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Unreal Engine C++ API Reference > Runtime > Engine
Classes
Type | Name | Description | |
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ABlockingVolume | An invisible volume used to block other actors. | |
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ABoxReflectionCapture | Actor used to capture the scene for reflection in a box shape | |
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ABrush | ||
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ABrushShape | A brush that acts as a template for geometry mode modifiers like "Lathe". | |
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ACullDistanceVolume | ||
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ADebugCameraController | Camera controller that allows you to fly around a level mostly unrestricted by normal movement rules. | |
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ADebugCameraHUD | HUD that displays info for the DebugCameraController view. | |
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ADecalActor | DecalActor contains a DecalComponent which can be used to render material modifications on top of existing geometry. | |
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ADirectionalLight | Implements a directional light actor. | |
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ADocumentationActor | ||
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AExponentialHeightFog | Implements an Actor for exponential height fog. | |
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AGeneratedMeshAreaLight | Implements a light that is created after a lighting build with Lightmass and handles mesh area light influence on dynamic objects. | |
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ALevelBounds | Defines level bounds Updates bounding box automatically based on actors transformation changes or holds fixed user defined bounding box Uses only actors where AActor::IsLevelBoundsRelevant() == true | |
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ALevelScriptActor | ALevelScriptActor is the base class for classes generated by ULevelScriptBlueprints. | |
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ALevelStreamingVolume | ||
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ALight | ||
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ALocalFogVolume | Actor used to position a local fog volume in the scene. | |
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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 | |
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AMeshMergeCullingVolume | A volume that can be added a level in order to remove triangles from source meshes before generating HLOD or merged meshes | |
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ANavigationObjectBase | ||
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ANote | A sticky note. | |
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APlanarReflection | ||
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APlaneReflectionCapture | Not yet implemented plane capture class | |
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APlayerStartPIE | Player start for PIE - can be spawned during play. | |
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APointLight | ||
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APostProcessVolume | For FPostprocessSettings | |
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ARectLight | ||
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AReflectionCapture | ||
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ASceneCapture | Base class for all SceneCapture actors | |
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ASceneCapture2D | ||
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ASceneCaptureCube | ||
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AServerStatReplicator | Class used to replicate server "stat net" data over. | |
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ASkyLight | ||
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ASphereReflectionCapture | Actor used to capture the scene for reflection in a sphere shape. | |
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ASplineMeshActor | SplineMeshActor is an actor with a SplineMeshComponent. | |
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ASpotLight | ||
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AStaticMeshActor | StaticMeshActor is an instance of a UStaticMesh in the world. | |
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ATargetPoint | ||
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ATextRenderActor | ||
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ATriggerBase | An actor used to generate collision events (begin/end overlap) in the level. | |
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ATriggerBox | A box shaped trigger, used to generate overlap events in the level | |
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ATriggerCapsule | A capsule shaped trigger, used to generate overlap events in the level | |
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ATriggerSphere | A sphere shaped trigger, used to generate overlap events in the level | |
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ATriggerVolume | ||
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AWindDirectionalSource | Copyright Epic Games, Inc. All Rights Reserved. | |
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ConsiderListUpdateParams | The structure to pass to the OnConsiderListUpdate delegate | |
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FAckNetVisibilityTransaction | Internal struct used by APlayerController to call AckNetVisibilityTransaction on streaming level object | |
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FActorComponentTickFunction | Tick function that calls UActorComponent::ConditionalTick | |
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FActorDestructionInfo | ||
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FActorFolderSet | ||
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FActorInstanceHandle | Handle to a unique object. | |
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FActorPriority | Priority sortable list. | |
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FActorsInitializedParams | ||
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FActorSpawnParameters | Struct of optional parameters passed to SpawnActor function(s). | |
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FActorSpawnUtils | World actors spawmning helper functions | |
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FActorTickFunction | Tick function that calls AActor::TickActor | |
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FAnimNodePoseWatch | ||
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FAnimSlotDesc | Used to indicate each slot name and how many channels they have. | |
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FAnimUpdateRateParameters | Container for Animation Update Rate parameters. | |
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FAssetEditorOrbitCameraPosition | ||
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FAssetManagerChunkInfo | Information about a package chunk, computed by the asset manager or read out of the cooked asset registry | |
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FAssetManagerRedirect | Simple structure for redirecting an old asset name/path to a new one | |
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FAssetManagerSearchRules | Rules for how to scan the asset registry for assets matching path and type descriptions | |
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FAsyncPreRegisterDDCRequest | FAsyncPreRegisterDDCRequest - info about an async DDC request that we're going to wait on before registering components | |
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FAttachmentTransformRules | Rules for attaching components | |
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FAudioDeviceWorldDelegates | List of delegates for the world being registered to an audio device. | |
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FAutoCompleteNode | Node for storing an auto-complete tree based on each char in the command. | |
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FBaseAttenuationSettings | Base class for attenuation settings. | |
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FBaseComponentReference | Base class for the hard/soft component reference structs | |
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FBasedPosition | Struct for handling positions relative to a base actor, which is potentially moving | |
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FBlueprintComponentChangedPropertyInfo | A single changed Blueprint component property. | |
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FBlueprintComponentDelegateBinding | Entry for a delegate to assign after a blueprint has been instanced | |
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FBlueprintCookedComponentInstancingData | Cooked data for a Blueprint component template. | |
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FBlueprintDebugData | ||
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FBlueprintInputActionDelegateBinding | ||
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FBlueprintInputAxisDelegateBinding | ||
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FBlueprintInputAxisKeyDelegateBinding | ||
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FBlueprintInputDelegateBinding | ||
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FBlueprintInputKeyDelegateBinding | ||
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FBlueprintInputTouchDelegateBinding | ||
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FBlueprintMacroCosmeticInfo | Cached 'cosmetic' information about a macro graph (this is transient and is computed at load) | |
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FBoneFilter | ||
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FBoneMirrorExport | ||
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FBoneMirrorInfo | ||
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FBookmark2DJumpToSettings | ||
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FBookmarkBaseJumpToSettings | ||
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FBookmarkJumpToSettings | ||
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FBPComponentClassOverride | Utility struct to store class overrides for components. | |
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FBPEditorBookmarkNode | Bookmark node info | |
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FBPInterfaceDescription | Struct containing information about what interfaces are implemented in this blueprint | |
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FBPVariableDescription | Struct indicating a variable in the generated class | |
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FBPVariableMetaDataEntry | One metadata entry for a variable | |
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FBuilderPoly | Internal state, not accessible to script. | |
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FCameraExposureSettings | ||
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FCanvasIcon | Holds texture information with UV coordinates as well. | |
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FCanvasUVTri | Simple 2d triangle with UVs | |
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FChannelCloseInfo | ||
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FChannelDefinition | Used to specify properties of a channel type | |
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FClassRedirect | ||
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FClothingAssetData_Legacy | Legacy struct for handling back compat serialization. | |
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FClothPhysicsProperties_Legacy | Legacy object for back-compat loading, no longer used by clothing system | |
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FCollectionReference | Reference to an editor collection of assets. This allows an editor-only picker UI | |
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FCollisionEnabledMask | ||
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FCollisionImpactData | Information about an overall collision, including contacts. | |
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FCollisionProfileName | Structure representing a collision profile name, this gets a special UI in the editor | |
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FCollisionProfilePrivateAccessor | ||
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FCollisionResponseContainer | Container for indicating a set of collision channels that this object will collide with. | |
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FCollisionResponseTemplate | Structure for collision response templates. | |
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FColorGradePerRangeSettings | ||
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FColorGradingSettings | ||
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FCompareFActorPriority | ||
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FComponentInstancedLightmapData | Helper struct to hold information about what components use what lightmap textures | |
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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. | |
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FComponentKey | ||
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FComponentOverrideRecord | ||
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FComponentReference | Struct that allows for different ways to reference a component using TObjectPtr. | |
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FComponentSocketDescription | Info about a socket on a scene component | |
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FCompressedVisibilityChunk | A chunk of compressed visibility data from multiple FPrecomputedVisibilityCell's. | |
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FConstPawnIterator | Imitation iterator class that attempts to provide the basic interface that FConstPawnIterator previously did when a typedef of TArray |
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FConstrainComponentPropName | Struct used to specify the property name of the component to constrain | |
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FConstraintBrokenSignature | Dynamic delegate to use by components that want to route the broken-event into blueprints | |
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FContentEncryptionConfig | Copyright Epic Games, Inc. All Rights Reserved. | |
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FConvolutionBloomSettings | ||
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FCullDistanceSizePair | Helper structure containing size and cull distance pair. | |
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FCurveEdEntry | Information about a particule curve being viewed. | |
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FCurveEdTab | ||
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FCurveTableRowHandle | Handle to a particular row in a table. | |
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FCustomChannelSetup | Structure for custom channel setup information. | |
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FCustomProfile | Structure for custom profiles. | |
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FDamageEvent | Event used by AActor::TakeDamage and related functions | |
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FDataTableCategoryHandle | Handle to a particular set of rows in a table | |
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FDataTableRowHandle | Handle to a particular row in a table | |
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FDebugCameraControllerSettingsViewModeIndex | ||
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FDebugDisplayProperty | Debug property display functionality to interact with this, use "display", "displayall", "displayclear" | |
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FDebugFloatHistory | Structure for recording float values and displaying them as an Histogram through DrawDebugFloatHistory. | |
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FDebuggingInfoForSingleFunction | ||
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FDelegateArray | Helper struct, since UnrealScript doesn't allow arrays of arrays, but arrays of structs of arrays are okay. | |
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FDemoSavedRepObjectState | ||
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FDepthFieldGlowInfo | Info for glow when using depth field rendering | |
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FDetachmentTransformRules | Rules for detaching components | |
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FDisconnectedClient | Information about disconnected client NetConnection's | |
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FDisplacementFadeRange | ||
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FDisplacementScaling | ||
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FDisplayDebugManager | ||
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FDistanceVisibleLevel | Helper structure which holds results of distance queries to a world composition | |
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FDropNoteInfo | Info about one note dropped in the map during PIE. | |
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FDynamicResolutionStateInfos | Information about the state of dynamic resolution. | |
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FDynamicTextureInstance | Serialized ULevel information about dynamic texture instances | |
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FEditedDocumentInfo | ||
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FEditorTickableLevelBounds | Copyright Epic Games, Inc. All Rights Reserved. | |
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FEncryptionKeyResponse | ||
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FEndPhysicsTickFunction | Tick function that ends the physics tick | |
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FEventGraphFastCallPair | ||
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FExposureSettings | Settings to allow designers to override the automatic expose | |
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FExternalAssetDependencyGatherer | ||
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FExternalObjectAndActorDependencyGatherer | ||
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FFastOverlapInfoCompare | Predicate for comparing FOverlapInfos when exact weak object pointer index/serial numbers should match, assuming one is not null and not invalid. | |
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FFieldRemapInfo | Helper struct to allow us to redirect properties and functions through renames and additionally between classes if necessary | |
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FFilmStockSettings | ||
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FFloatRK4SpringInterpolator | ||
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FFontCharacter | This struct is serialized using native serialization so any changes to it require a package version bump. | |
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FFontFacePlatformRasterizationOverrides | Remapping of rasterization modes | |
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FFontImportOptionsData | Font import options | |
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FFontRenderInfo | Information used in font rendering | |
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FFractureEffect | Struct used to hold effects for destructible damage events | |
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FFullyLoadedPackagesInfo | Struct to help hold information about packages needing to be fully-loaded for DLC, etc. | |
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FGameInstancePIEParameters | Parameters used to initialize / start a PIE game instance. | |
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FGameInstancePIEResult | The result of a UGameInstance PIE operation. | |
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FGameNameRedirect | ||
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FGaussianSumBloomSettings | ||
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FGeneratedBlueprintDelegateBinding | Entry for a delegate to assign after a blueprint has been instanced | |
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FGeomSelection | Selection information for geometry mode. | |
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FHardwareCursorReference | ||
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FHitResult | Structure containing information about one hit of a trace, such as point of impact and surface normal at that point. | |
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FHitResultNetSerializerConfig | ||
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FHLODInstancingKey | Mesh/Material pair used as a key to insert/retrieve instances in the LODActor. | |
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FInstancedStaticMeshDataType | ||
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FInstancedStaticMeshRenderData | Container for vertex factories used in the proxy to link MDC to the attribute buffers and similar data. | |
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FInstancedStaticMeshSceneProxy | ||
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FInstancedStaticMeshVertexFactory | A vertex factory for instanced static meshes | |
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FInstancedStaticMeshVertexFactoryShaderParameters | ||
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FInstancingUserData | ||
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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 | |
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FKismetCompilerOptions | Options used for a specific invication of the blueprint compiler | |
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FLatentActionInfo | Latent action info. | |
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FLatentActionManager | The latent action manager handles all pending latent actions for a single world. | |
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FLensBloomSettings | ||
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FLensImperfectionSettings | ||
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FLensSettings | ||
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FLevelActorFoldersHelper | ||
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FLevelCollection | Contains a group of levels of a particular ELevelCollectionType within a UWorld and the context required to properly tick/update those levels. | |
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FLevelLegacyMapBuildData | ||
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FLevelSimplificationDetails | ||
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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. | |
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FLevelStreamingLoadedStatus | Delegate signatures. | |
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FLevelStreamingStatus | Level streaming updates that should be applied immediately after committing the map change | |
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FLevelStreamingVisibilityStatus | ||
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FLevelViewportInfo | Saved editor viewport state information | |
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FLightComponentLegacyMapBuildData | ||
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FLightComponentMapBuildData | ||
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FLightingChannels | Specifies which lighting channels are relevant | |
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FLightmassDebugOptions | Debug options for Lightmass | |
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FLightmassDirectionalLightSettings | Directional light settings for Lightmass | |
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FLightmassLightSettings | Per-light settings for Lightmass | |
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FLightmassPointLightSettings | Point/spot settings for Lightmass | |
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FLightmassPrimitiveSettings | Per-object settings for Lightmass | |
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FLocalPlayerContext | A context object that binds to a LocalPlayer. | |
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FMaterialProxySettings | ||
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FMaterialRemapIndex | ||
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FMaterialShadingModelField | Wrapper for a bitfield of shading models. | |
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FMemberReference | @TODO: this can encapsulate globally defined fields as well (like with native delegate signatures); consider renaming to FFieldReference | |
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FMeshBuildSettings | Settings applied when building a mesh. | |
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FMeshDisplacementMap | ||
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FMeshMapBuildData | ||
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FMeshMapBuildLegacyData | ||
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FMeshNaniteSettings | Settings applied when building Nanite data. | |
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FMeshSectionInfo | Per-section settings. | |
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FMeshSectionInfoMap | Map containing per-section settings for each section of each LOD. | |
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FMorphTargetImportedSourceFileInfo | ||
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FMTDResult | Structure containing information about minimum translation direction (MTD) | |
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FMulticastRecordOptions | ||
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FNamedNetDriver | Active and named net drivers instantiated from an FNetDriverDefinition The net driver will remain instantiated on this struct until it is destroyed | |
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FNetConnectionSettings | Help structs for temporarily setting network settings | |
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FNetDelegates | ||
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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. | |
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FNetDriverReplicationSystemConfig | Used to configure the replication system default values | |
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FNetFieldExport | ||
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FNetFieldExportGroup | ||
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FNetGUIDCache | ||
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FNetGuidCacheObject | Stores an object with path associated with FNetworkGUID | |
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FNetLevelVisibilityState | ||
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FNetSyncLoadReport | Struct used as the parameter to FOnSyncLoadDetected to report sync loads. | |
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FNetworkEmulationProfileDescription | ||
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FNetworkNotify | The net code uses this to send notifications. | |
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FNetworkObjectInfo | Struct to store an actor pointer and any internal metadata for that actor used internally by a UNetDriver. | |
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FNetworkObjectKeyFuncs | KeyFuncs to allow using the actor pointer as the comparison key in a set. | |
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FNetworkObjectList | Stores the list of replicated actors for a given UNetDriver. | |
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FNeuralProfileStruct | Struct with all the settings we want in UNeuralProfile, separate to make it easer to pass this data around in the engine. | |
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FNodeToCodeAssociation | ||
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FOnCanvasRenderTargetUpdate | This delegate is assignable through Blueprint and has similar functionality to the above. | |
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FOnPawnControllerChanged | ||
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FOnUserClickedBanner | Delegate called when user clicks on an banner ad. | |
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FOnUserClosedAdvertisement | Delegate called when user closes an ad (after clicking on banner). | |
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FOnUserInputDeviceConnectionChange | ||
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FOnUserInputDevicePairingChange | ||
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FOptTexturePlatformData | Optional extra fields for texture platform data required by some platforms. | |
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FOverlapInfo | Overlap info consisting of the primitive and the body that is overlapping | |
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FOverlapResult | Structure containing information about one hit of an overlap test | |
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FPackageMapAckState | ||
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FPacketSimulationSettings | Holds the packet simulation settings in one place | |
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FParamRemapInfo | Helper struct to allow us to redirect pin name for node class | |
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FPawnIteratorObject | Wrapper object that tries to imitate the TWeakObjectPtr interface for the objects previously in the PawnList and iterated by FConstPawnIterator. | |
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FPendingAutoReceiveInputActor | Struct that holds on to information about Actors that wish to be auto enabled for input before the player controller has been created | |
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FPerInstanceLightmapData | ||
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FPerPlayerSplitscreenData | Structure to store splitscreen data. | |
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FPlasticDeformationEventSignature | Dynamic delegate to use by components that want to route the pasticity deformation event into blueprints | |
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FPlatformInterfaceData | Struct that encompasses the most common types of data. | |
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FPlatformInterfaceDelegate | Generic platform interface delegate signature | |
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FPlatformInterfaceDelegateResult | Generic structure for returning most any kind of data from C++ to delegate functions | |
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FPluginRedirect | ||
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FPointDamageEvent | Damage subclass that handles damage with a single impact location and source direction | |
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FPointerToUberGraphFrame | ||
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FPoly | A general-purpose polygon used by the editor. | |
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FPostProcessMaterialNode | ||
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FPostProcessSettings | To be able to use struct PostProcessSettings. | |
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FPostProcessSettingsDebugInfo | ||
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FPOV | Point Of View structure used in Camera calculations | |
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FPrecomputedVisibilityBucket | A bucket of visibility cells that have the same spatial hash. | |
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FPrecomputedVisibilityCell | A precomputed visibility cell, whose data is stored in FCompressedVisibilityChunk. | |
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FPrecomputedVisibilityHandler | Handles operations on precomputed visibility data for a level. | |
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FPrecomputedVolumeDistanceField | Volume distance field generated by Lightmass, used by image based reflections for shadowing. | |
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FPreviewMeshCollectionEntry | An entry in a preview mesh collection | |
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FPrimaryAssetCookRuleUnion | Merges CookRules from multiple managers to decide the final CookRule for an asset they manage. | |
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FPrimaryAssetRules | Structure defining rules for what to do with assets, this is defined per type and can be overridden per asset | |
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FPrimaryAssetRulesCustomOverride | Apply primary asset rules to groups of primary assets, using type + filter directory or string | |
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FPrimaryAssetRulesExplicitOverride | Structure defining overrides to rules | |
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FPrimaryAssetRulesOverride | Simple structure to allow overriding asset rules for a specific primary asset. | |
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FPrimaryAssetTypeInfo | Structure with publicly exposed information about an asset type. | |
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FPrimitiveMaterialInfo | ||
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FPurchaseInfo | Enum EPurchaseType { MTPT_Consumable, MTPT_OneTime, MTPT_Subscription, }; Purchase information structure | |
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FQueuedBunchObjectReference | Convenience type for holding onto references to objects while we have queued bunches referring to those objects. | |
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FQueuedControlMessage | A queued control channel message | |
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FQueuedReplayTask | ||
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FRadialDamageEvent | Damage subclass that handles damage with a source location and falloff radius | |
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FRadialDamageParams | Parameters used to compute radial damage | |
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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 | |
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FRefCountedNetGUIDArray | Simple class to manage a reference-counted array of FNetworkGUIDs | |
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FReflectionCaptureData | ||
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FReflectionCaptureMapBuildData | ||
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FReflectionCaptureMapBuildLegacyData | ||
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FRepAttachment | Handles attachment replication to clients. | |
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FReplicatedStaticActorDestructionInfo | Stored information about replicated static/placed actors that have been destroyed in a level. | |
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FReplicationFlags | Structure to hold and pass around transient flags used during replication. | |
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FRepMovement | Replicated movement data of our RootComponent. | |
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FResponseChannel | Describes response for a single collision response channel | |
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FRigidBodyContactInfo | Information about one contact between a pair of rigid bodies. | |
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FRigidBodyErrorCorrection | Rigid body error correction data | |
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FRigidBodyState | Describes the physical state of a rigid body. | |
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FRK4SpringConstants | ||
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FRK4SpringInterpolator | ||
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FRK4State | ||
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FRK4StateDerivative | ||
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FRollbackNetStartupActorInfo | Information about net startup actors that need to be rolled back by being destroyed and re-created | |
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FRotationConversionCache | Struct for caching Quat<->Rotator conversions. | |
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FScopedIgnoreStaticActorDestruction | ||
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FScopedLevelCollectionContextSwitch | A helper RAII class to set the relevant context on a UWorld for a particular FLevelCollection within a scope. | |
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FScopedLevelDirtiedImpl | ||
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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. | |
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FScopedNetConnectionSettings | Allows you to temporarily set connection settings within a scape. | |
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FScopedOverrideSpawningLevelMountPointObject | ||
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FScopedRepContext | ||
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FScopedSkeletalMeshRenderData | Scoped SkeletalMeshRenderData All to get access to SkeletalMeshRenderData for a given platform an ensuring the data are thread-safe during the entire scope | |
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FScreenMessageString | On-screen debug message handling Helper struct for tracking on screen messages. | |
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FSCSAllNodesHelper | Helper struct to allow USCS_Node to manage USimpleConstructionScript's AllNodes array | |
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FSeamlessTravelHandler | Class that encapsulates seamless world traveling | |
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FSectionReference | ||
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FSetWorldPartitionRuntimeCell | ||
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FSkeletalMaterial | ||
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FSkeletalMeshAreaWeightedTriangleSampler | Allows area weighted sampling of triangles on a skeletal mesh. | |
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FSkeletalMeshBuildParameters | ||
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FSkeletalMeshBuildSettings | Settings applied when building a mesh. | |
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FSkeletalMeshClothBuildParams | Struct holding parameters needed when creating a new clothing asset or sub asset (LOD) | |
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FSkeletalMeshLODGroupSettings | ||
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FSkeletalMeshLODInfo | Struct containing information for a particular LOD level, such as materials and info for when to use it. | |
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FSkeletalMeshSamplingBuiltData | ||
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FSkeletalMeshSamplingInfo | ||
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FSkeletalMeshSamplingLODBuiltData | Built data for sampling a the whole mesh at a particular LOD. | |
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FSkeletalMeshSamplingRegion | Defined a named region on a mesh that will have associated triangles and bones for fast sampling at each enabled LOD. | |
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FSkeletalMeshSamplingRegionBoneFilter | Filter to include or exclude bones and their associated triangles from a sampling region. | |
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FSkeletalMeshSamplingRegionBuiltData | Built data for sampling a single region of a skeletal mesh. | |
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FSkeletalMeshSamplingRegionMaterialFilter | Filter to include triangles in a sampling region based on their material. | |
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FSkeletalMeshSourceModel | ||
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FSkinnedAssetAsyncBuildScope | Any thread implicated in the build must have a valid scope to be granted access to protected properties without causing any stalls. | |
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FSkinnedAssetAsyncBuildTask | ||
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FSkinnedAssetAsyncBuildWorker | Worker used to perform async static mesh compilation. | |
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FSkinnedAssetBuildContext | ||
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FSkinnedAssetCompilationContext | ||
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FSkinnedAssetPostLoadContext | ||
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FSkinnedAsyncTaskContext | ||
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FSkyAtmosphereMapBuildData | ||
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FSoftComponentReference | Struct that allows for different ways to reference a component using TSoftObjectPtr. | |
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FSoftSplineMeshComponentDescriptor | ||
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FSoftWorldReference | A simple wrapper type to enable content-defined structs to hold soft references to UWorld assets | |
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FSpecularProfileStruct | Struct with all the settings we want in USpecularProfile, separate to make it easer to pass this data around in the engine. | |
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FSplineMeshComponentDescriptor | ||
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FSplineMeshComponentDescriptorBase | ||
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FSplitscreenData | Structure containing all the player splitscreen datas per splitscreen configuration. | |
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FStartPhysicsTickFunction | Tick function that starts the physics tick | |
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FStatColorMapEntry | ||
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FStatColorMapping | ||
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FStaticLightingMesh_InstancedStaticMesh | A static lighting mesh class that transforms the points by the per-instance transform of an InstancedStaticMeshComponent | |
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FStaticLightingTextureMapping_InstancedStaticMesh | Represents a static mesh primitive with texture mapped static lighting. | |
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FStaticMaterial | ||
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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. | |
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FStaticMeshAsyncBuildTask | ||
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FStaticMeshAsyncBuildWorker | Worker used to perform async static mesh compilation. | |
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FStaticMeshBuildContext | ||
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FStaticMeshBuildParameters | ||
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FStaticMeshCompilationContext | ||
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FStaticMeshInstanceBuffer | ||
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FStaticMeshOptimizationSettings | Old optimization settings. | |
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FStaticMeshPostLoadContext | ||
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FStaticMeshSourceModel | Source model from which a renderable static mesh is built. | |
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FStaticShadowDepthMapData | ||
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FStreamableHandle | A handle to a synchronous or async load. | |
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FStreamableHandleContextDataBase | Base struct to hold type tag data for TStreamableHandleContextData. | |
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FStreamableManager | A native class for managing streaming assets in and keeping them in memory. | |
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FStreamableTextureInstance | Structure containing all information needed for determining the screen space size of an object/ texture instance. | |
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FStreamingLevelPrivateAccessor | ||
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FStreamingLevelsToConsider | ||
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FStreamingRenderAssetPrimitiveInfo | Information about a streaming texture/mesh that a primitive uses for rendering. | |
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FStreamingTextureBuildInfo | This struct holds the result of TextureStreaming Build for each component texture, as referred by its used materials. | |
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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). | |
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FStreamLevelAction | Stream Level Action. | |
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FStructRedirect | ||
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FSubstrateMaterialInfo | Gather information from the Substrate material graph to setup material for runtime. | |
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FSubsurfaceProfileStruct | Struct with all the settings we want in USubsurfaceProfile, separate to make it easer to pass this data around in the engine. | |
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FSubsurfaceProfileTexture | Render thread | |
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FSubtitleCue | A line of subtitle text and the time at which it should be displayed. | |
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FSwarmDebugOptions | Debug options for Swarm | |
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FTableRowBase | Base class for all table row structs to inherit from. | |
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FTexture2DDynamicCreateInfo | Helper to set properties on the UTexture2DDynamic so it doesn't need to be reinitialized. | |
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FTextureCollectionResource | ||
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FTextureFormatSettings | Collection of values that contribute to pixel format chosen for texture | |
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FTextureLODGroup | LOD settings for a single texture group. | |
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FTexturePlatformData | Platform-specific data used by the texture resource at runtime. | |
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FTextureSource | Texture source data management. | |
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FTextureSourceBlock | ||
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FTextureSourceColorSettings | ||
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FTextureSourceFormatInfo | Information about a texture source format | |
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FTextureSourceLayerColorInfo | ||
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FTickFunction | Abstract Base class for all tick functions. | |
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FTickPrerequisite | This is small structure to hold prerequisite tick functions | |
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FTimerDynamicDelegate | ||
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FTimerHandle | Unique handle that can be used to distinguish timers that have identical delegates. | |
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FTitleSafeZoneArea | Max/Recommended screen viewable extents as a percentage | |
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FTTEventTrack | Structure storing information about one event track | |
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FTTFloatTrack | Structure storing information about one float interpolation track | |
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FTTLinearColorTrack | Structure storing information about one color interpolation track | |
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FTTPropertyTrack | ||
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FTTTrackBase | ||
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FTTTrackId | ||
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FTTVectorTrack | Structure storing information about one vector interpolation track | |
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FUpdateTimelineCachedNames | Helper class that gives external implementations permission to update cached names. | |
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FURL | URL structure. | |
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FUserActivity | The description of a user activity | |
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FVector_NetQuantize | FVector_NetQuantize | |
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FVector_NetQuantize10 | FVector_NetQuantize10 | |
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FVector_NetQuantize100 | FVector_NetQuantize100 | |
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FVector_NetQuantizeNormal | FVector_NetQuantizeNormal | |
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FVectorRK4SpringInterpolator | ||
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FViewportDisplayCallback | ||
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FViewportDisplayDelegate | Wrapper to allow multiple delegate types to be held in one container for the subsystem | |
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FWalkableSlopeOverride | Struct allowing control over "walkable" normals, by allowing a restriction or relaxation of what steepness is normally walkable. | |
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FWeightedBlendable | ||
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FWeightedBlendables | For easier detail customization, needed? | |
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FWorldAsyncTraceState | This encapsulate World's async trace functionality. | |
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FWorldCachedViewInfo | ||
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FWorldCompositionTile | Helper structure which holds information about level package which participates in world composition | |
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FWorldContext | FWorldContext A context for dealing with UWorlds at the engine level. | |
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FWorldDelegates | World delegates | |
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FWorldInitializationValues | Struct containing a collection of optional parameters for initialization of a World. | |
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FWorldNotifyStreamingLevelLoading | Helper struct to allow ULevelStreaming to update its World on how many streaming levels are being loaded | |
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FWorldPartitionEvents | Helper class allows UWorldPartition to broadcast UWorld events | |
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FWrittenChannelsRecord | Record of channels with data written into each outgoing packet. | |
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IActorInstanceManagerInterface | ||
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IBlendableInterface | Derive from this class if you want to be blended by the PostProcess blending e.g. PostproceessVolume | |
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IImportantToggleSettingInterface | ||
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INeuralProfileManager | Experimental APIs to manage neural profiles. | |
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ITextureStreamingContainer | Interface for texture streaming container | |
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TFixedCompressedFloatDetails | ||
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TSimpleRingBuffer | ||
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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. | |
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TStreamableHandleContextDataTypeIDStorage | Struct to hold a TStreamableHandleContextDataTypeID that is invalid until assigned. | |
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UActorChannel | A channel for exchanging actor and its subobject's properties and RPCs. | |
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UActorContainer | Actor container class used to duplicate actors during cells streaming in PIE. | |
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UActorInstanceManagerInterface | ||
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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 | |
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UAssetManagerSettings | Settings for the Asset Management framework, which can be used to discover, load, and audit game-specific asset types | |
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UAssetUserData | Object that can be subclassed to store custom data on Unreal asset objects. | |
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UAutoDestroySubsystem | The Auto destroy subsystem manages actors who have bAutoDestroyWhenFinished set as true. | |
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UBlendableInterface | Dummy class needed to support Cast |
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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. | |
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UBlueprintCore | ||
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UBlueprintGeneratedClass | ||
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UBookMark | A camera position the current level. | |
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UBookMark2D | Simple class to store 2D camera information. | |
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UBookmarkBase | Bookmarks are objects that can keep track of specific locations within a level or scene, without necessarily adding additional actors to that scene. | |
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UBrushBuilder | Base class of UnrealEd brush builders. | |
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UCancellableAsyncAction | Base class for asynchronous actions that can be spawned from UK2Node_AsyncAction or C++ code. | |
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UCanvas | A drawing canvas. | |
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UCanvasRenderTarget2D | CanvasRenderTarget2D is 2D render target which exposes a Canvas interface to allow you to draw elements onto it directly. | |
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UChannel | Base class of communication channels. | |
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UChildConnection | Represents a secondary split screen connection that reroutes calls to the parent connection. | |
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UCloudStorageBase | Base class for the various platform interface classes. | |
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UCollisionProfile | Set up and modify collision settings. | |
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UComponentDelegateBinding | ||
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UCompositeCurveTable | Curve table composed of a stack of other curve tables. | |
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UCompositeDataTable | Data table composed of a stack of other data tables. | |
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UConsole | A basic command line console that accepts most commands. | |
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UControlChannel | A channel for exchanging connection control messages. | |
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UCurveTable | Imported spreadsheet table as curves. | |
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UDataAsset | Create a simple asset that stores data related to a particular system in an instance of this class. | |
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UDataTable | Imported spreadsheet table. | |
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UDebugCameraControllerSettings | Default debug camera controller settings. | |
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UDemoNetConnection | Simulated network connection for recording and playing back game sessions. | |
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UDemoNetDriver | Simulated network driver for recording and playing back game sessions. | |
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UDemoPendingNetGame | ||
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UDEPRECATED_Breakpoint | Breakpoints have been moved to Engine/Source/Editor/UnrealEd/Public/Kismet2/Breakpoint.h, renamed to FBlueprintBreakpoint, and are now UStructs | |
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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. | |
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UDynamicBlueprintBinding | Used to tie events to delegates at runtime | |
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UEngine | Abstract base class of all Engine classes, responsible for management of systems critical to editor or game systems. | |
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UEngineBaseTypes | ||
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UEngineCustomTimeStep | A CustomTimeStep control the Engine Framerate/Timestep. | |
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UEngineTypes | Utility class for engine types | |
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UFont | A font object, for use by Slate, UMG, and Canvas. | |
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UFontFace | A font face asset contains the raw payload data for a source TTF/OTF file as used by FreeType. | |
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UFontImportOptions | Holds options for importing fonts. | |
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UGameEngine | Engine that manages core systems that enable a game. | |
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UGameInstance | GameInstance: high-level manager object for an instance of the running game. | |
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UGameViewportClient | A game viewport (FViewport) is a high-level abstract interface for the platform specific rendering, audio, and input subsystems. | |
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UGarbageCollectionSettings | Implements the settings for garbage collection. | |
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UGeneratedBlueprintBinding | Binding used for event nodes generated at runtime. | |
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UHLODProxy | This asset acts as a proxy to a static mesh for ALODActors to display | |
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UImportantToggleSettingInterface | ImportantToogleSettingInterface.h | |
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UInGameAdManager | ||
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UInheritableComponentHandler | ||
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UInputActionDelegateBinding | ||
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UInputAxisDelegateBinding | ||
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UInputAxisKeyDelegateBinding | ||
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UInputDelegateBinding | ||
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UInputKeyDelegateBinding | ||
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UInputTouchDelegateBinding | ||
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UInputVectorAxisDelegateBinding | ||
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UInterpCurveEdSetup | ||
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UIntSerialization | ||
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ULevel | The level object. | |
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ULevelActorContainer | Root object for all level actors | |
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ULevelScriptBlueprint | A level blueprint is a specialized type of blueprint. | |
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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. | |
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ULevelStreamingAlwaysLoaded | LevelStreamingAlwaysLoaded@documentation | |
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ULevelStreamingDynamic | LevelStreamingDynamicDynamically controlled streaming implementation. | |
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ULevelStreamingPersistent | LevelStreamingPersistent@documentation | |
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ULightMapTexture2D | ||
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ULocalPlayer | Each player that is active on the current client/listen server has a LocalPlayer. | |
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UMapBuildDataRegistry | ||
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UMeshSimplificationSettings | ||
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UMicroTransactionBase | ||
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UNetConnection | ||
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UNetDriver | ||
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UNetworkMetricsCSV_Replication | A metrics listener that writes a metric to the 'Replication' CSV category. | |
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UNetworkSettings | Network settings. | |
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UNeuralProfile | This class represents assets that stores the neural network model data and the conversion from/to the model. | |
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UObjectLibrary | Class that holds a library of Objects | |
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UObjectReferencer | Helper class to force object references for various reasons. | |
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UPackageMapClient | ||
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UPendingNetGame | ||
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UPlatformInterfaceBase | ||
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UPlatformInterfaceWebResponse | This is the a generic web response object that holds the entirety of the web response made from PlatformInterfaceBase subclasses | |
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UPlayer | ||
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UPolys | ||
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UPoseWatch | ||
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UPoseWatchElement | ||
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UPoseWatchFolder | ||
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UPoseWatchPoseElement | ||
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UPreviewMeshCollection | A simple collection of skeletal meshes used for in-editor preview | |
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UPrimaryAssetLabel | A seed file that is created to mark referenced assets as part of this primary asset | |
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UPrimaryDataAsset | A DataAsset that implements GetPrimaryAssetId and has asset bundle support, which allows it to be manually loaded/unloaded from the AssetManager. | |
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UProxyLODMeshSimplificationSettings | Controls the system used to generate proxy LODs with merged meshes (i.e. the HLOD system). | |
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URendererOverrideSettings | ||
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URendererSettings | Rendering settings. | |
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UReplicationConnectionDriver | Class/interface for replication extension that is per connection. | |
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UReplicationDriver | ||
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URuntimeOptionsBase | URuntimeOptionsBase: Base class designed to be subclassed in your game. | |
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UScene | ||
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UScriptViewportClient | Base class for FViewportClients that are also UObjects | |
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USCS_Node | ||
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UShadowMapTexture2D | ||
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USimpleConstructionScript | ||
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USimulatedClientNetConnection | A fake connection that will absorb traffic and auto ack every packet. | |
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USkeletalMesh | SkeletalMesh is geometry bound to a hierarchical skeleton of bones which can be animated for the purpose of deforming the mesh. | |
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USkeletalMeshDescriptionBulkData | ||
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USkeletalMeshEditorData | Contains the shared data that is used by all SkeletalMeshComponents (instances). | |
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USkeletalMeshLODSettings | ||
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USkeletalMeshSimplificationSettings | Controls the selection of the system used to simplify skeletal meshes. | |
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USkeletalMeshSocket | ||
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USkinnedAsset | ||
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USpecularProfile | Specular profile asset, can be specified at a material. | |
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UStaticMesh | A StaticMesh is a piece of geometry that consists of a static set of polygons. | |
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UStaticMeshDescriptionBulkData | UObject wrapper for FMeshDescriptionBulkData | |
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UStaticMeshSocket | ||
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UStreamableRenderAsset | ||
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UStreamingSettings | Streaming settings. | |
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USubsurfaceProfile | Subsurface Scattering profile asset, can be specified at the material. | |
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USystemTimeTimecodeProvider | Converts the current system time to timecode, relative to a provided frame rate. | |
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UTexture | ||
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UTexture2D | ||
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UTexture2DArray | ||
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UTexture2DDynamic | Note : UTexture2DDynamic derives directly from UTexture not from UTexture2DUTexture2DDynamic is a base for textures that don't have a TextureSource | |
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UTextureAllMipDataProviderFactory | UTextureAllMipDataProviderFactory defines an interface to create instances of FTextureMipDataProvider. | |
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UTextureCollection | ||
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UTextureCube | ||
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UTextureCubeArray | ||
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UTextureLightProfile | ||
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UTextureLODSettings | Structure containing all information related to an LOD group and providing helper functions to calculate the LOD bias of a given group. | |
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UTextureMipDataProviderFactory | UTextureMipDataProviderFactory defines an interface to create instances of FTextureMipDataProvider. | |
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UTextureRenderTarget | ||
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UTextureRenderTarget2D | TextureRenderTarget2D | |
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UTextureRenderTarget2DArray | TextureRenderTarget2DArray | |
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UTextureRenderTargetCube | TextureRenderTargetCube | |
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UTextureRenderTargetVolume | TextureRenderTargetVolume | |
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UTimecodeProvider | A class responsible of fetching a timecode from a source. | |
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UTimelineTemplate | ||
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UTwitterIntegrationBase | ||
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UUserDefinedEnum | An Enumeration is a list of named values. | |
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UUserInterfaceSettings | User Interface settings that control Slate and UMG. | |
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UViewModeUtils | Class containing a static util function to help with EViewModeIndex | |
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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". | |
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UVoiceChannel | ||
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UVolumeTexture | ||
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UWorld | The World is the top level object representing a map or a sandbox in which Actors and Components will exist and be rendered. | |
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UWorldComposition | WorldComposition represents world structure: | |
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UWorldProxy | Proxy class that allows verification on GWorld accesses. |
Constants
Name | Description |
---|---|
CVarAllowTexture2DArrayAssetCreation | |
CVarSupportsTexture2DArrayStreaming | |
InvalidRegisteredStreamableTexture | Invalid streamable texture registration index. |
PackedRelativeBox_Identity | The PackedRelativeBox value that return the bound unaltered. |
SUBSURFACE_KERNEL_SIZE | The kernels range from -3 to 3. |
SUBSURFACE_RADIUS_SCALE | If you change this you need to recompile the SSS shaders. |
Typedefs
Name | Description |
---|---|
FActorChannelMap | |
FActorInstanceManagerInterface | |
FAssetManagerAcquireResourceDelegate | Delegate called when acquiring resources/chunks for assets, parameter will be true if all resources were acquired, false if any failed |
FAssetManagerAcquireResourceDelegateEx | Delegate called when acquiring resources/chunks for assets, first parameter will be true if all resources were acquired, false if any failed. |
FAssetManagerShouldIncludeDelegate | Delegate that can be used to do extra filtering on asset registry searches. |
FBeginStreamingPauseDelegate | |
FBrowseURL | |
FChannelsToClose | |
FConnectionMap | |
FConstCameraActorIterator | |
FConstControllerIterator | |
FConstLevelIterator | |
FConstPhysicsVolumeIterator | |
FConstPlayerControllerIterator | |
FCreateReplicationDriver | |
FCustomNavigationHandler | 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 |
FDemoSavedPropertyState | |
FEndStreamingPauseDelegate | |
FEngineHitchDetectedDelegate | |
FLODStreamingCallback | |
FMaterialToLevelsMap | A mapping between used material and levels for refering primitives. |
FOnActorDestroyed | |
FOnActorRemovedFromWorld | |
FOnActorSpawned | |
FOnAddedAssetSearchRoot | Delegate called when new asset search root is registered due to runtime asset mounting, path will not have a trailing slash |
FOnCloseRequested | Delegate type used by UGameViewportClient when call is made to close a viewport |
FOnConsiderListUpdate | |
FOnConstraintBroken | |
FOnConstraintViolated | |
FOnDemoFinishRecordingDelegate | |
FOnDemoStartedDelegate | |
FOnEncryptionKeyResponse | 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 |
FOnFeatureLevelChanged | |
FOnGameViewportClientPlayerAction | Delegate type used by UGameViewportClient for when a player is added or removed |
FOnGameViewportInputKey | |
FOnGameViewportTick | Delegate type used by UGameViewportClient for tick callbacks |
FOnGotoTimeDelegate | |
FOnGotoTimeMCDelegate | |
FOnInputAxisSignature | |
FOnInputKeySignature | |
FOnLatentActionsChanged | |
FOnLocalPlayerEvent | |
FOnLowLevelSend | Delegate for hooking the net connections 'LowLevelSend' (at the socket level, after PacketHandler parsing) |
FOnMovieSceneSequenceTick | |
FOnPauseChannelsDelegate | |
FOnPlasticDeformation | |
FOnPostMeshBuild | Delegate type for post mesh build events |
FOnPostMeshCache | Delegate type for pre skeletal mesh build events |
FOnPostRegisterAllActorComponents | |
FOnPreClientTravel | Notification that the client is about to travel to a new URL |
FOnPreClientTravelDelegate | |
FOnPreMeshBuild | Delegate type for pre mesh build events |
FOnPreUnregisterAllActorComponents | |
FOnReceivedRawPacket | Delegates. |
FOnScreenshotCaptured | Delegate type used by UGameViewportClient when a screenshot has been captured |
FOnSendRPC | Delegate for hooking ProcessRemoteFunction (used by NetcodeUnitTest) |
FOnToggleFullscreen | Delegate type used by UGameViewportClient for when engine in toggling fullscreen |
FOnViewportRendered | Delegate type used by UGameViewportClient when a viewport is rendered |
FOnWindowCloseRequested | Delegate type used by UGameViewportClient when the top level window associated with the viewport has been requested to close. |
FOverrideInputAxisHandler | Delegate for overriding axis input before it is routed to player controllers, returning true means it was handled by delegate |
FOverrideInputKeyHandler | Delegate for overriding key input before it is routed to player controllers, returning true means it was handled by delegate |
FPendingLevelUpdate | |
FPostRenderDelegate | |
FPostRenderDelegateEx | |
FPreRenderDelegate | |
FPreRenderDelegateEx | |
FScopedLevelDirtied | |
FSCSNodeNameChanged | |
FShouldDisplayFunc | |
FShouldSkipRepNotifies | Delegate for hooking ShouldSkipRepNotifies |
FStreamableDelegate | Defines FStreamableDelegate delegate interface |
FStreamableUpdateDelegate | |
FTexCoordScaleMap | A Map that gives the (smallest) texture coordinate scale used when sampling each texture register of a shader. |
TInlineOverlapInfoArray | |
TOverlapArrayView | |
TStreamableHandleContextDataTypeID | Storage class of the per-class id used in FStreamableHandleContextDataBase |
Enums
Type | Name | Description | |
---|---|---|---|
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EAcceptConnection::Type | Accepting connection response codes | |
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EActorPackagingScheme | Enum defining how external actors are saved on disk | |
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EAdManagerDelegate | This object is responsible for the display and callbacks associated with handling ingame advertisements | |
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EAppendNetExportFlags | ||
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EAspectRatioAxisConstraint | Enum describing how to constrain perspective view port FOV | |
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EAssetManagerFilter | Filter options that can be use to restrict the types of asset processed in various asset manager functionality | |
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EAttachLocation::Type | Deprecated rules for setting transform on attachment, new functions should use FAttachmentTransformRules isntead | |
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EAttachmentRule | Rules for attaching components - needs to be kept synced to EDetachmentRule | |
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EAttenuationDistanceModel | ||
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EAttenuationShape::Type | ||
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EAutoExposureMethod | Used by FPostProcessSettings Auto Exposure | |
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EAutoExposureMethodUI::Type | Used by FPostProcessSettings AutoExposure | |
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EAutoPossessAI | Specifies if an AI pawn will automatically be possessed by an AI controller | |
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EAutoReceiveInput::Type | Specifies which player index will pass input to this actor/component | |
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EBlendableLocation | Where to place a post process material in the post processing chain. | |
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EBlendMode | The blending mode for materials | |
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EBloomMethod | ||
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EBlueprintCompileMode | Compile modes. | |
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EBlueprintStatus | Enumerates states a blueprint can be in. | |
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EBlueprintType | Enumerates types of blueprints. | |
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EBoneFilterActionOption | ||
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EBrowseReturnVal::Type | Return values for UEngine::Browse. | |
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EBrushType | ||
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ECastRayTracedShadow::Type | Ray Tracing Shadows type. | |
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EChannelCreateFlags | Flags for channel creation. | |
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EChannelGetAdditionalRequiredBunchesFlags | ||
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EChannelType | Enumerates channel types. | |
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ECheatPunishType | Types of punishment to apply to a cheating client | |
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EClearSceneOptions::Type | Enumerates ways to clear a scene. | |
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EClientLoginState::Type | If this connection is from a client, this is the current login state of this connection/login attempt | |
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EClothLODBiasMode | Strategy used for storing additional cloth deformer mappings depending on the desired use of the RaytracingMinLOD value and of the LODBias console variable. | |
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ECloudStorageDelegate | All the types of delegate callbacks that a CloudStorage subclass may receive from C++ | |
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ECollisionChannel | NOTE!!Some of these values are used to index into FCollisionResponseContainers and must be kept in sync. | |
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ECollisionEnabled::Type | Enum used to describe what type of collision is enabled on a body. | |
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ECollisionResponse | Enum indicating how each type should respond | |
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EComponentMobility::Type | Describes how often this component is allowed to move. | |
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EComponentSocketType::Type | Type of a socket on a scene component. | |
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ECompositeTextureMode | ||
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ECompositingSampleCount::Type | Enumerates available compositing sample counts. | |
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EConnectionState | State of a connection. | |
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ECsgOper | Variables. | |
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ECurveTableMode | Whether the curve table contains simple, rich, or no curves | |
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ECustomDepthStencil::Type | Enumerates available options for custom depth. | |
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ECustomTimeStepSynchronizationState | Possible states of CustomTimeStep. | |
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EDefaultBackBufferPixelFormat::Type | Used by GetDefaultBackBufferPixelFormat | |
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EDepthOfFieldMethod | Used by FPostProcessSettings Depth of Fields | |
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EDetachmentRule | Rules for detaching components - needs to be kept synced to EAttachmentRule | |
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EDocumentationActorType::Type | ||
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EDynamicGlobalIlluminationMethod::Type | Note: Must match r.DynamicGlobalIlluminationMethod, this is used in URendererSettings. | |
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EDynamicResolutionStatus | Status of dynamic resolution that depends on project setting cvar, game user settings, and pause | |
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EEarlyZPass::Type | Enumerates available options for early Z-passes. | |
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EEncryptionFailureAction | Specifies how to handle encryption failures | |
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EEncryptionResponse | Types of responses games are meant to return to let the net connection code about the outcome of an encryption key request | |
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EEndPlayReason::Type | Specifies why an actor is being deleted/removed from a level | |
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EFilterInterpolationType | Interpolation method used by animation blending | |
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EFixedFoveationLevels::Type | Enumerates VRS Fixed-foveation levels | |
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EFlushLevelStreamingType | Describes what parts of level streaming should be forcibly handled immediately | |
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EFontCacheType | Enumerates supported font caching types. | |
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EFontDPI | The most used DPI value. | |
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EFontImportCharacterSet | Font character set type for importing TrueType fonts. | |
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EFullyLoadPackageType | Enumerates types of fully loaded packages. | |
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EGarbageCollectionType | Type of UObject purge type to be performed by the engine | |
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EGBufferFormat::Type | Enumerates available GBufferFormats. | |
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EGetObjectOrWorldBeingDebuggedFlags | Control flags for current object/world accessor methods | |
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EGetWorldErrorMode | The kind of failure handling that GetWorldFromContextObject uses. | |
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EImportanceLevel | ||
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EImportStaticMeshVersion | ||
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EIndirectLightingCacheQuality | Quality of indirect lighting for Movable primitives. | |
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EInputEvent | EInputEvent | |
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EKismetCompileType::Type | Type of compilation. | |
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ELatentActionChangeType | ||
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ELevelCollectionType | Indicates the type of a level collection, used in FLevelCollection. | |
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ELevelStreamingState | ||
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ELevelStreamingTargetState | ||
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ELevelTick | Type of tick we wish to perform on the level | |
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ELightFunctionAtlasPixelFormat::Type | ||
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ELightingBuildQuality | Lighting build quality enumeration | |
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ELightMapFlags | A 2D texture containing lightmap coefficients. | |
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ELightMapPaddingType | Method for padding a light map in memory | |
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ELightmapType | Type of lightmap that is used for primitive components | |
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ELightUnits | ||
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ELocalExposureMethod | ||
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ELODStreamingCallbackResult | ||
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ELumenRayLightingMode | ||
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ELumenRayLightingModeOverride | ||
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ELumenScreenTracingSource | ||
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ELumenSoftwareTracingMode::Type | ||
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EMaterialFloatPrecisionMode | The default float precision for material's pixel shaders on mobile devices | |
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EMaterialMergeType | ||
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EMaterialSamplerType | Describes how textures are sampled for materials | |
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EMaterialShadingModel | Specifies the overal rendering/shading model for a material | |
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EMaterialShadingRate | ||
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EMaterialStencilCompare | ||
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EMegaLightsShadowMethod::Type | MegaLights Shadow type for a light component. | |
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EMeshBufferAccess | Which processors will have access to Mesh Vertex Buffers. | |
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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++. | |
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EMicroTransactionResult | Result of a purchase. | |
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EMobileAntiAliasingMethod::Type | ||
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EMobileFloatPrecisionMode::Type | The default float precision for material's pixel shaders on mobile devices | |
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EMobileLocalLightSetting | Enumerates available MobileLocalLightSetting. | |
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EMobilePixelProjectedReflectionQuality::Type | ||
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EMobilePlanarReflectionMode::Type | ||
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EMobileShadingPath::Type | ||
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EMouseCaptureMode | ||
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EMouseLockMode | ||
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EMovementMode | Movement modes for Characters. | |
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ENaniteFallbackTarget | ||
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ENaturalSoundFalloffMode | ||
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ENetDormancy | Describes if an actor can enter a low network bandwidth dormant mode | |
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ENetLevelVisibilityRequest | ||
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ENetMode | The network mode the game is currently running. | |
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ENetRole | The network role of an actor on a local/remote network context | |
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ENetSubObjectStatus | Indicates the status of a replicated subobject replicated by actor channels. | |
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ENetSyncLoadType | The different ways net sync loads can be triggered | |
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ENetworkLagState::Type | ||
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ENetworkSmoothingMode | Smoothing approach used by network interpolation for Characters. | |
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ENeuralModelTileType | ||
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ENeuralProfileFormat | ||
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ENeuralProfileRuntimeType | ||
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ENormalMode | Optimization settings used to simplify mesh LODs. | |
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EObjectTypeQuery | Specifies custom collision object types, overridable per game | |
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EOcclusionCombineMode | Controls how occlusion from Distance Field Ambient Occlusion is combined with Screen Space Ambient Occlusion. | |
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EOptimizationType | Enum specifying the reduction type to use when simplifying static meshes. | |
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EOverlapFilterOption | Specifies what types of objects to return from an overlap physics query | |
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EParticleCollisionMode::Type | Specifies how particle collision is computed for GPU particles | |
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EPhysicalMaterialMaskColor::Type | Types of valid physical material mask colors which may be associated with a physical material | |
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EPhysicsReplicationMode | ||
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EPixelDepthOffsetMode | Determines how the pixel depth offset is evaluated and applied. | |
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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. | |
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EPrimaryAssetCookRule | Rule about when to cook/ship a primary asset | |
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EPrimaryAssetProductionLevel | The production levels referenced by values of EPrimaryAssetCookRule. | |
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EProcessRemoteFunctionFlags | ||
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EReflectedAndRefractedRayTracedShadows | ||
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EReflectionMethod::Type | Note: Must match r.ReflectionMethod, this is used in URendererSettings. | |
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EReflectionsType | ||
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ERefractionCoverageMode | Determines how the refraction account for the coverage with Substrate. | |
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ERefractionMode | Determines how the refraction offset should be computed for the material. | |
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ERenderFocusRule | When to render the Focus Brush for widgets that have user focus. Based on the EFocusCause. | |
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EResendAllDataState | Type of property data resend used by replay checkpoints | |
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ERigidBodyFlags::Type | Describes extra state about a specific rigid body | |
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ERotatorQuantization | Describes rules for network replicating a vector efficiently | |
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ESafeZoneType | Safezone related declarations. Used by GameViewportClient for rendering 'safe zones' on screen. | |
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ESamplerSourceMode | Controls where the sampler for different texture lookups comes from | |
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ESceneCaptureCompositeMode | Specifies how scene captures are composited into render buffers | |
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ESceneCaptureSource | Specifies which component of the scene rendering should be output to the final render target. | |
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ESceneDepthPriorityGroup | A priority for sorting scene elements by depth. | |
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EScopedUpdate::Type | Enum that controls the scoping behavior of FScopedMovementUpdate. | |
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ESetChannelActorFlags | ||
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EShaderCompressionFormat::Type | Enumerates supported shader compression formats. | |
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EShadowMapFlags | Bit-field flags that affects storage (e.g. packing, streaming) and other info about a shadowmap. | |
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EShadowMapMethod::Type | Note: Must match r.Shadow.Virtual.Enable, this is used in URendererSettings. | |
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EShouldCookBlueprintPropertyGuids | ||
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ESkeletalMeshAsyncProperties | ||
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ESkinCacheDefaultBehavior | ||
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ESkinCacheUsage | ||
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ESkinnedAssetAsyncPropertyLockType | ||
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ESleepEvent | Describes type of wake/sleep event sent to the physics system | |
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ESpawnActorCollisionHandlingMethod | Defines available strategies for handling the case where an actor is spawned in such a way that it penetrates blocking collision. | |
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ESpecularProfileFormat | List of niagara solvers | |
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ESplitScreenType::Type | Various data declarations relating to split screen on a GameViewportClient | |
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ESplitType | Results from FPoly.SplitWithPlane, describing the result of splitting an arbitrary FPoly with an arbitrary plane. | |
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EStaticMeshAsyncProperties | ||
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EStaticMeshPaintSupport | ||
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EStreamableManagerCombinedHandleOptions | ||
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EStreamableRenderAssetType | ||
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EStreamingVolumeUsage | Used to affect level streaming in the game and level visibility in the editor. | |
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ESubstrateShadingModel | Specifies the Substrate runtime shading model summarized from the material graph Not exposed in UI, only used in code. | |
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ETeleportType | Whether to teleport physics body or not | |
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ETemperatureMethod | Used by FPostProcessSettings to determine Temperature calculation method. | |
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ETextureAvailability | ||
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ETextureChromaticAdaptationMethod | List of chromatic adaptation methods, matching the list in ColorManagementDefines.h. | |
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ETextureClass | ||
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ETextureColorSpace | TODO: Rename nearly-colliding ETextureSourceColorSpace enum in TextureFactory.h. | |
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ETextureCompressionQuality | TextureCompressionQuality is used for ASTC. | |
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ETextureDownscaleOptions | ||
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ETextureEncodeSpeed | Certain settings can be changed to facilitate how fast a texture build takes. | |
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ETextureLossyCompressionAmount | ||
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ETextureMipCount | ||
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ETextureMipLoadOptions | ||
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ETextureMipValueMode | Defines how MipValue is used | |
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ETexturePowerOfTwoSetting::Type | Options for texture padding mode. | |
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ETextureRenderTargetFormat | Subset of EPixelFormat exposed to UTextureRenderTarget2D | |
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ETextureRenderTargetSampleCount | ||
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ETextureSamplerFilter | Must match enum ESamplerFilter in RHIDefinitions.h. | |
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ETextureSizingType | ||
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ETextureSourceCompressionFormat | ||
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ETextureSourceEncoding | List of (advanced) texture source encodings, matching the list in ColorManagementDefines.h. | |
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ETextureSourceFormat | ETextureSourceFormat should map one-to-one to ImageCore ERawImageFormat::Type. | |
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ETextureStreamingBuildType | ||
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ETickingGroup | Determines which ticking group a tick function belongs to. | |
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ETileOverlapResolveType | ||
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ETimecodeProviderSynchronizationState | Possible states of TimecodeProvider. | |
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ETimelineSigType | Enum used to indicate what type of timeline signature a function matches. | |
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ETraceTypeQuery | Specifies custom collision trace types, overridable per game | |
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ETrailWidthMode | Controls the way that the width scale property affects animation trails. | |
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ETransitionType | Enumerates transition types. | |
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ETranslucencyLightingMode | Describes how to handle lighting of translucent objets | |
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ETranslucencyType | ||
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ETranslucentSortPolicy::Type | Enumerates available options for the translucency sort policy. | |
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ETravelFailure::Type | Types of server travel failures broadcast by the engine | |
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ETravelType | Traveling from server to server. | |
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ETwitterIntegrationDelegate | ||
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ETwitterRequestMethod | This is the base class for Twitter integration (each platform has a subclass) The possible twitter request methods | |
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EUIScalingRule | The Side to use when scaling the UI. | |
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EUpdateRateShiftBucket | Enum for controlling buckets for update rate optimizations if we need to stagger Multiple actor populations separately. | |
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EUserActivityContext | Defines the context of a user activity. | |
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EVectorQuantization | Describes rules for network replicating a vector efficiently | |
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EVelocityOutputPass::Type | Enumerates available options for velocity pass. | |
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EVertexDeformationOutputsVelocity::Type | Enumerates available options for Vertex Deformation Outputs Velocity. | |
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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 | |
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EWalkableSlopeBehavior | Controls behavior of WalkableSlopeOverride, determining how to affect walkability of surfaces for Characters. | |
![]() ![]() |
EWorkingColorSpace::Type | ||
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EWorldType::Type | Specifies the goal/source of a UWorld object | |
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TextureAddress | ||
![]() ![]() |
TextureCompressionSettings | This needs to be mirrored in EditorFactories.cpp. | |
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TextureCookPlatformTilingSettings | ||
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TextureFilter | ||
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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!) | |
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TextureMipGenSettings |
Functions
Type | Name | Description | |
---|---|---|---|
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BEGIN_GLOBAL_SHADER_PARAMETER_STRUCT
(
FInstancedStaticMeshVertexFactoryUniformShaderParameters, |
||
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void | BuildActorTextureStreamingData
(
AActor* InActor, |
Build the texture streaming component data for an actor and save common data in a UActorTextureStreamingBuildDataComponent. |
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bool | BuildLevelTextureStreamingComponentDataFromActors
(
ULevel* InLevel |
Build the texture streaming component data for a level based on actor's UActorTextureStreamingBuildDataComponent. |
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bool | BuildTextureStreamingComponentData
(
UWorld* InWorld, |
Build the shaders required for the texture streaming build. |
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T * | Cast
(
const FPawnIteratorObject& Src |
|
![]() |
void | CheckTextureStreamingBuildValidity
(
UWorld* InWorld |
Check if the lighting build is dirty. Updates the needs rebuild status of the level and world. |
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ECollisionEnabled::Type | CollisionEnabledFromFlags
(
const bool bQuery, |
Convert a set of three bools into an ECollisionEnabled |
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bool | CollisionEnabledHasPhysics
(
ECollisionEnabled::Type CollisionEnabled |
|
![]() |
bool | CollisionEnabledHasProbe
(
ECollisionEnabled::Type CollisionEnabled |
|
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bool | CollisionEnabledHasQuery
(
ECollisionEnabled::Type CollisionEnabled |
|
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ECollisionEnabled::Type | CollisionEnabledIntersection
(
ECollisionEnabled::Type CollisionEnabledA, |
|
![]() |
void | CollisionEnabledToFlags
(
const ECollisionEnabled::Type CollisionEnabled, |
Convert an ECollisionEnabled enum into a set of three bools |
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FName | CreateSubsurfaceProfileParameterName
(
const USubsurfaceProfile* InProfile |
Returns the shader parameter name for a Subsurface profile. |
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DECLARE_CYCLE_STAT
(
TEXT("Cloth Writeback"), |
||
![]() |
DECLARE_CYCLE_STAT
(
TEXT("Cloth Total"), |
This is the total cloth time split up among multiple computation (updating gpu, updating sim, etc...) | |
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const TCHAR * | EAcceptConnection::ToString
(
EAcceptConnection::Type EnumVal |
|
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const TCHAR * | EClientLoginState::ToString
(
const EClientLoginState::Type EnumVal |
|
![]() |
PRAGMA_DISABLE_DEPRECATION_WARNINGS const TCHAR * | EDemoPlayFailure::ToString
(
EDemoPlayFailure::Type FailureType |
|
![]() |
VertexFetch_InstanceOriginBuffer VertexFetch_InstanceLightmapBuffer NumCustomDataFloats | ||
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const TCHAR * | ENetworkLagState::ToString
(
ENetworkLagState::Type LagType |
|
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const TCHAR * | EnumToString
(
ELevelStreamingTargetState InTargetState |
|
![]() |
const TCHAR * | EnumToString
(
ELevelStreamingState InState |
|
![]() |
const TCHAR * | ETravelFailure::ToString
(
ETravelFailure::Type FailureType |
|
![]() ![]() |
bool | FRK4SpringInterpolatorUtils::AreEqual
(
float A, |
|
![]() ![]() |
bool | FRK4SpringInterpolatorUtils::AreEqual
(
FVector A, |
|
![]() ![]() |
bool | FRK4SpringInterpolatorUtils::IsValidValue
(
float Value, |
|
![]() ![]() |
bool | FRK4SpringInterpolatorUtils::IsValidValue
(
FVector Value, |
|
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int64 | Returns the average value of the required texture pool "r.streaming.PoolSize" since engine start or since the last ResetAverageRequiredTexturePoolSize(). | |
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uint8 | Returns mask for only channel 0 | |
![]() ![]() |
UTexture2DArray * | GetDefaultTexture2DArray
(
const UTexture2DArray* Texture |
Get the optimal placeholder to use during texture compilation |
![]() |
int32 | GetFirstLightingChannelFromMask
(
uint8 Mask |
Returns the index of the first lighting channel set, or -1 if no channels are set. |
![]() |
uint8 | Converts lighting channels into a bitfield | |
![]() |
int32 | ||
![]() |
int32 | ||
![]() |
int32 | GetNumFromRenderTargetSampleCount
(
ETextureRenderTargetSampleCount InSampleCount |
|
![]() |
EPixelFormat | ||
![]() |
void | GetSkeletalMeshRefTangentBasis
(
const USkeletalMesh* Mesh, |
|
![]() |
FVector | GetSkeletalMeshRefVertLocation
(
const USkeletalMesh* Mesh, |
|
![]() |
FRHITexture * | Returns the Preintegrated texture if it exists, or black. | |
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float | GetSubsurfaceProfileId
(
const USubsurfaceProfile* In |
Returns the subsurface profile ID for a given Sub-surface Profile object |
![]() |
FName | Returns the subsurface profile ID shader parameter name | |
![]() |
FRHITexture * | Returns the subsurface profile texture if it exists, or null. | |
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FRHITexture * | Returns the subsurface profile texture if it exists, or black. | |
![]() |
bool | GetTextureIsStreamable
(
const UTexture& Texture |
Resolves whether a texture is streamable independent of compression speed, and avoids unnecessary build settings generation work. |
![]() |
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. |
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uint32 | GetTypeHash
(
const FBaseComponentReference& Reference |
|
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bool | IsMobilePixelProjectedReflectionEnabled
(
EShaderPlatform ShaderPlatform |
|
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bool | IsUsingMobilePixelProjectedReflection
(
EShaderPlatform ShaderPlatform |
|
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bool | IsVirtualSamplerType
(
EMaterialSamplerType Value |
|
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const TCHAR * | LexToString
(
const EWorldType::Type Value |
|
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const TCHAR * | LexToString
(
const EConnectionState Value |
|
![]() |
const TCHAR *const | LexToString
(
const EEncryptionResponse Response |
|
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const TCHAR *const | LexToString
(
const ECheatPunishType Response |
|
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LLM_DECLARE_TAG_API
(
NetDriver, |
Base class of a network driver attached to an active or pending level. | |
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LLM_DECLARE_TAG_API
(
NetConnection, |
||
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LLM_DECLARE_TAG_API
(
GuidCache, |
PackageMap implementation that is client/connection specific. | |
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LLM_DECLARE_TAG_API
(
NetChannel, |
||
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bool | NetSerializeOptionalValue
(
const bool bIsSaving, |
Helper to optionally serialize a value (using the NetSerialize function). |
![]() ![]() |
const FString & | ||
![]() ![]() |
FText | ||
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const FString & | ||
![]() ![]() |
FText | ||
![]() ![]() |
FName | ||
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const FString & | ||
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FText | ||
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FCollisionEnabledMask | operator&
(
const ECollisionEnabled::Type A, |
|
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FCollisionEnabledMask | operator&
(
const ECollisionEnabled::Type A, |
|
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FCollisionEnabledMask | operator|
(
const ECollisionEnabled::Type A, |
|
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FCollisionEnabledMask | operator|
(
const ECollisionEnabled::Type A, |
|
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uint32 | PackRelativeBox
(
const FBox& RefBox, |
|
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uint32 | PackRelativeBox
(
const FVector& RefOrigin, |
|
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FColor | Returns a new random color | |
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FText | PoseWatchUtil::FindUniqueNameInParent
(
TParent* InParent, |
|
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TSet< UPoseWatchFolder * > | PoseWatchUtil::GetChildrenPoseWatchFoldersOf
(
const UPoseWatchFolder* Folder, |
Gets all pose watches folders that are parented to Folder, if Folder is nullptr then gets orphans |
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TSet< UPoseWatch * > | PoseWatchUtil::GetChildrenPoseWatchOf
(
const UPoseWatchFolder* Folder, |
Gets all pose watches that are parented to Folder, if Folder is nullptr then gets orphans |
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bool | ReadFixedCompressedFloat
(
T& Value, |
|
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bool | ReadPackedVector
(
FVector3f& Value, |
|
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bool | ReadPackedVector
(
FVector3d& Value, |
|
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void | RefreshSkelMeshOnPhysicsAssetChange
(
const USkeletalMesh* InSkeletalMesh |
Refresh Physics Asset Change |
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void | Reset the history of the value returned by GetAverageRequiredTexturePoolSize() | |
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T | RK4Integrator::Accelerate
(
const FRK4State< T >& InCurrentState, |
|
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FRK4StateDerivative< T > | RK4Integrator::Evaluate
(
const FRK4State< T >& InCurrentState, |
|
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void | RK4Integrator::Integrate
(
FRK4State< T >& InCurrentState, |
|
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bool | SafeNetSerializeTArray_Default
(
FArchive& Ar, |
|
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int32 | SafeNetSerializeTArray_HeaderOnly
(
FArchive& Ar, |
===================== Safe TArray Serialization ===================== |
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bool | SafeNetSerializeTArray_WithNetSerialize
(
FArchive& Ar, |
|
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bool | SerializeFixedVector
(
FVector3f& Vector, |
MaxValue is the max abs value to serialize. |
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bool | SerializeFixedVector
(
FVector3d& Vector, |
|
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void | SerializeNaniteSettingsForDDC
(
FArchive& Ar, |
|
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bool | SerializeOptionalValue
(
const bool bIsSaving, |
Helper to optionally serialize a value (using operator<< on Archive). |
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bool | SerializePackedVector
(
FVector3d& Value, |
|
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bool | SerializePackedVector
(
FVector3f& Value, |
|
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VertexFetch_InstanceOriginBuffer VertexFetch_InstanceLightmapBuffer NumCustomDataFloats ENGINE_API | SHADER_PARAMETER
(
FVector4f, |
|
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VertexFetch_InstanceOriginBuffer VertexFetch_InstanceLightmapBuffer NumCustomDataFloats ENGINE_API I... | SHADER_PARAMETER
(
FVector4f, |
|
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VertexFetch_InstanceOriginBuffer VertexFetch_InstanceLightmapBuffer NumCustomDataFloats ENGINE_API I... | SHADER_PARAMETER
(
FVector4f, |
|
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VertexFetch_InstanceOriginBuffer | SHADER_PARAMETER_SRV
(
Buffer< float4 >, |
|
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VertexFetch_InstanceOriginBuffer VertexFetch_InstanceLightmapBuffer | SHADER_PARAMETER_SRV
(
Buffer< float >, |
|
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bool | TeleportEnumToFlag
(
ETeleportType Teleport |
|
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ETeleportType | TeleportFlagToEnum
(
bool bTeleport |
|
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FString | ToString
(
EWorldType::Type Type |
|
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const TCHAR * | ToString
(
EStaticMeshAsyncProperties Value |
|
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FString | ||
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bool | UE::Net::Private::LegacyReadPackedVector
(
FVector3f& Value, |
ScaleFactor is multiplied before send and divided by post receive. |
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bool | UE::TextureDefines::IsHDR
(
TextureCompressionSettings CompressionSettings |
|
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bool | UE::TextureDefines::IsHDR
(
ETextureSourceFormat Format |
|
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bool | UE::TextureDefines::IsUncompressed
(
TextureCompressionSettings CompressionSettings |
|
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bool | UE::TextureDefines::ShouldUseGreyScaleEditorVisualization
(
TextureCompressionSettings CompressionSettings |
|
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void | UnpackRelativeBox
(
const FBoxSphereBounds& InRefBounds, |
|
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void | UpdateSubsurfaceProfileTexture
(
FRDGBuilder& GraphBuilder, |
Initializes or updates the contents of the subsurface profile texture. |
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bool | WriteFixedCompressedFloat
(
const T Value, |
|
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bool | WritePackedVector
(
FVector3f Value, |
|
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bool | WritePackedVector
(
FVector3d Vector, |
Variables
Type | Name | Description | |
---|---|---|---|
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TAutoConsoleVariable< float > | CVarFoliageMinimumScreenSize | |
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TAutoConsoleVariable< int32 > | CVarFramesForFullUpdate | |
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TAutoConsoleVariable< FString > | CVarHLODDistanceOverride | |
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TAutoConsoleVariable< int32 > | CVarMinLOD | |
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TAutoConsoleVariable< int32 > | CVarNetAllowEncryption | |
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TAutoConsoleVariable< int32 > | CVarNetEnableCongestionControl | |
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TAutoConsoleVariable< float > | CVarRandomLODRange | |
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TAutoConsoleVariable< int32 > | CVarStreamingUseNewMetrics | |
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PRAGMA_DISABLE_DEPRECATION_WARNINGS typedef TMulticastDelegate_TwoParams< void, UDemoNetDriver *... | FOnDemoFailedToStartDelegate | |
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PRAGMA_ENABLE_DEPRECATION_WARNINGS typedef TMulticastDelegate_NoParams< void > | FOnDemoFinishPlaybackDelegate | |
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float | GAsyncLoadingTimeLimit | Maximum amount of time to spend doing asynchronous loading (ms per frame). |
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int32 | GAsyncLoadingUseFullTimeLimit | Whether to use the entire time limit even if blocked on I/O. |
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FUObjectAnnotationSparse< FMeshMapBuildLegacyData, true > | GComponentsWithLegacyLightmaps | |
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UEngine * | GEngine | Global engine pointer. Can be 0 so don't use without checking. |
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float | GLevelStreamingActorsUpdateTimeLimit | Maximum allowed time to spend for actor registration steps during level streaming (ms per frame). |
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int32 | GLevelStreamingAddPrimitiveGranularity | Batching granularity used to add primitives to scene in parallel when registering actor components during level streaming. |
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int32 | GLevelStreamingAllowLevelRequestsWhileAsyncLoadingInMatch | Enables level streaming requests while async loading (of anything) while the match is already in progress and no loading screen is up. |
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int32 | GLevelStreamingComponentsRegistrationGranularity | Batching granularity used to register actor components during level streaming. |
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int32 | GLevelStreamingComponentsUnregistrationGranularity | Batching granularity used to unregister actor components during level streaming. |
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int32 | GLevelStreamingContinuouslyIncrementalGCWhileLevelsPendingPurge | Whether to kick off incremental GC when there are over the specified amount of levels still waiting to be purged. |
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int32 | GLevelStreamingForceGCAfterLevelStreamedOut | Whether to force a GC after levels are streamed out to instantly reclaim the memory at the expensive of a hitch. |
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int32 | GLevelStreamingForceRouteActorInitializeNextFrame | Whether to force routing actor initialize phase in its own frame. |
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int32 | GLevelStreamingForceVerifyLevelsGotRemovedByGC | Whether to force a verification of objects residing in a GC'ed level package (ignored in shipping builds). |
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int32 | GLevelStreamingLowMemoryPendingPurgeCount | In a low memory situation, will kick off a 'soft' GC if the number of streaming levels pending purge meets or exceeds this count. |
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int32 | GLevelStreamingMaxLevelRequestsAtOnceWhileInMatch | When we're already loading this many levels and actively in match, don't allow any more requests until one of those completes. |
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int32 | GLevelStreamingRouteActorInitializationGranularity | Batching granularity used to initialize actors during level streaming. |
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float | GLevelStreamingUnregisterComponentsTimeLimit | Maximum allowed time to spend for actor unregistration steps during level streaming (ms per frame). |
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FUObjectAnnotationSparse< FLevelLegacyMapBuildData, true > | GLevelsWithLegacyBuildData | |
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FUObjectAnnotationSparse< FLightComponentLegacyMapBuildData, true > | GLightComponentsWithLegacyBuildData | |
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uint32 | GNetOutBytes | |
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TUniquePtr< NeuralProfile::INeuralProfileManager > | GNeuralProfileManager | |
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int32 | GNumClientConnections | |
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int32 | GNumClientUpdateLevelVisibility | |
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int32 | GNumReplicateActorCalls | |
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int32 | GNumSaturatedConnections | |
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int32 | GNumSharedSerializationHit | |
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int32 | GNumSharedSerializationMiss | |
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float | GPriorityAsyncLoadingExtraTime | Additional time to spend asynchronous loading during a high priority load. |
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float | GPriorityLevelStreamingActorsUpdateExtraTime | Additional time to spend on actor registration steps during a high priority load. |
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bool | GReceiveRPCTimingEnabled | |
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FUObjectAnnotationSparse< FReflectionCaptureMapBuildLegacyData, true > | GReflectionCapturesWithLegacyBuildData | |
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double | GReplicateActorTimeSeconds | |
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bool | GReplicateActorTimingEnabled | |
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double | GReplicationGatherPrioritizeTimeSeconds | |
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double | GServerReplicateActorTimeSeconds | |
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TGlobalResource< FSubsurfaceProfileTexture > | GSubsurfaceProfileTextureObject | Lives on the render thread |
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bool | GSupportsTexture2DArrayStreaming | |
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bool | GSupportsTexture2DArrayStreaming | |
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bool | GSupportsVolumeTextureStreaming | |
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int32 | GTextureRenderTarget2DMaxSizeX | |
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int32 | GTextureRenderTarget2DMaxSizeY | |
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FTextureSourceFormatInfo[TSF_MAX] | GTextureSourceFormats | |
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int32 | GUseBackgroundLevelStreaming | Whether to allow background level streaming. |
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UWorldProxy | GWorld | Global UWorld pointer. |
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const int32 | InstancedStaticMeshMaxTexCoord | 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. |
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const int | MAX_STRING_SERIALIZE_SIZE | Constant for all buffers that are reading from the network. |
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int32 | NumBitsForJitterClockTimeInHeader | Number of bits to use in the packet header for sending the milliseconds on the clock when the packet is sent |
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const FName | Playing | |
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int32 | RK4_SPRING_INTERPOLATOR_MAX_ITER | |
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float | RK4_SPRING_INTERPOLATOR_UPDATE_RATE |