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Classes
| Type | Name | Description | |
|---|---|---|---|
| AHeterogeneousVolume | A placeable actor that represents a heterogeneous volume. | ||
| ASkyAtmosphere | A placeable actor that represents a planet atmosphere material and simulates sky and light scattering within it. | ||
| AVolumetricCloud | A placeable actor that represents a participating media material around a planet, e.g. clouds. | ||
| FActorParentComponentSetter | |||
| FActorPrimitiveComponentInterface | |||
| FActorStaticMeshComponentInterface | |||
| FAnimationEvaluationContext | |||
| FBatchedLine | |||
| FBatchedMesh | |||
| FBatchedPoint | |||
| FCachedKeyToActionInfo | Struct that exists to store runtime cache to make key to action lookups faster. | ||
| FChildActorAttachedActorInfo | |||
| FChildActorComponentInstanceData | |||
| FClosestPointOnPhysicsAsset | |||
| FClusterNode | |||
| FClusterNode_DEPRECATED | Due to BulkSerialize we can't edit the struct, so we must deprecated this one and create a new one. | ||
| FComponentInterfaceImplementation | |||
| FComponentSync | |||
| FDirectAttachChildrenAccessor | Struct to allow direct access to the AttachChildren array for a handful of cases that will require more work than can be done | ||
| FEngineShowFlagsSetting | |||
| FEquirectProps | Properties for equirect layers | ||
| FExponentialHeightFogData | Data for an individual fog line integral. | ||
| 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. | ||
| FForceFeedbackManager | |||
| FGetActionsBoundToKey | |||
| FInputActionBinding | Binds a delegate to an action. | ||
| FInputActionHandlerDynamicSignature | |||
| FInputActionUnifiedDelegate | |||
| FInputAxisBinding | Binds a delegate to an axis mapping. | ||
| FInputAxisHandlerDynamicSignature | |||
| FInputAxisKeyBinding | Binds a delegate to a raw float axis mapping. | ||
| FInputAxisUnifiedDelegate | Unified delegate specialization for float axis events. | ||
| FInputBinding | Base class for the different binding types. | ||
| FInputGestureBinding | Binds a gesture to a function. | ||
| FInputGestureHandlerDynamicSignature | |||
| FInputGestureUnifiedDelegate | Unified delegate specialization for gestureevents. | ||
| FInputKeyBinding | Binds a delegate to a key chord. | ||
| FInputTouchBinding | Binds a delegate to touch input. | ||
| FInputTouchHandlerDynamicSignature | |||
| FInputTouchUnifiedDelegate | Unified delegate specialization for Touch events. | ||
| FInputVectorAxisBinding | Binds a delegate to a raw vector axis mapping. | ||
| FInputVectorAxisHandlerDynamicSignature | |||
| FInputVectorAxisUnifiedDelegate | Unified delegate specialization for vector axis events. | ||
| FInstancedStaticMeshComponentInstanceData | Helper class used to preserve lighting/selection state across blueprint reinstancing | ||
| FInstancedStaticMeshInstanceData | |||
| FInstancedStaticMeshLightMapInstanceData | Used to store lightmap data during RerunConstructionScripts | ||
| FInstancedStaticMeshMappingInfo | |||
| FInstancedStaticMeshRandomSeed | |||
| FInterpControlPoint | |||
| FLinkedInstancesAdapter | |||
| FLODMappingData | |||
| FMaterialSpriteElement | |||
| FMeshDeformerInstanceSet | Same as FMeshDeformerSet, except for mesh deformer instances | ||
| FMeshDeformerSet | Specifies which mesh deformer should be used on each LOD of a mesh | ||
| FOnAnimInitialized | |||
| 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 | |||
| FOnForceFeedbackFinished | Called when we finish playing forcefeedback effect, either because it played to completion or because a Stop() call turned it off early | ||
| FOnQueueSubtitles | Called when subtitles are sent to the SubtitleManager. | ||
| 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 | ||
| FPaintedVertex | Cached vertex information at the time the mesh was painted. | ||
| FPoseWatchDynamicData | |||
| 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. | ||
| FPrimitiveComponentInstanceData | Component instance cached data base class for primitive components. | ||
| FPrimitiveLODStats | |||
| FPrimitiveStats | Structure used to report some primitive stats in debugging tools | ||
| FRegisterComponentContext | |||
| FRendererStencilMaskEvaluation | Converts a stencil mask from the editor's USTRUCT version to the version the renderer uses. | ||
| FRenderStateRecreator | |||
| 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. | ||
| 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. | ||
| FSkeletalMeshComponentClothTickFunction | Tick function that prepares and simulates cloth | ||
| FSkeletalMeshComponentEndPhysicsTickFunction | Tick function that does post physics work on skeletal mesh component. | ||
| FSkelMeshComponentLODInfo | LOD specific setup for the skeletal mesh component. | ||
| FSkelMeshSkinWeightInfo | Vertex skin weight info supplied for a component override. | ||
| FSkyTextureCubeResource | A cubemap texture resource that knows how to upload the capture data from a sky capture. | ||
| FSplineCurves | |||
| FSplineInstanceData | Used to store spline data during RerunConstructionScripts | ||
| FSplineMeshInstanceData | Used to store spline mesh data during RerunConstructionScripts | ||
| FSplineMeshParams | Structure that holds info about spline, passed to renderer to deform UStaticMesh. | ||
| FSplinePoint | |||
| FSplinePositionLinearApproximation | A single point in linear approximation of a spline | ||
| FSpriteCategoryInfo | Information about the sprite category, used for visualization in the editor | ||
| FStaticMeshComponentInstanceData | |||
| FStaticMeshVertexColorLODData | Vertex data stored per-LOD | ||
| FStaticShadowDepthMap | A texture containing depth values of static objects that was computed during the lighting build. | ||
| FTentDistribution | |||
| 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 | ||
| FTransformUpdated | |||
| FVertexOffsetUsage | |||
| HInstancedStaticMeshInstance | InstancedStaticMeshInstance hit proxy | ||
| IPrimitiveComponent | |||
| IStaticMeshComponent | |||
| TComponentInterfaceIterator | Copyright Epic Games, Inc. All Rights Reserved. | ||
| TComponentInterfaceRange | |||
| TInputUnifiedDelegate | Utility delegate class to allow binding to either a C++ function or a blueprint script delegate | ||
| UActorComponent | ActorComponent is the base class for components that define reusable behavior that can be added to different types of Actors. | ||
| 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. | ||
| UAudioComponent | AudioComponent is used to play a Sound | ||
| UBillboardComponent | A 2d texture that will be rendered always facing the camera. | ||
| 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 | ||
| UBrushComponent | A brush component defines a shape that can be modified within the editor. | ||
| UCapsuleComponent | A capsule generally used for simple collision. Bounds are rendered as lines in the editor. | ||
| UChildActorComponent | A component that spawns an Actor when registered, and destroys it when unregistered. | ||
| UDecalComponent | A material that is rendered onto the surface of a mesh. A kind of 'bumper sticker' for a model. | ||
| UDirectionalLightComponent | A light component that has parallel rays. | ||
| UDrawFrustumComponent | Utility component for drawing a view frustum. | ||
| UDrawSphereComponent | A sphere generally used for simple collision. Bounds are rendered as lines in the editor. | ||
| UEditorFlagCollector | |||
| UExponentialHeightFogComponent | Used to create fogging effects such as clouds but with a density that is related to the height of the fog. | ||
| UForceFeedbackComponent | ForceFeedbackComponent allows placing a rumble effect in to the world and having it apply to player characters who come near it | ||
| UHeterogeneousVolumeComponent | A component that represents a heterogeneous volume. | ||
| UHierarchicalInstancedStaticMeshComponent | |||
| UInitialActiveSoundParams | Legacy struct used for storing named parameter for a given AudioComponent. | ||
| UInputComponent | Implement an Actor component for input bindings. | ||
| UInstancedStaticMeshComponent | A component that efficiently renders multiple instances of the same StaticMesh. | ||
| UInterpToMovementComponent | Move the root component between a series of points over a given time * | ||
| ULightComponent | |||
| ULightComponentBase | |||
| ULightmassPortalComponent | |||
| 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. | ||
| ULODSyncComponent | Implement an Actor component for LOD Sync of different components | ||
| UMaterialBillboardComponent | A 2d material that will be rendered always facing the camera. | ||
| UMeshComponent | MeshComponent is an abstract base for any component that is an instance of a renderable collection of triangles. | ||
| UModelComponent | ModelComponents are PrimitiveComponents that represent elements of BSP geometry in a ULevel object. | ||
| UPawnNoiseEmitterComponent | PawnNoiseEmitterComponent tracks noise event data used by SensingComponents to hear a Pawn. | ||
| UPlanarReflectionComponent | UPlanarReflectionComponent | ||
| UPlaneReflectionCaptureComponent | -> will be exported to EngineDecalClasses.h | ||
| UPlatformEventsComponent | Component to handle receiving notifications from the OS about platform events. | ||
| UPointLightComponent | A light component which emits light from a single point equally in all directions. | ||
| UPoseableMeshComponent | UPoseableMeshComponent that allows bone transforms to be driven by blueprint. | ||
| UPostProcessComponent | PostProcessComponent. | ||
| UPrimitiveComponent | PrimitiveComponents are SceneComponents that contain or generate some sort of geometry, generally to be rendered or used as collision data. | ||
| URectLightComponent | A light component which emits light from a rectangle. | ||
| UReflectionCaptureComponent | -> will be exported to EngineDecalClasses.h | ||
| URuntimeVirtualTextureComponent | Component used to place a URuntimeVirtualTexture in the world. | ||
| 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. | ||
| UShapeComponent | ShapeComponent is a PrimitiveComponent that is represented by a simple geometrical shape (sphere, capsule, box, etc). | ||
| USkeletalMeshComponent | SkeletalMeshComponent is used to create an instance of an animated SkeletalMesh asset. | ||
| 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 | |||
| 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). | ||
| UStaticMeshComponent | StaticMeshComponent is used to create an instance of a UStaticMesh. | ||
| UStereoLayerComponent | A geometry layer within the stereo rendered viewport. | ||
| UStereoLayerShape | |||
| UStereoLayerShapeCubemap | |||
| UStereoLayerShapeCylinder | |||
| UStereoLayerShapeEquirect | |||
| UStereoLayerShapeQuad | |||
| UTextRenderComponent | Renders text in the world with given font. | ||
| UTimelineComponent | TimelineComponent holds a series of events, floats, vectors or colors with associated keyframes. | ||
| UVectorFieldComponent | A Component referencing a vector field. | ||
| 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. | ||
| UWorldPartitionStreamingSourceComponent |
Constants
Typedefs
| Name | Description |
|---|---|
| FActorComponentGlobalCreatePhysicsSignature | |
| FActorComponentGlobalDestroyPhysicsSignature | |
| FExternalMorphSets | The map of external morph sets registered on the skinned mesh component. |
| FInputActionHandlerSignature | Delegate signature for action events. |
| FInputActionHandlerWithKeySignature | |
| FInputAxisHandlerSignature | Delegate signature for axis handlers. |
| FInputGestureHandlerSignature | Delegate signature for gesture handlers. |
| FInputTouchHandlerSignature | Delegate signature for touch handlers. |
| FInputVectorAxisHandlerSignature | Delegate signature for vector axis handlers. @AxisValue: "Value" to pass to the axis. |
| FMorphTargetWeightMap | WeightIndex is an into the MorphTargetWeights array |
| FOnAnimUpdateRateParamsCreated | |
| FOnAudioFinishedNative | Shadow delegate declaration for above |
| FOnAudioMultiEnvelopeValueNative | Shadow delegate declaration for above |
| FOnAudioPlaybackPercentNative | Shadow delegate declaration for above |
| FOnAudioPlayStateChangedNative | Shadow delegate declaration for above |
| FOnAudioSingleEnvelopeValueNative | Shadow delegate declaration for above |
| FOnAudioVirtualizationChangedNative | Shadow delegate declaration for above |
| FOnBoneTransformsFinalizedMultiCast | |
| FOnLODRequiredBonesUpdate | |
| FOnSkelMeshPhysicsCreated | |
| FOnSkelMeshPhysicsCreatedMultiCast | |
| FOnSkelMeshTeleported | |
| FOnSkelMeshTeleportedMultiCast | |
| FOnTickPose | |
| FOnTimelineEventStatic | Static version of delegate to handle a timeline 'event' |
| FOnTimelineFloatStatic | Static version of timeline delegate for a float track |
| FOnTimelineLinearColorStatic | Static version of timeline delegate for a linear color track |
| FOnTimelineVectorStatic | Static version of timeline delegate for a vector track |
| FSharedISourceBufferListenerPtr | |
| TOverlapArrayView | |
| Type |
Enums
| Type | Name | Description | |
|---|---|---|---|
| EAllowKinematicDeferral | Enum for indicating whether kinematic updates can be deferred | ||
| EAnimationMode::Type | |||
| EAudioComponentPlayState | Enum describing the audio component play state. | ||
| EAudioFaderCurve | Type of fade to use when adjusting the audio component's volume. | ||
| EBoneSpaces::Type | Values for specifying bone space. | ||
| EBoneVisibilityStatus | Bone Visibility. The valid BoneVisibilityStates values; A bone is only visible if it is exactly 1 | ||
| ECanBeCharacterBase | Determines whether a Character can attempt to step up onto a component when they walk in to it. | ||
| EChildActorComponentTreeViewVisualizationMode | |||
| EComponentPhysicsStateChange | TODO: Add sleep and wake state change types to this enum, so that the OnComponentWake and OnComponentSleep delegates may be deprecated. | ||
| EControllerAnalogStick::Type | |||
| ECustomBoneAttributeLookup | Method used when retrieving a attribute value | ||
| EDetailMode | Detail mode for scene component rendering, corresponds with the integer value of UWorld::GetDetailMode() | ||
| EHISMViewRelevanceType | |||
| EHorizTextAligment | |||
| EInterpToBehaviourType | Controls the movement behaviour | ||
| EKinematicBonesUpdateToPhysics::Type | This enum defines how you'd like to update bones to physics world. | ||
| EMoveComponentFlags | MoveComponent options, stored as bitflags | ||
| EPhysBodyOp | PhysicsBody options when bone is hidden | ||
| EPhysicsTransformUpdateMode::Type | |||
| ERayTracingGroupCullingPriority | How quickly component should be culled. | ||
| EReflectionSourceType | |||
| ERelativeTransformSpace | The space for the transform | ||
| ERendererStencilMask | Exposed enum to parallel RHI's EStencilMask and show up in the editor. | ||
| ERuntimeVirtualTextureMaterialQuality | Enumeration of material quality. | ||
| ESceneCapturePrimitiveRenderMode | |||
| EShapeBodySetupHelper | |||
| ESkinWeightProfileLayer | Values for specifying which layer a skin weight profile is applied at. | ||
| ESkyAtmosphereTransformMode | |||
| ESkyLightCaptureStatus | |||
| ESkyLightSourceType | |||
| ESplineCoordinateSpace::Type | Types of coordinate space accepted by the functions. | ||
| ESplineMeshAxis::Type | |||
| ESplinePointType::Type | Permitted spline point types for SplineComponent. | ||
| EStereoLayerShape | The shape to use for the stereo layer. | ||
| EStereoLayerType | Used by IStereoLayer | ||
| ESyncOption | |||
| ETemperatureSeverityType | Copyright Epic Games, Inc. | ||
| 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 | ||
| EUpdateTransformFlags | Information about how to update transform when something is moved | ||
| EVerticalTextAligment | |||
| EVisibilityBasedAnimTickOption | Skinned Mesh Animation Tick option based on rendered or not. | ||
| EVolumetricCloudTracingMaxDistanceMode | |||
| EWindSourceType |
Functions
| Type | Name | Description | |
|---|---|---|---|
| void | CalculateRectLightBarnCorners
(
float SourceWidth, |
||
| void | CalculateRectLightCullingBarnExtentAndDepth
(
float Size, |
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| ESplinePointType::Type | ConvertInterpCurveModeToSplinePointType
(
EInterpCurveMode InterpCurveMode |
||
| EInterpCurveMode | ConvertSplinePointTypeToInterpCurveMode
(
ESplinePointType::Type SplinePointType |
||
DECLARE_DYNAMIC_MULTICAST_SPARSE_DELEGATE_FiveParams
(
FComponentHitSignature, |
Delegate for notification of blocking collision against a specific component. | ||
DECLARE_DYNAMIC_MULTICAST_SPARSE_DELEGATE_FourParams
(
FComponentEndOverlapSignature, |
Delegate for notification of end of overlap with a specific component | ||
DECLARE_DYNAMIC_MULTICAST_SPARSE_DELEGATE_OneParam
(
FComponentBeginCursorOverSignature, |
|||
DECLARE_DYNAMIC_MULTICAST_SPARSE_DELEGATE_OneParam
(
FComponentEndCursorOverSignature, |
|||
DECLARE_DYNAMIC_MULTICAST_SPARSE_DELEGATE_OneParam
(
FPhysicsVolumeChanged, |
|||
DECLARE_DYNAMIC_MULTICAST_SPARSE_DELEGATE_OneParam
(
FComponentCollisionSettingsChangedSignature, |
Delegate for notification when collision settings change. | ||
DECLARE_DYNAMIC_MULTICAST_SPARSE_DELEGATE_OneParam
(
FActorComponentDeactivateSignature, |
|||
DECLARE_DYNAMIC_MULTICAST_SPARSE_DELEGATE_SixParams
(
FComponentBeginOverlapSignature, |
Delegate for notification of start of overlap with a specific component | ||
DECLARE_DYNAMIC_MULTICAST_SPARSE_DELEGATE_TwoParams
(
FComponentOnClickedSignature, |
|||
DECLARE_DYNAMIC_MULTICAST_SPARSE_DELEGATE_TwoParams
(
FComponentPhysicsStateChanged, |
Delegate for physics state created | ||
DECLARE_DYNAMIC_MULTICAST_SPARSE_DELEGATE_TwoParams
(
FComponentSleepSignature, |
Delegate for notification when a sleep event is fired by physics | ||
DECLARE_DYNAMIC_MULTICAST_SPARSE_DELEGATE_TwoParams
(
FComponentWakeSignature, |
Delegate for notification when a wake event is fired by physics | ||
DECLARE_DYNAMIC_MULTICAST_SPARSE_DELEGATE_TwoParams
(
FActorComponentActivatedSignature, |
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DECLARE_DYNAMIC_MULTICAST_SPARSE_DELEGATE_TwoParams
(
FComponentOnInputTouchEndSignature, |
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DECLARE_DYNAMIC_MULTICAST_SPARSE_DELEGATE_TwoParams
(
FComponentBeginTouchOverSignature, |
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DECLARE_DYNAMIC_MULTICAST_SPARSE_DELEGATE_TwoParams
(
FComponentOnInputTouchBeginSignature, |
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DECLARE_DYNAMIC_MULTICAST_SPARSE_DELEGATE_TwoParams
(
FComponentOnReleasedSignature, |
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DECLARE_DYNAMIC_MULTICAST_SPARSE_DELEGATE_TwoParams
(
FIsRootComponentChanged, |
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DECLARE_DYNAMIC_MULTICAST_SPARSE_DELEGATE_TwoParams
(
FComponentEndTouchOverSignature, |
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DECLARE_TS_MULTICAST_DELEGATE_ThreeParams
(
FOnLODRequiredBonesUpdateMulticast, |
|||
| Declare bitwise operators to allow EMoveComponentFlags to be combined but still retain type safety. | |||
| void | |||
| float | |||
| void | GetTypedSkinnedTangentBasis
(
const USkinnedMeshComponent* SkinnedComp, |
Simple, CPU evaluation of a vertex's skinned tangent basis | |
| FVector3f | GetTypedSkinnedVertexPosition
(
const USkinnedMeshComponent* SkinnedComp, |
Simple, CPU evaluation of a vertex's skinned position helper function | |
| bool | operator!
(
EUpdateTransformFlags Value |
||
| EUpdateTransformFlags | operator&
(
EUpdateTransformFlags Left, |
||
| EUpdateTransformFlags | operator|
(
EUpdateTransformFlags Left, |
||
| EUpdateTransformFlags | operator~
(
EUpdateTransformFlags Value |
||
| void | PackSplineMeshParams
(
const FSplineMeshShaderParams& Params, |
Helper for packing spline mesh shader parameters into a float4 buffer. | |
| EUpdateTransformFlags | SkipPhysicsToEnum
(
bool bSkipPhysics |
Converts legacy bool into the SkipPhysicsUpdate bitflag | |
| class |
|
||
| void | UpdateAllPrimitiveSceneInfosForScenes
(
TSet< FSceneInterface* > ScenesToUpdateAllPrimitiveSceneInfos |
||
| void | UpdateAllPrimitiveSceneInfosForSingleComponent
(
UActorComponent* InComponent, |
||
| void | UpdateAllPrimitiveSceneInfosForSingleComponentInterface
(
IPrimitiveComponent* InComponent, |
Variables
| Type | Name | Description | |
|---|---|---|---|
| int32 | GEnableDeferredPhysicsCreation | ||
| TFunction< bool(const UActorComponent *)> | GIsComponentSelectedInEditor | Callback for editor component selection. | |
| STATCAT_Advanced |