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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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| GGXMaxSpecEnergyTexture | TObjectPtr< class UTexture2D > | Texture used for maximum/peak value of GGX specular reflection lobe | Engine/Engine.h | |||
| GGXMaxSpecEnergyTextureName | FSoftObjectPath | Path of the texture used for maximum/peak value of GGX specular reflection lobe | 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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| HairCoverageTexture | TObjectPtr< class UTexture2D > | Hair Coverage (2D texture) | Engine/Engine.h | |||
| HairCoverageTextureName | FSoftObjectPath | Path of the hair Coverage texture | Engine/Engine.h |
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| HairDirectionalAlbedoTexture | TObjectPtr< class UVolumeTexture > | Hair Directional Alebdo (3D volume texture) | Engine/Engine.h | |||
| HairDirectionalAlbedoTextureName | FSoftObjectPath | Path of the hair Directional Alebdo volume texture | Engine/Engine.h |
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| HairDualScatteringTexture | TObjectPtr< class UVolumeTexture > | Hair DualScattering (3D volume texture) | Engine/Engine.h | |||
| HairDualScatteringTextureName | FSoftObjectPath | Path of the hair DualScattering volume texture | 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 |
|
||
| 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 |
|
||
| LightMapDensityVertexMappedColor | FLinearColor | The color to render vertex mapped objects in for LightMap Density view mode. | Engine/Engine.h |
|
||
| 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 |
|
||
| LODColorationColors | TArray< FLinearColor > | The colors used to render LOD coloration. | Engine/Engine.h |
|
||
| MaxES3PixelShaderAdditiveComplexityCount | float | Engine/Engine.h |
|
|||
| 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 |
|
||
| 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 | |||
| SceneGraphNavigationSystemOverrideClassName | FSoftClassPath | Use to specify the navigation system config override class used in UEFN. | Engine/Engine.h |
|
||
| SceneGraphNavMeshBoundsVolumeClassName | FSoftClassPath | Use to specify the navmesh bounds volume class used in UEFN. | 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 |
|
||
| StreamingDeficitColors | TArray< FLinearColor > | The colors used for streaming deficit debug view modes (green=fully streamed, red=high deficit). | 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 | |
bool AreAllWindowsHidden() |
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 | |
void BrowseToDefaultMap
(
FWorldContext& WorldContext |
Engine/Engine.h | ||
void CancelPendingMapChange
(
UWorld* InWorld |
Cancels pending map change. | Engine/Engine.h | |
void ChangeDynamicResolutionStateAtNextFrame
(
TSharedPtr< class IDynamicResolutionState > NewState |
Override dynamic resolution state for next frame. | 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 | |
bool CreateNamedNetDriver
(
UWorld* InWorld, |
Creates a UNetDriver and associates a name with it. | Engine/Engine.h | |
bool CreateNamedNetDriver
(
UPendingNetGame* PendingNetGame, |
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 | ||
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 | |
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 | |
void ExecEngineStat
(
UWorld* World, |
Wrapper for firing a simple stat exec. | 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 | ||
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 | ||
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
(
UPendingNetGame* PendingNetGame |
Engine/Engine.h | ||
ULocalPlayer * GetFirstGamePlayer
(
const UGameViewportClient* InViewport |
Engine/Engine.h | ||
ULocalPlayer * GetFirstGamePlayer
(
UWorld* InWorld |
Return the first ULocalPlayer in the GamePlayers array. | 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 | |
| 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
(
const UGameViewportClient* InViewport, |
Retrieves the LocalPlayer for the player which has the ControllerId specified | Engine/Engine.h | |
ULocalPlayer * GetLocalPlayerFromControllerId
(
UWorld* InWorld, |
Engine/Engine.h | ||
ULocalPlayer * GetLocalPlayerFromInputDevice
(
const UGameViewportClient* InViewport, |
Engine/Engine.h | ||
ULocalPlayer * GetLocalPlayerFromInputDevice
(
UWorld* InWorld, |
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
(
UWorld* World |
Return a reference to the GamePlayers array. | Engine/Engine.h | |
TArray< classULocalPlayer * >::TConstIterator GetLocalPlayerIterator
(
const UGameViewportClient* Viewport |
Engine/Engine.h | ||
FAudioDeviceHandle GetMainAudioDevice() |
Engine/Engine.h | ||
uint32 GetMainAudioDeviceID() |
Engine/Engine.h | ||
FAudioDevice * GetMainAudioDeviceRaw() |
Engine/Engine.h | ||
FString GetMapChangeFailureDescription
(
UWorld* InWorld |
Engine/Engine.h | ||
| Virtual ENetMode GetNetMode(FName NetDriverName = NAME_GameNetDriver) const; | Engine/Engine.h | ||
int32 GetNumGamePlayers
(
const UGameViewportClient* InViewport |
Engine/Engine.h | ||
int32 GetNumGamePlayers
(
UWorld* InWorld |
Return the number of entries in the GamePlayers array | Engine/Engine.h | |
FPostRenderDelegate & GetPostRenderDelegate() |
Engine/Engine.h | ||
FPostRenderDelegateEx & GetPostRenderDelegateEx() |
Engine/Engine.h | ||
FPreRenderDelegate & GetPreRenderDelegate() |
Engine/Engine.h | ||
FPreRenderDelegateEx & GetPreRenderDelegateEx() |
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 | |
| 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 | |
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 | |
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 | ||
bool HandleObjCommand
(
const TCHAR* Cmd, |
Engine/Engine.h | ||
bool HandleParticleMeshUsageCommand
(
const TCHAR* Cmd, |
Engine/Engine.h | ||
bool HandleRecompileGlobalShadersCommand
(
const TCHAR* Cmd, |
Engine/Engine.h | ||
bool HandleRecompileShadersCommand
(
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 | ||
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 | ||
bool HandleViewnamesCommand
(
const TCHAR* Cmd, |
Engine/Engine.h | ||
void IncrementGlobalNetTravelCount() |
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 | |
bool IsGarbageCollectionPaused() |
Checks if GC is paused | Engine/Engine.h | |
bool IsPreparingMapChange
(
UWorld* InWorld |
Engine/Engine.h | ||
bool IsReadyForMapChange
(
UWorld* InWorld |
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 LoadHairLUTTextures() |
Delay loading Hair LUT textures until they are needed by the renderer. | Engine/Engine.h | |
void LoadLTCTextures() |
Delay loading the LTC texture until it is needed by the renderer. | 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 | |
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 | ||
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 | |
void PauseGarbageCollection() |
Disables garbage collection until the time limit or free memory threshold are exceeded, or ResumeGarbageCollection is called Cvars gc.PauseGCTimeLimitSeconds and gc.PauseGCFreeMemThresholdMB can be used to specify time and memory thresholds for auto-resume. | 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 | |
bool PrepareMapChange
(
UWorld* InWorld, |
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 RegisterViewport
(
TSharedRef< FViewport > Viewport |
Register a viewport to be drawn each frame. | 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 | |
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 | |
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 | |
bool ResumeGarbageCollection() |
Re-enables garbage collection following a call to PauseGarbageCollection | 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 | |
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 | ||
void ShutdownAllNetDrivers() |
Engine/Engine.h | ||
void ShutdownHMD() |
Engine/Engine.h | ||
void ShutdownWorldNetDriver
(
UWorld* |
Shutdown any relevant net drivers | Engine/Engine.h | |
void SwapControllerId
(
ULocalPlayer* NewPlayer, |
Engine/Engine.h | ||
void SwapPlatformUserId
(
ULocalPlayer* NewPlayer, |
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 | |
void UnregisterViewport
(
TSharedRef< FViewport > Viewport |
Unregister a viewport to stop drawing to it. | Engine/Engine.h | |
void UpdateTimecode() |
Update FApp::Timecode. | Engine/Engine.h | |
void UpdateTransitionType
(
UWorld* CurrentWorld |
Engine/Engine.h | ||
bool WillNetDriverUseIris
(
const FWorldContext& Context, |
Returns true if the netdriver will run with Iris enable. | Engine/Engine.h | |
bool WillNetDriverUseParallelNetConnectionTick
(
const FWorldContext& Context, |
Returns true if the netdriver will run server NetConnection::Tick in parallel (only when using Iris) | Engine/Engine.h |
Public Virtual
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual bool AllowSelectTranslucent() |
Engine/Engine.h | ||
virtual bool AreEditorAnalyticsEnabled() |
Engine/Engine.h | ||
| Engine/Engine.h | |||
virtual EBrowseReturnVal::Type Browse
(
FWorldContext& WorldContext, |
Browse to a specified URL, relative to the current one. | Engine/Engine.h | |
virtual void CancelAllPending() |
Cancel pending level. | Engine/Engine.h | |
virtual void CancelPending
(
UWorld* InWorld, |
Engine/Engine.h | ||
virtual void CancelTransaction
(
int32 Index |
Engine/Engine.h | ||
virtual bool CanTransact() |
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 | |
virtual double CorrectNegativeTimeDelta
(
double DeltaRealTime |
Allows games to correct the negative delta | 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 | ||
virtual void DestroyWorldContext
(
UWorld* InWorld |
Engine/Engine.h | ||
virtual int32 EndTransaction() |
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 | |
virtual void FocusNextPIEWorld
(
UWorld* CurrentPieWorld, |
Engine/Engine.h | ||
| The feature used to create new worlds, by default. | Engine/Engine.h | ||
virtual TSharedPtr< class SViewport > GetGameViewportWidget() |
Returns the GameViewport widget | Engine/Engine.h | |
virtual bool GetMapBuildCancelled() |
Returns whether or not the map build in progressed was canceled by the user. | 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 UGameViewportClient * GetNextPIEViewport
(
UGameViewportClient* CurrentViewport |
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 | |
virtual int32 GetSpriteCategoryIndex
(
const FName& InSpriteCategory |
Get the index of the provided sprite category | 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 | |
virtual bool HandleDisconnectCommand
(
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 | |
virtual bool HandleOpenCommand
(
const TCHAR* Cmd, |
Engine/Engine.h | ||
virtual bool HandleReconnectCommand
(
const TCHAR* Cmd, |
Engine/Engine.h | ||
virtual bool HandleStreamMapCommand
(
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 | |
virtual bool HasMultipleLocalPlayers
(
UWorld* InWorld |
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 | |
virtual bool IsInitialized() |
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 | |
virtual bool LoadMap
(
FWorldContext& WorldContext, |
Engine/Engine.h | ||
virtual void LoadMapRedrawViewports() |
Called to allow overloading by child engines | Engine/Engine.h | |
virtual bool NetworkRemapPath
(
UPendingNetGame* PendingNetGame, |
Engine/Engine.h | ||
virtual bool NetworkRemapPath
(
UNetConnection* Connection, |
Engine/Engine.h | ||
| 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 | ||
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 | ||
virtual void RedrawViewports
(
bool bShouldPresent |
Redraws all viewports. | Engine/Engine.h | |
virtual void ReleaseAudioDeviceManager() |
Engine/Engine.h | ||
virtual void RemapGamepadControllerIdForPIE
(
UGameViewportClient* InGameViewport, |
Engine/Engine.h | ||
virtual void ResetPIEAudioSetting
(
UWorld* CurrentPieWorld |
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 | |
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 | ||
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 | |
virtual void Tick
(
float DeltaSeconds, |
Update everything. | 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 | |
virtual bool UseSound() |
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 |
|---|---|---|---|
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 | |
FString GetMapChangeFailureDescription
(
FWorldContext& Context |
Returns the failure description in case of a failed map change request. | 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 | |
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 | |
void SetIsVanillaProduct
(
bool bInIsVanillaProduct |
Engine/Engine.h | ||
bool WorldHasValidContext
(
UWorld* InWorld |
Engine/Engine.h |
Protected Virtual
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void CancelPending
(
FWorldContext& WorldContext |
Engine/Engine.h | ||
virtual void CancelPending
(
UNetDriver* PendingNetGameDriver |
Engine/Engine.h | ||
virtual float GetIncrementalGCTimePerFrame () |
Allows derived classes to set per-frame GC budget depending on various factors. | 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 | |
virtual void MovePendingLevel
(
FWorldContext& Context |
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 | |
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 |
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 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 |
|