramework/Controller.h | |
| FPendingConnectionLostDelegate | TMulticastDelegate_OneParam< void, const FUniqueNetIdRepl & > | Delegate called when a connection is lost, but there is no owning actor to handle it | GameDelegates.h |
| FPendingLevelUpdate | TBaseDelegate_TwoParams< void, FWorldContext &Context, float DeltaSeconds > | Engine/Engine.h | |
| FPerSoundToActiveSoundsMap | TMap< FSoundObjectID, FConcurrencyGroupID > | Maps sound object ids to active sound array for global concurrency limiting | Sound/SoundConcurrency.h |
| FPostProcessingPassDelegate | TDelegate< FScreenPassTexture(FRDGBuilder &, const FSceneView &, const FPostProcessMaterialInputs &)> | This is used to add more flexibility to Post Processing, so that users can subscribe to any after Post Processing Pass events. | SceneViewExtension.h |
| FPostProcessingPassDelegateArray | TArray< FPostProcessingPassDelegate, SceneRenderingAllocator > | SceneViewExtension.h | |
| FPostRenderDelegate | TMulticastDelegate_NoParams< void > | Engine/Engine.h | |
| FPostRenderDelegateEx | TMulticastDelegate_OneParam< void, class FRDGBuilder & > | Engine/Engine.h | |
| FPreActorDestroyReplayScrub | TMulticastDelegate_OneParam< void, AActor * > | Net/UnrealNetwork.h | |
| FPreCommitMapChangeDelegate | TMulticastDelegate_TwoParams< void, const FString &, const FString & > | Delegate called before a map change at runtime | GameDelegates.h |
| FPrecomputedInstanceSpatialHashDataPtr | TSharedPtr< const FPrecomputedInstanceSpatialHashData, ESPMode::ThreadSafe > | InstanceData/InstanceUpdateChangeSet.h | |
| FPrecomputedInstanceSpatialHashDataPtr | TSharedPtr< const FPrecomputedInstanceSpatialHashData, ESPMode::ThreadSafe > | InstanceData/InstanceDataManager.h | |
| FPredictiveInterpolationSettings | FNetworkPhysicsSettingsPredictiveInterpolation | Physics/NetworkPhysicsSettingsComponent.h | |
| FPreRenderDelegate | TMulticastDelegate_NoParams< void > | Engine/Engine.h | |
| FPreRenderDelegateEx | TMulticastDelegate_OneParam< void, class FRDGBuilder & > | Engine/Engine.h | |
| FPreReplayScrub | TMulticastDelegate_OneParam< void, UWorld * > | Fired at the start of replay checkpoint loading | Net/UnrealNetwork.h |
| FPreStartNextPlaylistReplay | TBaseDelegate_TwoParams< void, const struct FReplayPlaylistTracker &, struct FReplayPlaylistUpdatedOptions & > | Delegate that is called prior to starting each replay in a playlist, giving game code a chance to update any necessary options or perform other work. | Net/ReplayPlaylistTracker.h |
| FPSCManagerAsyncTickBatch | TArray< int32, TInlineAllocator< 8 > > | Particles/ParticleSystemManager.h | |
| FPSOPrecacheDataArray | TArray< FPSOPrecacheData > | PSOPrecache.h | |
| FPSOPrecacheRequestResultArray | TArray< FPSOPrecacheRequestResult, TInlineAllocator< 4 > > | PSOPrecache.h | |
| FPSOPrecacheVertexFactoryDataList | TArray< FPSOPrecacheVertexFactoryData, TInlineAllocator< 2 > > | PSOPrecache.h | |
| FPSOPrecacheVertexFactoryDataPerMaterialIndexList | TArray< FPSOPrecacheVertexFactoryDataPerMaterialIndex, TInlineAllocator< 4 > > | PSOPrecache.h | |
| FPSOPrecacheVertexFactoryDataPerMaterialIndexList | TArray< FPSOPrecacheVertexFactoryDataPerMaterialIndex, TInlineAllocator< 4 > > | Engine/SkinnedAsset.h | |
| FQuartzGameThreadCommandQueuePtr | TSharedPtr< FQuartzSubscriberCommandQueue, ESPMode::ThreadSafe > | Sound/QuartzQuantizationUtilities.h | |
| FQuartzSubscriberCommandQueue | Audio::Quartz::PrivateDefs::TQuartzCommandQueue< IMetronomeEventListener, ICommandListener, IQueueCommandListener > | Sound/QuartzQuantizationUtilities.h | |
| FRDGTextureRef | FRDGTexture * | CanvasTypes.h | |
| FReal | Chaos::FReal | Physics/ImmediatePhysics/ImmediatePhysicsChaos/ImmediatePhysicsCore_Chaos.h | |
| FRealSingle | Chaos::FRealSingle | Physics/ImmediatePhysics/ImmediatePhysicsChaos/ImmediatePhysicsCore_Chaos.h | |
| FRecalculatedMassProperties | TMulticastDelegate_OneParam< void, FBodyInstance * > | Delegate for when the mass properties of a body instance have been re-calculated. | PhysicsPublic.h |
| FRemoveNavigationElementSignature | TBaseDelegate_TwoParams< void, UWorld *, FNavigationElementHandle > | AI/NavigationSystemBase.h | |
| FRenderInterpolationSettings | FNetworkPhysicsSettingsResimulationErrorCorrection | Physics/NetworkPhysicsSettingsComponent.h | |
| FReplacementComponentMap | TMap< UObject *, UObject * > | GameFramework/Actor.h | |
| FReplayExternalDataArray | TIndirectArray< FReplayExternalData > | Using an indirect array here since FReplayExternalData stores an FBitReader, and it's not safe to store an FArchive directly in a TArray. | ReplayTypes.h |
| FReplayScrubTeardown | TMulticastDelegate_OneParam< void, UWorld * > | Fired mid-checkpoint load after the previous game state is torn down, and prior to any GC | Net/UnrealNetwork.h |
| FRepObjectDataBuffer | TRepDataBuffer< ERepDataBufferType::ObjectBuffer > | Net/RepLayout.h | |
| FRepShadowDataBuffer | TRepDataBuffer< ERepDataBufferType::ShadowBuffer > | Net/RepLayout.h | |
| FRequestFinished | TFunction< void(TWeakObjectPtr< USkeletalMesh > WeakMesh, FSkinWeightProfileStack ProfileStack)> | Animation/SkinWeightProfileManager.h | |
| FResimulationSettings | FNetworkPhysicsSettingsResimulation | Physics/NetworkPhysicsSettingsComponent.h | |
| FRichCurveEditInfo | FRichCurveEditInfoTemplate< FRealCurve * > | Rename and deprecate. | Curves/RichCurve.h |
| FRichCurveEditInfoConst | FRichCurveEditInfoTemplate< const FRealCurve * > | Curves/RichCurve.h | |
| FRPCDoSKickPlayer | TUniqueFunction< void()> | Callback usually passed in by the NetConection, for kicking the player after exceeding RPC DoS kick thresholds | Net/RPCDoSDetection.h |
| FSavedMovePtr | TSharedPtr< class FSavedMove_Character > | Shared pointer for easy memory management of FSavedMove_Character, for accumulating and replaying network moves. | GameFramework/CharacterMovementComponent.h |
| FSceneComponentBasedSignature | TBaseDelegate_OneParam< void, USceneComponent & > | AI/NavigationSystemBase.h | |
| FSceneRenderFunction | TUniqueFunction< bool(FRDGBuilder &, const FSceneRenderFunctionInputs &)> | The user must return whether FSceneRenderer::Render was called inside of the function. | SceneRenderBuilderInterface.h |
| FSceneViewExtensionRef | TSharedRef< ISceneViewExtension, ESPMode::ThreadSafe > | SceneViewExtension.h | |
| FScopedLevelDirtied | TScopedCallback< FScopedLevelDirtiedImpl > | Engine/Level.h | |
| FSCSNodeNameChanged | TBaseDelegate_OneParam< void, const FName & > | Engine/SCS_Node.h | |
| FShaderCompileJobCallback | TFunction< bool(FShaderCommonCompileJob *)> | Function signature to iterate over shader compile jobs (single and pipeline jobs). | ShaderCompiler.h |
| FShaderMapFinalizeResults | FShaderMapCompileResults | Results for a single compiled and finalized shader map. | ShaderCompiler.h |
| FShadingModelToStringDelegate | TBaseDelegate_OneParam< FString, EMaterialShadingModel > | MaterialShaderType.h | |
| FShadowMapRef | TRefCountPtr< FShadowMap > | A reference to a shadow-map. | SceneTypes.h |
| FSharedConstNavQueryFilter | TSharedPtr< const FNavigationQueryFilter, ESPMode::ThreadSafe > | AI/Navigation/NavQueryFilter.h | |
| FSharedISourceBufferListenerPtr | TSharedPtr< ISourceBufferListener, ESPMode::ThreadSafe > | Audio.h | |
| FSharedISourceBufferListenerPtr | TSharedPtr< ISourceBufferListener, ESPMode::ThreadSafe > | Components/AudioComponent.h | |
| FSharedNavQueryFilter | TSharedPtr< FNavigationQueryFilter, ESPMode::ThreadSafe > | AI/Navigation/NavQueryFilter.h | |
| FShouldDisplayFunc | TFunction< bool(FText &OutTest, FLinearColor &OutColor)> | Engine/ViewportStatsSubsystem.h | |
| FShouldSkipRepNotifies | TBaseDelegate_NoParams< bool > | Delegate for hooking ShouldSkipRepNotifies | Engine/NetDriver.h |
| FSHVectorRGB3 | TSHVectorRGB< 3 > | SceneInterface.h | |
| FSimpleElementGammaPS_Linear | FSimpleElementGammaPS< false > | SimpleElementShaders.h | |
| FSimpleElementGammaPS_SRGB | FSimpleElementGammaPS< true > | SimpleElementShaders.h | |
| FSimpleElementMaskedGammaPS_Linear | FSimpleElementMaskedGammaPS< false > | SimpleElementShaders.h | |
| FSimpleElementMaskedGammaPS_SRGB | FSimpleElementMaskedGammaPS< true > | SimpleElementShaders.h | |
| FSimpleSuspensionRaycast | TFunction< bool(const FVector &RayBegin, const FVector &RayEnd, const int32 SpringIndex, FVector &OutRayHitLocation, FVector &OutRayHitNormal)> | Physics/SimpleSuspension.h | |
| FSimulation | ImmediatePhysics_Chaos::FSimulation | Physics/ImmediatePhysics/ImmediatePhysicsDeclares.h | |
| FSingleNodeEvent | TBaseDelegate_OneParam< void, class UEdGraphNode * > | BlueprintUtilities.h | |
| FSlotInertializationRequest | TPair< float, const UBlendProfile * > | DEPRECATED use FInertializationRequest instead. | Animation/AnimInstance.h |
| FSoundHandleID | uint32 | Audio/ISoundHandleSystem.h | |
| FSoundMixClassOverrideMap | TMap< USoundClass *, FSoundMixClassOverride > | AudioDevice.h | |
| FSoundObjectID | uint32 | Sound instance (USoundBase) object ID. | Sound/SoundConcurrency.h |
| FSoundOwnerObjectID | uint32 | Sound owner object IDs | Sound/SoundConcurrency.h |
| FSoundWaveProxyPtr | TSharedPtr< FSoundWaveProxy, ESPMode::ThreadSafe > | ContentStreaming.h | |
| FSoundWaveProxyPtr | TSharedPtr< FSoundWaveProxy, ESPMode::ThreadSafe > | AudioStreaming.h | |
| FSoundWaveProxyPtr | TSharedPtr< FSoundWaveProxy, ESPMode::ThreadSafe > | Sound/SoundWave.h | |
| FStaticMeshLODResourcesArray | TIndirectArray< FStaticMeshLODResources > | StaticMeshResources.h | |
| FStaticMeshRayTracingProxyLODArray | TIndirectArray< FStaticMeshRayTracingProxyLOD > | StaticMeshResources.h | |
| FStaticMeshSectionAreaWeightedTriangleSamplerArray | TArray< FStaticMeshSectionAreaWeightedTriangleSampler, FMemoryImageAllocator > | StaticMeshResources.h | |
| FStaticMeshVertexFactoriesArray | TArray< FStaticMeshVertexFactories > | StaticMeshResources.h | |
| FStaticMeshVertexFactoriesArray | TArray< FStaticMeshVertexFactories > | StaticMeshSceneProxy.h | |
| FStaticMeshVertexFactoriesArray | TArray< FStaticMeshVertexFactories > | NaniteSceneProxy.h | |
| FStaticSpatialIndexSorter | FStaticSpatialIndex::TNodeSorterHilbert< FStaticSpatialIndex::FSpatialIndexProfile3D, 65536 > | WorldPartition/RuntimeHashSet/WorldPartitionRuntimeHashSet.h | |
| FStaticSpatialIndexSorter2D | FStaticSpatialIndex::TNodeSorterHilbert< FStaticSpatialIndex::FSpatialIndexProfile2D, 65536 > | WorldPartition/RuntimeHashSet/WorldPartitionRuntimeHashSet.h | |
| FStaticSpatialIndexType | TStaticSpatialIndexRTree< TObjectPtr< UWorldPartitionRuntimeCell >, FStaticSpatialIndexSorter, FStaticSpatialIndex::FSpatialIndexProfile3D > | WorldPartition/RuntimeHashSet/WorldPartitionRuntimeHashSet.h | |
| FStaticSpatialIndexType2D | TStaticSpatialIndexRTree< TObjectPtr< UWorldPartitionRuntimeCell >, FStaticSpatialIndexSorter2D, FStaticSpatialIndex::FSpatialIndexProfile2D > | WorldPartition/RuntimeHashSet/WorldPartitionRuntimeHashSet.h | |
| FStreamableDelegate | TDelegate< void()> | Defines FStreamableDelegate delegate interface | Engine/StreamableManager.h |
| FStreamableDelegateWithHandle | TDelegate< void(TSharedPtr< struct FStreamableHandle >)> | Engine/StreamableManager.h | |
| FStreamableDownloadPriority | int16 | EXPERIMENTAL - download priority | Engine/StreamableManager.h |
| FStreamableUpdateDelegate | TDelegate< void(TSharedRef< struct FStreamableHandle >)> | Engine/StreamableManager.h | |
| FStreamingWaveData | void * | Struct used to store results of an async file load. | AudioStreaming.h |
| FStringDebug | FOptionalStringNonNull | A string that is present in memory only in editor and debug builds. | StringDev.h |
| FStringDev | FOptionalStringNonNull | A string that is present in memory only in editor, debug and development builds. | StringDev.h |
| FStringTest | FOptionalStringNonNull | A string that is present in memory only in editor, debug, development and test builds. | StringDev.h |
| FStructPropertyPath | TFieldPath< FStructProperty > | Animation/AnimClassInterface.h | |
| FSubtitleManagerSetSubtitleText | TMulticastDelegate_OneParam< void, const FText & > | HACK: Delegate for allowing displays to hijack subtitle text from the subtitle manager and get around the Canvas display | SubtitleManager.h |
| FSupportedQualityLevelArray | TSet< int32 > | PerQualityLevelProperties.h | |
| FSupportsDynamicChangesSignature | TBaseDelegate_OneParam< bool, UWorld * > | AI/NavigationSystemBase.h | |
| FTexCoordScaleMap | TMap< UMaterialInterface *, TArray< FMaterialTextureInfo > > | A Map that gives the (smallest) texture coordinate scale used when sampling each texture register of a shader. | Engine/TextureStreamingTypes.h |
| FTextureMipDataProviderArray | TArray< TUniquePtr< FTextureMipDataProvider >, TInlineAllocator< 2 > > | Streaming/TextureMipDataProvider.h | |
| FTextureMipInfoArray | TArray< FTextureMipInfo, TInlineAllocator< MAX_TEXTURE_MIP_COUNT > > | An array of mips mapped to a given texture asset. 0 based on the highest mip count for this texture. | Streaming/TextureMipDataProvider.h |
| FTexturePostCompileEvent | TMulticastDelegate_OneParam< void, const TArrayView< UTexture *const > & > | TextureCompiler.h | |
| FTextureRHIRef | TRefCountPtr< FRHITexture > | StereoRenderTargetManager.h | |
| FTimerDelegate | TDelegate< void(), FNotThreadSafeNotCheckedDelegateUserPolicy > | Using "not checked" user policy (means race detection is disabled) because this delegate is stored in a TSparseArray and causes its reallocation from inside delegate's execution. | TimerManager.h |
| FTimerDelegateVariant | TVariant< TYPE_OF_NULLPTR, FTimerDelegate, FTimerDynamicDelegate, FTimerFunction > | TimerManager.h | |
| FTimerFunction | TFunction< void(void)> | TimerManager.h | |
| FTraceDelegate | TBaseDelegate_TwoParams< void, const FTraceHandle &, FTraceDatum & > | 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 | WorldCollision.h |
| FTransformArray | TArray< FTransform, TMemStackAllocator<> > | Array of FTransform using the game memory stack | AnimEncoding.h |
| FTransformArrayA2 | TArray< FTransform > | AnimationRuntime.h | |
| FTransformArrayA2 | TArray< FTransform > | Animation/AnimInstance.h | |
| FTransformArrayA2 | TArray< FTransform > | One animation sequence of keyframes. Contains a number of tracks of data. | Animation/AnimSequence.h |
| FUpdateLightProxyCallback | TFunction< void(FLightSceneProxy *)> | Components/LightComponent.h | |
| FUpdateNavigationElementBoundsSignature | TBaseDelegate_FourParams< void, UWorld *, FNavigationElementHandle, const FBox &, TConstArrayView< FBox > > | AI/NavigationSystemBase.h | |
| FUpdateNavigationElementSignature | TBaseDelegate_ThreeParams< void, UWorld *, FNavigationElementHandle, FNavigationElement && > | AI/NavigationSystemBase.h | |
| FVertexDeclarationElementListID | uint16 | Unique ID to find the FVertexDeclarationElementList - these can be shared. | PSOPrecache.h |
| FVideoRecordingFinalized | TMulticastDelegate_TwoParams< void, bool, const FString & > | VideoRecordingSystem.h | |
| FViewTargetChangedDelegate | TMulticastDelegate_ThreeParams< void, class APlayerController *, class AActor *, class AActor * > | Delegate to inform those interested that a view target has changed. | GameDelegates.h |
| FVisualLogFilenameGetterDelegate | TBaseDelegate_NoParams< FString > | VisualLogger/VisualLogger.h | |
| FVoicePacketList | TArray< TSharedPtr< FVoicePacket > > | Make the TArray of voice packets a bit more readable | Net/VoiceDataCommon.h |
| FVolumeLightingSample | TVolumeLightingSample< 3 > | PrecomputedLightVolume.h | |
| FVolumeLightingSample2Band | TVolumeLightingSample< 2 > | PrecomputedLightVolume.h | |
| FWebServerActionDelegate | TBaseDelegate_FiveParams< void, int32, const FString &, const FString &, const StringStringMap &, StringStringMap & > | GameDelegates.h | |
| FWillReapplyDeviceProfiles | TMulticastDelegate_NoParams< void > | Delegate used to notify systems pre reapply device profiles. | DeviceProfiles/DeviceProfileManager.h |
| FWorkFunction | TUniqueFunction< void()> | Simple lambda type | TaskSyncManager.h |
| FWorldBasedSignature | TBaseDelegate_OneParam< void, UWorld & > | AI/NavigationSystemBase.h | |
| FWorldBoolBasedSignature | TBaseDelegate_TwoParams< void, UWorld &, const bool > | AI/NavigationSystemBase.h | |
| FWorldByteBasedSignature | TBaseDelegate_TwoParams< void, UWorld &, uint8 > | AI/NavigationSystemBase.h | |
| FWorldPartitionHandle | TWorldPartitionHandle< FWorldPartitionHandleImpl > | FWorldPartitionHandle will increment/decrement the soft reference count on the actor descriptor. | WorldPartition/WorldPartitionHandle.h |
| FWorldPartitionHLODActorRegisteredEvent | TMulticastDelegate_OneParam< void, AWorldPartitionHLOD * > | WorldPartition/HLOD/HLODRuntimeSubsystem.h | |
| FWorldPartitionHLODActorUnregisteredEvent | TMulticastDelegate_OneParam< void, AWorldPartitionHLOD * > | WorldPartition/HLOD/HLODRuntimeSubsystem.h | |
| FWorldPartitionHLODBuildEventDelegate | TMulticastDelegate_OneParam< void, const FWorldPartitionHLODBuildEvent & > | WorldPartition/HLOD/HLODActor.h | |
| FWorldPartitionHLODForEachHLODObjectInCellEvent | TMulticastDelegate_TwoParams< void, const UWorldPartitionRuntimeCell *, TFunction< void(IWorldPartitionHLODObject *)> > | WorldPartition/HLOD/HLODRuntimeSubsystem.h | |
| FWorldPartitionHLODObjectRegisteredEvent | TMulticastDelegate_OneParam< void, IWorldPartitionHLODObject * > | WorldPartition/HLOD/HLODRuntimeSubsystem.h | |
| FWorldPartitionHLODObjectUnregisteredEvent | TMulticastDelegate_OneParam< void, IWorldPartitionHLODObject * > | WorldPartition/HLOD/HLODRuntimeSubsystem.h | |
| FWorldPartitionPackageHash | FBlake3Hash | WorldPartition/Cook/WorldPartitionCookPackage.h | |
| FWorldPartitionPackageHashBuilder | FBlake3 | WorldPartition/Cook/WorldPartitionCookPackage.h | |
| FWorldPartitionReference | TWorldPartitionHandle< FWorldPartitionReferenceImpl > | FWorldPartitionReference will increment/decrement the hard reference count on the actor descriptor. | WorldPartition/WorldPartitionHandle.h |
| FWrappedAttribute | UE::Anim::TWrappedAttribute< FDefaultAllocator > | Animation/AttributeCurve.h | |
| GlobalPSOCollectorFunction | void(* | Predeclared global PSOCollector function | PSOPrecache.h |
| IExternalSpatialAcceleration | Chaos::ISpatialAcceleration< FExternalSpatialAccelerationPayload, Chaos::FReal, 3 > | Physics/Experimental/ChaosInterfaceWrapper.h | |
| IExternalSpatialAcceleration | Chaos::ISpatialAcceleration< FExternalSpatialAccelerationPayload, Chaos::FReal, 3 > | PhysicsEngine/ExternalSpatialAccelerationPayload.h | |
| ISoundGeneratorPtr | TSharedPtr< ISoundGenerator, ESPMode::ThreadSafe > | Sound/SoundBase.h | |
| ISoundGeneratorPtr | TSharedPtr< ISoundGenerator, ESPMode::ThreadSafe > | Sound/SoundGenerator.h | |
| MaterialAttributeBlendFunction | int32(* | Custom attribute blend functions | Materials/MaterialAttributeDefinitionMap.h |
| NavNodeRef | uint64 | Uniform identifier type for navigation data elements may it be a polygon or graph node | AI/Navigation/NavigationTypes.h |
| PSOCollectorCreateFunction | IPSOCollector *(* | Predeclared IPSOCollector create function | PSOPrecacheMaterial.h |
| SkeletonAnimCurveUID | SmartName::UID_Type | Animation/Skeleton.h | |
| StringStringMap | TMap< FString, FString > | Using a TMap in the DECLARE_DELEGATE macro caused compiler problems (in clang anyway), a typedef solves it | GameDelegates.h |
| TConstIterator | TIndexedContainerIterator< const TArray< FPreviewAttachedObjectPair >, const FPreviewAttachedObjectPair, int32 > | Animation/PreviewAssetAttachComponent.h | |
| TConstRepDataBuffer | UE_RepLayout_Private::TRepDataBufferBase< DataType, const uint8 > | Net/RepLayout.h | |
| TCustomBoneIndexArray | UE::Anim::TTypedIndexRange< BoneIndexType, TArray< ElementType, InAllocatorType > > | CustomBoneIndexArray.h | |
| TCustomBoneIndexArrayView | UE::Anim::TTypedIndexRange< BoneIndexType, TArrayView< ElementType > > | CustomBoneIndexArray.h | |
| TDeltaSerialize | FActorDescArchive::TDeltaSerializer< DestPropertyType, SourcePropertyType > | WorldPartition/WorldPartitionActorDescArchive.h | |
| TDouble | double | The double precision / LWC floating point type used inside MIR. | Materials/MaterialIR.h |
| TFloat | float | The floating point type used inside MIR. | Materials/MaterialIR.h |
| TInlineOverlapInfoArray | TArray< FOverlapInfo, TInlineAllocator< 3 > > | Engine/OverlapInfo.h | |
| TInteger | int64_t | The integer type used inside MIR. | Materials/MaterialIR.h |
| TIterator | TIndexedContainerIterator< TArray< FPreviewAttachedObjectPair >, FPreviewAttachedObjectPair, int32 > | Iterators. | Animation/PreviewAssetAttachComponent.h |
| TMicRecursionGuard | TMaterialRecursionGuard< class UMaterialInterface > | Materials/MaterialInterface.h | |
| TOverlapArrayView | TArrayView< const FOverlapInfo > | Components/SceneComponent.h | |
| TOverlapArrayView | TArrayView< const FOverlapInfo > | Engine/OverlapInfo.h | |
| TRepDataBuffer | UE_RepLayout_Private::TRepDataBufferBase< DataType, uint8 > | Net/RepLayout.h | |
| TSceneViewExtensionIsActiveFunction | TFunction< TOptional< bool >(const ISceneViewExtension *SceneViewExtension, const FSceneViewExtensionContext &Context)> | Convenience type definition of a function that gives an opinion of whether the scene view extension should be active in the given context for the current frame. | SceneViewExtensionContext.h |
| TStreamableHandleContextDataTypeID | uint8 | Storage class of the per-class id used in FStreamableHandleContextDataBase | Engine/StreamableManager.h |
| TTypedIndexArray | TTypedIndexRange< IndexType, TArray< TArrayArgs... > > | CustomBoneIndexArray.h | |
| TTypedIndexArrayView | TTypedIndexRange< IndexType, TArrayView< TArrayViewArgs... > > | CustomBoneIndexArray.h | |
| TWedgeInfoPosOctree | TOctree2< FWedgeInfo, FWedgeInfoOctreeSemantics > | Rendering/SkeletalMeshLODImporterData.h | |
| Type | int32 | Components/SkinnedMeshComponent.h | |
| UHLODSubsystem | UWorldPartitionHLODRuntimeSubsystem | WorldPartition/HLOD/HLODSubsystem.h | |
| UID_Type | uint16 | ID type, should be used to access SmartNames as fundamental type may change. | Animation/AnimationAsset.h |
Enums
Public
| Name | Remarks |
|---|---|
| AnimationCompressionFormat | Indicates animation data compression format. |
| AnimationKeyFormat | Indicates animation data key format. |
| AnimPhysCollisionType | |
| AnimPhysTwistAxis | Enum for picking current angular twist axis. |
| Audio::EResult | NON-UOBJECT LAYER: |
| Audio::ESoundWavePCMWriterState | Enum used to express the current state of a FSoundWavePCMWriter's current operation. |
| Audio::ESoundWavePCMWriteTaskType | Enum used internally by the FSoundWavePCMWriter. |
| Beam2SourceTargetMethod | ParticleModuleBeamBase |
| Beam2SourceTargetTangentMethod | The method to use in determining the source/target tangent. |
| BeamModifierType | What to modify. |
| BodyInstanceSceneState | |
| CylinderHeightAxis | |
| DistributionParamMode | |
| EAcceptConnection::Type | Accepting connection response codes |
| EActorIteratorFlags | Iteration flags, specifies which types of levels and actors should be iterated |
| EActorIteratorType | Type enum, used to represent the special End iterator |
| EActorPackagingScheme | Enum defining how external actors are saved on disk |
| EActorUpdateOverlapsMethod | Chooses a method for actors to update overlap state (objects it is touching) on initialization, currently only used during level streaming. |
| EAdditiveAnimationType | Indicates whether an animation is additive, and what kind. |
| EAdditiveBasePoseType | For an additive animation, indicates what the animation is relative to. |
| EAdManagerDelegate | This object is responsible for the display and callbacks associated with handling ingame advertisements |
| EAggCollisionShape::Type | |
| EAirAbsorptionMethod | |
| EAllowKinematicDeferral | Enum for indicating whether kinematic updates can be deferred |
| EAlphaBlendOption | |
| EAngularDriveMode::Type | Copyright Epic Games, Inc. All Rights Reserved. |
| EAnimAlphaInputType | AnimNodes using an Alpha can choose how it is driven. |
| EAnimAssetCurveFlags | This is curve flags that are saved in asset and |
| EAnimationMode::Type | |
| EAnimCurveType | |
| EAnimDataModelNotifyType | |
| EAnimEventTriggerOffsets::Type | |
| EAnimExecutionContextConversionResult | The result of an anim node context conversion. |
| EAnimGroupRole::Type | |
| EAnimInstanceLocatorFragmentType | |
| EAnimInterpolationType | Indicates how animation should be evaluated between keys. |
| EAnimLinkMethod::Type | Supported types of time for a linked element |
| EAnimNodeDataFlags | The flags field of FAnimNodeData Primarily this is used to prevent the extra work asscicated with recovering folded properties for anim node functions |
| EAnimNodeInitializationStatus | Initialization status of a node. |
| EAnimNodeReferenceConversionResult | The result of an anim node reference conversion. |
| EAnimNotifyEventType::Type | |
| EAnimPropertyAccessCallSite | The various call sites we can call into the property access library. |
| EAnimSubsystemEnumeration | How to proceed when enumerating subsystems. |
| EAnimSyncGroupScope | Deprecated - do not use. |
| EAnimSyncMethod | How an asset will synchronize with other assets. |
| EAntiAliasingMethod | Used by rendering project settings. |
| EAppendNetExportFlags | |
| EApplicationState::Type | Application state when the game receives a notification |
| EArraySortOrder | |
| EAspectRatioAxisConstraint | Enum describing how to constrain perspective view port FOV |
| EAssetManagerFilter | Filter options that can be use to restrict the types of asset processed in various asset manager functionality |
| EAsyncTraceType | Enum to indicate type of test to perfom |
| EAttachLocation::Type | Deprecated rules for setting transform on attachment, new functions should use FAttachmentTransformRules isntead |
| EAttachmentRule | Rules for attaching components - needs to be kept synced to EDetachmentRule |
| EAttenuationDistanceModel | |
| EAttenuationShape::Type | |
| EAttractorParticleSelectionMethod | |
| EAudioBusChannels | The number of channels to mix audio into the source bus. |
| EAudioChunkLoadResult | |
| EAudioComponentPlayState | Enum describing the audio component play state. |
| EAudioDeviceScope | This enum is used in FAudioDeviceManager::RequestAudioDevice to map a given UWorld to an audio device. |
| EAudioEncodeHint | Encoding hints for compression |
| EAudioFaderCurve | Type of fade to use when adjusting the audio component's volume. |
| EAudioOutputTarget::Type | Copyright Epic Games, Inc. All Rights Reserved. |
| EAudioRecordingExportType | |
| EAudioSpeakers | Channel definitions for multistream waves |
| EAudioSpectrumBandPresetType | |
| EAudioSpectrumType | |
| EAudioVolumeLocationState | Enum describing the state of checking audio volume location. |
| EAutoExposureMethod | Used by FPostProcessSettings Auto Exposure |
| EAutoExposureMethodUI::Type | Used by FPostProcessSettings AutoExposure |
| EAutoPossessAI | Specifies if an AI pawn will automatically be possessed by an AI controller |
| EAutoReceiveInput::Type | Specifies which player index will pass input to this actor/component |
| EAxisOption::Type | |
| EBasePassDrawListType | |
| EBeam2Method | |
| EBeamTaperMethod | Beam Tapering Variables. |
| EBlendableLocation | Where to place a post process material in the post processing chain. |
| EBlendInputRelevance | Supported input types |
| EBlendMode | The blending mode for materials |
| EBlendModeFilter::Type | |
| EBlendProfileMode | The mode in which the blend profile should be applied. |
| EBlendSpaceAxis | Interpolation data types. |
| EBlendSpacePerBoneBlendMode | |
| EBloomMethod | |
| EBlueprintCompileMode | Compile modes. |
| EBlueprintPinStyleType | |
| EBlueprintStatus | Enumerates states a blueprint can be in. |
| EBlueprintType | Enumerates types of blueprints. |
| EBoneAxis | Enum for specifying a specific axis of a bone |
| EBoneControlSpace | Enum for controlling which reference frame a controller is applied in. |
| EBoneDrawMode::Type | |
| EBoneFilterActionOption | |
| EBoneRotationSource | Enum for specifying the source of a bone's rotation. |
| EBoneSocketSourceIndexMode | |
| EBoneSpaces::Type | Values for specifying bone space. |
| EBoneTranslationRetargetingMode::Type | Bone translation retargeting mode. |
| EBoneVisibilityStatus | Bone Visibility. The valid BoneVisibilityStates values; A bone is only visible if it is exactly 1 |
| EBrowseReturnVal::Type | Return values for UEngine::Browse. |
| EBrushType | |
| EBspNodeFlags | Flags associated with a Bsp node. |
| EBulkReregister | FStaticMeshComponentBulkReregisterContext - More efficiently handles bulk reregistering of static mesh components, by removing and adding scene and physics debug render data in bulk render commands, rather than one at a time. |
| EBusSendType | Bus send types |
| ECacheApplyPhase | At what point in the rerun construction script process is ApplyToActor being called for |
| ECameraAlphaBlendMode::Type | |
| ECameraProjectionMode::Type | |
| ECameraShakeAttenuation | |
| ECameraShakeDurationType | Camera shake duration type. |
| ECameraShakePatternUpdateResultFlags | Flags that camera shake patterns can return to change base-class behaviour. |
| ECameraShakePlaySpace | |
| ECanBeCharacterBase | Determines whether a Character can attempt to step up onto a component when they walk in to it. |
| ECanCreateConnectionResponse | This is the type of response the graph editor should take when making a connection |
| ECastRayTracedShadow::Type | Ray Tracing Shadows type. |
| EChannelCreateFlags | Flags for channel creation. |
| EChannelGetAdditionalRequiredBunchesFlags | |
| EChannelMaskParameterColor::Type | |
| EChannelType | Enumerates channel types. |
| ECheatPunishType | Types of punishment to apply to a cheating client |
| EChildActorComponentTreeViewVisualizationMode | |
| EChunkSeekTableMode | |
| EClampMode | |
| EClearSceneOptions::Type | Enumerates ways to clear a scene. |
| EClientLoginState::Type | If this connection is from a client, this is the current login state of this connection/login attempt |
| EClothLODBiasMode | Strategy used for storing additional cloth deformer mappings depending on the desired use of the RaytracingMinLOD value and of the LODBias console variable. |
| ECloudStorageDelegate | All the types of delegate callbacks that a CloudStorage subclass may receive from C++ |
| ECollectionScriptingShareType | |
| ECollisionChannel | NOTE!!Some of these values are used to index into FCollisionResponseContainers and must be kept in sync. |
| ECollisionEnabled::Type | Enum used to describe what type of collision is enabled on a body. |
| ECollisionResponse | Enum indicating how each type should respond |
| ECompiledMaterialProperty | Enum that contains entries for the ways that material properties need to be compiled. |
| ECompiledPartialDerivativeVariation | Enum that contains entries for the ways that material properties can be compiled with partial derivative calculations. |
| EComponentCreationMethod | |
| EComponentMobility::Type | Describes how often this component is allowed to move. |
| EComponentPhysicsStateChange | TODO: Add sleep and wake state change types to this enum, so that the OnComponentWake and OnComponentSleep delegates may be deprecated. |
| EComponentSocketType::Type | Type of a socket on a scene component. |
| EComponentType::Type | The transform component (attribute) to read from. |
| ECompositeTextureMode | |
| ECompositingSampleCount::Type | Enumerates available compositing sample counts. |
| EConcurrencyMode | How the concurrency request is handled by the concurrency manager |
| EConcurrencyVolumeScaleMode | |
| EConnectionState | State of a connection. |
| EConstraintTransformComponentFlags | |
| EContainerClusterMode | |
| EContentBundleClientState | |
| EContentBundleStatus | Copyright Epic Games, Inc. All Rights Reserved. |
| EControllerAnalogStick::Type | |
| EConvertToAdditive | Different ways to create an additive animation |
| ECreateIfNeeded | |
| ECreateRepLayoutFlags | |
| ECreateReplicationChangelistMgrFlags | |
| ECreateRepStateFlags | Flags used to customize how RepStates are created. |
| ECsgOper | Variables. |
| ECurveBlendOption::Type | |
| ECurveTableMode | Whether the curve table contains simple, rich, or no curves |
| ECustomAttributeBlendType | |
| ECustomBoneAttributeLookup | Method used when retrieving a attribute value |
| ECustomDepthMode | |
| ECustomDepthStencil::Type | Enumerates available options for custom depth. |
| ECustomMaterialOutputType | |
| ECustomTimeStepSynchronizationState | Possible states of CustomTimeStep. |
| EDataDrivenShaderPlatformInfoCondition | |
| EDataLayerLoadFilter | |
| EDataLayerRuntimeState | |
| EDataLayerType | |
| EDataTableExportFlags | |
| EDBufferTextureId | |
| EDebugState | Debug state of the audio system |
| EDebugViewShaderMode | Enumeration for different Quad Overdraw visualization mode. |
| EDecalBlendMode | Defines how the GBuffer channels are getting manipulated by a decal material pass. |
| EDecompressionType | |
| EDefaultAudioCompressionType | The sound asset compression type to use for assets using the compression type "project defined". |
| EDefaultBackBufferPixelFormat::Type | Used by GetDefaultBackBufferPixelFormat |
| EDeferredParamStrictness | When setting deferred scene resources whether to throw warnings when we fall back to defaults. |
| EDepthOfFieldFunctionValue | Note: The index is used to map the enum to different code in the shader. |
| EDepthOfFieldMethod | Used by FPostProcessSettings Depth of Fields |
| EDetachmentRule | Rules for detaching components - needs to be kept synced to EAttachmentRule |
| EDetailMode | Detail mode for scene component rendering, corresponds with the world GetDetailMode which is set based on platform and scalability settings. |
| EDiffPropertiesFlags | |
| EDiffType::Category | Differences found within a graph or object |
| EDiffType::Type | Differences are presented to the user in the order listed here, so put less important differences lower down |
| EDistributionVectorLockFlags | |
| EDistributionVectorMirrorFlags | |
| EDocumentationActorType::Type | |
| EDOFMode::Type | |
| EDrawDebugItemType::Type | |
| EDrawDebugSceneDepthPriorityGroup | Enum used to indicate the scene depth priority whether to draw with depth testing vs the world, or to draw in the foreground |
| EDrawDebugTrace::Type | |
| EDrawDynamicFlags::Type | |
| EDynamicEmitterType | Dynamic particle emitter types |
| EDynamicForceFeedbackAction::Type | |
| EDynamicGlobalIlluminationMethod::Type | Note: Must match r.DynamicGlobalIlluminationMethod, this is used in URendererSettings. |
| EDynamicResolutionStateEvent | Game thread events for dynamic resolution state. |
| EDynamicResolutionStatus | Status of dynamic resolution that depends on project setting cvar, game user settings, and pause |
| EEarlyZPass::Type | Enumerates available options for early Z-passes. |
| EEasingFunc::Type | Provides different easing functions that can be used in blueprints |
| EEdGraphActionType | This is the type of action that occurred on a given graph |
| EEdGraphNodeDeprecationMessageType | Deprecation response message types. |
| EEdGraphNodeDeprecationType | Deprecation types for node response. |
| EEdGraphPinDirection | Enum used to define which way data flows into or out of this pin. |
| EEditorPropertyValueState | States a property value queried by IsEditorPropertyOverridden can be in |
| EEmitterDynamicParameterValue | EmitterDynamicParameterValue Enumeration indicating the way a dynamic parameter should be set. |
| EEmitterNormalsMode | |
| EEmitterRenderMode | Cascade-related. |
| EEncryptionFailureAction | Specifies how to handle encryption failures |
| EEncryptionResponse | Types of responses games are meant to return to let the net connection code about the outcome of an encryption key request |
| EEndPlayReason::Type | Specifies why an actor is being deleted/removed from a level |
| EEvaluateCurveTableResult::Type | Enum used to indicate success or failure of EvaluateCurveTableRow. |
| EEvaluatorDataSource::Type | Indicates which state is being evaluated by this node (source or destination). |
| EEvaluatorMode::Mode | Determines the behavior this node will use when updating and evaluating. |
| EExportHLODMeshOrigin | |
| EExternalDataLayerRegistrationState | |
| EFFTPeakInterpolationMethod | |
| EFFTSize | |
| EFFTWindowType | |
| EFieldCommandBuffer | |
| EFilterInterpolationType | Interpolation method used by animation blending |
| EFirstPersonPrimitiveType | Determines how a primitive interacts with first person rendering. |
| EFixedFoveationLevels::Type | Enumerates VRS Fixed-foveation levels |
| EFloatToIntMode | |
| EFlushLevelStreamingType | Describes what parts of level streaming should be forcibly handled immediately |
| EFontCacheType | Enumerates supported font caching types. |
| EFontDPI | The most used DPI value. |
| EFontImportCharacterSet | Font character set type for importing TrueType fonts. |
| EFrameHitchType | What kind of hitch was detected (if any) |
| EFullyLoadPackageType | Enumerates types of fully loaded packages. |
| EFunctionInputType | Supported input types |
| EGainParamMode | Whether to use linear or decibel values for audio gains. |
| EGameDelegates_SaveGame | Enum class with size so it can be forward declared. |
| EGarbageCollectionType | Type of UObject purge type to be performed by the engine |
| EGBufferFormat::Type | Enumerates available GBufferFormats. |
| EGetFindReferenceSearchStringFlags | Options when getting a Find References search string from a node. |
| EGetObjectOrWorldBeingDebuggedFlags | Control flags for current object/world accessor methods |
| EGetWorldErrorMode | The kind of failure handling that GetWorldFromContextObject uses. |
| EGPUSceneGPUWritePass | Specifies the point during scene rendering that GPU Scene can be written to |
| EGPUSkinCacheEntryMode | |
| EGPUSortFlags | Different sort flags used to define constraint for FGPUSortManager tasks. |
| EGPUSortTest | GPU sorting tests. |
| EGrammaticalGender::Type | |
| EGrammaticalNumber::Type | |
| EGraphAxisStyle::Type | Draw styles for axes. |
| EGraphDataStyle::Type | Draw styles for data. |
| EGraphType | Distinguishes between different graph types. |
| EGroomViewMode | |
| EHardwareDevicePrimaryType | What is the primary use of an input device type? Each hardware device can only be one primary type. |
| EHardwareDeviceSupportedFeatures::Type | A bitmask of supported features that a hardware device has. |
| EHasCustomNavigableGeometry::Type | Determines if, and how, a navigation element should export collision for AI navigation |
| EHierarchicalSimplificationMethod | |
| EHISMViewRelevanceType | |
| EHitProxyPriority | The priority a hit proxy has when choosing between several hit proxies near the point the user clicked. |
| EHLODBatchingPolicy | Determines how the geometry of a component will be incorporated in proxy (simplified) HLODs. |
| EHLODLayerType | |
| EHLODLevelExclusion | Bitflag enum to allow editing of UPrimitiveComponent::ExcludeFromHLODLevels as a bitmask in the properties |
| EHorizTextAligment | |
| EImportanceLevel | |
| EImportanceWeight::Type | Provides different weighting functions for texture importance sampling |
| EImportStaticMeshVersion | |
| EIndexBufferStride::Type | Desired stride when creating a static index buffer. |
| EIndirectLightingCacheQuality | Quality of indirect lighting for Movable primitives. |
| EInertializationSpace | |
| EInertializationState | |
| EInGamePerfTrackers | In game performance trackers. |
| EInGamePerfTrackerThreads | |
| EInputEvent | EInputEvent |
| EInterfaceValidResult | |
| EInterpToBehaviourType | Controls the movement behaviour |
| EKinematicBonesUpdateToPhysics::Type | This enum defines how you'd like to update bones to physics world. |
| EKismetCompileType::Type | Type of compilation. |
| ELandscapeCullingPrecision::Type | |
| ELastAuthority | |
| ELatentActionChangeType | |
| ELegendPosition::Type | |
| ELerpInterpolationMode::Type | Different methods for interpolating rotation between transforms |
| ELevelCollectionType | Indicates the type of a level collection, used in FLevelCollection. |
| ELevelInstanceBreakFlags | |
| ELevelInstanceCreationType | |
| ELevelInstanceFlags | |
| ELevelInstancePivotType | |
| ELevelInstanceRuntimeBehavior | |
| ELevelInstanceType | Determines in what type of LevelInstance the actor is in, if any. |
| ELevelPendingVisibilityState | Whether the level is in the process of being made visible or invisible (refer to bIsVisible when None). |
| ELevelStreamingState | |
| ELevelStreamingTargetState | |
| ELevelTick | Type of tick we wish to perform on the level |
| ELightComponentType | Different light component types. |
| ELightFunctionAtlasPixelFormat::Type | |
| ELightingBuildQuality | Lighting build quality enumeration |
| ELightInteractionType | The types of interactions between a light and a primitive. |
| ELightMapFlags | A 2D texture containing lightmap coefficients. |
| ELightMapInteractionType | The types of interactions between a light and a primitive. |
| ELightMapPaddingType | Method for padding a light map in memory |
| ELightmapType | Type of lightmap that is used for primitive components |
| ELightMapVirtualTextureType | |
| ELightShaderParameterFlags | |
| ELightUnits | |
| ELocalExposureMethod | |
| ELocalPositionOrigin | Specifies the reference point of the local position. |
| ELocationBoneSocketSelectionMethod | |
| ELocationBoneSocketSource | |
| ELocationEmitterSelectionMethod | |
| ELocationSkelVertSurfaceSource | |
| ELODStreamingCallbackResult | |
| ELoopingMode | |
| ELumenCardDilationMode | |
| ELumenRayLightingMode | |
| ELumenRayLightingModeOverride | |
| ELumenScreenTracingSource | |
| ELumenSoftwareTracingMode::Type | |
| ELWCFunctionKind | |
| EMaterialAggregateAttributeType | Specifies the type of an individual material aggregate attribute. |
| EMaterialAttributeBlend::Type | |
| EMaterialAttributeBlendFunction::Type | |
| EMaterialCommonBasis | The common bases of material |
| EMaterialCompilerType | What type of compiler is this? Used by material expressions that select input based on compile context |
| EMaterialCustomOutputFlags | |
| EMaterialDecalResponse | Defines how the material reacts on DBuffer decals, later we can expose more variants between None and Default. |
| EMaterialDependencySearchFlags | |
| EMaterialDomain | Defines the domain of a material. |
| EMaterialExposedTextureProperty | Selects the texture property to output |
| EMaterialExposedViewProperty | |
| EMaterialExpressionBlendMode | |
| EMaterialExpressionBoundsType | |
| EMaterialExpressionConvertType | |
| EMaterialExpressionMakeAggregateKind | |
| EMaterialExpressionOperatorKind | |
| EMaterialExpressionSetParameterValueFlags | |
| EMaterialFloatPrecisionMode | The default float precision for material's pixel shaders on mobile devices |
| EMaterialForceCastFlags | |
| EMaterialFunctionUsage | Usage set on a material function determines feature compatibility and validation. |
| EMaterialGetParameterValueFlags | |
| EMaterialInstanceClearParameterFlag | |
| EMaterialKeyInclude | Categories of fields which should be included in a ShaderMapId or in the output of a FMaterialKeyGeneratorContext. |
| EMaterialLayerLinkState | |
| EMaterialMergeType | |
| EMaterialParameterAssociation | |
| EMaterialParameterType | |
| EMaterialPositionTransformSource | |
| EMaterialProperty | EMaterialProperty |
| EMaterialQualityLevel::Type | Quality levels that a material can be compiled for. |
| EMaterialSamplerType | Describes how textures are sampled for materials |
| EMaterialScalarParameterControlType | |
| EMaterialSceneAttributeInputMode::Type | |
| EMaterialSetParameterValueFlags | |
| EMaterialShaderMapUsage::Type | Usage options for a shader map. |
| EMaterialShaderPrecompileMode | |
| EMaterialShadingModel | Specifies the overal rendering/shading model for a material |
| EMaterialShadingRate | |
| EMaterialStencilCompare | |
| EMaterialSubSurfaceType | |
| EMaterialTextureParameterType | Must invalidate ShaderVersion.ush when changing |
| EMaterialTranslateValidationFlags | Flags that define the behavior of material translation validation. |
| EMaterialTranslucencyPass | Specifies which separate translucency pass to render in. |
| EMaterialUsage | |
| EMaterialValueType | The types which can be used by materials. |
| EMaterialVectorCoordTransform | |
| EMaterialVectorCoordTransformSource | |
| EMatrixColumns::Type | Possible columns for an FMatrix |
| EMaxConcurrentResolutionRule::Type | |
| EMegaLightsShadowMethod::Type | MegaLights Shadow type for a light component. |
| EMeshApproximationBaseCappingType | |
| EMeshApproximationGroundPlaneClippingPolicy | |
| EMeshApproximationSimplificationPolicy | |
| EMeshApproximationType | |
| EMeshApproximationUVGenerationPolicy | |
| EMeshBufferAccess | Which processors will have access to Mesh Vertex Buffers. |
| EMeshCameraFacingOptions | |
| EMeshCameraFacingUpAxis | |
| EMeshDeformerOutputBuffer | |
| EMeshFeatureImportance::Type | The importance of a mesh feature when automatically generating mesh LODs. |
| EMeshLODSelectionType | |
| EMeshMergeType | |
| EMeshPaintVisualizePaintMode::Type | Visualization modes for different mesh painting tools. |
| EMeshPaintVisualizeShowMode::Type | Visualization modes for mesh painting tools to define where the visualisation is applied. |
| EMeshScreenAlignment | |
| EMicroTransactionDelegate | This is the base class for per-platform microtransaction support All the types of delegate callbacks that a MicroTransaction subclass may receive from C++. |
| EMicroTransactionResult | Result of a purchase. |
| EMIDCreationFlags | |
| EMirrorFindReplaceMethod::Type | Find and Replace Method for FMirrorFindReplaceExpression. |
| EMirrorRowType::Type | Type referenced by a row in the mirror data table |
| EMobileAntiAliasingMethod::Type | |
| EMobileFloatPrecisionMode::Type | The default float precision for material's pixel shaders on mobile devices |
| EMobileHDRMode | |
| EMobileLocalLightSetting | Enumerates available MobileLocalLightSetting. |
| EMobileShadingPath::Type | |
| EModulationDestination | |
| EModulationRouting | |
| EModuleType | ModuleType Indicates the kind of emitter the module can be applied to. |
| EMonoChannelUpmixMethod | Enumeration defines how to treat mono 2D playback. Mono sounds need to upmixed to stereo when played back in 2D. |
| EMontageBlendMode | |
| EMontageNotifyTickType::Type | Ticking method for AnimNotifies in AnimMontages. |
| EMontagePlayReturnType | |
| EMontageSubStepResult | |
| EMouseCaptureMode | |
| EMouseLockMode | |
| EMoveComponentAction::Type | Enum used to indicate desired behavior for MoveComponentTo latent function. |
| EMoveComponentFlags | MoveComponent options, stored as bitflags |
| EMovementMode | Movement modes for Characters. |
| ENaniteAssemblyNodeTransformSpace | What space a given assembly node's transform is in |
| ENaniteFallbackTarget | |
| ENaniteGenerateFallback | |
| ENaniteShapePreservation | Technique for a Nanite mesh to use to ensure its shape is preserved at a distance |
| ENaturalSoundFalloffMode | |
| ENavAreaEvent::Type | |
| ENavDataGatheringMode | |
| ENavDataGatheringModeConfig | |
| ENavigationAreaMode::Type | |
| ENavigationCoordSystem::Type | |
| ENavigationDataResolution | |
| ENavigationDirtyFlag | |
| ENavigationInvokerPriority | |
| ENavigationLockReason::Type | |
| ENavigationOptionFlag | |
| ENavigationQueryResult::Type | |
| ENavigationShapeType::Type | |
| ENavigationSortPendingTilesMethod | |
| ENavLinkDirection::Type | |
| ENavPathEvent::Type | |
| ENavPathUpdateType::Type | |
| ENetDormancy | Describes if an actor can enter a low network bandwidth dormant mode |
| ENetLevelVisibilityRequest | |
| ENetMode | The network mode the game is currently running. |
| ENetPingControlMessage | NMT_NetPing control channel sub-messages |
| ENetRole | The network role of an actor on a local/remote network context |
| ENetSubObjectStatus | Indicates the status of a replicated subobject replicated by actor channels. |
| ENetSyncLoadType | The different ways net sync loads can be triggered |
| ENetworkLagState::Type | |
| ENetworkMetricEnableMode | |
| ENetworkSmoothingMode | Smoothing approach used by network interpolation for Characters. |
| ENeuralIndexType | |
| ENeuralModelTileType | |
| ENeuralProfileFormat | |
| ENeuralProfileRuntimeType | |
| EngineUtils::EAssetToLoad | |
| ENodeAdvancedPins::Type | Enum to indicate if a node has advanced-display-pins, and whether they are shown. |
| ENodeEnabledState | Enum to indicate a node's enabled state. |
| ENodeTitleType::Type | Enum to indicate what sort of title we want. |
| ENoiseFunction | |
| ENonSpatializedRadiusSpeakerMapMode | Defines how to speaker map the sound when using the non-spatialized radius feature. |
| ENormalMode | Optimization settings used to simplify mesh LODs. |
| ENotifyFilterType::Type | Filtering method for deciding whether to trigger a notify. |
| ENotifyTriggerMode::Type | |
| EObjectTypeQuery | Specifies custom collision object types, overridable per game |
| EOccludedGeometryFilteringPolicy | |
| EOcclusionCombineMode | Controls how occlusion from Distance Field Ambient Occlusion is combined with Screen Space Ambient Occlusion. |
| EOpacitySourceMode | |
| EOptimizationType | Enum specifying the reduction type to use when simplifying static meshes. |
| EOrbitChainMode | |
| EOverlapFilterOption | Specifies what types of objects to return from an overlap physics query |
| EOverrideBlockOnSlowStreaming | |
| EPackageAutoSaveType | |
| EPanningMethod | Enumeration defines what method of panning to use (for non-binaural audio) with the audio-mixer. |
| EParameterCollectionTransformType | |
| EParticleAxisLock | Flags indicating lock. |
| EParticleBurstMethod | Burst emissions. |
| EParticleCameraOffsetUpdateMethod | The update method for the offset |
| EParticleCollisionComplete | Flags indicating what to do with the particle when MaxCollisions is reached |
| EParticleCollisionMode::Type | Specifies how particle collision is computed for GPU particles |
| EParticleCollisionResponse::Type | How particles respond to collision events. |
| EParticleDetailMode | Detail mode for scene component rendering. |
| EParticleEventType | Event type |
| EParticleScreenAlignment | |
| EParticleSignificanceLevel | A level of significance for a particle system. |
| EParticleSortMode | |
| EParticleSourceSelectionMethod | Particle Selection Method, for any emitters that utilize particles as the source points. |
| EParticleStates | |
| EParticleSubUVInterpMethod | SubUV-related. |
| EParticleSysParamType | Enum for specifying type of a name instance parameter. |
| EParticleSystemInsignificanceReaction | Determines what a particle system will do when all of it's emitters become insignificant. |
| EParticleSystemOcclusionBoundsMethod | Occlusion method enumeration |
| EParticleSystemUpdateMode | ParticleSystemUpdateMode Enumeration indicating the method by which the system should be updated |
| EParticleUVFlipMode | |
| EParticleVertexFactoryType | Enum identifying the type of a particle vertex factory. |
| EPathObservationResult::Type | |
| EPathTracingBufferTextureId | |
| EPerQualityLevels | |
| EPhysBodyOp | PhysicsBody options when bone is hidden |
| EPhysicalMaterialMaskColor::Type | Types of valid physical material mask colors which may be associated with a physical material |
| EPhysicsAssetSolverType | |
| EPhysicsInterfaceScopedLockType | |
| EPhysicsInterfaceScopedThreadContext | |
| EPhysicsInterfaceScopedTransactionMode | |
| EPhysicsQueryKind | |
| EPhysicsReplicationLODFlags | |
| EPhysicsReplicationMode | |
| EPhysicsStateAction | Enumerates all the action types that could be applied to the physics state |
| EPhysicsTransformUpdateMode::Type | |
| EPhysXFilterDataFlags | Set of flags stored in the PhysX FilterData |
| EPhysxUserDataType::Type | PhysX user data type |
| EPinContainerType | Enum used to define what container type a pin represents. |
| EPingAverageType | The type of averaging to perform on ping values |
| EPingType | Flags specifying different types of ping. |
| EPinHidingMode::Type | The display mode of editable values on an animation node. |
| EPinInsertPosition | |
| EPixelDepthOffsetMode | Determines how the pixel depth offset is evaluated and applied. |
| EPlacementInstanceFlags | |
| EPlaneConstraintAxisSetting | Setting that controls behavior when movement is restricted to a 2D plane defined by a specific axis/normal, so that movement along the locked axis is not be possible. |
| EPlatformInterfaceDataType | This is the base class for the various platform interface classes and has support for a generic delegate system, as well has having subclasses determine if they should register for a tick. |
| EPolyFlags | Flags describing effects and properties of a Bsp polygon. |
| EPositionIncludedOffsets | Specifies which shader generated offsets should included in the position (displacement/WPO etc.) |
| EPositionOrigin | Specifies what reference point should be used |
| EPostCopyOperation | |
| EPostSequentialRPCType | The type of a call to PostSequentialRPC |
| EPreferredTriangulationDirection | |
| EPreviewAnimationBlueprintApplicationMethod | The method by which a preview animation blueprint is applied |
| EPreviousBoneTransformUpdateMode | |
| EPrimaryAssetCookRule | Rule about when to cook/ship a primary asset |
| EPrimaryAssetProductionLevel | The production levels referenced by values of EPrimaryAssetCookRule. |
| EPrimaryScreenPercentageMethod | Method used for primary screen percentage method. |
| EPrimitiveDirtyState | |
| EPrimitiveIdMode | |
| EPriorityAttenuationMethod | |
| EProcessRemoteFunctionFlags | |
| EPropertyAccessCopyBatch | The various types of property copy. |
| EPropertyAccessCopyType | |
| EPropertyAccessIndirectionType | The type of an indirection. |
| EPropertyAccessObjectType | For object nodes, we need to know what type of object we are looking at so we can cast appropriately. |
| EPropertyAccessSegmentFlags | Flags for a segment of a property access path Note: NOT an UENUM as we dont support mixing flags and values properly in UENUMs, e.g. for serialization. |
| EPropertySearchMode::Type | |
| EProxyNormalComputationMethod::Type | |
| EPSCPoolMethod | |
| EPSOPrecacheMode | |
| EPSOPrecacheProxyCreationStrategy | |
| EPSOPrecacheType | |
| EQuartzCommandDelegateSubType | An enumeration for specifying different TYPES of delegates. |
| EQuartzCommandQuantization | An enumeration for specifying quantization for Quartz commands. |
| EQuartzCommandType | An enumeration for specifying Quartz command types. |
| EQuartzDelegateType | An enumeration for specifying different TYPES of delegates. |
| EQuartzTimeSignatureQuantization | An enumeration for specifying the denominator of time signatures. |
| EQuarztQuantizationReference | An enumeration for specifying quantization boundary reference frame. |
| EQueryMobilityType | |
| EQuitPreference::Type | |
| ERawCurveTrackTypes | |
| ERawDistributionOperation | Operation to perform when looking up a value. |
| ERayTracingGroupCullingPriority | How quickly component should be culled. |
| ERayTracingPrimitiveFlags | |
| ERayTracingProxyType | |
| ERealtimeAudioTaskType | |
| EReceivePropertiesFlags | |
| EReflectedAndRefractedRayTracedShadows | |
| EReflectionCaptureShape::Type | Reflection capture shapes. |
| EReflectionMethod::Type | Note: Must match r.ReflectionMethod, this is used in URendererSettings. |
| EReflectionSourceType | |
| EReflectionsType | |
| ERefractionCoverageMode | Determines how the refraction account for the coverage with Substrate. |
| ERefractionMode | Determines how the refraction offset should be computed for the material. |
| ERelativeTransformSpace | The space for the transform |
| ERemoveStreamingViews | |
| ERendererStencilMask | Exposed enum to parallel RHI's EStencilMask and show up in the editor. |
| ERenderFocusRule | When to render the Focus Brush for widgets that have user focus. Based on the EFocusCause. |
| ERepDataBufferType | |
| EReplayHeaderFlags | |
| ERepLayoutCmdFlags | Various flags that describe how a Property should be handled. |
| ERepLayoutCmdType | Various types of Properties supported for Replication. |
| ERepLayoutFlags | |
| ERepLayoutResult | |
| EReplayResult | |
| EReporterLineStyle::Type | Draw styles for lines. |
| ERepParentFlags | Various flags that describe how a Top Level Property should be handled. |
| EResendAllDataState | Type of property data resend used by replay checkpoints |
| EResizeBufferFlags | |
| EReverbSendMethod | |
| ERichCurveCompressionFormat | Enumerates curve compression options. |
| ERichCurveExtrapolation | Enumerates extrapolation options. |
| ERichCurveInterpMode | Method of interpolation between this key and the next. |
| ERichCurveKeyTimeCompressionFormat | Enumerates key time compression options. |
| ERichCurveTangentMode | If using RCIM_Cubic, this enum describes how the tangents should be controlled in editor. |
| ERichCurveTangentWeightMode | Enumerates tangent weight modes. |
| ERigidBodyFlags::Type | Describes extra state about a specific rigid body |
| ERootMotionAccumulateMode | Enumeration for RootMotionSource accumulation mode |
| ERootMotionFinishVelocityMode | |
| ERootMotionMode::Type | |
| ERootMotionRootLock::Type | Root Bone Lock options when extracting Root Motion. |
| ERootMotionSourceID | |
| ERootMotionSourceSettingsFlags | Enumeration for RootMotionSource settings |
| ERootMotionSourceStatusFlags | Enumeration for RootMotionSource status flags |
| ERotatorQuantization | Describes rules for network replicating a vector efficiently |
| ERPCBlockState | The status of blocking for an individual RPC |
| ERPCDoSEscalateReason | The reason for an RPC DoS severity update |
| ERPCDoSSeverityUpdate | RPC DoS escalation severity update types |
| ERPCNotifyResult | Result of NotifyReceivedRPC, for specifying whether the RPC should execute or should be blocked |
| ERuntimeFontSource | |
| ERuntimePartitionCellBoundsMethod | Chooses a method for how to compute streaming cells bounds |
| ERuntimeVirtualTextureAttributeType | Enumeration of all runtime virtual texture material attributes. |
| ERuntimeVirtualTextureMainPassType | Enumeration of main pass behaviors when rendering to a runtime virtual texture. |
| ERuntimeVirtualTextureMaterialQuality | Enumeration of material quality. |
| ERuntimeVirtualTextureMaterialType | Enumeration of virtual texture stack layouts to support. |
| ERuntimeVirtualTextureMipValueMode | Set how Mip levels are calculated. |
| ERuntimeVirtualTextureShaderUniform | Enumeration of runtime virtual texture shader uniforms. |
| ERuntimeVirtualTextureTextureAddressMode | Defines texture addressing behavior. |
| ERuntimeVirtualTextureUseStreamingMipsInEditorMode | |
| ESafeZoneType | Safezone related declarations. Used by GameViewportClient for rendering 'safe zones' on screen. |
| ESamplerSourceMode | Controls where the sampler for different texture lookups comes from |
| ESaveOrphanPinMode | Enum that defines what kind of orphaned pins should be retained. |
| ESceneCaptureCompositeMode | Specifies how scene captures are composited into render buffers |
| ESceneCapturePrimitiveRenderMode | |
| ESceneCaptureSource | Specifies which component of the scene rendering should be output to the final render target. |
| ESceneCaptureUnlitViewmode | |
| ESceneDepthPriorityGroup | A priority for sorting scene elements by depth. |
| ESceneRenderGroupFlags | |
| ESceneTextureExtracts | |
| ESceneTextureId | Like EPassInputId but can expose more e.g. GBuffer |
| ESceneViewExtensionFlags | Misc flags for communicating requirements or state externally. |
| EScopedUpdate::Type | Enum that controls the scoping behavior of FScopedMovementUpdate. |
| EScreenOrientation::Type | The list of possible device/screen orientation for mobile devices |
| EScreenPercentageMode | Mode for the computation of the screen percentage. |
| 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. |
| ESendLevelControlMethod | |
| ESequencerState | |
| ESerializePropertyType | |
| ESetChannelActorFlags | |
| ESettingsDOF::Type | |
| ESettingsLockedAxis::Type | |
| EShaderCompressionFormat::Type | Enumerates supported shader compression formats. |
| EShadingPath | |
| EShadowCacheInvalidationBehavior | Setting to control shadow invalidation behavior (in particular with respect to Virtual Shadow Maps and future methods). |
| EShadowMapFlags | Bit-field flags that affects storage (e.g. packing, streaming) and other info about a shadowmap. |
| EShadowMapInteractionType | |
| EShadowMapMethod::Type | Note: Must match r.Shadow.Virtual.Enable, this is used in URendererSettings. |
| EShapeBodySetupHelper | |
| EShouldCookBlueprintPropertyGuids | |
| EShowFlagGroup | For FShowFlagData, order is not important, adding new elements requires updating some editor code |
| EShowFlagInitMode | To customize the EngineShowFlags constructor |
| EShowFlagShippingValue | Enum to control behavior of custom show flags in shipping builds. |
| EShrinkCapsuleExtent | Enum used to control GetPawnCapsuleExtent behavior. |
| ESimpleElementBlendMode | Blend modes supported for simple element rendering |
| ESkeletalMeshAsyncProperties | |
| ESkeletalMeshGeoImportVersions | |
| ESkeletalMeshSkinningImportVersions | |
| ESkeletalMeshVertexAttributeDataType | |
| ESkeletalMeshVertexFlags | Flags used when building vertex buffers. |
| ESkinCacheDefaultBehavior | |
| ESkinCacheUsage | This is the total cloth time split up among multiple computation (updating gpu, updating sim, etc...) |
| ESkinnedAssetAsyncPropertyLockType | |
| ESkinVertexColorChannel | Name of vertex color channels, used by recompute tangents |
| ESkinVertexFactoryMode | |
| ESkinWeightProfileLayer | Values for specifying which layer a skin weight profile is applied at. |
| ESkyAtmosphereTransformMode | |
| ESkyLightCaptureStatus | |
| ESkyLightSourceType | |
| ESlateGesture | |
| ESleepEvent | Describes type of wake/sleep event sent to the physics system |
| ESortedActiveWaveGetType::Type | |
| ESoundAssetCompressionType | Sound Asset Compression Type. |
| ESoundDistanceCalc | This enumeration is deprecated. |
| ESoundGroup | Copyright Epic Games, Inc. All Rights Reserved. |
| ESoundMixState::Type | Current state of a SoundMix |
| ESoundSpatializationAlgorithm | |
| ESoundType | |
| ESoundWaveCuePointOrigin | Dictates whether to use the CuePoints and Loop Regions from the .wav file or from the waveform editor Marker transformations during playback |
| ESoundWaveFFTSize | The FFT size (in audio frames) to use for baked FFT analysis. |
| ESoundWaveLoadingBehavior | Copyright Epic Games, Inc. All Rights Reserved. |
| ESoundWavePrecacheState | Precache states |
| ESourceBusChannels | The number of channels to mix audio into the source bus. |
| ESourceBusSendLevelControlMethod | |
| ESparseVolumeTextureShaderUniform | |
| ESpawnActorCollisionHandlingMethod | Defines available strategies for handling the case where an actor is spawned in such a way that it penetrates blocking collision. |
| ESpawnActorScaleMethod | Determines how the transform being passed into actor spawning methods interact with the actor's default root component |
| ESpecularProfileFormat | List of niagara solvers |
| ESpeedTreeGeometryType | |
| ESpeedTreeLODType | |
| ESpeedTreeWindType | |
| ESplineCoordinateSpace::Type | Types of coordinate space accepted by the functions. |
| ESplineMeshAxis::Type | |
| ESplinePointType::Type | Permitted spline point types for SplineComponent. |
| ESplitScreenType::Type | Various data declarations relating to split screen on a GameViewportClient |
| ESplitType | Results from FPoly.SplitWithPlane, describing the result of splitting an arbitrary FPoly with an arbitrary plane. |
| EStandbyType | Describes which standby detection event occured so the game can take appropriate action. |
| EStaticMeshAsyncProperties | |
| EStaticMeshPaintSupport | |
| EStaticMeshReductionTerimationCriterion | Enum specifying the reduction type to use when simplifying static meshes with the engines internal tool |
| EStaticMeshVertexTangentBasisType | |
| EStaticMeshVertexUVType | |
| EStereoLayerShape | The shape to use for the stereo layer. |
| EStereoLayerType | Used by IStereoLayer |
| EStereoscopicEye | Helper enum to identify eye view indices. |
| EStereoscopicPass | Stereoscopic rendering passes. |
| EStreamableManagerCombinedHandleOptions | |
| EStreamableProgressType | |
| EStreamableRenderAssetType | |
| EStreamingSourcePriority | Streaming Source Priority |
| EStreamingSourceTargetBehavior | |
| EStreamingSourceTargetState | Streaming Source Target State |
| EStreamingVolumeUsage | Used to affect level streaming in the game and level visibility in the editor. |
| EStripAnimDataOnDedicatedServerSettings | Enum used to decide whether we should strip animation data on dedicated server |
| EStructUtilsResult | |
| ESubmixSendStage | |
| ESubstrateBsdfFeature | |
| ESubstrateClosureConfig::Type | Enumerates available Substrate closure configuration |
| ESubstrateMaterialExport | Whether we need some data export from a Substrate material from spatially varying properties, e.g. diffuse color for Lighmass to generate lightmaps. |
| ESubstrateMaterialExportContext | Exported materials are all opaque unlit. This is used to give some context to the export logic. |
| ESubstrateShadingModel | Specifies the Substrate runtime shading model summarized from the material graph Not exposed in UI, only used in code. |
| ESubstrateStorageFormat::Type | Enumerates available Substrate storage format |
| ESubstrateTileType | This must map to the SUBSTRATE_TILE_TYPE defines. |
| ESubsurfaceImplementationTechniqueHint | |
| ESubtitleDurationType | SubtitlesAudioSubsystem will automatically queue and stop subtitles embedded in USoundBase sounds using play/stop callbacks. |
| ESubtitleTiming | Externally-Timed subtitles must be manually added and removed with USubtitlesSubsystem::QueueSubtitle and ::StopSubtitle. |
| ESubtitleType | Subtitle type for type-specific rendering. |
| ESubUVBoundingVertexCount | More bounding vertices results in reduced overdraw, but adds more triangle overhead. |
| ESuggestProjVelocityTraceOption::Type | Trace option to SuggestProjectileVelocity functions. |
| ESwitchMaterialOutputType | |
| ESyncOption | |
| ETeleportType | Whether to teleport physics body or not |
| ETemperatureMethod | Used by FPostProcessSettings to determine Temperature calculation method. |
| ETemperatureSeverityType | Copyright Epic Games, Inc. |
| ETextImportTestFlags | |
| ETextureAvailability | |
| ETextureChromaticAdaptationMethod | List of chromatic adaptation methods, matching the list in ColorManagementDefines.h. |
| ETextureClass | |
| ETextureCollectionMemberType | Describes how textures are sampled for materials |
| ETextureColorChannel | |
| ETextureColorSpace | TODO: Rename nearly-colliding ETextureSourceColorSpace enum in TextureFactory.h. |
| ETextureCompressionQuality | TextureCompressionQuality is used for ASTC. |
| ETextureDownscaleOptions | |
| ETextureEncodeEffort | For encoders that support it (i.e. Oodle), this controls how much time to spend on finding better encoding. |
| ETextureEncodeSpeed | Certain settings can be changed to facilitate how fast a texture build takes. |
| ETextureEncodeSpeedOverride | Enum that allows for not overriding what the existing setting is - all the other values have the same meaning as ETextureEncodeSpeed |
| ETextureGatherMode | |
| ETextureLayoutAspectRatio | |
| ETextureLossyCompressionAmount | |
| ETextureMipCount | |
| ETextureMipLoadOptions | |
| ETextureMipValueMode | Defines how MipValue is used |
| ETexturePowerOfTwoSetting::Type | Options for texture padding mode. |
| ETextureRenderTargetFormat | Subset of EPixelFormat exposed to UTextureRenderTarget2D |
| ETextureRenderTargetSampleCount | |
| ETextureSamplerFilter | Must match enum ESamplerFilter in RHIDefinitions.h. |
| ETextureSizingType | |
| ETextureSourceCompressionFormat | |
| ETextureSourceEncoding | List of (advanced) texture source encodings, matching the list in ColorManagementDefines.h. |
| ETextureSourceFormat | ETextureSourceFormat should map one-to-one to ImageCore ERawImageFormat::Type. |
| ETextureStreamingBuildType | |
| ETextureStreamingMethod | |
| ETextureUniversalTiling | Enum values must match exactly with OodleTex_RDO_UniversalTiling |
| ETickableTickType | Enum used to determine the current ticking rules for an object, this can change after creation. |
| ETickingGroup | Determines which ticking group a tick function belongs to. |
| ETileOverlapResolveType | |
| ETimecodeProviderSynchronizationState | Possible states of TimecodeProvider. |
| ETimelineDirection::Type | Does timeline play or reverse ? |
| ETimelineLengthMode | Whether or not the timeline should be finished after the specified length, or the last keyframe in the tracks |
| ETimelineSigType | Enum used to indicate what type of timeline signature a function matches. |
| ETimerStatus | |
| ETimeStretchCurveMapping | |
| ETraceTypeQuery | Specifies custom collision trace types, overridable per game |
| ETrail2SourceMethod | |
| ETrailsRenderAxisOption | ParticleModuleTypeDataRibbon Provides the base data for ribbon (drop trail) emitters. |
| ETrailWidthMode | Controls the way that the width scale property affects animation trails. |
| ETransformBlendMode::Type | |
| ETransformCurveChannel | Enum used to determine a component channel of a transform curve |
| ETransitionBlendMode::Type | |
| ETransitionLogicType::Type | |
| ETransitionRequestOverwriteMode | |
| ETransitionRequestQueueMode | |
| ETransitionType | Enumerates transition types. |
| ETranslucencyLightingMode | Describes how to handle lighting of translucent objets |
| ETranslucencyType | |
| ETranslucencyVolumeCascade | Enumeration for currently used translucent lighting volume cascades |
| ETranslucentSortPolicy::Type | Enumerates available options for the translucency sort policy. |
| ETravelFailure::Type | Types of server travel failures broadcast by the engine |
| ETravelType | Traveling from server to server. |
| ETwitterIntegrationDelegate | |
| ETwitterRequestMethod | This is the base class for Twitter integration (each platform has a subclass) The possible twitter request methods |
| ETypeAdvanceAnim | Abstract base class of animation sequence that can be played and evaluated to produce a pose. |
| ETypedElementWorldType | |
| EUIScalingRule | The Side to use when scaling the UI. |
| EUpdateAllPrimitiveSceneInfosAsyncOps | |
| EUpdateManagementDatabaseFlags | |
| EUpdateRateShiftBucket | Enum for controlling buckets for update rate optimizations if we need to stagger Multiple actor populations separately. |
| EUpdateTextureValueType | |
| EUpdateTransformFlags | Information about how to update transform when something is moved |
| EUserActivityContext | Defines the context of a user activity. |
| EUseSubmixOnPreviewMode | There is a editor setting to use submixes when previewing sounds. |
| EUVOutput | As UHT doesnt allow arrays of bools, we need this binary enum :( |
| EVectorCurveChannel | Enum used to determine an axis channel of a vector curve |
| EVectorFieldConstructionOp | Operation used to construct the vector field from a 2D texture. |
| EVectorNoiseFunction | |
| EVectorQuantization | Describes rules for network replicating a vector efficiently |
| EVelocityOutputPass::Type | Enumerates available options for velocity pass. |
| EVertexColorViewMode::Type | Mesh painting visualization channels. (Used for all mesh painting modes not just vertex color.) |
| EVertexDeformationOutputsVelocity::Type | Enumerates available options for Vertex Deformation Outputs Velocity. |
| EVertexPaintAxis | |
| EVerticalTextAligment | |
| EVideoRecordingState | Represents the state of the video recorder |
| EViewModeIndex | Define view modes to get specific show flag settings (some on, some off and some are not altered) Don't change the order, the ID is serialized with the editor |
| EViewStatusForScreenPercentage | Status of view being rendered to select the corresponding screen percentage setting. |
| EViewTargetBlendFunction | Options that define how to blend when changing view targets. |
| EViewTargetBlendOrder | |
| EViewWaterIntersection | |
| EVirtualizationMode | Method of virtualization when a sound is stopped due to playback constraints (i.e. by concurrency, priority, and/or MaxChannelCount) for a given sound. |
| EVirtualTextureUnpackType | |
| EVisibilityAggressiveness | |
| EVisibilityBasedAnimTickOption | Skinned Mesh Animation Tick option based on rendered or not. |
| EVisualLoggerDeviceFlags::Type | Flags describing VisualLogger device's features |
| EVisualLoggerShapeElement | Types of shape elements |
| EVisualLoggerVersion::Type | Copyright Epic Games, Inc. All Rights Reserved. |
| EVoiceBlockReasons | |
| EVoiceSampleRate | Enumeration for what our options are for sample rates used for VOIP. |
| EVolumeLightingMethod | |
| EVolumetricCloudTracingMaxDistanceMode | |
| EWalkableSlopeBehavior | Controls behavior of WalkableSlopeOverride, determining how to affect walkability of surfaces for Characters. |
| EWindowTitleBarMode | |
| EWindSourceType | |
| EWorkingColorSpace::Type | |
| EWorldContentState | |
| EWorldPartitionActorFilterType | |
| EWorldPartitionCVarProjectDefaultOverride | |
| EWorldPartitionDataLayersLogicOperator | |
| EWorldPartitionInitState | |
| EWorldPartitionRuntimeCellState | Cell State |
| EWorldPartitionRuntimeCellVisualizeMode | |
| EWorldPartitionServerStreamingMode | |
| EWorldPartitionServerStreamingOutMode | |
| EWorldPartitionStreamingPerformance | |
| EWorldPositionIncludedOffsets | Specifies which shader generated offsets should included in the world position (displacement/WPO etc.) |
| EWorldType::Type | Specifies the goal/source of a UWorld object |
| EWriteDemoFrameFlags | |
| FDataDrivenCVarType | |
| FNavigationSystem::ECleanupMode | |
| FNavigationSystemRunMode | |
| FSubstrateViewMode | |
| GPUSkinBoneInfluenceType | |
| ImmediatePhysics_Shared::EActorType | |
| ImmediatePhysics_Shared::EForceType | |
| MarkerIndexSpecialValues::Type | |
| MIR::EDerivativeAxis | Specifies the axis for computing screen-space derivatives. |
| MIR::EDerivativeSource | Specify the source expression type of a derivative, useful for generating actionable user facing errors if derivatives are used where not allowed (vertex shader). |
| MIR::EExternalInput | Enumeration of all supported material external inputs. |
| MIR::EGraphProperties | A collection of graph properties used by a value. |
| MIR::EOperator | Operator enumeration. |
| MIR::EScalarKind | Primitive types of a single scalar. |
| MIR::EScreenTexture | Copyright Epic Games, Inc. All Rights Reserved. |
| MIR::EStage | Identifies the block of execution in which an instruction runs. |
| MIR::ETextureReadMode | What texture gather mode to use in a texture read instruction (none indicates a sample). |
| MIR::ETypeKind | Represents the top-level kind of a type. |
| MIR::EValueFlags | A collection of bit flags for a specific Value instance. |
| MIR::EValueKind | Enumeration of all different structs deriving from FValue. Used for dynamic casting. |
| MIR::EVectorComponent | Copyright Epic Games, Inc. All Rights Reserved. |
| MIR::FFunctionKind | Kind of user-specified function. |
| ModulationParamMode | |
| ODSCRecompileCommand | |
| ParticleReplayState | Particle system replay state |
| ParticleSystemLODMethod | ParticleSystemLODMethod |
| PhysCommand::Type | |
| ReverbPreset | DEPRECATED: Exists for backwards compatibility Indicates a reverb preset to use. |
| RuntimeVirtualTexture:: | Maximum number of texture layers we will have in a runtime virtual texture. |
| RuntimeVirtualTexture:: | Maximum number of texture layers we will have in a runtime virtual texture. |
| Scalability::EQualityLevelBehavior | |
| SkeletalMeshOptimizationImportance | Enum specifying the importance of properties when simplifying skeletal meshes. |
| SkeletalMeshOptimizationType | Enum specifying the reduction type to use when simplifying skeletal meshes with Simmplygon |
| SkeletalMeshTerminationCriterion | Enum specifying the reduction type to use when simplifying skeletal meshes with internal tool |
| TextureAddress | |
| TextureCompressionSettings | This needs to be mirrored in EditorFactories.cpp. |
| TextureCookPlatformTilingSettings | |
| TextureFilter | |
| TextureGroup | : if this is changed: update BaseEngine.ini [SystemSettings] you might have to update the update Game's DefaultEngine.ini [SystemSettings] order and actual name can never change (order is important!) |
| TextureMipGenSettings | |
| UE::Anim::ECurveElementFlags | Flags for each curve element. |
| UE::Anim::ECurveFilterFlags | Flags for each curve filter element. |
| UE::Anim::ECurveFilterMode | The various ways curves can be filtered. |
| UE::Anim::ENamedValueUnionFlags | Flags passed during union operations. |
| UE::Anim::RetargetHelpers::ERetargetSourceAssetStatus | |
| UE::EPrintObjectFlag | Flags for specifying optional behaviors. |
| UE::ReplaySubsystem::EStopReplayFlags | |
| UE::Shader::EComponentBound | |
| UE::Shader::EPreshaderOpcode | |
| UE::Shader::EValueComponentType | |
| UE::Shader::EValueStringFormat | |
| UE::Shader::EValueType | |
| UE::SVT::EResourceFlag | |
| UE::SVT::EStreamingRequestFlags | |
| UE::Tick::ESyncOperationResult | Enum describing the success/failure of a task sync operation |
| UE::Tick::ESyncPointActivationRules | Rules for when a sync point's task will be activated/dispatched during a frame. |
| UE::Tick::ESyncPointEventType | The type of event to execute at the sync point |
| UE::Tick::ESyncPointStatus | Enum describing the current status of a specific sync point in the current frame |
| UE::Tick::ESyncWorkRepetition | Used to specify how many times work should be executed as part of a sync point |
| UE::Transaction::DiffUtil::EGetDiffableObjectMode |
Constants
| Name | Type | Remarks | Include Path |
|---|---|---|---|
| AnimationCompressionUtils::LogScale | int32 | AnimationCompression.h | |
| Audio::WriterDefaultChunkSize | const int32 | This is the default chunk size, in bytes that FSoundWavePCMWriter writes to the disk at once. | Sound/SampleBufferIO.h |
| DefaultPartitionActorCreated | auto | ActorPartition/ActorPartitionSubsystem.h | |
| EMeshComponentUpdateFlag::AlwaysTickPose | const uint8 | Components/SkinnedMeshComponent.h | |
| EMeshComponentUpdateFlag::AlwaysTickPoseAndRefreshBones | const uint8 | Components/SkinnedMeshComponent.h | |
| EMeshComponentUpdateFlag::OnlyTickMontagesWhenNotRendered | const uint8 | Components/SkinnedMeshComponent.h | |
| EMeshComponentUpdateFlag::OnlyTickPoseWhenRendered | const uint8 | Components/SkinnedMeshComponent.h | |
| GPointFilteringThreshold | const float | PrecomputedVolumetricLightmap.h | |
| GSmallNegativeNumber | const VectorRegister | ( -0.0001f, -0.0001f, -0.0001f, -0.0001f ) | kDOP.h |
| GSmallNumber | const VectorRegister | ( 0.0001f, 0.0001f, 0.0001f, 0.0001f ) | kDOP.h |
| GZeroVectorRegister | const VectorRegister | kDOP.h | |
| MaxNumParameterCollectionsPerMaterial | const uint32 | Maximum number of parameter collections referenced by a material. | ParameterCollection.h |
| MicSilenceDetectionConfig::IsAnalog | const bool | Net/VoiceConfig.h | |
| MicSilenceDetectionConfig::LevelDetectionMode | const Audio::EPeakMode::Type | Net/VoiceConfig.h | |
| MicSilenceDetectionConfig::PacketBufferSlack | const int32 | Net/VoiceConfig.h | |
| MIR::ExternalInputWithDerivativesGroups | int32 | The number of external input derivative groups (value, ddx, ddy). | Materials/MaterialIR.h |
| MIR::ExternalInputWithDerivativesNum | int32 | Number of external inputs with derivatives. | Materials/MaterialIR.h |
| MIR::TexCoordMaxNum | int32 | Maximum number of supported texture coordinates. | Materials/MaterialIR.h |
| NAME_GradientBias | FName | Curves/CurveLinearColorAtlas.h | |
| NAME_GradientCount | FName | Curves/CurveLinearColorAtlas.h | |
| NAME_GradientScale | FName | Curves/CurveLinearColorAtlas.h | |
| NAME_GradientTexture | FName | Curves/CurveLinearColorAtlas.h | |
| NextBodyIdValue | int32 | Physics/Experimental/PhysInterface_Chaos.h | |
| NextConstraintIdValue | int32 | Physics/Experimental/PhysInterface_Chaos.h | |
| SkeletalDebugRendering::NumConeSides | const int32 | SkeletalDebugRendering.h | |
| SkeletalDebugRendering::NumSphereSides | const int32 | SkeletalDebugRendering.h | |
| SUBSURFACE_KERNEL_SIZE | const int32 | The kernels range from -3 to 3. | Engine/SubsurfaceProfile.h |
| SUBSURFACE_RADIUS_SCALE | const int32 | If you change this you need to recompile the SSS shaders. | Engine/SubsurfaceProfile.h |
| SubtitleDefaultDuration | float | Default value to initialize subtitle duration to. Used by SoundWaves to check if they should manually set the duration. | Subtitles/SubtitlesAndClosedCaptionsDelegates.h |
| SubtitleMinDuration | float | Minimum duration to display subtitle. | Subtitles/SubtitlesAndClosedCaptionsDelegates.h |
| UE::Anim::Compression::AnimationCompressionVersionString | const FString | This is a version string that mimics the old versioning scheme. | Animation/AnimCompress.h |
| UE::Anim::DefaultBlendOption | EAlphaBlendOption | AlphaBlend.h | |
| UE::Shader::NumValueComponentTypes | int32 | Shader/ShaderTypes.h | |
| UE::StreamableManager::Private::AsyncLoadHighPriority | TAsyncLoadPriority | Priority to try and load immediately. | Engine/StreamableManager.h |
| UE::StreamableManager::Private::DefaultAsyncLoadPriority | TAsyncLoadPriority | Default priority for all async loads. | Engine/StreamableManager.h |
| UE::StreamableManager::Private::DownloadDefaultPriority | FStreamableDownloadPriority | Engine/StreamableManager.h | |
| UE::StreamableManager::Private::DownloadHighPriority | FStreamableDownloadPriority | Engine/StreamableManager.h | |
| UE::StreamableManager::Private::DownloadLowPriority | FStreamableDownloadPriority | Engine/StreamableManager.h | |
| UE::StreamableManager::Private::DownloadVeryHighPriority | FStreamableDownloadPriority | Engine/StreamableManager.h | |
| UE::StreamableManager::Private::DownloadVeryLowPriority | FStreamableDownloadPriority | Engine/StreamableManager.h | |
| UE::UnifiedError::StreamableManager::AsyncLoadCancelled::DeclaredErrorCode | int32 | Engine/Experimental/StreamableManagerError.h | |
| UE::UnifiedError::StreamableManager::AsyncLoadFailed::DeclaredErrorCode | int32 | Engine/Experimental/StreamableManagerError.h | |
| UE::UnifiedError::StreamableManager::AsyncLoadNotInstalled::DeclaredErrorCode | int32 | Engine/Experimental/StreamableManagerError.h | |
| UE::UnifiedError::StreamableManager::AsyncLoadUnknownError::DeclaredErrorCode | int32 | Engine/Experimental/StreamableManagerError.h | |
| UE::UnifiedError::StreamableManager::DownloadError::DeclaredErrorCode | int32 | Engine/Experimental/StreamableManagerError.h | |
| UE::UnifiedError::StreamableManager::IoStoreNotFound::DeclaredErrorCode | int32 | Engine/Experimental/StreamableManagerError.h | |
| UE::UnifiedError::StreamableManager::PackageLoadCanceled::DeclaredErrorCode | int32 | Engine/Experimental/StreamableManagerError.h | |
| UE::UnifiedError::StreamableManager::PackageLoadFailed::DeclaredErrorCode | int32 | Engine/Experimental/StreamableManagerError.h | |
| UE::UnifiedError::StreamableManager::PackageNameInvalid::DeclaredErrorCode | int32 | Engine/Experimental/StreamableManagerError.h | |
| UE::UnifiedError::StreamableManager::SyncLoadIncomplete::DeclaredErrorCode | int32 | Engine/Experimental/StreamableManagerError.h | |
| UE::UnifiedError::StreamableManager::UnknownError::DeclaredErrorCode | int32 | Engine/Experimental/StreamableManagerError.h | |
| VectorNegativeOne | const VectorRegister | kDOP.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| AACF_DefaultCurve | EAnimAssetCurveFlags | Animation/AnimCurveTypes.h | ||
| AcceptableNumBlendMAInputs | int8 | Materials/MaterialExpressionMaterialAttributeLayers.h | ||
| AcceptableNumLayerBlendMAOutputs | int8 | Materials/MaterialExpressionMaterialAttributeLayers.h | ||
| AcceptableNumLayerMAInputs | int8 | These defines are for tracking the required number of inputs / outputs for blends rather than the values being hard coded throughout the layer functions and expressions code | Materials/MaterialExpressionMaterialAttributeLayers.h | |
| always_false_v | bool | Engine/StreamableManager.h | ||
| AngularDamping | const float | Damping for angular momentum (1 = critically damped) | Animation/AnimPhysicsSolver.h | |
| AttachParentName | FName | Animation/AnimNode_Inertialization.h | ||
| BandSizeInVoxels | int32 | Trade off between SDF memory and number of steps required to find intersection. | DistanceFieldAtlas.h | |
| BatchSize | uint32 | Rendering/MorphTargetVertexCodec.h | ||
| BatchSizeBits | uint32 | Rendering/MorphTargetVertexCodec.h | ||
| bEnableMLLevelSet | bool | PhysicsEngine/MLLevelSetElem.h | ||
| bIsGamepadOverride | bool | If set to true, treat this input event as if it were from a gamepad, whether the FKey is a gamepad key or not. | GameFramework/PlayerInput.h | |
| BoneStates | PRAGMA_DISABLE_DEPRECATION_WARNINGSTArray< EInertializationBoneState > | Animation/AnimNode_Inertialization.h | ||
| BoneTransforms | TArray< FTransform > | Animation/AnimNode_Inertialization.h | ||
| BottomMaterialBlendInputName | const TCHAR * | Materials/MaterialFunctionMaterialLayerBlend.h | ||
| BrickSize | int32 | Half voxel border around brick for trilinear filtering. | DistanceFieldAtlas.h | |
| bValid | bool | This is array of curves that run when collecting curves natively Whether this value is set or not | Animation/AnimCurveTypes.h | |
| Clamp_WorldGroupSettings | FSharedSamplerState * | Sampler state using Clamp addressing and taking filter mode from the world texture group. | SceneManagement.h | |
| CompressedRotationNum | const int32 | Number of swapped chunks per element. | AnimEncoding.h | |
| CompressedRotationStrides | const int32 | Each CompresedRotationData track's ByteStream will be byte swapped in chunks of this size. | AnimEncoding.h | |
| CompressedScaleNum | const int32 | Number of swapped chunks per element. | AnimEncoding.h | |
| CompressedScaleStrides | const int32 | Each CompresedScaleData track's ByteStream will be byte swapped in chunks of this size. | AnimEncoding.h | |
| CompressedTranslationNum | const int32 | Number of swapped chunks per element. | AnimEncoding.h | |
| CompressedTranslationStrides | const int32 | Each CompresedTranslationData track's ByteStream will be byte swapped in chunks of this size. | AnimEncoding.h | |
| ContentBundleFolder | FStringView | WorldPartition/ContentBundle/ContentBundlePaths.h | ||
| Curves | FInertializationCurve | Animation/AnimNode_Inertialization.h | ||
| CVarFoliageMinimumScreenSize | TAutoConsoleVariable< float > | Engine/InstancedStaticMesh.h | ||
| CVarFramesForFullUpdate | TAutoConsoleVariable< int32 > | Engine/TextureStreamingTypes.h | ||
| CVarHLODDistanceOverride | TAutoConsoleVariable< FString > | Engine/LODActor.h | ||
| CVarMinLOD | TAutoConsoleVariable< int32 > | Engine/InstancedStaticMesh.h | ||
| CVarNetAllowEncryption | TAutoConsoleVariable< int32 > | Engine/NetDriver.h | ||
| CVarNetEnableCongestionControl | TAutoConsoleVariable< int32 > | Engine/NetConnection.h | ||
| CVarRandomLODRange | TAutoConsoleVariable< float > | Engine/InstancedStaticMesh.h | ||
| CVarSkinWeightProfilesAllowedFromLOD | FAutoConsoleVariableRef | Animation/SkinWeightProfile.h | ||
| CVarSkinWeightProfilesDefaultLODOverride | FAutoConsoleVariableRef | Animation/SkinWeightProfile.h | ||
| CVarSkinWeightsLoadByDefaultMode | FAutoConsoleVariableRef | Animation/SkinWeightProfile.h | ||
| CVarStreamingUseNewMetrics | TAutoConsoleVariable< int32 > | Engine/TextureStreamingTypes.h | ||
| CVarUseNewSubtitles | FAutoConsoleVariableRef | Sound/DialogueWave.h | ||
| DeclaredFormatString | ENGINE_API const FText | Engine/Experimental/StreamableManagerError.h | ||
| DeclaredFormatString | ENGINE_API const FText | Engine/Experimental/StreamableManagerError.h | ||
| DeclaredFormatString | ENGINE_API const FText | Engine/Experimental/StreamableManagerError.h | ||
| DeclaredFormatString | ENGINE_API const FText | Engine/Experimental/StreamableManagerError.h | ||
| DeclaredFormatString | ENGINE_API const FText | Engine/Experimental/StreamableManagerError.h | ||
| DeclaredFormatString | ENGINE_API const FText | Engine/Experimental/StreamableManagerError.h | ||
| DeclaredFormatString | ENGINE_API const FText | Engine/Experimental/StreamableManagerError.h | ||
| DeclaredFormatString | ENGINE_API const FText | Engine/Experimental/StreamableManagerError.h | ||
| DeclaredFormatString | ENGINE_API const FText | Engine/Experimental/StreamableManagerError.h | ||
| DeclaredFormatString | ENGINE_API const FText | Engine/Experimental/StreamableManagerError.h | ||
| DeclaredFormatString | ENGINE_API const FText | Engine/Experimental/StreamableManagerError.h | ||
| DefaultCollisionChannel | ECollisionChannel | WorldCollision.h | ||
| DefaultQualityLevel | const int32 | Scalability.h | ||
| DefaultSpringConstantAngular | const float | Animation/AnimPhysicsSolver.h | ||
| DefaultSpringConstantLinear | const float | Animation/AnimPhysicsSolver.h | ||
| Delta | FVector | The Delta that the given key/axis has been changed by | GameFramework/PlayerInput.h | |
| DeltaTime | float | The time between the previous frame and the current one | GameFramework/PlayerInput.h | |
| DeltaTime | float | Animation/AnimNode_Inertialization.h | ||
| DistanceFieldFormat | EPixelFormat | DistanceFieldAtlas.h | ||
| Event | enum EInputEvent | The event that has caused a Button key to be considered | GameFramework/PlayerInput.h | |
| ExponentialHeightFogStateStreamId | uint32 | StateStream/ExponentialHeightFogStateStream.h | ||
| FOnDemoFailedToStartDelegate | PRAGMA_DISABLE_DEPRECATION_WARNINGS typedef TMulticastDelegate_TwoParams< void, UDemoNetDriver *, EDemoPlayFailure::Type > | Engine/DemoNetDriver.h | ||
| FOnReplayStartFailureDelegate | PRAGMA_DISABLE_DEPRECATION_WARNINGS typedef TMulticastDelegate_TwoParams< void, UWorld *, EDemoPlayFailure::Type > | Net/UnrealNetwork.h | ||
| GAllowLightmapPadding | bool | Whether to allow padding around mappings. | LightMap.h | |
| GAsyncCompressedAnimationsTracker | FAsyncCompressedAnimationsManagement * | Animation/AnimCompressionDerivedDataPublic.h | ||
| GAsyncLoadingTimeLimit | float | Maximum amount of time to spend doing asynchronous loading (ms per frame). | Engine/CoreSettings.h | |
| GAsyncLoadingUseFullTimeLimit | int32 | Whether to use the entire time limit even if blocked on I/O. | Engine/CoreSettings.h | |
| GbEnablePSCWorldManager | int32 | Particles/ParticleSystemManager.h | ||
| GBlockOnSlowStreamingRatio | float | WorldPartition/WorldPartitionRuntimeHash.h | ||
| GBlockOnSlowStreamingWarningFactor | float | WorldPartition/WorldPartitionRuntimeHash.h | ||
| GCardRepresentationAsyncQueue | FCardRepresentationAsyncQueue * | Global build queue. | MeshCardBuild.h | |
| GComponentsWithLegacyLightmaps | FUObjectAnnotationSparse< FMeshMapBuildLegacyData, true > | Engine/MapBuildDataRegistry.h | ||
| GDefaultLightmapResourceClusterUniformBuffer | TGlobalResource< FDefaultLightmapResourceClusterUniformBuffer > | Global uniform buffer containing the default precomputed lighting data. | SceneManagement.h | |
| GDefaultMaterialParameterCollectionInstances | TMultiMap< FGuid, FMaterialParameterCollectionInstanceResource * > | Default instance resources used when rendering a material using a parameter collection but there's no FScene present to get a FMaterialParameterCollectionInstanceResource. | ParameterCollection.h | |
| GDefaultMobileReflectionCaptureUniformBuffer | TGlobalResource< FDefaultMobileReflectionCaptureUniformBuffer > | Global uniform buffer containing the default reflection data used in mobile renderer. | SceneManagement.h | |
| GDefaultWorkingColorSpaceUniformBuffer | TGlobalResource< FDefaultWorkingColorSpaceUniformBuffer > | SceneManagement.h | ||
| GDisallowNetworkTravel | bool | Copyright Epic Games, Inc. | EngineGlobals.h | |
| GDistanceFieldAsyncQueue | FDistanceFieldAsyncQueue * | Global build queue. | DistanceFieldAtlas.h | |
| GDistributionType | uint32 | Distributions/Distribution.h | ||
| GDoAsyncLoadingWhileWaitingForVSync | int32 | UnrealEngine.h | ||
| GDynamicPrimaryResolutionFraction | DynamicRenderScaling::FBudget | Dynamic resolution of the primary ScreenPercentage. | DynamicResolutionState.h | |
| GEnableAssetUpdateAbandons | bool | RenderAssetUpdate.h | ||
| GEnableDeferredPhysicsCreation | int32 | Components/ActorComponent.h | ||
| GEnableGPUSkinCache | int32 | Is it actually enabled? | GPUSkinCache.h | |
| GEnableKinematicDeferralStartPhysicsCondition | int32 | Physics/Experimental/PhysScene_Chaos.h | ||
| GeneratedFolder | FStringView | WorldPartition/ContentBundle/ContentBundlePaths.h | ||
| GEngine | UEngine * | Global engine pointer. Can be 0 so don't use without checking. | Engine/Engine.h | |
| GHeightFieldTextureAtlas | TGlobalResource< FLandscapeTextureAtlas > | DistanceFieldAtlas.h | ||
| GHFVisibilityTextureAtlas | TGlobalResource< FLandscapeTextureAtlas > | DistanceFieldAtlas.h | ||
| GIdentityPrimitiveBuffer | TGlobalResource< FSinglePrimitiveStructured > | Default Primitive data buffer. | PrimitiveSceneShaderData.h | |
| GIdentityPrimitiveUniformBuffer | TGlobalResource< FIdentityPrimitiveUniformBuffer > | Global primitive uniform buffer resource containing identity transformations. | PrimitiveUniformShaderParameters.h | |
| GIsActorSelectedInEditor | TFunction< bool(const AActor *)> | Callback for editor actor selection. | GameFramework/Actor.h | |
| GIsComponentSelectedInEditor | TFunction< bool(const UActorComponent *)> | Callback for editor component selection. | Components/ActorComponent.h | |
| GLevelStreamingActorsUpdateTimeLimit | float | Maximum allowed time to spend for actor registration steps during level streaming (ms per frame). | Engine/CoreSettings.h | |
| GLevelStreamingAddPrimitiveGranularity | int32 | Batching granularity used to add primitives to scene in parallel when registering actor components during level streaming. | Engine/CoreSettings.h | |
| GLevelStreamingAllowLevelRequestsWhileAsyncLoadingInMatch | int32 | Enables level streaming requests while async loading (of anything) while the match is already in progress and no loading screen is up. | Engine/CoreSettings.h | |
| GLevelStreamingComponentsRegistrationGranularity | int32 | Batching granularity used to register actor components during level streaming. | Engine/CoreSettings.h | |
| GLevelStreamingComponentsUnregistrationGranularity | int32 | Batching granularity used to unregister actor components during level streaming. | Engine/CoreSettings.h | |
| GLevelStreamingContinuouslyIncrementalGCWhileLevelsPendingPurge | int32 | Whether to kick off incremental GC when there are over the specified amount of levels still waiting to be purged. | Engine/CoreSettings.h | |
| GLevelStreamingForceGCAfterLevelStreamedOut | int32 | Whether to force a GC after levels are streamed out to instantly reclaim the memory at the expensive of a hitch. | Engine/CoreSettings.h | |
| GLevelStreamingForceRouteActorInitializeNextFrame | int32 | Whether to force routing actor initialize phase in its own frame. | Engine/CoreSettings.h | |
| GLevelStreamingForceVerifyLevelsGotRemovedByGC | int32 | Whether to force a verification of objects residing in a GC'ed level package (ignored in shipping builds). | Engine/CoreSettings.h | |
| GLevelStreamingLowMemoryPendingPurgeCount | int32 | In a low memory situation, will kick off a 'soft' GC if the number of streaming levels pending purge meets or exceeds this count. | Engine/CoreSettings.h | |
| GLevelStreamingMaxLevelRequestsAtOnceWhileInMatch | int32 | When we're already loading this many levels and actively in match, don't allow any more requests until one of those completes. | Engine/CoreSettings.h | |
| GLevelStreamingRouteActorEndPlayForRemoveFromWorldGranularity | int32 | Batching granularity used to call EndPlay on actors when removing streaming level. | Engine/CoreSettings.h | |
| GLevelStreamingRouteActorInitializationGranularity | int32 | Batching granularity used to initialize actors during level streaming. | Engine/CoreSettings.h | |
| GLevelStreamingUnregisterComponentsTimeLimit | float | Maximum allowed time to spend for actor unregistration steps during level streaming (ms per frame). | Engine/CoreSettings.h | |
| GLevelsWithLegacyBuildData | FUObjectAnnotationSparse< FLevelLegacyMapBuildData, true > | Engine/MapBuildDataRegistry.h | ||
| GLightComponentsWithLegacyBuildData | FUObjectAnnotationSparse< FLightComponentLegacyMapBuildData, true > | Engine/MapBuildDataRegistry.h | ||
| GLightingBuildQuality | ELightingBuildQuality | The quality level of the current lighting build | LightMap.h | |
| GLightmassDebugOptions | FLightmassDebugOptions | Debug options for Lightmass | LightMap.h | |
| GMaxPlanarReflectionViews | const int32 | Currently we support at most 2 views for each planar reflection, one view per stereo pass Must match FPlanarReflectionUniformParameters. | PlanarReflectionSceneProxy.h | |
| GModifyRPCDoSAnalytics | FModifyRPCDoSAnalytics | Globally accessible multicast delegate, for modifying/adding-to the RPC DoS analytics event | Analytics/RPCDoSDetectionAnalytics.h | |
| GModifyRPCDoSEscalationAnalytics | FModifyRPCDoSAnalytics | Globally accessible multicast delegate, for modifying/adding-to the RPC DoS escalation analytics event | Analytics/RPCDoSDetectionAnalytics.h | |
| GNetOutBytes | uint32 | Engine/NetDriver.h | ||
| GNetworkProfiler | FNetworkProfiler | Global network profiler instance. | Net/NetworkProfiler.h | |
| GNeuralProfileManager | TUniquePtr< NeuralProfile::INeuralProfileManager > | Engine/NeuralProfile.h | ||
| GNullDynamicParameterVertexBuffer | TGlobalResource< FNullDynamicParameterVertexBuffer > | The global null color vertex buffer, which is set with a stride of 0 on meshes without a color component. | ParticleHelper.h | |
| GNumClientConnections | int32 | Engine/NetDriver.h | ||
| GNumClientUpdateLevelVisibility | int32 | Engine/NetDriver.h | ||
| GNumReplicateActorCalls | int32 | Engine/NetDriver.h | ||
| GNumSaturatedConnections | int32 | Engine/NetDriver.h | ||
| GNumSharedSerializationHit | int32 | Engine/NetDriver.h | ||
| GNumSharedSerializationMiss | int32 | Engine/NetDriver.h | ||
| GODSCManager | FODSCManager * | The global shader ODSC manager. | ODSC/ODSCManager.h | |
| GParticleEightTexCoordVertexBuffer | TGlobalResource< FParticleEightTexCoordVertexBuffer > | Global particle texture coordinate vertex buffer. | ParticleResources.h | |
| GParticleIndexBuffer | TGlobalResource< FParticleIndexBuffer > | Global particle index buffer. | ParticleResources.h | |
| GParticleScratchVertexBuffer | TGlobalResource< FParticleScratchVertexBuffer > | The global scratch vertex buffer. | ParticleResources.h | |
| GParticleScratchVertexBufferSize | const int32 | The size of the scratch vertex buffer. | ParticleResources.h | |
| GParticleTexCoordVertexBuffer | TGlobalResource< FParticleTexCoordVertexBuffer > | Global particle texture coordinate vertex buffer. | ParticleResources.h | |
| GPerformFrameStripping | int32 | Animation/AnimSequence.h | ||
| GPhysCommandHandler | FPhysCommandHandler * | Physics stats Pointer to PhysX Command Handler | PhysicsPublic.h | |
| GPrimIDDynamicFlag | int32 | Flag used to mark a primtive ID as dynamic, and thus needing translation (by adding the offset from the dynamic primitive collector). | MeshBatch.h | |
| GPriorityAsyncLoadingExtraTime | float | Additional time to spend asynchronous loading during a high priority load. | Engine/CoreSettings.h | |
| GPriorityLevelStreamingActorsUpdateExtraTime | float | Additional time to spend on actor registration steps during a high priority load. | Engine/CoreSettings.h | |
| GReceiveRPCTimingEnabled | bool | Engine/NetDriver.h | ||
| GReflectionCapturesWithLegacyBuildData | FUObjectAnnotationSparse< FReflectionCaptureMapBuildLegacyData, true > | Engine/MapBuildDataRegistry.h | ||
| GReplicateActorTimeSeconds | double | Engine/NetDriver.h | ||
| GReplicateActorTimingEnabled | bool | Engine/NetDriver.h | ||
| GReplicationGatherPrioritizeTimeSeconds | double | Engine/NetDriver.h | ||
| GRuntimeSpatialHashPlacePartitionActorsUsingLocation | bool | WorldPartition/RuntimeSpatialHash/RuntimeSpatialHashGridHelper.h | ||
| GRuntimeSpatialHashPlaceSmallActorsUsingLocation | bool | WorldPartition/RuntimeSpatialHash/RuntimeSpatialHashGridHelper.h | ||
| GRuntimeSpatialHashSnapNonAlignedGridLevelsToLowerLevels | bool | WorldPartition/RuntimeSpatialHash/RuntimeSpatialHashGridHelper.h | ||
| GRuntimeSpatialHashUseAlignedGridLevels | bool | WorldPartition/RuntimeSpatialHash/RuntimeSpatialHashGridHelper.h | ||
| GScreenVertexDeclaration | TGlobalResource< FScreenVertexDeclaration > | Vertex declaration for screen-space rendering. | ScreenRendering.h | |
| GServerReplicateActorTimeSeconds | double | Engine/NetDriver.h | ||
| GShaderCompilerStats | FShaderCompilerStats * | The global shader compiling stats | ShaderCompiler.h | |
| GShaderCompilingManager | FShaderCompilingManager * | The global shader compiling thread manager. | ShaderCompiler.h | |
| GShowMaterialDrawEvents | int32 | UnrealEngine.h | ||
| GSimpleElementVertexDeclaration | TGlobalResource< FSimpleElementVertexDeclaration > | The simple element vertex declaration. | BatchedElements.h | |
| GSixTriangleParticleIndexBuffer | TGlobalResource< FSixTriangleParticleIndexBuffer > | Global particle index buffer. | ParticleResources.h | |
| GSkinCacheRecomputeTangents | int32 | GPUSkinCache.h | ||
| GSkinWeightProfilesAllowedFromLOD | int32 | Animation/SkinWeightProfile.h | ||
| GSkinWeightProfilesDefaultLODOverride | int32 | Animation/SkinWeightProfile.h | ||
| GSkinWeightProfilesLoadByDefaultMode | int32 | Animation/SkinWeightProfile.h | ||
| GSlowStreamingRatio | float | WorldPartition/WorldPartitionRuntimeHash.h | ||
| GSlowStreamingWarningFactor | float | WorldPartition/WorldPartitionRuntimeHash.h | ||
| GStatProcessingViewportClient | FCommonViewportClient * | Tracks the viewport client that should process the stat command, can be NULL | UnrealClient.h | |
| GSubsurfaceProfileTextureObject | TGlobalResource< FSubsurfaceProfileTexture > | Lives on the render thread | Engine/SubsurfaceProfile.h | |
| GSupportsTexture2DArrayStreaming | bool | Engine/Texture2DArray.h | ||
| GSupportsVolumeTextureStreaming | bool | Engine/VolumeTexture.h | ||
| GSystemResolution | FSystemResolution | System resolution instance | UnrealEngine.h | |
| GSystemSettings | FSystemSettings | Global system settings accessor |
Global accessor | SystemSettings.h | |
| GTexelSelectionColor | FColor | LightMap.h | ||
| GTextureRenderTarget2DMaxSizeX | int32 | Engine/TextureRenderTarget2D.h | ||
| GTextureRenderTarget2DMaxSizeY | int32 | Engine/TextureRenderTarget2D.h | ||
| GTextureSourceFormats | FTextureSourceFormatInfo | Engine/TextureDefines.h | ||
| GUID | const FGuid | The GUID for this custom version number. | VisualLogger/VisualLoggerCustomVersion.h | |
| GUnbuiltHLODCount | int32 | UnrealEngine.h | ||
| GUseBackgroundLevelStreaming | int32 | Whether to allow background level streaming. | Engine/CoreSettings.h | |
| GUseBilinearLightmaps | bool | Whether to use bilinear filtering on lightmaps | LightMap.h | |
| GUseUnifiedTimeBudgetForStreaming | int32 | Whether to use unified TimeBudget to manage ProcessAsyncLoading and UpdateLevelStreaming | Engine/CoreSettings.h | |
| GVertexColorViewMode | EVertexColorViewMode::Type | Deprecated vertex color global state interface. | MeshPaintVisualize.h | |
| GVertexViewModeOverrideOwnerName | FString | MeshPaintVisualize.h | ||
| GVertexViewModeOverrideTexture | TWeakObjectPtr< UTexture > | MeshPaintVisualize.h | ||
| GVertexViewModeOverrideUVChannel | float | MeshPaintVisualize.h | ||
| GVolumetricLightmapBrickAtlas | TGlobalResource< FVolumetricLightmapBrickAtlas > | PrecomputedVolumetricLightmap.h | ||
| GWorld | UWorldProxy | Global UWorld pointer. | Engine/World.h | |
| InputDevice | FInputDeviceId | The input device that has triggered this input | GameFramework/PlayerInput.h | |
| InstancedStaticMeshMaxTexCoord | const int32 | This must match the maximum a user could specify in the material (see FHLSLMaterialTranslator::TextureCoordinate), otherwise the material will attempt to look up a texture coordinate we didn't provide an element for. | Engine/InstancedStaticMesh.h | |
| InvalidAudioStreamCacheLookupID | uint64 | Sound/SoundWave.h | ||
| InvalidBrickIndex | uint32 | DistanceFieldAtlas.h | ||
| InvalidLocation | FVector | AI/Navigation/NavigationTypes.h | ||
| InvalidRegisteredStreamableTexture | uint16 | Invalid streamable texture registration index. | Engine/TextureStreamingTypes.h | |
| JointBiasFactor | const float | Added bias for angular joints. | Animation/AnimPhysicsSolver.h | |
| Key | FKey | The key that has been pressed | GameFramework/PlayerInput.h | |
| LastOutput | float | AnimInterpFilter.h | ||
| LinearDamping | const float | Damping for linear momentum (1 = critically damped) | Animation/AnimPhysicsSolver.h | |
| LinearVelocity | FVector | Linear velocity relative to the sampled in-motion object. | Animation/MotionTrajectoryTypes.h |
|
| LoadedAudioChunkIndex | int32 | Loaded audio chunk index. | AudioStreaming.h | |
| LQ_LIGHTMAP_COEF_INDEX | int32 | The index at which simple coefficients are stored in any array containing all NUM_STORED_LIGHTMAP_COEF coefficients. | SceneManagement.h | |
| MAX_BUNCH_SIZE | const int32 | Net/DataBunch.h | ||
| MAX_MOBILE_SHADOWCASCADES | int | SceneView.h | ||
| MAX_NUM_LIGHTMAP_COEF | int32 | The maximum value between NUM_LQ_LIGHTMAP_COEF and NUM_HQ_LIGHTMAP_COEF. | LightmapUniformShaderParameters.h | |
| MAX_STRING_SERIALIZE_SIZE | const int | Constant for all buffers that are reading from the network. | Engine/Channel.h | |
| MaxIndirectionDimension | uint32 | Must match LoadDFAssetData. | DistanceFieldAtlas.h | |
| MaxNumFunctionParameters | uint32 | Maximum number of parameters a user function can have. | Materials/MaterialIR.h | |
| MaxResolutionScale | float | Maximum single axis scale for render resolution | Scalability.h | |
| MaxUID | UID_Type | Max UID used for overflow checking. | Animation/AnimTypes.h | |
| MeshDistanceFieldObjectBorder | int32 | One voxel border around object for handling gradient. | DistanceFieldAtlas.h | |
| MIN_NETWORK_DEMO_VERSION | uint32 | ReplayTypes.h | ||
| MinResolutionScale | float | Minimum single axis scale for render resolution | Scalability.h | |
| MONO_PCM_BUFFER_SAMPLES | int32 | 100ms of 48KHz data 108ms of 44.1KHz data 218ms of 22KHz data | AudioDecompress.h | |
| MONO_PCM_BUFFER_SIZE | uint32 | AudioDecompress.h | ||
| MONO_PCM_SAMPLE_SIZE | uint32 | AudioDecompress.h | ||
| NAME_AnimBlueprintLog | const FName | Animation/AnimInstanceProxy.h | ||
| NAME_AnimGraph | const FName | Animation/AnimInstanceProxy.h | ||
| NAME_DeviceType | const FName | HardwareInfo.h | ||
| NAME_Evaluate | const FName | Animation/AnimInstanceProxy.h | ||
| NAME_RHI | const FName | Hardware entry lookups | HardwareInfo.h | |
| NAME_SceneViewport | const FName | Slate/SceneViewport.h | ||
| NAME_SMInstance | const FName | Elements/SMInstance/SMInstanceElementId.h | ||
| NAME_TextureFormat | const FName | HardwareInfo.h | ||
| NAME_Update | const FName | Animation/AnimInstanceProxy.h | ||
| NETWORK_DEMO_MAGIC | uint32 | ReplayTypes.h | ||
| NETWORK_DEMO_METADATA_MAGIC | uint32 | ReplayTypes.h | ||
| NETWORK_DEMO_METADATA_VERSION | uint32 | ReplayTypes.h | ||
| NETWORK_DEMO_VERSION | PRAGMA_DISABLE_DEPRECATION_WARNINGS constexpr uint32 | ReplayTypes.h | ||
| NUM_HQ_LIGHTMAP_COEF | int32 | The number of directional coefficients which the lightmap stores for each light sample. | SceneManagement.h | |
| NUM_LQ_LIGHTMAP_COEF | int32 | The number of simple coefficients which the lightmap stores for each light sample. | SceneManagement.h | |
| NUM_STORED_LIGHTMAP_COEF | int32 | The number of coefficients that are stored for each light sample. | SceneManagement.h | |
| NumBatchHeaderDwords | uint32 | Rendering/MorphTargetVertexCodec.h | ||
| NumBitsForJitterClockTimeInHeader | int32 | Number of bits to use in the packet header for sending the milliseconds on the clock when the packet is sent | Engine/NetConnection.h | |
| NumMaterialEditorOnlyParameterTypes | int32 | Materials/MaterialParameters.h | ||
| NumMaterialParameterTypes | int32 | Materials/MaterialParameters.h | ||
| NumMaterialRuntimeParameterTypes | int32 | Materials/MaterialParameters.h | ||
| NumMaterialTextureParameterTypes | uint32 | MaterialShared.h | ||
| NumMips | int32 | DistanceFieldAtlas.h | ||
| NumSamples | int32 | The number of samples to be taken into account with the FKeyState::SampleCountAccumulator | GameFramework/PlayerInput.h | |
| NumValueTypes | int32 | Shader/ShaderTypes.h | ||
| OnRegisterEngineElementsDelegate | FSimpleMulticastDelegate | Elements/Framework/EngineElements.h | ||
| OnScalabilitySettingsChanged | FOnScalabilitySettingsChanged | Scalability.h | ||
| PackedRelativeBox_Identity | uint32 | The PackedRelativeBox value that return the bound unaltered. | Engine/TextureStreamingTypes.h | |
| ParticleSystemStateStreamId | uint32 | StateStream/ParticleSystemStateStream.h | ||
| PDM_DefaultValue | const int32 | ParticleHelper.h | ||
| PerTrackNumComponentTable | const uint8 | Number of swapped chunks per element, split out per component (high 3 bits) and flags (low 3 bits) | AnimEncoding.h | |
| Playing | const FName | Engine/GameInstance.h | ||
| RK4_SPRING_INTERPOLATOR_MAX_ITER | int32 | Engine/SpringInterpolator.h | ||
| RK4_SPRING_INTERPOLATOR_UPDATE_RATE | float | Engine/SpringInterpolator.h | ||
| RotationAngle | float | Animation/AnimNode_Inertialization.h | ||
| RotationAxis | FVector | Animation/AnimNode_Inertialization.h | ||
| RotationSpeed | float | Animation/AnimNode_Inertialization.h | ||
| ScaleAxis | FVector | Animation/AnimNode_Inertialization.h | ||
| ScaleMagnitude | float | Animation/AnimNode_Inertialization.h | ||
| ScaleSpeed | float | Animation/AnimNode_Inertialization.h | ||
| SimpleSuspensionRaycastGroundPlane | const FSimpleSuspensionRaycast | Physics/SimpleSuspension.h | ||
| SkinnedMeshStateStreamId | uint32 | StateStream/SkinnedMeshStateStream.h | ||
| SkyAtmosphereStateStreamId | uint32 | StateStream/SkyAtmosphereStateStream.h | ||
| SpeechKeyword | FName | Defines a mapping between an action and speech recognition |
Key to bind it to. | GameFramework/PlayerInput.h |
- EditAnywhere
- Category="Input"
| STATCAT_Advanced | Components/InstancedStaticMeshComponent.h | |||
| STATCAT_Advanced | Particles/ParticleEmitter.h | |||
| STATCAT_Advanced | Audio thread API (the naming is outdated as the thread was replaced by piped tasks) | AudioThread.h | ||
| STATCAT_Advanced | BlueprintUtilities.h | |||
| STATCAT_Advanced | GameFramework/PlayerController.h | |||
| STATCAT_Advanced | ComponentUtils.h | |||
| STATCAT_Advanced | Rendering/NaniteResources.h | |||
| STATCAT_Advanced | ParticleHelper.h | |||
| STATCAT_Advanced | TickTaskManagerInterface.h | |||
| STATCAT_Advanced | VideoRecordingSystem.h | |||
| STATCAT_Advanced | Physics/ImmediatePhysics/ImmediatePhysicsStats.h | |||
| STATCAT_Advanced | GPUSkinCache.h | |||
| STATCAT_Advanced | WorldPartition/WorldPartitionLog.h | |||
| STATCAT_HeterogeneousVolumes | HeterogeneousVolumeInterface.h | |||
| StaticMeshStateStreamId | uint32 | StateStream/StaticMeshStateStream.h | ||
| StreamingWaveData | FStreamingWaveData * | Actual storage of the loaded audio chunk, will be filled on audio thread. | AudioStreaming.h | |
| TopMaterialBlendInputName | const TCHAR * | Legacy nodes rely on these hard coded names, this is mainly for fixup code. | Materials/MaterialFunctionMaterialLayerBlend.h | |
| Transform | FTransform | Position relative to the sampled in-motion object. | Animation/MotionTrajectoryTypes.h |
|
| TranslationMagnitude | float | Animation/AnimNode_Inertialization.h | ||
| TranslationSpeed | float | Animation/AnimNode_Inertialization.h | ||
| UniqueDataBrickSize | int32 | DistanceFieldAtlas.h | ||
| Wrap_WorldGroupSettings | FSharedSamplerState * | Sampler state using Wrap addressing and taking filter mode from the world texture group. | SceneManagement.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
~FInputActionSpeechMapping() |
GameFramework/PlayerInput.h | ||
void AccumulatePSOMetrics
(
float CompilationDuration |
Accumulate PSO metric is called for each individual PSO compilation. | PSOMetrics.h | |
TArray< AActor * > ActorElementDataUtil::GetActorsFromHandles
(
TArrayView< const ElementHandleType > InHandles, |
Attempt to get the actors from the given element handles. | Elements/Actor/ActorElementData.h | |
TArray< AActor * > ActorElementDataUtil::GetActorsFromHandlesChecked
(
TArrayView< const ElementHandleType > InHandles |
Attempt to get the actors from the given element handles, asserting if any element handle doesn't contain FActorElementData. | Elements/Actor/ActorElementData.h | |
TArray< FActorReference > ActorsReferencesUtils::GetActorReferences
(
const FGetActorReferencesParams& InParams |
Gather references to actors from the root object. | ActorReferencesUtils.h | |
TArray< AActor * > ActorsReferencesUtils::GetActorReferences
(
UObject* Root, |
Gather direct references to actors from the root object. | ActorReferencesUtils.h | |
| Gather direct references to external actors from the root object. | ActorReferencesUtils.h | ||
void AddMaterialInterfacePSOPrecacheParamsToList
(
const FMaterialInterfacePSOPrecacheParams& EntryToAdd, |
PSOPrecache.h | ||
void AdjustParticleBaseSizeForUVFlipping
(
FVector& OutSize, |
Flips the sign of a particle's base size based on it's UV flip mode. | Particles/ParticleModuleRequired.h | |
bool AllowDebugViewShaderMode
(
EDebugViewShaderMode ShaderMode, |
Returns true if a specific debug view can be displayed at runtime. | DebugViewModeHelpers.h | |
bool AllowDitheredLODTransition
(
ERHIFeatureLevel::Type FeatureLevel |
MaterialShared.h | ||
bool AllowDitheredLODTransition
(
EShaderPlatform ShaderPlatform |
Whether to allow dithered LOD transitions for a specific shader platform. | MaterialShared.h | |
bool AllowHighQualityLightmaps
(
const FStaticFeatureLevel FeatureLevel |
UnrealEngine.h | ||
T AnimationCompressionUtils::Interpolate
(
const T& A, |
Helper template function to interpolate between two data types. | AnimationCompression.h | |
ValueType AnimationCompressionUtils::UnalignedRead
(
const void* Ptr |
AnimationCompression.h | ||
void AnimationFormat_GetStats
(
const FUECompressedAnimData& CompressedData, |
Extracts statistics about a given Animation Sequence | AnimEncoding.h | |
void AnimationFormat_SetInterfaceLinks
(
CompressedDataType& CompressedData |
Sets the internal Animation Codec Interface Links within an Animation Sequence | AnimEncoding.h | |
void AppendDistanceFieldConstantsToClassSchema
(
FAppendToClassSchemaContext& Context |
IncrementalCook: Any UClass that serializes cooked data with data loaded from DDC with key created from BuildDistanceFieldDerivedDataKey must add the version numbers for that calculation to their ClassSchema, to invalidate their cooked data when those constants change. | DistanceFieldAtlas.h | |
void AppendMeshCardConstantsToClassSchema
(
FAppendToClassSchemaContext& Context |
IncrementalCook: Any UClass that uses data created by BeginCacheMeshCardRepresentation must add the version numbers for that calculation to their ClassSchema, to invalidate their cooked data when those constants change. | MeshCardBuild.h | |
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. | UnrealEngine.h | |
bool appLineCheckTriangle
(
const FVector4& Start, |
Line vs triangle intersection test. | kDOP.h | |
void ApplyTo
(
FCompactPose& Pose, |
Animation/AnimNode_Inertialization.h | ||
void ApplyViewMode
(
EViewModeIndex ViewModeIndex, |
Set ShowFlags and EngineShowFlags depending on view mode. | ShowFlags.h | |
void ApplyViewModeOverrides
(
int32 ViewIndex, |
SceneManagement.h | ||
bool AreCompressedTransformsSupported() |
MeshBatch.h | ||
bool AreShaderErrorsFatal() |
ShaderCompiler.h | ||
void AssignOperatorIndexIfNotNull
(
int32& NextOperatorPin, |
Materials/MaterialExpressionSubstrate.h | ||
void Audio::Analytics::RecordEvent_Usage
(
FString&& InEventName, |
AudioAnalytics.h | ||
bool Audio::MatchesLogFilter
(
const FName& InName |
Audio/AudioDebug.h | ||
const TCHAR * Audio::ShortEnumString
(
const TCHAR* InString |
Enum shortener for logging. | Audio/AudioDebug.h | |
FName Audio::ToName
(
ESoundAssetCompressionType InDecoderType |
Sound/SoundWave.h | ||
ESoundAssetCompressionType Audio::ToSoundAssetCompressionType
(
EDefaultAudioCompressionType InDefaultCompressionType |
Sound/SoundWave.h | ||
void BeginCacheMeshCardRepresentation
(
UStaticMesh* StaticMeshAsset, |
MeshCardBuild.h | ||
void BeginCacheMeshCardRepresentation
(
const ITargetPlatform* TargetPlatform, |
MeshCardBuild.h | ||
FGPUSpriteResources * BeginCreateGPUSpriteResources
(
const FGPUSpriteResourceData& InResourceData |
Allocates memory to hold GPU sprite resources and begins the resource initialization process. | FXSystem.h | |
void BeginRecompileGlobalShaders
(
const TArray< const FShaderType* >& OutdatedShaderTypes, |
Begins recompiling the specified global shader types, and flushes their bound shader states. | ShaderCompiler.h | |
void BeginReleaseGPUSpriteResources
(
FGPUSpriteResources* Resources |
Begins the process of releasing GPU sprite resources. | FXSystem.h | |
void BeginUpdateGPUSpriteResources
(
FGPUSpriteResources* Resources, |
Updates GPU sprite resources. | FXSystem.h | |
int32 BestSignedDifference
(
int32 Value, |
Return the value of Max/2 <= Value-Reference+some_integer*Max < Max/2. | Net/UnrealNetwork.h | |
void BlendCurves
(
const TArrayView< const FBlendedCurve > SourceCurves, |
AnimationRuntime.h | ||
void BlendCurves
(
const TArrayView< const FBlendedCurve*const > SourceCurves, |
AnimationRuntime.h | ||
void BlendCurves
(
const TArrayView< const FBlendedCurve*const > SourceCurves, |
AnimationRuntime.h | ||
void BlendTransform
(
const FTransform& Source, |
AnimationRuntime.h | ||
void BoostPrecachedPSORequestsOnDraw
(
const FPrimitiveSceneInfo* SceneInfo |
Boost the primitive's precache PSO jobs to highest priority. | PSOPrecache.h | |
void BoostPSOPriority
(
EPSOPrecachePriority NewPri, |
Boost priority for all the PSOs still compiling for the request material request IDs | PSOPrecacheMaterial.h | |
void BuildActorTextureStreamingData
(
AActor* InActor, |
Build the texture streaming component data for an actor and save common data in a UActorTextureStreamingBuildDataComponent. | Engine/TextureStreamingTypes.h | |
| MeshCardBuild.h | |||
void BuildConeVerts
(
float Angle1, |
SceneManagement.h | ||
void BuildCylinderVerts
(
const FVector& Base, |
SceneManagement.h | ||
| DistanceFieldAtlas.h | |||
bool BuildLevelTextureStreamingComponentDataFromActors
(
ULevel* InLevel |
Build the texture streaming component data for a level based on actor's UActorTextureStreamingBuildDataComponent. | Engine/TextureStreamingTypes.h | |
void BuildPoseFromRawData
(
const TArray< FRawAnimSequenceTrack >& InAnimationData, |
Populate InOutPose based on raw animation data. | BonePose.h | |
void BuildPoseFromRawData
(
const TArray< FRawAnimSequenceTrack >& InAnimationData, |
BonePose.h | ||
void BuildTaperedCylinderVerts
(
const FVector& Base, |
Build tapered cylinder vertices with a separate base and top radius. | SceneManagement.h | |
bool BuildTextureStreamingComponentData
(
UWorld* InWorld, |
Build the shaders required for the texture streaming build. | Engine/TextureStreamingTypes.h | |
bool CacheShadowDepthsFromPrimitivesUsingWPO() |
PrimitiveSceneProxy.h | ||
FVector CalcConeVert
(
float Angle1, |
SceneManagement.h | ||
void CalculateFPSTimings() |
Calculate the average frame time by using the stats system. | UnrealEngine.h | |
void CalculateRectLightBarnCorners
(
float SourceWidth, |
Components/RectLightComponent.h | ||
void CalculateRectLightCullingBarnExtentAndDepth
(
float Size, |
Components/RectLightComponent.h | ||
FTransform CalculateRelativeBoneTransform
(
const FName ToBoneName, |
Returns the 'To' bone's transform relative to the 'From' bone. | PhysicsEngine/ConstraintInstance.h | |
bool CanConnectMaterialValueTypes
(
const uint32 InputType, |
Check whether a combination of EMaterialValueType flags can be connected | MaterialShared.h | |
bool CanConnectMaterialValueTypes
(
const EMaterialValueType InputType, |
MaterialShared.h | ||
bool CanCreateWithPartiallyResidentMips
(
ETextureCreateFlags TexCreateFlags |
Rendering/StreamableTextureResource.h | ||
T * Cast
(
const FPawnIteratorObject& Src |
Engine/PawnIterator.h | ||
void CheckTextureStreamingBuildValidity
(
UWorld* InWorld |
Check if the lighting build is dirty. Updates the needs rebuild status of the level and world. | Engine/TextureStreamingTypes.h | |
void Clear() |
Animation/AnimNode_Inertialization.h | ||
void ClearForces_AssumesLocked
(
FBodyInstance* BodyInstance, |
Clears all linear forces on the body | PhysicsPublic.h | |
void ClearMaterialPSORequests() |
Invalidate & clear all the current material PSO requests | PSOPrecacheMaterial.h | |
void ClearNaniteResources
(
TPimplPtr< Nanite::FResources >& InResources |
Rendering/NaniteResources.h | ||
void ClearTorques_AssumesLocked
(
FBodyInstance* BodyInstance, |
Clears all torques on the body | PhysicsPublic.h | |
ECollisionEnabled::Type CollisionEnabledFromFlags
(
const bool bQuery, |
Convert a set of three bools into an ECollisionEnabled | Engine/EngineTypes.h | |
bool CollisionEnabledHasPhysics
(
ECollisionEnabled::Type CollisionEnabled |
Engine/EngineTypes.h | ||
bool CollisionEnabledHasProbe
(
ECollisionEnabled::Type CollisionEnabled |
Engine/EngineTypes.h | ||
bool CollisionEnabledHasQuery
(
ECollisionEnabled::Type CollisionEnabled |
Engine/EngineTypes.h | ||
ECollisionEnabled::Type CollisionEnabledIntersection
(
ECollisionEnabled::Type CollisionEnabledA, |
Engine/EngineTypes.h | ||
void CollisionEnabledToFlags
(
const ECollisionEnabled::Type CollisionEnabled, |
Convert an ECollisionEnabled enum into a set of three bools | Engine/EngineTypes.h | |
void CombineFlagForParameterBlending
(
FSubstrateOperator& DstOp, |
Materials/MaterialExpressionSubstrate.h | ||
void CommandletHelpers::TickEngine
(
UWorld* InWorld, |
Simulate an engine frame tick. | Commandlets/Commandlet.h | |
bool CompareUnsortedArrays
(
const TArray< T >& Array1, |
WorldPartition/WorldPartitionActorDesc.h | ||
bool CompareUnsortedArrays
(
const TArray< FName >& Array1, |
WorldPartition/WorldPartitionActorDesc.h | ||
bool CompareUnsortedArrays
(
const TArray< T >& Array1, |
WorldPartition/WorldPartitionActorDesc.h | ||
| Materials/MaterialInstance.h | |||
bool CompileDebugViewModeShaders
(
EDebugViewShaderMode Mode, |
Build Shaders to compute scales per texture. | DebugViewModeHelpers.h | |
void CompileGlobalShaderMap
(
bool bRefreshShaderMap |
ShaderCompiler.h | ||
void CompileGlobalShaderMap
(
ERHIFeatureLevel::Type InFeatureLevel, |
ShaderCompiler.h | ||
void CompileGlobalShaderMap
(
EShaderPlatform Platform, |
ShaderCompiler.h | ||
void CompileGlobalShaderMap
(
EShaderPlatform Platform, |
ShaderCompiler.h | ||
int32 CompileShadingModelBlendFunction
(
FMaterialCompiler* Compiler, |
Compile a select "blend" between ShadingModels | Materials/MaterialExpressionShadingModel.h | |
int32 CompileSubstrateBlendFunction
(
FMaterialCompiler* Compiler, |
Compile a special blend function for Substrate when blending material attribute | Materials/MaterialExpressionSubstrate.h | |
TArray< UActorComponent * > ComponentElementDataUtil::GetComponentsFromHandles
(
TArrayView< const ElementHandleType > InHandles, |
Attempt to get the actor components from the given element handles. | Elements/Component/ComponentElementData.h | |
TArray< UActorComponent * > ComponentElementDataUtil::GetComponentsFromHandlesChecked
(
TArrayView< const ElementHandleType > InHandles |
Attempt to get the actor components from the given element handles, asserting if any element handle doesn't contain FComponentElementData. | Elements/Component/ComponentElementData.h | |
float ComputeBoundsDrawDistance
(
const float ScreenSize, |
Computes the draw distance of a given sphere bounds in the given view with the specified screen size. | SceneManagement.h | |
float ComputeBoundsScreenRadiusSquared
(
const FVector4& Origin, |
Computes the screen radius squared of a given sphere bounds in the given view. | SceneManagement.h | |
float ComputeBoundsScreenRadiusSquared
(
const FVector4& BoundsOrigin, |
Computes the screen radius squared of a given sphere bounds in the given view. | SceneManagement.h | |
float ComputeBoundsScreenSize
(
const FVector4& Origin, |
Computes the screen size of a given sphere bounds in the given view. | SceneManagement.h | |
float ComputeBoundsScreenSize
(
const FVector4& BoundsOrigin, |
Computes the screen size of a given sphere bounds in the given view. | SceneManagement.h | |
FVector ComputeBrickTextureCoordinate
(
FVector IndirectionDataSourceCoordinate, |
PrecomputedVolumetricLightmap.h | ||
FVector ComputeIndirectionCoordinate
(
FVector LookupPosition, |
PrecomputedVolumetricLightmap.h | ||
FLODMask ComputeLODForMeshes
(
const TArray< class FStaticMeshBatchRelevance >& StaticMeshRelevances, |
Computes the LOD to render for the list of static meshes in the given view. | SceneManagement.h | |
FLODMask ComputeLODForMeshes
(
const TArray< class FStaticMeshBatchRelevance >& StaticMeshRelevances, |
Computes the LOD to render for the list of static meshes in the given view. | SceneManagement.h | |
void ComputeShadowCullingVolume
(
bool bReverseCulling, |
SceneManagement.h | ||
int8 ComputeStaticMeshLOD
(
const FStaticMeshRenderData* RenderData, |
Computes the LOD level for the given static meshes render data in the given view. | SceneManagement.h | |
int8 ComputeTemporalStaticMeshLOD
(
const FStaticMeshRenderData* RenderData, |
Computes the LOD level for the given static meshes render data in the given view, for one of the two temporal LOD samples | SceneManagement.h | |
void ComputeZeroDistanceImpactNormalAndPenetration
(
const UWorld* World, |
Physics/Experimental/PhysInterface_Chaos.h | ||
void ComputeZeroDistanceImpactNormalAndPenetration
(
const UWorld* World, |
Physics/Experimental/PhysInterface_Chaos.h | ||
FCollisionObjectQueryParams ConfigureCollisionObjectParams
(
const TArray< TEnumAsByte< EObjectTypeQuery > >& ObjectTypes |
KismetTraceUtils.h | ||
FCollisionQueryParams ConfigureCollisionParams
(
FName TraceTag, |
KismetTraceUtils.h | ||
FMeshParticleVertexFactory * ConstructMeshParticleVertexFactory
(
ERHIFeatureLevel::Type InFeatureLevel |
MeshParticleVertexFactory.h | ||
FMeshParticleVertexFactory * ConstructMeshParticleVertexFactory
(
EParticleVertexFactoryType InType, |
MeshParticleVertexFactory.h | ||
FString ContentBundle::Log::MakeDebugInfoString
(
const FContentBundleBase& ContentBundle |
WorldPartition/ContentBundle/ContentBundleLog.h | ||
FString ContentBundle::Log::MakeDebugInfoString
(
const FContentBundleClient& ContentBundleClient |
WorldPartition/ContentBundle/ContentBundleLog.h | ||
FString ContentBundle::Log::MakeDebugInfoString
(
const FContentBundleContainer& ContentBundleContainer |
WorldPartition/ContentBundle/ContentBundleLog.h | ||
FString ContentBundle::Log::MakeDebugInfoString
(
const FContentBundleClient& ContentBundleClient, |
WorldPartition/ContentBundle/ContentBundleLog.h | ||
| Return format is /{MountPoint}/{ContentBundleFolder}/{ContentBundleUID}/{LevelPath}/ | WorldPartition/ContentBundle/ContentBundlePaths.h | ||
| Return format is /{MountPoint}/{ContentBundleFolder}/{ContentBundleUID}/ | WorldPartition/ContentBundle/ContentBundlePaths.h | ||
FStringView ContentBundlePaths::GetActorPathRelativeToExternalActors
(
FStringView InContentBundleExternalActorPackagePath |
InExternalActorPath format is : /{MountPoint}/{ExternalActorFolder}/{ContentBundleFolder}/{ContentBundleUID}/{LevelPath}/{ExternalActorPackagePath} return format is /{ContentBundleFolder}/{ContentBundleUID}/{LevelPath}/{ExternalActorPackagePath}, empty otherwise | WorldPartition/ContentBundle/ContentBundlePaths.h | |
FStringView ContentBundlePaths::GetContentBundleFolder() |
Returns "/ContentBundle/". | WorldPartition/ContentBundle/ContentBundlePaths.h | |
FStringView ContentBundlePaths::GetContentBundleFolderName() |
Returns "ContentBundle". | WorldPartition/ContentBundle/ContentBundlePaths.h | |
FGuid ContentBundlePaths::GetContentBundleGuidFromExternalActorPackagePath
(
FStringView InContentBundleExternalActorPackagePath |
InContentBundleExternalActorPackagePath format is : /{MountPoint}/{ExternalActorFolder}/{ContentBundleFolder}/{ContentBundleUID}/{LevelPath}/{ExternalActorPackagePath} return format is {ContentBundleUID}, 0 otherwise | WorldPartition/ContentBundle/ContentBundlePaths.h | |
FString ContentBundlePaths::GetCookedContentBundleLevelFolder
(
const FContentBundleBase& ContentBundle |
Return value uses a reduced amount of character to avoid reaching character limit when cooking return format is /{MountPoint}/CB/{ContentBundle_ShortUID}/{LevelPath}/{GeneratedFolder}/ | WorldPartition/ContentBundle/ContentBundlePaths.h | |
FStringView ContentBundlePaths::GetGeneratedFolder() |
Returns "/ContentBundle/". | WorldPartition/ContentBundle/ContentBundlePaths.h | |
FStringView ContentBundlePaths::GetGeneratedFolderName() |
Returns "Generated". | WorldPartition/ContentBundle/ContentBundlePaths.h | |
FStringView ContentBundlePaths::GetRelativeExternalActorPackagePath
(
FStringView InContentBundleExternalActorPackagePath |
InContentBundleExternalActorPackagePath format is : /{MountPoint}/{ExternalActorFolder}/{ContentBundleFolder}/{ContentBundleUID}/{LevelPath}/{ExternalActorPackagePath} return format is /{LevelPath}/{ExternalActorPackagePath}, empty otherwise | WorldPartition/ContentBundle/ContentBundlePaths.h | |
FString ContentBundlePaths::GetRelativeLevelFolder
(
const FContentBundleBase& ContentBundle |
Return format is {LevelPath} | WorldPartition/ContentBundle/ContentBundlePaths.h | |
FStringView ContentBundlePaths::GetRelativePath
(
FStringView InContentBundlePath |
InContentBundlePath format is : */{ContentBundleFolder}/{ContentBundleUID}/{RelativePath} return format is {RelativePath}, empty otherwise | WorldPartition/ContentBundle/ContentBundlePaths.h | |
bool ContentBundlePaths::IsAContentBundleExternalActorPackagePath
(
FStringView InPackagePath |
Return true if InPackage follow format : //{MountPoint}/{ExternalActorFolder}/{ContentBundleFolder}/{ContentBundleUID}/*, false otherwise | WorldPartition/ContentBundle/ContentBundlePaths.h | |
bool ContentBundlePaths::IsAContentBundlePath
(
FStringView InContentBundlePath |
Return true if InPackage follow format : /{ContentBundleFolder}/{ContentBundleUID}/, false otherwise | WorldPartition/ContentBundle/ContentBundlePaths.h | |
| Return an ExternalActor path following the format : /{MountPoint}/{ExternalActorFolder}/{ContentBundleFolder}/{ContentBundleUID}/{LevelPath}/{ExternalActorPackagePath} | WorldPartition/ContentBundle/ContentBundlePaths.h | ||
T ConvertFromLinearColor
(
const FLinearColor& InColor |
PrecomputedVolumetricLightmap.h | ||
ESplinePointType::Type ConvertInterpCurveModeToSplinePointType
(
EInterpCurveMode InterpCurveMode |
Components/SplineComponent.h | ||
EInterpCurveMode ConvertSplinePointTypeToInterpCurveMode
(
ESplinePointType::Type SplinePointType |
Components/SplineComponent.h | ||
FLinearColor ConvertToLinearColor
(
T InColor |
PrecomputedVolumetricLightmap.h | ||
| Parses a string into multiple lines, for use with tooltips. | MaterialShared.h | ||
void CopyUIntBufferToTargets
(
FRHICommandList& RHICmdList, |
Copy one uint buffer into several overlapping targets. | GPUSortManager.h | |
uint32 CreateChannelAndFilter
(
ECollisionChannel CollisionChannel, |
Physics/PhysicsFiltering.h | ||
Chaos::Filter::FQueryFilterData CreateChaosQueryFilterData
(
const uint8 MyChannel, |
Utility for creating a filter data object for performing a query (trace) against the scene | Physics/PhysicsInterfaceUtils.h | |
TUniformBufferRef< FLocalVertexFactoryUniformShaderParameters > CreateLocalVFUniformBuffer
(
const FLocalVertexFactory* VertexFactory, |
LocalVertexFactory.h | ||
TUniformBufferRef< FPrimitiveUniformShaderParameters > CreatePrimitiveUniformBufferImmediate
(
const FMatrix& LocalToWorld, |
PrimitiveUniformShaderParameters.h | ||
bool CreateShadersOnLoad() |
ShaderCompiler.h | ||
void CreateShapeFilterData
(
const uint8 MyChannel, |
Utility for creating a FCollisionFilterData for filtering query (trace) and sim (physics) from the Unreal filtering info. | Physics/PhysicsFiltering.h | |
FName CreateSubsurfaceProfileParameterName
(
const USubsurfaceProfile* InProfile |
Returns the shader parameter name for a Subsurface profile. | Engine/SubsurfaceProfile.h | |
void CropUnmappedTexels
(
const TMappingData& MappingData, |
Calculates the minimum rectangle that encompasses all mapped texels. | LightMap.h | |
bool DataTableUtils::AddRowJSON
(
UDataTable& InDataTable, |
Add a row from a json format to a datatable | DataTableUtils.h | |
FString DataTableUtils::AssignStringToProperty
(
const FString& InString, |
Util to assign a value (given as a string) to a struct property. | DataTableUtils.h | |
FString DataTableUtils::AssignStringToPropertyDirect
(
const FString& InString, |
Util to assign a value (given as a string) to a struct property. | DataTableUtils.h | |
TArray< FString > DataTableUtils::GetColumnDataAsString
(
const UDataTable* InTable, |
Output each row for a specific column/property in the table (doesn't include the title) | DataTableUtils.h | |
| Util to get the localized display name of a given property. | DataTableUtils.h | ||
FString DataTableUtils::GetPropertyExportName
(
const FProperty* Prop, |
Util to get the friendly display unlocalized name of a given property for export to files. | DataTableUtils.h | |
TArray< FString > DataTableUtils::GetPropertyImportNames
(
const FProperty* Prop |
Util to get the all variants for export names for backwards compatibility. | DataTableUtils.h | |
void DataTableUtils::GetPropertyImportNames
(
const FProperty* Prop, |
DataTableUtils.h | ||
FString DataTableUtils::GetPropertyValueAsString
(
const FProperty* InProp, |
Util to get a property as a string. | DataTableUtils.h | |
FString DataTableUtils::GetPropertyValueAsStringDirect
(
const FProperty* InProp, |
Util to get a property as a string. | DataTableUtils.h | |
FText DataTableUtils::GetPropertyValueAsText
(
const FProperty* InProp, |
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). | DataTableUtils.h | |
FText DataTableUtils::GetPropertyValueAsTextDirect
(
const FProperty* InProp, |
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). | DataTableUtils.h | |
| Util to get all property names from a struct. | DataTableUtils.h | ||
bool DataTableUtils::IsSupportedTableProperty
(
const FProperty* InProp |
Util to see if this property is supported in a row struct. | DataTableUtils.h | |
| Util that removes invalid chars and then make an FName. | DataTableUtils.h | ||
const TCHAR * DebugViewShaderModeToString
(
EDebugViewShaderMode InShaderMode |
DebugViewModeHelpers.h | ||
DECLARE_DYNAMIC_MULTICAST_DELEGATE_NineParams
(
FParticleCollisionSignature, |
Fires when a particle dies | Particles/Emitter.h | |
DECLARE_NETRESULT_ENUM
(
EReplayResult |
Net/ReplayResult.h | ||
DECLARE_TS_MULTICAST_DELEGATE_FiveParams
(
FOnShowDebugInfo, |
GameFramework/HUD.h | ||
DECLARE_TS_MULTICAST_DELEGATE_OneParam
(
FAssetPostCompileEvent, |
AssetCompilingManager.h | ||
DECLARE_TS_MULTICAST_DELEGATE_ThreeParams
(
FOnLODRequiredBonesUpdateMulticast, |
Components/SkeletalMeshComponent.h | ||
void DecompressPose
(
FCompactPose& OutPose, |
Animation/AnimCompressionTypes.h | ||
void DecompressPose
(
FCompactPose& OutPose, |
Animation/AnimCompressionTypes.h | ||
void DecompressRotation
(
FQuat4f& Out, |
Handy Template Decompressors Templated Rotation Decompressor. | AnimationCompression.h | |
void DecompressScale
(
FVector3f& Out, |
Templated Scale Decompressor. Generates a unique decompressor per known quantization format | AnimationCompression.h | |
void DecompressTranslation
(
FVector3f& Out, |
Templated Translation Decompressor. Generates a unique decompressor per known quantization format | AnimationCompression.h | |
void DeferredPhysResourceCleanup () |
Perform any deferred cleanup of resources (GPhysXPendingKillConvex etc) | PhysicsPublic.h | |
DEFINE_ACTORDESC_TYPE
(
APartitionActor, |
ActorPartition/PartitionActor.h | ||
DEFINE_LOG_CATEGORY
(
LogAudioQuartz |
|||
void DisableAllReplicatedPropertiesOfClass
(
const NetworkingPrivate::FRepClassDescriptor& ClassDescriptor, |
Net/UnrealNetwork.h | ||
void DisableAllReplicatedPropertiesOfClass
(
const UClass* ThisClass, |
Net/UnrealNetwork.h | ||
void DisableReplicatedLifetimeProperty
(
const NetworkingPrivate::FRepPropertyDescriptor& PropertyDescriptor, |
Net/UnrealNetwork.h | ||
void DisableReplicatedLifetimeProperty
(
const UClass* ThisClass, |
Net/UnrealNetwork.h | ||
DO_ANIMSTAT_PROCESSING
(
PerformAnimEvaluation |
Animation/AnimMTStats.h | ||
DO_ANIMSTAT_PROCESSING
(
SkeletalComponentAnimEvaluate |
Animation/AnimMTStats.h | ||
DO_ANIMSTAT_PROCESSING
(
EvaluateAnimGraph |
Animation/AnimMTStats.h | ||
DO_ANIMSTAT_PROCESSING
(
EvaluateAnimInstance |
Animation/AnimMTStats.h | ||
DO_ANIMSTAT_PROCESSING
(
DecompressAnimationPose |
Animation/AnimMTStats.h | ||
DO_ANIMSTAT_PROCESSING
(
BlendPosesInGraph |
Animation/AnimMTStats.h | ||
DO_ANIMSTAT_PROCESSING
(
EvaluateAnimStateMachine |
Animation/AnimMTStats.h | ||
DO_ANIMSTAT_PROCESSING
(
FillComponentSpaceTransforms |
Animation/AnimMTStats.h | ||
DO_ANIMSTAT_PROCESSING
(
ProxyUpdateAnimation |
Animation/AnimMTStats.h | ||
DO_ANIMSTAT_PROCESSING
(
PoseBlendNodeEvaluate |
Animation/AnimMTStats.h | ||
DO_ANIMSTAT_PROCESSING
(
PoseAssetGetAnimationPose |
Animation/AnimMTStats.h | ||
bool DoesMaterialUseTexture
(
const UMaterialInterface* Material, |
Check whether the specified texture is needed to render the material instance. | MaterialShared.h | |
bool DoesPlatformSupportDistanceFieldAO
(
EShaderPlatform Platform |
SceneManagement.h | ||
bool DoesPlatformSupportDistanceFields
(
const FStaticShaderPlatform Platform |
SceneManagement.h | ||
bool DoesPlatformSupportDistanceFieldShadowing
(
EShaderPlatform Platform |
SceneManagement.h | ||
bool DoesProjectSupportDistanceFields() |
SceneManagement.h | ||
void DoMaterialAttributeReorder
(
FExpressionInput* Input, |
TODO - This can be removed whenever VER_UE4_MATERIAL_ATTRIBUTES_REORDERING is no longer relevant. | MaterialShared.h | |
void DrawArc
(
FPrimitiveDrawInterface* PDI, |
Draws an arc using lines. | PrimitiveDrawingUtils.h | |
void DrawBox
(
FPrimitiveDrawInterface* PDI, |
PrimitiveDrawingUtils.h | ||
void DrawBoxOverlap
(
const UWorld* InWorld, |
Draw box overlap results | CollisionDebugDrawingPublic.h | |
void DrawBoxSweeps
(
const UWorld* InWorld, |
Draw box sweep results | CollisionDebugDrawingPublic.h | |
void DrawCapsuleOverlap
(
const UWorld* InWorld, |
Draw capsule overlap results | CollisionDebugDrawingPublic.h | |
void DrawCapsuleSweeps
(
const UWorld* InWorld, |
Draw capsule sweep results | CollisionDebugDrawingPublic.h | |
void DrawCentripetalCatmullRomSpline
(
const UWorld* InWorld, |
Draw a centripetal catmull rom spline. Alpha values between 0 and 1 | DrawDebugHelpers.h | |
void DrawCentripetalCatmullRomSpline
(
const UWorld* InWorld, |
DrawDebugHelpers.h | ||
void DrawCircle
(
const UWorld* InWorld, |
Draw a circle using user define axis and radius | DrawDebugHelpers.h | |
void DrawCircle
(
FPrimitiveDrawInterface* PDI, |
Draws a wireframe circle. | PrimitiveDrawingUtils.h | |
void DrawCone
(
FPrimitiveDrawInterface* PDI, |
PrimitiveDrawingUtils.h | ||
void DrawConnectedArrow
(
FPrimitiveDrawInterface* PDI, |
Draws a directional arrow with connected spokes. | PrimitiveDrawingUtils.h | |
void DrawCoordinateSystem
(
FPrimitiveDrawInterface* PDI, |
Draws a coordinate system (Red for X axis, Green for Y axis, Blue for Z axis). | PrimitiveDrawingUtils.h | |
void DrawCoordinateSystem
(
FPrimitiveDrawInterface* PDI, |
Draws a coordinate system with a fixed color. | PrimitiveDrawingUtils.h | |
void DrawCylinder
(
FPrimitiveDrawInterface* PDI, |
Draws a cylinder along the axis from Start to End. | PrimitiveDrawingUtils.h | |
void DrawCylinder
(
FPrimitiveDrawInterface* PDI, |
PrimitiveDrawingUtils.h | ||
void DrawCylinder
(
FPrimitiveDrawInterface* PDI, |
PrimitiveDrawingUtils.h | ||
void DrawDashedLine
(
FPrimitiveDrawInterface* PDI, |
Draws a dashed line. | PrimitiveDrawingUtils.h | |
| Draw Debug 2D donut | DrawDebugHelpers.h | ||
| Used by gameplay when defining a cone by a vertical and horizontal dot products. | DrawDebugHelpers.h | ||
void DrawDebugBox
(
const UWorld* InWorld, |
Draw a debug box | DrawDebugHelpers.h | |
void DrawDebugBox
(
const UWorld* InWorld, |
Draw a debug box with rotation | DrawDebugHelpers.h | |
void DrawDebugBoxTraceMulti
(
const UWorld* World, |
KismetTraceUtils.h | ||
void DrawDebugBoxTraceSingle
(
const UWorld* World, |
KismetTraceUtils.h | ||
| Draw a debug camera shape. FOV is full angle in degrees. | DrawDebugHelpers.h | ||
void DrawDebugCanvas2DBox
(
UCanvas* Canvas, |
DrawDebugHelpers.h | ||
void DrawDebugCanvas2DCircle
(
UCanvas* Canvas, |
DrawDebugHelpers.h | ||
void DrawDebugCanvas2DLine
(
UCanvas* Canvas, |
Draws a 2D line on a canvas | DrawDebugHelpers.h | |
void DrawDebugCanvas2DLine
(
UCanvas* Canvas, |
DrawDebugHelpers.h | ||
| Draws a capsule using lines. | DrawDebugHelpers.h | ||
| Draws a circle using lines. | DrawDebugHelpers.h | ||
| Draws a half circle using lines. | DrawDebugHelpers.h | ||
void DrawDebugCanvasLine
(
UCanvas* Canvas, |
Draws a line on a canvas. | DrawDebugHelpers.h | |
| Draws a box using lines. | DrawDebugHelpers.h | ||
| Draws a wireframe cone | DrawDebugHelpers.h | ||
| Draws a sphere using circles. | DrawDebugHelpers.h | ||
| Draw a capsule using the LineBatcher | DrawDebugHelpers.h | ||
void DrawDebugCapsuleTraceMulti
(
const UWorld* World, |
Debug Drawing for multi trace capsules using rotation FRotator::ZeroRotator. | KismetTraceUtils.h | |
void DrawDebugCapsuleTraceMulti
(
const UWorld* World, |
Debug Drawing for multi trace capsules with orientation. | KismetTraceUtils.h | |
void DrawDebugCapsuleTraceSingle
(
const UWorld* World, |
Debug Drawing for single trace capsules using rotation FRotator::ZeroRotator. | KismetTraceUtils.h | |
void DrawDebugCapsuleTraceSingle
(
const UWorld* World, |
Debug Drawing for single trace capsules with orientation. | KismetTraceUtils.h | |
void DrawDebugCircle
(
const UWorld* InWorld, |
Draw Debug Circle | DrawDebugHelpers.h | |
void DrawDebugCircle
(
const UWorld* InWorld, |
Draw Debug Circle | DrawDebugHelpers.h | |
void DrawDebugCircleArc
(
const UWorld* InWorld, |
Draw Debug Circle Arc | DrawDebugHelpers.h | |
void DrawDebugCircleArc
(
const UWorld* InWorld, |
DrawDebugHelpers.h | ||
| Draw a debug cone. AngleWidth and AngleHeight are given in radians | DrawDebugHelpers.h | ||
void DrawDebugCoordinateSystem
(
const UWorld* InWorld, |
Draw Debug coordinate system | DrawDebugHelpers.h | |
| Draw Debug crosshair | DrawDebugHelpers.h | ||
| Draw a debug cylinder | DrawDebugHelpers.h | ||
| Draw directional arrow | DrawDebugHelpers.h | ||
void DrawDebugFloatHistory
(
UWorld const& WorldRef, |
Draws a 2D Histogram of size 'DrawSize' based FDebugFloatHistory struct, using DrawTransform for the position in the world. | DrawDebugHelpers.h | |
void DrawDebugFloatHistory
(
UWorld const& WorldRef, |
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. | DrawDebugHelpers.h | |
| DrawDebugHelpers.h | |||
| Draw a debug line | DrawDebugHelpers.h | ||
void DrawDebugLineTraceMulti
(
const UWorld* World, |
Util for drawing result of multi line trace | KismetTraceUtils.h | |
void DrawDebugLineTraceSingle
(
const UWorld* World, |
Util for drawing result of single line trace | KismetTraceUtils.h | |
| DrawDebugHelpers.h | |||
| Draw a debug point | DrawDebugHelpers.h | ||
void DrawDebugSolidBox
(
const UWorld* InWorld, |
Draw a solid box. | DrawDebugHelpers.h | |
void DrawDebugSolidBox
(
const UWorld* InWorld, |
Draw a Debug box from (Center, Extent) with no rotation (axis-aligned) | DrawDebugHelpers.h | |
void DrawDebugSolidBox
(
const UWorld* InWorld, |
Draw a Debug box from (Center, Extent) with specified Rotation | DrawDebugHelpers.h | |
void DrawDebugSolidPlane
(
const UWorld* InWorld, |
Loc is an anchor point in the world to guide which part of the infinite plane to draw. | DrawDebugHelpers.h | |
void DrawDebugSolidPlane
(
const UWorld* InWorld, |
DrawDebugHelpers.h | ||
| Draw a debug sphere | DrawDebugHelpers.h | ||
void DrawDebugSphereTraceMulti
(
const UWorld* World, |
KismetTraceUtils.h | ||
void DrawDebugSphereTraceSingle
(
const UWorld* World, |
KismetTraceUtils.h | ||
| DrawDebugHelpers.h | |||
| KismetTraceUtils.h | |||
| KismetTraceUtils.h | |||
void DrawDirectionalArrow
(
FPrimitiveDrawInterface* PDI, |
Draws a directional arrow (starting at ArrowToWorld.Origin and continuing for Length units in the X direction of ArrowToWorld). | PrimitiveDrawingUtils.h | |
void DrawDisc
(
FPrimitiveDrawInterface* PDI, |
Draws a circle using triangles. | PrimitiveDrawingUtils.h | |
void DrawFlatArrow
(
FPrimitiveDrawInterface* PDI, |
Draws a flat arrow with an outline. | PrimitiveDrawingUtils.h | |
void DrawFrustumWireframe
(
FPrimitiveDrawInterface* PDI, |
Draws a wireframe of the bounds of a frustum as defined by a transform from clip-space into world-space. | PrimitiveDrawingUtils.h | |
void DrawLineTraces
(
const UWorld* InWorld, |
Draw line trace results | CollisionDebugDrawingPublic.h | |
void DrawOrientedWireBox
(
FPrimitiveDrawInterface* PDI, |
Draws an oriented box. | PrimitiveDrawingUtils.h | |
void DrawOverlappingTris
(
const UWorld* World, |
FORCEINLINE float GetRadius(const Chaos::FCapsule& Capsule) { return Capsule.GetRadius(); } | Physics/Experimental/PhysInterface_Chaos.h | |
void DrawOverlappingTris
(
const UWorld* World, |
Physics/Experimental/PhysInterface_Chaos.h | ||
void DrawPlane10x10
(
FPrimitiveDrawInterface* PDI, |
10x10 tessellated plane at x=-1..1 y=-1...1 z=0 | PrimitiveDrawingUtils.h | |
void DrawRectangle
(
FPrimitiveDrawInterface* PDI, |
Draws a rectangle using lines. | PrimitiveDrawingUtils.h | |
void DrawRectangleMesh
(
FPrimitiveDrawInterface* PDI, |
Draws a rectangle using triangles. | PrimitiveDrawingUtils.h | |
void DrawSphere
(
FPrimitiveDrawInterface* PDI, |
PrimitiveDrawingUtils.h | ||
void DrawSphereOverlap
(
const UWorld* InWorld, |
Draw sphere overlap results | CollisionDebugDrawingPublic.h | |
void DrawSphereSweeps
(
const UWorld* InWorld, |
Draw sphere sweep results | CollisionDebugDrawingPublic.h | |
| Renders statsRenders stats | EngineUtils.h | ||
void DrawTorus
(
FPrimitiveDrawInterface* PDI, |
Draws a torus using triangles. | PrimitiveDrawingUtils.h | |
void DrawTorus
(
FPrimitiveDrawInterface* PDI, |
Draws a torus using triangles. | PrimitiveDrawingUtils.h | |
void DrawTriangle
(
FPrimitiveDrawInterface* PDI, |
Draw simple triangle with material | PrimitiveDrawingUtils.h | |
void DrawUVs
(
FViewport* InViewport, |
Draws the UV layout of the supplied asset (either StaticMeshRenderData OR SkeletalMeshRenderData, not both!) | SceneManagement.h | |
void DrawWireBox
(
FPrimitiveDrawInterface* PDI, |
Draws a wireframe box. | PrimitiveDrawingUtils.h | |
void DrawWireBox
(
FPrimitiveDrawInterface* PDI, |
PrimitiveDrawingUtils.h | ||
void DrawWireCapsule
(
FPrimitiveDrawInterface* PDI, |
Draws a wireframe capsule. | PrimitiveDrawingUtils.h | |
void DrawWireChoppedCone
(
FPrimitiveDrawInterface* PDI, |
Draws a wireframe chopped cone (cylinder with independent top and bottom radius). | PrimitiveDrawingUtils.h | |
void DrawWireCone
(
FPrimitiveDrawInterface* PDI, |
Draws a wireframe cone | PrimitiveDrawingUtils.h | |
void DrawWireCone
(
FPrimitiveDrawInterface* PDI, |
PrimitiveDrawingUtils.h | ||
void DrawWireCylinder
(
FPrimitiveDrawInterface* PDI, |
Draws a wireframe cylinder. | PrimitiveDrawingUtils.h | |
void DrawWireDiamond
(
FPrimitiveDrawInterface* PDI, |
Draws a wireframe diamond. | PrimitiveDrawingUtils.h | |
void DrawWireSphere
(
FPrimitiveDrawInterface* PDI, |
Draws a sphere using circles. | PrimitiveDrawingUtils.h | |
void DrawWireSphere
(
FPrimitiveDrawInterface* PDI, |
PrimitiveDrawingUtils.h | ||
void DrawWireSphereAutoSides
(
FPrimitiveDrawInterface* PDI, |
Draws a sphere using circles, automatically calculating a reasonable number of sides | PrimitiveDrawingUtils.h | |
void DrawWireSphereAutoSides
(
FPrimitiveDrawInterface* PDI, |
PrimitiveDrawingUtils.h | ||
void DrawWireSphereCappedCone
(
FPrimitiveDrawInterface* PDI, |
Draws a wireframe cone with a arcs on the cap | PrimitiveDrawingUtils.h | |
void DrawWireStar
(
FPrimitiveDrawInterface* PDI, |
Draws a axis-aligned 3 line star. | PrimitiveDrawingUtils.h | |
void DumpComponents
(
UObject* Object |
Debug spew for components | UnrealExporter.h | |
| Debug spew for object's components, returned as an FString. | UnrealExporter.h | ||
void DumpMaterialStats
(
EShaderPlatform Platform |
Dump material stats for a given platform. | MaterialShaderType.h | |
| Dump out information about all player controller mute state | GameFramework/PlayerMuteList.h | ||
void DumpObject
(
const TCHAR* Label, |
Debug spew for an object | UnrealExporter.h | |
| Debug spew for an object, returned as an FString. | UnrealExporter.h | ||
void DumpShaderDDCKeyToFile
(
const EShaderPlatform InPlatform, |
ShaderCompiler.h | ||
void DynamicMeshBoundsModifyCompilationEnvironment
(
FShaderCompilerEnvironment& OutEnvironment |
GPUSkinCache.h | ||
void DynamicMeshBoundsModifyCompilationEnvironment
(
const FGlobalShaderPermutationParameters& Parameters, |
Set required shader defines for any shader using the dynamic mesh bounds (through FDynamicMeshBoundsShaderParameters), without this the operations are compiled out as well as if r.SkinCache.DynamicMeshBounds is off. | GPUSkinCache.h | |
const TCHAR * EAcceptConnection::ToString
(
EAcceptConnection::Type EnumVal |
Engine/NetworkDelegates.h | ||
const TCHAR * EClientLoginState::ToString
(
const EClientLoginState::Type EnumVal |
Engine/NetConnection.h | ||
PRAGMA_DISABLE_DEPRECATION_WARNINGS const TCHAR * EDemoPlayFailure::ToString
(
EDemoPlayFailure::Type FailureType |
Engine/EngineBaseTypes.h | ||
const TCHAR * ENetworkLagState::ToString
(
ENetworkLagState::Type LagType |
Engine/EngineBaseTypes.h | ||
void EngineShowFlagOrthographicOverride
(
bool bIsPerspective, |
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. | ShowFlags.h | |
void EngineShowFlagOverride
(
EShowFlagInitMode ShowFlagInitMode, |
Call each view rendering after game [engine] show flags for rendering a view have been set. | ShowFlags.h | |
bool EngineUtils::FindOrLoadAssetsByPath
(
const FString& Path, |
Loads all the assets found in the specified path and subpaths | EngineUtils.h | |
| HLOD/HLODLevelExclusion.h | |||
| Tests/TextImportTest.h | |||
const TCHAR * EnumToString
(
ELevelStreamingState InState |
Engine/LevelStreaming.h | ||
const TCHAR * EnumToString
(
ELevelStreamingTargetState InTargetState |
Engine/LevelStreaming.h | ||
const TCHAR * EnumToString
(
const ESoundWaveLoadingBehavior InCurrentState |
|||
const TCHAR * EnumToString
(
ESoundWaveLoadingBehavior InCurrentState |
Sound/SoundWaveLoadingBehavior.h | ||
const TCHAR * EnumToString
(
EWorldPartitionStreamingPerformance InState |
WorldPartition/WorldPartitionRuntimeHash.h | ||
const TCHAR * ETravelFailure::ToString
(
ETravelFailure::Type FailureType |
Engine/EngineBaseTypes.h | ||
void EvaluateFieldIntegerNodes
(
TArray< FFieldSystemCommand >& FieldCommands, |
PhysicsField/PhysicsFieldComponent.h | ||
void EvaluateFieldScalarNodes
(
TArray< FFieldSystemCommand >& FieldCommands, |
PhysicsField/PhysicsFieldComponent.h | ||
void EvaluateFieldVectorNodes
(
TArray< FFieldSystemCommand >& FieldCommands, |
PhysicsField/PhysicsFieldComponent.h | ||
void ExportProperties
(
const FExportObjectInnerContext* Context, |
Exports the property values for the specified object as text to the output device. | UnrealExporter.h | |
FCollisionResponseContainer ExtractQueryCollisionResponseContainer
(
const FCollisionFilterData& InQueryFilterData |
Physics/PhysicsFiltering.h | ||
FCollisionResponseContainer ExtractSimCollisionResponseContainer
(
const FCollisionFilterData& InSimFilterData |
Physics/PhysicsFiltering.h | ||
FASyncAudioChunkLoadResult() |
AudioStreaming.h | ||
| Animation/AnimCurveTypes.h | |||
FCurveElement
(
float InValue |
Animation/AnimCurveTypes.h | ||
void FGeomTools::Buid2DPolysFromEdges
(
TArray< FUtilPoly2D >& OutPolys, |
Given a set of edges, find the set of closed polygons created by them. | GeomTools.h | |
void FGeomTools::ClipMeshWithPlane
(
TArray< FClipSMTriangle >& OutTris, |
Take the input mesh and cut it with supplied plane, creating new verts etc. | GeomTools.h | |
void FGeomTools::GeneratePlanarFitPolyUVs
(
FUtilPoly2D& Polygon |
Does a simple planar map using the bounds of this 2D polygon. | GeomTools.h | |
void FGeomTools::GeneratePlanarTilingPolyUVs
(
FUtilPoly2D& Polygon, |
Applies tiling UVs to the verts of this polygon | GeomTools.h | |
void FGeomTools::GetClippableStaticMeshTriangles
(
TArray< FClipSMTriangle >& OutClippableTriangles, |
Extracts the triangles from a static-mesh as clippable triangles. | GeomTools.h | |
bool FGeomTools::PointInTriangle
(
const FVector3f& A, |
Util to see if P lies within triangle created by A, B and C. | GeomTools.h | |
void FGeomTools::ProjectEdges
(
TArray< FUtilEdge2D >& Out2DEdges, |
Take a set of 3D Edges and project them onto the supplied plane. | GeomTools.h | |
void FGeomTools::RemoveRedundantTriangles
(
TArray< FClipSMTriangle >& Tris |
Given a set of triangles, remove those which share an edge and could be collapsed into one triangle. | GeomTools.h | |
void FGeomTools::Split2DPolysWithPlane
(
FUtilPoly2DSet& PolySet, |
Split 2D polygons with a 3D plane. | GeomTools.h | |
FClipSMPolygon FGeomTools::Transform2DPolygonToSMPolygon
(
const FUtilPoly2D& InTri, |
Transform triangle from 2D to 3D static-mesh triangle. | GeomTools.h | |
bool FGeomTools::TriangulatePoly
(
TArray< FClipSMTriangle >& OutTris, |
Given a polygon, decompose into triangles and append to OutTris. | GeomTools.h | |
bool FGeomTools::VectorsOnSameSide
(
const FVector3f& Vec, |
Given three direction vectors, indicates if A and B are on the same 'side' of Vec. | GeomTools.h | |
int32 FillInlineShapeArray_AssumesLocked
(
PhysicsInterfaceTypes::FInlineShapeArray& Array, |
PhysicsEngine/BodyInstance.h | ||
FLinearColor FilteredVolumeLookup
(
FVector Coordinate, |
PrecomputedVolumetricLightmap.h | ||
VoxelDataType FilteredVolumeLookupReconverted
(
FVector Coordinate, |
PrecomputedVolumetricLightmap.h | ||
| PhysicsPublic.h | |||
| PhysicsPublic.h | |||
int32 FindLowKeyIndex
(
const TABLE_TYPE* FrameTable, |
Utility function to find the key before the specified search value. | AnimEncoding.h | |
FMaterialResource * FindMaterialResource
(
const TArray< FMaterialResource* >& MaterialResources, |
Materials/MaterialInterface.h | ||
FMaterialResource * FindMaterialResource
(
TArray< FMaterialResource* >& MaterialResources, |
Materials/MaterialInterface.h | ||
FMaterialResource * FindMaterialResource
(
const TArray< FMaterialResource* >& MaterialResources, |
Materials/MaterialInterface.h | ||
FMaterialResource * FindMaterialResource
(
TArray< FMaterialResource* >& MaterialResources, |
Materials/MaterialInterface.h | ||
FMaterialResource * FindOrCreateMaterialResource
(
TArray< FMaterialResource* >& MaterialResources, |
Materials/MaterialInterface.h | ||
FMaterialResource * FindOrCreateMaterialResource
(
TArray< FMaterialResource* >& MaterialResources, |
Materials/MaterialInterface.h | ||
EViewModeIndex FindViewMode
(
const FEngineShowFlags& EngineShowFlags |
Find the view mode that first to the set show flags (to be backward compatible, can be removed on day). | ShowFlags.h | |
FInertializationBoneDiff() |
Animation/AnimNode_Inertialization.h | ||
| Animation/AnimNode_Inertialization.h | |||
FInertializationPose
(
const FInertializationPose& |
Animation/AnimNode_Inertialization.h | ||
FInertializationPose
(
FInertializationPose&& |
Animation/AnimNode_Inertialization.h | ||
void FinishRecompileGlobalShaders() |
Finishes recompiling global shaders. Must be called after BeginRecompileGlobalShaders. | ShaderCompiler.h | |
FInputActionSpeechMapping
(
const FInputActionSpeechMapping& |
GameFramework/PlayerInput.h | ||
FInputActionSpeechMapping
(
FInputActionSpeechMapping&& |
GameFramework/PlayerInput.h | ||
FInputActionSpeechMapping
(
const FName InActionName, |
GameFramework/PlayerInput.h | ||
FInputKeyParams
(
FKey InKey, |
Paramaters to be considered when calling UPlayerInput::InputKey. | GameFramework/PlayerInput.h | |
FInputKeyParams
(
FKey InKey, |
GameFramework/PlayerInput.h | ||
FInputKeyParams
(
FKey InKey, |
GameFramework/PlayerInput.h | ||
FInputKeyParams
(
FKey InKey, |
GameFramework/PlayerInput.h | ||
TEnableIf< TModels_V< CGetFastArrayCreateReplicationFragmentFuncable, T >, constFDoRepLifetimeParams >::Type FixupParams
(
const FDoRepLifetimeParams& Params |
Net/UnrealNetwork.h | ||
TEnableIfCGetFastArrayCreateReplicationFragmentFuncable, T >, constFDoRepLifetimeParams & >::Type FixupParams
(
const FDoRepLifetimeParams& Params |
Net/UnrealNetwork.h | ||
void FlushDebugStrings
(
const UWorld* InWorld |
DrawDebugHelpers.h | ||
void FlushPersistentDebugLines
(
const UWorld* InWorld |
Flush persistent lines | DrawDebugHelpers.h | |
void FlushResourceStreaming () |
Helper function to flush resource streaming. | ContentStreaming.h | |
bool FNavigationSystem::BoxesAreSame
(
const FBox& A, |
AI/Navigation/NavigationTypes.h | ||
TNavSys * FNavigationSystem::GetCurrent
(
UWorld* World |
AI/NavigationSystemBase.h | ||
const TNavSys * FNavigationSystem::GetCurrent
(
const UWorld* World |
AI/NavigationSystemBase.h | ||
TNavSys * FNavigationSystem::GetCurrent
(
UObject* WorldContextObject |
AI/NavigationSystemBase.h | ||
FBox FNavigationSystem::InvalidBoundingBox
(
ForceInit, |
AI/Navigation/NavigationTypes.h | ||
bool FNavigationSystem::IsValidLocation
(
const FVector& TestLocation |
AI/Navigation/NavigationTypes.h | ||
| Copy the value of a property from source object to a destination object. | ObjectEditorUtils.h | ||
bool FObjectEditorUtils::SetPropertyValue
(
ObjectType* Object, |
Set the value on an UObject using reflection. | ObjectEditorUtils.h | |
bool FStaticSpatialIndex::FastConeAABBIntersection
(
const typename Profile::FVector& InCenter, |
WorldPartition/RuntimeHashSet/StaticSpatialIndex.h | ||
bool FStaticSpatialIndex::FastSphereAABBIntersection
(
const typename Profile::FVector& InCenter, |
WorldPartition/RuntimeHashSet/StaticSpatialIndex.h | ||
bool FWedgePositionHelper::PointsEqual
(
const FVector3f& V1, |
Rendering/SkeletalMeshLODImporterData.h | ||
UWorldPartition * FWorldPartitionHelpersPrivate::GetWorldPartition
(
const T* InObject |
WorldPartition/WorldPartitionHelpers.h | ||
UWorldPartition * FWorldPartitionHelpersPrivate::GetWorldPartition
(
const ULevel* InLevel |
WorldPartition/WorldPartitionHelpers.h | ||
UWorldPartition * FWorldPartitionHelpersPrivate::GetWorldPartition
(
const UWorld* InWorld |
WorldPartition/WorldPartitionHelpers.h | ||
UWorldPartition * FWorldPartitionHelpersPrivate::GetWorldPartition
(
const AActor* InActor |
WorldPartition/WorldPartitionHelpers.h | ||
| Components/ReflectionCaptureComponent.h | |||
FGuid GenerateGuidFromRawAnimData
(
const TArray< FRawAnimSequenceTrack >& RawAnimationData, |
Animation/AnimCompressionTypes.h | ||
| Creates a list of object clusters based on the provided references. | ReferenceCluster.h | ||
double Get1DAxisDelta() |
Get the delta of the given axis for 1D axis | GameFramework/PlayerInput.h | |
FVector2D Get2DAxisDelta() |
Get the delta of the given axis for 2D axis | GameFramework/PlayerInput.h | |
FVector Get3DAxisDelta() |
Get the delta of the given axis for 3D axis | GameFramework/PlayerInput.h | |
void GetAllDefaultTextureFormats
(
const ITargetPlatform* TargetPlatform, |
Returns all the texture formats which can be returned by GetDefaultTextureFormatName | TextureResource.h | |
void GetAllDefaultTextureFormats
(
const ITargetPlatformSettings* TargetPlatformSettings, |
TextureResource.h | ||
TArray< Chaos::FPhysicsObjectHandle > GetAllPhysicsObjectsById
(
IPhysicsComponent* Component, |
Interfaces/IPhysicsComponent.h | ||
UClass * GetAudioPluginCustomSettingsClass
(
EAudioPlugin PluginType |
Audio.h | ||
int64 GetAverageRequiredTexturePoolSize () |
Returns the average value of the required texture pool "r.streaming.PoolSize" since engine start or since the last ResetAverageRequiredTexturePoolSize(). | Engine/TextureStreamingTypes.h | |
FString GetBlendModeString
(
EBlendMode BlendMode |
Converts an EBlendMode to a string description. | MaterialShaderType.h | |
void GetBoxMesh
(
const FMatrix& BoxToWorld, |
PrimitiveDrawingUtils.h | ||
FBufferVisualizationData & GetBufferVisualizationData() |
BufferVisualizationData.h | ||
const FCachedSystemScalabilityCVars & GetCachedScalabilityCVars() |
UnrealEngine.h | ||
void GetCapsuleMesh
(
const FVector& Origin, |
PrimitiveDrawingUtils.h | ||
FString GetCDKeyHash() |
CDKey.h | ||
FString GetCDKeyResponse
(
const TCHAR* Challenge |
CDKey.h | ||
| MaterialShared.h | |||
int32 GetCmdLineMaterialQualityToCache() |
What material quality level should we explicitly cook for? : -CacheMaterialQuality= | MaterialShared.h | |
ECollisionChannel GetCollisionChannel
(
uint32 Word3 |
Physics/PhysicsFiltering.h | ||
ECollisionChannel GetCollisionChannelAndExtraFilter
(
uint32 Word3, |
Physics/PhysicsFiltering.h | ||
| Brings loaded sounds up to date for the given platforms (or all platforms), and also sets persistent variables to cover any newly loaded ones. | Audio.h | ||
void GetConeMesh
(
const FMatrix& LocalToWorld, |
PrimitiveDrawingUtils.h | ||
EMaterialQualityLevel::Type GetCurrentMaterialQualityLevelChecked() |
Materials/MaterialInterface.h | ||
ECustomDepthMode GetCustomDepthMode() |
SceneUtils.h | ||
void GetCylinderMesh
(
const FVector& Start, |
Draws a cylinder along the axis from Start to End. | PrimitiveDrawingUtils.h | |
void GetCylinderMesh
(
const FVector& Base, |
PrimitiveDrawingUtils.h | ||
void GetCylinderMesh
(
const FMatrix& CylToWorld, |
PrimitiveDrawingUtils.h | ||
bool GetDataLayerRuntimeStateFromName
(
const FString& InStateName, |
Used for debugging. | WorldPartition/DataLayer/DataLayer.h | |
const TCHAR * GetDataLayerRuntimeStateName
(
EDataLayerRuntimeState State |
WorldPartition/DataLayer/DataLayerInstance.h | ||
| Returns the Debug string for a given world (Standalone, Listen Server, Client #, etc) | UnrealEngine.h | ||
EAntiAliasingMethod GetDefaultAntiAliasingMethod
(
const FStaticFeatureLevel InFeatureLevel |
SceneUtils.h | ||
uint8 GetDefaultLightingChannelMask() |
Returns mask for only channel 0 | Engine/EngineTypes.h | |
uint32 GetDefaultMSAACount
(
const FStaticFeatureLevel InFeatureLevel, |
SceneUtils.h | ||
void GetDefaultPrecomputedLightingParameters
(
FPrecomputedLightingUniformParameters& Parameters |
LightmapUniformShaderParameters.h | ||
FName GetDefaultTextureFormatName
(
const ITargetPlatform* TargetPlatform, |
Do not call these (GetDefaultTextureFormatName) directly, use GetPlatformTextureFormatNamesWithPrefix instead this should only be called by TargetPlatform::GetTextureFormats() Gets the name of a format for the given LayerIndex | TextureResource.h | |
FName GetDefaultTextureFormatName
(
const ITargetPlatformSettings* TargetPlatformSettings, |
TextureResource.h | ||
void GetDefaultTextureFormatNamePerLayer
(
TArray< FName >& OutFormatNames, |
Gets an array of format names for each layer in the texture | TextureResource.h | |
void GetDefaultTextureFormatNamePerLayer
(
TArray< FName >& OutFormatNames, |
TextureResource.h | ||
void GetDiscMesh
(
const FVector& Center, |
PrimitiveDrawingUtils.h | ||
void GetDiscMesh
(
const FMatrix& ToWorld, |
PrimitiveDrawingUtils.h | ||
FDynamicMeshBoundsShaderParameters GetDynamicMeshBoundsShaderParameters
(
FRDGBuilder& GraphBuilder |
Get the dynamic mesh bounds assigned by GPU skin cache on this graph builder, or dummy values otherwise. | GPUSkinCache.h | |
void GetDynamicValueFromPayload
(
int32 InDynamicPayloadOffset, |
Helper function for retrieving the dynamic payload of a particle. | ParticleHelper.h | |
EShadingPath GetFeatureLevelShadingPath
(
FStaticFeatureLevel InFeatureLevel |
SceneUtils.h | ||
void GetFieldIndex
(
const uint32 FieldType, |
Compute the field indexand output given a field type | PhysicsField/PhysicsFieldComponent.h | |
float GetFilteredData
(
float Input |
AnimInterpFilter.h | ||
int32 GetFirstLightingChannelFromMask
(
uint8 Mask |
Returns the index of the first lighting channel set, or -1 if no channels are set. | Engine/EngineTypes.h | |
ENGINE_API const FShaderParametersMetadata * GetForwardDeclaredShaderParametersStructMetadata
(
const FInstancedStaticMeshVertexFactoryUniformShaderParameters* DummyPtr |
Engine/InstancedStaticMesh.h | ||
ENGINE_API const FShaderParametersMetadata * GetForwardDeclaredShaderParametersStructMetadata
(
const FInstancedStaticMeshVFLooseUniformShaderParameters* DummyPtr |
Engine/InstancedStaticMesh.h | ||
ENGINE_API const FShaderParametersMetadata * GetForwardDeclaredShaderParametersStructMetadata
(
const FGeometryCacheVertexFactoryUniformBufferParameters* DummyPtr |
GeometryCacheVertexFactory.h | ||
ENGINE_API const FShaderParametersMetadata * GetForwardDeclaredShaderParametersStructMetadata
(
const FGeometryCacheManualVertexFetchUniformBufferParameters* DummyPtr |
GeometryCacheVertexFactory.h | ||
ENGINE_API const FShaderParametersMetadata * GetForwardDeclaredShaderParametersStructMetadata
(
const FGeometryCollectionVertexFactoryUniformShaderParameters* DummyPtr |
GeometryCollectionRendering.h | ||
ENGINE_API const FShaderParametersMetadata * GetForwardDeclaredShaderParametersStructMetadata
(
const FGCBoneLooseParameters* DummyPtr |
GeometryCollectionRendering.h | ||
ENGINE_API const FShaderParametersMetadata * GetForwardDeclaredShaderParametersStructMetadata
(
const FGPUSkinPassThroughFactoryLooseParameters* DummyPtr |
GPUSkinVertexFactory.h | ||
ENGINE_API const FShaderParametersMetadata * GetForwardDeclaredShaderParametersStructMetadata
(
const FPrecomputedLightingUniformParameters* DummyPtr |
LightmapUniformShaderParameters.h | ||
ENGINE_API const FShaderParametersMetadata * GetForwardDeclaredShaderParametersStructMetadata
(
const FLocalVertexFactoryUniformShaderParameters* DummyPtr |
LocalVertexFactory.h | ||
ENGINE_API const FShaderParametersMetadata * GetForwardDeclaredShaderParametersStructMetadata
(
const FMeshParticleUniformParameters* DummyPtr |
MeshParticleVertexFactory.h | ||
ENGINE_API const FShaderParametersMetadata * GetForwardDeclaredShaderParametersStructMetadata
(
const FParticleBeamTrailUniformParameters* DummyPtr |
ParticleBeamTrailVertexFactory.h | ||
ENGINE_API const FShaderParametersMetadata * GetForwardDeclaredShaderParametersStructMetadata
(
const FParticleSpriteUniformParameters* DummyPtr |
ParticleVertexFactory.h | ||
ENGINE_API const FShaderParametersMetadata * GetForwardDeclaredShaderParametersStructMetadata
(
const FPrimitiveUniformShaderParameters* DummyPtr |
PrimitiveUniformShaderParameters.h | ||
ENGINE_API const FShaderParametersMetadata * GetForwardDeclaredShaderParametersStructMetadata
(
const FWorkingColorSpaceShaderParameters* DummyPtr |
SceneManagement.h | ||
ENGINE_API const FShaderParametersMetadata * GetForwardDeclaredShaderParametersStructMetadata
(
const FLightmapResourceClusterShaderParameters* DummyPtr |
SceneManagement.h | ||
ENGINE_API const FShaderParametersMetadata * GetForwardDeclaredShaderParametersStructMetadata
(
const FMobileReflectionCaptureShaderParameters* DummyPtr |
SceneManagement.h | ||
ENGINE_API const FShaderParametersMetadata * GetForwardDeclaredShaderParametersStructMetadata
(
const FSceneTextureUniformParameters* DummyPtr |
SceneTexturesConfig.h | ||
ENGINE_API const FShaderParametersMetadata * GetForwardDeclaredShaderParametersStructMetadata
(
const FMobileSceneTextureUniformParameters* DummyPtr |
SceneTexturesConfig.h | ||
ENGINE_API const FShaderParametersMetadata * GetForwardDeclaredShaderParametersStructMetadata
(
const FMobileDirectionalLightShaderParameters* DummyPtr |
SceneView.h | ||
ENGINE_API const FShaderParametersMetadata * GetForwardDeclaredShaderParametersStructMetadata
(
const FViewUniformShaderParameters* DummyPtr |
SceneView.h | ||
ENGINE_API const FShaderParametersMetadata * GetForwardDeclaredShaderParametersStructMetadata
(
const FInstancedViewUniformShaderParameters* DummyPtr |
SceneView.h | ||
ENGINE_API const FShaderParametersMetadata * GetForwardDeclaredShaderParametersStructMetadata
(
const FSpeedTreeUniformParameters* DummyPtr |
SpeedTreeWind.h | ||
FString GetFullNameSafe
(
const FNavigationElement* Element |
AI/Navigation/NavigationElement.h | ||
ECollisionShapeType GetGeometryType
(
const Chaos::FPerShapeData& Shape |
FORCEINLINE ECollisionShapeType GetType(const Chaos::FImplicitObject& Geom) { if (Geom.GetType() == Chaos::ImplicitObjectType::Box) { return ECollisionShapeType::Box; } if (Geom.GetType() == Chaos::ImplicitObjectType::Sphere) { return ECollisionShapeType::Sphere; } if (Geom.GetType() == Chaos::ImplicitObjectType::Plane) { return ECollisionShapeType::Plane; } return ECollisionShapeType::None; } | Physics/Experimental/PhysInterface_Chaos.h | |
const FGuid & GetGlobalShaderMapDDCGuid() |
ShaderCompiler.h | ||
FGPUSkinCacheVisualizationData & GetGPUSkinCacheVisualizationData() |
GPUSkinCacheVisualizationData.h | ||
int32 GetGPUSortPassCount
(
uint32 KeyMask |
Get the number of passes we will need to make in order to sort | GPUSort.h | |
FSquare2DGridHelper GetGridHelper
(
const FBox& WorldBounds, |
WorldPartition/RuntimeSpatialHash/RuntimeSpatialHashGridHelper.h | ||
FSquare2DGridHelper GetGridHelper
(
const FBox& WorldBounds, |
WorldPartition/RuntimeSpatialHash/RuntimeSpatialHashGridHelper.h | ||
EGroomViewMode GetGroomViewMode
(
const FSceneView& View |
GroomVisualizationData.h | ||
const TCHAR * GetGroomViewModeName
(
EGroomViewMode In |
GroomVisualizationData.h | ||
FGroomVisualizationData & GetGroomVisualizationData() |
GroomVisualizationData.h | ||
void GetHalfSphereMesh
(
const FVector& Center, |
PrimitiveDrawingUtils.h | ||
FHighResScreenshotConfig & GetHighResScreenshotConfig() |
HighResScreenshot.h | ||
bool GetHighResScreenShotInput
(
const TCHAR* Cmd, |
UnrealClient.h | ||
FPrimitiveUniformShaderParameters GetIdentityPrimitiveParameters() |
PrimitiveUniformShaderParameters.h | ||
EInertializationSpace GetInertializationSpace() |
Animation/AnimNode_Inertialization.h | ||
uint8 GetLightingChannelMaskForStruct
(
FLightingChannels Value |
Converts lighting channels into a bitfield | Engine/EngineTypes.h | |
void GetLightmapClusterResourceParameters
(
ERHIFeatureLevel::Type FeatureLevel, |
SceneManagement.h | ||
void GetLocalVFUniformShaderParameters
(
FLocalVertexFactoryUniformShaderParameters& UniformParameters, |
LocalVertexFactory.h | ||
const FSceneView & GetLODView
(
const FSceneView& InView |
Will return the view to use taking into account VR which has 2 views | SceneManagement.h | |
FLumenVisualizationData & GetLumenVisualizationData() |
LumenVisualizationData.h | ||
Chaos::FChaosPhysicsMaterial * GetMaterialFromInternalFaceIndex
(
const FPhysicsShape& Shape, |
Physics/Experimental/PhysInterface_Chaos.h | ||
Chaos::FChaosPhysicsMaterial * GetMaterialFromInternalFaceIndexAndHitLocation
(
const FPhysicsShape& Shape, |
Physics/Experimental/PhysInterface_Chaos.h | ||
EMaterialParameterType GetMaterialParameterTypeFromString
(
FString TypeName |
Materials/MaterialParameters.h | ||
FPSOPrecacheDataArray GetMaterialPSOPrecacheData
(
FMaterialPSOPrecacheRequestID RequestID |
Get original FPSOPrecacheDataArray from precache request | PSOPrecacheMaterial.h | |
FMaterialPSOPrecacheParams GetMaterialPSOPrecacheParams
(
FMaterialPSOPrecacheRequestID RequestID |
Get original FMaterialPSOPrecacheParams from precache request | PSOPrecacheMaterial.h | |
FName GetMaterialQualityLevelFName
(
EMaterialQualityLevel::Type InMaterialQualityLevel |
MaterialShared.h | ||
void GetMaterialQualityLevelName
(
EMaterialQualityLevel::Type InMaterialQualityLevel, |
Creates a string that represents the given quality level. | MaterialShared.h | |
const FGuid & GetMaterialShaderMapDDCGuid() |
ShaderCompiler.h | ||
FString GetMaterialShaderMapKeyString
(
const FMaterialShaderMapId& ShaderMapId, |
Creates a string key for the derived data cache given a shader map id. | MaterialShaderType.h | |
void GetMaterialValueTypeDescriptions
(
const uint32 MaterialValueType, |
Given a combination of EMaterialValueType flags, get text descriptions of all types | MaterialShared.h | |
void GetMaterialValueTypeDescriptions
(
const EMaterialValueType MaterialValueType, |
MaterialShared.h | ||
FString GetMemoryString
(
const double Value, |
UnrealClient.h | ||
FString GetNameSafe
(
const FNavigationElement* Element |
AI/Navigation/NavigationElement.h | ||
uint64 GetNaniteResourcesSize
(
const TPimplPtr< Nanite::FResources >& InResources |
Rendering/NaniteResources.h | ||
uint64 GetNaniteResourcesSize
(
const Nanite::FResources& InResources |
Rendering/NaniteResources.h | ||
void GetNaniteResourcesSizeEx
(
const TPimplPtr< Nanite::FResources >& InResources, |
Rendering/NaniteResources.h | ||
void GetNaniteResourcesSizeEx
(
const Nanite::FResources& InResources, |
Rendering/NaniteResources.h | ||
FNaniteVisualizationData & GetNaniteVisualizationData() |
NaniteVisualizationData.h | ||
NodeType * GetNodeFromPropertyIndex
(
UObject* AnimInstanceObject, |
Animation/AnimBlueprintGeneratedClass.h | ||
int32 GetNumActorsInWorld
(
UWorld* InWorld |
DebugViewModeHelpers.h | ||
uint32 GetNumComponents
(
EMaterialValueType Type |
MaterialShared.h | ||
int32 GetNumFromRenderTargetSampleCount
(
ETextureRenderTargetSampleCount InSampleCount |
Engine/TextureRenderTarget2D.h | ||
FOnGlobalShadersCompilation & GetOnGlobalShaderCompilation() |
ShaderCompiler.h | ||
void GetOrientedHalfSphereMesh
(
const FVector& Center, |
PrimitiveDrawingUtils.h | ||
void GetOutdatedShaderTypes
(
TArray< const FShaderType* >& OutdatedShaderTypes, |
ShaderCompiler.h | ||
FVector3f GetParticleBaseSize
(
const FBaseParticle& Particle, |
ParticleHelper.h | ||
FVector2D GetParticleSizeWithUVFlipInSign
(
const FBaseParticle& Particle, |
ParticleHelper.h | ||
FSquare2DGridHelper GetPartitionedActors
(
const FBox& WorldBounds, |
WorldPartition/RuntimeSpatialHash/RuntimeSpatialHashGridHelper.h | ||
FSquare2DGridHelper GetPartitionedActors
(
const FBox& WorldBounds, |
WorldPartition/RuntimeSpatialHash/RuntimeSpatialHashGridHelper.h | ||
FString GetPathNameSafe
(
const FNavigationElement* Element |
AI/Navigation/NavigationElement.h | ||
EPixelFormat GetPixelFormatFromRenderTargetFormat
(
ETextureRenderTargetFormat RTFormat |
Engine/TextureRenderTarget2D.h | ||
APlayerController * GetPlayerControllerFromNetId
(
UWorld* World, |
Returns the player controller associated with this net id | GameFramework/GameSession.h | |
void GetPrecomputedLightingParameters
(
ERHIFeatureLevel::Type FeatureLevel, |
LightmapUniformShaderParameters.h | ||
void GetPSOCompilationMetrics
(
float& DurationSum, |
Retrieves the current metrics and set it to zero | PSOMetrics.h | |
EPSOPrecacheMode GetPSOPrecacheMode() |
PSOPrecache.h | ||
EPSOPrecacheProxyCreationStrategy GetPSOPrecacheProxyCreationStrategy() |
PSOPrecache.h | ||
uint8 GetRayTracingMaskFromMaterial
(
const EBlendMode BlendMode |
MaterialShared.h | ||
FRayTracingVisualizationData & GetRayTracingVisualizationData() |
RayTracingVisualizationData.h | ||
float GetRectLightBarnDoorMaxAngle() |
Components/RectLightComponent.h | ||
IRendererModule & GetRendererModule() |
Accessor that gets the renderer module and caches the result. | EngineModule.h | |
| Wrapper to find replicated properties that also makes sure they're valid | Net/UnrealNetwork.h | ||
void GetSceneColorFormatAndCreateFlags
(
ERHIFeatureLevel::Type FeatureLevel, |
SceneTexturesConfig.h | ||
FSceneTextureShaderParameters GetSceneTextureShaderParameters
(
TRDGUniformBufferRef< FSceneTextureUniformParameters > UniformBuffer |
SceneTexturesConfig.h | ||
FSceneTextureShaderParameters GetSceneTextureShaderParameters
(
TRDGUniformBufferRef< FMobileSceneTextureUniformParameters > UniformBuffer |
SceneTexturesConfig.h | ||
FLinearColor GetSelectionColor
(
const FLinearColor& BaseColor, |
Given a base color and a selection state, returns a color which accounts for the selection state. | SceneManagement.h | |
void GetShaderCompilerCurrentMemoryLimits
(
FShaderCompilerMemoryLimits& limits |
ShaderCompiler.h | ||
UE::Shader::FType GetShaderValueType
(
EMaterialParameterType Type |
Materials/MaterialParameters.h | ||
FString GetShadingModelFieldString
(
FMaterialShadingModelField ShadingModels |
Converts an FMaterialShadingModelField to a string description, base on a default function. | MaterialShaderType.h | |
FString GetShadingModelFieldString
(
FMaterialShadingModelField ShadingModels, |
Converts an FMaterialShadingModelField to a string description, base on the passed in delegate. | MaterialShaderType.h | |
FString GetShadingModelString
(
EMaterialShadingModel ShadingModel |
Converts an EMaterialShadingModel to a string description. | MaterialShaderType.h | |
void GetShapes
(
const FPhysActorDummy& RigidActor, |
Physics/Experimental/PhysInterface_Chaos.h | ||
const TCHAR * GetShortAntiAliasingName
(
EAntiAliasingMethod AntiAliasingMethod |
SceneUtils.h | ||
void GetSkeletalMeshRefTangentBasis
(
const USkeletalMesh* Mesh, |
Engine/SkeletalMesh.h | ||
FVector GetSkeletalMeshRefVertLocation
(
const USkeletalMesh* Mesh, |
Engine/SkeletalMesh.h | ||
ESkinCacheDefaultBehavior GetSkinCacheDefaultBehavior() |
GPUSkinCache.h | ||
void GetSphereMesh
(
const FVector& Center, |
PrimitiveDrawingUtils.h | ||
void GetSphereMesh
(
const FVector& Center, |
PrimitiveDrawingUtils.h | ||
FRHITexture * GetSSProfilesPreIntegratedTextureWithFallback() |
Returns the Preintegrated texture if it exists, or black. | Engine/SubsurfaceProfile.h | |
const UEnum * GetStaticMaterialParameterTypeEnum() |
Materials/MaterialParameters.h | ||
EPSOPrecachePriority GetStaticMeshComponentBoostPSOPrecachePriority() |
StaticMeshSceneProxy.h | ||
void GetStaticMeshRayTracingWPOConfig
(
bool& bOutHasRayTracingRepresentation, |
StaticMeshSceneProxy.h | ||
UFont * GetStatsFont() |
Stats objects for Engine Input stat HUD stat Static mesh tris rendered Skeletal stats Unit times | UnrealEngine.h | |
const TCHAR * GetStreamingSourceTargetStateName
(
EStreamingSourceTargetState StreamingSourceTargetState |
WorldPartition/WorldPartitionStreamingSource.h | ||
TArray< FSubLevelStatus > GetSubLevelsStatus
(
UWorld* InWorld, |
Gathers SubLevels status from a provided world | EngineUtils.h | |
uint32 GetSubstrateTileTypeAsUint8
(
ESubstrateTileType In |
Rendering/SubstrateMaterialShared.h | ||
ESubstrateTileType GetSubstrateTileTypeFromMaterialType
(
uint32 InMaterialType |
Rendering/SubstrateMaterialShared.h | ||
FSubstrateVisualizationData & GetSubstrateVisualizationData() |
SubstrateVisualizationData.h | ||
float GetSubsurfaceProfileId
(
const USubsurfaceProfile* In |
Returns the subsurface profile ID for a given Sub-surface Profile object | Engine/SubsurfaceProfile.h | |
FName GetSubsurfaceProfileParameterName() |
Returns the subsurface profile ID shader parameter name | Engine/SubsurfaceProfile.h | |
FRHITexture * GetSubsurfaceProfileTexture() |
Returns the subsurface profile texture if it exists, or null. | Engine/SubsurfaceProfile.h | |
FRHITexture * GetSubsurfaceProfileTextureWithFallback() |
Returns the subsurface profile texture if it exists, or black. | Engine/SubsurfaceProfile.h | |
FTentDistribution GetTentDistribution
(
const USkyAtmosphereComponent& SkyAtmosphereComponent |
|||
FTentDistribution GetTentDistribution
(
const FSkyAtmosphereDynamicState& Ds |
|||
bool GetTextureIsStreamable
(
const UTexture& Texture |
Resolves whether a texture is streamable independent of compression speed, and avoids unnecessary build settings generation work. | Engine/TextureStreamingTypes.h | |
bool GetTextureIsStreamableOnPlatform
(
const UTexture& Texture, |
Resolves whether a texture is streamable on the given platform, independent of compression speed, and avoids unnecessary build settings generation work. | Engine/TextureStreamingTypes.h | |
uint32 GetTriangleMeshExternalFaceIndex
(
const FPhysicsShape& Shape, |
Physics/Experimental/PhysInterface_Chaos.h | ||
float GetTriggerTimeOffsetForType
(
EAnimEventTriggerOffsets::Type OffsetType |
Animation/AnimTypes.h | ||
void GetTypedSkinnedTangentBasis
(
const USkinnedMeshComponent* SkinnedComp, |
Simple, CPU evaluation of a vertex's skinned tangent basis | Components/SkinnedMeshComponent.h | |
FVector3f GetTypedSkinnedVertexPosition
(
const USkinnedMeshComponent* SkinnedComp, |
Simple, CPU evaluation of a vertex's skinned position helper function | Components/SkinnedMeshComponent.h | |
uint32 GetTypeHash
(
const FNavigationElementHandle& Key |
Inlines. | AI/Navigation/NavigationElement.h | |
uint32 GetTypeHash
(
const FAnimBankItem& Key |
Animation/AnimBank.h | ||
uint32 GetTypeHash
(
const TArray< FAnimBankItem >& InBankItems |
Animation/AnimBank.h | ||
uint32 GetTypeHash
(
const FSoftAnimBankItem& Key |
Animation/AnimBank.h | ||
uint32 GetTypeHash
(
const TArray< FSoftAnimBankItem >& InBankItems |
Animation/AnimBank.h | ||
uint32 GetTypeHash
(
const FStringAnimationAttribute& Key |
Animation/BuiltInAttributeTypes.h | ||
uint32 GetTypeHash
(
const FBaseComponentReference& Reference |
Engine/EngineTypes.h | ||
uint32 GetTypeHash
(
const FRigidBodyIndexPair Pair |
Generates a hash value in accordance with the uint64 implementation of GetTypeHash which is required for backward compatibility as older versions of UPhysicsAssetInstance stored a TMap |
PhysicsEngine/RigidBodyIndexPair.h | |
uint32 GetTypeHash
(
FSimpleLightId In |
PrimitiveSceneProxy.h | ||
int32 GetTypeHash
(
const FSimpleStreamableAssetManager::FAssetRecord& Object |
Streaming/SimpleStreamableAssetManager.h | ||
bool GetUsedMaterialsInWorld
(
UWorld* InWorld, |
Get the list of all material used in a world | DebugViewModeHelpers.h | |
uint32 GetUseSubsurfaceProfileShadingModelMask() |
MaterialShared.h | ||
void GetViewFrustumBounds
(
FConvexVolume& OutResult, |
Creates a convex volume bounding the view frustum for a view-projection matrix. | ConvexVolume.h | |
void GetViewFrustumBounds
(
FConvexVolume& OutResult, |
Creates a convex volume bounding the view frustum for a view-projection matrix. | ConvexVolume.h | |
void GetViewFrustumBounds
(
FConvexVolume& OutResult, |
Creates a convex volume bounding the view frustum for a view-projection matrix, with an optional far plane override. | ConvexVolume.h | |
const TCHAR * GetViewModeName
(
EViewModeIndex ViewModeIndex |
ShowFlags.h | ||
bool GetViewportScreenShot
(
FViewport* Viewport, |
UnrealClient.h | ||
bool GetViewportScreenShotHDR
(
FViewport* Viewport, |
UnrealClient.h | ||
FLinearColor GetViewSelectionColor
(
const FLinearColor& BaseColor, |
SceneManagement.h | ||
FVirtualShadowMapVisualizationData & GetVirtualShadowMapVisualizationData() |
VirtualShadowMapVisualizationData.h | ||
void GlobalBeginCompileShader
(
const FString& DebugGroupName, |
Enqueues a shader compile job with GShaderCompilingManager. | ShaderCompiler.h | |
void GlobalBeginCompileShader
(
const FString& DebugGroupName, |
Enqueues a shader compile job with GShaderCompilingManager. | ShaderCompiler.h | |
bool GPUSkinCacheNeedsDuplicatedVertices() |
GPUSkinCache.h | ||
bool GPUSkinCacheStoreDuplicatedVertices() |
GPUSkinCache.h | ||
DesiredType * HitProxyCast
(
HHitProxy* Src |
Dynamically cast a HHitProxy object type-safely. | HitProxies.h | |
void InitFrom
(
const FCompactPose& Pose, |
Animation/AnimNode_Inertialization.h | ||
bool InitGamePhys() |
PhysicsPublic.h | ||
void InitializeSharedSamplerStates() |
Initializes the shared sampler states. | SceneManagement.h | |
void InitNaniteResources
(
TPimplPtr< Nanite::FResources >& InResources, |
Rendering/NaniteResources.h | ||
bool IsAdditiveBlendMode
(
EBlendMode BlendMode |
MaterialShared.h | ||
bool IsAdditiveBlendMode
(
const FMaterial& In |
MaterialShared.h | ||
bool IsAdditiveBlendMode
(
const UMaterialInterface& In |
MaterialShared.h | ||
bool IsAdditiveBlendMode
(
const FMaterialShaderParameters& In |
MaterialShared.h | ||
bool IsAllowedExpressionType
(
const UClass* Class, |
Returns whether the given expression class is allowed. | MaterialShared.h | |
bool IsAllowingApproximateOcclusionQueries() |
PrimitiveSceneProxy.h | ||
bool IsAlphaCompositeBlendMode
(
EBlendMode BlendMode |
MaterialShared.h | ||
bool IsAlphaCompositeBlendMode
(
const FMaterial& In |
MaterialShared.h | ||
bool IsAlphaCompositeBlendMode
(
const UMaterialInterface& In |
MaterialShared.h | ||
bool IsAlphaCompositeBlendMode
(
const FMaterialShaderParameters& In |
MaterialShared.h | ||
bool IsAlphaHoldoutBlendMode
(
EBlendMode BlendMode |
MaterialShared.h | ||
bool IsAlphaHoldoutBlendMode
(
const FMaterial& In |
MaterialShared.h | ||
bool IsAlphaHoldoutBlendMode
(
const UMaterialInterface& In |
MaterialShared.h | ||
bool IsAlphaHoldoutBlendMode
(
const FMaterialShaderParameters& In |
MaterialShared.h | ||
bool IsAltDown
(
FViewport* Viewport |
UnrealClient.h | ||
bool IsAssetStreamingSuspended() |
RenderAssetUpdate.h | ||
bool IsAudioPluginEnabled
(
EAudioPlugin PluginType |
Queries if a plugin of the given type is enabled. | Audio.h | |
bool IsBlocking
(
const FPhysicsShape& PShape, |
Util to determine if a shape is deemed blocking based on the query filter | Physics/Experimental/PhysInterface_Chaos.h | |
bool IsCompatibleWithHairStrands
(
const FMaterial* Material, |
MeshBatch.h | ||
bool IsCompatibleWithHairStrands
(
EShaderPlatform Platform, |
MeshBatch.h | ||
bool IsComponentPSOPrecachingEnabled() |
Precaching PSOs for components? | PSOPrecache.h | |
bool IsCtrlDown
(
FViewport* Viewport |
Shortcuts for checking the state of both left&right variations of control keys. | UnrealClient.h | |
bool IsCustomDeltaProperty
(
const FStructProperty* StructProperty |
Net/DataReplication.h | ||
bool IsCustomDeltaProperty
(
const FProperty* Property |
Net/DataReplication.h | ||
bool IsCustomDepthPassEnabled() |
SceneUtils.h | ||
bool IsDebugViewShaderModeODSCOnly () |
Returns true if debug view shaders are only ODSC compiled (in editor or cooked builds). | DebugViewModeHelpers.h | |
bool IsExpressionClassPermitted
(
const UClass*const Class |
Returns whether the specified class of material expression is permitted. | MaterialExpressionSettings.h | |
bool IsFloatNumericType
(
EMaterialValueType InType |
MaterialShared.h | ||
bool IsGamepad() |
Returns true if the Key used for this input is a gamepad key | GameFramework/PlayerInput.h | |
bool IsGlobalShaderMapComplete
(
const TCHAR* TypeNameSubstring |
Returns whether all global shader types containing the substring are complete and ready for rendering. | ShaderCompiler.h | |
bool IsGroomEnabled() |
GroomVisualizationData.h | ||
bool IsHairStrandsGeometrySupported
(
const EShaderPlatform Platform |
Helper functions for hair strands shaders. | MeshBatch.h | |
bool IsLWCType
(
EMaterialValueType InType |
MaterialShared.h | ||
bool IsMaskedBlendMode
(
EBlendMode BlendMode |
MaterialShared.h | ||
bool IsMaskedBlendMode
(
const FMaterial& In |
MaterialShared.h | ||
bool IsMaskedBlendMode
(
const UMaterialInterface& In |
MaterialShared.h | ||
bool IsMaskedBlendMode
(
const FMaterialShaderParameters& In |
MaterialShared.h | ||
bool IsMaterialMapDDCEnabled() |
ShaderCompiler.h | ||
bool IsMaterialValueType
(
EMaterialValueType InType, |
MaterialShared.h | ||
bool IsMobileColorsRGB() |
SceneUtils.h | ||
bool IsMobilePropagateAlphaEnabled
(
EShaderPlatform Platform |
True if Alpha Propagate is enabled for the mobile renderer. | SceneUtils.h | |
bool IsMobileTonemapSubpassEnabled
(
EShaderPlatform Platform, |
SceneUtils.h | ||
bool IsMobileTonemapSubpassEnabledInline
(
EShaderPlatform Platform, |
SceneUtils.h | ||
bool IsModulateBlendMode
(
EBlendMode BlendMode |
MaterialShared.h | ||
bool IsModulateBlendMode
(
const FMaterial& In |
MaterialShared.h | ||
bool IsModulateBlendMode
(
const UMaterialInterface& In |
MaterialShared.h | ||
bool IsModulateBlendMode
(
const FMaterialShaderParameters& In |
MaterialShared.h | ||
bool IsNumericMaterialParameter
(
EMaterialParameterType InType |
Materials/MaterialParameters.h | ||
bool IsNumericType
(
EMaterialValueType InType |
MaterialShared.h | ||
bool IsOpaqueBlendMode
(
EBlendMode BlendMode |
Blend modes utility functions | MaterialShared.h | |
bool IsOpaqueBlendMode
(
const FMaterial& In |
MaterialShared.h | ||
bool IsOpaqueBlendMode
(
const UMaterialInterface& In |
MaterialShared.h | ||
bool IsOpaqueBlendMode
(
const FMaterialShaderParameters& In |
MaterialShared.h | ||
bool IsOpaqueOrMaskedBlendMode
(
EBlendMode BlendMode |
MaterialShared.h | ||
bool IsOpaqueOrMaskedBlendMode
(
const FMaterial& In |
MaterialShared.h | ||
bool IsOpaqueOrMaskedBlendMode
(
const UMaterialInterface& In |
MaterialShared.h | ||
bool IsOpaqueOrMaskedBlendMode
(
const FMaterialShaderParameters& In |
MaterialShared.h | ||
bool IsParallelGatherDynamicMeshElementsEnabled() |
Whether scene proxies will have GetDynamicMeshElements called in parallel. | PrimitiveSceneProxy.h | |
bool IsParallelGatherDynamicRayTracingInstancesEnabled() |
Whether scene proxies will have GetDynamicRayTracingInstances called in parallel. | PrimitiveSceneProxy.h | |
bool IsPrimitiveType
(
EMaterialValueType InType |
MaterialShared.h | ||
bool IsPSOShaderPreloadingEnabled() |
Dynamically preload shaders | PSOPrecache.h | |
bool IsResourcePSOPrecachingEnabled() |
Precaching PSOs for resources? | PSOPrecache.h | |
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. | SceneManagement.h | |
bool IsShaderJobCacheDDCEnabled() |
ShaderCompiler.h | ||
bool IsShiftDown
(
FViewport* Viewport |
UnrealClient.h | ||
bool IsSpatializationCVarEnabled() |
Accessor for our Spatialization enabled CVar. | Audio.h | |
bool IsStaticMaterialParameter
(
EMaterialParameterType InType |
Materials/MaterialParameters.h | ||
bool IsSubsurfaceShadingModel
(
FMaterialShadingModelField ShadingModel |
MaterialShared.h | ||
bool IsTemporalAccumulationBasedMethod
(
EAntiAliasingMethod AntiAliasingMethod |
Returns whether the anti-aliasing method use a temporal accumulation | SceneUtils.h | |
bool IsTexelDebuggingEnabled() |
LightMap.h | ||
bool IsTexelMapped
(
const TArray< FLightMapCoefficients >& MappingData, |
Checks if a lightmap texel is mapped or not. | LightMap.h | |
bool IsTranslucentBlendMode
(
EBlendMode BlendMode |
MaterialShared.h | ||
bool IsTranslucentBlendMode
(
const FMaterial& In |
MaterialShared.h | ||
bool IsTranslucentBlendMode
(
const UMaterialInterface& In |
MaterialShared.h | ||
bool IsTranslucentBlendMode
(
const FMaterialShaderParameters& In |
MaterialShared.h | ||
bool IsTranslucentOnlyBlendMode
(
EBlendMode BlendMode |
MaterialShared.h | ||
bool IsTranslucentOnlyBlendMode
(
const FMaterial& In |
MaterialShared.h | ||
bool IsTranslucentOnlyBlendMode
(
const UMaterialInterface& In |
MaterialShared.h | ||
bool IsTranslucentOnlyBlendMode
(
const FMaterialShaderParameters& In |
MaterialShared.h | ||
bool IsUIntNumericType
(
EMaterialValueType InType |
MaterialShared.h | ||
bool IsUsingNewMaterialTranslatorPrototype() |
MaterialShared.h | ||
bool IsValid () |
Animation/AnimCurveTypes.h | ||
bool IsValid () |
AnimInterpFilter.h | ||
bool IsValidRef
(
const FVertexBufferAndSRV& Buffer |
Helper function to test whether the buffer is valid. | GPUSkinVertexFactory.h | |
bool IsVirtualSamplerType
(
EMaterialSamplerType Value |
Engine/EngineTypes.h | ||
bool IsZeroSample() |
Determines if all sample properties are zeroed. | Animation/MotionTrajectoryTypes.h | |
PRAGMA_DISABLE_DEPRECATION_WARNINGS FTrajectorySample Lerp
(
const FTrajectorySample& Sample, |
Linear interpolation of all parameters of two trajectory samples. | Animation/MotionTrajectoryTypes.h | |
const TCHAR *const LexToString
(
const EEdGraphPinDirection State |
EdGraph/EdGraphNode.h | ||
const TCHAR *const LexToString
(
const ENodeEnabledState State |
EdGraph/EdGraphNode.h | ||
const TCHAR * LexToString
(
const EWorldType::Type Value |
Engine/EngineTypes.h | ||
const TCHAR * LexToString
(
const EConnectionState Value |
Engine/NetConnection.h | ||
const TCHAR *const LexToString
(
const EEncryptionResponse Response |
Engine/NetworkDelegates.h | ||
const TCHAR *const LexToString
(
const ECheatPunishType Response |
Engine/NetworkDelegates.h | ||
const TCHAR * LexToString
(
const EDecompressionType InType |
Sound/SoundWave.h | ||
FString LexToString
(
ENavigationShapeType::Type Type |
AI/NavigationModifier.h | ||
FString LexToString
(
ENavigationAreaMode::Type Type |
AI/NavigationModifier.h | ||
FString LexToString
(
const FDelinquencyNameTimePair& Value |
With this formatting, an array of these (or even just a single entry) will have the same form as a map "key:value,key:value,..." | Net/NetAnalyticsTypes.h | |
const TCHAR * LexToString
(
ERepLayoutCmdType CmdType |
Net/RepLayout.h | ||
const TCHAR * LexToString
(
ERepLayoutFlags Flag |
Net/RepLayout.h | ||
const TCHAR * LexToString
(
EReplayResult Result |
Net/ReplayResult.h | ||
const TCHAR * LexToString
(
EReplayHeaderFlags Flag |
ReplayTypes.h | ||
FString LexToString
(
EMaterialQualityLevel::Type QualityLevel |
SceneTypes.h | ||
bool LineCheckWithTriangle
(
FHitResult& Result, |
Line Check With Triangle Algorithm based on "Fast, Minimum Storage Ray/Triangle Intersection" Returns true if the line segment does hit the triangle | Collision.h | |
void LoadGlobalShadersForRemoteRecompile
(
FArchive& Ar, |
Serializes a global shader map to an archive (used with recompiling shaders for a remote console) | ShaderCompiler.h | |
uint8 MakeBitForFlag
(
uint32 Item, |
Helper function for ddc key generation. | Animation/AnimCompress.h | |
FConstMeshBuildVertexView MakeConstMeshBuildVertexView
(
const TConstArrayView< FStaticMeshBuildVertex >& InVertices |
Components.h | ||
FConstMeshBuildVertexView MakeConstMeshBuildVertexView
(
const FMeshBuildVertexData& InVertexData |
Components.h | ||
EMaterialValueType MakeLWCType
(
EMaterialValueType Type |
MaterialShared.h | ||
FMeshBuildVertexView MakeMeshBuildVertexView
(
TArray< FStaticMeshBuildVertex >& InVertices |
Make a strided mesh build vertex view from FStaticMeshBuildVertex. | Components.h | |
FMeshBuildVertexView MakeMeshBuildVertexView
(
FMeshBuildVertexData& InVertexData |
Make a strided mesh build vertex view from FMeshBuildVertexData. | Components.h | |
EMaterialValueType MakeNonLWCType
(
EMaterialValueType Type |
MaterialShared.h | ||
TPimplPtr< FOpaqueHitProxyContainer > MakeOpaqueHitProxyContainer
(
const TArray< TRefCountPtr< HHitProxy > >& InHitProxies |
InstanceData/InstanceUpdateChangeSet.h | ||
int32 MakeRelative
(
int32 Value, |
Net/UnrealNetwork.h | ||
FStaticMeshBuildVertex MakeStaticMeshVertex
(
const FMeshBuildVertexView& View, |
Components.h | ||
FStaticMeshBuildVertex MakeStaticMeshVertex
(
const FMeshBuildVertexData& InVertexData, |
Components.h | ||
FString MaterialDomainString
(
EMaterialDomain MaterialDomain |
MaterialDomain.h | ||
void MaterialInstance_Private::FindClosestExpressionByGUIDRecursive
(
const FName& InName, |
Workaround - Similar to base call but evaluates all expressions found, not just the first | Materials/MaterialInstanceUpdateParameterSet.h | |
bool MaterialInstance_Private::UpdateParameter_FullTraversal
(
ParameterType& Parameter, |
Materials/MaterialInstanceUpdateParameterSet.h | ||
| Materials/MaterialInstanceUpdateParameterSet.h | |||
bool MaterialInstance_Private::UpdateParameterSet_WithCachedData
(
EMaterialParameterType ParamTypeEnum, |
Materials/MaterialInstanceUpdateParameterSet.h | ||
FString MaterialParameterTypeToString
(
EMaterialParameterType Type |
Materials/MaterialParameters.h | ||
EMaterialValueType MaterialValueTypeFromTextureCollectionMemberType
(
ETextureCollectionMemberType InType |
Materials/MaterialExpressionTextureObjectFromCollection.h | ||
EMaterialAggregateAttributeType MaterialValueTypeToMaterialAggregateAttributeType
(
EMaterialValueType Type |
Converts a EMaterialValueType to the equivalent EMaterialAggregateAttributeTypeKind, if possible. | Materials/MaterialAggregate.h | |
FVector3f MeshCardRepresentation::GetAxisAlignedDirection
(
uint32 AxisAlignedDirectionIndex |
Util. | MeshCardRepresentation.h | |
int32 MeshCardRepresentation::GetDebugSurfelDirection() |
MeshCardRepresentation.h | ||
float MeshCardRepresentation::GetMinDensity() |
Generation config. | MeshCardRepresentation.h | |
float MeshCardRepresentation::GetNormalTreshold() |
MeshCardRepresentation.h | ||
bool MeshCardRepresentation::IsDebugMode() |
Debugging. | MeshCardRepresentation.h | |
void MeshCardRepresentation::SetCardsFromBounds
(
FMeshCardsBuildData& CardData, |
MeshCardRepresentation.h | ||
| Returns the fallback color to use for unmapped virtual textures. | VT/MeshPaintVirtualTexture.h | ||
| Tries to cast a value to a derived type. | Materials/MaterialIR.h | ||
| Tries to cast a value to a derived type. | Materials/MaterialIR.h | ||
uint32 MIR::Internal::HashBytes
(
const char* Ptr, |
Materials/MaterialIRCommon.h | ||
bool MIR::operator!
(
EValueFlags E |
Materials/MaterialIR.h | ||
bool MIR::operator!
(
EGraphProperties E |
Materials/MaterialIR.h | ||
EValueFlags MIR::operator&
(
EValueFlags Lhs, |
Materials/MaterialIR.h | ||
EGraphProperties MIR::operator&
(
EGraphProperties Lhs, |
Materials/MaterialIR.h | ||
EValueFlags & MIR::operator&=
(
EValueFlags& Lhs, |
Materials/MaterialIR.h | ||
EGraphProperties & MIR::operator&=
(
EGraphProperties& Lhs, |
Materials/MaterialIR.h | ||
EValueFlags MIR::operator^
(
EValueFlags Lhs, |
Materials/MaterialIR.h | ||
EGraphProperties MIR::operator^
(
EGraphProperties Lhs, |
Materials/MaterialIR.h | ||
EValueFlags & MIR::operator^=
(
EValueFlags& Lhs, |
Materials/MaterialIR.h | ||
EGraphProperties & MIR::operator^=
(
EGraphProperties& Lhs, |
Materials/MaterialIR.h | ||
EValueFlags MIR::operator|
(
EValueFlags Lhs, |
Materials/MaterialIR.h | ||
EGraphProperties MIR::operator|
(
EGraphProperties Lhs, |
Materials/MaterialIR.h | ||
EValueFlags & MIR::operator|=
(
EValueFlags& Lhs, |
Materials/MaterialIR.h | ||
EGraphProperties & MIR::operator|=
(
EGraphProperties& Lhs, |
Materials/MaterialIR.h | ||
| Materials/MaterialIR.h | |||
| Materials/MaterialIR.h | |||
void MIR::ZeroArray
(
TArrayView< T > Array |
Materials/MaterialIRCommon.h | ||
bool MovementBaseUtility::UseRelativeLocation
(
const UPrimitiveComponent* MovementBase |
Determine if we should use relative positioning when based on a component (because it may move). | GameFramework/Character.h | |
FString Nanite::Private::GetMaterialMeshName
(
const T& Object |
Rendering/NaniteResourcesHelper.h | ||
TArray< FAuditMaterialSlotInfo, TInlineAllocator< 32 > > Nanite::Private::GetMaterialSlotInfos
(
const T& Object |
Rendering/NaniteResourcesHelper.h | ||
bool Nanite::Private::IsMaterialSkeletalMesh
(
const T& Object |
Rendering/NaniteResourcesHelper.h | ||
VoxelDataType NearestVolumeLookup
(
FVector Coordinate, |
PrecomputedVolumetricLightmap.h | ||
bool NetSerializeOptionalValue
(
const bool bIsSaving, |
Helper to optionally serialize a value (using the NetSerialize function). | Engine/NetSerialization.h | |
bool NormalsEqual
(
const FVector3f& V1, |
Returns true if the specified normal vectors are about equal | MeshBuild.h | |
bool NormalsEqual
(
const FVector3f& V1, |
MeshBuild.h | ||
NSLOCTEXT
(
"UnrealEd", |
Local Exposure, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture | ||
NSLOCTEXT
(
"UnrealEd", |
HDR->LDR conversion is done through a tone mapper (otherwise linear mapping is used) | ||
NSLOCTEXT
(
"UnrealEd", |
Any Anti-aliasing e.g. FXAA, Temporal AA, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture | ||
NSLOCTEXT
(
"UnrealEd", |
Only used in AntiAliasing is on, true:uses Temporal AA, otherwise FXAA, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture | ||
NSLOCTEXT
(
"UnrealEd", |
E.g. Ambient cube map, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture | ||
NSLOCTEXT
(
"UnrealEd", |
Human like eye simulation to adapt to the brightness of the view, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture | ||
NSLOCTEXT
(
"UnrealEd", |
Display a histogram of the scene HDR color | ||
| Display the illuminance debug view for the skylight | |||
| Display the illuminance debug view for the skylight | |||
NSLOCTEXT
(
"UnrealEd", |
Helper to tweak local expsoure settings | ||
NSLOCTEXT
(
"UnrealEd", |
Image based lens flares (Simulate artifact of reflections within a camera system) | ||
NSLOCTEXT
(
"UnrealEd", |
Lens distortion (Simulate the distortion of light through the lens onto the filmback) | ||
NSLOCTEXT
(
"UnrealEd", |
Show indirect lighting component, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's needed by r.GBuffer | ||
NSLOCTEXT
(
"UnrealEd", |
Darkens the screen borders (Camera artifact and artistic effect) | ||
NSLOCTEXT
(
"UnrealEd", |
Fine film grain | ||
NSLOCTEXT
(
"UnrealEd", |
Screen Space Ambient Occlusion, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture | ||
NSLOCTEXT
(
"UnrealEd", |
Decal rendering, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture | ||
NSLOCTEXT
(
"UnrealEd", |
Like bloom dirt mask | ||
NSLOCTEXT
(
"UnrealEd", |
To allow to disable visualizetexture for some editor rendering (e.g. thumbnail rendering) | ||
NSLOCTEXT
(
"UnrealEd", |
Needed for VMI_Lit_DetailLighting, Whether to override material diffuse and specular with constants, used by the Detail Lighting viewmode. | ||
| Needed for VMI_LightingOnly, Whether to override material diffuse with constants, used by the Lighting Only viewmode. | |||
NSLOCTEXT
(
"UnrealEd", |
Needed for VMI_ReflectionOverride, Whether to override all materials to be smooth, mirror reflections. | ||
NSLOCTEXT
(
"UnrealEd", |
Whether to use material normal. | ||
NSLOCTEXT
(
"UnrealEd", |
Whether to use material ambient occlusion. | ||
NSLOCTEXT
(
"UnrealEd", |
Needed for VMI_VisualizeBuffer, Whether to enable the buffer visualization mode. | ||
NSLOCTEXT
(
"UnrealEd", |
Needed for VMI_VisualizeNanite, Whether to enable the Nanite visualization mode. | ||
NSLOCTEXT
(
"UnrealEd", |
Needed for VMI_VisualizeLumen, Whether to enable the Lumen visualization mode. | ||
NSLOCTEXT
(
"UnrealEd", |
Needed for VMI_VisualizeSubstrate, Whether to enable the Substrate visualization mode. | ||
NSLOCTEXT
(
"UnrealEd", |
Needed for VMI_VisualizeGroom, Whether to enable the Groom visualization mode. | ||
NSLOCTEXT
(
"UnrealEd", |
Needed for VMI_VisualizeVirtualShadowMap, Whether to enable the virtual shadow map visualization mode. | ||
| Allows to disable all direct lighting (does not affect indirect light) | |||
NSLOCTEXT
(
"UnrealEd", |
Allows to disable lighting from Directional Lights | ||
NSLOCTEXT
(
"UnrealEd", |
Allows to disable lighting from Point Lights, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture | ||
NSLOCTEXT
(
"UnrealEd", |
Allows to disable lighting from Spot Lights, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture | ||
NSLOCTEXT
(
"UnrealEd", |
Allows to disable lighting from Rect Lights, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture | ||
NSLOCTEXT
(
"UnrealEd", |
Color correction after tone mapping | ||
NSLOCTEXT
(
"UnrealEd", |
Visualize vector fields. | ||
NSLOCTEXT
(
"UnrealEd", |
Depth of Field | ||
NSLOCTEXT
(
"UnrealEd", |
Highlight materials that indicate performance issues or show unrealistic materials | ||
NSLOCTEXT
(
"UnrealEd", |
MotionBlur, for now only camera motion blur, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture | ||
NSLOCTEXT
(
"UnrealEd", |
Whether to render elements drawn through the debug PDI interface. | ||
| Whether to render the editor gizmos and other foreground editor widgets off screen and apply them after post process, only needed for the editor | |||
| When CompositeEditorPrimitives is set, determines whether occluded portions are drawn opaquely on top, or dithered when they are occluded | |||
| Shows a test image that allows to tweak the monitor colors, borders and allows to judge image and temporal aliasing | |||
NSLOCTEXT
(
"UnrealEd", |
Helper to tweak depth of field | ||
NSLOCTEXT
(
"UnrealEd", |
Show Vertex Colors | ||
NSLOCTEXT
(
"UnrealEd", |
Show Physical Material Masks | ||
| Render Post process (screen space) distortion/refraction | |||
NSLOCTEXT
(
"UnrealEd", |
Usually set in game or when previewing cinematics but not in editor, used for motion blur or any kind of rendering features that rely on the former frame | ||
NSLOCTEXT
(
"UnrealEd", |
Post processing color fringe (chromatic aberration) | ||
| Post processing filmic tone curve and expand gamut | |||
NSLOCTEXT
(
"UnrealEd", |
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 | ||
NSLOCTEXT
(
"UnrealEd", |
If Screen Percentage should be applied. | ||
NSLOCTEXT
(
"UnrealEd", |
Helper to tweak motion blur settings | ||
NSLOCTEXT
(
"UnrealEd", |
DEPRECATED in 5.2: Use VisualizeReprojection instead. | ||
NSLOCTEXT
(
"UnrealEd", |
Helper to ensure previous frame's temporal history reprojections using motion vectors are working correctly. | ||
NSLOCTEXT
(
"UnrealEd", |
Helper to diagnose temporal upscaler's inputs and outputs. | ||
NSLOCTEXT
(
"UnrealEd", |
Helper to diagnose the internals of TSR. | ||
| Whether to display the MegaLights feature, which replaces deferred direct lighting and Ray Traced Shadows with a stochastic sampling and denoising algorithm | |||
NSLOCTEXT
(
"UnrealEd", |
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 | ||
NSLOCTEXT
(
"UnrealEd", |
Visualize pixels that are outside of their object's bounding box (content error). | ||
NSLOCTEXT
(
"UnrealEd", |
Whether to display the scene's diffuse. | ||
NSLOCTEXT
(
"UnrealEd", |
Whether to display the scene's specular, including reflections. | ||
NSLOCTEXT
(
"UnrealEd", |
Outline around selected objects in the editor | ||
NSLOCTEXT
(
"UnrealEd", |
If screen space reflections are enabled, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture | ||
NSLOCTEXT
(
"UnrealEd", |
|||
NSLOCTEXT
(
"UnrealEd", |
If Screen space contact shadows are enabled. | ||
NSLOCTEXT
(
"UnrealEd", |
If RTDF shadows are enabled. | ||
NSLOCTEXT
(
"UnrealEd", |
If Capsule shadows are enabled. | ||
NSLOCTEXT
(
"UnrealEd", |
If Screen Space Subsurface Scattering enabled | ||
NSLOCTEXT
(
"UnrealEd", |
If Screen Space Subsurface Scattering visualization is enabled | ||
NSLOCTEXT
(
"UnrealEd", |
Whether to apply volumetric lightmap lighting, when present. | ||
NSLOCTEXT
(
"UnrealEd", |
If the indirect lighting cache is enabled, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture | ||
NSLOCTEXT
(
"UnrealEd", |
Calls debug drawing for AIs | ||
NSLOCTEXT
(
"UnrealEd", |
Calls debug drawing for whatever LogVisualizer wants to draw | ||
NSLOCTEXT
(
"UnrealEd", |
Whether to draw navigation data | ||
NSLOCTEXT
(
"UnrealEd", |
Used by gameplay debugging components to debug-draw on screen | ||
NSLOCTEXT
(
"UnrealEd", |
LightProfiles, usually 1d textures to have a light (IES), for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture | ||
| LightFunctions (masking light sources with a material), for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture | |||
NSLOCTEXT
(
"UnrealEd", |
Draws instanced static meshes that are not foliage or grass, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture | ||
| Draws instanced foliage, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture | |||
NSLOCTEXT
(
"UnrealEd", |
Allow to see the foliage bounds used in the occlusion test | ||
| Allow to see the cluster tree bounds used used to generate the occlusion bounds and in the culling | |||
| Allow to see where each instance is in each ISM Component | |||
| Draws instanced grass, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture | |||
NSLOCTEXT
(
"UnrealEd", |
Non baked shadows, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture | ||
NSLOCTEXT
(
"UnrealEd", |
Particles, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture | ||
NSLOCTEXT
(
"UnrealEd", |
Niagara, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture | ||
NSLOCTEXT
(
"UnrealEd", |
HeterogeneousVolumes, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture | ||
NSLOCTEXT
(
"UnrealEd", |
If SkeletalMeshes are getting rendered, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture | ||
NSLOCTEXT
(
"UnrealEd", |
If the builder brush (editor) is getting rendered | ||
NSLOCTEXT
(
"UnrealEd", |
Render translucency, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture | ||
NSLOCTEXT
(
"UnrealEd", |
Draw billboard components | ||
NSLOCTEXT
(
"UnrealEd", |
Use LOD parenting, MinDrawDistance, etc. If disabled, will show LOD parenting lines | ||
NSLOCTEXT
(
"UnrealEd", |
Needed for VMI_LightComplexity | ||
NSLOCTEXT
(
"UnrealEd", |
Needed for VMI_ShaderComplexity, render world colored by shader complexity | ||
NSLOCTEXT
(
"UnrealEd", |
Needed for VMI_StationaryLightOverlap, render world colored by stationary light overlap | ||
| Needed for VMI_LightmapDensity and VMI_LitLightmapDensity, render checkerboard material with UVs scaled by lightmap resolution w. | |||
| Render streaming bounding volumes for the currently selected texture | |||
NSLOCTEXT
(
"UnrealEd", |
Render joint limits | ||
NSLOCTEXT
(
"UnrealEd", |
Render mass debug data | ||
NSLOCTEXT
(
"UnrealEd", |
Draws camera frustums | ||
NSLOCTEXT
(
"UnrealEd", |
Draw sound actor radii | ||
NSLOCTEXT
(
"UnrealEd", |
Draw force feedback radii | ||
NSLOCTEXT
(
"UnrealEd", |
Colors BSP based on model component association | ||
NSLOCTEXT
(
"UnrealEd", |
Show editor (wireframe) brushes, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture | ||
NSLOCTEXT
(
"UnrealEd", |
Show the usual material light interaction | ||
NSLOCTEXT
(
"UnrealEd", |
Enable rich view when lighting is disabled, forcing a slower dynamic render code path. | ||
NSLOCTEXT
(
"UnrealEd", |
Enable view mode that causes shaders to output Base Color as Scene Color (emissive) when lighting is disabled. | ||
NSLOCTEXT
(
"UnrealEd", |
Execute the deferred light passes, can be disabled for debugging, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture | ||
NSLOCTEXT
(
"UnrealEd", |
Special: Allows to hide objects in the editor, is evaluated per primitive | ||
NSLOCTEXT
(
"UnrealEd", |
Needed for VMI_BrushWireframe and VMI_LitLightmapDensity, Draws BSP triangles | ||
NSLOCTEXT
(
"UnrealEd", |
Displays large clickable icons on static mesh vertices, only needed for the editor | ||
NSLOCTEXT
(
"UnrealEd", |
To show the grid in editor (grey lines and red dots) | ||
NSLOCTEXT
(
"UnrealEd", |
To show the snap in editor (only for editor view ports, red dots) | ||
NSLOCTEXT
(
"UnrealEd", |
In the filled view modeModeWidgetss, render mesh edges as well as the filled surfaces. | ||
NSLOCTEXT
(
"UnrealEd", |
Complex cover rendering | ||
NSLOCTEXT
(
"UnrealEd", |
Spline rendering | ||
NSLOCTEXT
(
"UnrealEd", |
Selection rendering, could be useful in game as well | ||
NSLOCTEXT
(
"UnrealEd", |
Grey out actors which do not belong to the currently edited LevelInstance | ||
| Used to determine whether there are any editing LevelInstances to enable the post processing pass | |||
NSLOCTEXT
(
"UnrealEd", |
Draws mode specific widgets and controls in the viewports (should only be set on viewport clients that are editing the level itself) | ||
NSLOCTEXT
(
"UnrealEd", |
|||
NSLOCTEXT
(
"UnrealEd", |
Draws each hit proxy in the scene with a different color, for now only available in the editor | ||
NSLOCTEXT
(
"UnrealEd", |
Draw lines to lights affecting this mesh if its selected. | ||
NSLOCTEXT
(
"UnrealEd", |
For the Editor | ||
NSLOCTEXT
(
"UnrealEd", |
Draws un-occluded shadow frustums in wireframe | ||
NSLOCTEXT
(
"UnrealEd", |
Needed for VMI_Wireframe and VMI_BrushWireframe | ||
NSLOCTEXT
(
"UnrealEd", |
|||
NSLOCTEXT
(
"UnrealEd", |
For now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture | ||
NSLOCTEXT
(
"UnrealEd", |
For now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture | ||
NSLOCTEXT
(
"UnrealEd", |
|||
NSLOCTEXT
(
"UnrealEd", |
Draws fog, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture | ||
NSLOCTEXT
(
"UnrealEd", |
Draws Volumes | ||
NSLOCTEXT
(
"UnrealEd", |
If this is a game viewport, needed? | ||
NSLOCTEXT
(
"UnrealEd", |
Render objects with colors based on what the actors coloring handlers provides | ||
NSLOCTEXT
(
"UnrealEd", |
Draws BSP brushes (in game or editor textured triangles usually with lightmaps), for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture | ||
NSLOCTEXT
(
"UnrealEd", |
Collision drawing | ||
NSLOCTEXT
(
"UnrealEd", |
Collision blocking visibility against complex | ||
NSLOCTEXT
(
"UnrealEd", |
Collision blocking pawn against simple collision | ||
NSLOCTEXT
(
"UnrealEd", |
Render LightShafts, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture | ||
NSLOCTEXT
(
"UnrealEd", |
Render the PostProcess Material | ||
| Render Sky and Atmospheric lighting, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture | |||
NSLOCTEXT
(
"UnrealEd", |
Render Cloud, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture | ||
NSLOCTEXT
(
"UnrealEd", |
Render safe frames bars | ||
NSLOCTEXT
(
"UnrealEd", |
Render safe frames | ||
NSLOCTEXT
(
"UnrealEd", |
Render TextRenderComponents (3D text), for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture | ||
NSLOCTEXT
(
"UnrealEd", |
Any rendering/buffer clearing (good for benchmarking and for pausing rendering while the app is not in focus to save cycles). | ||
NSLOCTEXT
(
"UnrealEd", |
Show the current mask being used by the highres screenshot capture | ||
NSLOCTEXT
(
"UnrealEd", |
Distortion of output for HMD devices, SHOWFLAG_ALWAYS_ACCESSIBLE for now because USceneCaptureComponent needs that | ||
NSLOCTEXT
(
"UnrealEd", |
Whether to render in stereoscopic 3d, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's used by StereoRendering | ||
NSLOCTEXT
(
"UnrealEd", |
Show objects even if they should be distance culled, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture | ||
NSLOCTEXT
(
"UnrealEd", |
To visualize the culling in Tile Based Deferred Lighting, later for non tiled as well | ||
NSLOCTEXT
(
"UnrealEd", |
To disable precomputed visibility | ||
NSLOCTEXT
(
"UnrealEd", |
Contribution from sky light, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture | ||
NSLOCTEXT
(
"UnrealEd", |
Visualize preview shadow indicator | ||
NSLOCTEXT
(
"UnrealEd", |
Visualize precomputed visibility cells | ||
NSLOCTEXT
(
"UnrealEd", |
Visualize volumetric lightmap used for GI on dynamic objects | ||
NSLOCTEXT
(
"UnrealEd", |
Visualize volume lighting samples used for GI on dynamic objects | ||
NSLOCTEXT
(
"UnrealEd", |
Render Paper2D sprites, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture | ||
NSLOCTEXT
(
"UnrealEd", |
Visualization of distance field AO | ||
NSLOCTEXT
(
"UnrealEd", |
Mesh Distance fields | ||
NSLOCTEXT
(
"UnrealEd", |
Physics field | ||
NSLOCTEXT
(
"UnrealEd", |
Global Distance field | ||
NSLOCTEXT
(
"UnrealEd", |
Enable the debug visualization of diffuse/specular lighting (direct and indirect) using probes | ||
NSLOCTEXT
(
"UnrealEd", |
Screen space AO, for now SHOWFLAG_ALWAYS_ACCESSIBLE because r.GBuffer need that | ||
NSLOCTEXT
(
"UnrealEd", |
Distance field AO, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture | ||
NSLOCTEXT
(
"UnrealEd", |
Lumen GI | ||
| SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture | |||
NSLOCTEXT
(
"UnrealEd", |
Visualize screen space reflections, for developer (by default off): | ||
NSLOCTEXT
(
"UnrealEd", |
Visualize the Shading Models, mostly or debugging and profiling | ||
NSLOCTEXT
(
"UnrealEd", |
Visualize the senses configuration of AIs' PawnSensingComponent | ||
NSLOCTEXT
(
"UnrealEd", |
Visualize LOD Coloration | ||
NSLOCTEXT
(
"UnrealEd", |
Visualize HLOD Coloration | ||
NSLOCTEXT
(
"UnrealEd", |
Visualize screen quads | ||
NSLOCTEXT
(
"UnrealEd", |
Visualize the overhead of material quads | ||
| Visualize the accuracy of the primitive distance computed for texture streaming | |||
| Visualize the accuracy of the mesh UV density computed for texture streaming | |||
| Visualize the accuracy of CPU material texture scales when compared to the GPU values | |||
| Outputs the material texture scales. | |||
| Compare the required texture resolution to the actual resolution. | |||
| Compare the required mip level to the resident virtual texture mip level. | |||
| If WidgetComponents should be rendered in the scene | |||
NSLOCTEXT
(
"UnrealEd", |
Draw the bones of all skeletal meshes | ||
NSLOCTEXT
(
"UnrealEd", |
Draw debug rendering from the Dedicated Server during Play In Editor (with Use Dedicated Server checked) in this client viewport | ||
| If media planes should be shown | |||
NSLOCTEXT
(
"UnrealEd", |
If this is a vr editing viewport, needed? | ||
NSLOCTEXT
(
"UnrealEd", |
Visualize Occlusion Query bounding meshes | ||
NSLOCTEXT
(
"UnrealEd", |
Visualize Occlusion Query bounding meshes | ||
| Disable hardware occlusion queries, similar to setting r.AllowOcclusionQueries=0, but just for this scene. | |||
| RHI_RAYTRACING begin. | |||
NSLOCTEXT
(
"UnrealEd", |
|||
NSLOCTEXT
(
"UnrealEd", |
Enable the SkyAtmosphere visualization to be drawn on screen | ||
NSLOCTEXT
(
"UnrealEd", |
Enable the light function atlas debug visualization to be drawn on screen | ||
| Shows a full-screen calibration color post process material defined in renderer config | |||
NSLOCTEXT
(
"UnrealEd", |
Shows a full-screen calibration grayscale post process material defined in renderer config | ||
NSLOCTEXT
(
"UnrealEd", |
Shows a full-screen calibration custom post process material defined in renderer config | ||
NSLOCTEXT
(
"UnrealEd", |
Visualise information about the post processes stacked on screen | ||
| Draw in the main pass the primitives that would normally only contribute to runtime virtual textures. | |||
| Visualize volumetric cloud conservative density. | |||
NSLOCTEXT
(
"UnrealEd", |
Visualize volumetric cloud density for empty space skipping. | ||
NSLOCTEXT
(
"UnrealEd", |
|||
NSLOCTEXT
(
"UnrealEd", |
Debug the Virtual Texture System | ||
| Input Debug Visualizer | |||
| Use screen space tracing in Lumen | |||
NSLOCTEXT
(
"UnrealEd", |
Use detail tracing in Lumen | ||
NSLOCTEXT
(
"UnrealEd", |
Use global traces in Lumen | ||
NSLOCTEXT
(
"UnrealEd", |
Use far field traces in Lumen | ||
NSLOCTEXT
(
"UnrealEd", |
Compute secondary bounces in Lumen | ||
NSLOCTEXT
(
"UnrealEd", |
Compute screen space directional occlusion in Lumen | ||
NSLOCTEXT
(
"UnrealEd", |
Draw Nanite meshes | ||
NSLOCTEXT
(
"UnrealEd", |
Draw Nanite streaming geometry | ||
NSLOCTEXT
(
"UnrealEd", |
Visualize Skin Cache | ||
NSLOCTEXT
(
"UnrealEd", |
Enables ShaderPrint functionality that is used for debug printing from shaders (e.g. 'Nanitestats' command). | ||
NSLOCTEXT
(
"UnrealEd", |
If true, scene depth is copied to the scene capture output depth texture. | ||
| If false, camera's are not shown in the viewport (but are enabled and available for use). | |||
NSLOCTEXT
(
"UnrealEd", |
If false, hair geometry won't be rendered. | ||
NSLOCTEXT
(
"UnrealEd", |
Allows primitive alpha holdout rendering. | ||
| Invert the alpha channel at tne end of post processing. | |||
| Directly render motion vectors and motion vector depth for OpenXR extensions when normal velocity rendering is unsupported. | |||
| Geometry Inspection modes. | |||
NSLOCTEXT
(
"UnrealEd", |
|||
NSLOCTEXT
(
"UnrealEd", |
|||
const FString & NSSkeletalMeshSourceFileLabels::GeoAndSkinningMetaDataValue() |
Engine/SkeletalMesh.h | ||
FText NSSkeletalMeshSourceFileLabels::GeoAndSkinningText() |
Engine/SkeletalMesh.h | ||
const FString & NSSkeletalMeshSourceFileLabels::GeometryMetaDataValue() |
Engine/SkeletalMesh.h | ||
FText NSSkeletalMeshSourceFileLabels::GeometryText() |
Engine/SkeletalMesh.h | ||
FName NSSkeletalMeshSourceFileLabels::GetSkeletalMeshLastImportContentTypeMetadataKey() |
Engine/SkeletalMesh.h | ||
const FString & NSSkeletalMeshSourceFileLabels::SkinningMetaDataValue() |
Engine/SkeletalMesh.h | ||
FText NSSkeletalMeshSourceFileLabels::SkinningText() |
Engine/SkeletalMesh.h | ||
TArray< UObject * > ObjectElementDataUtil::GetObjectsFromHandles
(
TArrayView< const ElementHandleType > InHandles, |
Attempt to get the objects from the given element handles. | Elements/Object/ObjectElementData.h | |
TArray< UObject * > ObjectElementDataUtil::GetObjectsFromHandlesChecked
(
TArrayView< const ElementHandleType > InHandles |
Attempt to get the objects from the given element handles, asserting if any element handle doesn't contain FObjectElementData. | Elements/Object/ObjectElementData.h | |
const TCHAR * ODSCCmdEnumToString
(
ODSCRecompileCommand Cmd |
ShaderCompiler.h | ||
void OnSetCVarFromIniEntry
(
const TCHAR* IniFile, |
SystemSettings.h | ||
bool operator!
(
ENavigationDirtyFlag E |
AI/Navigation/NavigationDirtyArea.h | ||
bool operator!
(
EMeshDeformerOutputBuffer E |
Animation/MeshDeformerInstance.h | ||
bool operator!
(
ECameraShakePatternUpdateResultFlags E |
Camera/CameraShakeBase.h | ||
bool operator!
(
EUpdateTransformFlags Value |
Components/ActorComponent.h | ||
| Components/RuntimeVirtualTextureComponent.h | |||
bool operator!
(
EMoveComponentFlags E |
Components/SceneComponent.h | ||
bool operator!
(
EGetFindReferenceSearchStringFlags E |
EdGraph/EdGraphNode.h | ||
bool operator!
(
ESetChannelActorFlags E |
Engine/ActorChannel.h | ||
bool operator!
(
EUpdateManagementDatabaseFlags E |
Engine/AssetManager.h | ||
bool operator!
(
EAssetManagerFilter E |
Engine/AssetManagerTypes.h | ||
bool operator!
(
EGetObjectOrWorldBeingDebuggedFlags E |
Engine/Blueprint.h | ||
bool operator!
(
EChannelCreateFlags E |
Engine/Channel.h | ||
| Engine/Channel.h | |||
bool operator!
(
EPackageAutoSaveType E |
Engine/EngineTypes.h | ||
bool operator!
(
EProcessRemoteFunctionFlags E |
Engine/NetDriver.h | ||
bool operator!
(
EAppendNetExportFlags E |
Engine/PackageMapClient.h | ||
bool operator!
(
ESkeletalMeshAsyncProperties E |
Engine/SkeletalMesh.h | ||
bool operator!
(
ESkinnedAssetAsyncPropertyLockType E |
Engine/SkinnedAsset.h | ||
bool operator!
(
EStaticMeshAsyncProperties E |
Engine/StaticMesh.h | ||
bool operator!
(
EStreamableManagerCombinedHandleOptions E |
Engine/StreamableManager.h | ||
bool operator!
(
ELevelInstanceFlags E |
GameFramework/Actor.h | ||
bool operator!
(
EHardwareDeviceSupportedFeatures::Type E |
GameFramework/InputSettings.h | ||
bool operator!
(
EVoiceBlockReasons E |
GameFramework/PlayerMuteList.h | ||
bool operator!
(
EMIDCreationFlags E |
Kismet/KismetMaterialLibrary.h | ||
bool operator!
(
EConstraintTransformComponentFlags E |
PhysicsEngine/ConstraintInstance.h | ||
bool operator!
(
EAnimNodeDataFlags E |
Animation/AnimNodeData.h | ||
bool operator!
(
UE::Anim::ENamedValueUnionFlags E |
Animation/NamedValueArray.h | ||
| AnimationRuntime.h | |||
bool operator!
(
EDataTableExportFlags E |
DataTableUtils.h | ||
bool operator!
(
EActorIteratorFlags E |
EngineUtils.h | ||
| GPUSkinVertexFactory.h | |||
bool operator!
(
EGPUSortFlags E |
GPUSortManager.h | ||
bool operator!
(
ELevelInstanceBreakFlags E |
LevelInstance/LevelInstanceSubsystem.h | ||
bool operator!
(
EMaterialCustomOutputFlags E |
MaterialCompiler.h | ||
bool operator!
(
EMaterialKeyInclude E |
MaterialKeyGeneratorContext.h | ||
| Materials/MaterialExpression.h | |||
bool operator!
(
EMaterialInstanceClearParameterFlag E |
Materials/MaterialInstance.h | ||
bool operator!
(
EMaterialGetParameterValueFlags E |
Materials/MaterialParameters.h | ||
bool operator!
(
EMaterialSetParameterValueFlags E |
Materials/MaterialParameters.h | ||
bool operator!
(
EMaterialTranslateValidationFlags E |
MaterialShared.h | ||
bool operator!
(
FMeshElementCollector::ECommitFlags E |
MeshElementCollector.h | ||
| Net/NetPing.h | |||
bool operator!
(
EDiffPropertiesFlags E |
Net/RepLayout.h | ||
bool operator!
(
EReceivePropertiesFlags E |
Net/RepLayout.h | ||
bool operator!
(
ECreateRepStateFlags E |
Net/RepLayout.h | ||
bool operator!
(
ERepParentFlags E |
Net/RepLayout.h | ||
bool operator!
(
ERepLayoutCmdFlags E |
Net/RepLayout.h | ||
bool operator!
(
ECreateReplicationChangelistMgrFlags E |
Net/RepLayout.h | ||
bool operator!
(
ECreateRepLayoutFlags E |
Net/RepLayout.h | ||
bool operator!
(
ERepLayoutFlags E |
Net/RepLayout.h | ||
bool operator!
(
EPrimitiveDirtyState E |
PrimitiveDirtyState.h | ||
bool operator!
(
ERayTracingPrimitiveFlags E |
PrimitiveSceneProxy.h | ||
bool operator!
(
ERayTracingProxyType E |
PrimitiveSceneProxy.h | ||
bool operator!
(
EPropertyAccessSegmentFlags E |
PropertyAccess.h | ||
bool operator!
(
EResizeBufferFlags E |
Rendering/StaticMeshVertexDataInterface.h | ||
bool operator!
(
ESubstrateBsdfFeature E |
Rendering/SubstrateMaterialShared.h | ||
bool operator!
(
EReplayHeaderFlags E |
ReplayTypes.h | ||
bool operator!
(
EWriteDemoFrameFlags E |
ReplayTypes.h | ||
bool operator!
(
EUpdateAllPrimitiveSceneInfosAsyncOps E |
SceneInterface.h | ||
bool operator!
(
ESceneRenderGroupFlags E |
SceneRenderBuilderInterface.h | ||
bool operator!
(
ESceneViewExtensionFlags E |
SceneViewExtension.h | ||
bool operator!
(
ESkeletalMeshVertexFlags E |
SkeletalMeshTypes.h | ||
bool operator!
(
EWorldPartitionActorFilterType E |
WorldPartition/Filter/WorldPartitionActorFilter.h | ||
bool operator!=
(
const FDialogueContextMapping& LHS, |
Sound/DialogueWave.h | ||
bool operator!=
(
const FMaterialFunctionInfo& Lhs, |
MaterialCachedData.h | ||
bool operator!=
(
const FScreenVertex& a, |
ScreenRendering.h | ||
| AI/Navigation/NavigationDirtyArea.h | |||
| Animation/MeshDeformerInstance.h | |||
| Camera/CameraShakeBase.h | |||
EUpdateTransformFlags operator&
(
EUpdateTransformFlags Left, |
Components/ActorComponent.h | ||
| Components/RuntimeVirtualTextureComponent.h | |||
| Components/SceneComponent.h | |||
| EdGraph/EdGraphNode.h | |||
| Engine/ActorChannel.h | |||
| Engine/AssetManager.h | |||
| Engine/AssetManagerTypes.h | |||
| Engine/Blueprint.h | |||
| Engine/Channel.h | |||
| Engine/Channel.h | |||
FCollisionEnabledMask operator&
(
const ECollisionEnabled::Type A, |
Engine/EngineTypes.h | ||
FCollisionEnabledMask operator&
(
const ECollisionEnabled::Type A, |
Engine/EngineTypes.h | ||
| Engine/EngineTypes.h | |||
| Engine/NetDriver.h | |||
| Engine/PackageMapClient.h | |||
| Engine/SkeletalMesh.h | |||
| Engine/SkinnedAsset.h | |||
| Engine/StaticMesh.h | |||
| Engine/StreamableManager.h | |||
| GameFramework/Actor.h | |||
| GameFramework/InputSettings.h | |||
EVoiceBlockReasons operator&
(
EVoiceBlockReasons Lhs, |
GameFramework/PlayerMuteList.h | ||
EMIDCreationFlags operator&
(
EMIDCreationFlags Lhs, |
Kismet/KismetMaterialLibrary.h | ||
| PhysicsEngine/ConstraintInstance.h | |||
EAnimNodeDataFlags operator&
(
EAnimNodeDataFlags Lhs, |
Animation/AnimNodeData.h | ||
| Animation/NamedValueArray.h | |||
| AnimationRuntime.h | |||
| DataTableUtils.h | |||
| EngineUtils.h | |||
| GPUSkinVertexFactory.h | |||
EGPUSortFlags operator&
(
EGPUSortFlags Lhs, |
GPUSortManager.h | ||
| LevelInstance/LevelInstanceSubsystem.h | |||
| MaterialCompiler.h | |||
| MaterialKeyGeneratorContext.h | |||
| Materials/MaterialExpression.h | |||
| Materials/MaterialInstance.h | |||
| Materials/MaterialParameters.h | |||
| Materials/MaterialParameters.h | |||
| MaterialShared.h | |||
| MeshElementCollector.h | |||
| Net/NetPing.h | |||
| Net/RepLayout.h | |||
| Net/RepLayout.h | |||
| Net/RepLayout.h | |||
ERepParentFlags operator&
(
ERepParentFlags Lhs, |
Net/RepLayout.h | ||
ERepLayoutCmdFlags operator&
(
ERepLayoutCmdFlags Lhs, |
Net/RepLayout.h | ||
| Net/RepLayout.h | |||
| Net/RepLayout.h | |||
ERepLayoutFlags operator&
(
ERepLayoutFlags Lhs, |
Net/RepLayout.h | ||
| PrimitiveDirtyState.h | |||
| PrimitiveSceneProxy.h | |||
| PrimitiveSceneProxy.h | |||
| PropertyAccess.h | |||
EResizeBufferFlags operator&
(
EResizeBufferFlags Lhs, |
Rendering/StaticMeshVertexDataInterface.h | ||
| Rendering/SubstrateMaterialShared.h | |||
EReplayHeaderFlags operator&
(
EReplayHeaderFlags Lhs, |
ReplayTypes.h | ||
| ReplayTypes.h | |||
| SceneInterface.h | |||
| SceneRenderBuilderInterface.h | |||
| SceneViewExtension.h | |||
| SkeletalMeshTypes.h | |||
| WorldPartition/Filter/WorldPartitionActorFilter.h | |||
ENavigationDirtyFlag & operator&=
(
ENavigationDirtyFlag& Lhs, |
AI/Navigation/NavigationDirtyArea.h | ||
| Animation/MeshDeformerInstance.h | |||
| Camera/CameraShakeBase.h | |||
| Components/RuntimeVirtualTextureComponent.h | |||
EMoveComponentFlags & operator&=
(
EMoveComponentFlags& Lhs, |
Components/SceneComponent.h | ||
| EdGraph/EdGraphNode.h | |||
ESetChannelActorFlags & operator&=
(
ESetChannelActorFlags& Lhs, |
Engine/ActorChannel.h | ||
| Engine/AssetManager.h | |||
EAssetManagerFilter & operator&=
(
EAssetManagerFilter& Lhs, |
Engine/AssetManagerTypes.h | ||
| Engine/Blueprint.h | |||
EChannelCreateFlags & operator&=
(
EChannelCreateFlags& Lhs, |
Engine/Channel.h | ||
| Engine/Channel.h | |||
EPackageAutoSaveType & operator&=
(
EPackageAutoSaveType& Lhs, |
Engine/EngineTypes.h | ||
| Engine/NetDriver.h | |||
EAppendNetExportFlags & operator&=
(
EAppendNetExportFlags& Lhs, |
Engine/PackageMapClient.h | ||
| Engine/SkeletalMesh.h | |||
| Engine/SkinnedAsset.h | |||
| Engine/StaticMesh.h | |||
| Engine/StreamableManager.h | |||
ELevelInstanceFlags & operator&=
(
ELevelInstanceFlags& Lhs, |
GameFramework/Actor.h | ||
| GameFramework/InputSettings.h | |||
EVoiceBlockReasons & operator&=
(
EVoiceBlockReasons& Lhs, |
GameFramework/PlayerMuteList.h | ||
EMIDCreationFlags & operator&=
(
EMIDCreationFlags& Lhs, |
Kismet/KismetMaterialLibrary.h | ||
| PhysicsEngine/ConstraintInstance.h | |||
EAnimNodeDataFlags & operator&=
(
EAnimNodeDataFlags& Lhs, |
Animation/AnimNodeData.h | ||
| Animation/NamedValueArray.h | |||
| AnimationRuntime.h | |||
EDataTableExportFlags & operator&=
(
EDataTableExportFlags& Lhs, |
DataTableUtils.h | ||
EActorIteratorFlags & operator&=
(
EActorIteratorFlags& Lhs, |
EngineUtils.h | ||
| GPUSkinVertexFactory.h | |||
EGPUSortFlags & operator&=
(
EGPUSortFlags& Lhs, |
GPUSortManager.h | ||
| LevelInstance/LevelInstanceSubsystem.h | |||
| MaterialCompiler.h | |||
EMaterialKeyInclude & operator&=
(
EMaterialKeyInclude& Lhs, |
MaterialKeyGeneratorContext.h | ||
| Materials/MaterialExpression.h | |||
| Materials/MaterialInstance.h | |||
| Materials/MaterialParameters.h | |||
| Materials/MaterialParameters.h | |||
| MaterialShared.h | |||
| MeshElementCollector.h | |||
EPingType & operator&=
(
EPingType& Lhs, |
Net/NetPing.h | ||
EDiffPropertiesFlags & operator&=
(
EDiffPropertiesFlags& Lhs, |
Net/RepLayout.h | ||
| Net/RepLayout.h | |||
ECreateRepStateFlags & operator&=
(
ECreateRepStateFlags& Lhs, |
Net/RepLayout.h | ||
ERepParentFlags & operator&=
(
ERepParentFlags& Lhs, |
Net/RepLayout.h | ||
ERepLayoutCmdFlags & operator&=
(
ERepLayoutCmdFlags& Lhs, |
Net/RepLayout.h | ||
| Net/RepLayout.h | |||
ECreateRepLayoutFlags & operator&=
(
ECreateRepLayoutFlags& Lhs, |
Net/RepLayout.h | ||
ERepLayoutFlags & operator&=
(
ERepLayoutFlags& Lhs, |
Net/RepLayout.h | ||
EPrimitiveDirtyState & operator&=
(
EPrimitiveDirtyState& Lhs, |
PrimitiveDirtyState.h | ||
| PrimitiveSceneProxy.h | |||
ERayTracingProxyType & operator&=
(
ERayTracingProxyType& Lhs, |
PrimitiveSceneProxy.h | ||
| PropertyAccess.h | |||
EResizeBufferFlags & operator&=
(
EResizeBufferFlags& Lhs, |
Rendering/StaticMeshVertexDataInterface.h | ||
ESubstrateBsdfFeature & operator&=
(
ESubstrateBsdfFeature& Lhs, |
Rendering/SubstrateMaterialShared.h | ||
EReplayHeaderFlags & operator&=
(
EReplayHeaderFlags& Lhs, |
ReplayTypes.h | ||
EWriteDemoFrameFlags & operator&=
(
EWriteDemoFrameFlags& Lhs, |
ReplayTypes.h | ||
| SceneInterface.h | |||
ESceneRenderGroupFlags & operator&=
(
ESceneRenderGroupFlags& Lhs, |
SceneRenderBuilderInterface.h | ||
| SceneViewExtension.h | |||
| SkeletalMeshTypes.h | |||
| WorldPartition/Filter/WorldPartitionActorFilter.h | |||
| AI/Navigation/NavigationDirtyArea.h | |||
| Animation/MeshDeformerInstance.h | |||
| Camera/CameraShakeBase.h | |||
| Components/RuntimeVirtualTextureComponent.h | |||
| Components/SceneComponent.h | |||
| EdGraph/EdGraphNode.h | |||
| Engine/ActorChannel.h | |||
| Engine/AssetManager.h | |||
| Engine/AssetManagerTypes.h | |||
| Engine/Blueprint.h | |||
| Engine/Channel.h | |||
| Engine/Channel.h | |||
| Engine/EngineTypes.h | |||
| Engine/NetDriver.h | |||
| Engine/PackageMapClient.h | |||
| Engine/SkeletalMesh.h | |||
| Engine/SkinnedAsset.h | |||
| Engine/StaticMesh.h | |||
| Engine/StreamableManager.h | |||
| GameFramework/Actor.h | |||
| GameFramework/InputSettings.h | |||
EVoiceBlockReasons operator^
(
EVoiceBlockReasons Lhs, |
GameFramework/PlayerMuteList.h | ||
EMIDCreationFlags operator^
(
EMIDCreationFlags Lhs, |
Kismet/KismetMaterialLibrary.h | ||
| PhysicsEngine/ConstraintInstance.h | |||
EAnimNodeDataFlags operator^
(
EAnimNodeDataFlags Lhs, |
Animation/AnimNodeData.h | ||
| Animation/NamedValueArray.h | |||
| AnimationRuntime.h | |||
| DataTableUtils.h | |||
| EngineUtils.h | |||
| GPUSkinVertexFactory.h | |||
EGPUSortFlags operator^
(
EGPUSortFlags Lhs, |
GPUSortManager.h | ||
| LevelInstance/LevelInstanceSubsystem.h | |||
| MaterialCompiler.h | |||
| MaterialKeyGeneratorContext.h | |||
| Materials/MaterialExpression.h | |||
| Materials/MaterialInstance.h | |||
| Materials/MaterialParameters.h | |||
| Materials/MaterialParameters.h | |||
| MaterialShared.h | |||
| MeshElementCollector.h | |||
| Net/NetPing.h | |||
| Net/RepLayout.h | |||
| Net/RepLayout.h | |||
| Net/RepLayout.h | |||
ERepParentFlags operator^
(
ERepParentFlags Lhs, |
Net/RepLayout.h | ||
ERepLayoutCmdFlags operator^
(
ERepLayoutCmdFlags Lhs, |
Net/RepLayout.h | ||
| Net/RepLayout.h | |||
| Net/RepLayout.h | |||
ERepLayoutFlags operator^
(
ERepLayoutFlags Lhs, |
Net/RepLayout.h | ||
| PrimitiveDirtyState.h | |||
| PrimitiveSceneProxy.h | |||
| PrimitiveSceneProxy.h | |||
| PropertyAccess.h | |||
EResizeBufferFlags operator^
(
EResizeBufferFlags Lhs, |
Rendering/StaticMeshVertexDataInterface.h | ||
| Rendering/SubstrateMaterialShared.h | |||
EReplayHeaderFlags operator^
(
EReplayHeaderFlags Lhs, |
ReplayTypes.h | ||
| ReplayTypes.h | |||
| SceneInterface.h | |||
| SceneRenderBuilderInterface.h | |||
| SceneViewExtension.h | |||
| SkeletalMeshTypes.h | |||
| WorldPartition/Filter/WorldPartitionActorFilter.h | |||
ENavigationDirtyFlag & operator^=
(
ENavigationDirtyFlag& Lhs, |
AI/Navigation/NavigationDirtyArea.h | ||
| Animation/MeshDeformerInstance.h | |||
| Camera/CameraShakeBase.h | |||
| Components/RuntimeVirtualTextureComponent.h | |||
EMoveComponentFlags & operator^=
(
EMoveComponentFlags& Lhs, |
Components/SceneComponent.h | ||
| EdGraph/EdGraphNode.h | |||
ESetChannelActorFlags & operator^=
(
ESetChannelActorFlags& Lhs, |
Engine/ActorChannel.h | ||
| Engine/AssetManager.h | |||
EAssetManagerFilter & operator^=
(
EAssetManagerFilter& Lhs, |
Engine/AssetManagerTypes.h | ||
| Engine/Blueprint.h | |||
EChannelCreateFlags & operator^=
(
EChannelCreateFlags& Lhs, |
Engine/Channel.h | ||
| Engine/Channel.h | |||
EPackageAutoSaveType & operator^=
(
EPackageAutoSaveType& Lhs, |
Engine/EngineTypes.h | ||
| Engine/NetDriver.h | |||
EAppendNetExportFlags & operator^=
(
EAppendNetExportFlags& Lhs, |
Engine/PackageMapClient.h | ||
| Engine/SkeletalMesh.h | |||
| Engine/SkinnedAsset.h | |||
| Engine/StaticMesh.h | |||
| Engine/StreamableManager.h | |||
ELevelInstanceFlags & operator^=
(
ELevelInstanceFlags& Lhs, |
GameFramework/Actor.h | ||
| GameFramework/InputSettings.h | |||
EVoiceBlockReasons & operator^=
(
EVoiceBlockReasons& Lhs, |
GameFramework/PlayerMuteList.h | ||
EMIDCreationFlags & operator^=
(
EMIDCreationFlags& Lhs, |
Kismet/KismetMaterialLibrary.h | ||
| PhysicsEngine/ConstraintInstance.h | |||
EAnimNodeDataFlags & operator^=
(
EAnimNodeDataFlags& Lhs, |
Animation/AnimNodeData.h | ||
| Animation/NamedValueArray.h | |||
| AnimationRuntime.h | |||
EDataTableExportFlags & operator^=
(
EDataTableExportFlags& Lhs, |
DataTableUtils.h | ||
EActorIteratorFlags & operator^=
(
EActorIteratorFlags& Lhs, |
EngineUtils.h | ||
| GPUSkinVertexFactory.h | |||
EGPUSortFlags & operator^=
(
EGPUSortFlags& Lhs, |
GPUSortManager.h | ||
| LevelInstance/LevelInstanceSubsystem.h | |||
| MaterialCompiler.h | |||
EMaterialKeyInclude & operator^=
(
EMaterialKeyInclude& Lhs, |
MaterialKeyGeneratorContext.h | ||
| Materials/MaterialExpression.h | |||
| Materials/MaterialInstance.h | |||
| Materials/MaterialParameters.h | |||
| Materials/MaterialParameters.h | |||
| MaterialShared.h | |||
| MeshElementCollector.h | |||
EPingType & operator^=
(
EPingType& Lhs, |
Net/NetPing.h | ||
EDiffPropertiesFlags & operator^=
(
EDiffPropertiesFlags& Lhs, |
Net/RepLayout.h | ||
| Net/RepLayout.h | |||
ECreateRepStateFlags & operator^=
(
ECreateRepStateFlags& Lhs, |
Net/RepLayout.h | ||
ERepParentFlags & operator^=
(
ERepParentFlags& Lhs, |
Net/RepLayout.h | ||
ERepLayoutCmdFlags & operator^=
(
ERepLayoutCmdFlags& Lhs, |
Net/RepLayout.h | ||
| Net/RepLayout.h | |||
ECreateRepLayoutFlags & operator^=
(
ECreateRepLayoutFlags& Lhs, |
Net/RepLayout.h | ||
ERepLayoutFlags & operator^=
(
ERepLayoutFlags& Lhs, |
Net/RepLayout.h | ||
EPrimitiveDirtyState & operator^=
(
EPrimitiveDirtyState& Lhs, |
PrimitiveDirtyState.h | ||
| PrimitiveSceneProxy.h | |||
ERayTracingProxyType & operator^=
(
ERayTracingProxyType& Lhs, |
PrimitiveSceneProxy.h | ||
| PropertyAccess.h | |||
EResizeBufferFlags & operator^=
(
EResizeBufferFlags& Lhs, |
Rendering/StaticMeshVertexDataInterface.h | ||
ESubstrateBsdfFeature & operator^=
(
ESubstrateBsdfFeature& Lhs, |
Rendering/SubstrateMaterialShared.h | ||
EReplayHeaderFlags & operator^=
(
EReplayHeaderFlags& Lhs, |
ReplayTypes.h | ||
EWriteDemoFrameFlags & operator^=
(
EWriteDemoFrameFlags& Lhs, |
ReplayTypes.h | ||
| SceneInterface.h | |||
ESceneRenderGroupFlags & operator^=
(
ESceneRenderGroupFlags& Lhs, |
SceneRenderBuilderInterface.h | ||
| SceneViewExtension.h | |||
| SkeletalMeshTypes.h | |||
| WorldPartition/Filter/WorldPartitionActorFilter.h | |||
| AI/Navigation/NavigationDirtyArea.h | |||
| Animation/MeshDeformerInstance.h | |||
| Camera/CameraShakeBase.h | |||
EUpdateTransformFlags operator|
(
EUpdateTransformFlags Left, |
Components/ActorComponent.h | ||
| Components/RuntimeVirtualTextureComponent.h | |||
| Components/SceneComponent.h | |||
| EdGraph/EdGraphNode.h | |||
| Engine/ActorChannel.h | |||
| Engine/AssetManager.h | |||
| Engine/AssetManagerTypes.h | |||
| Engine/Blueprint.h | |||
| Engine/Channel.h | |||
| Engine/Channel.h | |||
FCollisionEnabledMask operator|
(
const ECollisionEnabled::Type A, |
Engine/EngineTypes.h | ||
FCollisionEnabledMask operator|
(
const ECollisionEnabled::Type A, |
Engine/EngineTypes.h | ||
| Engine/EngineTypes.h | |||
| Engine/NetDriver.h | |||
| Engine/PackageMapClient.h | |||
| Engine/SkeletalMesh.h | |||
| Engine/SkinnedAsset.h | |||
| Engine/StaticMesh.h | |||
| Engine/StreamableManager.h | |||
| GameFramework/Actor.h | |||
| GameFramework/InputSettings.h | |||
EVoiceBlockReasons operator|
(
EVoiceBlockReasons Lhs, |
GameFramework/PlayerMuteList.h | ||
EMIDCreationFlags operator|
(
EMIDCreationFlags Lhs, |
Kismet/KismetMaterialLibrary.h | ||
| PhysicsEngine/ConstraintInstance.h | |||
EAnimNodeDataFlags operator|
(
EAnimNodeDataFlags Lhs, |
Animation/AnimNodeData.h | ||
| Animation/NamedValueArray.h | |||
| AnimationRuntime.h | |||
| DataTableUtils.h | |||
| EngineUtils.h | |||
| GPUSkinVertexFactory.h | |||
EGPUSortFlags operator|
(
EGPUSortFlags Lhs, |
GPUSortManager.h | ||
| LevelInstance/LevelInstanceSubsystem.h | |||
| MaterialCompiler.h | |||
| MaterialKeyGeneratorContext.h | |||
| Materials/MaterialExpression.h | |||
| Materials/MaterialInstance.h | |||
| Materials/MaterialParameters.h | |||
| Materials/MaterialParameters.h | |||
| MaterialShared.h | |||
| MeshElementCollector.h | |||
| Net/NetPing.h | |||
| Net/RepLayout.h | |||
| Net/RepLayout.h | |||
| Net/RepLayout.h | |||
ERepParentFlags operator|
(
ERepParentFlags Lhs, |
Net/RepLayout.h | ||
ERepLayoutCmdFlags operator|
(
ERepLayoutCmdFlags Lhs, |
Net/RepLayout.h | ||
| Net/RepLayout.h | |||
| Net/RepLayout.h | |||
ERepLayoutFlags operator|
(
ERepLayoutFlags Lhs, |
Net/RepLayout.h | ||
| PrimitiveDirtyState.h | |||
| PrimitiveSceneProxy.h | |||
| PrimitiveSceneProxy.h | |||
| PropertyAccess.h | |||
EResizeBufferFlags operator|
(
EResizeBufferFlags Lhs, |
Rendering/StaticMeshVertexDataInterface.h | ||
| Rendering/SubstrateMaterialShared.h | |||
EReplayHeaderFlags operator|
(
EReplayHeaderFlags Lhs, |
ReplayTypes.h | ||
| ReplayTypes.h | |||
| SceneInterface.h | |||
| SceneRenderBuilderInterface.h | |||
| SceneViewExtension.h | |||
| SkeletalMeshTypes.h | |||
| WorldPartition/Filter/WorldPartitionActorFilter.h | |||
ENavigationDirtyFlag & operator|=
(
ENavigationDirtyFlag& Lhs, |
AI/Navigation/NavigationDirtyArea.h | ||
| Animation/MeshDeformerInstance.h | |||
| Camera/CameraShakeBase.h | |||
| Components/RuntimeVirtualTextureComponent.h | |||
EMoveComponentFlags & operator|=
(
EMoveComponentFlags& Lhs, |
Declare bitwise operators to allow EMoveComponentFlags to be combined but still retain type safety. | Components/SceneComponent.h | |
| EdGraph/EdGraphNode.h | |||
ESetChannelActorFlags & operator|=
(
ESetChannelActorFlags& Lhs, |
Engine/ActorChannel.h | ||
| Engine/AssetManager.h | |||
EAssetManagerFilter & operator|=
(
EAssetManagerFilter& Lhs, |
Engine/AssetManagerTypes.h | ||
| Engine/Blueprint.h | |||
EChannelCreateFlags & operator|=
(
EChannelCreateFlags& Lhs, |
Engine/Channel.h | ||
| Engine/Channel.h | |||
EPackageAutoSaveType & operator|=
(
EPackageAutoSaveType& Lhs, |
Engine/EngineTypes.h | ||
| Engine/NetDriver.h | |||
EAppendNetExportFlags & operator|=
(
EAppendNetExportFlags& Lhs, |
Engine/PackageMapClient.h | ||
| Engine/SkeletalMesh.h | |||
| Engine/SkinnedAsset.h | |||
| Engine/StaticMesh.h | |||
| Engine/StreamableManager.h | |||
ELevelInstanceFlags & operator|=
(
ELevelInstanceFlags& Lhs, |
GameFramework/Actor.h | ||
| GameFramework/InputSettings.h | |||
EVoiceBlockReasons & operator|=
(
EVoiceBlockReasons& Lhs, |
GameFramework/PlayerMuteList.h | ||
EMIDCreationFlags & operator|=
(
EMIDCreationFlags& Lhs, |
Kismet/KismetMaterialLibrary.h | ||
| PhysicsEngine/ConstraintInstance.h | |||
EAnimNodeDataFlags & operator|=
(
EAnimNodeDataFlags& Lhs, |
Animation/AnimNodeData.h | ||
| Animation/NamedValueArray.h | |||
| AnimationRuntime.h | |||
EDataTableExportFlags & operator|=
(
EDataTableExportFlags& Lhs, |
DataTableUtils.h | ||
EActorIteratorFlags & operator|=
(
EActorIteratorFlags& Lhs, |
EngineUtils.h | ||
| GPUSkinVertexFactory.h | |||
EGPUSortFlags & operator|=
(
EGPUSortFlags& Lhs, |
GPUSortManager.h | ||
| LevelInstance/LevelInstanceSubsystem.h | |||
| MaterialCompiler.h | |||
EMaterialKeyInclude & operator|=
(
EMaterialKeyInclude& Lhs, |
MaterialKeyGeneratorContext.h | ||
| Materials/MaterialExpression.h | |||
| Materials/MaterialInstance.h | |||
| Materials/MaterialParameters.h | |||
| Materials/MaterialParameters.h | |||
| MaterialShared.h | |||
| MeshElementCollector.h | |||
EPingType & operator|=
(
EPingType& Lhs, |
Net/NetPing.h | ||
EDiffPropertiesFlags & operator|=
(
EDiffPropertiesFlags& Lhs, |
Net/RepLayout.h | ||
| Net/RepLayout.h | |||
ECreateRepStateFlags & operator|=
(
ECreateRepStateFlags& Lhs, |
Net/RepLayout.h | ||
ERepParentFlags & operator|=
(
ERepParentFlags& Lhs, |
Net/RepLayout.h | ||
ERepLayoutCmdFlags & operator|=
(
ERepLayoutCmdFlags& Lhs, |
Net/RepLayout.h | ||
| Net/RepLayout.h | |||
ECreateRepLayoutFlags & operator|=
(
ECreateRepLayoutFlags& Lhs, |
Net/RepLayout.h | ||
ERepLayoutFlags & operator|=
(
ERepLayoutFlags& Lhs, |
Net/RepLayout.h | ||
EPrimitiveDirtyState & operator|=
(
EPrimitiveDirtyState& Lhs, |
PrimitiveDirtyState.h | ||
| PrimitiveSceneProxy.h | |||
ERayTracingProxyType & operator|=
(
ERayTracingProxyType& Lhs, |
PrimitiveSceneProxy.h | ||
| PropertyAccess.h | |||
EResizeBufferFlags & operator|=
(
EResizeBufferFlags& Lhs, |
Rendering/StaticMeshVertexDataInterface.h | ||
ESubstrateBsdfFeature & operator|=
(
ESubstrateBsdfFeature& Lhs, |
Rendering/SubstrateMaterialShared.h | ||
EReplayHeaderFlags & operator|=
(
EReplayHeaderFlags& Lhs, |
ReplayTypes.h | ||
EWriteDemoFrameFlags & operator|=
(
EWriteDemoFrameFlags& Lhs, |
ReplayTypes.h | ||
| SceneInterface.h | |||
ESceneRenderGroupFlags & operator|=
(
ESceneRenderGroupFlags& Lhs, |
SceneRenderBuilderInterface.h | ||
| SceneViewExtension.h | |||
| SkeletalMeshTypes.h | |||
| WorldPartition/Filter/WorldPartitionActorFilter.h | |||
| AI/Navigation/NavigationDirtyArea.h | |||
| Animation/MeshDeformerInstance.h | |||
| Camera/CameraShakeBase.h | |||
| Components/ActorComponent.h | |||
| Components/RuntimeVirtualTextureComponent.h | |||
| Components/SceneComponent.h | |||
| EdGraph/EdGraphNode.h | |||
| Engine/ActorChannel.h | |||
| Engine/AssetManager.h | |||
| Engine/AssetManagerTypes.h | |||
| Engine/Blueprint.h | |||
| Engine/Channel.h | |||
| Engine/Channel.h | |||
| Engine/EngineTypes.h | |||
| Engine/NetDriver.h | |||
| Engine/PackageMapClient.h | |||
| Engine/SkeletalMesh.h | |||
| Engine/SkinnedAsset.h | |||
| Engine/StaticMesh.h | |||
| Engine/StreamableManager.h | |||
| GameFramework/Actor.h | |||
| GameFramework/InputSettings.h | |||
| GameFramework/PlayerMuteList.h | |||
| Kismet/KismetMaterialLibrary.h | |||
| PhysicsEngine/ConstraintInstance.h | |||
| Animation/AnimNodeData.h | |||
| Animation/NamedValueArray.h | |||
| AnimationRuntime.h | |||
| DataTableUtils.h | |||
| EngineUtils.h | |||
| GPUSkinVertexFactory.h | |||
| GPUSortManager.h | |||
| LevelInstance/LevelInstanceSubsystem.h | |||
| MaterialCompiler.h | |||
| MaterialKeyGeneratorContext.h | |||
| Materials/MaterialExpression.h | |||
| Materials/MaterialInstance.h | |||
| Materials/MaterialParameters.h | |||
| Materials/MaterialParameters.h | |||
| MaterialShared.h | |||
| MeshElementCollector.h | |||
| Net/NetPing.h | |||
| Net/RepLayout.h | |||
| Net/RepLayout.h | |||
| Net/RepLayout.h | |||
| Net/RepLayout.h | |||
| Net/RepLayout.h | |||
| Net/RepLayout.h | |||
| Net/RepLayout.h | |||
| Net/RepLayout.h | |||
| PrimitiveDirtyState.h | |||
| PrimitiveSceneProxy.h | |||
| PrimitiveSceneProxy.h | |||
| PropertyAccess.h | |||
| Rendering/StaticMeshVertexDataInterface.h | |||
| Rendering/SubstrateMaterialShared.h | |||
| ReplayTypes.h | |||
| ReplayTypes.h | |||
| SceneInterface.h | |||
| SceneRenderBuilderInterface.h | |||
| SceneViewExtension.h | |||
| SkeletalMeshTypes.h | |||
| WorldPartition/Filter/WorldPartitionActorFilter.h | |||
FInertializationPose & operator=
(
const FInertializationPose& |
Animation/AnimNode_Inertialization.h | ||
FInertializationPose & operator=
(
FInertializationPose&& |
Animation/AnimNode_Inertialization.h | ||
FInputActionSpeechMapping & operator=
(
const FInputActionSpeechMapping& |
GameFramework/PlayerInput.h | ||
FInputActionSpeechMapping & operator=
(
FInputActionSpeechMapping&& |
GameFramework/PlayerInput.h | ||
PRAGMA_DISABLE_DEPRECATION_WARNINGS bool operator==
(
const FInputActionSpeechMapping& Other |
GameFramework/PlayerInput.h | ||
bool operator==
(
const FDialogueContextMapping& LHS, |
Sound/DialogueWave.h | ||
bool operator==
(
const FDiffSingleResult& LHS, |
DiffResults.h | ||
bool operator==
(
const FMaterialFunctionInfo& Lhs, |
MaterialCachedData.h | ||
bool operator==
(
const FScreenVertex& a, |
ScreenRendering.h | ||
uint32 PackRelativeBox
(
const FBox& RefBox, |
Engine/TextureStreamingTypes.h | ||
uint32 PackRelativeBox
(
const FVector& RefOrigin, |
Engine/TextureStreamingTypes.h | ||
void PackSplineMeshParams
(
const FSplineMeshShaderParams& Params, |
Helper for packing spline mesh shader parameters into a float4 buffer. | Components/SplineMeshComponent.h | |
void PadMemoryReader
(
FMemoryReader* MemoryReader, |
Skips a specified number of bytes in the memory reader to maintain alignment | AnimEncoding.h | |
void PadMemoryWriter
(
FMemoryWriter* MemoryWriter, |
Pads a specified number of bytes to the memory writer to maintain alignment | AnimEncoding.h | |
bool ParseWaveFormatHeader
(
const uint8* InSrcBufferData, |
AudioWaveFormatParser.h | ||
void Particle_SetColorFromVector
(
const FVector3f& InColorVec, |
ParticleHelper.h | ||
float PerfCountersGet
(
const FString& Name, |
Net/PerfCountersHelpers.h | ||
double PerfCountersGet
(
const FString& Name, |
Net/PerfCountersHelpers.h | ||
int32 PerfCountersGet
(
const FString& Name, |
Net/PerfCountersHelpers.h | ||
uint32 PerfCountersGet
(
const FString& Name, |
Net/PerfCountersHelpers.h | ||
int32 PerfCountersIncrement
(
const FString& Name, |
Net/PerfCountersHelpers.h | ||
void PerfCountersSet
(
const FString& Name, |
Stub implementations to be used when PerfCounters are unavailable | Net/PerfCountersHelpers.h | |
void PerfCountersSet
(
const FString& Name, |
Net/PerfCountersHelpers.h | ||
void PerfCountersSet
(
const FString& Name, |
Net/PerfCountersHelpers.h | ||
bool PhysSingleThreadedMode() |
Return true if we should be running in single threaded mode, ala dedicated server | PhysicsPublic.h | |
bool PointsEqual
(
const FVector3f& V1, |
Returns true if the specified points are about equal | MeshBuild.h | |
bool PointsEqual
(
const FVector3f& V1, |
MeshBuild.h | ||
FColor PoseWatchUtil::ChoosePoseWatchColor() |
Returns a new random color | Engine/PoseWatch.h | |
FText PoseWatchUtil::FindUniqueNameInParent
(
TParent* InParent, |
Engine/PoseWatch.h | ||
TSet< UPoseWatchFolder * > PoseWatchUtil::GetChildrenPoseWatchFoldersOf
(
const UPoseWatchFolder* Folder, |
Gets all pose watches folders that are parented to Folder, if Folder is nullptr then gets orphans | Engine/PoseWatch.h | |
TSet< UPoseWatch * > PoseWatchUtil::GetChildrenPoseWatchOf
(
const UPoseWatchFolder* Folder, |
Gets all pose watches that are parented to Folder, if Folder is nullptr then gets orphans | Engine/PoseWatch.h | |
void PrecacheComputePipelineStatesForGlobalShaders
(
ERHIFeatureLevel::Type FeatureLevel, |
Precreates compute PSOs for global shaders. | ShaderCompiler.h | |
void PrecacheMaterialPSOs
(
const FMaterialInterfacePSOPrecacheParamsList& PSOPrecacheParamsList, |
Precache all PSOs for the given material data. | PSOPrecacheMaterial.h | |
FMaterialPSOPrecacheRequestID PrecacheMaterialPSOs
(
const FMaterialPSOPrecacheParams& MaterialPSOPrecacheParams, |
Precache all PSOs for the given material and parameters. | PSOPrecacheMaterial.h | |
void PreloadMaterialShaderMap
(
const FMaterial* Material, |
Preload all shaders for the given material data. | PSOPrecacheMaterial.h | |
void PrependOffset
(
const FTransform DeltaTransform, |
Concatenates DeltaTransform before the current transform is applied and shifts the accumulated time by DeltaSeconds | Animation/MotionTrajectoryTypes.h | |
void PreSimulateImpl
(
FAsyncCallback& Callback |
CharacterMovementComponentAsync.h | ||
bool PrimitiveNeedsDistanceFieldSceneData
(
bool bTrackAllPrimitives, |
Centralized decision function to avoid diverging logic. | SceneManagement.h | |
void ProcessCompiledGlobalShaders
(
const TArray< FShaderCommonCompileJobPtr >& CompilationResults |
Called by the shader compiler to process completed global shader jobs. | ShaderCompiler.h | |
| Handles serializing in MeshMaterialMaps or GlobalShaderMap from a CookOnTheFly command and applying them to the in-memory shadermaps. | ShaderCompiler.h | ||
void ProcessSerializedInlineShaderMaps
(
UMaterialInterface* Owner, |
Helper function to process (register) serialized inline shader maps for the given material resources. | Materials/MaterialInterface.h | |
bool ProxyCreationWhenPSOReady() |
Delay component proxy creation when it's requested PSOs are still precaching | PSOPrecache.h | |
TMap< int32, _ValueType > QualityLevelProperty::ConvertQualtiyLevelData
(
const TMap< EPerQualityLevels, _ValueType >& Data |
PerQualityLevelProperties.h | ||
TMap< EPerQualityLevels, _ValueType > QualityLevelProperty::ConvertQualtiyLevelData
(
const TMap< int32, _ValueType >& Data |
PerQualityLevelProperties.h | ||
bool ReadFixedCompressedFloat
(
T& Value, |
Engine/NetSerialization.h | ||
bool ReadPackedVector
(
FVector3f& Value, |
Engine/NetSerialization.h | ||
bool ReadPackedVector
(
FVector3d& Value, |
Engine/NetSerialization.h | ||
TArrayView< T > RebaseTArrayView
(
const TArrayView< T >& ArrayView, |
Animation/AnimCompressionTypes.h | ||
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 | ShaderCompiler.h | |
void RecompileGlobalShaders() |
Forces a recompile of the global shaders. | ShaderCompiler.h | |
bool RecompileShaders
(
const TCHAR* Cmd, |
Implementation of the 'recompileshaders' console command. | ShaderCompiler.h | |
void RecompileShadersForRemote
(
FShaderRecompileData& Args, |
Recompiles global shaders | ShaderCompiler.h | |
void RecordOrEmitMaterialShaderMapKey
(
FMaterialKeyGeneratorContext& Context, |
Creates a ShaderKey for a given a shader map id, or saves and loads the fields of the ShaderMapId for creating the ShaderKey later. | MaterialShaderType.h | |
void RecordOrEmitMaterialShaderMapKey
(
FMaterialKeyGeneratorContext& Context, |
Alternate arguments for RecordOrEmitMaterialShaderMapKey: Support being called with const& when emitting or saving. | MaterialShaderType.h | |
void RecordOrEmitMaterialShaderMapKey
(
FMaterialKeyGeneratorContext& Context, |
MaterialShaderType.h | ||
void RefreshSkelMeshOnPhysicsAssetChange
(
const USkeletalMesh* InSkeletalMesh |
Refresh Physics Asset Change | Engine/SkeletalMesh.h | |
void RegisterEngineElements() |
Elements/Framework/EngineElements.h | ||
void RegisterReplicatedLifetimeProperty
(
const FProperty* ReplicatedProperty, |
Net/UnrealNetwork.h | ||
void RegisterReplicatedLifetimeProperty
(
const NetworkingPrivate::FRepPropertyDescriptor& PropertyDescriptor, |
Net/UnrealNetwork.h | ||
void ReleasePSOPrecacheData
(
const TArray< FMaterialPSOPrecacheRequestID >& MaterialPSORequestIDs |
Release PSO material request data | PSOPrecacheMaterial.h | |
void RemapPaintedVertexColors
(
const TArray< FPaintedVertex >& InPaintedVertices, |
Remaps painted vertex colors when the renderable mesh has changed. | StaticMeshResources.h | |
void RemoveInvalidVertexColor
(
FMeshBuildVertexView& VertexView |
Components.h | ||
void RemoveInvalidVertexColor
(
FConstMeshBuildVertexView& VertexView |
Components.h | ||
int32 RenderingSpatialHash::CalcLevel
(
double Size |
Rendering/RenderingSpatialHash.h | ||
int32 RenderingSpatialHash::CalcLevel
(
float Size |
Rendering/RenderingSpatialHash.h | ||
FLocation64 RenderingSpatialHash::CalcLevelAndLocation
(
const FBoxSphereBounds& BoxSphereBounds |
Rendering/RenderingSpatialHash.h | ||
FLocation64 RenderingSpatialHash::CalcLevelAndLocation
(
const FVector4d& Sphere |
Rendering/RenderingSpatialHash.h | ||
FLocation64 RenderingSpatialHash::CalcLevelAndLocationClamped
(
const FVector3d& Center, |
Rendering/RenderingSpatialHash.h | ||
int32 RenderingSpatialHash::CalcLevelFromRadius
(
double Radius |
Rendering/RenderingSpatialHash.h | ||
FVector3d RenderingSpatialHash::CalcWorldPosition
(
const FLocation64& Loc |
Rendering/RenderingSpatialHash.h | ||
double RenderingSpatialHash::GetCellSize
(
int32 Level |
Rendering/RenderingSpatialHash.h | ||
double RenderingSpatialHash::GetRecCellSize
(
int32 Level |
Rendering/RenderingSpatialHash.h | ||
FLocation64 RenderingSpatialHash::ToCellLoc
(
int32 Level, |
Rendering/RenderingSpatialHash.h | ||
FLocation64 RenderingSpatialHash::ToLevel
(
const FLocation64& Loc, |
Rendering/RenderingSpatialHash.h | ||
FPSOPrecacheRequestResultArray RequestPrecachePSOs
(
EPSOPrecacheType PSOPrecacheType, |
Start the actual async PSO precache request from the given list of initializers | PSOPrecache.h | |
void ResetAverageRequiredTexturePoolSize() |
Reset the history of the value returned by GetAverageRequiredTexturePoolSize() | Engine/TextureStreamingTypes.h | |
void ResetReplicatedLifetimeProperty
(
const NetworkingPrivate::FRepPropertyDescriptor& PropertyDescriptor, |
Net/UnrealNetwork.h | ||
void ResetReplicatedLifetimeProperty
(
const NetworkingPrivate::FRepPropertyDescriptor& PropertyDescriptor, |
Net/UnrealNetwork.h | ||
void ResetReplicatedLifetimeProperty
(
const UClass* ThisClass, |
Net/UnrealNetwork.h | ||
void ResetReplicatedLifetimeProperty
(
const UClass* ThisClass, |
Net/UnrealNetwork.h | ||
void ResumeRenderAssetStreaming() |
RenderAssetUpdate.h | ||
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. | FXSystem.h | |
| Engine/NetSerialization.h | |||
int32 SafeNetSerializeTArray_HeaderOnly
(
FArchive& Ar, |
===================== Safe TArray Serialization ===================== | Engine/NetSerialization.h | |
bool SafeNetSerializeTArray_WithNetSerialize
(
FArchive& Ar, |
Engine/NetSerialization.h | ||
void SampleIndirectionTexture
(
FVector IndirectionDataSourceCoordinate, |
PrecomputedVolumetricLightmap.h | ||
void SampleIndirectionTextureWithSubLevel
(
FVector IndirectionDataSourceCoordinate, |
PrecomputedVolumetricLightmap.h | ||
FString SaveGlobalShaderFile
(
EShaderPlatform Platform, |
Saves the global shader map as a file for the target platform. | ShaderCompiler.h | |
void SaveGlobalShadersForRemoteRecompile
(
FArchive& Ar, |
Serializes a global shader map to an archive (used with recompiling shaders for a remote console) | ShaderCompiler.h | |
bool SerializeFixedVector
(
FVector3f& Vector, |
MaxValue is the max abs value to serialize. | Engine/NetSerialization.h | |
bool SerializeFixedVector
(
FVector3d& Vector, |
Engine/NetSerialization.h | ||
void SerializeForLog
(
FCbWriter& Writer, |
Engine/Experimental/StreamableManagerError.h | ||
void SerializeForLog
(
FCbWriter& Writer, |
Engine/Experimental/StreamableManagerError.h | ||
void SerializeForLog
(
FCbWriter& Writer, |
Engine/Experimental/StreamableManagerError.h | ||
void SerializeForLog
(
FCbWriter& Writer, |
Engine/Experimental/StreamableManagerError.h | ||
void SerializeForLog
(
FCbWriter& Writer, |
Engine/Experimental/StreamableManagerError.h | ||
void SerializeForLog
(
FCbWriter& Writer, |
Engine/Experimental/StreamableManagerError.h | ||
void SerializeForLog
(
FCbWriter& Writer, |
Engine/Experimental/StreamableManagerError.h | ||
void SerializeNaniteSettingsForDDC
(
FArchive& Ar, |
Engine/EngineTypes.h | ||
bool SerializeOptionalValue
(
const bool bIsSaving, |
Helper to optionally serialize a value (using operator<< on Archive). | Engine/NetSerialization.h | |
bool SerializePackedVector
(
FVector3f& Value, |
Engine/NetSerialization.h | ||
bool SerializePackedVector
(
FVector3d& Value, |
Engine/NetSerialization.h | ||
void SerializeRayTracingProxySettingsForDDC
(
FArchive& Ar, |
Engine/EngineTypes.h | ||
void SerializeWaveFile
(
TArray< uint8 >& OutWaveFileData, |
Utility to serialize raw PCM data into a wave file. | Audio.h | |
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. | Audio.h | |
void SetGroomEnabled
(
bool In |
GroomVisualizationData.h | ||
void SetShaderCompilerTargetMemoryLimitInMiB
(
int32 NewLimit |
ShaderCompiler.h | ||
void SetShape
(
FPhysTypeDummy& Hit, |
Physics/Experimental/PhysInterface_Chaos.h | ||
void SetupCommonViewUniformBufferParameters
(
FViewUniformShaderParameters& ViewUniformShaderParameters, |
SceneView.h | ||
void SetupViewRectUniformBufferParameters
(
FViewUniformShaderParameters& ViewUniformShaderParameters, |
SceneView.h | ||
void SetValue
(
float InValue |
Animation/AnimCurveTypes.h | ||
bool ShouldAllPrimitivesHaveDistanceField
(
EShaderPlatform ShaderPlatform |
SceneManagement.h | ||
bool ShouldBoostPSOPrecachePriorityOnDraw() |
Boost drawn PSO precache request priority | PSOPrecache.h | |
bool ShouldCompileDistanceFieldShaders
(
EShaderPlatform ShaderPlatform |
SceneManagement.h | ||
bool ShouldCompileODSCOnlyShaders () |
Returns true if we should compile shaders that are only compiled in on demand shader compilation modes and not stored in cooked shader maps. | ShaderCompiler.h | |
bool ShouldDumpShaderDDCKeys() |
ShaderCompiler.h | ||
bool ShouldIncludeMaterialInDefaultOpaquePass
(
const FMaterial& Material |
MaterialShared.h | ||
bool ShouldOptimizedWPOAffectNonNaniteShaderSelection() |
PrimitiveSceneProxy.h | ||
bool ShouldProxyUseVertexColorVisualization
(
FName OwnerName |
MeshPaintVisualize.h | ||
bool ShouldStaticMeshEvaluateWPOInRayTracing
(
FVector ViewCenter, |
StaticMeshSceneProxy.h | ||
bool ShouldUseBackgroundPoolFor_FAsyncRealtimeAudioTask() |
AudioDecompress.h | ||
bool ShouldWeCompileGPUSkinVFShaders
(
EShaderPlatform Platform, |
GPUSkinCache.h | ||
SHOWFLAG_ALWAYS_ACCESSIBLE
(
PostProcessing, |
Affects all postprocessing features, depending on viewmode this is on or off, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's used by ReflectionEnvironmentCapture Bloom, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture | ||
void ShutdownGlobalShaderMap() |
ShaderCompiler.h | ||
void ShutdownShaderCompilers
(
TConstArrayView< const ITargetPlatform* > TargetPlatforms |
Frees resources and finalizes artifacts created during the cook of the given platforms. | ShaderCompiler.h | |
ENGINE_APIFName SkeletalMeshHalfEdgeBufferAccessor::GetHalfEdgeRequirementAssetTagName() |
Asset implementing this interface should add this tag to the asset tags if half edge buffer is required | Rendering/SkeletalMeshHalfEdgeBufferAccessor.h | |
bool SkeletalMeshHalfEdgeBufferAccessor::IsHalfEdgeRequired
(
TSoftObjectPtr< UObject > InAssetSoftPtr |
Rendering/SkeletalMeshHalfEdgeBufferAccessor.h | ||
void SkeletalMeshHalfEdgeUtility::BuildHalfEdgeBuffers
(
const FSkeletalMeshLODRenderData& InLodRenderData, |
Rendering/SkeletalMeshHalfEdgeBuffer.h | ||
int32 SkinningTools::GetRigidInfluenceIndex() |
Returns the bone weight index to use for rigid skinning | GPUSkinPublicDefs.h | |
EUpdateTransformFlags SkipPhysicsToEnum
(
bool bSkipPhysics |
Converts legacy bool into the SkipPhysicsUpdate bitflag | Components/ActorComponent.h | |
TArray< FSMInstanceManager > SMInstanceElementDataUtil::GetSMInstancesFromHandles
(
TArrayView< const ElementHandleType > InHandles, |
Attempt to get the static mesh instance IDs from the given element handles. | Elements/SMInstance/SMInstanceElementData.h | |
TArray< FSMInstanceManager > SMInstanceElementDataUtil::GetSMInstancesFromHandlesChecked
(
TArrayView< const ElementHandleType > InHandles |
Attempt to get the static mesh instance IDs from the given element handles, asserting if any element handle doesn't contain FSMInstanceElementData, and skipping any that don't resolve to a valid FSMInstanceManager. | Elements/SMInstance/SMInstanceElementData.h | |
FTrajectorySample SmoothInterp
(
const FTrajectorySample& PrevSample, |
Centripetal Catmull–Rom spline interpolation of all parameters of two trajectory samples. | Animation/MotionTrajectoryTypes.h | |
int32 SortGPUBuffers
(
FRHICommandList& RHICmdList, |
Sort a buffer on the GPU. | GPUSort.h | |
bool StateStreamEquals
(
const FExponentialHeightFogData& A, |
StateStream/ExponentialHeightFogStateStream.h | ||
void StateStreamInterpolate
(
FStateStreamInterpolateContext& Context, |
StateStream/ExponentialHeightFogStateStream.h | ||
void StringSize
(
const UFont* Font, |
Render string using both a font and a material. | CanvasTypes.h | |
bool SubmixUtils::AreSubmixFormatsCompatible
(
const USoundSubmixBase* ChildSubmix, |
Sound/SoundSubmix.h | ||
bool SubmixUtils::FindInGraph
(
const USoundSubmixBase* InEntryPoint, |
Sound/SoundSubmix.h | ||
const USoundSubmixBase * SubmixUtils::FindRoot
(
const USoundSubmixBase* InStartingPoint, |
Sound/SoundSubmix.h | ||
void SubmixUtils::ForEachStaticChildRecursive
(
USoundSubmixBase* StartingPoint, |
Sound/SoundSubmix.h | ||
void SubmixUtils::RefreshEditorForSubmix
(
const USoundSubmixBase* InSubmix |
Sound/SoundSubmix.h | ||
EMaterialSubSurfaceType SubstrateMergeSubSurfaceType
(
EMaterialSubSurfaceType A, |
Materials/MaterialExpressionSubstrate.h | ||
bool SupportDebugViewModes() |
Returns true if any debug view rendering is supported. Can be used as input for shader cooking. | DebugViewModeHelpers.h | |
bool SupportDebugViewShaderMode
(
EDebugViewShaderMode ShaderMode, |
Returns true if a specific debug view supported for a platform. | DebugViewModeHelpers.h | |
bool SupportsCachingMeshDrawCommands
(
const FMeshBatch& MeshBatch |
Returns if specified mesh command can be cached, or needs to be recreated every frame. | PrimitiveSceneProxy.h | |
bool SupportsCachingMeshDrawCommands
(
const FMeshBatch& MeshBatch, |
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. | PrimitiveSceneProxy.h | |
bool SupportsGPUParticles
(
EShaderPlatform Platform |
Returns true if the shader platform supports GPU particles. | FXSystem.h | |
bool SupportsNaniteRendering
(
const FVertexFactory*__restrict VertexFactory, |
Returns if specified mesh can be rendered via Nanite. | PrimitiveSceneProxy.h | |
bool SupportsNaniteRendering
(
const FVertexFactoryType*__restrict VertexFactoryType, |
PrimitiveSceneProxy.h | ||
bool SupportsNaniteRendering
(
const FVertexFactory*__restrict VertexFactory, |
PrimitiveSceneProxy.h | ||
void SuspendRenderAssetStreaming() |
RenderAssetUpdate.h | ||
bool TeleportEnumToFlag
(
ETeleportType Teleport |
Engine/EngineTypes.h | ||
ETeleportType TeleportFlagToEnum
(
bool bTeleport |
Engine/EngineTypes.h | ||
void TermGamePhys() |
PhysicsPublic.h | ||
void TestGPUSort
(
EGPUSortTest TestToRun, |
Test that GPU sorting works. | GPUSort.h | |
void TestUniqueIdRepl
(
UWorld* InWorld |
Test harness for Unique Id replication | GameFramework/OnlineReplStructs.h | |
void TextureLayoutTools::ComputeDifferenceArray
(
const ValueType* ValuesA, |
Computes the difference between two value arrays (templated) | TextureLayout.h | |
double TextureLayoutTools::ComputeRootMeanSquareDeviation
(
const ValueType* Values, |
Computes the mean square root deviation for a set of values (templated) | TextureLayout.h | |
| Sound/QuartzQuantizationUtilities.h | |||
const TCHAR * ToString
(
EStaticMeshAsyncProperties Value |
Engine/StaticMesh.h | ||
FString ToString
(
EWorldType::Type Type |
Engine/World.h | ||
| Engine/World.h | |||
const TCHAR * ToString
(
ESubstrateTileType Type |
|||
const TCHAR * ToString
(
ESubstrateTileType Type |
Rendering/SubstrateMaterialShared.h | ||
void TransformReferenceFrame
(
const FTransform DeltaTransform |
Animation/MotionTrajectoryTypes.h | ||
void TransposeTransform
(
FMatrix3x4& DstTransform, |
Matrix3x4.h | ||
void TransposeTransforms
(
FMatrix3x4* DstTransforms, |
Matrix3x4.h | ||
bool UE::Anim::AddTypedCustomAttribute
(
const FName& AttributeName, |
Helper functionality allowing the user to add an attribute with a typed value array | Animation/BuiltInAttributeTypes.h | |
bool UE::Anim::AnimationData::AddLoopingInterpolation
(
UAnimSequence* InSequence |
Adds an additional animated frame to match with the first animated frame, attempting to make it loop | Animation/AnimSequenceHelpers.h | |
void UE::Anim::AnimationData::DuplicateKeys
(
UAnimSequence* InSequence, |
Insert duplicate key(s) for all tracks for the provided Animation Sequence | Animation/AnimSequenceHelpers.h | |
FName UE::Anim::AnimationData::FindFirstChildTrackName
(
const UAnimSequence* InSequence, |
Finds the name of the first child track (bone) for the provided bone name | Animation/AnimSequenceHelpers.h | |
void UE::Anim::AnimationData::RemoveKeys
(
UAnimSequence* InSequence, |
Remove a number of keys for all tracks for the provided Animation Sequence | Animation/AnimSequenceHelpers.h | |
bool UE::Anim::AnimationData::Trim
(
UAnimSequence* InSequence, |
Trim a specific window from the animation data | Animation/AnimSequenceHelpers.h | |
bool UE::Anim::AnimationData::Trim
(
UAnimSequence* InSequence, |
Animation/AnimSequenceHelpers.h | ||
void UE::Anim::BuildPoseFromModel
(
const IAnimationDataModel* Model, |
Populates a FCompactPose according to the data stored within a IAnimationDataModel provided a time to sample. | Animation/AnimSequenceHelpers.h | |
bool UE::Anim::Compression::CompressAnimationDataTracks
(
TArray< FRawAnimSequenceTrack >& RawAnimationData, |
Compress the provided tracks using two methods. | Animation/AnimSequenceHelpers.h | |
bool UE::Anim::Compression::CompressAnimationDataTracks
(
const USkeleton* Skeleton, |
Compress the provided tracks using two methods. | Animation/AnimSequenceHelpers.h | |
bool UE::Anim::Compression::CompressRawAnimSequenceTrack
(
FRawAnimSequenceTrack& RawTrack, |
Compress the provided track by checking for uniform key data according to the provided error metrics | Animation/AnimSequenceHelpers.h | |
bool UE::Anim::Compression::CompressRawAnimSequenceTrack
(
FRawAnimSequenceTrack& RawTrack, |
Compress the provided track by checking for uniform key data according to the provided error metrics | Animation/AnimSequenceHelpers.h | |
void UE::Anim::Compression::SanitizeRawAnimSequenceTrack
(
FRawAnimSequenceTrack& RawTrack |
Sanitize the provided track by snapping small scale values to 0, and normalizing any rotational keys | Animation/AnimSequenceHelpers.h | |
BoneIndexTypeB UE::Anim::Conversion::MakeIndex
(
BoneIndexTypeA BoneIndex, |
Animation/AttributesContainer.h | ||
FMeshPoseBoneIndex UE::Anim::Conversion::MakeIndex
(
FCompactPoseBoneIndex BoneIndex, |
Animation/AttributesContainer.h | ||
FCompactPoseBoneIndex UE::Anim::Conversion::MakeIndex
(
FMeshPoseBoneIndex BoneIndex, |
Animation/AttributesContainer.h | ||
void UE::Anim::ExtractBoneTransform
(
const FRawAnimSequenceTrack& RawTrack, |
Extract Bone Transform of the Time given, from the provided FRawAnimSequenceTrack | Animation/AnimSequenceHelpers.h | |
bool UE::Anim::operator!
(
ECurveElementFlags E |
Animation/AnimCurveElementFlags.h | ||
bool UE::Anim::operator!
(
ECurveFilterFlags E |
Animation/AnimCurveFilter.h | ||
| Animation/AnimCurveElementFlags.h | |||
| Animation/AnimCurveFilter.h | |||
ECurveElementFlags & UE::Anim::operator&=
(
ECurveElementFlags& Lhs, |
Animation/AnimCurveElementFlags.h | ||
ECurveFilterFlags & UE::Anim::operator&=
(
ECurveFilterFlags& Lhs, |
Animation/AnimCurveFilter.h | ||
| Animation/AnimCurveElementFlags.h | |||
| Animation/AnimCurveFilter.h | |||
ECurveElementFlags & UE::Anim::operator^=
(
ECurveElementFlags& Lhs, |
Animation/AnimCurveElementFlags.h | ||
ECurveFilterFlags & UE::Anim::operator^=
(
ECurveFilterFlags& Lhs, |
Animation/AnimCurveFilter.h | ||
| Animation/AnimCurveElementFlags.h | |||
| Animation/AnimCurveFilter.h | |||
ECurveElementFlags & UE::Anim::operator|=
(
ECurveElementFlags& Lhs, |
Animation/AnimCurveElementFlags.h | ||
ECurveFilterFlags & UE::Anim::operator|=
(
ECurveFilterFlags& Lhs, |
Animation/AnimCurveFilter.h | ||
| Animation/AnimCurveElementFlags.h | |||
| Animation/AnimCurveFilter.h | |||
void UE::Anim::Retargeting::RetargetPose
(
FCompactPose& InOutPose, |
Retargeting the provided pose using the retarget source or transforms | Animation/AnimSequenceHelpers.h | |
void UE::Animation::Private::OnInvalidMaybeMappedAllocatorNum
(
int32 NewNum, |
Animation/AnimCompressionTypes.h | ||
FVector UE::CubicBezier::Eval
(
const FVector& P0, |
Evaluates cubic bezier value at specified time | Curves/BezierUtilities.h | |
FVector UE::CubicBezier::EvalDerivate
(
const FVector& P0, |
Evaluates cubic bezier derivative at specified time | Curves/BezierUtilities.h | |
CurveValueType UE::Curves::BezierInterp
(
CurveValueType P0, |
Assuming that P0, P1, P2 and P3 are sequential control points of an N=4 Bezier curve, returns the interpolated value for interpolation constant Alpha in [0, 1] | Curves/CurveEvaluation.h | |
FVector3f UE::DebugDrawHelper::GetScaleAdjustedScreenLocation
(
TNotNull< const UCanvas* > Canvas, |
Projects provided 3D world-space location into 2D screen coordinates considering DPI scale and aspect ratio requirement (black bars) | DebugRenderSceneProxy.h | |
FVector3f UE::DebugDrawHelper::GetScaleAdjustedScreenLocation
(
TNotNull< const FSceneView* >, |
Projects provided 3D world-space location into 2D screen coordinates considering DPI scale and aspect ratio requirement (black bars) | DebugRenderSceneProxy.h | |
float UE::MorphTargetVertexCodec::ComputePositionPrecision
(
float InTargetPositionErrorTolerance |
Rendering/MorphTargetVertexCodec.h | ||
float UE::MorphTargetVertexCodec::ComputeTangentPrecision() |
Rendering/MorphTargetVertexCodec.h | ||
void UE::MorphTargetVertexCodec::ReadHeader
(
FDeltaBatchHeader& OutBatchHeader, |
Reads and decodes OutBatchHeader bits from InData. | Rendering/MorphTargetVertexCodec.h | |
bool UE::Net::Private::LegacyReadPackedVector
(
FVector3f& Value, |
ScaleFactor is multiplied before send and divided by post receive. | Engine/NetSerialization.h | |
int32 UE::Net::Private::PingTypeToIdx
(
EPingType PingType |
Converts an EPingType flag to an array index at compile time. | Net/NetPing.h | |
bool UE::operator!
(
EPrintObjectFlag E |
PrintObjectUtils.h | ||
EPrintObjectFlag UE::operator&
(
EPrintObjectFlag Lhs, |
PrintObjectUtils.h | ||
EPrintObjectFlag & UE::operator&=
(
EPrintObjectFlag& Lhs, |
PrintObjectUtils.h | ||
EPrintObjectFlag UE::operator^
(
EPrintObjectFlag Lhs, |
PrintObjectUtils.h | ||
EPrintObjectFlag & UE::operator^=
(
EPrintObjectFlag& Lhs, |
PrintObjectUtils.h | ||
EPrintObjectFlag UE::operator|
(
EPrintObjectFlag Lhs, |
PrintObjectUtils.h | ||
EPrintObjectFlag & UE::operator|=
(
EPrintObjectFlag& Lhs, |
PrintObjectUtils.h | ||
EPrintObjectFlag UE::operator~
(
EPrintObjectFlag E |
PrintObjectUtils.h | ||
void UE::Private::WorldPartition::UpdateHash
(
HashBuilder& Builder, |
Hash helpers. | WorldPartition/WorldPartitionUtils.h | |
void UE::Private::WorldPartition::UpdateHash
(
HashBuilder& Builder, |
WorldPartition/WorldPartitionUtils.h | ||
void UE::Private::WorldPartition::UpdateHash
(
HashBuilder& Builder, |
WorldPartition/WorldPartitionUtils.h | ||
void UE::Private::WorldPartition::UpdateHash
(
HashBuilder& Builder, |
WorldPartition/WorldPartitionUtils.h | ||
void UE::Private::WorldPartition::UpdateHash
(
HashBuilder& Builder, |
WorldPartition/WorldPartitionUtils.h | ||
void UE::Private::WorldPartition::UpdateHash
(
HashBuilder& Builder, |
WorldPartition/WorldPartitionUtils.h | ||
void UE::Private::WorldPartition::UpdateHash
(
HashBuilder& Builder, |
WorldPartition/WorldPartitionUtils.h | ||
void UE::Private::WorldPartition::UpdateHash
(
HashBuilder& Builder, |
WorldPartition/WorldPartitionUtils.h | ||
void UE::Private::WorldPartition::UpdateHash
(
HashBuilder& Builder, |
WorldPartition/WorldPartitionUtils.h | ||
bool UE::ReplaySubsystem::operator!
(
EStopReplayFlags E |
ReplaySubsystem.h | ||
EStopReplayFlags UE::ReplaySubsystem::operator&
(
EStopReplayFlags Lhs, |
ReplaySubsystem.h | ||
EStopReplayFlags & UE::ReplaySubsystem::operator&=
(
EStopReplayFlags& Lhs, |
ReplaySubsystem.h | ||
EStopReplayFlags UE::ReplaySubsystem::operator^
(
EStopReplayFlags Lhs, |
ReplaySubsystem.h | ||
EStopReplayFlags & UE::ReplaySubsystem::operator^=
(
EStopReplayFlags& Lhs, |
ReplaySubsystem.h | ||
EStopReplayFlags UE::ReplaySubsystem::operator|
(
EStopReplayFlags Lhs, |
ReplaySubsystem.h | ||
EStopReplayFlags & UE::ReplaySubsystem::operator|=
(
EStopReplayFlags& Lhs, |
ReplaySubsystem.h | ||
EStopReplayFlags UE::ReplaySubsystem::operator~
(
EStopReplayFlags E |
ReplaySubsystem.h | ||
const TCHAR * UE::Shader::GetComponentTypeName
(
EValueComponentType Type |
Shader/ShaderTypes.h | ||
uint32 UE::Shader::GetComponentTypeSizeInBytes
(
EValueComponentType Type |
Shader/ShaderTypes.h | ||
bool UE::Shader::IsComponentTypeWithinBounds
(
EValueComponentType Type, |
Shader/ShaderTypes.h | ||
bool UE::Shader::IsGenericType
(
EValueComponentType Type |
Shader/ShaderTypes.h | ||
bool UE::Shader::IsGenericType
(
EValueType Type |
Shader/ShaderTypes.h | ||
bool UE::Shader::IsLWCType
(
EValueComponentType Type |
Shader/ShaderTypes.h | ||
bool UE::Shader::IsLWCType
(
EValueType Type |
Shader/ShaderTypes.h | ||
bool UE::Shader::IsNumericMatrixType
(
EValueType Type |
Shader/ShaderTypes.h | ||
bool UE::Shader::IsNumericScalarType
(
EValueType Type |
Shader/ShaderTypes.h | ||
bool UE::Shader::IsNumericType
(
EValueComponentType Type |
Shader/ShaderTypes.h | ||
bool UE::Shader::IsNumericType
(
EValueType Type |
Shader/ShaderTypes.h | ||
bool UE::Shader::IsNumericVectorType
(
EValueType Type |
Shader/ShaderTypes.h | ||
bool UE::Shader::IsWithinBounds
(
FComponentBounds Lhs, |
Shader/ShaderTypes.h | ||
EValueComponentType UE::Shader::MakeConcreteType
(
EValueComponentType Type |
Shader/ShaderTypes.h | ||
EValueComponentType UE::Shader::MakeNonLWCType
(
EValueComponentType Type |
Shader/ShaderTypes.h | ||
| Shader/ShaderTypes.h | |||
| Shader/ShaderTypes.h | |||
| Shader/ShaderTypes.h | |||
| Shader/ShaderTypes.h | |||
bool UE::Shader::operator!=
(
const FComponentBounds& Lhs, |
Shader/ShaderTypes.h | ||
bool UE::Shader::operator!=
(
const FType& Lhs, |
Shader/ShaderTypes.h | ||
bool UE::Shader::operator!=
(
const FType& Lhs, |
Shader/ShaderTypes.h | ||
bool UE::Shader::operator!=
(
const EValueType& Lhs, |
Shader/ShaderTypes.h | ||
bool UE::Shader::operator!=
(
const FValue& Lhs, |
Shader/ShaderTypes.h | ||
bool UE::Shader::operator==
(
const FComponentBounds& Lhs, |
Shader/ShaderTypes.h | ||
bool UE::Shader::operator==
(
const FType& Lhs, |
Shader/ShaderTypes.h | ||
bool UE::Shader::operator==
(
const FType& Lhs, |
Shader/ShaderTypes.h | ||
bool UE::Shader::operator==
(
const EValueType& Lhs, |
Shader/ShaderTypes.h | ||
void UE::SoundWaveLoadingUtil::Private::HashSoundWaveLoadingBehaviorDependenciesForCook
(
FCbFieldViewIterator Args, |
|||
void UE::SoundWaveLoadingUtil::Private::RecordSoundWaveLoadingBehaviorDependenciesForCook
(
UE::Cook::FCookEventContext& CookContext, |
|||
FStreamableDelegateWithHandle UE::StreamableManager::Private::WrapDelegate
(
const FStreamableDelegate& InDelegate |
Engine/StreamableManager.h | ||
FStreamableDelegateWithHandle UE::StreamableManager::Private::WrapDelegate
(
FStreamableDelegate&& InDelegate |
Engine/StreamableManager.h | ||
bool UE::SVT::operator!
(
EStreamingRequestFlags E |
SparseVolumeTexture/ISparseVolumeTextureStreamingManager.h | ||
EStreamingRequestFlags UE::SVT::operator&
(
EStreamingRequestFlags Lhs, |
SparseVolumeTexture/ISparseVolumeTextureStreamingManager.h | ||
EStreamingRequestFlags & UE::SVT::operator&=
(
EStreamingRequestFlags& Lhs, |
SparseVolumeTexture/ISparseVolumeTextureStreamingManager.h | ||
EStreamingRequestFlags UE::SVT::operator^
(
EStreamingRequestFlags Lhs, |
SparseVolumeTexture/ISparseVolumeTextureStreamingManager.h | ||
EStreamingRequestFlags & UE::SVT::operator^=
(
EStreamingRequestFlags& Lhs, |
SparseVolumeTexture/ISparseVolumeTextureStreamingManager.h | ||
EStreamingRequestFlags UE::SVT::operator|
(
EStreamingRequestFlags Lhs, |
SparseVolumeTexture/ISparseVolumeTextureStreamingManager.h | ||
EStreamingRequestFlags & UE::SVT::operator|=
(
EStreamingRequestFlags& Lhs, |
SparseVolumeTexture/ISparseVolumeTextureStreamingManager.h | ||
EStreamingRequestFlags UE::SVT::operator~
(
EStreamingRequestFlags E |
SparseVolumeTexture/ISparseVolumeTextureStreamingManager.h | ||
bool UE::TextureDefines::IsHDR
(
ETextureSourceFormat Format |
Engine/TextureDefines.h | ||
bool UE::TextureDefines::IsHDR
(
TextureCompressionSettings CompressionSettings |
Engine/TextureDefines.h | ||
bool UE::TextureDefines::IsUncompressed
(
TextureCompressionSettings CompressionSettings |
Engine/TextureDefines.h | ||
bool UE::TextureDefines::ShouldUseGreyScaleEditorVisualization
(
TextureCompressionSettings CompressionSettings |
Engine/TextureDefines.h | ||
ENGINE_APIint32 UE::UnifiedError::StreamableManager::AsyncLoadCancelled::GetErrorCodeId() |
Engine/Experimental/StreamableManagerError.h | ||
ENGINE_API const FError & UE::UnifiedError::StreamableManager::AsyncLoadCancelled::GetStaticError() |
Engine/Experimental/StreamableManagerError.h | ||
ENGINE_APITRefCountPtr< const FStaticErrorDetails > UE::UnifiedError::StreamableManager::AsyncLoadCancelled::GetStaticErrorDetails() |
Engine/Experimental/StreamableManagerError.h | ||
ENGINE_APIFAnsiStringView UE::UnifiedError::StreamableManager::AsyncLoadCancelled::GetStaticErrorName() |
Engine/Experimental/StreamableManagerError.h | ||
| Engine/Experimental/StreamableManagerError.h | |||
FError UE::UnifiedError::StreamableManager::AsyncLoadCancelled::MakeError
(
ErrorContextType&& Ctx, |
Engine/Experimental/StreamableManagerError.h | ||
ENGINE_API bool UE::UnifiedError::StreamableManager::AsyncLoadCancelled::OfType
(
const FError& Other |
Engine/Experimental/StreamableManagerError.h | ||
ENGINE_APIint32 UE::UnifiedError::StreamableManager::AsyncLoadFailed::GetErrorCodeId() |
Engine/Experimental/StreamableManagerError.h | ||
ENGINE_API const FError & UE::UnifiedError::StreamableManager::AsyncLoadFailed::GetStaticError() |
Engine/Experimental/StreamableManagerError.h | ||
ENGINE_APITRefCountPtr< const FStaticErrorDetails > UE::UnifiedError::StreamableManager::AsyncLoadFailed::GetStaticErrorDetails() |
Engine/Experimental/StreamableManagerError.h | ||
ENGINE_APIFAnsiStringView UE::UnifiedError::StreamableManager::AsyncLoadFailed::GetStaticErrorName() |
Engine/Experimental/StreamableManagerError.h | ||
| Engine/Experimental/StreamableManagerError.h | |||
FError UE::UnifiedError::StreamableManager::AsyncLoadFailed::MakeError
(
ErrorContextType&& Ctx, |
Engine/Experimental/StreamableManagerError.h | ||
ENGINE_API bool UE::UnifiedError::StreamableManager::AsyncLoadFailed::OfType
(
const FError& Other |
Engine/Experimental/StreamableManagerError.h | ||
ENGINE_APIint32 UE::UnifiedError::StreamableManager::AsyncLoadNotInstalled::GetErrorCodeId() |
Engine/Experimental/StreamableManagerError.h | ||
ENGINE_API const FError & UE::UnifiedError::StreamableManager::AsyncLoadNotInstalled::GetStaticError() |
Engine/Experimental/StreamableManagerError.h | ||
ENGINE_APITRefCountPtr< const FStaticErrorDetails > UE::UnifiedError::StreamableManager::AsyncLoadNotInstalled::GetStaticErrorDetails() |
Engine/Experimental/StreamableManagerError.h | ||
ENGINE_APIFAnsiStringView UE::UnifiedError::StreamableManager::AsyncLoadNotInstalled::GetStaticErrorName() |
Engine/Experimental/StreamableManagerError.h | ||
| Engine/Experimental/StreamableManagerError.h | |||
FError UE::UnifiedError::StreamableManager::AsyncLoadNotInstalled::MakeError
(
ErrorContextType&& Ctx, |
Engine/Experimental/StreamableManagerError.h | ||
ENGINE_API bool UE::UnifiedError::StreamableManager::AsyncLoadNotInstalled::OfType
(
const FError& Other |
Engine/Experimental/StreamableManagerError.h | ||
ENGINE_APIint32 UE::UnifiedError::StreamableManager::AsyncLoadUnknownError::GetErrorCodeId() |
Engine/Experimental/StreamableManagerError.h | ||
ENGINE_API const FError & UE::UnifiedError::StreamableManager::AsyncLoadUnknownError::GetStaticError() |
Engine/Experimental/StreamableManagerError.h | ||
ENGINE_APITRefCountPtr< const FStaticErrorDetails > UE::UnifiedError::StreamableManager::AsyncLoadUnknownError::GetStaticErrorDetails() |
Engine/Experimental/StreamableManagerError.h | ||
ENGINE_APIFAnsiStringView UE::UnifiedError::StreamableManager::AsyncLoadUnknownError::GetStaticErrorName() |
Engine/Experimental/StreamableManagerError.h | ||
FError UE::UnifiedError::StreamableManager::AsyncLoadUnknownError::MakeError
(
int32 AsyncLoadingErrorId |
Engine/Experimental/StreamableManagerError.h | ||
ENGINE_API bool UE::UnifiedError::StreamableManager::AsyncLoadUnknownError::OfType
(
const FError& Other |
Engine/Experimental/StreamableManagerError.h | ||
ENGINE_APIint32 UE::UnifiedError::StreamableManager::DownloadError::GetErrorCodeId() |
Engine/Experimental/StreamableManagerError.h | ||
ENGINE_API const FError & UE::UnifiedError::StreamableManager::DownloadError::GetStaticError() |
Engine/Experimental/StreamableManagerError.h | ||
ENGINE_APITRefCountPtr< const FStaticErrorDetails > UE::UnifiedError::StreamableManager::DownloadError::GetStaticErrorDetails() |
Engine/Experimental/StreamableManagerError.h | ||
ENGINE_APIFAnsiStringView UE::UnifiedError::StreamableManager::DownloadError::GetStaticErrorName() |
Engine/Experimental/StreamableManagerError.h | ||
| Engine/Experimental/StreamableManagerError.h | |||
FError UE::UnifiedError::StreamableManager::DownloadError::MakeError
(
ErrorContextType&& Ctx, |
Engine/Experimental/StreamableManagerError.h | ||
ENGINE_API bool UE::UnifiedError::StreamableManager::DownloadError::OfType
(
const FError& Other |
Engine/Experimental/StreamableManagerError.h | ||
ENGINE_APIint32 UE::UnifiedError::StreamableManager::GetStaticModuleId() |
Engine/Experimental/StreamableManagerError.h | ||
ENGINE_APIFAnsiStringView UE::UnifiedError::StreamableManager::GetStaticModuleName() |
Engine/Experimental/StreamableManagerError.h | ||
ENGINE_APIint32 UE::UnifiedError::StreamableManager::IoStoreNotFound::GetErrorCodeId() |
Engine/Experimental/StreamableManagerError.h | ||
ENGINE_API const FError & UE::UnifiedError::StreamableManager::IoStoreNotFound::GetStaticError() |
Engine/Experimental/StreamableManagerError.h | ||
ENGINE_APITRefCountPtr< const FStaticErrorDetails > UE::UnifiedError::StreamableManager::IoStoreNotFound::GetStaticErrorDetails() |
Engine/Experimental/StreamableManagerError.h | ||
ENGINE_APIFAnsiStringView UE::UnifiedError::StreamableManager::IoStoreNotFound::GetStaticErrorName() |
Engine/Experimental/StreamableManagerError.h | ||
| Engine/Experimental/StreamableManagerError.h | |||
FError UE::UnifiedError::StreamableManager::IoStoreNotFound::MakeError
(
ErrorContextType&& Ctx, |
Engine/Experimental/StreamableManagerError.h | ||
ENGINE_API bool UE::UnifiedError::StreamableManager::IoStoreNotFound::OfType
(
const FError& Other |
Engine/Experimental/StreamableManagerError.h | ||
ENGINE_APIint32 UE::UnifiedError::StreamableManager::PackageLoadCanceled::GetErrorCodeId() |
Engine/Experimental/StreamableManagerError.h | ||
ENGINE_API const FError & UE::UnifiedError::StreamableManager::PackageLoadCanceled::GetStaticError() |
Engine/Experimental/StreamableManagerError.h | ||
ENGINE_APITRefCountPtr< const FStaticErrorDetails > UE::UnifiedError::StreamableManager::PackageLoadCanceled::GetStaticErrorDetails() |
Engine/Experimental/StreamableManagerError.h | ||
ENGINE_APIFAnsiStringView UE::UnifiedError::StreamableManager::PackageLoadCanceled::GetStaticErrorName() |
Engine/Experimental/StreamableManagerError.h | ||
| Engine/Experimental/StreamableManagerError.h | |||
ENGINE_API bool UE::UnifiedError::StreamableManager::PackageLoadCanceled::OfType
(
const FError& Other |
Engine/Experimental/StreamableManagerError.h | ||
ENGINE_APIint32 UE::UnifiedError::StreamableManager::PackageLoadFailed::GetErrorCodeId() |
Engine/Experimental/StreamableManagerError.h | ||
ENGINE_API const FError & UE::UnifiedError::StreamableManager::PackageLoadFailed::GetStaticError() |
Engine/Experimental/StreamableManagerError.h | ||
ENGINE_APITRefCountPtr< const FStaticErrorDetails > UE::UnifiedError::StreamableManager::PackageLoadFailed::GetStaticErrorDetails() |
Engine/Experimental/StreamableManagerError.h | ||
ENGINE_APIFAnsiStringView UE::UnifiedError::StreamableManager::PackageLoadFailed::GetStaticErrorName() |
Engine/Experimental/StreamableManagerError.h | ||
| Engine/Experimental/StreamableManagerError.h | |||
ENGINE_API bool UE::UnifiedError::StreamableManager::PackageLoadFailed::OfType
(
const FError& Other |
Engine/Experimental/StreamableManagerError.h | ||
ENGINE_APIint32 UE::UnifiedError::StreamableManager::PackageNameInvalid::GetErrorCodeId() |
Engine/Experimental/StreamableManagerError.h | ||
ENGINE_API const FError & UE::UnifiedError::StreamableManager::PackageNameInvalid::GetStaticError() |
Engine/Experimental/StreamableManagerError.h | ||
ENGINE_APITRefCountPtr< const FStaticErrorDetails > UE::UnifiedError::StreamableManager::PackageNameInvalid::GetStaticErrorDetails() |
Engine/Experimental/StreamableManagerError.h | ||
ENGINE_APIFAnsiStringView UE::UnifiedError::StreamableManager::PackageNameInvalid::GetStaticErrorName() |
Engine/Experimental/StreamableManagerError.h | ||
| Engine/Experimental/StreamableManagerError.h | |||
ENGINE_API bool UE::UnifiedError::StreamableManager::PackageNameInvalid::OfType
(
const FError& Other |
Engine/Experimental/StreamableManagerError.h | ||
ENGINE_APIint32 UE::UnifiedError::StreamableManager::SyncLoadIncomplete::GetErrorCodeId() |
Engine/Experimental/StreamableManagerError.h | ||
ENGINE_API const FError & UE::UnifiedError::StreamableManager::SyncLoadIncomplete::GetStaticError() |
Engine/Experimental/StreamableManagerError.h | ||
ENGINE_APITRefCountPtr< const FStaticErrorDetails > UE::UnifiedError::StreamableManager::SyncLoadIncomplete::GetStaticErrorDetails() |
Engine/Experimental/StreamableManagerError.h | ||
ENGINE_APIFAnsiStringView UE::UnifiedError::StreamableManager::SyncLoadIncomplete::GetStaticErrorName() |
Engine/Experimental/StreamableManagerError.h | ||
| Engine/Experimental/StreamableManagerError.h | |||
ENGINE_API bool UE::UnifiedError::StreamableManager::SyncLoadIncomplete::OfType
(
const FError& Other |
Engine/Experimental/StreamableManagerError.h | ||
ENGINE_APIint32 UE::UnifiedError::StreamableManager::UnknownError::GetErrorCodeId() |
Engine/Experimental/StreamableManagerError.h | ||
ENGINE_API const FError & UE::UnifiedError::StreamableManager::UnknownError::GetStaticError() |
Engine/Experimental/StreamableManagerError.h | ||
ENGINE_APITRefCountPtr< const FStaticErrorDetails > UE::UnifiedError::StreamableManager::UnknownError::GetStaticErrorDetails() |
Engine/Experimental/StreamableManagerError.h | ||
ENGINE_APIFAnsiStringView UE::UnifiedError::StreamableManager::UnknownError::GetStaticErrorName() |
Engine/Experimental/StreamableManagerError.h | ||
| Engine/Experimental/StreamableManagerError.h | |||
FError UE::UnifiedError::StreamableManager::UnknownError::MakeError
(
ErrorContextType&& Ctx, |
Engine/Experimental/StreamableManagerError.h | ||
ENGINE_API bool UE::UnifiedError::StreamableManager::UnknownError::OfType
(
const FError& Other |
Engine/Experimental/StreamableManagerError.h | ||
UE_DECLARE_ERRORSTRUCT_FEATURES
(
StreamableManager, |
Engine/Experimental/StreamableManagerError.h | ||
UE_DECLARE_ERRORSTRUCT_FEATURES
(
StreamableManager, |
Engine/Experimental/StreamableManagerError.h | ||
UE_DECLARE_ERRORSTRUCT_FEATURES
(
StreamableManager, |
Engine/Experimental/StreamableManagerError.h | ||
UE_DECLARE_ERRORSTRUCT_FEATURES
(
StreamableManager, |
Engine/Experimental/StreamableManagerError.h | ||
UE_DECLARE_ERRORSTRUCT_FEATURES
(
StreamableManager, |
Engine/Experimental/StreamableManagerError.h | ||
void UnpackRelativeBox
(
const FBoxSphereBounds& InRefBounds, |
Engine/TextureStreamingTypes.h | ||
FString UObjectHelper::GetFullNameIfAvailable
(
T& Object |
StaticMeshComponentHelper.h | ||
void UpdateAllPrimitiveSceneInfosForScenes
(
TSet< FSceneInterface* > ScenesToUpdateAllPrimitiveSceneInfos |
Components/ActorComponent.h | ||
void UpdateAllPrimitiveSceneInfosForSingleComponent
(
UActorComponent* InComponent, |
Components/ActorComponent.h | ||
void UpdateAllPrimitiveSceneInfosForSingleComponentInterface
(
IPrimitiveComponent* InComponent, |
Components/ActorComponent.h | ||
void UpdateMaskFilter
(
uint32& Word3, |
Physics/PhysicsFiltering.h | ||
void UpdateMaterialShaderCompilingStats
(
const FMaterial* Material |
Called for every material shader to update the appropriate stats. | MaterialShaderType.h | |
bool UpdateParameterSet
(
TArray< ParameterType >& Parameters, |
This function takes a array of parameter structs and attempts to establish a reference to the expression object each parameter represents. | Materials/MaterialInstanceUpdateParameterSet.h | |
bool UpdateParameterSet
(
TArray< FScalarParameterValue >& Parameters, |
Overloads for UpdateParameterSet to use cached data for types that can leverage it | Materials/MaterialInstanceUpdateParameterSet.h | |
bool UpdateParameterSet
(
TArray< FVectorParameterValue >& Parameters, |
Materials/MaterialInstanceUpdateParameterSet.h | ||
bool UpdateParameterSet
(
TArray< FDoubleVectorParameterValue >& Parameters, |
Materials/MaterialInstanceUpdateParameterSet.h | ||
bool UpdateParameterSet
(
TArray< FTextureParameterValue >& Parameters, |
Materials/MaterialInstanceUpdateParameterSet.h | ||
bool UpdateParameterSet
(
TArray< FTextureCollectionParameterValue >& Parameters, |
Materials/MaterialInstanceUpdateParameterSet.h | ||
bool UpdateParameterSet
(
TArray< FFontParameterValue >& Parameters, |
Materials/MaterialInstanceUpdateParameterSet.h | ||
bool UpdateParameterSet
(
TArray< FRuntimeVirtualTextureParameterValue >& Parameters, |
Materials/MaterialInstanceUpdateParameterSet.h | ||
bool UpdateParameterSet
(
TArray< FSparseVolumeTextureParameterValue >& Parameters, |
Materials/MaterialInstanceUpdateParameterSet.h | ||
bool UpdateParameterSet
(
TArray< FStaticSwitchParameter >& Parameters, |
Materials/MaterialInstanceUpdateParameterSet.h | ||
bool UpdateParameterSet
(
TArray< FStaticComponentMaskParameter >& Parameters, |
Materials/MaterialInstanceUpdateParameterSet.h | ||
bool UpdateParameterSet
(
TArray< FParameterCollectionParameterValue >& Parameters, |
Materials/MaterialInstanceUpdateParameterSet.h | ||
void UpdatePlayInEditorWorldDebugString
(
const FWorldContext* WorldContext |
Update the debugging aid GPlayInEditorContextString based on the current world context (does nothing in WITH_EDITOR=0 builds) | UnrealEngine.h | |
void UpdateSplineMeshParams_RenderThread
(
FPrimitiveSceneProxy* SceneProxy, |
Helper to update the parameters of the specified spline mesh scene proxy | SplineMeshSceneProxy.h | |
void UpdateSubsurfaceProfileTexture
(
FRDGBuilder& GraphBuilder, |
Initializes or updates the contents of the subsurface profile texture. | Engine/SubsurfaceProfile.h | |
bool UsesSubstrateTileType
(
uint8 InTypes, |
Rendering/SubstrateMaterialShared.h | ||
bool UseSubsurfaceProfile
(
FMaterialShadingModelField ShadingModel |
MaterialShared.h | ||
bool UVsEqual
(
const FVector2f& V1, |
MeshBuild.h | ||
bool UVsEqual
(
const FVector2f& V1, |
MeshBuild.h | ||
bool ValidateReplicatedClassInheritance() |
Net/UnrealNetwork.h | ||
void VerifyGlobalShaders
(
EShaderPlatform Platform, |
Makes sure all global shaders are loaded and/or compiled for the passed in platform. | ShaderCompiler.h | |
void VerifyGlobalShaders
(
EShaderPlatform Platform, |
Makes sure all global shaders are loaded and/or compiled for the passed in platform. | ShaderCompiler.h | |
int32 VirtualTextureScalability::GetRuntimeVirtualTextureSizeBias() |
Get resolution bias for runtime virtual textures. | VT/VirtualTextureScalability.h | |
void VirtualTextureUtils::CheckAndReportInvalidUsage
(
const UObject* Owner, |
Function that will test if the passed in texture is VT. | EngineUtils.h | |
| DebugViewModeHelpers.h | |||
int32 WalkMaterialDependencyGraph
(
const UMaterialExpression* Expression, |
Walks the dependency graph (i.e. all expression inputs) of the specified material expression. | Materials/MaterialDependencyWalker.h | |
bool WriteFixedCompressedFloat
(
const T Value, |
Engine/NetSerialization.h | ||
bool WritePackedVector
(
FVector3f Value, |
Engine/NetSerialization.h | ||
bool WritePackedVector
(
FVector3d Vector, |
Engine/NetSerialization.h |
Static
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static int32 appLineCheckTriangleSOA
(
const FVector3SOA& Start, |
Line vs triangle intersection test. Tests 1 line against 4 triangles at once. | kDOP.h | |
static EAudioBusChannels AudioBusUtils::ConvertIntToEAudioBusChannels
(
const int32 InValue |
Sound/AudioBus.h | ||
static const FDelayedAutoRegisterHelper DelayedAutoRegisterHelper__LINE__
(
EDelayedRegisterRunPhase::ShaderTypesReady, |
|||
static const FDelayedAutoRegisterHelper DelayedAutoRegisterHelper__LINE__
(
EDelayedRegisterRunPhase::ShaderTypesReady, |
|||
static FString EnumToString
(
EQuartzCommandQuantization inEnum |
|||
static FString EnumToString
(
EQuarztQuantizationReference inEnum |
|||
static const TCHAR * ESoundMixState::GetString
(
ESoundMixState::Type InType |
AudioDevice.h | ||
static TArray< TWeakObjectPtr< T > > FObjectEditorUtils::GetTypedWeakObjectPtrs
(
const TArray< UObject* >& InObjects |
Helper function to convert the input for GetActions to a list that can be used for delegates | ObjectEditorUtils.h | |
static bool FRK4SpringInterpolatorUtils::AreEqual
(
float A, |
Engine/SpringInterpolator.h | ||
static bool FRK4SpringInterpolatorUtils::AreEqual
(
FVector A, |
Engine/SpringInterpolator.h | ||
static bool FRK4SpringInterpolatorUtils::IsValidValue
(
float Value, |
Engine/SpringInterpolator.h | ||
static bool FRK4SpringInterpolatorUtils::IsValidValue
(
FVector Value, |
Engine/SpringInterpolator.h | ||
static UTexture2DArray * GetDefaultTexture2DArray
(
const UTexture2DArray* Texture |
Get the optimal placeholder to use during texture compilation | ||
static void InstancedViewParametersUtils::CopyIntoInstancedViewParameters
(
FInstancedViewUniformShaderParameters& InstancedViewParameters, |
SceneView.h | ||
static int32 MaterialExpressionConvertType::GetComponentCount
(
const EMaterialExpressionConvertType InConvertType |
Materials/MaterialExpressionConvert.h | ||
static EMaterialValueType MaterialExpressionConvertType::ToMaterialValueType
(
const EMaterialExpressionConvertType InConvertType |
Materials/MaterialExpressionConvert.h | ||
static FText MaterialExpressionConvertType::ToText
(
const EMaterialExpressionConvertType InConvertType |
Materials/MaterialExpressionConvert.h | ||
static T RK4Integrator::Accelerate
(
const FRK4State< T >& InCurrentState, |
Engine/SpringInterpolator.h | ||
static FRK4StateDerivative< T > RK4Integrator::Evaluate
(
const FRK4State< T >& InCurrentState, |
Engine/SpringInterpolator.h | ||
static void RK4Integrator::Integrate
(
FRK4State< T >& InCurrentState, |
Engine/SpringInterpolator.h | ||
static int32 UE::Anim::AnimationData::FindFirstChildTrackIndex
(
const UAnimSequence* InSequence, |
Animation/AnimSequenceHelpers.h | ||
static FName UE::Anim::BoneAttributeNamespace
(
"bone" |
Animation/AttributesContainer.h | ||
static int32 UE::Net::Private::PingTypeToIdxRuntime
(
EPingType PingType |
Converts an EPingType flag to an array index at runtime. | Net/NetPing.h | |
static FText UE::UnifiedError::StreamableManager::AsyncLoadCancelled::GetFormatString() |
Engine/Experimental/StreamableManagerError.h | ||
static FText UE::UnifiedError::StreamableManager::AsyncLoadFailed::GetFormatString() |
Engine/Experimental/StreamableManagerError.h | ||
static FText UE::UnifiedError::StreamableManager::AsyncLoadNotInstalled::GetFormatString() |
Engine/Experimental/StreamableManagerError.h | ||
static FText UE::UnifiedError::StreamableManager::AsyncLoadUnknownError::GetFormatString() |
Engine/Experimental/StreamableManagerError.h | ||
static FText UE::UnifiedError::StreamableManager::DownloadError::GetFormatString() |
Engine/Experimental/StreamableManagerError.h | ||
static FText UE::UnifiedError::StreamableManager::IoStoreNotFound::GetFormatString() |
Engine/Experimental/StreamableManagerError.h | ||
static FText UE::UnifiedError::StreamableManager::PackageLoadCanceled::GetFormatString() |
Engine/Experimental/StreamableManagerError.h | ||
static FText UE::UnifiedError::StreamableManager::PackageLoadFailed::GetFormatString() |
Engine/Experimental/StreamableManagerError.h | ||
static FText UE::UnifiedError::StreamableManager::PackageNameInvalid::GetFormatString() |
Engine/Experimental/StreamableManagerError.h | ||
static FText UE::UnifiedError::StreamableManager::SyncLoadIncomplete::GetFormatString() |
Engine/Experimental/StreamableManagerError.h | ||
static FText UE::UnifiedError::StreamableManager::UnknownError::GetFormatString() |
Engine/Experimental/StreamableManagerError.h | ||
static TRepDataBufferBase< ERepDataBufferType::ObjectBuffer, ConstOrNotType > UE_RepLayout_Private::operator+
(
TRepDataBufferBase< ERepDataBufferType::ObjectBuffer, ConstOrNotType > InBuffer, |
Net/RepLayout.h | ||
static TRepDataBufferBase< ERepDataBufferType::ShadowBuffer, ConstOrNotType > UE_RepLayout_Private::operator+
(
const TRepDataBufferBase< ERepDataBufferType::ShadowBuffer, ConstOrNotType > InBuffer, |
Net/RepLayout.h | ||
static void ViewParametersUtils::CopyViewParametersOnly
(
FViewUniformShaderParameters& DstView, |
This only copy the base view, not any instanced view data. | SceneView.h |