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API > API/Runtime > API/Runtime/Engine
Abstract base class of all Engine classes, responsible for management of systems critical to editor or game systems. Also defines default classes for certain engine systems.
| Name | UEngine |
| Type | class |
| Header File | /Engine/Source/Runtime/Engine/Classes/Engine/Engine.h |
| Include Path | #include "Engine/Engine.h" |
Syntax
UCLASS (Abstract, Config=Engine, defaultconfig, Transient, MinimalAPI)
class UEngine :
public UObject ,
public FExec
Inheritance Hierarchy
- FExec → UEngine
- UObjectBase → UObjectBaseUtility → UObject → UEngine
Derived Classes
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UEngine
(
const FObjectInitializer& ObjectInitializer |
Engine/Engine.h |
Classes
| Name | Remarks |
|---|---|
| FActorFolderAddedEvent | Editor-only event triggered when an actor folder is added to the world |
| FActorFolderRemovedEvent | Editor-only event triggered when an actor folder is removed from the world |
| FActorFoldersUpdatedEvent | Editor-only event triggered when actor folders are updated for a level |
| FEditorCloseEvent | Delegate broadcast after UEditorEngine::Tick has been called (or UGameEngine::Tick in standalone) |
| FLevelActorAddedEvent | Editor-only event triggered when actors are added to the world |
| FLevelActorAttachedEvent | Editor-only event triggered when actors are attached in the world |
| FLevelActorDeletedEvent | Editor-only event triggered when actors are deleted from the world |
| FLevelActorDetachedEvent | Editor-only event triggered when actors are detached in the world |
| FLevelActorFolderChangedEvent | Editor-only event triggered when actors' folders are changed |
| FLevelActorListChangedEvent | Editor-only event triggered when the actor list of the world has changed |
| FLevelActorOuterChangedEvent | Editor-only event triggered when actors outer changes |
| FLevelActorRequestRenameEvent | Editor-only event triggered when actors are being requested to be renamed |
| FLevelComponentRequestRenameEvent | Editor-only event triggered when actors are being requested to be renamed |
| FOnActorMovedEvent | Editor-only event triggered after an actor is moved, rotated or scaled (AActor::PostEditMove) |
| FOnActorMovingEvent | Editor-only event triggered when an actor is being moved, rotated or scaled (AActor::PostEditMove) |
| FOnActorsMovedEvent | Editor-only event triggered after actors are moved, rotated or scaled by an editor system |
| FOnComponentTransformChangedEvent | Editor-only event triggered when any component transform is changed |
| FOnNetworkDDoSEscalation | Network burst or DDoS detected. Used for triggering analytics, mostly |
| FOnNetworkFailure | Error message event relating to network failures |
| FOnNetworkLagStateChanged | Network lag detected. |
| FOnNewStatRegistered | Delegate we fire every time a new stat has been registered. |
| FOnTravelFailure | Error message event relating to server travel failures |
| FPostEditorTick | Delegate broadcast after UEditorEngine::Tick has been called (or UGameEngine::Tick in standalone) |
| FWorldAddedEvent | Triggered when a world is added. |
| FWorldContextDestroyedEvent | Triggered when a world context is destroyed. |
| FWorldDestroyedEvent | Triggered when a world is destroyed. |
Structs
| Name | Remarks |
|---|---|
| FCopyPropertiesForUnrelatedObjectsParams | Makes a strong effort to copy everything possible from and old object to a new object of a different class, used for blueprint to update things after a recompile. |
| FEngineStatFuncs | Struct for keeping track off all the info regarding a specific simple stat exec |
| FErrorsAndWarningsCollector |
Typedefs
| Name | Type | Remarks | Include Path |
|---|---|---|---|
| FEngineStatRender | TBaseDelegate_SevenParams< int32, UWorld *, FViewport *, FCanvas *, int32, int32, const FVector *, const FRotator * > | Typedef int32(UEngine::* EngineStatRender)(UWorld* World, FViewport* Viewport, FCanvas* Canvas, int32 X, int32 Y, const FVector* ViewLocation, const FRotator* ViewRotation); | Engine/Engine.h |
| FEngineStatToggle | TBaseDelegate_ThreeParams< bool, UWorld *, FCommonViewportClient *, const TCHAR * > | Typedef bool (UEngine::* EngineStatToggle)(UWorld* World, FCommonViewportClient* ViewportClient, const TCHAR* Stream); | Engine/Engine.h |
Constants
| Name | Type | Remarks | Include Path |
|---|---|---|---|
| NewStatDelegate | FOnNewStatRegistered | Engine/Engine.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers | ||
|---|---|---|---|---|---|---|
| ActiveClassRedirects | TArray< FClassRedirect > | Engine/Engine.h |
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| ActiveGameNameRedirects | TArray< FGameNameRedirect > | Deprecated rules for redirecting renamed objects, replaced by the CoreRedirects system | Engine/Engine.h |
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| ActivePluginRedirects | TArray< FPluginRedirect > | Engine/Engine.h |
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| ActiveStructRedirects | TArray< FStructRedirect > | Engine/Engine.h |
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| AdditionalFontNames | TArray< FString > | Sets additional fonts that will be loaded at startup and available using GetAdditionalFont. | Engine/Engine.h |
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| AIControllerClassName | FSoftClassPath | Sets the class to be used as the default AIController class for pawns. | Engine/Engine.h |
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| ArrowMaterial | TObjectPtr< class UMaterial > | Material that 'fakes' lighting, used for arrows, widgets. | Engine/Engine.h | |||
| ArrowMaterialName | FSoftObjectPath | Path of the material that 'fakes' lighting, used for arrows, widgets. | Engine/Engine.h |
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| ArrowMaterialYellow | TObjectPtr< class UMaterialInstanceDynamic > | Arrow material instance with yellow color. | Engine/Engine.h | |||
| AssetManager | TObjectPtr< class UAssetManager > | A UObject spawned at initialization time to handle runtime asset loading and management | Engine/Engine.h | |||
| AssetManagerClassName | FSoftClassPath | Sets the class to spawn as the global AssetManager, configurable per game. | Engine/Engine.h |
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| AvoidanceManagerClass | TSubclassOf< class UAvoidanceManager > | Engine/Engine.h | ||||
| AvoidanceManagerClassName | FSoftClassPath | Sets the AvoidanceManager class, which can be overridden to change AI crowd behavior. | Engine/Engine.h |
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| bAllowMatureLanguage | uint32 | Whether to play mature language sound nodes | Engine/Engine.h |
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| bAllowMultiThreadedAnimationUpdate | uint32 | Controls whether by default we allow anim blueprint graph updates to be performed on non-game threads. | Engine/Engine.h |
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| bCanBlueprintsTickByDefault | uint32 | Controls whether Blueprint subclasses of actors or components can tick by default. | Engine/Engine.h |
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| bCheckForMultiplePawnsSpawnedInAFrame | uint32 | Whether we should check for more than N pawns spawning in a single frame. | Engine/Engine.h |
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| bDisableAILogging | uint32 | Determines whether AI logging should be processed or not | Engine/Engine.h |
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| BeginStreamingPauseDelegate | FBeginStreamingPauseDelegate * | Engine/Engine.h | ||||
| bEnableEditorPSysRealtimeLOD | uint32 | Controls whether cascade particle system LODs are updated in real time, or use the set value | Engine/Engine.h |
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| bEnableOnScreenDebugMessages | uint32 | If true, then disable OnScreenDebug messages. Can be toggled in real-time. | Engine/Engine.h |
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| bEnableOnScreenDebugMessagesDisplay | uint32 | If true, then disable the display of OnScreenDebug messages (used when running) | Engine/Engine.h |
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| bEnableVisualLogRecordingOnStart | uint32 | If true, the visual logger will start recording as soon as the engine starts | Engine/Engine.h |
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| bForceDisableFrameRateSmoothing | uint32 | Hook for external systems to transiently and forcibly disable framerate smoothing without stomping the original setting. | Engine/Engine.h | |||
| bGenerateDefaultTimecode | bool | Generate a default timecode from the computer clock when there is no timecode provider. | Engine/Engine.h |
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| bIsInitialized | bool | For IsInitialized() | Engine/Engine.h | |||
| bLockReadOnlyLevels | uint32 | True if the the user cannot modify levels that are read only. | Engine/Engine.h |
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| BlueNoiseScalarMobileTextureName | FSoftObjectPath | Path of the tiled blue-noise texture | Engine/Engine.h |
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| BlueNoiseScalarTexture | TObjectPtr< class UTexture2D > | Tiled blue-noise texture | Engine/Engine.h | |||
| BlueNoiseScalarTextureName | FSoftObjectPath | Path of the tiled blue-noise texture | Engine/Engine.h |
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| BlueNoiseVec2Texture | TObjectPtr< class UTexture2D > | Spatial-temporal blue noise texture with two channel output | Engine/Engine.h | |||
| BlueNoiseVec2TextureName | FSoftObjectPath | Path of the tiled blue-noise texture | Engine/Engine.h |
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| BoneWeightMaterial | TObjectPtr< class UMaterial > | Material used to render bone weights on skeletal meshes | Engine/Engine.h | |||
| BoneWeightMaterialName | FSoftObjectPath | Path of the material used to render bone weights on skeletal meshes | Engine/Engine.h |
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| bOptimizeAnimBlueprintMemberVariableAccess | uint32 | Controls whether anim blueprint nodes that access member variables of their class directly should use the optimized path that avoids a thunk to the Blueprint VM. | Engine/Engine.h |
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| bPauseOnLossOfFocus | uint32 | Whether to pause the game if focus is lost. | Engine/Engine.h |
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| bRenderLightMapDensityGrayscale | uint32 | If true, then render gray scale density. | Engine/Engine.h |
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| bSmoothFrameRate | uint32 | Whether to enable framerate smoothing. | Engine/Engine.h |
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| BSPSelectionHighlightIntensity | float | Used to alter the intensity level of the selection highlight on selected BSP surfaces | Engine/Engine.h |
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| bStartedLoadMapMovie | uint32 | True if the loading movie was started during LoadMap(). | Engine/Engine.h |
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| bSubtitlesEnabled | uint32 | Flag for completely disabling subtitles for localized sounds. | Engine/Engine.h |
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| bSubtitlesForcedOff | uint32 | Flag for forcibly disabling subtitles even if you try to turn them back on they will be off | Engine/Engine.h |
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| bSuppressMapWarnings | uint32 | If true, then skip drawing map warnings on screen even in non (UE_BUILD_SHIPPING | UE_BUILD_TEST) builds | Engine/Engine.h |
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| bUseFixedFrameRate | uint32 | Whether to use a fixed framerate. | Engine/Engine.h |
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| C_AddWire | FColor | Engine/Engine.h | ||||
| C_BrushShape | FColor | Engine/Engine.h | ||||
| C_BrushWire | FColor | Engine/Engine.h | ||||
| C_BSPCollision | FColor | Engine/Engine.h | ||||
| C_NonSolidWire | FColor | Engine/Engine.h | ||||
| C_OrthoBackground | FColor | Engine/Engine.h | ||||
| C_ScaleBoxHi | FColor | Engine/Engine.h | ||||
| C_SemiSolidWire | FColor | Engine/Engine.h | ||||
| C_SubtractWire | FColor | Engine/Engine.h | ||||
| C_Volume | FColor | Engine/Engine.h | ||||
| C_VolumeCollision | FColor | Engine/Engine.h | ||||
| C_WireBackground | FColor | Engine/Engine.h | ||||
| C_WorldBox | FColor | Engine/Engine.h | ||||
| CameraRotationThreshold | float | Camera rotation (deg) beyond which occlusion queries are ignored from previous frame (because they are likely not valid) | Engine/Engine.h |
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| CameraTranslationThreshold | float | Camera movement beyond which occlusion queries are ignored from previous frame (because they are likely not valid) | Engine/Engine.h |
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| ClayMaterial | TObjectPtr< class UMaterialInterface > | Engine/Engine.h | ||||
| ClayMaterialName | FSoftObjectPath | A material used to render the geometry inspection clay mode. | Engine/Engine.h |
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| ClothPaintMaterial | TObjectPtr< class UMaterial > | Materials used to render cloth properties on skeletal meshes | Engine/Engine.h | |||
| ClothPaintMaterialInstance | TObjectPtr< class UMaterialInstanceDynamic > | Engine/Engine.h | ||||
| ClothPaintMaterialName | FSoftObjectPath | Name of the material used to render cloth in the clothing tools | Engine/Engine.h |
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| ClothPaintMaterialWireframe | TObjectPtr< class UMaterial > | Engine/Engine.h | ||||
| ClothPaintMaterialWireframeInstance | TObjectPtr< class UMaterialInstanceDynamic > | Engine/Engine.h | ||||
| ClothPaintMaterialWireframeName | FSoftObjectPath | Name of the material used to render cloth wireframe in the clothing tools | Engine/Engine.h |
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| ClothPaintOpaqueMaterial | TObjectPtr< class UMaterial > | Engine/Engine.h | ||||
| ClothPaintOpaqueMaterialInstance | TObjectPtr< class UMaterialInstanceDynamic > | Engine/Engine.h | ||||
| ClothPaintOpaqueMaterialName | FSoftObjectPath | Name of the material used to render cloth in the clothing tools with full opacity | Engine/Engine.h |
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| ClothPaintOpaqueMaterialWireframe | TObjectPtr< class UMaterial > | Engine/Engine.h | ||||
| ClothPaintOpaqueMaterialWireframeInstance | TObjectPtr< class UMaterialInstanceDynamic > | Engine/Engine.h | ||||
| ClothPaintOpaqueMaterialWireframeName | FSoftObjectPath | Name of the material used to render cloth wireframe in the clothing tools with full opacity | Engine/Engine.h |
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| ConsoleClass | TSubclassOf< class UConsole > | Engine/Engine.h | ||||
| ConsoleClassName | FSoftClassPath | Sets the class to use for the game console summoned with ~ | Engine/Engine.h |
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| ConstraintLimitMaterial | TObjectPtr< class UMaterial > | Material used to render constraint limits | Engine/Engine.h | |||
| ConstraintLimitMaterialPrismatic | TObjectPtr< class UMaterialInstanceDynamic > | Engine/Engine.h | ||||
| ConstraintLimitMaterialX | TObjectPtr< class UMaterialInstanceDynamic > | Engine/Engine.h | ||||
| ConstraintLimitMaterialXAxis | TObjectPtr< class UMaterialInstanceDynamic > | Engine/Engine.h | ||||
| ConstraintLimitMaterialY | TObjectPtr< class UMaterialInstanceDynamic > | Engine/Engine.h | ||||
| ConstraintLimitMaterialYAxis | TObjectPtr< class UMaterialInstanceDynamic > | Engine/Engine.h | ||||
| ConstraintLimitMaterialZ | TObjectPtr< class UMaterialInstanceDynamic > | Engine/Engine.h | ||||
| ConstraintLimitMaterialZAxis | TObjectPtr< class UMaterialInstanceDynamic > | Engine/Engine.h | ||||
| CustomTimeStepClassName | FSoftClassPath | Override how the Engine process the Framerate/Timestep. | Engine/Engine.h |
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| DebugEditorMaterial | TObjectPtr< class UMaterial > | A material used to render debug meshes. | Engine/Engine.h | |||
| DebugEditorMaterialName | FSoftObjectPath | A material used to render debug opaque material. | Engine/Engine.h |
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| DebugMeshMaterial | TObjectPtr< class UMaterial > | A material used to render debug meshes. | Engine/Engine.h | |||
| DebugMeshMaterialName | FSoftObjectPath | Path of the default material for debug mesh | Engine/Engine.h |
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| DefaultBloomKernelTexture | TObjectPtr< class UTexture2D > | Texture used to bloom when using FFT, mimics characteristic bloom produced in a camera from a signle bright source | Engine/Engine.h | |||
| DefaultBloomKernelTextureName | FSoftObjectPath | Path of the texture used to bloom when using FFT, mimics characteristic bloom produced in a camera from a signle bright source | Engine/Engine.h |
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| DefaultBlueprintBaseClassName | FSoftClassPath | Sets the base class to use for new blueprints created in the editor, configurable on a per-game basis | Engine/Engine.h |
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| DefaultBokehTexture | TObjectPtr< class UTexture2D > | Texture used to blur out of focus content, mimics the Bokeh shape of actual cameras | Engine/Engine.h | |||
| DefaultBokehTextureName | FSoftObjectPath | Path of the texture used to blur out of focus content, mimics the Bokeh shape of actual cameras | Engine/Engine.h |
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| DefaultBSPVertexTexture | TObjectPtr< class UTexture2D > | Texture used to render a vertex in the editor | Engine/Engine.h | |||
| DefaultBSPVertexTextureName | FSoftObjectPath | Path of the texture used to render a vertex in the editor | Engine/Engine.h |
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| DefaultDestructiblePhysMaterial | TObjectPtr< class UPhysicalMaterial > | PhysicalMaterial to use if none is defined for a Destructible object. | Engine/Engine.h | |||
| DefaultDestructiblePhysMaterialName | FSoftObjectPath | Path of the PhysicalMaterial to use if none is defined for a particular object. | Engine/Engine.h |
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| DefaultDiffuseTexture | TObjectPtr< class UTexture > | A global default diffuse texture. | Engine/Engine.h | |||
| DefaultDiffuseTextureName | FSoftObjectPath | Path of the global default diffuse texture. | Engine/Engine.h |
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| DefaultFilmGrainTexture | TObjectPtr< class UTexture2D > | Texture used to film grain by default. | Engine/Engine.h | |||
| DefaultFilmGrainTextureName | FSoftObjectPath | Path of the texture used by film grain by default. | Engine/Engine.h |
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| DefaultFlattenMaterial | TObjectPtr< class UMaterial > | Materials used when flattening materials | Engine/Engine.h | |||
| DefaultFlattenMaterialName | FSoftObjectPath | A material used to flatten materials. | Engine/Engine.h |
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| DefaultHLODFlattenMaterial | TObjectPtr< class UMaterial > | Engine/Engine.h | ||||
| DefaultHLODFlattenMaterialName | FSoftObjectPath | A material used to flatten materials to VT textures. | Engine/Engine.h |
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| DefaultLandscapeFlattenMaterial | TObjectPtr< class UMaterial > | Engine/Engine.h | ||||
| DefaultLandscapeFlattenMaterialName | FSoftObjectPath | A material used to flatten materials to VT textures, with the normals being in world space. | Engine/Engine.h |
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| DefaultPhysMaterial | TObjectPtr< class UPhysicalMaterial > | PhysicalMaterial to use if none is defined for a particular object. | Engine/Engine.h | |||
| DefaultPhysMaterialName | FSoftObjectPath | Path of the PhysicalMaterial to use if none is defined for a particular object. | Engine/Engine.h |
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| DefaultTexture | TObjectPtr< class UTexture2D > | A global default texture. | Engine/Engine.h | |||
| DefaultTextureName | FSoftObjectPath | Path of the global default texture that is used when no texture is specified. | Engine/Engine.h |
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| DefaultZenStreamingTextureName | FSoftObjectPath | Path of the texture used to indicate zen streaming is active. | Engine/Engine.h |
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| DeferredCommands | TArray< FString > | Array of deferred command strings/ execs that get executed at the end of the frame | Engine/Engine.h | |||
| DiffuseEnergyTexture | TObjectPtr< class UTexture2D > | Texture used for rough diffuse energy conservation | Engine/Engine.h | |||
| DiffuseEnergyTextureName | FSoftObjectPath | Path of the texture used for rough diffuse energy conservation | Engine/Engine.h |
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| DisplayGamma | float | Current display gamma setting | Engine/Engine.h |
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| EditorBrushMaterial | TObjectPtr< class UMaterial > | A material used to render the sides of the builder brush/volumes/etc. | Engine/Engine.h | |||
| EditorBrushMaterialName | FSoftObjectPath | Path of the material used to render the sides of the builder brush/volumes/etc. | Engine/Engine.h |
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| EmissiveMeshMaterial | TObjectPtr< class UMaterial > | A material used to render emissive meshes (e.g. light source surface). | Engine/Engine.h | |||
| EmissiveMeshMaterialName | FSoftObjectPath | Path of the default material for emissive mesh | Engine/Engine.h |
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| EndStreamingPauseDelegate | FEndStreamingPauseDelegate * | Engine/Engine.h | ||||
| EngineLoop | IEngineLoop * | Engine loop, used for callbacks from the engine module into launch. | Engine/Engine.h | |||
| EyeTrackingDevice | TSharedPtr< class IEyeTracker, ESPMode::ThreadSafe > | Reference to the HMD device that is attached, if any | Engine/Engine.h | |||
| FixedFrameRate | float | The fixed framerate to use. | Engine/Engine.h |
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| FrontBackFaceMaterial | TObjectPtr< class UMaterialInterface > | Engine/Engine.h | ||||
| FrontBackFaceMaterialName | FSoftObjectPath | A material used to render the geometry inspection front/back face mode. | Engine/Engine.h |
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| GameScreenshotSaveDirectory | FDirectoryPath | The save directory for newly created screenshots | Engine/Engine.h |
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| GameSingleton | TObjectPtr< UObject > | A UObject spawned at initialization time to handle game-specific data | Engine/Engine.h | |||
| GameSingletonClassName | FSoftClassPath | Sets the class for a global object spawned at startup to handle game-specific data. | Engine/Engine.h |
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| GameUserSettings | TObjectPtr< class UGameUserSettings > | Global instance of the user game settings | Engine/Engine.h | |||
| GameUserSettingsClass | TSubclassOf< class UGameUserSettings > | Engine/Engine.h | ||||
| GameUserSettingsClassName | FSoftClassPath | Sets the GameUserSettings class, which can be overridden to support game-specific options for Graphics/Sound/Gameplay. | Engine/Engine.h |
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| GameViewport | TObjectPtr< class UGameViewportClient > | The view port representing the current game instance. Can be 0 so don't use without checking. | Engine/Engine.h | |||
| GameViewportClientClass | TSubclassOf< class UGameViewportClient > | Engine/Engine.h | ||||
| GameViewportClientClassName | FSoftClassPath | Sets the class to use for the game viewport client, which can be overridden to change game-specific input and display behavior. | Engine/Engine.h |
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| GenerateDefaultTimecodeFrameDelay | float | Number of frames to subtract from generated default timecode. | Engine/Engine.h |
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| GenerateDefaultTimecodeFrameRate | FFrameRate | When generating a default timecode (bGenerateDefaultTimecode is true and no timecode provider is set) at which frame rate it should be generated (number of frames). | Engine/Engine.h |
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| GeomMaterial | TObjectPtr< class UMaterial > | A translucent material used to render things in geometry mode. | Engine/Engine.h | |||
| GeomMaterialName | FSoftObjectPath | Path of the translucent material used to render things in geometry mode. | Engine/Engine.h |
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| GGXLTCAmpTexture | TObjectPtr< class UTexture2D > | Texture used for GGX LTC integration (Amplitude Texture) | Engine/Engine.h | |||
| GGXLTCAmpTextureName | FSoftObjectPath | Path of the texture used for GGX LTC integration (Amplitude Texture) | Engine/Engine.h |
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| GGXLTCMatTexture | TObjectPtr< class UTexture2D > | Texture used for GGX LTC integration (Matrix Texture) | Engine/Engine.h | |||
| GGXLTCMatTextureName | FSoftObjectPath | Path of the texture used for GGX LTC integration (Matrix Texture) | Engine/Engine.h |
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| GGXReflectionEnergyTexture | TObjectPtr< class UTexture2D > | Texture used for specular reflection energy conservation | Engine/Engine.h | |||
| GGXReflectionEnergyTextureName | FSoftObjectPath | Path of the texture used for specular reflection energy conservation | Engine/Engine.h |
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| GGXTransmissionEnergyTexture | TObjectPtr< class UTexture2D > | Texture used for specular transmission energy conservation | Engine/Engine.h | |||
| GGXTransmissionEnergyTextureName | FSoftObjectPath | Path of the texture used for specular transmission energy conservation | Engine/Engine.h |
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| GlintTexture | TObjectPtr< class UTexture2DArray > | Stable glint BSDF texture | Engine/Engine.h | |||
| GlintTexture2 | TObjectPtr< class UTexture2DArray > | Stable glint BSDF texture with more variety to cover slope space and avoid circular artifact | Engine/Engine.h | |||
| GlintTexture2Name | FSoftObjectPath | Path of the glint BSDF texture 2 | Engine/Engine.h |
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| GlintTextureName | FSoftObjectPath | Path of the glint BSDF texture | Engine/Engine.h |
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| GPUSkinCacheVisualizationExcludedColor | FLinearColor | The visualization color when sk mesh not using skin cache. | Engine/Engine.h |
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| GPUSkinCacheVisualizationHighMemoryColor | FLinearColor | Engine/Engine.h |
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| GPUSkinCacheVisualizationHighMemoryThresholdInMB | float | Engine/Engine.h |
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| GPUSkinCacheVisualizationIncludedColor | FLinearColor | The visualization color when sk mesh using skin cache. | Engine/Engine.h |
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| GPUSkinCacheVisualizationLowMemoryColor | FLinearColor | The memory visualization colors of skin cache | Engine/Engine.h |
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| GPUSkinCacheVisualizationLowMemoryThresholdInMB | float | The memory visualization threshold in MB for a skin cache entry | Engine/Engine.h |
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| GPUSkinCacheVisualizationMidMemoryColor | FLinearColor | Engine/Engine.h |
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| GPUSkinCacheVisualizationRayTracingLODOffsetColors | TArray< FLinearColor > | The visualization colors of ray tracing LOD index offset from raster LOD | Engine/Engine.h |
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| GPUSkinCacheVisualizationRecomputeTangentsColor | FLinearColor | The visualization color when sk mesh using recompute tangents. | Engine/Engine.h |
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| HighFrequencyNoiseTexture | TObjectPtr< class UTexture2D > | Texture used to get random image grain values for post processing | Engine/Engine.h | |||
| HighFrequencyNoiseTextureName | FSoftObjectPath | Path of the texture used to get random image grain values for post processing | Engine/Engine.h |
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| HLODColorationColors | TArray< FLinearColor > | The colors used to render LOD coloration. | Engine/Engine.h |
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| IdealLightMapDensity | float | Ideal lightmap density value for coloring. | Engine/Engine.h |
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| InvalidLightmapSettingsMaterial | TObjectPtr< class UMaterial > | Material that renders a message about lightmap settings being invalid. | Engine/Engine.h | |||
| InvalidLightmapSettingsMaterialName | FSoftObjectPath | Path of the material that renders a message about lightmap settings being invalid. | Engine/Engine.h |
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| IrisNetDriverConfigs | TArray< FIrisNetDriverConfig > | A list of Iris NetDriverConfigs | Engine/Engine.h |
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| LargeFontName | FSoftObjectPath | Sets the font used for large engine text | Engine/Engine.h |
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| LevelColorationLitMaterial | TObjectPtr< class UMaterial > | Material used for visualizing level membership in lit view port modes. | Engine/Engine.h | |||
| LevelColorationLitMaterialName | FString | Path of the material used for visualizing level membership in lit view port modes. | Engine/Engine.h |
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| LevelColorationUnlitMaterial | TObjectPtr< class UMaterial > | Material used for visualizing level membership in unlit view port modes. | Engine/Engine.h | |||
| LevelColorationUnlitMaterialName | FString | Path of the material used for visualizing level membership in unlit view port modes. | Engine/Engine.h |
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| LevelScriptActorClass | TSubclassOf< class ALevelScriptActor > | Engine/Engine.h | ||||
| LevelScriptActorClassName | FSoftClassPath | Sets the Level Script Actor class, which can be overridden to allow game-specific behavior in per-map blueprint scripting | Engine/Engine.h |
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| LightComplexityColors | TArray< FLinearColor > | The colors used to render light complexity. | Engine/Engine.h |
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| LightingOnlyBrightness | FLinearColor | Color used for the lighting only render mode | Engine/Engine.h |
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| LightingTexelDensityMaterial | TObjectPtr< class UMaterial > | Material used for visualizing lighting only w/ lightmap texel density. | Engine/Engine.h | |||
| LightingTexelDensityName | FString | Path of the material used for visualizing lighting only w/ lightmap texel density. | Engine/Engine.h |
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| LightMapDensitySelectedColor | FLinearColor | The color to render selected objects in for LightMap Density view mode. | Engine/Engine.h |
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| LightMapDensityTexture | TObjectPtr< class UTexture2D > | Texture used to display LightMapDensity | Engine/Engine.h | |||
| LightMapDensityTextureName | FSoftObjectPath | Path of the texture used to display LightMapDensity | Engine/Engine.h |
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| LightMapDensityVertexMappedColor | FLinearColor | The color to render vertex mapped objects in for LightMap Density view mode. | Engine/Engine.h |
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| LocalPlayerClass | TSubclassOf< class ULocalPlayer > | Engine/Engine.h | ||||
| LocalPlayerClassName | FSoftClassPath | Sets the class to use for local players, which can be overridden to store game-specific information for a local player. | Engine/Engine.h |
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| LODColorationColors | TArray< FLinearColor > | The colors used to render LOD coloration. | Engine/Engine.h |
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| MaxES3PixelShaderAdditiveComplexityCount | float | Engine/Engine.h |
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| MaximumLoopIterationCount | int32 | Script maximum loop iteration count used as a threshold to warn users about script execution runaway | Engine/Engine.h |
|
||
| MaxLightMapDensity | float | Maximum lightmap density value for coloring. | Engine/Engine.h |
|
||
| MaxOcclusionPixelsFraction | float | Max screen pixel fraction where retesting when unoccluded is worth the GPU time. | Engine/Engine.h |
|
||
| MaxParticleResize | int32 | The maximum allowed size to a ParticleEmitterInstance::Resize call. | Engine/Engine.h |
|
||
| MaxParticleResizeWarn | int32 | If the resize request is larger than this, spew out a warning to the log | Engine/Engine.h |
|
||
| MaxPixelShaderAdditiveComplexityCount | float | Complexity limits for the various complexity view mode combinations. | Engine/Engine.h |
|
||
| MediumFontName | FSoftObjectPath | Sets the font used for medium engine text | Engine/Engine.h |
|
||
| MinDesiredFrameRate | float | Minimum desired framerate setting, below this frame rate visual detail may be lowered | Engine/Engine.h |
|
||
| MiniFontTexture | TObjectPtr< class UTexture2D > | Texture used to do font rendering in shaders | Engine/Engine.h | |||
| MiniFontTextureName | FSoftObjectPath | Path of the texture used to do font rendering in shaders | Engine/Engine.h |
|
||
| MinLightMapDensity | float | Minimum lightmap density value for coloring. | Engine/Engine.h |
|
||
| MonospaceFontName | FSoftObjectPath | Sets the font used for monospace engine text, e.g. in debug displays | Engine/Engine.h |
|
||
| NaniteHiddenSectionMaterial | TObjectPtr< class UMaterial > | Material used for removing Nanite mesh sections from rasterization. | Engine/Engine.h | |||
| NaniteHiddenSectionMaterialName | FString | Path of the material used for removing Nanite mesh sections from rasterization. | Engine/Engine.h |
|
||
| NavigationSystemClass | TSubclassOf< class UNavigationSystemBase > | Sets the class to use for NavigationSystem, which can be overridden to change game-specific navigation/AI behavior. | Engine/Engine.h | |||
| NavigationSystemClassName | FSoftClassPath | Engine/Engine.h |
|
|||
| NavigationSystemConfigClass | TSubclassOf< class UNavigationSystemConfig > | Engine/Engine.h | ||||
| NavigationSystemConfigClassName | FSoftClassPath | Sets the Navigation System Config class, which can be overridden to change game-specific navigation/AI behavior. | Engine/Engine.h |
|
||
| NearClipPlane | float | The distance of the camera's near clipping plane. | Engine/Engine.h |
|
||
| NetClientTicksPerSecond | float | Number of times to tick each client per second | Engine/Engine.h |
|
||
| NetDriverDefinitions | TArray< FNetDriverDefinition > | A list of named UNetDriver definitions | Engine/Engine.h |
|
||
| NetErrorLogInterval | float | Amount of time in seconds between network error logging | Engine/Engine.h |
|
||
| NetworkDDoSEscalationEvent | FOnNetworkDDoSEscalation | Engine/Engine.h | ||||
| NetworkFailureEvent | FOnNetworkFailure | Engine/Engine.h | ||||
| NetworkLagStateChangedEvent | FOnNetworkLagStateChanged | Engine/Engine.h | ||||
| NumPawnsAllowedToBeSpawnedInAFrame | int32 | If bCheckForMultiplePawnsSpawnedInAFrame==true, then we will check to see that no more than this number of pawns are spawned in a frame. | Engine/Engine.h |
|
||
| OnHitchDetectedDelegate | FEngineHitchDetectedDelegate | Delegate called when FPS charting detects a hitch (it is not triggered if there are no active performance data consumers). | Engine/Engine.h | |||
| ParticleEventManagerClassPath | FString | Sets the class to use to spawn a ParticleEventManager that can handle game-specific particle system behavior | Engine/Engine.h |
|
||
| PendingDroppedNotes | TArray< struct FDropNoteInfo > | List of notes to place during Play in Editor | Engine/Engine.h |
|
||
| PhysicalMaterialMaskMaterial | TObjectPtr< class UMaterial > | A material used to render physical material mask on mesh. | Engine/Engine.h | |||
| PhysicalMaterialMaskMaterialName | FSoftObjectPath | A material used to render physical material mask on mesh. | Engine/Engine.h |
|
||
| PhysicsCollisionHandlerClass | TSubclassOf< class UPhysicsCollisionHandler > | Engine/Engine.h | ||||
| PhysicsCollisionHandlerClassName | FSoftClassPath | Sets the PhysicsCollisionHandler class to use by default, which can be overridden to change game-specific behavior when objects collide using physics. | Engine/Engine.h |
|
||
| PreIntegratedSkinBRDFTexture | TObjectPtr< class UTexture2D > | Texture used for pre-integrated skin shading | Engine/Engine.h | |||
| PreIntegratedSkinBRDFTextureName | FSoftObjectPath | Path of the texture used for pre-integrated skin shading | Engine/Engine.h |
|
||
| PreviewShadowsIndicatorMaterial | TObjectPtr< class UMaterial > | Material that renders a message about preview shadows being used. | Engine/Engine.h | |||
| PreviewShadowsIndicatorMaterialName | FSoftObjectPath | Path of the material that renders a message about preview shadows being used. | Engine/Engine.h |
|
||
| PrimitiveProbablyVisibleTime | float | The amount of time a primitive is considered to be probably visible after it was last actually visible. | Engine/Engine.h |
|
||
| QuadComplexityColors | TArray< FLinearColor > | The colors used to render quad complexity. | Engine/Engine.h |
|
||
| RandomColorMaterial | TObjectPtr< class UMaterialInterface > | Engine/Engine.h | ||||
| RandomColorMaterialName | FSoftObjectPath | A material used to render the geometry inspection random color mode. | Engine/Engine.h |
|
||
| RemoveSurfaceMaterial | TObjectPtr< class UMaterial > | Material used to indicate that the associated BSP surface should be removed. | Engine/Engine.h | |||
| RemoveSurfaceMaterialName | FSoftObjectPath | Path of the material used to indicate that the associated BSP surface should be removed. | Engine/Engine.h |
|
||
| RenderLightMapDensityColorScale | float | The scale factor when rendering color density. | Engine/Engine.h |
|
||
| RenderLightMapDensityGrayscaleScale | float | The scale factor when rendering gray scale density. | Engine/Engine.h |
|
||
| RuntimeServerActors | TArray< FString > | Runtime-modified list of server actors, allowing plugins to use serveractors, without permanently adding them to config files | Engine/Engine.h | |||
| SelectionHighlightIntensity | float | Used to alter the intensity level of the selection highlight on selected objects | Engine/Engine.h |
|
||
| SelectionHighlightIntensityBillboards | float | Used to alter the intensity level of the selection highlight on selected billboard objects | Engine/Engine.h |
|
||
| ServerActors | TArray< FString > | A configurable list of actors that are automatically spawned upon server startup (just prior to InitGame) | Engine/Engine.h |
|
||
| ShadedLevelColorationLitMaterial | TObjectPtr< class UMaterial > | Material used for visualizing level membership in lit view port modes. | Engine/Engine.h | |||
| ShadedLevelColorationLitMaterialName | FString | Path of the material used for visualizing level membership in lit view port modes. | Engine/Engine.h |
|
||
| ShadedLevelColorationUnlitMaterial | TObjectPtr< class UMaterial > | Material used for visualizing level membership in unlit view port modes. | Engine/Engine.h | |||
| ShadedLevelColorationUnlitMaterialName | FString | Path of the material used for visualizing level membership in unlit view port modes. | Engine/Engine.h |
|
||
| ShaderComplexityColors | TArray< FLinearColor > | The colors used to render shader complexity. | Engine/Engine.h |
|
||
| SheenEnergyTexture | TObjectPtr< class UTexture2D > | Texture used for sheen energy conservation | Engine/Engine.h | |||
| SheenEnergyTextureName | FSoftObjectPath | Path of the texture used for sheen energy conservation | Engine/Engine.h |
|
||
| SheenLegacyEnergyTextureName | FSoftObjectPath | Path of the texture used for sheen energy conservation | Engine/Engine.h |
|
||
| SheenLTCTexture | TObjectPtr< class UTexture2D > | Texture used for Sheen LTC integration (Matrix Texture) | Engine/Engine.h | |||
| SheenLTCTextureName | FSoftObjectPath | Path of the texture used for Sheen LTC integration (Matrix Texture) | Engine/Engine.h |
|
||
| SimpleVolumeEnvTexture | TObjectPtr< class UVolumeTexture > | Simple volume environment LUT texture | Engine/Engine.h | |||
| SimpleVolumeEnvTextureName | FSoftObjectPath | Path of the simple volume environment LUT texture | Engine/Engine.h |
|
||
| SimpleVolumeTexture | TObjectPtr< class UVolumeTexture > | Simple volume LUT texture | Engine/Engine.h | |||
| SimpleVolumeTextureName | FSoftObjectPath | Path of the simple volume LUT texture | Engine/Engine.h |
|
||
| SMAAAreaTexture | TObjectPtr< class UTexture2D > | SMAA Area Texture | Engine/Engine.h | |||
| SMAAAreaTextureName | FSoftObjectPath | Path of the SMAA Area Texture | Engine/Engine.h |
|
||
| SMAASearchTexture | TObjectPtr< class UTexture2D > | SMAA Search Texture | Engine/Engine.h | |||
| SMAASearchTextureName | FSoftObjectPath | Path of the SMAA Search Texture | Engine/Engine.h |
|
||
| SmallFontName | FSoftObjectPath | Sets the font used for small engine text, used for most debug displays | Engine/Engine.h |
|
||
| SmoothedFrameRateRange | FFloatRange | Range of framerates in which smoothing will kick in | Engine/Engine.h |
|
||
| StatColorMappings | TArray< struct FStatColorMapping > | Colors used to display specific profiling stats | Engine/Engine.h |
|
||
| StationaryLightOverlapColors | TArray< FLinearColor > | The colors used to render stationary light overlap. | Engine/Engine.h |
|
||
| StereoRenderingDevice | TSharedPtr< class IStereoRendering, ESPMode::ThreadSafe > | Reference to the stereoscopic rendering interface, if any | Engine/Engine.h | |||
| StreamingAccuracyColors | TArray< FLinearColor > | The colors used for texture streaming accuracy debug view modes. | Engine/Engine.h |
|
||
| SubtitleFontName | FSoftObjectPath | Sets the font used by the default Subtitle Manager | Engine/Engine.h |
|
||
| TextureColorViewModeMaterial | TObjectPtr< class UMaterial > | Material for visualizing mesh paint texture colors on meshes in the scene | Engine/Engine.h | |||
| TextureColorViewModeMaterialName | FString | Path of the material for visualizing mesh paint texture colors on meshes in the scene | Engine/Engine.h |
|
||
| TexturePaintingMaskMaterial | TObjectPtr< class UMaterial > | A material used to render the debug texture painting mask on mesh. | Engine/Engine.h | |||
| TexturePaintingMaskMaterialName | FSoftObjectPath | A material used to render the debug texture painting mask on mesh. | Engine/Engine.h |
|
||
| TimecodeProviderClassName | FSoftClassPath | Set TimecodeProvider when the engine is started. | Engine/Engine.h |
|
||
| TinyFontName | FSoftObjectPath | Sets the font used for the smallest engine text | Engine/Engine.h |
|
||
| TransitionDescription | FString | The current transition description text. | Engine/Engine.h | |||
| TransitionGameMode | FString | The gamemode for the destination map | Engine/Engine.h | |||
| TransitionType | ETransitionType | The state of the current map transition. | Engine/Engine.h | |||
| TravelFailureEvent | FOnTravelFailure | Engine/Engine.h | ||||
| UseClothAssetMinLODPerQualityLevels | bool | Engine/Engine.h |
|
|||
| UseGrassVarityPerQualityLevels | bool | Engine/Engine.h |
|
|||
| UseSkeletalMeshMinLODPerQualityLevels | bool | Engine/Engine.h |
|
|||
| UseStaticMeshMinLODPerQualityLevels | bool | Engine/Engine.h |
|
|||
| VertexColorMaterial | TObjectPtr< class UMaterial > | Material used to visualize vertex colors as emissive | Engine/Engine.h | |||
| VertexColorMaterialName | FString | Path of the material used to visualize vertex colors as emissive | Engine/Engine.h |
|
||
| VertexColorViewModeMaterial_AlphaAsColor | TObjectPtr< class UMaterial > | Material for visualizing vertex colors on meshes in the scene (alpha channel as color) | Engine/Engine.h | |||
| VertexColorViewModeMaterial_BlueOnly | TObjectPtr< class UMaterial > | Material for visualizing vertex colors on meshes in the scene (blue only) | Engine/Engine.h | |||
| VertexColorViewModeMaterial_ColorOnly | TObjectPtr< class UMaterial > | Material for visualizing vertex colors on meshes in the scene (color only, no alpha) | Engine/Engine.h | |||
| VertexColorViewModeMaterial_GreenOnly | TObjectPtr< class UMaterial > | Material for visualizing vertex colors on meshes in the scene (green only) | Engine/Engine.h | |||
| VertexColorViewModeMaterial_RedOnly | TObjectPtr< class UMaterial > | Material for visualizing vertex colors on meshes in the scene (red only) | Engine/Engine.h | |||
| VertexColorViewModeMaterialName_AlphaAsColor | FString | Path of the material for visualizing vertex colors on meshes in the scene (alpha channel as color) | Engine/Engine.h |
|
||
| VertexColorViewModeMaterialName_BlueOnly | FString | Path of the material for visualizing vertex colors on meshes in the scene (blue only) | Engine/Engine.h |
|
||
| VertexColorViewModeMaterialName_ColorOnly | FString | Path of the material for visualizing vertex colors on meshes in the scene (color only, no alpha) | Engine/Engine.h |
|
||
| VertexColorViewModeMaterialName_GreenOnly | FString | Path of the material for visualizing vertex colors on meshes in the scene (green only) | Engine/Engine.h |
|
||
| VertexColorViewModeMaterialName_RedOnly | FString | Path of the material for visualizing vertex colors on meshes in the scene (red only) | Engine/Engine.h |
|
||
| ViewExtensions | TSharedPtr< FSceneViewExtensions > | Extensions that can modify view parameters on the render thread. | Engine/Engine.h | |||
| WeightMapArrayPlaceholderTexture | TObjectPtr< class UTexture > | Engine/Engine.h | ||||
| WeightMapArrayPlaceholderTextureName | FSoftObjectPath | Engine/Engine.h |
|
|||
| WeightMapPlaceholderTexture | TObjectPtr< class UTexture > | Texture used as a placeholder for terrain weight-maps to give the material the correct texture format. | Engine/Engine.h | |||
| WeightMapPlaceholderTextureName | FSoftObjectPath | Path of the texture used as a placeholder for terrain weight-maps to give the material the correct texture format. | Engine/Engine.h |
|
||
| WireframeMaterial | TObjectPtr< class UMaterial > | The material used to render wireframe meshes. | Engine/Engine.h | |||
| WireframeMaterialName | FString | Path of the material used to render wireframe meshes in the editor and debug tools. | Engine/Engine.h |
|
||
| WorldSettingsClass | TSubclassOf< class AWorldSettings > | Engine/Engine.h | ||||
| WorldSettingsClassName | FSoftClassPath | Sets the class to use for WorldSettings, which can be overridden to store game-specific information on map/world. | Engine/Engine.h |
|
||
| XRSystem | TSharedPtr< class IXRTrackingSystem, ESPMode::ThreadSafe > | Reference to the VR/AR/MR tracking system that is attached, if any | Engine/Engine.h | |||
| ZebraMaterial | TObjectPtr< class UMaterial > | Engine/Engine.h | ||||
| ZebraMaterialInstance | TObjectPtr< class UMaterialInstanceDynamic > | Engine/Engine.h | ||||
| ZebraMaterialName | FSoftObjectPath | A material used to render the geometry inspection zebra mode. | Engine/Engine.h |
|
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| ActorFolderAddedEvent | FActorFolderAddedEvent | Broadcasts whenever an actor folder is added. | Engine/Engine.h | |
| ActorFolderRemovedEvent | FActorFolderRemovedEvent | Broadcasts whenever an actor folder is removed. | Engine/Engine.h | |
| ActorFoldersUpdatedEvent | FActorFoldersUpdatedEvent | Broadcasts whenever a level rebuilds its actor folder list. | Engine/Engine.h | |
| AdditionalFonts | TArray< TObjectPtr< class UFont > > | Engine/Engine.h | ||
| bDynamicResolutionEnableUserSetting | bool | Game user setting for dynamic resolution that has been committed. | Engine/Engine.h | |
| bFullPurgeTriggered | bool | Whether a full purge has been triggered, so that the next GarbageCollect will do a full purge no matter what. | Engine/Engine.h | |
| bGCPerformingFullPurge | bool | Whether a full purge is being performed during GC. | Engine/Engine.h | |
| bIsCurrentCustomTimeStepInitialized | bool | Is the current custom time step was initialized properly and if we should shut it down. | Engine/Engine.h | |
| bIsCurrentTimecodeProviderInitialized | bool | Is the current timecode provider was initialized properly and if we should shut it down. | Engine/Engine.h | |
| bIsDynamicResolutionPaused | bool | Whether dynamic resolution is paused or not. | Engine/Engine.h | |
| bIsOverridingSelectedColor | bool | Whether or not selection color is being overridden | Engine/Engine.h |
|
| bIsVanillaProduct | bool | Engine/Engine.h | ||
| bShouldDelayGarbageCollect | bool | Whether we should delay GC for one frame to finish some pending operation | Engine/Engine.h | |
| CustomTimeStep | TObjectPtr< UEngineCustomTimeStep > | Controls how the Engine process the Framerate/Timestep | Engine/Engine.h |
|
| CustomTimeStepChangedEvent | FSimpleMulticastDelegate | Broadcasts whenever the custom time step changed. | Engine/Engine.h | |
| DefaultSelectedMaterialColor | FLinearColor | Default color of selected objects in the level viewport (additive) | Engine/Engine.h |
|
| DynamicResolutionState | TSharedPtr< class IDynamicResolutionState > | Global state for dynamic resolution's heuristic. | Engine/Engine.h | |
| EditorCloseEvent | FEditorCloseEvent | Delegate broadcast when the editor is closing | Engine/Engine.h | |
| EngineStats | TArray< FEngineStatFuncs > | A list of all the simple stats functions that have been registered | Engine/Engine.h | |
| ErrorsAndWarningsCollector | TPimplPtr< FErrorsAndWarningsCollector > | Engine/Engine.h | ||
| GlobalNetTravelCount | uint32 | Increments every time a non-seamless travel happens on a server, to generate net session id's. | Engine/Engine.h |
|
| HandleScreenshotCapturedDelegateHandle | FDelegateHandle | Engine/Engine.h | ||
| LargeFont | TObjectPtr< class UFont > | Engine/Engine.h | ||
| LastDynamicResolutionEvent | EDynamicResolutionStateEvent | Last dynamic resolution event. | Engine/Engine.h | |
| LastGCFrame | uint64 | The last frame GC was run from ConditionalCollectGarbage to avoid multiple GCs in one frame | Engine/Engine.h | |
| LevelActorAddedEvent | FLevelActorAddedEvent | Broadcasts whenever an actor is added. | Engine/Engine.h | |
| LevelActorAttachedEvent | FLevelActorAttachedEvent | Broadcasts whenever an actor is attached. | Engine/Engine.h | |
| LevelActorDeletedEvent | FLevelActorDeletedEvent | Broadcasts whenever an actor is removed. | Engine/Engine.h | |
| LevelActorDetachedEvent | FLevelActorDetachedEvent | Broadcasts whenever an actor is detached. | Engine/Engine.h | |
| LevelActorFolderChangedEvent | FLevelActorFolderChangedEvent | Broadcasts whenever an actor's folder has changed. | Engine/Engine.h | |
| LevelActorListChangedEvent | FLevelActorListChangedEvent | Broadcasts whenever a world's actor list changes in a way not specifiable through other LevelActor__Events | Engine/Engine.h | |
| LevelActorOuterChangedEvent | FLevelActorOuterChangedEvent | Broadcasts whenever an actor's outer changes | Engine/Engine.h | |
| LevelActorRequestRenameEvent | FLevelActorRequestRenameEvent | Broadcasts whenever an actor is being renamed | Engine/Engine.h | |
| LevelComponentRequestRenameEvent | FLevelComponentRequestRenameEvent | Broadcasts whenever a component is being renamed | Engine/Engine.h | |
| MediumFont | TObjectPtr< class UFont > | Engine/Engine.h | ||
| MonospaceFont | TObjectPtr< class UFont > | Engine/Engine.h | ||
| NextDynamicResolutionState | TSharedPtr< class IDynamicResolutionState > | Next frame's Global state for dynamic resolution's heuristic. | Engine/Engine.h | |
| OnActorMovedEvent | FOnActorMovedEvent | Broadcasts after an actor has been moved, rotated or scaled | Engine/Engine.h | |
| OnActorMovingEvent | FOnActorMovingEvent | Broadcasts when an actor is being moved, rotated or scaled | Engine/Engine.h | |
| OnActorsMovedEvent | FOnActorsMovedEvent | Broadcast when a group of actors have been moved, rotated, or scaled | Engine/Engine.h | |
| OnComponentTransformChangedEvent | FOnComponentTransformChangedEvent | Broadcasts after a component has been moved, rotated or scaled | Engine/Engine.h | |
| PostEditorTickEvent | FPostEditorTick | Delegate broadcast after UEditorEngine::Tick has been called (or UGameEngine::Tick in standalone) | Engine/Engine.h | |
| PostRenderDelegate | FPostRenderDelegate | Delegate called just after to rendering. | Engine/Engine.h | |
| PostRenderDelegateEx | FPostRenderDelegateEx | Engine/Engine.h | ||
| PreRenderDelegate | FPreRenderDelegate | Delegate called just prior to rendering. | Engine/Engine.h | |
| PreRenderDelegateEx | FPreRenderDelegateEx | Engine/Engine.h | ||
| PriorityScreenMessages | TArray< struct FScreenMessageString > | A collection of messages to display on-screen. | Engine/Engine.h | |
| ScreenMessages | TMap< int32, FScreenMessageString > | A collection of messages to display on-screen. | Engine/Engine.h | |
| ScreenSaverInhibitor | FRunnableThread * | Thread preventing screen saver from kicking. Suspend most of the time. | Engine/Engine.h | |
| ScreenSaverInhibitorRunnable | FScreenSaverInhibitor * | Engine/Engine.h | ||
| ScreenSaverInhibitorSemaphore | int32 | Semaphore to control screen saver inhibitor thread access. | Engine/Engine.h |
|
| SelectedMaterialColor | FLinearColor | Color of selected objects in the level viewport (additive) | Engine/Engine.h |
|
| SelectedMaterialColorOverride | FLinearColor | An override to use in some cases instead of the selected material color | Engine/Engine.h |
|
| SelectionOutlineColor | FLinearColor | Color of the selection outline color. | Engine/Engine.h |
|
| SmallFont | TObjectPtr< class UFont > | Engine/Engine.h | ||
| SubduedSelectionOutlineColor | FLinearColor | Subdued version of the selection outline color. | Engine/Engine.h |
|
| SubtitleFont | TObjectPtr< class UFont > | Engine/Engine.h | ||
| TimecodeProvider | TObjectPtr< UTimecodeProvider > | Controls the Engine's timecode. | Engine/Engine.h |
|
| TimecodeProviderChangedEvent | FSimpleMulticastDelegate | Broadcasts whenever the timecode provider changed. | Engine/Engine.h | |
| TimeSinceLastPendingKillPurge | float | Time in seconds (game time so we respect time dilation) since the last time we purged references to pending kill objects | Engine/Engine.h | |
| TinyFont | TObjectPtr< class UFont > | Engine/Engine.h | ||
| WorldContextDestroyedEvent | FWorldContextDestroyedEvent | Delegate broadcast when a world context is destroyed | Engine/Engine.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
| Allows external systems to add a new simple engine stat function. | Engine/Engine.h | ||
| Engine/Engine.h | |||
void AddOnScreenDebugMessage
(
int32 Key, |
Add a FString to the On-screen debug message system. | Engine/Engine.h | |
void AddOnScreenDebugMessage
(
uint64 Key, |
Add a FString to the On-screen debug message system. | Engine/Engine.h | |
void AddPerformanceDataConsumer
(
TSharedPtr< IPerformanceDataConsumer > Consumer |
Register a performance data consumer with the engine; it will be passed performance information each frame | Engine/Engine.h | |
void AddTextureStreamingLoc
(
FVector InLoc, |
Adds a world location as a secondary view location for purposes of texture streaming. | Engine/Engine.h | |
virtual bool AllowSelectTranslucent() |
Engine/Engine.h | ||
bool AreAllWindowsHidden() |
Engine/Engine.h | ||
virtual bool AreEditorAnalyticsEnabled() |
Engine/Engine.h | ||
| Engine/Engine.h | |||
void BlockTillLevelStreamingCompleted
(
UWorld* InWorld |
Updates level streaming state using active game players view and blocks until all sub-levels are loaded/ visible/ hidden so further calls to UpdateLevelStreaming won't do any work unless state changes. | Engine/Engine.h | |
void BroadcastActorFolderAdded
(
UActorFolder* InActorFolder |
Called by internal engine systems after actor folder is added | Engine/Engine.h | |
void BroadcastActorFolderRemoved
(
UActorFolder* InActorFolder |
Called by internal engine systems after actor folder is removed | Engine/Engine.h | |
void BroadcastActorFoldersUpdated
(
ULevel* InLevel |
Called by internal engine systems after a level has finished updating its actor folder list | Engine/Engine.h | |
| Called when actors have been translated, rotated, or scaled by the editor | Engine/Engine.h | ||
void BroadcastEditorClose() |
Called after UEditorEngine::Tick has been called (or UGameEngine::Tick in standalone) | Engine/Engine.h | |
void BroadcastLevelActorAdded
(
AActor* InActor |
Called by internal engine systems after a level actor has been added | Engine/Engine.h | |
| Called by internal engine systems after a level actor has been attached | Engine/Engine.h | ||
void BroadcastLevelActorDeleted
(
AActor* InActor |
Called by internal engine systems after level actors have changed to notify other subsystems | Engine/Engine.h | |
| Called by internal engine systems after a level actor has been detached | Engine/Engine.h | ||
| Called by internal engine systems after a level actor's folder has been changed | Engine/Engine.h | ||
void BroadcastLevelActorListChanged() |
Called by internal engine systems after a world's actor list changes in a way not specifiable through other LevelActor__Events to notify other subsystems | Engine/Engine.h | |
| Called by internal engine systems after level actors have changed outer | Engine/Engine.h | ||
void BroadcastLevelActorRequestRename
(
const AActor* InActor |
Called by internal engine systems after a level actor has been requested to be renamed | Engine/Engine.h | |
void BroadcastLevelComponentRequestRename
(
const UActorComponent* InComponent |
Called by internal engine systems after a level actor has been requested to be renamed | Engine/Engine.h | |
void BroadcastNetworkDDosSEscalation
(
UWorld* World, |
Called by internal engine systems after network burst or DDoS is detected | Engine/Engine.h | |
void BroadcastNetworkFailure
(
UWorld* World, |
Called by internal engine systems after a network failure has occurred | Engine/Engine.h | |
void BroadcastNetworkLagStateChanged
(
UWorld* World, |
Called by internal engine systems after network lag has been detected | Engine/Engine.h | |
void BroadcastOnActorMoved
(
AActor* Actor |
Called by internal engine systems after an actor has been moved to notify other subsystems | Engine/Engine.h | |
void BroadcastOnActorMoving
(
AActor* Actor |
Called by internal engine systems when an actor is being moved to notify other subsystems | Engine/Engine.h | |
void BroadcastOnComponentTransformChanged
(
USceneComponent* InComponent, |
Called by SceneComponent PropagateTransformUpdate to nofify of any component transform change | Engine/Engine.h | |
void BroadcastPostEditorTick
(
float DeltaSeconds |
Called after UEditorEngine::Tick has been called (or UGameEngine::Tick in standalone) | Engine/Engine.h | |
void BroadcastTravelFailure
(
UWorld* InWorld, |
Called by internal engine systems after a travel failure has occurred | Engine/Engine.h | |
virtual EBrowseReturnVal::Type Browse
(
FWorldContext& WorldContext, |
Browse to a specified URL, relative to the current one. | Engine/Engine.h | |
void BrowseToDefaultMap
(
FWorldContext& WorldContext |
Engine/Engine.h | ||
virtual void CancelAllPending() |
Cancel pending level. | Engine/Engine.h | |
virtual void CancelPending
(
UWorld* InWorld, |
Engine/Engine.h | ||
void CancelPendingMapChange
(
UWorld* InWorld |
Cancels pending map change. | Engine/Engine.h | |
virtual void CancelTransaction
(
int32 Index |
Engine/Engine.h | ||
virtual bool CanTransact() |
Engine/Engine.h | ||
void ChangeDynamicResolutionStateAtNextFrame
(
TSharedPtr< class IDynamicResolutionState > NewState |
Override dynamic resolution state for next frame. | Engine/Engine.h | |
virtual void CheckAndHandleStaleWorldObjectReferences
(
FWorldContext* InWorldContext |
Finds any World(s) and related objects that are still referenced after being destroyed by LoadMap and logs which objects are holding the references. | Engine/Engine.h | |
void CleanupGameViewport() |
Clean up the GameViewport | Engine/Engine.h | |
void CleanupPackagesToFullyLoad
(
FWorldContext& Context, |
Removes the PerMapPackages from the RootSet | Engine/Engine.h | |
void ClearDebugDisplayProperties() |
Clear out the debug properties array that is storing values to show on the screen | Engine/Engine.h | |
void ClearOnScreenDebugMessages() |
Clear any existing debug messages | Engine/Engine.h | |
bool CommitMapChange
(
UWorld* InWorld |
Engine/Engine.h | ||
void ConditionalCollectGarbage() |
Collect garbage once per frame driven by World ticks | Engine/Engine.h | |
void ConditionalCommitMapChange
(
UWorld* InWorld |
Engine/Engine.h | ||
void ConditionallyLoadPreIntegratedSkinBRDFTexture() |
Conditionally load this texture for a platform. Always loaded in Editor | Engine/Engine.h | |
virtual double CorrectNegativeTimeDelta
(
double DeltaRealTime |
Allows games to correct the negative delta | Engine/Engine.h | |
bool CreateNamedNetDriver
(
UPendingNetGame* PendingNetGame, |
Creates a UNetDriver and associates a name with it. | Engine/Engine.h | |
bool CreateNamedNetDriver
(
UWorld* InWorld, |
Creates a UNetDriver and associates a name with it. | Engine/Engine.h | |
UNetDriver * CreateNetDriver
(
UWorld* InWorld, |
Creates a UNetDriver with an engine assigned name | Engine/Engine.h | |
FWorldContext & CreateNewWorldContext
(
EWorldType::Type WorldType |
Engine/Engine.h | ||
virtual UWorld * CreatePIEWorldByDuplication
(
FWorldContext& Context, |
This should only ever be called for a EditorEngine. | Engine/Engine.h | |
virtual void CreateStartupAnalyticsAttributes
(
TArray< struct FAnalyticsEventAttribute >& StartSessionAttributes |
Engine/Engine.h | ||
void DelayGarbageCollection() |
Requests a one frame delay of Garbage Collection | Engine/Engine.h | |
void DestroyNamedNetDriver
(
UPendingNetGame* PendingNetGame, |
Engine/Engine.h | ||
void DestroyNamedNetDriver
(
UWorld* InWorld, |
Destroys a UNetDriver based on its name. | Engine/Engine.h | |
virtual void DestroyWorldContext
(
UWorld* InWorld |
Engine/Engine.h | ||
float DrawOnscreenDebugMessages
(
UWorld* World, |
UE_BUILD_SHIPPING. | Engine/Engine.h | |
void EmitDynamicResolutionEvent
(
EDynamicResolutionStateEvent Event |
Emit an event for dynamic resolution if not already done. | Engine/Engine.h | |
void EnableScreenSaver
(
bool bEnable |
Enables or disables the ScreenSaver (PC only) | Engine/Engine.h | |
virtual int32 EndTransaction() |
Engine/Engine.h | ||
void ExecEngineStat
(
UWorld* World, |
Wrapper for firing a simple stat exec. | Engine/Engine.h | |
virtual bool Experimental_ShouldPreDuplicateMap
(
const FName MapName |
If this function returns true, the DynamicSourceLevels collection will be duplicated for the given map. | Engine/Engine.h | |
ULocalPlayer * FindFirstLocalPlayerFromControllerId
(
int32 ControllerId |
Returns the first ULocalPlayer that matches the given ControllerId. | Engine/Engine.h | |
ULocalPlayer * FindFirstLocalPlayerFromPlatformUserId
(
FPlatformUserId PlatformUserId |
Returns the first ULocalPlayer that matches the given platform user id, or the first player if the id is invalid This will search across all world contexts. | Engine/Engine.h | |
UNetDriver * FindNamedNetDriver
(
const UWorld* InWorld, |
Finds a UNetDriver based on its name. | Engine/Engine.h | |
UNetDriver * FindNamedNetDriver
(
const UPendingNetGame* InPendingNetGame, |
Engine/Engine.h | ||
virtual void FocusNextPIEWorld
(
UWorld* CurrentPieWorld, |
Engine/Engine.h | ||
void ForceGarbageCollection
(
bool bFullPurge |
Updates the timer between garbage collection such that at the next opportunity garbage collection will be run. | Engine/Engine.h | |
void ForEachEngineSubsystem
(
TFunctionRef< void(TSubsystemClass*)> Operation |
Performs an operation on all Subsystem of specified type, this is only necessary for interfaces that can have multiple implementations instanced at a time. | Engine/Engine.h | |
UGameViewportClient * GameViewportForWorld
(
const UWorld* InWorld |
Engine/Engine.h | ||
FAudioDeviceHandle GetActiveAudioDevice() |
Engine/Engine.h | ||
void GetAllLocalPlayerControllers
(
TArray< APlayerController* >& PlayerList |
Gets all local players associated with the engine. | Engine/Engine.h | |
FAudioDeviceManager * GetAudioDeviceManager() |
Engine/Engine.h | ||
void GetAverageUnitTimes
(
TArray< float >& AverageTimes |
Returns the average game/render/gpu/total time since this function was last called | Engine/Engine.h | |
UWorld * GetCurrentPlayWorld
(
UWorld* PossiblePlayWorld |
Tries to find the currently active primary Game or Play in Editor world, returning null if it is ambiguous. | Engine/Engine.h | |
UEngineCustomTimeStep * GetCustomTimeStep() |
Get the custom time step that control the Engine Framerate/Timestep | Engine/Engine.h | |
| Returns the first ULocalPlayer that should be used for debug purposes. | Engine/Engine.h | ||
| The feature used to create new worlds, by default. | Engine/Engine.h | ||
float GetDisplayGamma() |
Returns the current display gamma value | Engine/Engine.h | |
void GetDynamicResolutionCurrentStateInfos
(
FDynamicResolutionStateInfos& OutInfos |
Queries informations about the current state dynamic resolution. | Engine/Engine.h | |
IDynamicResolutionState * GetDynamicResolutionState() |
Get's global dynamic resolution state | Engine/Engine.h | |
bool GetDynamicResolutionUserSetting() |
Get the user setting for dynamic resolution. | Engine/Engine.h | |
TSubsystemClass * GetEngineSubsystem() |
Get an Engine Subsystem of specified type | Engine/Engine.h | |
TArray< TSubsystemClass * > GetEngineSubsystemArrayCopy() |
Get all Subsystems of specified type, this is only necessary for interfaces that can have multiple implementations instanced at a time. | Engine/Engine.h | |
UEngineSubsystem * GetEngineSubsystemBase
(
TSubclassOf< UEngineSubsystem > SubsystemClass |
Get an Engine Subsystem of specified type | Engine/Engine.h | |
ULocalPlayer * GetFirstGamePlayer
(
UWorld* InWorld |
Return the first ULocalPlayer in the GamePlayers array. | Engine/Engine.h | |
ULocalPlayer * GetFirstGamePlayer
(
const UGameViewportClient* InViewport |
Engine/Engine.h | ||
ULocalPlayer * GetFirstGamePlayer
(
UPendingNetGame* PendingNetGame |
Engine/Engine.h | ||
APlayerController * GetFirstLocalPlayerController
(
const UWorld* InWorld |
Find a Local Player Controller, which may not exist at all if this is a server. | Engine/Engine.h | |
FColor GetFrameTimeDisplayColor
(
float FrameTimeMS |
Returns the display color for a given frame time (based on t.TargetFrameTimeThreshold and t.UnacceptableFrameTimeThreshold) | Engine/Engine.h | |
ULocalPlayer * GetGamePlayer
(
UWorld* InWorld, |
Return the ULocalPlayer with the given index. | Engine/Engine.h | |
ULocalPlayer * GetGamePlayer
(
const UGameViewportClient* InViewport, |
Engine/Engine.h | ||
const TArray< class ULocalPlayer * > & GetGamePlayers
(
UWorld* World |
Engine/Engine.h | ||
const TArray< class ULocalPlayer * > & GetGamePlayers
(
const UGameViewportClient* Viewport |
Engine/Engine.h | ||
| Engine/Engine.h | |||
const UGameUserSettings * GetGameUserSettings () |
Returns the global instance of the game user settings class. | Engine/Engine.h | |
virtual TSharedPtr< class SViewport > GetGameViewportWidget() |
Returns the GameViewport widget | Engine/Engine.h | |
| Called from GetFunctionCallspace on specific objects to check for authority/cosmetic function tags using global state | Engine/Engine.h | ||
uint32 GetGlobalNetTravelCount() |
Engine/Engine.h | ||
const FLinearColor & GetHoveredMaterialColor() |
Engine/Engine.h | ||
const FIrisNetDriverConfig * GetIrisNetDriverConfig
(
FName InNetDriverDefinition, |
Returns the Iris config for the corresponding NetDriver Priority order for the IrisNetDriverConfigs are: | Engine/Engine.h | |
ULocalPlayer * GetLocalPlayerFromControllerId
(
UWorld* InWorld, |
Engine/Engine.h | ||
ULocalPlayer * GetLocalPlayerFromControllerId
(
const UGameViewportClient* InViewport, |
Retrieves the LocalPlayer for the player which has the ControllerId specified | Engine/Engine.h | |
ULocalPlayer * GetLocalPlayerFromInputDevice
(
UWorld* InWorld, |
Engine/Engine.h | ||
ULocalPlayer * GetLocalPlayerFromInputDevice
(
const UGameViewportClient* InViewport, |
Engine/Engine.h | ||
ULocalPlayer * GetLocalPlayerFromPlatformUserId
(
UWorld* InWorld, |
Returns the first LocalPlayer that matches the given platform user id | Engine/Engine.h | |
TArray< classULocalPlayer * >::TConstIterator GetLocalPlayerIterator
(
const UGameViewportClient* Viewport |
Engine/Engine.h | ||
TArray< classULocalPlayer * >::TConstIterator GetLocalPlayerIterator
(
UWorld* World |
Return a reference to the GamePlayers array. | Engine/Engine.h | |
FAudioDeviceHandle GetMainAudioDevice() |
Engine/Engine.h | ||
uint32 GetMainAudioDeviceID() |
Engine/Engine.h | ||
FAudioDevice * GetMainAudioDeviceRaw() |
Engine/Engine.h | ||
virtual bool GetMapBuildCancelled() |
Returns whether or not the map build in progressed was canceled by the user. | Engine/Engine.h | |
FString GetMapChangeFailureDescription
(
UWorld* InWorld |
Engine/Engine.h | ||
virtual float GetMaxFPS() |
Get max fps. | Engine/Engine.h | |
virtual float GetMaxTickRate
(
float DeltaTime, |
Get tick rate limiter.Get tick rate limitor. | Engine/Engine.h | |
| Virtual ENetMode GetNetMode(FName NetDriverName = NAME_GameNetDriver) const; | Engine/Engine.h | ||
virtual UGameViewportClient * GetNextPIEViewport
(
UGameViewportClient* CurrentViewport |
Engine/Engine.h | ||
int32 GetNumGamePlayers
(
UWorld* InWorld |
Return the number of entries in the GamePlayers array | Engine/Engine.h | |
int32 GetNumGamePlayers
(
const UGameViewportClient* InViewport |
Engine/Engine.h | ||
FPostRenderDelegate & GetPostRenderDelegate() |
Engine/Engine.h | ||
FPostRenderDelegateEx & GetPostRenderDelegateEx() |
Engine/Engine.h | ||
FPreRenderDelegate & GetPreRenderDelegate() |
Engine/Engine.h | ||
FPreRenderDelegateEx & GetPreRenderDelegateEx() |
Engine/Engine.h | ||
virtual bool GetPreviewPlatformName
(
FName& PlatformName |
Return the ini platform name the current preview platform, or false if there is no preview platform. | Engine/Engine.h | |
const FLinearColor & GetSelectedMaterialColor() |
Get the color to use for object selection | Engine/Engine.h | |
const FLinearColor & GetSelectionOutlineColor() |
Engine/Engine.h | ||
TSharedRef< IPortalServiceLocator > GetServiceLocator() |
Get a locator for Portal services. | Engine/Engine.h | |
virtual int32 GetSpriteCategoryIndex
(
const FName& InSpriteCategory |
Get the index of the provided sprite category | Engine/Engine.h | |
| Uses StatColorMappings to find a color for this stat's value. | Engine/Engine.h | ||
const FLinearColor & GetSubduedSelectionOutlineColor() |
Engine/Engine.h | ||
| Returns the current desired time between garbage collection passes (not the time remaining) | Engine/Engine.h | ||
UTimecodeProvider * GetTimecodeProvider() |
Get the TimecodeProvider that control the Engine's Timecode. | Engine/Engine.h | |
virtual double GetUnifiedTimeBudgetForStreaming
(
float DeltaSeconds, |
Computes the amount of time in seconds that should be used for unified asset/level streaming for this frame. | Engine/Engine.h | |
FWorldContext * GetWorldContextFromGameViewport
(
const UGameViewportClient* InViewport |
Engine/Engine.h | ||
const FWorldContext * GetWorldContextFromGameViewport
(
const UGameViewportClient* InViewport |
Engine/Engine.h | ||
FWorldContext & GetWorldContextFromGameViewportChecked
(
const UGameViewportClient* InViewport |
Engine/Engine.h | ||
const FWorldContext & GetWorldContextFromGameViewportChecked
(
const UGameViewportClient* InViewport |
Engine/Engine.h | ||
FWorldContext * GetWorldContextFromHandle
(
const FName WorldContextHandle |
Engine/Engine.h | ||
const FWorldContext * GetWorldContextFromHandle
(
const FName WorldContextHandle |
Engine/Engine.h | ||
FWorldContext & GetWorldContextFromHandleChecked
(
const FName WorldContextHandle |
Engine/Engine.h | ||
const FWorldContext & GetWorldContextFromHandleChecked
(
const FName WorldContextHandle |
Engine/Engine.h | ||
FWorldContext * GetWorldContextFromPendingNetGame
(
const UPendingNetGame* InPendingNetGame |
Engine/Engine.h | ||
const FWorldContext * GetWorldContextFromPendingNetGame
(
const UPendingNetGame* InPendingNetGame |
Engine/Engine.h | ||
const FWorldContext & GetWorldContextFromPendingNetGameChecked
(
const UPendingNetGame* InPendingNetGame |
Engine/Engine.h | ||
FWorldContext & GetWorldContextFromPendingNetGameChecked
(
const UPendingNetGame* InPendingNetGame |
Engine/Engine.h | ||
const FWorldContext * GetWorldContextFromPendingNetGameNetDriver
(
const UNetDriver* InPendingNetGame |
Engine/Engine.h | ||
FWorldContext * GetWorldContextFromPendingNetGameNetDriver
(
const UNetDriver* InPendingNetGame |
Engine/Engine.h | ||
FWorldContext & GetWorldContextFromPendingNetGameNetDriverChecked
(
const UNetDriver* InPendingNetGame |
Engine/Engine.h | ||
const FWorldContext & GetWorldContextFromPendingNetGameNetDriverChecked
(
const UNetDriver* InPendingNetGame |
Engine/Engine.h | ||
FWorldContext * GetWorldContextFromPIEInstance
(
const int32 PIEInstance |
Engine/Engine.h | ||
const FWorldContext * GetWorldContextFromPIEInstance
(
const int32 PIEInstance |
Engine/Engine.h | ||
const FWorldContext & GetWorldContextFromPIEInstanceChecked
(
const int32 PIEInstance |
Engine/Engine.h | ||
FWorldContext & GetWorldContextFromPIEInstanceChecked
(
const int32 PIEInstance |
Engine/Engine.h | ||
FWorldContext * GetWorldContextFromWorld
(
const UWorld* InWorld |
Engine/Engine.h | ||
const FWorldContext * GetWorldContextFromWorld
(
const UWorld* InWorld |
Engine/Engine.h | ||
FWorldContext & GetWorldContextFromWorldChecked
(
const UWorld* InWorld |
Engine/Engine.h | ||
const FWorldContext & GetWorldContextFromWorldChecked
(
const UWorld* InWorld |
Engine/Engine.h | ||
const TIndirectArray< FWorldContext > & GetWorldContexts() |
Engine/Engine.h | ||
UWorld * GetWorldFromContextObject
(
const UObject* Object, |
Obtain a world object pointer from an object with has a world context. | Engine/Engine.h | |
| Obtain a world object pointer from an object with has a world context. | Engine/Engine.h | ||
bool HandleAnimSeqStatsCommand
(
const TCHAR* Cmd, |
Engine/Engine.h | ||
bool HandleCeCommand
(
UWorld* InWorld, |
Engine/Engine.h | ||
bool HandleConfigHashCommand
(
const TCHAR* Cmd, |
Engine/Engine.h | ||
bool HandleConfigMemCommand
(
const TCHAR* Cmd, |
Engine/Engine.h | ||
bool HandleContentComparisonCommand
(
const TCHAR* Cmd, |
Engine/Engine.h | ||
bool HandleCountDisabledParticleItemsCommand
(
const TCHAR* Cmd, |
Engine/Engine.h | ||
bool HandleCrackURLCommand
(
const TCHAR* Cmd, |
Engine/Engine.h | ||
bool HandleDebugCommand
(
const TCHAR* Cmd, |
Engine/Engine.h | ||
bool HandleDeferCommand
(
const TCHAR* Cmd, |
Engine/Engine.h | ||
bool HandleDirCommand
(
const TCHAR* Cmd, |
Engine/Engine.h | ||
bool HandleDisableAllScreenMessagesCommand
(
const TCHAR* Cmd, |
Engine/Engine.h | ||
void HandleDisconnect
(
UWorld* InWorld, |
The proper way to disconnect a given World and NetDriver. | Engine/Engine.h | |
virtual bool HandleDisconnectCommand
(
const TCHAR* Cmd, |
Engine/Engine.h | ||
bool HandleDumpAllocatorStats
(
const TCHAR* Cmd, |
Engine/Engine.h | ||
bool HandleDumpAvailableResolutionsCommand
(
const TCHAR* Cmd, |
Engine/Engine.h | ||
bool HandleDumpConsoleCommandsCommand
(
const TCHAR* Cmd, |
Compile in Debug, Development, and Test. | Engine/Engine.h | |
bool HandleDumpGPUCommand
(
const TCHAR* Cmd, |
Only compile in when STATS is set. | Engine/Engine.h | |
bool HandleDumpLevelScriptActorsCommand
(
UWorld* InWorld, |
Engine/Engine.h | ||
bool HandleDumpMaterialStatsCommand
(
const TCHAR* Cmd, |
Engine/Engine.h | ||
bool HandleDumpParticleCountsCommand
(
const TCHAR* Cmd, |
Engine/Engine.h | ||
bool HandleDumpShaderCompileStatsCommand
(
const TCHAR* Cmd, |
Engine/Engine.h | ||
bool HandleDumpShaderStatsCommand
(
const TCHAR* Cmd, |
Engine/Engine.h | ||
bool HandleDumpTicksCommand
(
UWorld* InWorld, |
Engine/Engine.h | ||
bool HandleEnableAllScreenMessagesCommand
(
const TCHAR* Cmd, |
Engine/Engine.h | ||
bool HandleFlushLogCommand
(
const TCHAR* Cmd, |
Exec command handlers | Engine/Engine.h | |
bool HandleFreezeAllCommand
(
const TCHAR* Cmd, |
Engine/Engine.h | ||
bool HandleFreezeRenderingCommand
(
const TCHAR* Cmd, |
Engine/Engine.h | ||
bool HandleFreezeStreamingCommand
(
const TCHAR* Cmd, |
Engine/Engine.h | ||
bool HandleGameVerCommand
(
const TCHAR* Cmd, |
Engine/Engine.h | ||
bool HandleGammaCommand
(
const TCHAR* Cmd, |
Engine/Engine.h | ||
bool HandleGetIniCommand
(
const TCHAR* Cmd, |
Engine/Engine.h | ||
bool HandleGPUDebugCrashCommand
(
const TCHAR* Cmd, |
Engine/Engine.h | ||
bool HandleHeapCheckCommand
(
const TCHAR* Cmd, |
Engine/Engine.h | ||
bool HandleHotReloadCommand
(
const TCHAR* Cmd, |
Compile in Debug or Development. | Engine/Engine.h | |
bool HandleKismetEventCommand
(
UWorld* InWorld, |
Engine/Engine.h | ||
bool HandleListAnimsCommand
(
const TCHAR* Cmd, |
Engine/Engine.h | ||
bool HandleListLoadedPackagesCommand
(
const TCHAR* Cmd, |
Engine/Engine.h | ||
bool HandleListParticleSystemsCommand
(
const TCHAR* Cmd, |
Engine/Engine.h | ||
bool HandleListSkeletalMeshesCommand
(
const TCHAR* Cmd, |
Engine/Engine.h | ||
bool HandleListSpawnedActorsCommand
(
const TCHAR* Cmd, |
Engine/Engine.h | ||
bool HandleListStaticMeshesCommand
(
const TCHAR* Cmd, |
Engine/Engine.h | ||
bool HandleListTexturesCommand
(
const TCHAR* Cmd, |
Engine/Engine.h | ||
bool HandleLogoutStatLevelsCommand
(
const TCHAR* Cmd, |
Engine/Engine.h | ||
bool HandleMemCommand
(
const TCHAR* Cmd, |
Engine/Engine.h | ||
bool HandleMemReportCommand
(
const TCHAR* Cmd, |
Engine/Engine.h | ||
bool HandleMemReportDeferredCommand
(
const TCHAR* Cmd, |
Engine/Engine.h | ||
bool HandleMergeMeshCommand
(
const TCHAR* Cmd, |
Engine/Engine.h | ||
virtual void HandleNetworkFailure
(
UWorld* World, |
Notification of network error messages, allows the engine to handle the failure | Engine/Engine.h | |
virtual void HandleNetworkLagStateChanged
(
UWorld* World, |
Notification of network lag state change messages. | Engine/Engine.h | |
bool HandleObjCommand
(
const TCHAR* Cmd, |
Engine/Engine.h | ||
virtual bool HandleOpenCommand
(
const TCHAR* Cmd, |
Engine/Engine.h | ||
bool HandleParticleMeshUsageCommand
(
const TCHAR* Cmd, |
Engine/Engine.h | ||
bool HandleProfileCommand
(
const TCHAR* Cmd, |
Engine/Engine.h | ||
bool HandleProfileGPUHitchesCommand
(
const TCHAR* Cmd, |
Engine/Engine.h | ||
bool HandleRecompileGlobalShadersCommand
(
const TCHAR* Cmd, |
Engine/Engine.h | ||
bool HandleRecompileShadersCommand
(
const TCHAR* Cmd, |
Engine/Engine.h | ||
virtual bool HandleReconnectCommand
(
const TCHAR* Cmd, |
Engine/Engine.h | ||
bool HandleRedirectOutputCommand
(
const TCHAR* Cmd, |
Engine/Engine.h | ||
bool HandleRemoteTextureStatsCommand
(
const TCHAR* Cmd, |
Engine/Engine.h | ||
bool HandleShaderComplexityCommand
(
const TCHAR* Cmd, |
Engine/Engine.h | ||
bool HandleShowLogCommand
(
const TCHAR* Cmd, |
Engine/Engine.h | ||
bool HandleSkeletalMeshReportCommand
(
const TCHAR* Cmd, |
Engine/Engine.h | ||
bool HandleStartFPSChartCommand
(
const TCHAR* Cmd, |
Engine/Engine.h | ||
bool HandleStatCommand
(
UWorld* World, |
Engine/Engine.h | ||
bool HandleStopFPSChartCommand
(
const TCHAR* Cmd, |
Engine/Engine.h | ||
bool HandleStopMovieCaptureCommand
(
const TCHAR* Cmd, |
Engine/Engine.h | ||
virtual bool HandleStreamMapCommand
(
const TCHAR* Cmd, |
Engine/Engine.h | ||
bool HandleTestslateGameUICommand
(
const TCHAR* Cmd, |
Engine/Engine.h | ||
bool HandleToggleAllScreenMessagesCommand
(
const TCHAR* Cmd, |
Engine/Engine.h | ||
bool HandleTogglegtPsysLODCommand
(
const TCHAR* Cmd, |
Engine/Engine.h | ||
bool HandleToggleOnscreenDebugMessageDisplayCommand
(
const TCHAR* Cmd, |
Engine/Engine.h | ||
bool HandleToggleOnscreenDebugMessageSystemCommand
(
const TCHAR* Cmd, |
Engine/Engine.h | ||
bool HandleToggleRenderingThreadCommand
(
const TCHAR* Cmd, |
Engine/Engine.h | ||
bool HandleTrackParticleRenderingStatsCommand
(
const TCHAR* Cmd, |
Engine/Engine.h | ||
virtual bool HandleTravelCommand
(
const TCHAR* Cmd, |
Engine/Engine.h | ||
virtual void HandleTravelFailure
(
UWorld* InWorld, |
Notification of server travel error messages, generally network connection related (package verification, client server handshaking, etc) allows the engine to handle the failure | Engine/Engine.h | |
virtual void HandleUnifiedStreaming
(
float DeltaSeconds |
Called once per frame to execute unified async asset and level streaming using the time budget from GetUnifiedTimeBudgetForStreaming. | Engine/Engine.h | |
bool HandleViewnamesCommand
(
const TCHAR* Cmd, |
Engine/Engine.h | ||
virtual bool HasMultipleLocalPlayers
(
UWorld* InWorld |
Engine/Engine.h | ||
void IncrementGlobalNetTravelCount() |
Engine/Engine.h | ||
virtual void Init
(
IEngineLoop* InEngineLoop |
Initialize the game engine. | Engine/Engine.h | |
virtual bool IsAllowedFramerateSmoothing() |
Whether we're allowed to do frame rate smoothing | Engine/Engine.h | |
virtual bool IsAutosaving
(
const EPackageAutoSaveType AutoSaveType |
Engine/Engine.h | ||
virtual bool IsControllerIdUsingPlatformUserId () |
If true, we're running in a backward compatible mode where FPlatformUserId and ControllerId are the same. | Engine/Engine.h | |
bool IsEditor() |
Engine/Engine.h | ||
bool IsEngineStat
(
const FString& InName |
Check to see if the specified stat name is a simple stat. | Engine/Engine.h | |
virtual bool IsInitialized() |
Engine/Engine.h | ||
bool IsPreparingMapChange
(
UWorld* InWorld |
Engine/Engine.h | ||
bool IsReadyForMapChange
(
UWorld* InWorld |
Engine/Engine.h | ||
virtual bool IsRenderingSuspended() |
Whether the application should avoid rendering anything to give GPU resources to other applications | Engine/Engine.h | |
virtual bool IsSettingUpPlayWorld() |
Mostly done to check if PIE is being set up, go GWorld is going to change, and it's not really the_G_World NOTE: hope this goes away once PIE and regular game triggering are not that separate code paths | Engine/Engine.h | |
bool IsStereoscopic3D
(
const FViewport* InViewport |
Engine/Engine.h | ||
bool IsVanillaProduct() |
Engine/Engine.h | ||
| Engine/Engine.h | |||
void LoadBlueNoiseTexture
(
bool LoadVector2BlueNoiseTexture |
Delay loading this texture until it is needed by the renderer. | Engine/Engine.h | |
void LoadDefaultBloomTexture () |
Delay loading this texture until it is needed by the renderer. | Engine/Engine.h | |
void LoadDefaultFilmGrainTexture() |
Delay loading this texture until it is needed by the renderer. | Engine/Engine.h | |
void LoadEnergyTextures() |
Delay loading the energy shading texture until it is needed by the renderer. | Engine/Engine.h | |
void LoadGlintTextures () |
Delay loading the glint texture until it is needed by the renderer. | Engine/Engine.h | |
void LoadLTCTextures() |
Delay loading the LTC texture until it is needed by the renderer. | Engine/Engine.h | |
virtual bool LoadMap
(
FWorldContext& WorldContext, |
Engine/Engine.h | ||
virtual void LoadMapRedrawViewports() |
Called to allow overloading by child engines | Engine/Engine.h | |
void LoadPackagesFully
(
UWorld* InWorld, |
Loads the PerMapPackages for the given map, and adds them to the RootSet | Engine/Engine.h | |
void LoadSimpleVolumeTextures () |
Delay loading the SimpleVolume texture until it is needed by the renderer. | Engine/Engine.h | |
void LoadSMAATextures () |
Delay loading these textures until they are needed by the renderer. | Engine/Engine.h | |
| Logs performance capture for use in automation analytics | Engine/Engine.h | ||
bool MakeSureMapNameIsValid
(
FString& InOutMapName |
Makes sure map name is a long package name. | Engine/Engine.h | |
virtual bool NetworkRemapPath
(
UPendingNetGame* PendingNetGame, |
Engine/Engine.h | ||
virtual bool NetworkRemapPath
(
UNetConnection* Connection, |
Engine/Engine.h | ||
| Engine/Engine.h | |||
FActorFolderAddedEvent & OnActorFolderAdded() |
Engine/Engine.h | ||
FActorFolderRemovedEvent & OnActorFolderRemoved() |
Engine/Engine.h | ||
FActorFoldersUpdatedEvent & OnActorFoldersUpdatedEvent() |
Engine/Engine.h | ||
FOnActorMovedEvent & OnActorMoved() |
Engine/Engine.h | ||
FOnActorMovingEvent & OnActorMoving() |
Engine/Engine.h | ||
FOnActorsMovedEvent & OnActorsMoved() |
Engine/Engine.h | ||
FOnComponentTransformChangedEvent & OnComponentTransformChanged() |
Engine/Engine.h | ||
FSimpleMulticastDelegate & OnCustomTimeStepChanged() |
Return custom time step changed event. | Engine/Engine.h | |
FEditorCloseEvent & OnEditorClose() |
Engine/Engine.h | ||
FLevelActorAddedEvent & OnLevelActorAdded() |
Engine/Engine.h | ||
FLevelActorAttachedEvent & OnLevelActorAttached() |
Engine/Engine.h | ||
FLevelActorDeletedEvent & OnLevelActorDeleted() |
Engine/Engine.h | ||
FLevelActorDetachedEvent & OnLevelActorDetached() |
Engine/Engine.h | ||
FLevelActorFolderChangedEvent & OnLevelActorFolderChanged() |
Engine/Engine.h | ||
FLevelActorListChangedEvent & OnLevelActorListChanged() |
Engine/Engine.h | ||
FLevelActorOuterChangedEvent & OnLevelActorOuterChanged() |
Engine/Engine.h | ||
FLevelActorRequestRenameEvent & OnLevelActorRequestRename() |
Engine/Engine.h | ||
FLevelComponentRequestRenameEvent & OnLevelComponentRequestRename() |
Engine/Engine.h | ||
virtual void OnLostFocusPause
(
bool EnablePause |
Pauses / un-pauses the game-play when focus of the game's window gets lost / gained. | Engine/Engine.h | |
virtual bool OnlyLoadEditorVisibleLevelsInPIE() |
Engine/Engine.h | ||
FOnNetworkDDoSEscalation & OnNetworkDDoSEscalation() |
Event triggered when network burst or DDoS is detected | Engine/Engine.h | |
FOnNetworkFailure & OnNetworkFailure() |
Event triggered after a network failure of any kind has occurred | Engine/Engine.h | |
FOnNetworkLagStateChanged & OnNetworkLagStateChanged() |
Event triggered after network lag is being experienced or lag has ended | Engine/Engine.h | |
FPostEditorTick & OnPostEditorTick() |
Engine/Engine.h | ||
bool OnScreenDebugMessageExists
(
uint64 Key |
Retrieve the message for the given key | Engine/Engine.h | |
FSimpleMulticastDelegate & OnTimecodeProviderChanged() |
Return timecode provider changed event. | Engine/Engine.h | |
FOnTravelFailure & OnTravelFailure() |
Event triggered after a server travel failure of any kind has occurred | Engine/Engine.h | |
FWorldAddedEvent & OnWorldAdded() |
Return the world added event. | Engine/Engine.h | |
FWorldContextDestroyedEvent & OnWorldContextDestroyed() |
Return the world context destroyed event. | Engine/Engine.h | |
FWorldDestroyedEvent & OnWorldDestroyed() |
Return the world destroyed event. | Engine/Engine.h | |
void OverrideSelectedMaterialColor
(
const FLinearColor& OverrideColor |
Sets an override color to use instead of the user setting | Engine/Engine.h | |
void ParseCommandline() |
Called at startup, in the middle of FEngineLoop::Init. | Engine/Engine.h | |
void PauseDynamicResolution() |
Pause dynamic resolution for this frame. | Engine/Engine.h | |
UPendingNetGame * PendingNetGameFromWorld
(
UWorld* InWorld |
Engine/Engine.h | ||
| Capture screenshots and performance metrics | Engine/Engine.h | ||
void PerformGarbageCollectionAndCleanupActors() |
Interface to allow WorldSettings to request immediate garbage collection | Engine/Engine.h | |
virtual void PostCreatePIEWorld
(
UWorld* InWorld |
Engine/Engine.h | ||
virtual void PreExit() |
Called at shutdown, just before the exit purge. | Engine/Engine.h | |
virtual bool PreferToStreamLevelsInPIE() |
Engine/Engine.h | ||
bool PrepareMapChange
(
UWorld* InWorld, |
Engine/Engine.h | ||
virtual void RedrawViewports
(
bool bShouldPresent |
Engine/Engine.h | ||
void RegisterBeginStreamingPauseRenderingDelegate
(
FBeginStreamingPauseDelegate* InDelegate |
Delegate handling when streaming pause begins. | Engine/Engine.h | |
void RegisterEndStreamingPauseRenderingDelegate
(
FEndStreamingPauseDelegate* InDelegate |
Delegate handling when streaming pause ends. | Engine/Engine.h | |
void ReinitializeCustomTimeStep() |
Causes the current custom time step to be shut down and then reinitialized. | Engine/Engine.h | |
void ReinitializeTimecodeProvider() |
Causes the current timecode provider to be shut down and then reinitialized. | Engine/Engine.h | |
virtual void ReleaseAudioDeviceManager() |
Engine/Engine.h | ||
virtual void RemapGamepadControllerIdForPIE
(
UGameViewportClient* InGameViewport, |
Engine/Engine.h | ||
void RemoveEngineStat
(
const FName& InCommandName |
Engine/Engine.h | ||
void RemoveOnScreenDebugMessage
(
uint64 Key |
Remove the message for the given key. | Engine/Engine.h | |
void RemovePerformanceDataConsumer
(
TSharedPtr< IPerformanceDataConsumer > Consumer |
Remove a previously registered performance data consumer | Engine/Engine.h | |
| Function to render all the simple stats | Engine/Engine.h | ||
int32 RenderNamedEventsEnabled
(
FCanvas* Canvas, |
Function to render text indicating whether named events are enabled. | Engine/Engine.h | |
virtual void ResetPIEAudioSetting
(
UWorld* CurrentPieWorld |
Engine/Engine.h | ||
void RestoreSelectedMaterialColor() |
Restores the selected material color back to the user setting | Engine/Engine.h | |
void ResumeDynamicResolution() |
Resume dynamic resolution for this frame. | Engine/Engine.h | |
FSeamlessTravelHandler & SeamlessTravelHandlerForWorld
(
UWorld* World |
Engine/Engine.h | ||
void SetAverageUnitTimes
(
float FrameTime, |
Updates the values used to calculate the average game/render/gpu/total time | Engine/Engine.h | |
void SetClientTravel
(
UWorld* InWorld, |
Engine/Engine.h | ||
void SetClientTravel
(
UPendingNetGame* PendingNetGame, |
Engine/Engine.h | ||
void SetClientTravelFromPendingGameNetDriver
(
UNetDriver* PendingGameNetDriverGame, |
Engine/Engine.h | ||
bool SetCustomTimeStep
(
UEngineCustomTimeStep* InCustomTimeStep |
Set the custom time step that will control the Engine Framerate/Timestep. | Engine/Engine.h | |
void SetDynamicResolutionUserSetting
(
bool Enable |
Set the user setting for dynamic resolution. | Engine/Engine.h | |
void SetEngineStat
(
UWorld* World, |
Set the state of the specified stat. | Engine/Engine.h | |
void SetEngineStats
(
UWorld* World, |
Set the state of the specified stats (note: array processed in reverse order when !bShow). | Engine/Engine.h | |
virtual void SetMapBuildCancelled
(
bool InCancelled |
Sets the flag that states whether or not the map build was canceled. | Engine/Engine.h | |
virtual void SetMaxFPS
(
const float MaxFPS |
Set max fps. Overrides console variable. | Engine/Engine.h | |
void SetPriorityAndAffinityOnGameThread() |
Set priority and affinity on game thread either from ini file or from FPlatformAffinity::GetGameThreadPriority() | Engine/Engine.h | |
void SetSelectedMaterialColor
(
const FLinearColor& InSelectedMaterialColor |
Sets the selected material color. | Engine/Engine.h | |
void SetSelectionOutlineColor
(
const FLinearColor& InSelectionOutlineColor |
Engine/Engine.h | ||
void SetShouldCommitPendingMapChange
(
UWorld* InWorld, |
Engine/Engine.h | ||
void SetSubduedSelectionOutlineColor
(
const FLinearColor& InSubduedSelectionOutlineColor |
Engine/Engine.h | ||
bool SetTimecodeProvider
(
UTimecodeProvider* InTimecodeProvider |
Set the timecode provider that will control the Engine's timecode. | Engine/Engine.h | |
void SetTimeUntilNextGarbageCollection
(
float MinTimeUntilNextPass |
Updates the timer (as a one-off) that is used to trigger garbage collection; this should only be used for things like performance tests, using it recklessly can dramatically increase memory usage and cost of the eventual GC. | Engine/Engine.h | |
bool ShouldAbsorbAuthorityOnlyEvent () |
Returns true if the global context is client-only and authority only events should always be ignored. | Engine/Engine.h | |
bool ShouldAbsorbCosmeticOnlyEvent () |
Returns true if the global context is dedicated server and cosmetic only events should always be ignored. | Engine/Engine.h | |
bool ShouldCommitPendingMapChange
(
const UWorld* InWorld |
Engine/Engine.h | ||
virtual bool ShouldDoAsyncEndOfFrameTasks() |
Engine/Engine.h | ||
virtual bool ShouldDrawBrushWireframe
(
AActor* InActor |
Allows the editor to accept or reject the drawing of wire frame brush shapes based on mode and tool. | Engine/Engine.h | |
virtual bool ShouldThrottleCPUUsage() |
Engine/Engine.h | ||
void ShutdownAllNetDrivers() |
Engine/Engine.h | ||
void ShutdownHMD() |
Engine/Engine.h | ||
void ShutdownWorldNetDriver
(
UWorld* |
Shutdown any relevant net drivers | Engine/Engine.h | |
virtual void SpawnServerActors
(
UWorld* World |
Spawns all of the registered server actors | Engine/Engine.h | |
virtual void Start() |
Start the game, separate from the initialize call to allow for post initialize configuration before the game starts. | Engine/Engine.h | |
virtual void StartFPSChart
(
const FString& Label, |
Starts the FPS chart data capture (if another run is already active then this command is ignored except to change the active label). | Engine/Engine.h | |
virtual void StopFPSChart
(
const FString& MapName |
Stops the FPS chart data capture (if no run is active then this command is ignored). | Engine/Engine.h | |
void SwapControllerId
(
ULocalPlayer* NewPlayer, |
Engine/Engine.h | ||
void SwapPlatformUserId
(
ULocalPlayer* NewPlayer, |
Engine/Engine.h | ||
virtual void Tick
(
float DeltaSeconds, |
Update everything. | Engine/Engine.h | |
void TickDeferredCommands() |
Executes the deferred commands | Engine/Engine.h | |
void TickPerformanceMonitoring
(
float DeltaSeconds |
Calculates information about the previous frame and passes it to all active performance data consumers. | Engine/Engine.h | |
virtual void TickWorldTravel
(
FWorldContext& WorldContext, |
Engine/Engine.h | ||
virtual void TriggerStreamingDataRebuild() |
Engine/Engine.h | ||
virtual void UpdateRunningAverageDeltaTime
(
float DeltaTime, |
Updates the running average delta timeCompute tick rate limitor. | Engine/Engine.h | |
virtual void UpdateTimeAndHandleMaxTickRate() |
Update FApp::CurrentTime / FApp::DeltaTime while taking into account max tick rate. | Engine/Engine.h | |
void UpdateTimecode() |
Update FApp::Timecode. | Engine/Engine.h | |
void UpdateTransitionType
(
UWorld* CurrentWorld |
Engine/Engine.h | ||
virtual bool UseSound() |
Engine/Engine.h | ||
bool WillNetDriverUseIris
(
const FWorldContext& Context, |
Returns true if the netdriver will run with Iris enable. | Engine/Engine.h | |
virtual void WorldAdded
(
UWorld* World |
Needs to be called when a world is added to broadcast messages. | Engine/Engine.h | |
virtual void WorldDestroyed
(
UWorld* InWorld |
Needs to be called when a world is destroyed to broadcast messages. | Engine/Engine.h | |
virtual bool WorldIsPIEInNewViewport
(
UWorld* InWorld |
Engine/Engine.h | ||
virtual void WriteMemReportMetadata
(
FOutputDevice& Ar, |
Engine/Engine.h |
Overridden from UObject
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void FinishDestroy() |
Engine/Engine.h | ||
virtual void PostEditChangeProperty
(
FPropertyChangedEvent& PropertyChangedEvent |
Engine/Engine.h | ||
virtual void Serialize
(
FArchive& Ar |
Engine/Engine.h |
Protected
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void CancelPending
(
FWorldContext& WorldContext |
Engine/Engine.h | ||
virtual void CancelPending
(
UNetDriver* PendingNetGameDriver |
Engine/Engine.h | ||
void CancelPendingMapChange
(
FWorldContext& Context |
Cancels pending map change. | Engine/Engine.h | |
bool CommitMapChange
(
FWorldContext& Context |
Finalizes the pending map change that was being kicked off by PrepareMapChange. | Engine/Engine.h | |
void ConditionalCommitMapChange
(
FWorldContext& WorldContext |
Commit map change if requested and map change is pending. Called every frame. | Engine/Engine.h | |
virtual float GetIncrementalGCTimePerFrame () |
Allows derived classes to set per-frame GC budget depending on various factors. | Engine/Engine.h | |
FString GetMapChangeFailureDescription
(
FWorldContext& Context |
Returns the failure description in case of a failed map change request. | Engine/Engine.h | |
virtual float GetTimeBetweenGarbageCollectionPasses
(
bool bHasPlayersConnected |
Returns GetTimeBetweenGarbageCollectionPasses but tweaked if its an idle server or not | Engine/Engine.h | |
virtual void HandleBrowseToDefaultMapFailure
(
FWorldContext& Context, |
Attempts to gracefully handle a failure to travel to the default map. | Engine/Engine.h | |
virtual void InitializeAudioDeviceManager() |
Initialize the audio device manager | Engine/Engine.h | |
virtual bool InitializeEyeTrackingDevice() |
Detects and initializes any attached eye-tracking devices | Engine/Engine.h | |
virtual bool InitializeHMDDevice() |
Detects and initializes any attached HMD devices | Engine/Engine.h | |
virtual void InitializeObjectReferences() |
Loads all Engine object references from their corresponding config entries. | Engine/Engine.h | |
virtual void InitializePortalServices() |
Initialize Portal services. | Engine/Engine.h | |
virtual void InitializeRunningAverageDeltaTime() |
Initializes the running average delta to some good initial framerate. | Engine/Engine.h | |
bool IsPreparingMapChange
(
FWorldContext& Context |
Returns whether we are currently preparing for a map change or not. | Engine/Engine.h | |
bool IsReadyForMapChange
(
FWorldContext& Context |
Returns whether the prepared map change is ready for commit having called. | Engine/Engine.h | |
bool IsWorldDuplicate
(
const UWorld*const InWorld |
Helper function that returns true if InWorld is the outer of a level in a collection of type DynamicDuplicatedLevels. | Engine/Engine.h | |
virtual void MovePendingLevel
(
FWorldContext& Context |
Engine/Engine.h | ||
bool PerformError
(
const TCHAR* Cmd, |
Requests that the engine intentionally performs an invalid operation. | Engine/Engine.h | |
bool PrepareMapChange
(
FWorldContext& WorldContext, |
Prepares the engine for a map change by pre-loading level packages in the background. | Engine/Engine.h | |
virtual void ProcessToggleFreezeCommand
(
UWorld* InWorld |
Handles freezing/unfreezing of rendering | Engine/Engine.h | |
virtual void ProcessToggleFreezeStreamingCommand
(
UWorld* InWorld |
Handles frezing/unfreezing of streaming | Engine/Engine.h | |
virtual void RecordHMDAnalytics() |
Record EngineAnalytics information for attached HMD devices. | Engine/Engine.h | |
void SetIsVanillaProduct
(
bool bInIsVanillaProduct |
Engine/Engine.h | ||
virtual EGarbageCollectionType ShouldForceGarbageCollection() |
Allows derived classes to force garbage collection based on various factors (low on available UObject slots / other resources) | Engine/Engine.h | |
virtual bool ShouldShutdownWorldNetDriver() |
Returns true if BROWSE should shuts down the current network driver. | Engine/Engine.h | |
bool WorldHasValidContext
(
UWorld* InWorld |
Engine/Engine.h |
Overridden from FExec
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual bool Exec_Dev
(
UWorld* InWorld, |
Engine/Engine.h | ||
virtual bool Exec_Editor
(
UWorld* InWorld, |
Engine/Engine.h |
Static
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static void AddReferencedObjects
(
UObject* InThis, |
Engine/Engine.h | ||
static void CopyPropertiesForUnrelatedObjects
(
UObject* OldObject, |
Engine/Engine.h | ||
static void FindAndPrintStaleReferencesToObject
(
UObject* ObjectToFindReferencesTo, |
Attempts to find what is referencing a world that should have been garbage collected | Engine/Engine.h | |
static FString FindAndPrintStaleReferencesToObject
(
UObject* ObjectToFindReferencesTo, |
Attempts to find a reference chain leading to a world that should have been garbage collected | Engine/Engine.h | |
static TArray< FString > FindAndPrintStaleReferencesToObjects
(
TConstArrayView< UObject* > ObjectsToFindReferencesTo, |
Engine/Engine.h | ||
static UFont * GetAdditionalFont
(
int32 AdditionalFontIndex |
Gets the specified additional font.Returns the specified additional font. | Engine/Engine.h | |
static UFont * GetLargeFont() |
Gets the engine's default large font.Returns the engine's default large font | Engine/Engine.h | |
static UFont * GetMediumFont() |
Gets the engine's default medium font. | Engine/Engine.h | |
static UFont * GetMonospaceFont() |
Gets the engine's default monospace font.Returns the engine's default monospace font | Engine/Engine.h | |
static UFont * GetSmallFont() |
Gets the engine's default small font | Engine/Engine.h | |
static UFont * GetSubtitleFont() |
Gets the engine's default subtitle font.Returns the engine's default subtitle font | Engine/Engine.h | |
static UFont * GetTinyFont() |
Gets the engine's default tiny font. | Engine/Engine.h | |
static void PreGarbageCollect() |
Engine/Engine.h | ||
static void SendWorldEndOfFrameUpdates() |
Dispatches EndOfFrameUpdates for all UWorlds | Engine/Engine.h | |
static void SetFlashIndicatorLatencyMarker
(
uint64 FrameNumber |
Engine/Engine.h | ||
static void SetInputSampleLatencyMarker
(
uint64 FrameNumber |
Engine/Engine.h | ||
static void SetPresentLatencyMarkerEnd
(
uint64 FrameNumber |
Engine/Engine.h | ||
static void SetPresentLatencyMarkerStart
(
uint64 FrameNumber |
Engine/Engine.h | ||
static void SetRenderSubmitLatencyMarkerEnd
(
uint64 FrameNumber |
Engine/Engine.h | ||
static void SetRenderSubmitLatencyMarkerStart
(
uint64 FrameNumber |
Engine/Engine.h | ||
static void SetSimulationLatencyMarkerEnd
(
uint64 FrameNumber |
Engine/Engine.h | ||
static void SetSimulationLatencyMarkerStart
(
uint64 FrameNumber |
Engine/Engine.h | ||
static void TrimMemory () |
Attempts to reclaim any idle memory by performing a garbage collection and broadcasting FCoreDelegates::OnMemoryTrim. | Engine/Engine.h |
Deprecated Variables
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bShouldGenerateLowQualityLightmaps_DEPRECATED | uint32 | Whether or not the LQ lightmaps should be generated during lighting rebuilds. | Engine/Engine.h |
|