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Classes
| Type | Name | Description | |
|---|---|---|---|
| AEFConstantKeyLerp | |||
| AEFConstantKeyLerpShared | Base class for all Animation Encoding Formats using consistently-spaced key interpolation. | ||
| AEFPerTrackCompressionCodec | Decompression codec for the per-track compressor. | ||
| AEFVariableKeyLerp | |||
| AEFVariableKeyLerpShared | Base class for all Animation Encoding Formats using variably-spaced key interpolation. | ||
| ALocationVolume | A volume representing a location in the world. Used for World Partition loading regions. | ||
| AnimEncoding | |||
| AnimEncodingLegacyBase | This class serves as the base to AEFConstantKeyLerpShared, introducing the per-track serialization methods called by ByteSwapIn/ByteSwapOut and individual GetBoneAtomRotation / GetBoneAtomTranslation calls, which GetBoneAtom calls on Seq.TranslationCodec or Seq.RotationCodec. | ||
| AsyncTraceData | Contains all Async Trace Result for one frame. | ||
| AudioPluginUtilities | Copyright Epic Games, Inc. All Rights Reserved. | ||
| BoneTrackPair | Interfaces For Working With Encoded Animations Structure to hold an Atom and Track index mapping for a requested bone. | ||
| ComputeTaskExecutionGroup | Core execution group names for use in IComputeTaskWorker::SubmitWork(). | ||
| DataDrivenShaderPlatformData | |||
| FActivatedReverb | |||
| FActiveSound | |||
| FActiveSubtitle | A collection of subtitles, rendered at a certain priority. | ||
| FActorComponentInstanceData | Base class for component instance cached data of a particular type. | ||
| FActorComponentInstanceSourceInfo | |||
| FActorDeferredScriptManager | |||
| FActorFolderDesc | |||
| FActorFolderDescsContext | |||
| FActorInstanceData | Per instance data to be persisted for a given actor | ||
| FActorIterator | Actor iterator Note that when Playing In Editor, this will find actors only in CurrentWorld | ||
| FActorIteratorState | Abstract base class for actor iteration. | ||
| FActorRange | Actor range for ranged-for support. | ||
| FActorReference | |||
| FActorRootComponentReconstructionData | Internal struct used to store information about an actor's components during reconstruction | ||
| FActorTransactionAnnotation | Internal struct to track currently active transactions | ||
| FActorTransactionAnnotationData | |||
| FAdditionalStaticMeshIndexBuffers | |||
| FAllSurfaceFilter | TSurfaceIterator Surface filter that passes all surfaces. | ||
| FAllSurfaceLevelFilter | Level filters Level filter that passes all levels. | ||
| FAlphaBlend | Alpha Blend class that supports different blend options as well as custom curves | ||
| FAlphaBlendArgs | Alpha Blend construction arguments. Used for creation of an AlphaBlend. | ||
| FAnimationCompression_PerTrackUtils | This class contains helper methods for dealing with animations compressed with the per-track codec | ||
| FAnimationRuntime | In AnimationRunTime Library, we extract animation data based on Skeleton hierarchy, not ref pose hierarchy. | ||
| FAnimationUtils | A collection of useful functions for skeletal mesh animation. | ||
| FAnimPerturbationError | Error statistics for an animation generated by TallyErrorsFromPerturbation, representing errors in translation or rotation due to a small incremental translation or rotation | ||
| FAnimTrailTypeDataPayload | AnimTrail payload | ||
| FAssetCompileData | |||
| FAssetCompilingManager | |||
| FASyncAudioChunkLoadResult | Struct used to store results of an async file load. | ||
| FAsyncAudioDecompressWorker | Asynchronous audio decompression | ||
| FAsyncBufferFillData | |||
| FAsyncCardRepresentationTask | |||
| FAsyncCardRepresentationTaskWorker | |||
| FAsyncCompilationNotification | Copyright Epic Games, Inc. All Rights Reserved. | ||
| FAsyncCompilationStandardCVars | |||
| FAsyncDistanceFieldTask | A task to build a distance field for a single mesh | ||
| FAsyncDistanceFieldTaskWorker | |||
| FAsyncEncode | |||
| FAsyncRealtimeAudioTaskProxy | |||
| FAsyncRealtimeAudioTaskWorker | |||
| FAsyncStreamDerivedChunkWorker | Async worker to stream audio chunks from the derived data cache. | ||
| FAttenuationFocusData | Attenuation focus system data computed per update per active sound | ||
| FAttenuationListenerData | Struct used to cache listener attenuation vector math results | ||
| FAttractorParticlePayload | AttractorParticle | ||
| FAudioChunkCache | Basic fixed-size LRU cache for retaining chunks of compressed audio data. | ||
| FAudioChunkHandle | This structure allows audio chunk data to be accessed, and guarantees that the chunk in question will not be deleted during it's lifecycle. | ||
| FAudioClassInfo | Structure for collating info about sound classes | ||
| FAudioCommandFence | Audio fences. | ||
| FAudioDevice | |||
| FAudioDeviceHandle | Strong handle to an audio device. Guarantees that the audio device it references will stay alive while it is in scope. | ||
| FAudioDeviceManager | Class for managing multiple audio devices. | ||
| FAudioDeviceManagerDelegates | List of delegates for the audio device manager. | ||
| FAudioDeviceParams | Parameters passed into FAudioDeviceManager::RequestAudioDevice. | ||
| FAudioDeviceRenderInfo | |||
| FAudioEffectsManager | Manager class to handle the interface to various audio effects | ||
| FAudioRadioEffect | Used to store and manipulate parameters related to a radio effect. | ||
| FAudioReverbEffect | |||
| FAudioStreamCacheMemoryHandle | Class for utilizing memory in the stream cache budget for an unrelated, temporary audio-based feature. | ||
| FAudioThread | |||
| FAudioThreadSuspendContext | Suspends the audio thread for the duration of the lifetime of the object | ||
| FAudioVirtualLoop | Copyright Epic Games, Inc. All Rights Reserved. | ||
| FAutoRegister | Used to ensure that all extensions are constructed via FSceneViewExtensions::NewExtension |
||
| FBaseAsyncSaveGameSystem | Helper base class for async-compatible save games | ||
| FBaseCompactPose | |||
| FBaseParticle | Mappings for 'standard' particle data Only used when required. | ||
| FBasePose | |||
| FBaseTraceDatum | Base Async Trace Data Struct for both overlap and trace | ||
| FBatchedElementParameters | Custom parameters for batched element shaders. | ||
| FBatchedElements | Batched elements for later rendering. | ||
| FBeam2TypeDataPayload | |||
| FBeamParticleModifierPayloadData | Particle Beam Modifier Data Payload | ||
| FBeamParticleSourceBranchPayloadData | Particle Source Branch Payload | ||
| FBeamParticleSourceTargetPayloadData | Particle Source/Target Data Payload | ||
| FBinnedTextureLayout | A simple binned style atlas layout, which uses FTextureLayout as the bin allocator. | ||
| FBlendableEntry | Used to blend IBlendableInterface object data, the member act as a header for a following data block | ||
| FBlendableManager | Manager class which allows blending of FBlendableBase objects, stores a copy (for the render thread) | ||
| FBoneAxisDrawConfig | |||
| FBoneBufferPool | A pool for vertex buffers with consistent usage, bucketed for efficiency. | ||
| FBoneBufferPoolPolicy | The policy for pooling bone vertex buffers | ||
| FBoneContainer | This is a native transient structure. | ||
| FBoneTransform | |||
| FBspNode | FBspNode defines one node in the Bsp, including the front and back pointers and the polygon data itself. | ||
| FBspSurf | FBspSurf One Bsp polygon. | ||
| FBSPSurfaceStaticLighting | Represents a BSP surface to the static lighting system. | ||
| FBufferVisualizationData | Copyright Epic Games, Inc. All Rights Reserved. | ||
| FCachedAudioStreamingManager | This implementation of the audio streaming manager uses an internal LRU cache (or in more advanced applications, a bank of parallel LRU caches) | ||
| FCachedAudioStreamingManagerParams | |||
| FCachedGeometry | The output of some geometry caching system. | ||
| FCachedMovementBaseAsyncData | Don't read into this part too much it needs to be changed. | ||
| FCachedSkeletonCurveMapping | An array of cached curve remappings. | ||
| FCachedSystemScalabilityCVars | Cache some of the scalability CVars to avoid some virtual function calls (no longer the case with the new console variable system, but we only have 1 render thread) and to detect changes and act accordingly if needed. | ||
| FCacheKeyDummy | |||
| FCacheKeyProxy | |||
| FCameraOffsetParticlePayload | Camera offset particle payload | ||
| FCanvas | Encapsulates the canvas state. | ||
| FCanvasBaseRenderItem | Base interface for canvas items which can be batched for rendering | ||
| FCanvasBatchedElementRenderItem | Info needed to render a batched element set | ||
| FCanvasBorderItem | Resizable 3x3 border item. | ||
| FCanvasBoxItem | |||
| FCanvasItem | |||
| FCanvasItemTestbed | |||
| FCanvasLineItem | Line item. | ||
| FCanvasNGonItem | |||
| FCanvasRenderContext | |||
| FCanvasRenderThreadScope | |||
| FCanvasShapedTextItem | Text item which can handle complex shaped text. | ||
| FCanvasTextItem | Text item with misc optional items such as shadow, centering etc. | ||
| FCanvasTextItemBase | Base item used for drawing text | ||
| FCanvasTileItem | 'Tile' item can override size and UV . | ||
| FCanvasTileRendererItem | Info needed to render a single FTileRenderer | ||
| FCanvasTriangleItem | |||
| FCanvasTriangleRendererItem | Info needed to render a single FTriangleRenderer | ||
| FCanvasWordWrapper | |||
| FCardRepresentationAsyncQueue | Class that manages asynchronous building of mesh distance fields. | ||
| FCardRepresentationData | Card representation payload and output of the mesh build process. | ||
| FCardRepresentationDataId | Unique id per card representation data instance. | ||
| FCharacterAsyncInput | Data and implementation that lives on movement component's character owner. | ||
| FCharacterAsyncOutput | |||
| FCharacterMovementComponentAsyncCallback | |||
| FCharacterMovementComponentAsyncInput | Contains all input and implementation required to run async character movement. | ||
| FCharacterMovementComponentAsyncOutput | |||
| FCharacterMovementGTInputs | This contains inputs from GT that are applied to async sim state before simulation. | ||
| FChunkHeader | |||
| FClipSMFace | Properties of a clipped static mesh face. | ||
| FClipSMPolygon | Properties of a clipped static mesh polygon. | ||
| FClipSMTriangle | Properties of a clipped static mesh triangle. | ||
| FClipSMVertex | Temp vertex struct for one vert of a static mesh triangle. | ||
| FClothBufferIndexMapping | Structure to store the buffer offsets to the section's cloth deformer mapping data. | ||
| FClothBufferPool | A pool for vertex buffers with consistent usage, bucketed for efficiency. | ||
| FClothBufferPoolPolicy | The policy for pooling bone vertex buffers | ||
| FClothCollisionSource | Helper struct used to store info about a cloth collision source | ||
| FClothingSectionData | |||
| FClothSimulEntry | |||
| FCollisionNotifyInfo | One entry in the array of collision notifications pending execution at the end of the physics engine run. | ||
| FCollisionObjectQueryParams | Structure that contains list of object types the query is intersted in. | ||
| FCollisionParameters | Sets of Collision Parameters to run the async trace | ||
| FCollisionQueryFlag | If ECollisionChannel entry has metadata of "TraceType = 1", they will be excluded by Collision Profile Any custom channel with bTraceType=true also will be excluded By default everything is object type | ||
| FCollisionQueryParams | Structure that defines parameters passed into collision function | ||
| FCollisionResponseParams | Structure that defines response container for the query. Advanced option. | ||
| FCommonViewportClient | Common functionality for game and editor viewport clients | ||
| FCompactHeapPose | |||
| FCompactPose | |||
| FCompactPoseBoneIndexIterator | Iterator for compact pose indices | ||
| FCompactPoseBoneIndexReverseIterator | Reverse iterator for compact pose indices | ||
| FCompareBoneTransformIndex | Comparison Operator for Sorting. | ||
| FComponentInstanceDataCache | Cache for component instance data. | ||
| FComponentQueryParams | Structure when performing a collision query using a component's geometry | ||
| FComponentRecreateRenderStateContext | Destroys render state for a component and then recreates it when this object is destroyed | ||
| FComponentReregisterContext | Unregisters a component for the lifetime of this class. | ||
| FComponentReregisterContextBase | Base class for Component Reregister objects, provides helper functions for performing the UnRegister and ReRegister | ||
| FComposableDistribution | Base class for composable distributions. | ||
| FComposableFloatDistribution | A composable floating point distribution. | ||
| FComposableVectorDistribution | |||
| FConsoleOutputDevice | An output device that forwards output to both the log and the console. | ||
| FConstMeshBuildVertexView | The information used to build a mesh. | ||
| FContentComparisonAssetInfo | Helper class containing information about UObject assets referenced. | ||
| FContentComparisonHelper | Helper class for performing the content comparison console command | ||
| FConvexVolume | FConvexVolume | ||
| FCopyBatchId | Batch ID - organisation/batching strategy determined by client systems via compilation | ||
| FCopyResidentBricksCS | |||
| FCopyResidentBrickSHCoefficientsCS | |||
| FCreateTexture2DParameters | Parameters used for creating a Texture2D from a simple color buffer. | ||
| FCubemapLayer | Class describing additional settings for cube map layers. Currently only supported by Oculus. | ||
| FCubemapTexturePropertiesPS | Simple pixel shader reads from a cube map texture and unwraps it in the LongitudeLatitude form. | ||
| FCubemapTexturePropertiesVS | A vertex shader for rendering a texture on a simple element. | ||
| FCurrentLevelSurfaceLevelFilter | Level filter that passes the current level. | ||
| FCurveEvaluationOption | DEPRECATED - please use UE::Anim::FCurveFilterSettings. | ||
| FCurveFilterSettings | Options for filtering curves. Used to initialize a bone container with a filter curve. | ||
| FCustomPhysXPayload | |||
| FCustomPhysXSyncActors | This interface allows plugins to sync between physx sim results and Unreal Engine data. | ||
| FCustomPrimitiveData | Custom primitive data payload. | ||
| FCylinderLayer | Class describing additional settings for cylinder layers. Currently only supported by Oculus. | ||
| FDataCacheDuplicatedObjectData | |||
| FDebugDisplayInfo | Tracks what debug information we have switched on. | ||
| FDebugDrawDelegateHelper | |||
| FDebugRenderSceneProxy | |||
| FDebugShaderPipelineInfo | |||
| FDebugShaderTypeInfo | |||
| FDebugShadowRay | |||
| FDebugViewModeInterface | |||
| FDecodeResult | Struct used to store the results of a decode operation. | ||
| FDefaultLightmapResourceClusterUniformBuffer | |||
| FDeferredDecalProxy | Encapsulates the data which is used to render a decal parallel to the game thread. | ||
| FDeferredDecalUpdateParams | |||
| FDeferredUpdateResource | FDeferredUpdateResource for resources that need to be updated after scene rendering has begun (should only be used on the rendering thread) | ||
| FDelayAction | Copyright Epic Games, Inc. All Rights Reserved. | ||
| FDelayedRendererAction | Callback for calling one action (typical use case: delay a clear until it's actually needed) | ||
| FDelayUntilNextTickAction | FDelayUntilNextTickAction A simple delay action; triggers on the next update. | ||
| FDeltaCheckpointData | |||
| FDepecatedModelVertex | |||
| FDerivedAudioDataCompressor | |||
| FDetailedTickStats | Helper struct for gathering detailed per object tick stats. | ||
| FDFRelativeViewMatrices | |||
| FDiffableObject | |||
| FDiffableObjectArchetypeCache | Optional cache for requests to get the diffable state for a given archetype object | ||
| FDiffableObjectDataWriter | Core archive to write a diffable object to the buffer. | ||
| FDiffResults | Collects the Diffs found for a node/object | ||
| FDiffSingleResult | Result of a single difference found on graph or object | ||
| FDisplayInternalsData | For r.DisplayInternals (allows for easy passing down data from main to render thread) | ||
| FDistanceFieldAsyncQueue | Class that manages asynchronous building of mesh distance fields. | ||
| FDistanceFieldDownsampling | |||
| FDistanceFieldDownsamplingDataTask | |||
| FDistanceFieldVolumeData | Distance field data payload and output of the mesh build process. | ||
| FDummyAudioStreamingManager | Dummy audio streaming manager used on the servers and whenever we cannot render audio | ||
| FDummyViewport | Minimal viewport for assisting with taking screenshots (also used within a plugin) | ||
| FDumpFPSChartToEndpoint | Prints the FPS chart summary to an endpoint. | ||
| FDVRStreamingStatus | Interface(s) for platform feature modules Defines the interface to platform's DVR and/or streaming system | ||
| FDynamicAnimTrailEmitterData | Dynamic emitter data for AnimTrail emitters | ||
| FDynamicBeam2EmitterData | Dynamic emitter data for Beam emitters | ||
| FDynamicBeam2EmitterReplayData | Source data for Beam emitters | ||
| FDynamicEmitterDataBase | Base class for all emitter types | ||
| FDynamicEmitterReplayDataBase | Source data base class for all emitter types | ||
| FDynamicMeshBufferAllocator | This class provides the vertex/index allocator interface used by FDynamicMeshBuilder which is already implemented internally with caching in mind but can be customized if needed. | ||
| FDynamicMeshBuilder | A utility used to construct dynamically generated meshes, and render them to a FPrimitiveDrawInterface. | ||
| FDynamicMeshBuilderSettings | |||
| FDynamicMeshDrawOffset | |||
| FDynamicMeshEmitterData | Dynamic emitter data for Mesh emitters | ||
| FDynamicMeshEmitterReplayData | Source data for Mesh emitters | ||
| FDynamicMeshIndexBuffer16 | |||
| FDynamicMeshIndexBuffer32 | Index Buffer | ||
| FDynamicMeshVertex | The vertex type used for dynamic meshes. | ||
| FDynamicParameter | Copyright Epic Games, Inc. All Rights Reserved. | ||
| FDynamicPrimitiveResource | An interface implemented by dynamic resources which need to be initialized and cleaned up by the rendering thread. | ||
| FDynamicPrimitiveUniformBuffer | |||
| FDynamicResolutionHeuristicProxy | Render thread proxy that holds the heuristic for dynamic resolution. | ||
| FDynamicRibbonEmitterData | Dynamic emitter data for Ribbon emitters | ||
| FDynamicRibbonEmitterReplayData | Source data for Ribbon emitters | ||
| FDynamicSpriteEmitterData | Dynamic emitter data for sprite emitters | ||
| FDynamicSpriteEmitterDataBase | Base class for Sprite emitters and other emitter types that share similar features. | ||
| FDynamicSpriteEmitterReplayData | Source data for Sprite emitters | ||
| FDynamicSpriteEmitterReplayDataBase | Source data base class for Sprite emitters | ||
| FDynamicTrailsEmitterData | Dynamic emitter data for Ribbon emitters | ||
| FDynamicTrailsEmitterReplayData | Source data for trail-type emitters | ||
| FEdGraphEditAction | Struct containing information about what actions occurred on the graph | ||
| FEditorSupportDelegates | FEditorSupportDelegates Delegates that are needed for proper editor functionality, but are accessed or triggered in engine code. | ||
| FEmitData | |||
| FEmitterDynamicParameterPayload | DynamicParameter particle payload. | ||
| FEngineAnalytics | The public interface for the editor's analytics provider singleton. | ||
| FEngineFontServices | A shim around FSlateFontServices that provides access from the render thread (where FSlateApplication::Get() would assert) | ||
| FEngineModule | Implements the engine module. | ||
| FEngineService | Implements an application session service. | ||
| FEngineShowFlags | ShowFlags are a set of bits (some are fixed in SHIPPING) that are stored in the ViewFamily. | ||
| FEquirectLayer | Class describing additional settings for equirect layers. Currently only supported by Oculus. | ||
| FExportObjectInnerContext | Encapsulates a map from objects to their direct inners, used by UExporter::ExportObjectInner when exporting objects. | ||
| FExpressionAntiAliasedTextureMask | |||
| FExpressionAOMaskFunction | |||
| FExpressionAtmosphericFogColorFunction | |||
| FExpressionBlackBody | |||
| FExpressionCollectionParameter | |||
| FExpressionCustomPrimitiveDataFunction | Expression for a single float at Index from CustomPrimitiveData, out of range returns 0. | ||
| FExpressionDataDrivenShaderPlatformInfoSwitch | |||
| FExpressionDBufferTexture | |||
| FExpressionDecalMipmapLevel | |||
| FExpressionDefaultShadingModel | |||
| FExpressionDefaultSubsurfaceColor | |||
| FExpressionDepthOfFieldFunction | |||
| FExpressionDistanceFieldApproxAO | |||
| FExpressionDistanceFieldGradient | |||
| FExpressionDistanceToNearestSurface | |||
| FExpressionDynamicParameter | |||
| FExpressionExternalInput | |||
| FExpressionFinalShadingModelSwitch | |||
| FExpressionFunctionCall | |||
| FExpressionHairColor | |||
| FExpressionLandscapeLayerSwitch | |||
| FExpressionLightVector | |||
| FExpressionMaterialLayers | |||
| FExpressionNaniteReplaceFunction | |||
| FExpressionNeuralNetworkOutput | |||
| FExpressionNoise | |||
| FExpressionParameter | |||
| FExpressionPerInstanceCustomData | |||
| FExpressionRuntimeVirtualTextureOutput | |||
| FExpressionRuntimeVirtualTextureUniform | |||
| FExpressionSamplePhysicsField | |||
| FExpressionSceneColor | |||
| FExpressionSceneDepth | |||
| FExpressionSceneDepthWithoutWater | |||
| FExpressionSceneTexture | |||
| FExpressionScreenAlignedUV | |||
| FExpressionShadingModel | |||
| FExpressionSkyAtmosphereAerialPerspective | |||
| FExpressionSkyAtmosphereLightDirection | |||
| FExpressionSkyAtmosphereLightDiskLuminance | |||
| FExpressionSkyAtmosphereLightIlluminance | |||
| FExpressionSkyAtmosphereLightIlluminanceOnGround | |||
| FExpressionSkyLightEnvMapSample | |||
| FExpressionSobolFunction | |||
| FExpressionSpeedTree | |||
| FExpressionSphericalParticleOpacityFunction | |||
| FExpressionStaticTerrainLayerWeight | |||
| FExpressionTextureProperty | |||
| FExpressionTextureSample | |||
| FExpressionVectorNoise | |||
| FExpressionVertexInterpolator | Mechanics of passing values from PS->VS are specific to material shaders, to VertexInterpolator is included in the Material module Possible that parts of this could be moved to the common HLSLTree module, if interpolators are needed by another system | ||
| FExpressionVirtualTextureUnpack | |||
| FExternalInputDescription | |||
| FExternalPackageHelper | |||
| FExternalTextureRegistry | Stores a registry of external textures mapped to their GUIDs. | ||
| FFactChunk | |||
| FFilterData | |||
| FFinalPostProcessSettings | All blended postprocessing in one place, non lerpable data is stored in non merged form | ||
| FFinalSkinVertex | Data for a single skinned skeletal mesh vertex | ||
| FFindFloorResult | Data about the floor for walking movement, used by CharacterMovementComponent. | ||
| FFIRFilterTimeBased | |||
| FFolder | |||
| FFoliageOcclusionResults | |||
| FFormatChunk | |||
| FFourDistanceFieldSamples | |||
| FFrameEndSync | Special helper class for frame end sync. | ||
| FFreezablePerPlatformFloat | |||
| FFreezablePerPlatformInt | |||
| FFrozenSceneViewMatricesGuard | |||
| FFullSubUVPayload | Particle trail stats Beam particle stats Mesh Particle Stats Helper structures for payload data... | ||
| FFXSystemInterface | The interface to an effects system. | ||
| FGameDelegates | Class to set and get game callbacks | ||
| FGameTime | Contains all the timings of a gaming frame, to handle pause and time dilation (for instance bullet time) of the world. | ||
| FGenerateObjectDiffOptions | |||
| FGenericDVRStreamingSystem | A generic implementation of the DVR/Streaming system, that doesn't support streaming | ||
| FGenericSaveGameSystem | A generic save game system that just uses IFileManager to save/load with normal files | ||
| FGenericVideoRecordingSystem | A generic implementation of the video recording system, that doesn't support recording | ||
| FGeometryCacheVertexFactoryUserData | The mesh batch element user data should point to an instance of this struct | ||
| FGeometryCacheVertexVertexFactory | Vertex factory for geometry caches. | ||
| FGeometryCollectionVertexFactory | A vertex factory for Geometry Collections | ||
| FGeometryCollectionVertexFactoryShaderParameters | |||
| FGeomTools2D | |||
| FGestureRecognizer | |||
| FGetActorReferencesParams | |||
| FGetDiffableObjectOptions | |||
| FGlobalComponentRecreateRenderStateContext | Destroys render states for all components or for a provided list of components and then recreates them when this object is destroyed | ||
| FGlobalComponentReregisterContext | Removes all components from their scenes for the lifetime of the class. | ||
| FGlobalFocusSettings | Setting for global focus scaling | ||
| FGlobalShaderTypeCompiler | |||
| FGPUBaseSkinAPEXClothVertexFactory | Vertex factory with vertex stream components for GPU-skinned and morph target streams | ||
| FGPUBaseSkinVertexFactory | Vertex factory with vertex stream components for GPU skinned vertices | ||
| FGPUSceneWriteDelegateParams | Specifies the point during scene rendering that GPU Scene can be written to The parameters passed to the GPUScene writer delegate | ||
| FGPUSkinAPEXClothDataType | Stream component data bound to Apex cloth vertex factory | ||
| FGPUSkinCache | |||
| FGPUSkinCacheVisualizationData | |||
| FGPUSkinDataType | Stream component data bound to GPU skinned vertex factory | ||
| FGPUSkinPassthroughVertexFactory | Vertex factory with vertex stream components for GPU-skinned streams. | ||
| FGPUSortBuffers | The input buffers required for sorting on the GPU. | ||
| FGPUSortManager | A manager that handles different GPU sort tasks. | ||
| FGroomVisualizationData | |||
| FGrowOnlySpanAllocator | |||
| FHardwareInfo | |||
| FHeightfieldComponentDescription | Information about a heightfield gathered by the renderer for heightfield lighting. | ||
| FHeterogeneousVolumeData | |||
| FHierarchicalInstancedStaticMeshDelegates | |||
| FHierarchicalStaticMeshSceneProxy | |||
| FHighResScreenshotConfig | |||
| FHitProxyConsumer | An interface to a hit proxy consumer. | ||
| FHitProxyId | Encapsulates a hit proxy ID. | ||
| FHMDSceneViewExtension | Scene View Extension which is enabled for all HMDs to unify IsActiveThisFrame_Internal. | ||
| FIdentityPrimitiveUniformBuffer | Primitive uniform buffer containing only identity transforms. | ||
| FIESLightProfileBatchedElementParameters | |||
| FIESLightProfilePS | Simple pixel shader that renders a IES light profile for the purposes of visualization. | ||
| FImageUtils | Class of static image utility functions. | ||
| FIndenter | Simple object to track scope indentation. | ||
| FIndexArrayView | An array view in to a static index buffer. | ||
| FInGameCycleCounter | |||
| FInGameCycleHistory | |||
| FInGamePerformanceTracker | Helper class to track code timings. | ||
| FInGameScopedCycleCounter | |||
| FInputKeyEventArgs | |||
| FInstanceCacheDataBase | Base class for instance cached data of a particular type. | ||
| FInstanceDataBufferHeader | Header data for the instance data buffer that might be produced early (before the heavy lifting of a data update) to move the main sync point back & off the render thread. | ||
| FInstanceDataFlags | |||
| FInstanceDataSceneProxy | |||
| FInstanceDataUpdateTaskInfo | |||
| FInstancedStaticMeshDelegates | |||
| FInstancedStaticMeshSceneDesc | |||
| FInstancedStaticMeshSceneProxyDesc | |||
| FInstanceDynamicData | |||
| FInstanceEditorData | |||
| FInstanceIdIndexMap | |||
| FInstanceSceneData | |||
| FInstanceSceneDataBuffers | |||
| FInstanceSceneDataImmutable | Stores instance data that is immutable - i.e., it is never changed after construction, it can be held onto by the renderer through a shared pointer. | ||
| FInstanceSceneShaderData | |||
| FInternetAddrDemo | |||
| FKCachedConvexData | Only used for legacy serialization (ver < VER_UE4_REMOVE_PHYS_SCALED_GEOM_CACHES) | ||
| FKCachedConvexDataElement | Only used for legacy serialization (ver < VER_UE4_REMOVE_PHYS_SCALED_GEOM_CACHES) | ||
| FKCachedPerTriData | Only used for legacy serialization (ver < VER_UE4_ADD_BODYSETUP_GUID) | ||
| FKConvexGeomRenderInfo | |||
| FKeyState | |||
| FLandscapeTextureAtlas | |||
| FLatentResponse | The response to updating a latent action. | ||
| FLeaf | FLeaf | ||
| FLegacyAudioStreamingManager | Streaming manager dealing with audio. | ||
| FLegacyLightMap1D | A 1D array of incident lighting data. | ||
| FLegacyQuantizedDirectionalLightSample | |||
| FLegacyQuantizedSimpleLightSample | |||
| FLegacyScreenPercentageDriver | Default screen percentage interface that just apply View->FinalPostProcessSettings.ScreenPercentage. | ||
| FLevelNameAndTime | |||
| FLevelUtils | A set of static methods for common editor operations that operate on ULevel objects. | ||
| FLightCacheInterface | An interface to cached lighting for a specific mesh. | ||
| FLightingBuildOptions | A set of parameters specifying how static lighting is rebuilt. | ||
| FLightInteraction | Information about an interaction between a light and a mesh. | ||
| FLightMap | The abstract base class of 1D and 2D light-maps. | ||
| FLightMap2D | A 2D array of incident lighting data. | ||
| FLightMapCoefficients | The quantized coefficients for a single light-map texel. | ||
| FLightMapData2D | The raw data which is used to construct a 2D light-map. | ||
| FLightMapInteraction | Make sure at least one is defined Information about an interaction between a light and a mesh. | ||
| FLightmapResourceCluster | A bundle of lightmap resources which are referenced by multiple components. | ||
| FLightmapSceneShaderData | |||
| FLightParticlePayload | |||
| FLightRayIntersection | The result of an intersection between a light ray and the scene. | ||
| FLightSample | Incident lighting for a single sample, as produced by a lighting build. | ||
| FLightSceneProxy | Encapsulates the data which is used to render a light by the rendering thread. | ||
| FLightVolumeOctreeSemantics | |||
| FListener | Defines the properties of the listener | ||
| FListenerProxy | Game thread representation of a listener | ||
| FLoadedAudioChunk | Stores info about an audio chunk once it's been loaded | ||
| FLocalFogVolumeSceneProxy | Represents a UVolumetricCloudComponent to the rendering thread, created game side from the component. | ||
| FLocalLightSceneProxy | The parts of the point light scene info that aren't dependent on the light policy type. | ||
| FLocalPlayerIterator | FLocalPlayerIterator - Iterates over local players in the game. | ||
| FLocalVertexFactory | A vertex factory which simply transforms explicit vertex attributes from local to world space. | ||
| FLocalVertexFactoryShaderParameters | Shader parameter class used by FLocalVertexFactory only - no derived classes. | ||
| FLocalVertexFactoryShaderParametersBase | Shader parameters for all LocalVertexFactory derived classes. | ||
| FLocationEmitterInstancePayload | ModuleLocationEmitter instance payload | ||
| FLODBurstFired | |||
| FLODMask | Contains LODs to render. | ||
| FLumenCardBuildData | |||
| FLumenCardBuildDebugData | |||
| FLumenVisualizationData | |||
| FMacroUVOverride | |||
| FMarkActorRenderStateDirtyTask | |||
| FMaterial | FMaterial serves 3 intertwined purposes: Represents a material to the material compilation process, and provides hooks for extensibility (CompileProperty, etc) Represents a material to the renderer, with functions to access material properties Stores a cached shader map, and other transient output from a compile, which is necessary with async shader compiling (when a material finishes async compilation, the shader map and compile errors need to be stored somewhere) | ||
| FMaterialAudit | |||
| FMaterialAuditEntry | |||
| FMaterialCachedExpressionContext | |||
| FMaterialCachedExpressionData | |||
| FMaterialCachedExpressionEditorOnlyData | |||
| FMaterialCachedHLSLTree | |||
| FMaterialCachedParameterEditorEntry | |||
| FMaterialCachedParameterEditorInfo | |||
| FMaterialCachedParameterEntry | |||
| FMaterialCompilationOutput | Stores outputs from the material compile that need to be saved. | ||
| FMaterialCompiler | The interface used to translate material expressions into executable code. | ||
| FMaterialCompileTargetParameters | Fully describes a material compilation target | ||
| FMaterialConnectionKey | |||
| FMaterialExpressionKey | Uniquely identifies a material expression output. | ||
| FMaterialExpressionSettings | Copyright Epic Games, Inc. All Rights Reserved. | ||
| FMaterialExternalTextureParameterInfo | |||
| FMaterialFunctionCompileState | Function specific compiler state. | ||
| FMaterialFunctionInfo | Stores information about a function that this material references, used to know when the material needs to be recompiled. | ||
| FMaterialHLSLGenerator | MaterialHLSLGenerator is a bridge between a material, and HLSLTree. | ||
| FMaterialInterfacePSOPrecacheParams | |||
| FMaterialNumericParameterInfo | |||
| FMaterialParameterCollectionInfo | Stores information about a parameter collection that this material references, used to know when the material needs to be recompiled. | ||
| FMaterialParameterCollectionInstanceResource | Rendering thread mirror of UMaterialParameterCollectionInstance. | ||
| FMaterialParameterInfo | |||
| FMaterialParameterMetadata | Holds a value, along with editor-only metadata that describes that value | ||
| FMaterialParameterValue | |||
| FMaterialProcessedSource | |||
| FMaterialPSOPrecacheParams | |||
| FMaterialRenderContext | The context of a material being rendered. | ||
| FMaterialResource | Implementation of the FMaterial interface for a UMaterial or UMaterialInstance. | ||
| FMaterialResourceLocOnDisk | |||
| FMaterialResourceMemoryWriter | |||
| FMaterialResourceProxyReader | |||
| FMaterialResourceWriteScope | |||
| FMaterialShaderMap | The set of material shaders for a single material. | ||
| FMaterialShaderMapContent | |||
| FMaterialShaderMapId | Contains all the information needed to uniquely identify a FMaterialShaderMap. | ||
| FMaterialShaderParameters | |||
| FMaterialShaders | |||
| FMaterialShaderType | A shader meta type for material-linked shaders. | ||
| FMaterialShaderTypes | |||
| FMaterialTextureParameterInfo | |||
| FMaterialTextureValue | |||
| FMaterialUniformPreshaderField | |||
| FMaterialUniformPreshaderHeader | |||
| FMaterialUpdateContext | This class takes care of all of the details you need to worry about when modifying a UMaterial on the main thread. | ||
| FMaterialVirtualTextureStack | |||
| FMatrix3x4 | 3x4 matrix of floating point values. | ||
| FMemoryImageMaterialParameterInfo | |||
| FMeshBatch | A batch of mesh elements, all with the same material and vertex buffer | ||
| FMeshBatchAndRelevance | A reference to a mesh batch that is added to the collector, together with some cached relevance flags. | ||
| FMeshBatchDynamicPrimitiveData | Dynamic primitive/instance data for a mesh batch element. | ||
| FMeshBatchElement | A batch mesh element definition. | ||
| FMeshBatchElementDynamicIndexBuffer | |||
| FMeshBoneInfo | This contains Reference-skeleton related info Bone transform is saved as FTransform array | ||
| FMeshBudgetProjectSettingsUtils | |||
| FMeshBuilderOneFrameResources | |||
| FMeshBuildVertexData | |||
| FMeshBuildVertexView | |||
| FMeshCardsBuildData | |||
| FMeshDrawCommandStatsBudget | Copyright Epic Games, Inc. All Rights Reserved. | ||
| FMeshDrawCommandStatsBudgetTotals | Budget totals for each MeshDrawCommandStats collection. | ||
| FMeshElementCollector | Encapsulates the gathering of meshes from the various FPrimitiveSceneProxy classes. | ||
| FMeshMaterialShaderMap | The shaders which the render the material on a mesh generated by a particular vertex factory type. | ||
| FMeshMaterialShaderType | A shader meta type for material-linked shaders which use a vertex factory. | ||
| FMeshMotionBlurPayloadData | |||
| FMeshParticleInstanceVertex | Per-particle data sent to the GPU. | ||
| FMeshParticleInstanceVertexDynamicParameter | |||
| FMeshParticleInstanceVertexPrevTransform | |||
| FMeshParticleVertexFactory | Vertex factory for rendering instanced mesh particles with out dynamic parameter support. | ||
| FMeshPose | |||
| FMeshRotationPayloadData | Mesh rotation data payload | ||
| FMeshToMeshVertData | A structure for holding mesh-to-mesh triangle influences to skin one mesh to another (similar to a wrap deformer) | ||
| FMeshUVChannelInfo | The world size for each texcoord mapping. Used by the texture streaming. | ||
| FMipLevelBatchedElementParameters | |||
| FModelElement | A set of BSP nodes which have the same material and relevant lights. | ||
| FModelVertex | |||
| FModelVertexBuffer | A vertex buffer for a set of BSP nodes. | ||
| FModuleLocationBoneSocketParticlePayload | ModuleLocationBoneSocket per-particle payload | ||
| FMoveWholeIndirectionTextureCS | |||
| FMultiComponentReregisterContext | Unregisters multiple components for the lifetime of this class. | ||
| FMultiComponentReregisterPair | Pairing of UActorComponent and its UWorld. | ||
| FNameFuncs | |||
| FNaniteSplineMeshSceneProxy | Scene proxy for SplineMesh instance for Nanite | ||
| FNaniteVertexFactory | Vertex factory that performs Nanite base pass material shading with compute shaders instead of vertex and pixel shaders. | ||
| FNaniteVisualizationData | |||
| FNetworkDemoHeader | |||
| FNodeGroup | A struct that contains a set of conodes that will be used in one mapping | ||
| FNoiseParameters | |||
| FNotifyBufferFinishedHooks | |||
| FNullDynamicParameterVertexBuffer | |||
| FObjectCacheContext | Context containing a lazy initialized ObjectIterator cache along with some useful reverse lookup tables that can be used during heavy scene updates of async asset compilation. | ||
| FObjectCacheContextScope | A scope that can be used to maintain a FObjectCacheContext active until the scope is destroyed. | ||
| FObjectCacheEventSink | |||
| FObjectTrace | |||
| FODSCRequestPayload | |||
| FOneFrameResource | Base class for a resource allocated from a FMeshElementCollector with AllocateOneFrameResource, which the collector releases. | ||
| FOptionalStringNonNull | |||
| FOptionalStringNull | Copyright Epic Games, Inc. All Rights Reserved. | ||
| FOrbitChainModuleInstancePayload | Chain-able Orbit module instance payload | ||
| FOrientAndScaleRetargetingCachedData | Stores cached data for Orient and Scale bone translation retargeting | ||
| FOutcode | Encapsulates the inside and/or outside state of an intersection test. | ||
| FOverlapDatum | Overlap Data structure for async trace | ||
| FOverlappingThresholds | |||
| FOverlappingVerticesCustomVersion | Custom version for overlapping vertcies code | ||
| FOverridableReplayVersionData | Can be used to override Version Data in a Replay's Header either Right Before Writing a Replay Header or Right After Reading a Replay Header. | ||
| FParameterChannelNames | |||
| FParticleAnimTrailEmitterInstance | |||
| FParticleBeam2EmitterInstance | |||
| FParticleBeamTrailVertex | FParticleBeamTrailVertex. | ||
| FParticleBeamTrailVertexDynamicParameter | FParticleBeamTrailVertexDynamicParameter. | ||
| FParticleBeamTrailVertexFactory | Beam/Trail particle vertex factory. | ||
| FParticleCollisionInstancePayload | Collision module per instance payload | ||
| FParticleCollisionPayload | Collision module particle payload | ||
| FParticleDataContainer | |||
| FParticleDynamicData | |||
| FParticleEightTexCoordVertexBuffer | |||
| FParticleEmitterBuildInfo | |||
| FParticleEmitterInstance | |||
| FParticleEventInstancePayload | General event instance payload. | ||
| FParticleIndexBuffer | Index buffer for drawing an individual sprite. | ||
| FParticleMeshEmitterInstance | |||
| FParticleOrder | |||
| FParticleRandomSeedInstancePayload | Random-seed instance payload | ||
| FParticleResetContext | Helper class to reset and recreate all PSCs with specific templates on their next tick. | ||
| FParticleRibbonEmitterInstance | |||
| FParticleScratchVertexBuffer | Scratch vertex buffer available for dynamic draw calls. | ||
| FParticleSortBuffers | Buffers in GPU memory used to sort particles. | ||
| FParticleSpawnPerUnitInstancePayload | Payload for instances which use the SpawnPerUnit module. | ||
| FParticleSpriteEmitterInstance | |||
| FParticleSpriteVertex | GPU Particle stats. | ||
| FParticleSpriteVertexFactory | Vertex factory for rendering particle sprites. | ||
| FParticleSpriteVertexNonInstanced | Per-particle data sent to the GPU. | ||
| FParticleSystemCustomVersion | |||
| FParticleSystemSceneProxy | Scene Proxies | ||
| FParticleTexCoordVertexBuffer | Vertex buffer containing texture coordinates for the four corners of a sprite. | ||
| FParticleTrailsEmitterInstance_Base | |||
| FParticleVertexDynamicParameter | FParticleSpriteVertexDynamicParameter. | ||
| FParticleVertexFactoryBase | Base class for particle vertex factories. | ||
| FPatchIndirectionTextureCS | |||
| FPathTracingBufferTextureFunction | |||
| FPendingLatentAction | A pending latent action. | ||
| FPerformanceTrackingChart | Chart for a single portion of gameplay (e.g., gameplay or in-game-shop or settings menu open) WARNING: If you add members here, you MUST also update AccumulateWith() as it accumulates each measure from another chart. | ||
| FPerformanceTrackingSystem | Overall state of the built-in performance tracking. | ||
| FPerObjectProjectedShadowInitializer | Information needed to create a per-object projected shadow. | ||
| FPerPlatformBool | FPerPlatformBool - bool property with per-platform overrides | ||
| FPerPlatformFloat | FPerPlatformFloat - float property with per-platform overrides | ||
| FPerPlatformFrameRate | FPerPlatformFrameRate - FFrameRate property with per-platform overrides | ||
| FPerPlatformInt | FPerPlatformInt - int32 property with per-platform overrides | ||
| FPerQualityLevelFloat | |||
| FPerQualityLevelInt | |||
| FPerQualityLevelProperty | |||
| FPersistentObjectRef | This type is necessary because the blueprint system is destroying and creating CDOs at edit time (usually on compile, but also on load), but also stores user entered data in the CDO. | ||
| FPhysCommandHandler | Container used for physics tasks that need to be deferred from GameThread. | ||
| FPhysicsDelegates | Set of delegates to allowing hooking different parts of the physics engine | ||
| FPhysicsRepAsyncInputData | Final computed desired state passed into the physics sim | ||
| FPhysicsRepErrorCorrectionData | |||
| FPhysicsReplication | |||
| FPhysicsReplicationAsync | |||
| FPhysicsReplicationAsyncInput | |||
| FPhysxUserData | PhysX user data | ||
| FPlanarReflectionRenderTarget | |||
| FPlanarReflectionSceneProxy | |||
| FPlatformCompressionUtilities | |||
| FPlaybackPacket | |||
| FPrecomputedLightVolume | Set of volume lighting samples belonging to one streaming level, which can be queried about the lighting at a given position. | ||
| FPrecomputedLightVolumeData | Set of volume lighting samples belonging to one streaming level, which can be queried about the lighting at a given position. | ||
| FPrecomputedVolumetricLightmap | Represents the Volumetric Lightmap for a specific ULevel. | ||
| FPrecomputedVolumetricLightmapData | Data for a Volumetric Lightmap, built during import from Lightmass. | ||
| FPreCulledStaticMeshSection | |||
| FPreviewScene | Encapsulates a simple scene setup for preview or thumbnail rendering. | ||
| FPrimitiveComponentId | Class used to identify UPrimitiveComponents on the rendering thread without having to pass the pointer around, Which would make it easy for people to access game thread variables from the rendering thread. | ||
| FPrimitiveDrawInterface | The base interface used to query a primitive for its dynamic elements. | ||
| FPrimitiveInstanceId | ID of an instance within a primitive, persistent for the lifetime of the instance. | ||
| FPrimitiveMaterialPropertyDescriptor | This struct captures summary information about material features in the primitive | ||
| FPrimitiveSceneDesc | FPrimitiveSceneDesc is a structure that can be used to Add/Remove/Update primitives in an FScene. | ||
| FPrimitiveSceneInfoData | All the necessary information for scene primitive to component feedback | ||
| FPrimitiveSceneProxy | Encapsulates the data which is mirrored to render a UPrimitiveComponent parallel to the game thread. | ||
| FPrimitiveSceneProxyDesc | |||
| FPrimitiveSceneShaderData | |||
| FPrimitiveUniformShaderParametersBuilder | |||
| FPrimitiveViewRelevance | The different types of relevance a primitive scene proxy can declare towards a particular scene view. | ||
| FProcessAsyncTaskParams | |||
| FProjectedShadowInitializer | A projected shadow transform. | ||
| FPropertyAccessCopy | A property copy, represents a one-to-many copy operation. | ||
| FPropertyAccessCopyBatch | |||
| FPropertyAccessIndirection | Runtime-generated access node. | ||
| FPropertyAccessIndirectionChain | A single property access list. This is a list of FPropertyAccessIndirection. | ||
| FPropertyAccessLibrary | A library of property paths used within a specific context (e.g. a class) | ||
| FPropertyAccessPath | A property access path. | ||
| FPropertyAccessSegment | A segment of a 'property path' used to access an object's properties from another location. | ||
| FPropertyPairsMap | A simple name/value pairs map | ||
| FProxyMaterialCompiler | A proxy for the material compiler interface which by default passes all function calls unmodified. | ||
| FPSOCollectorCreateManager | Manages all create functions of the globally defined IPSOCollectors | ||
| FPSOPrecacheData | Wrapper class around the initializer to collect some extra validation data during PSO collection on the different collectors | ||
| FPSOPrecacheParams | Parameters which are needed to collect all possible PSOs used by the PSO collectors | ||
| FPSOPrecacheVertexFactoryData | Wraps vertex factory data used during PSO precaching - optional element list ID can be used if manual vertex fetch is not possible for the given vertex factory type | ||
| FPSOPrecacheVertexFactoryDataPerMaterialIndex | |||
| FQuadLayer | Quad layer is the default layer shape and contains no additional settings | ||
| FQualityLevels | Structure for holding the state of the engine scalability groups Actual engine state you can get though GetQualityLevels(). | ||
| FQuantizedDirectionalLightSample | The light incident for a point on a surface in three directions, stored as bytes representing values from 0-1. | ||
| FQuantizedLightmapData | |||
| FQuantizedShadowSignedDistanceFieldData2D | A 2D signed distance field map, which consists of FQuantizedSignedDistanceFieldShadowSample's. | ||
| FQuantizedSignedDistanceFieldShadowSample | |||
| FQuantizedSimpleLightSample | The light incident for a point on a surface along the surface normal, stored as bytes representing values from 0-1. | ||
| FQuatFixed32NoW | |||
| FQuatFixed48NoW | |||
| FQuatFloat32NoW | |||
| FQuatFloat96NoW | |||
| FQuatIntervalFixed32NoW | |||
| FQueuedDemoPacket | |||
| FQueueSubtitleParams | |||
| FRawIndexBuffer | |||
| FRawIndexBuffer16or32 | |||
| FRawStaticIndexBuffer | |||
| FRawStaticIndexBuffer16or32 | |||
| FRawStaticIndexBuffer16or32Interface | Virtual interface for the FRawStaticIndexBuffer16or32 class | ||
| FRecomputeTangentCustomVersion | Custom serialization version for RecomputeTangent. | ||
| FRectLightRayTracingData | |||
| FRectLightSceneProxy | |||
| FReferenceSkeleton | Reference Skeleton | ||
| FReferenceSkeletonModifier | Allow modifications to a reference skeleton while guaranteeing that virtual bones remain valid. | ||
| FReflectionCaptureProxy | Represents a reflection capture to the renderer. | ||
| FRefPoseOverride | |||
| FRegisterPSOCollectorCreateFunction | Helper class used to register/unregister the IPSOCollector to the manager at static startup time | ||
| FRelativeViewMatrices | Various view matrices stored as floats, along with LWC tile position, suitable for sending to GPU | ||
| FRemoveSubLevelBricksCS | |||
| FRenderAssetUpdate | This class provides a framework for loading and unloading the texture/mesh LODs. | ||
| FRenderedTextureStats | Lightweight struct used to list the MIP levels of rendered assets. | ||
| FRenderTarget | A render target. | ||
| FRepActorsCheckpointParams | |||
| FReplayCustomVersion | |||
| FReplayExternalData | |||
| FReplayHelper | |||
| FReplayResultHandler | |||
| FReplicatedPhysicsTarget | |||
| FReplicatedPhysicsTargetAsync | |||
| FRepMovementNetSerializerConfig | |||
| FResolutionPreset | Structure holding the details of a preset. | ||
| FResolvedTextureEncodingSettings | This is the public, thread safe class for accessing the encoding settings. | ||
| FResourceMeshInfo | |||
| FRetargetSourceCachedData | Retargeting cached data for a specific Retarget Source | ||
| FRetargetSourceCachedDataKey | |||
| FRibbonTypeDataPayload | |||
| FRiffWaveHeader | Data used to parse the wave file formats | ||
| FRigidBodyCollisionInfo | Information about a specific object involved in a rigid body collision | ||
| FRootMotionAsyncData | |||
| FSampleChunk | |||
| FSampleLoop | |||
| FSceneInterface | An interface to the private scene manager implementation of a scene. | ||
| FSceneProxy | |||
| FSceneTexturesConfig | Struct containing the scene texture configuration used to create scene textures. | ||
| FSceneTexturesConfigInitSettings | |||
| FSceneViewExtensionBase | Inherit from this class to make a view extension. | ||
| FSceneViewExtensionContext | Contains information about the context in which this scene view extension will be used. | ||
| FSceneViewExtensionIsActiveFunctor | Contains the TFunction that determines if a scene view extension should be valid in the given context given for the current frame. | ||
| FSceneViewExtensions | Repository of all registered scene view extensions. | ||
| FSceneViewFamily | A set of views into a scene which only have different view transforms and owner actors. | ||
| FSceneViewFamilyContext | A view family which deletes its views when it goes out of scope. | ||
| FSceneViewInitOptions | Construction parameters for a FSceneView. | ||
| FSceneViewProjectionData | Projection data for a FSceneView. | ||
| FSceneViewStateInterface | The scene manager's persistent view state. | ||
| FSceneViewStateReference | Class used to reference an FSceneViewStateInterface that allows destruction and recreation of all FSceneViewStateInterface's when needed. | ||
| FScopeCycleCounterEmitter | |||
| FScopedConditionalWorldSwitcher | When created, switches global context to a PIE world When destroyed, resets the GWorld back to what it was before | ||
| FScopedDetailTickStats | Scoped helper structure for capturing tick time. | ||
| FScopedForceUnicodeInArchive | |||
| FScopedMaterialCompilerAttribute | Helper class to handle MaterialAttribute changes on the compiler stack. | ||
| FScopedSkeletalMeshPostEditChange | Helper to scope skeletal mesh post edit change. | ||
| FScopedSkeletalMeshReregisterContexts | Helper to scope the component register context. | ||
| FScopedStoreArchiveOffset | Helps track Offsets in an Archive before the actual size of the offset is known. | ||
| FScreenFromSlice0PS | A pixel shader for rendering a textured screen element, taking only the first slice of the array | ||
| FScreenMessageWriter | Helper class to write a line of texts on screen | ||
| FScreenPS | A pixel shader for rendering a textured screen element. | ||
| FScreenPS_OSE | |||
| FScreenPSInvertAlpha | A pixel shader for rendering a textured screen element. | ||
| FScreenPSMipLevel | A pixel shader for rendering a textured screen element with mip maps. | ||
| FScreenPSsRGBSource | A pixel shader for rendering a textured screen element. | ||
| FScreenPSsRGBSourceMipLevel | A pixel shader for rendering a textured screen element with mip maps. | ||
| FScreenshotRequest | |||
| FScreenVertex | |||
| FScreenVertexDeclaration | The filter vertex declaration resource type. | ||
| FScreenVS | A vertex shader for rendering a textured screen element. | ||
| FSelectedActorExportObjectInnerContext | |||
| FSelectedActorIterator | Selected actor iterator, this is for ease of use but the same can be done by adding EActorIteratorFlags::OnlySelectedActors to | ||
| FSelectedActorRange | Selected actor range for ranged-for support. | ||
| FSelectedLightmapSample | Stores debug information for a lightmap sample. | ||
| FSelectedSurfaceFilter | TSelectedSurfaceIterator Surface filter that passes selected surfaces. | ||
| FSeparatingAxisPointCheck | FSeparatingAxisPointCheck - Checks for intersection between an AABB and a convex polygon. | ||
| FSerializedObject | |||
| FSerializedObjectData | |||
| FSerializedObjectDataReader | Core archive to read a transaction object from the buffer. | ||
| FSerializedObjectDataWriter | Core archive to write a transaction object to the buffer. | ||
| FSerializedObjectDataWriterCommon | Core archive to write a transaction object to the buffer. | ||
| FSerializedObjectInfo | |||
| FSerializedTaggedData | |||
| FShaderCompileDistributedThreadRunnable_Interface | |||
| FShaderCompileJobCollection | |||
| FShaderCompileMemoryUsage | |||
| FShaderCompilerStats | |||
| FShaderCompileThreadRunnable | Shader compiling thread This runs in the background while UE is running, launches shader compile worker processes when necessary, and feeds them inputs and reads back the outputs. | ||
| FShaderCompileThreadRunnableBase | |||
| FShaderCompileUtilities | |||
| FShaderCompilingManager | Manager of asynchronous and parallel shader compilation. | ||
| FShaderRecompileData | |||
| FShadowCascadeSettings | Information about a single shadow cascade. | ||
| FShadowMap | The abstract base class of 1D and 2D shadow-maps. | ||
| FShadowMap2D | |||
| FShadowMapData2D | The raw data which is used to construct a 2D shadowmap. | ||
| FShadowMapInteraction | Information about the static shadowing information for a primitive. | ||
| FShadowSignedDistanceFieldData2D | A 2D signed distance field map, which consists of FSignedDistanceFieldShadowSample's. | ||
| FSharedSamplerState | |||
| FSignedDistanceFieldShadowSample | |||
| FSimpleAudioInfoFactory | |||
| FSimpleElementAlphaOnlyPS | Simple pixel shader that just reads from an alpha-only texture | ||
| FSimpleElementCollector | Primitive draw interface implementation used to store primitives requested to be drawn when gathering dynamic mesh elements. | ||
| FSimpleElementColorChannelMaskPS | A pixel shader for rendering a texture with the ability to weight the colors for each channel. | ||
| FSimpleElementDistanceFieldGammaPS | A pixel shader for rendering a masked texture using signed distance filed for alpha on a simple element. | ||
| FSimpleElementGammaAlphaOnlyPS | Simple pixel shader that just reads from an alpha-only texture and gamma corrects the output | ||
| FSimpleElementGammaBasePS | A pixel shader for rendering a texture on a simple element. | ||
| FSimpleElementGammaPS | |||
| FSimpleElementHitProxyPS | A pixel shader for rendering a texture on a simple element. | ||
| FSimpleElementMaskedGammaBasePS | A pixel shader for rendering a masked texture on a simple element. | ||
| FSimpleElementMaskedGammaPS | |||
| FSimpleElementPS | Simple pixel shader that just reads from a texture This is used for resolves and needs to be as efficient as possible | ||
| FSimpleElementVertex | The type used to store batched line vertices. | ||
| FSimpleElementVertexDeclaration | The simple element vertex declaration resource type. | ||
| FSimpleElementVS | A vertex shader for rendering a texture on a simple element. | ||
| FSimpleLightArray | Data pertaining to a set of simple dynamic lights | ||
| FSimpleLightEntry | Data for a simple dynamic light. | ||
| FSimpleLightInstacePerViewIndexData | Index into the Per-view data for each instance. | ||
| FSimpleLightPerViewEntry | Data for a simple dynamic light which could change per-view. | ||
| FSingleAnimationPlayData | |||
| FSingleInstanceDataBuffers | Trivial helper to manage single-instance primitives that can be embedded in the primtive proxy & alias the view to the single data elements. | ||
| FSinglePrimitiveStructured | |||
| FSixTriangleParticleIndexBuffer | Index buffer for drawing an individual sprite. | ||
| FSkelDebugDrawConfig | |||
| FSkeletalMeshCustomVersion | Custom serialization version for SkeletalMesh types. | ||
| FSkeletalMeshDeformerHelpers | Functions that expose some internal functionality of FSkeletalMeshObject required by MeshDeformer systems. | ||
| FSkeletalMeshMerge | Utility for merging a list of skeletal meshes into a single mesh. | ||
| FSkeletalMeshObject | Interface for mesh rendering data | ||
| FSkeletalMeshOptimizationSettings | FSkeletalMeshOptimizationSettings - The settings used to optimize a skeletal mesh LOD. | ||
| FSkeletalMeshSceneProxy | A skeletal mesh component scene proxy. | ||
| FSkelMeshMergeMeshUVTransforms | |||
| FSkelMeshMergeSectionMapping | Info to map all the sections from a single source skeletal mesh to a final section entry in the merged skeletal mesh | ||
| FSkelMeshMergeUVTransformMapping | Info to map all the sections about how to transform their UVs Info to map all the sections about how to transform their UVs | ||
| FSkelMeshRefPoseOverride | Struct used to store per-component ref pose override | ||
| FSkinBatchVertexFactoryUserData | |||
| FSkinnedAssetCompilingManager | |||
| FSkinnedMeshComponentRecreateRenderStateContext | Used to recreate all skinned mesh components for a given skinned asset. | ||
| FSkyAtmosphereSceneProxy | Represents a USkyAtmosphereComponent to the rendering thread. | ||
| FSkyLightSceneProxy | Represents a USkyLightComponent to the rendering thread. | ||
| FSoundBuffer | |||
| FSoundMixClassOverride | |||
| FSoundMixState | |||
| FSoundParseParameters | Struct used for gathering the final parameters to apply to a wave instance | ||
| FSoundSource | |||
| FSoundWaveCompilingManager | |||
| FSourceMeshDataForDerivedDataTask | Source mesh data. | ||
| FSpanAllocator | Allocator for spans from some range that is allowed to grow and shrink to accomodate the allocations. | ||
| FSparseDistanceFieldMip | |||
| FSpeedTreeWind | SpeedTreeWind.h | ||
| FSplineMeshSceneInstanceDataBuffers | |||
| FSplineMeshSceneProxy | Scene proxy for SplineMesh instance | ||
| FSplineMeshVertexFactory | A vertex factory for spline-deformed static meshes | ||
| FSplineMeshVertexFactoryShaderParameters | Factory specific params | ||
| FStatHitchesData | Data needed to display perframe stat tracking when STAT HITCHES is enabled | ||
| FStaticComponentMaskParameter | Holds the information for a static component mask parameter | ||
| FStaticComponentMaskValue | |||
| FStaticLightingGlobalVolumeMapping | Represents an object which will use the global volumetric lightmap. | ||
| FStaticLightingMapping | A mapping between world-space surfaces and a static lighting cache. | ||
| FStaticLightingMesh | A mesh which is used for computing static lighting. | ||
| FStaticLightingPrimitiveInfo | The info about an actor component which the static lighting system needs. | ||
| FStaticLightingTextureMapping | A mapping between world-space surfaces and static lighting cache textures. | ||
| FStaticLightingVertex | The vertex data used to build static lighting. | ||
| FStaticMaterialLayersParameter | |||
| FStaticMeshAreaWeightedSectionSampler | |||
| FStaticMeshBudgetInfo | |||
| FStaticMeshBuildVertex | The information used to build a static-mesh vertex. | ||
| FStaticMeshCompilingManager | |||
| FStaticMeshComponentBulkReregisterContext | |||
| FStaticMeshComponentLODInfo | |||
| FStaticMeshComponentRecreateRenderStateContext | FStaticMeshComponentRecreateRenderStateContext - Destroys render state for all StaticMeshComponents using a given StaticMesh and recreates them when it goes out of scope. | ||
| FStaticMeshDataType | |||
| FStaticMeshInstanceData | The implementation of the static mesh instance data storage type. | ||
| FStaticMeshLODGroup | The LOD settings to use for a group of static meshes. | ||
| FStaticMeshLODResources | Rendering resources needed to render an individual static mesh LOD. | ||
| FStaticMeshLODSettings | Per-group LOD settings for static meshes. | ||
| FStaticMeshRenderData | FStaticMeshRenderData - All data needed to render a static mesh. | ||
| FStaticMeshSceneProxy | A static mesh component scene proxy. | ||
| FStaticMeshSceneProxyDesc | |||
| FStaticMeshSection | A set of static mesh triangles which are rendered with the same material. | ||
| FStaticMeshSectionAreaWeightedTriangleSampler | Creates distribution for uniformly sampling a mesh section. | ||
| FStaticMeshSectionAreaWeightedTriangleSamplerBuffer | Represents GPU resource needed for area weighted uniform sampling of a mesh surface. | ||
| FStaticMeshSectionArray | |||
| FStaticMeshStaticLightingMesh | Represents the triangles of one LOD of a static mesh primitive to the static lighting system. | ||
| FStaticMeshStaticLightingTextureMapping | Represents a static mesh primitive with texture mapped static lighting. | ||
| FStaticMeshVertexBuffers | |||
| FStaticMeshVertexFactories | |||
| FStaticParameterBase | Base parameter properties | ||
| FStaticParameterSet | Contains all the information needed to identify a single permutation of static parameters. | ||
| FStaticParameterSetEditorOnlyData | |||
| FStaticParameterSetRuntimeData | |||
| FStaticPrimitiveDrawInterface | An interface used to query a primitive for its static elements. | ||
| FStaticResolutionFractionHeuristic | Heuristic to automatically compute a default resolution fraction based user settings and display information. | ||
| FStaticSwitchParameter | Holds the information for a static switch parameter | ||
| FStaticTerrainLayerWeightParameter | Stores information that maps a terrain layer to a particular weightmap index Despite the name, these are not actually material parameters. | ||
| FStatUnitData | Data needed to display perframe stat tracking when STAT UNIT is enabled | ||
| FStepDownResult | Struct updated by StepUp() to return result of final step down, if applicable. | ||
| FStereoLayerAdditionalFlagsManager | To add flags to StereoLayerComponents from plugins, please follow this procedure: | ||
| FStereoLayerPS | A pixel shader for rendering a transformed textured element. | ||
| FStereoLayerPS_Base | |||
| FStereoLayerPS_External | A pixel shader for rendering a transformed external texture element. | ||
| FStereoLayerVS | A vertex shader for rendering a transformed textured element. | ||
| FStreamingManagerCollection | Streaming manager collection, routing function calls to streaming managers that have been added via AddStreamingManager. | ||
| FStreamingViewInfo | Helper structure containing all relevant information for streaming. | ||
| FStreamingWaveData | Contains everything that will be needed by a SoundWave that's streaming in data | ||
| FStripDataFlags | Helper class for serializing flags describing which data have been stripped (if any). | ||
| FSubLevelActorDetails | SubLevel Actor breakdown information | ||
| FSubLevelStatus | SubLevel status information | ||
| FSubstrateCompilationConfig | |||
| FSubstrateVisualizationData | |||
| FSubtitleManager | Subtitle manager. Handles prioritization and rendering of subtitles. | ||
| FSystemResolution | |||
| FSystemSettings | Class that actually holds the current system settings | ||
| FSystemSettingsData | Struct that holds the actual data for the system settings. | ||
| FTemporalLODState | Struct to hold the temporal LOD state within a view state | ||
| FTemporaryPlayInEditorIDOverride | Used to temporarily override GPlayInEditorID, correctly updating the debug string and other state as necessary. | ||
| FTextSizingParameters | General purpose data structure for grouping all parameters needed when sizing or wrapping a string | ||
| FTexture2DDynamicResource | A dynamic 2D texture resource. | ||
| FTexture2DMipMap | A 2D texture mip-map. | ||
| FTextureCompilingManager | |||
| FTextureEditorCustomEncode | Separate type so that the engine can check for custom encoding set in the texture editor module without needing to depend on it. | ||
| FTextureLayout | An incremental texture space allocator. | ||
| FTextureLayout3d | An incremental texture space allocator. | ||
| FTextureReferenceReplacer | Replaces the RHI reference of one texture with another. | ||
| FTextureRenderTarget2DArrayResource | FTextureRenderTarget2DArrayResource type for 2DArray render target textures. | ||
| FTextureRenderTarget2DResource | FTextureResource type for 2D render target textures. | ||
| FTextureRenderTargetCubeResource | FTextureResource type for cube render target textures. | ||
| FTextureRenderTargetResource | FTextureResource type for render target textures. | ||
| FTextureRenderTargetVolumeResource | FTextureRenderTargetVolumeResource type for Volume render target textures. | ||
| FTextureResource | The rendering resource which represents a texture. | ||
| FTickableGameObject | This class provides common registration for gamethread tickable objects. | ||
| FTickableObjectBase | Base class for tickable objects | ||
| FTickStats | Helper structure encapsulating all information gathered. | ||
| FTickTaskManagerInterface | Interface for the tick task manager | ||
| FTimerData | |||
| FTimerManager | Class to globally manage timers. | ||
| FTimerManagerTimerParameters | Structure to support specialized looping behavior. | ||
| FTimerUnifiedDelegate | Simple interface to wrap a timer delegate that can be either native or dynamic. | ||
| FTraceDatum | Trace/Sweep Data structure for async trace | ||
| FTraceHandle | Trace Data Structs that are used for Async Trace Trace Handle - unique ID struct that is returned once trace is requested for tracking purpose | ||
| FTrailsBaseTypeDataPayload | Trails Base data payload | ||
| FTriangleRasterizer | FTriangleRasterizer - A generic 2d triangle rasterizer which linearly interpolates vertex parameters and calls a virtual function for each pixel. | ||
| FUniformBufferValue | |||
| FUniformExpressionSet | Stores all uniform expressions for a material generated from a material translation. | ||
| FUniformParameterOverrides | |||
| FUpdatedComponentAsyncInput | Represents the UpdatedComponent's state and implementation. | ||
| FUpdatedComponentAsyncOutput | |||
| FUpdateTexture2DSubresourceCS | |||
| FUpdateTexture3DSubresourceCS | |||
| FUpdateTextureShaderBase | |||
| FUserActivityTracking | |||
| FUtilEdge2D | An edge in 2D space, used by these utility functions. | ||
| FUtilEdge3D | An edge in 3D space, used by these utility functions. | ||
| FUtilPoly2D | A polygon in 2D space, used by utility function. | ||
| FUtilPoly2DSet | A set of 2D polygons, along with a transform for going into world space. | ||
| FUtilTri2D | Triangle in 2D space. | ||
| FUtilVertex2D | A triangle vertex in 2D space, with UV information. | ||
| FVectorFixed48 | |||
| FVectorIntervalFixed32NoW | |||
| FVectorNoiseParameters | |||
| FVert | One vertex associated with a Bsp node's polygon. | ||
| FVertexBufferAndSRV | Struct to pool the vertex buffer & SRV together | ||
| FVertexInterpolator | |||
| FVideoRecordingParameters | |||
| FViewElementDrawer | An interface to a scene interaction. | ||
| FViewMatrices | |||
| FViewport | Encapsulates the I/O of a viewport. | ||
| FViewportClient | An abstract interface to a viewport's client. | ||
| FViewportFrame | An interface to the platform-specific implementation of a UI frame for a viewport. | ||
| FVirtualBoneCompactPoseData | This is a native transient structure. Used to store virtual bone mappings for compact poses | ||
| FVirtualBoneRefData | Cached Virtual Bone data from USkeleton. | ||
| FVirtualShadowMapVisualizationData | |||
| FVirtualTexture2DResource | |||
| FVolumetricCloudSceneProxy | Represents a UVolumetricCloudComponent to the rendering thread, created game side from the component. | ||
| FVolumetricLightmapBasicBrickDataLayers | |||
| FVolumetricLightmapBrickAtlas | |||
| FVolumetricLightmapBrickData | |||
| FVolumetricLightmapBrickTextureSet | |||
| FVolumetricLightmapDataLayer | |||
| FVTStackEntry | |||
| FWaveCue | Data representing a cue in a wave file. | ||
| FWaveFormatInfo | The header of an wave formatted file | ||
| FWaveInstance | Structure encapsulating all information required to play a USoundWave on a channel/source. | ||
| FWaveModInfo | Structure for in-memory interpretation and modification of WAVE sound structures. | ||
| FWaveRequest | Contains a request to load chunks of a sound wave | ||
| FWaveSampleLoop | Data representing a sample loop in a wave file | ||
| FWeightedRandomSampler | |||
| FWholeSceneProjectedShadowInitializer | Information needed to create a whole scene projected shadow. | ||
| FWindData | Calculated wind data with support for accumulating other weighted wind data | ||
| FWindSourceSceneProxy | Represents a wind source component to the scene manager in the rendering thread. | ||
| FWorldGridPreviewer | |||
| FWorldInGamePerformanceTrackers | Collection of in game performance trackers for a world. | ||
| FWorldSceneViewExtension | Scene View Extension which is enabled for all Viewports/Scenes which have the same world. | ||
| FWrappedStringElement | Used by UUIString::WrapString to track information about each line that is generated as the result of wrapping. | ||
| FZoneProperties | |||
| FZoneSet | FZoneProperties | ||
| HActor | Hit an actor. | ||
| HBSPBrushVert | HBSPBrushVert | ||
| HHitProxy | Base class for detecting user-interface hits. | ||
| HHitProxyType | Represents a hit proxy class for runtime type checks. | ||
| HModel | A hit proxy representing a UModel. | ||
| HObject | Hit proxy class for UObject references. | ||
| HStaticMeshVert | HStaticMeshVert | ||
| HTranslucentActor | Hit an actor even with translucency. | ||
| IActiveSoundUpdateInterface | |||
| IAnimationStreamingManager | Interface to add functions specifically related to animation streaming | ||
| IAssetCompilingManager | |||
| IAssetRegistryTagProviderInterface | |||
| IAudioInfoFactory | |||
| IAudioInfoFactoryRegistry | |||
| IAudioStreamingManager | Interface to add functions specifically related to audio streaming | ||
| ICameraPhotography | |||
| ICameraPhotographyModule | The public interface of the CameraPhotographyModule | ||
| ICompilable | |||
| ICompressedAudioInfo | Interface class to decompress various types of audio data | ||
| IComputeTaskWorker | Interface for a compute task worker. | ||
| IDeformableInterface | |||
| IDestructibleInterface | |||
| IDeviceChangedListener | Interface to register a device changed listener to respond to audio device changes. | ||
| IDeviceProfileSelector | DeviceProfileSelector | ||
| IDeviceProfileSelectorModule | Device Profile Selector module | ||
| IDVRStreamingSystem | |||
| IDynamicResolutionState | Interface between the engine and state of dynamic resolution that can be overriden to implement a custom heurstic. | ||
| IEngineAnalyticsConfigOverride | Interface for allowing changes to engine analytics configuration intended for use by internal tools. | ||
| IEngineLoop | Public interface to FEngineLoop so we can call it from editor or editor code | ||
| IHeterogeneousVolumeInterface | |||
| IInterpolationIndexProvider | Interface used to provide interpolation indices for per bone blends | ||
| ILocalNotificationModule | Defines the interface of a module implementing a local notification server. | ||
| ILocalNotificationService | Interface for local notification modules | ||
| ILODSyncInterface | This is interface class for getting/setting LOD info by LODSyncComponent | ||
| IPerformanceDataConsumer | This is an interface for any consumer of per-frame performance data such as FPS charts, PerfCounters, analytics, etc... | ||
| IPhysicsReplication | |||
| IPIEPreviewDeviceModule | |||
| IPlatformFeaturesModule | Interface for platform feature modules Defines the interface of a module implementing platform feature collector class. | ||
| IPSOCollector | Interface class implemented by the mesh pass processor to collect all possible PSOs | ||
| IRenderAssetStreamingManager | Interface to add functions specifically related to texture/mesh streaming | ||
| ISaveGameSystem | Interface for platform feature modules Defines the interface to platform's save game system (or a generic file based one) | ||
| ISaveGameSystemModule | Save game system Module Interface | ||
| ISceneViewExtension | |||
| ISceneViewFamilyExtention | Generic plugin extension that have a lifetime of the FSceneViewFamily | ||
| ISceneViewFamilyExtentionData | Generic plugin extension that have a lifetime of the FSceneViewFamily that can contain arbitrary data to passdown from game thread to render thread. | ||
| ISceneViewFamilyScreenPercentage | Game thread and render thread interface that takes care of a FSceneViewFamily's screen percentage. | ||
| ISourceBufferListener | Interface for listening to source buffers being rendered. | ||
| IStereoLayers | |||
| IStereoLayersFlagsSupplier | |||
| IStereoLayerShape | |||
| IStereoRendering | |||
| IStereoRenderTargetManager | The IStereoRenderTargetManager can be returned from IStereoRendering::GetRenderTargetManager() implementations. | ||
| IStreamedCompressedInfo | Default implementation of a streamed compressed audio format. | ||
| IStreamingManager | Pure virtual base class of a streaming manager. | ||
| ISubmixBufferListener | Abstract interface for receiving audio data from a given submix. | ||
| IVideoRecordingSystem | Interface for platform video recording functionality | ||
| TActorIterator | Misc. Iterator typesTemplate actor iterator. | ||
| TActorIteratorBase | Template class used to filter actors by certain characteristics | ||
| TActorRange | Template actor range for ranged-for support. | ||
| TBasePlayerControllerIterator | PlayerControllerIterators This is the safest, most efficient way to iterate over player controllers. | ||
| TCompilableAsyncTask | |||
| TComponentReregisterContext | Removes all components of the templated type from their scenes for the lifetime of the class. | ||
| TCopyDataCS | |||
| TCustomShowFlag | Statically register a custom show flag to control rendering - use TCustomShowFlag::IsEnabled to get current state for a given view. | ||
| TExternalDirtyActorsTracker | TExternalDirtyActorsTracker is a tracker for dirty external actors, with custom storage through the StoreType interface. | ||
| TGetKeyType | |||
| TGPUSkinAPEXClothVertexFactory | Vertex factory with vertex stream components for GPU-skinned and morph target streams | ||
| TGPUSkinVertexFactory | Vertex factory with vertex stream components for GPU skinned vertices | ||
| TIsCompatibleRangeIndexType | IndexType is compatible with RangeType::IndexType if they are the same or if RangeType doesn't have an index type. | ||
| TLumenCardOBB | |||
| TMaterialHLSLGeneratorType | |||
| TMaterialRecursionGuard | |||
| TObjectCacheIterator | Class to abstract implementation details of the containers used inside the object cache so they can be changed later if needed without API changes. | ||
| TOverrideVoidReturnInvoker | Wraps invocation of a function that can return a value or not. | ||
| TPerPlatformProperty | TPerPlatformProperty - template parent class for per-platform properties Implements Serialize function to replace value at cook time, and backwards-compatible loading code for properties converted from simple types. | ||
| TPlayerControllerIterator | |||
| TPreallocatedArrayProxy | Helper class that provides a basic interface for an inline and presized array within a contiguous memory block | ||
| TQuadTree | |||
| TQuantizedLightSampleBulkData | Bulk data array of FQuantizedLightSamples | ||
| TRangeIndexType | TRangeIndexType extracts RangeType::IndexType if it exists, otherwise void. | ||
| TRenderAssetUpdate | This class provides a framework for loading and unloading the texture/mesh LODs. | ||
| TRenderResourcePool | A resource pool that automatically handles render-thread resources | ||
| TResourcePool | A templated pool for resources that can only be freed at a 'safe' point in the frame. | ||
| TSelectedSurfaceIterator | Iterates over selected surfaces of the specified UWorld. | ||
| TSplineMeshSceneProxyCommon | This interface ties common functionality to the two different spline mesh scene proxies without duplicating code or introducing diamond inheritance. | ||
| TStaticMeshVertexData | The implementation of the static mesh vertex data storage type. | ||
| TSurfaceIterator | Iterates over selected surfaces of the specified UWorld. | ||
| TSurfaceIteratorBase | TSurfaceIteratorBase Iterates over the selected surfaces of all levels in the specified UWorld. | ||
| TTraceThreadData | Trace Data that one Thread can handle per type. For now ASYNC_TRACE_BUFFER_SIZE is 64. | ||
| TTypedIndexRange | |||
| TUpdateTexture2DSubresourceCS | |||
| TVolumeLightingSample | Incident radiance stored for a point. | ||
| UActiveSoundUpdateInterface | Interface for modifying active sounds during their update | ||
| UActorFolder | |||
| UAssetExportTask | Contains data for a group of assets to export | ||
| UAssetRegistryTagProviderInterface | Interface to allow for CDO to add additional tags to generated class | ||
| UDeformableInterface | |||
| UDestructibleInterface | |||
| ULODSyncInterface | |||
| UMeshBudgetProjectSettings | |||
| UMeshDrawCommandStatsSettings | User settings used by the MeshDrawCommandStats system. | ||
| UModel | |||
| UObjectTraceWorldSubsystem | World subsystem used to track world info. | ||
| UPluginBlueprintLibrary | A function library of utilities for querying information about plugins. | ||
| UReplayNetConnection | |||
| UReplaySubsystem |
Constants
| Name | Description |
|---|---|
| GPointFilteringThreshold | |
| GPrimIDDynamicFlag | Flag used to mark a primtive ID as dynamic, and thus needing translation (by adding the offset from the dynamic primitive collector). |
| GSmallNegativeNumber | ( -0.0001f, -0.0001f, -0.0001f, -0.0001f ) |
| GSmallNumber | ( 0.0001f, 0.0001f, 0.0001f, 0.0001f ) |
| GZeroVectorRegister | |
| LogScale | |
| LQ_LIGHTMAP_COEF_INDEX | The index at which simple coefficients are stored in any array containing all NUM_STORED_LIGHTMAP_COEF coefficients. |
| MAX_MOBILE_SHADOWCASCADES | |
| MAX_NUM_LIGHTMAP_COEF | The maximum value between NUM_LQ_LIGHTMAP_COEF and NUM_HQ_LIGHTMAP_COEF. |
| MaxNumParameterCollectionsPerMaterial | Maximum number of parameter collections referenced by a material. |
| MIN_NETWORK_DEMO_VERSION | |
| NETWORK_DEMO_MAGIC | |
| NETWORK_DEMO_METADATA_MAGIC | |
| NETWORK_DEMO_METADATA_VERSION | |
| NETWORK_DEMO_VERSION | |
| NUM_HQ_LIGHTMAP_COEF | The number of directional coefficients which the lightmap stores for each light sample. |
| NUM_LQ_LIGHTMAP_COEF | The number of simple coefficients which the lightmap stores for each light sample. |
| NUM_STORED_LIGHTMAP_COEF | The number of coefficients that are stored for each light sample. |
| NumMaterialEditorOnlyParameterTypes | |
| NumMaterialParameterTypes | |
| NumMaterialRuntimeParameterTypes | |
| NumMaterialTextureParameterTypes | |
| Scalability::MaxResolutionScale | Maximum single axis scale for render resolution |
| Scalability::MinResolutionScale | Minimum single axis scale for render resolution |
| SkeletalDebugRendering::NumConeSides | |
| SkeletalDebugRendering::NumSphereSides | |
| UE::HLSLTree::Material::MaxNumTexCoords | |
| VectorNegativeOne |
Typedefs
| Name | Description |
|---|---|
| AnimationErrorStats | |
| BoneTrackArray | |
| DefaultSurfaceLevelFilter | The default level filter. |
| FActorComponentDuplicatedObjectData | |
| FArchivePos | The type we use to store offsets in the archive. |
| FAssignLayerChunkDelegate | |
| FAssignLayerChunkMap | Delegate to assign a disc layer to a chunk |
| FAsyncAudioDecompress | |
| FAsyncStreamDerivedChunkTask | Async task to stream chunks from the derived data cache. |
| FAudioComponentPtr | |
| FCalculateCustomPhysics | Delegate for applying custom physics forces upon the body. |
| FCalculateCustomProjection | Delegate for applying custom physics projection upon the body. |
| FCookedEditorPackageManagerFactoryDelegate | Delegate to allow game to use a custom ICookedEditorPackageManager class |
| FCookModificationDelegate | |
| FCreateCustomFXSystemDelegate | |
| FDebugDrawDelegate | |
| FEdGraphEvent | |
| FExtendedSaveGameInfoDelegate | A delegate for platforms that need extra information to flesh out save data information (name of an icon, for instance) |
| FGPUSceneWriteDelegate | Delegate used by GPUScene to stage writing to the GPUScene primitive and instance data buffers via the GPU |
| FGraphEventArray | |
| FHandleDisconnectDelegate | Delegate to handle when a connection is disconnecting |
| FHashedMaterialParameterInfo | Backwards compat. |
| FLightMapRef | A reference to a light-map. |
| FLightVolumeOctree | |
| FLumenCardOBBd | |
| FLumenCardOBBf | |
| FMaterialInterfacePSOPrecacheParamsList | |
| FModifyCookDelegate | Delegate to modify cooking behavior - return extra packages to cook, load up the asset registry, etc |
| FOnAudioDevicePostRender | |
| FOnAudioDevicePreRender | |
| FOnDeleteLODModelOverride | |
| FOnEpicAccountIdChanged | |
| FOnGlobalShadersCompilation | Returns the delegate triggered when global shaders compilation jobs start. |
| FOnGraphChanged | |
| FOnPropertyChanged | Delegate for notification when property changed |
| FOnScalabilitySettingsChanged | |
| FOnScreenshotCaptured | |
| FOnScreenshotRequestProcessed | |
| FOnSwitchWorldForPIE | Delegate for switching between PIE and Editor worlds without having access to them |
| FOverlapDelegate | This is Overlap Delegate that can be used if you'd like to get notified whenever available Otherwise, you'll have to query manually using your TraceHandle |
| FParticleBufferParamRef | |
| FParticleShaderParamRef | |
| FPatchOutputStrongPtr | |
| FPendingConnectionLostDelegate | Delegate called when a connection is lost, but there is no owning actor to handle it |
| FPreCommitMapChangeDelegate | Delegate called before a map change at runtime |
| FPSOPrecacheDataArray | |
| FPSOPrecacheRequestResultArray | |
| FPSOPrecacheVertexFactoryDataList | |
| FPSOPrecacheVertexFactoryDataPerMaterialIndexList | |
| FRDGTextureRef | |
| FRecalculatedMassProperties | Delegate for when the mass properties of a body instance have been re-calculated. |
| FReplayExternalDataArray | Using an indirect array here since FReplayExternalData stores an FBitReader, and it's not safe to store an FArchive directly in a TArray. |
| FSceneViewExtensionRef | |
| FShaderMapFinalizeResults | Results for a single compiled and finalized shader map. |
| FShadingModelToStringDelegate | |
| FShadowMapRef | A reference to a shadow-map. |
| FSharedISourceBufferListenerPtr | |
| FSHVectorRGB3 | |
| FSimpleElementGammaPS_Linear | |
| FSimpleElementGammaPS_SRGB | |
| FSimpleElementMaskedGammaPS_Linear | |
| FSimpleElementMaskedGammaPS_SRGB | |
| FSingleNodeEvent | |
| FSoundMixClassOverrideMap | |
| FSoundWaveProxyPtr | |
| FSoundWaveProxyPtr | |
| FStaticMeshLODResourcesArray | |
| FStaticMeshSectionAreaWeightedTriangleSamplerArray | |
| FStaticMeshVertexFactoriesArray | |
| FStaticMeshVertexFactoriesArray | |
| FStaticMeshVertexFactoriesArray | |
| FStringDebug | A string that is present in memory only in editor and debug builds. |
| FStringDev | A string that is present in memory only in editor, debug and development builds. |
| FStringTest | A string that is present in memory only in editor, debug, development and test builds. |
| FSubtitleManagerSetSubtitleText | HACK: Delegate for allowing displays to hijack subtitle text from the subtitle manager and get around the Canvas display |
| FSupportedQualityLevelArray | |
| FTexture2DRHIRef | |
| FTexturePostCompileEvent | |
| FTimerDelegate | Using "not checked" user policy (means race detection is disabled) because this delegate is stored in a TSparseArray and causes its reallocation from inside delegate's execution. |
| FTraceDelegate | This is Trace/Sweep Delegate that can be used if you'd like to get notified whenever available Otherwise, you'll have to query manually using your TraceHandle |
| FTransformArray | Array of FTransform using the game memory stack |
| FTransformArrayA2 | |
| FVertexDeclarationElementListID | Unique ID to find the FVertexDeclarationElementList - these can be shared. |
| FVideoRecordingFinalized | |
| FViewTargetChangedDelegate | Delegate to inform those interested that a view target has changed. |
| FVolumeLightingSample | |
| FVolumeLightingSample2Band | |
| FWebServerActionDelegate | |
| KeyFuncs | |
| PSOCollectorCreateFunction | Predeclared IPSOCollector create function |
| StringStringMap | Using a TMap in the DECLARE_DELEGATE macro caused compiler problems (in clang anyway), a typedef solves it |
| TCustomBoneIndexArray | |
| TCustomBoneIndexArrayView | |
| TSceneViewExtensionIsActiveFunction | Convenience type definition of a function that gives an opinion of whether the scene view extension should be active in the given context for the current frame. |
| TTypedIndexArray | |
| TTypedIndexArrayView |
Enums
| Type | Name | Description | |
|---|---|---|---|
| EActorIteratorFlags | Iteration flags, specifies which types of levels and actors should be iterated | ||
| EActorIteratorType | Type enum, used to represent the special End iterator | ||
| EAlphaBlendOption | |||
| EAntiAliasingMethod | Used by rendering project settings. | ||
| EAsyncTraceType | Enum to indicate type of test to perfom | ||
| EAudioChunkLoadResult | |||
| EAudioDeviceScope | This enum is used in FAudioDeviceManager::RequestAudioDevice to map a given UWorld to an audio device. | ||
| EAudioSpeakers | Channel definitions for multistream waves | ||
| EAudioStreamingState | Lists possible states used by Thread-safe counter. | ||
| EBasePassDrawListType | |||
| EBlendModeFilter::Type | |||
| EBoneDrawMode::Type | |||
| EBspNodeFlags | Flags associated with a Bsp node. | ||
| EBulkReregister | FStaticMeshComponentBulkReregisterContext - More efficiently handles bulk reregistering of static mesh components, by removing and adding scene and physics debug render data in bulk render commands, rather than one at a time. | ||
| EBusSendType | Bus send types | ||
| ECacheApplyPhase | At what point in the rerun construction script process is ApplyToActor being called for | ||
| ECompiledMaterialProperty | Enum that contains entries for the ways that material properties need to be compiled. | ||
| ECompiledPartialDerivativeVariation | Enum that contains entries for the ways that material properties can be compiled with partial derivative calculations. | ||
| EComponentCreationMethod | |||
| EConvertToAdditive | Different ways to create an additive animation | ||
| ECustomDepthMode | |||
| EDataTableExportFlags | |||
| EDebugState | Debug state of the audio system | ||
| EDebugViewShaderMode | Enumeration for different Quad Overdraw visualization mode. | ||
| EDeferredParamStrictness | When setting deferred scene resources whether to throw warnings when we fall back to defaults. | ||
| EDiffType::Category | Differences found within a graph or object | ||
| EDiffType::Type | Differences are presented to the user in the order listed here, so put less important differences lower down | ||
| EDynamicEmitterType | Dynamic particle emitter types | ||
| EDynamicResolutionStateEvent | Game thread events for dynamic resolution state. | ||
| EEdGraphActionType | This is the type of action that occurred on a given graph | ||
| EFrameHitchType | What kind of hitch was detected (if any) | ||
| EGameDelegates_SaveGame | Enum class with size so it can be forward declared. | ||
| EGPUSkinCacheEntryMode | |||
| EGPUSortFlags | Different sort flags used to define constraint for FGPUSortManager tasks. | ||
| EGPUSortTest | GPU sorting tests. | ||
| EGroomViewMode | |||
| EHitProxyPriority | The priority a hit proxy has when choosing between several hit proxies near the point the user clicked. | ||
| EIndexBufferStride::Type | Desired stride when creating a static index buffer. | ||
| EInGamePerfTrackers | In game performance trackers. | ||
| EInGamePerfTrackerThreads | |||
| ELightComponentType | Different light component types. | ||
| ELightInteractionType | The types of interactions between a light and a primitive. | ||
| ELightMapInteractionType | The types of interactions between a light and a primitive. | ||
| ELightShaderParameterFlags | |||
| ELoopingMode | |||
| ELWCFunctionKind | |||
| EMaterialCommonBasis | The common bases of material | ||
| EMaterialCompilerType | What type of compiler is this? Used by material expressions that select input based on compile context | ||
| EMaterialDomain | Defines the domain of a material. | ||
| EMaterialForceCastFlags | |||
| EMaterialGetParameterValueFlags | |||
| EMaterialNewScopeFlag | |||
| EMaterialParameterAssociation | |||
| EMaterialParameterType | |||
| EMaterialProperty | EMaterialProperty | ||
| EMaterialQualityLevel::Type | Quality levels that a material can be compiled for. | ||
| EMaterialSetParameterValueFlags | |||
| EMaterialShaderMapUsage::Type | Usage options for a shader map. | ||
| EMaterialShaderPrecompileMode | |||
| EMaterialTextureParameterType | Must invalidate ShaderVersion.ush when changing | ||
| EMaterialValueType | The types which can be used by materials. | ||
| EMobileHDRMode | |||
| EngineUtils::EAssetToLoad | |||
| EParticleDetailMode | Detail mode for scene component rendering. | ||
| EParticleSignificanceLevel | A level of significance for a particle system. | ||
| EParticleStates | |||
| EParticleSystemInsignificanceReaction | Determines what a particle system will do when all of it's emitters become insignificant. | ||
| EParticleVertexFactoryType | Enum identifying the type of a particle vertex factory. | ||
| EPerQualityLevels | |||
| EPhysxUserDataType::Type | PhysX user data type | ||
| EPolyFlags | Flags describing effects and properties of a Bsp polygon. | ||
| EPreviousBoneTransformUpdateMode | |||
| EPrimaryScreenPercentageMethod | Method used for primary screen percentage method. | ||
| EPrimitiveDirtyState | |||
| EPrimitiveIdMode | |||
| EPropertyAccessCopyBatch | The various types of property copy. | ||
| EPropertyAccessCopyType | |||
| EPropertyAccessIndirectionType | The type of an indirection. | ||
| EPropertyAccessObjectType | For object nodes, we need to know what type of object we are looking at so we can cast appropriately. | ||
| EPropertyAccessSegmentFlags | Flags for a segment of a property access path Note: NOT an UENUM as we dont support mixing flags and values properly in UENUMs, e.g. for serialization. | ||
| EPSOPrecachePriority | PSO Precache request priority | ||
| EPSOPrecacheProxyCreationStrategy | |||
| EQueryMobilityType | |||
| ERawDistributionOperation | Operation to perform when looking up a value. | ||
| ERayTracingPrimitiveFlags | |||
| ERealtimeAudioTaskType | |||
| EReflectionCaptureShape::Type | Reflection capture shapes. | ||
| ERemoveStreamingViews | |||
| EReplayHeaderFlags | |||
| ESceneTextureExtracts | |||
| ESceneTextureId | Like EPassInputId but can expose more e.g. GBuffer | ||
| EScreenPercentageMode | Mode for the computation of the screen percentage. | ||
| ESecondaryScreenPercentageMethod | Method used for second screen percentage method, that is a second spatial upscale pass at the very end, independent of screen percentage show flag. | ||
| ESequencerState | |||
| EShadingPath | |||
| EShadowCacheInvalidationBehavior | Setting to control shadow invalidation behavior (in particular with respect to Virtual Shadow Maps and future methods). | ||
| EShadowMapInteractionType | |||
| EShowFlagGroup | For FShowFlagData, order is not important, adding new elements requires updating some editor code | ||
| EShowFlagInitMode | To customize the EngineShowFlags constructor | ||
| EShowFlagShippingValue | Enum to control behavior of custom show flags in shipping builds. | ||
| EShrinkCapsuleExtent | Enum used to control GetPawnCapsuleExtent behavior. | ||
| ESimpleElementBlendMode | Blend modes supported for simple element rendering | ||
| ESkeletalMeshVertexFlags | Flags used when building vertex buffers. | ||
| ESkinVertexColorChannel | Name of vertex color channels, used by recompute tangents | ||
| ESkinVertexFactoryMode | |||
| ESortedActiveWaveGetType::Type | |||
| ESoundMixState::Type | Current state of a SoundMix | ||
| ESoundType | |||
| EStereoscopicEye | Helper enum to identify eye view indices. | ||
| EStereoscopicPass | Stereoscopic rendering passes. | ||
| ESubstrateMaterialExport | Whether we need some data export from a Substrate material from spatially varying properties, e.g. diffuse color for Lighmass to generate lightmaps. | ||
| ESubstrateMaterialExportContext | Exported materials are all opaque unlit. This is used to give some context to the export logic. | ||
| ETextureEncodeEffort | For encoders that support it (i.e. Oodle), this controls how much time to spend on finding better encoding. | ||
| ETextureEncodeSpeedOverride | Enum that allows for not overriding what the existing setting is - all the other values have the same meaning as ETextureEncodeSpeed | ||
| ETextureLayoutAspectRatio | |||
| ETextureUniversalTiling | Enum values must match exactly with OodleTex_RDO_UniversalTiling | ||
| ETickableTickType | Enum used to convey whether a tickable object will always tick, conditionally tick, or never tick. | ||
| ETimerStatus | |||
| ETransformBlendMode::Type | |||
| EUpdateAllPrimitiveSceneInfosAsyncOps | |||
| EUpdateTextureValueType | |||
| EVertexColorViewMode::Type | Vertex Color view modes | ||
| EVideoRecordingState | Represents the state of the video recorder | ||
| EViewStatusForScreenPercentage | Status of view being rendered to select the corresponding screen percentage setting. | ||
| EVirtualTextureUnpackType | |||
| EWriteDemoFrameFlags | |||
| FSubstrateViewMode | |||
| GPUSkinBoneInfluenceType | |||
| ODSCRecompileCommand | |||
| PhysCommand::Type | |||
| Scalability::EQualityLevelBehavior | |||
| SkeletalMeshOptimizationImportance | Enum specifying the importance of properties when simplifying skeletal meshes. | ||
| SkeletalMeshOptimizationType | Enum specifying the reduction type to use when simplifying skeletal meshes with Simmplygon | ||
| SkeletalMeshTerminationCriterion | Enum specifying the reduction type to use when simplifying skeletal meshes with internal tool | ||
| UE::HLSLTree::Material::EExternalInput | |||
| UE::ReplaySubsystem::EStopReplayFlags | |||
| UE::Transaction::DiffUtil::EGetDiffableObjectMode |
Functions
| Type | Name | Description | |
|---|---|---|---|
| TArray< FActorReference > | ActorsReferencesUtils::GetActorReferences
(
const FGetActorReferencesParams& InParams |
Gather references to actors from the root object. | |
| TArray< AActor * > | ActorsReferencesUtils::GetActorReferences
(
UObject* Root, |
Gather direct references to actors from the root object. | |
| TArray< AActor * > | ActorsReferencesUtils::GetExternalActorReferences
(
UObject* Root, |
Gather direct references to external actors from the root object. | |
| void | AddMaterialInterfacePSOPrecacheParamsToList
(
const FMaterialInterfacePSOPrecacheParams& EntryToAdd, |
||
| bool | AllowDebugViewShaderMode
(
EDebugViewShaderMode ShaderMode, |
Returns true if the shader mode can be enabled. | |
| bool | AllowDebugViewVSDSHS
(
EShaderPlatform Platform |
Returns true if the vertex shader (and potential hull and domain) should be compiled on the given platform. | |
| bool | AllowDitheredLODTransition
(
ERHIFeatureLevel::Type FeatureLevel |
Whether to allow dithered LOD transitions for a specific feature level. | |
| bool | AllowHighQualityLightmaps
(
const FStaticFeatureLevel FeatureLevel |
||
| bool | R.MaterialEnableControlFlow is removed and the feature is forced disabled as how control flow should be implemented in the material editor is still under discussion. | ||
| T | AnimationCompressionUtils::Interpolate
(
const T& A, |
Helper template function to interpolate between two data types. | |
| ValueType | AnimationCompressionUtils::UnalignedRead
(
const void* Ptr |
||
| void | AnimationFormat_GetStats
(
const FUECompressedAnimData& CompressedData, |
Extracts statistics about a given Animation Sequence | |
| void | AnimationFormat_SetInterfaceLinks
(
CompressedDataType& CompressedData |
Sets the internal Animation Codec Interface Links within an Animation Sequence | |
| FString | appGetStartupMap
(
const TCHAR* CommandLine |
This function will look at the given command line and see if we have passed in a map to load. | |
| bool | Line vs triangle intersection test. | ||
| int32 | appLineCheckTriangleSOA
(
const FVector3SOA& Start, |
Line vs triangle intersection test. Tests 1 line against 4 triangles at once. | |
| void | ApplyViewMode
(
EViewModeIndex ViewModeIndex, |
Set ShowFlags and EngineShowFlags depending on view mode. | |
| void | ApplyViewModeOverrides
(
int32 ViewIndex, |
||
| bool | |||
| bool | |||
| void | Audio::Analytics::RecordEvent_Usage
(
FString&& InEventName, |
||
BEGIN_GLOBAL_SHADER_PARAMETER_STRUCT
(
FGCBoneLooseParameters, |
|||
BEGIN_GLOBAL_SHADER_PARAMETER_STRUCT
(
FAPEXClothUniformShaderParameters |
Uniform buffer for APEX cloth. | ||
BEGIN_GLOBAL_SHADER_PARAMETER_STRUCT
(
FGeometryCacheVertexFactoryUniformBufferParameters, |
|||
BEGIN_GLOBAL_SHADER_PARAMETER_STRUCT
(
FGeometryCacheManualVertexFetchUniformBufferParameters, |
|||
BEGIN_GLOBAL_SHADER_PARAMETER_STRUCT
(
FGeometryCollectionVertexFactoryUniformShaderParameters, |
|||
BEGIN_GLOBAL_SHADER_PARAMETER_STRUCT
(
FPrecomputedLightingUniformParameters, |
|||
BEGIN_GLOBAL_SHADER_PARAMETER_STRUCT
(
FParticleBeamTrailUniformParameters, |
Uniform buffer for particle beam/trail vertex factories. | ||
BEGIN_GLOBAL_SHADER_PARAMETER_STRUCT
(
FSceneTextureUniformParameters, |
Scene Color / Depth / Partial Depth. | ||
BEGIN_GLOBAL_SHADER_PARAMETER_STRUCT
(
FMobileReflectionCaptureShaderParameters, |
|||
BEGIN_GLOBAL_SHADER_PARAMETER_STRUCT
(
FLightmapResourceClusterShaderParameters, |
|||
BEGIN_GLOBAL_SHADER_PARAMETER_STRUCT
(
FWorkingColorSpaceShaderParameters, |
Global working color space shader parameters (color space conversion matrices). | ||
BEGIN_GLOBAL_SHADER_PARAMETER_STRUCT
(
FPrimitiveUniformShaderParameters, |
The uniform shader parameters associated with a primitive. | ||
BEGIN_GLOBAL_SHADER_PARAMETER_STRUCT
(
FParticleSpriteUniformParameters, |
Uniform buffer for particle sprite vertex factories. | ||
BEGIN_GLOBAL_SHADER_PARAMETER_STRUCT
(
FSpeedTreeUniformParameters, |
Uniform buffer setup for SpeedTrees. | ||
BEGIN_GLOBAL_SHADER_PARAMETER_STRUCT
(
FMeshParticleUniformParameters, |
Uniform buffer for mesh particle vertex factories. | ||
BEGIN_GLOBAL_SHADER_PARAMETER_STRUCT
(
FLocalVertexFactoryUniformShaderParameters, |
|||
BEGIN_GLOBAL_SHADER_PARAMETER_STRUCT_WITH_CONSTRUCTOR
(
FViewUniformShaderParameters, |
|||
BEGIN_GLOBAL_SHADER_PARAMETER_STRUCT_WITH_CONSTRUCTOR
(
FMobileDirectionalLightShaderParameters, |
The uniform shader parameters for a mobile directional light and its shadow. | ||
BEGIN_SHADER_PARAMETER_STRUCT
(
FLightShaderParameters, |
Position of the light in the translated world space. | ||
BEGIN_SHADER_PARAMETER_STRUCT
(
FGPUSceneWriterParameters, |
Include in shader parameters struct for shaders that modify GPU-Scene instances | ||
| void | BeginCacheMeshCardRepresentation
(
const ITargetPlatform* TargetPlatform, |
||
| FGPUSpriteResources * | BeginCreateGPUSpriteResources
(
const FGPUSpriteResourceData& InResourceData |
Allocates memory to hold GPU sprite resources and begins the resource initialization process. | |
| void | BeginMeshDrawEvent
(
FRHICommandList& RHICmdList, |
||
| void | BeginRecompileGlobalShaders
(
const TArray< const FShaderType* >& OutdatedShaderTypes, |
Begins recompiling the specified global shader types, and flushes their bound shader states. | |
| void | BeginReleaseGPUSpriteResources
(
FGPUSpriteResources* Resources |
Begins the process of releasing GPU sprite resources. | |
| void | BeginUpdateGPUSpriteResources
(
FGPUSpriteResources* Resources, |
Updates GPU sprite resources. | |
| void | BlendCurves
(
const TArrayView< const FBlendedCurve > SourceCurves, |
||
| void | BlendCurves
(
const TArrayView< const FBlendedCurve*const > SourceCurves, |
||
| void | BlendCurves
(
const TArrayView< const FBlendedCurve*const > SourceCurves, |
||
| void | BlendTransform
(
const FTransform& Source, |
||
| void | BoostPSOPriority
(
const TArray< FMaterialPSOPrecacheRequestID >& MaterialPSORequestIDs |
Boost priority for all the PSOs still compiling for the request material request IDs | |
| FString | BuildCardRepresentationDerivedDataKey
(
const FString& InMeshKey |
||
| void | BuildConeVerts
(
float Angle1, |
||
| void | BuildCylinderVerts
(
const FVector& Base, |
||
| FString | BuildDistanceFieldDerivedDataKey
(
const FString& InMeshKey |
||
| void | BuildPoseFromRawData
(
const TArray< FRawAnimSequenceTrack >& InAnimationData, |
Populate InOutPose based on raw animation data. | |
| void | BuildPoseFromRawData
(
const TArray< FRawAnimSequenceTrack >& InAnimationData, |
||
| bool | |||
| FVector | CalcConeVert
(
float Angle1, |
||
| float | |||
| void | Calculate the average frame time by using the stats system. | ||
| bool | CanConnectMaterialValueTypes
(
const uint32 InputType, |
Check whether a combination of EMaterialValueType flags can be connected | |
| void | |||
| void | ClearForces_AssumesLocked
(
FBodyInstance* BodyInstance, |
Clears all linear forces on the body | |
| void | Invalidate & clear all the current material PSO requests | ||
| void | ClearTorques_AssumesLocked
(
FBodyInstance* BodyInstance, |
Clears all torques on the body | |
| bool | CompileDebugViewModeShaders
(
EDebugViewShaderMode Mode, |
Build Shaders to compute scales per texture. | |
| bool | CompileDebugViewModeShaders
(
EDebugViewShaderMode Mode, |
||
| void | CompileGlobalShaderMap
(
bool bRefreshShaderMap |
||
| void | CompileGlobalShaderMap
(
ERHIFeatureLevel::Type InFeatureLevel, |
||
| void | CompileGlobalShaderMap
(
EShaderPlatform Platform, |
||
| void | CompileGlobalShaderMap
(
EShaderPlatform Platform, |
||
| float | ComputeBoundsDrawDistance
(
const float ScreenSize, |
Computes the draw distance of a given sphere bounds in the given view with the specified screen size. | |
| float | ComputeBoundsScreenRadiusSquared
(
const FVector4& BoundsOrigin, |
Computes the screen radius squared of a given sphere bounds in the given view. | |
| float | ComputeBoundsScreenRadiusSquared
(
const FVector4& Origin, |
Computes the screen radius squared of a given sphere bounds in the given view. | |
| float | ComputeBoundsScreenSize
(
const FVector4& Origin, |
Computes the screen size of a given sphere bounds in the given view. | |
| float | ComputeBoundsScreenSize
(
const FVector4& BoundsOrigin, |
Computes the screen size of a given sphere bounds in the given view. | |
| FVector | ComputeBrickTextureCoordinate
(
FVector IndirectionDataSourceCoordinate, |
||
| FVector | ComputeIndirectionCoordinate
(
FVector LookupPosition, |
||
| FLODMask | ComputeLODForMeshes
(
const TArray< class FStaticMeshBatchRelevance >& StaticMeshRelevances, |
Computes the LOD to render for the list of static meshes in the given view. | |
| FLODMask | ComputeLODForMeshes
(
const TArray< class FStaticMeshBatchRelevance >& StaticMeshRelevances, |
Computes the LOD to render for the list of static meshes in the given view. | |
| void | ComputeShadowCullingVolume
(
bool bReverseCulling, |
||
| int8 | ComputeStaticMeshLOD
(
const FStaticMeshRenderData* RenderData, |
Computes the LOD level for the given static meshes render data in the given view. | |
| int8 | ComputeTemporalStaticMeshLOD
(
const FStaticMeshRenderData* RenderData, |
Computes the LOD level for the given static meshes render data in the given view, for one of the two temporal LOD samples | |
| FCollisionObjectQueryParams | ConfigureCollisionObjectParams
(
const TArray< TEnumAsByte< EObjectTypeQuery > >& ObjectTypes |
||
| FCollisionQueryParams | ConfigureCollisionParams
(
FName TraceTag, |
||
| FMeshParticleVertexFactory * | ConstructMeshParticleVertexFactory
(
EParticleVertexFactoryType InType, |
||
| FMeshParticleVertexFactory * | ConstructMeshParticleVertexFactory
(
ERHIFeatureLevel::Type InFeatureLevel |
||
| T | ConvertFromLinearColor
(
const FLinearColor& InColor |
||
| FLinearColor | ConvertToLinearColor
(
T InColor |
||
| void | ConvertToMultilineToolTip
(
const FString& InToolTip, |
Parses a string into multiple lines, for use with tooltips. | |
| void | CopyUIntBufferToTargets
(
FRHICommandListImmediate& RHICmdList, |
Copy one uint buffer into several overlapping targets. | |
| void | CropUnmappedTexels
(
const TMappingData& MappingData, |
Calculates the minimum rectangle that encompasses all mapped texels. | |
| FString | DataTableUtils::AssignStringToProperty
(
const FString& InString, |
Util to assign a value (given as a string) to a struct property. | |
| FString | DataTableUtils::AssignStringToPropertyDirect
(
const FString& InString, |
Util to assign a value (given as a string) to a struct property. | |
| TArray< FString > | DataTableUtils::GetColumnDataAsString
(
const UDataTable* InTable, |
Output each row for a specific column/property in the table (doesn't include the title) | |
| FText | DataTableUtils::GetPropertyDisplayName
(
const FProperty* Prop, |
Util to get the localized display name of a given property. | |
| FString | DataTableUtils::GetPropertyExportName
(
const FProperty* Prop, |
Util to get the friendly display unlocalized name of a given property for export to files. | |
| void | DataTableUtils::GetPropertyImportNames
(
const FProperty* Prop, |
||
| TArray< FString > | DataTableUtils::GetPropertyImportNames
(
const FProperty* Prop |
Util to get the all variants for export names for backwards compatibility. | |
| FString | DataTableUtils::GetPropertyValueAsString
(
const FProperty* InProp, |
Util to get a property as a string. | |
| FString | DataTableUtils::GetPropertyValueAsStringDirect
(
const FProperty* InProp, |
Util to get a property as a string. | |
| FText | DataTableUtils::GetPropertyValueAsText
(
const FProperty* InProp, |
Util to get a property as text (this will use the display name of the value where available - use GetPropertyValueAsString if you need an internal identifier). | |
| FText | DataTableUtils::GetPropertyValueAsTextDirect
(
const FProperty* InProp, |
Util to get a property as text (this will use the display name of the value where available - use GetPropertyValueAsString if you need an internal identifier). | |
| TArray< FName > | DataTableUtils::GetStructPropertyNames
(
const UStruct* InStruct |
Util to get all property names from a struct. | |
| bool | DataTableUtils::IsSupportedTableProperty
(
const FProperty* InProp |
Util to see if this property is supported in a row struct. | |
| FName | DataTableUtils::MakeValidName
(
const FString& InString |
Util that removes invalid chars and then make an FName. | |
| const TCHAR * | DebugViewShaderModeToString
(
EDebugViewShaderMode InShaderMode |
||
DECLARE_FLOAT_ACCUMULATOR_STAT_EXTERN
(
TEXT("Audio Buffer Time"), |
Special log category used for temporary programmer debugging code of audio. | ||
DECLARE_FLOAT_ACCUMULATOR_STAT_EXTERN
(
TEXT("Navmesh cumulative build Time"), |
Path finding stats | ||
DECLARE_FLOAT_ACCUMULATOR_STAT_EXTERN
(
TEXT("Audio BufferTime (w/ Channels)"), |
|||
DECLARE_FLOAT_COUNTER_STAT_EXTERN
(
TEXT("StatUnit GPUTime"), |
|||
DECLARE_FLOAT_COUNTER_STAT_EXTERN
(
TEXT("StatUnit GameThreadTime"), |
|||
DECLARE_FLOAT_COUNTER_STAT_EXTERN
(
TEXT("StatUnit RHIThreadTime"), |
|||
DECLARE_FLOAT_COUNTER_STAT_EXTERN
(
TEXT("StatUnit RenderThreadTime"), |
|||
DECLARE_FLOAT_COUNTER_STAT_EXTERN
(
TEXT("StatUnit FrameTime"), |
HUD stat Static mesh tris rendered Unit time stats | ||
DECLARE_FLOAT_COUNTER_STAT_EXTERN
(
TEXT("Input Latency"), |
Engine stats Input stat | ||
DECLARE_FLOAT_COUNTER_STAT_EXTERN
(
TEXT("ServerReplicateActors Gather Prioritze Time"), |
Game stats | ||
DECLARE_TS_MULTICAST_DELEGATE_OneParam
(
FAssetPostCompileEvent, |
|||
| void | DecompressRotation
(
FQuat4f& Out, |
Handy Template Decompressors Templated Rotation Decompressor. | |
| void | DecompressScale
(
FVector3f& Out, |
Templated Scale Decompressor. Generates a unique decompressor per known quantization format | |
| void | DecompressTranslation
(
FVector3f& Out, |
Templated Translation Decompressor. Generates a unique decompressor per known quantization format | |
| void | Perform any deferred cleanup of resources (GPhysXPendingKillConvex etc) | ||
| bool | DoesMaterialUseTexture
(
const UMaterialInterface* Material, |
Check whether the specified texture is needed to render the material instance. | |
| bool | DoesPlatformSupportDistanceFieldAO
(
EShaderPlatform Platform |
||
| bool | DoesPlatformSupportDistanceFields
(
const FStaticShaderPlatform Platform |
||
| bool | DoesPlatformSupportDistanceFieldShadowing
(
EShaderPlatform Platform |
||
| bool | |||
| void | DoMaterialAttributeReorder
(
FExpressionInput* Input, |
TODO - This can be removed whenever VER_UE4_MATERIAL_ATTRIBUTES_REORDERING is no longer relevant. | |
| void | DrawArc
(
FPrimitiveDrawInterface* PDI, |
Draws an arc using lines. | |
| void | DrawBox
(
FPrimitiveDrawInterface* PDI, |
||
| void | DrawBoxOverlap
(
const UWorld* InWorld, |
Draw box overlap results | |
| void | DrawBoxSweeps
(
const UWorld* InWorld, |
Draw box sweep results | |
| void | DrawCapsuleOverlap
(
const UWorld* InWorld, |
Draw capsule overlap results | |
| void | DrawCapsuleSweeps
(
const UWorld* InWorld, |
Draw capsule sweep results | |
| void | |||
| void | Draw a centripetal catmull rom spline. Alpha values between 0 and 1 | ||
| void | DrawCircle
(
FPrimitiveDrawInterface* PDI, |
Draws a circle using lines. | |
| void | Draw a circle using user define axis and radius | ||
| void | DrawCone
(
FPrimitiveDrawInterface* PDI, |
||
| void | DrawConnectedArrow
(
FPrimitiveDrawInterface* PDI, |
Draws a directional arrow with connected spokes. | |
| void | DrawCoordinateSystem
(
FPrimitiveDrawInterface* PDI, |
Draws a coordinate system (Red for X axis, Green for Y axis, Blue for Z axis). | |
| void | DrawCoordinateSystem
(
FPrimitiveDrawInterface* PDI, |
Draws a coordinate system with a fixed color. | |
| void | DrawCylinder
(
FPrimitiveDrawInterface* PDI, |
||
| void | DrawCylinder
(
FPrimitiveDrawInterface* PDI, |
||
| void | DrawCylinder
(
FPrimitiveDrawInterface* PDI, |
Draws a cylinder along the axis from Start to End. | |
| void | DrawDashedLine
(
FPrimitiveDrawInterface* PDI, |
Draws a dashed line. | |
| void | Draw Debug 2D donut | ||
| void | Used by gameplay when defining a cone by a vertical and horizontal dot products. | ||
| void | Draw a debug box | ||
| void | Draw a debug box with rotation | ||
| void | DrawDebugBoxTraceMulti
(
const UWorld* World, |
||
| void | DrawDebugBoxTraceSingle
(
const UWorld* World, |
||
| void | Draw a debug camera shape. FOV is full angle in degrees. | ||
| void | DrawDebugCanvas2DBox
(
UCanvas* Canvas, |
||
| void | DrawDebugCanvas2DCircle
(
UCanvas* Canvas, |
||
| void | DrawDebugCanvas2DLine
(
UCanvas* Canvas, |
||
| void | DrawDebugCanvas2DLine
(
UCanvas* Canvas, |
Draws a 2D line on a canvas | |
| void | DrawDebugCanvasCapsule
(
UCanvas* Canvas, |
Draws a capsule using lines. | |
| void | Draws a circle using lines. | ||
| void | Draws a half circle using lines. | ||
| void | DrawDebugCanvasLine
(
UCanvas* Canvas, |
Draws a line on a canvas. | |
| void | DrawDebugCanvasWireBox
(
UCanvas* Canvas, |
Draws a box using lines. | |
| void | DrawDebugCanvasWireCone
(
UCanvas* Canvas, |
Draws a wireframe cone | |
| void | DrawDebugCanvasWireSphere
(
UCanvas* Canvas, |
Draws a sphere using circles. | |
| void | Draw a capsule using the LineBatcher | ||
| void | DrawDebugCapsuleTraceMulti
(
const UWorld* World, |
Debug Drawing for multi trace capsules with orientation. | |
| void | DrawDebugCapsuleTraceMulti
(
const UWorld* World, |
Debug Drawing for multi trace capsules using rotation FRotator::ZeroRotator. | |
| void | DrawDebugCapsuleTraceSingle
(
const UWorld* World, |
Debug Drawing for single trace capsules with orientation. | |
| void | DrawDebugCapsuleTraceSingle
(
const UWorld* World, |
Debug Drawing for single trace capsules using rotation FRotator::ZeroRotator. | |
| void | Draw Debug Circle | ||
| void | Draw Debug Circle | ||
| void | Draw Debug Circle Arc | ||
| void | Draw a debug cone. AngleWidth and AngleHeight are given in radians | ||
| void | DrawDebugCoordinateSystem
(
const UWorld* InWorld, |
Draw Debug coordinate system | |
| void | Draw Debug crosshair | ||
| void | Draw a debug cylinder | ||
| void | Draw directional arrow | ||
| void | DrawDebugFloatHistory
(
UWorld const& WorldRef, |
Draws a 2D Histogram of size 'DrawSize' based FDebugFloatHistory struct, using DrawLocation for the location in the world, rotation will face camera of first player. | |
| void | DrawDebugFloatHistory
(
UWorld const& WorldRef, |
Draws a 2D Histogram of size 'DrawSize' based FDebugFloatHistory struct, using DrawTransform for the position in the world. | |
| void | DrawDebugFrustum
(
const UWorld* InWorld, |
||
| void | Draw a debug line | ||
| void | DrawDebugLineTraceMulti
(
const UWorld* World, |
Util for drawing result of multi line trace | |
| void | DrawDebugLineTraceSingle
(
const UWorld* World, |
Util for drawing result of single line trace | |
| void | |||
| void | DrawDebugPoint
(
const UWorld* InWorld, |
Draw a debug point | |
| void | DrawDebugSolidBox
(
const UWorld* InWorld, |
Draw a solid box. | |
| void | Draw a Debug box from (Center, Extent) with no rotation (axis-aligned) | ||
| void | Draw a Debug box from (Center, Extent) with specified Rotation | ||
| void | Loc is an anchor point in the world to guide which part of the infinite plane to draw. | ||
| void | |||
| void | Draw a debug sphere | ||
| void | DrawDebugSphereTraceMulti
(
const UWorld* World, |
||
| void | DrawDebugSphereTraceSingle
(
const UWorld* World, |
||
| void | |||
| void | |||
| void | |||
| void | DrawDirectionalArrow
(
FPrimitiveDrawInterface* PDI, |
Draws a directional arrow (starting at ArrowToWorld.Origin and continuing for Length units in the X direction of ArrowToWorld). | |
| void | DrawDisc
(
FPrimitiveDrawInterface* PDI, |
Draws a circle using triangles. | |
| void | DrawFlatArrow
(
FPrimitiveDrawInterface* PDI, |
Draws a flat arrow with an outline. | |
| void | DrawFrustumWireframe
(
FPrimitiveDrawInterface* PDI, |
Draws a wireframe of the bounds of a frustum as defined by a transform from clip-space into world-space. | |
| void | DrawLineTraces
(
const UWorld* InWorld, |
Draw line trace results | |
| void | DrawOrientedWireBox
(
FPrimitiveDrawInterface* PDI, |
Draws an oriented box. | |
| void | DrawPlane10x10
(
FPrimitiveDrawInterface* PDI, |
10x10 tessellated plane at x=-1..1 y=-1...1 z=0 | |
| void | DrawRectangle
(
FPrimitiveDrawInterface* PDI, |
Draws a rectangle using lines. | |
| void | DrawRectangleMesh
(
FPrimitiveDrawInterface* PDI, |
Draws a rectangle using triangles. | |
| void | DrawSphere
(
FPrimitiveDrawInterface* PDI, |
||
| void | DrawSphereOverlap
(
const UWorld* InWorld, |
Draw sphere overlap results | |
| void | DrawSphereSweeps
(
const UWorld* InWorld, |
Draw sphere sweep results | |
| void | DrawStatsHUD
(
UWorld* InWorld, |
Renders statsRenders stats | |
| void | DrawTorus
(
FPrimitiveDrawInterface* PDI, |
Draws a torus using triangles. | |
| void | DrawTriangle
(
FPrimitiveDrawInterface* PDI, |
Draw simple triangle with material | |
| void | DrawUVs
(
FViewport* InViewport, |
Draws the UV layout of the supplied asset (either StaticMeshRenderData OR SkeletalMeshRenderData, not both!) | |
| void | DrawWireBox
(
FPrimitiveDrawInterface* PDI, |
||
| void | DrawWireBox
(
FPrimitiveDrawInterface* PDI, |
Draws a wireframe box. | |
| void | DrawWireCapsule
(
FPrimitiveDrawInterface* PDI, |
Draws a wireframe capsule. | |
| void | DrawWireChoppedCone
(
FPrimitiveDrawInterface* PDI, |
Draws a wireframe chopped cone (cylinder with independent top and bottom radius). | |
| void | DrawWireCone
(
FPrimitiveDrawInterface* PDI, |
||
| void | DrawWireCone
(
FPrimitiveDrawInterface* PDI, |
Draws a wireframe cone | |
| void | DrawWireCylinder
(
FPrimitiveDrawInterface* PDI, |
Draws a wireframe cylinder. | |
| void | DrawWireDiamond
(
FPrimitiveDrawInterface* PDI, |
Draws a wireframe diamond. | |
| void | DrawWireSphere
(
FPrimitiveDrawInterface* PDI, |
||
| void | DrawWireSphere
(
FPrimitiveDrawInterface* PDI, |
Draws a sphere using circles. | |
| void | DrawWireSphereAutoSides
(
FPrimitiveDrawInterface* PDI, |
Draws a sphere using circles, automatically calculating a reasonable number of sides | |
| void | DrawWireSphereAutoSides
(
FPrimitiveDrawInterface* PDI, |
||
| void | DrawWireSphereCappedCone
(
FPrimitiveDrawInterface* PDI, |
Draws a wireframe cone with a arcs on the cap | |
| void | DrawWireStar
(
FPrimitiveDrawInterface* PDI, |
Draws a axis-aligned 3 line star. | |
| void | DumpComponents
(
UObject* Object |
Debug spew for components | |
| FString | DumpComponentsToString
(
UObject* Object |
Debug spew for object's components, returned as an FString. | |
| void | DumpMaterialStats
(
EShaderPlatform Platform |
Dump material stats for a given platform. | |
| void | DumpObject
(
const TCHAR* Label, |
Debug spew for an object | |
| FString | DumpObjectToString
(
UObject* Object |
Debug spew for an object, returned as an FString. | |
| void | DumpShaderDDCKeyToFile
(
const EShaderPlatform InPlatform, |
||
| void | DumpShaderDDCKeyToFile
(
const EShaderPlatform InPlatform, |
||
| TranslatedWorldPosition Color Direction Tangent SpotAngles SourceLength RectLightBarnLength RectLigh... | Generic parameters used to render a light Has a 1:1 mapping with FLightShaderParameters, but can also be used in other contexts Primary difference is position is stored as FVector3d in absolute world space, which is not appropriate for sending directly to GPU | ||
| CameraRight ScreenAlignment LWCTile | Generic parameters used to render a light Has a 1:1 mapping with FLightShaderParameters, but can also be used in other contexts Primary difference is position is stored as FVector3d in absolute world space, which is not appropriate for sending directly to GPU | ||
| VertexFetch_Parameters LODLightmapDataIndex VertexFetch_PositionBuffer VertexFetch_PackedTangentsBuf... | |||
| VertexFetch_BoneTransformBuffer VertexFetch_BoneMapBuffer | Generic parameters used to render a light Has a 1:1 mapping with FLightShaderParameters, but can also be used in other contexts Primary difference is position is stored as FVector3d in absolute world space, which is not appropriate for sending directly to GPU | ||
| MeshOrigin MotionBlurDataOrigin MotionBlurPositionScale | Generic parameters used to render a light Has a 1:1 mapping with FLightShaderParameters, but can also be used in other contexts Primary difference is position is stored as FVector3d in absolute world space, which is not appropriate for sending directly to GPU | ||
| SceneColorTexture ScenePartialDepthTexture GBufferBTexture GBufferDTexture GBufferFTexture ScreenSpa... | |||
| void | EngineShowFlagOrthographicOverride
(
bool bIsPerspective, |
Call each view rendering after game [engine] show flags for rendering a view have been set; disables effects that will not work in an orthographic projection due to shader limitations. | |
| void | EngineShowFlagOverride
(
EShowFlagInitMode ShowFlagInitMode, |
Call each view rendering after game [engine] show flags for rendering a view have been set. | |
| bool | EngineUtils::FindOrLoadAssetsByPath
(
const FString& Path, |
Loads all the assets found in the specified path and subpaths | |
| Callback used by the FGPUSortManager to make each client system initialize the sort keys for a specific sort batch. | |||
| const TCHAR * | ESoundMixState::GetString
(
ESoundMixState::Type InType |
||
| void | ExportProperties
(
const FExportObjectInnerContext* Context, |
Exports the property values for the specified object as text to the output device. | |
| void | FGeomTools::Buid2DPolysFromEdges
(
TArray< FUtilPoly2D >& OutPolys, |
Given a set of edges, find the set of closed polygons created by them. | |
| void | FGeomTools::ClipMeshWithPlane
(
TArray< FClipSMTriangle >& OutTris, |
Take the input mesh and cut it with supplied plane, creating new verts etc. | |
| void | FGeomTools::GeneratePlanarFitPolyUVs
(
FUtilPoly2D& Polygon |
Does a simple planar map using the bounds of this 2D polygon. | |
| void | FGeomTools::GeneratePlanarTilingPolyUVs
(
FUtilPoly2D& Polygon, |
Applies tiling UVs to the verts of this polygon | |
| void | FGeomTools::GetClippableStaticMeshTriangles
(
TArray< FClipSMTriangle >& OutClippableTriangles, |
Extracts the triangles from a static-mesh as clippable triangles. | |
| bool | FGeomTools::PointInTriangle
(
const FVector3f& A, |
Util to see if P lies within triangle created by A, B and C. | |
| void | FGeomTools::ProjectEdges
(
TArray< FUtilEdge2D >& Out2DEdges, |
Take a set of 3D Edges and project them onto the supplied plane. | |
| void | FGeomTools::RemoveRedundantTriangles
(
TArray< FClipSMTriangle >& Tris |
Given a set of triangles, remove those which share an edge and could be collapsed into one triangle. | |
| void | FGeomTools::Split2DPolysWithPlane
(
FUtilPoly2DSet& PolySet, |
Split 2D polygons with a 3D plane. | |
| FClipSMPolygon | FGeomTools::Transform2DPolygonToSMPolygon
(
const FUtilPoly2D& InTri, |
Transform triangle from 2D to 3D static-mesh triangle. | |
| bool | FGeomTools::TriangulatePoly
(
TArray< FClipSMTriangle >& OutTris, |
Given a polygon, decompose into triangles and append to OutTris. | |
| bool | FGeomTools::VectorsOnSameSide
(
const FVector3f& Vec, |
Given three direction vectors, indicates if A and B are on the same 'side' of Vec. | |
| FLinearColor | FilteredVolumeLookup
(
FVector Coordinate, |
||
| VoxelDataType | FilteredVolumeLookupReconverted
(
FVector Coordinate, |
||
| FBox | FindBodyBox
(
AActor* Actor, |
||
| FTransform | FindBodyTransform
(
AActor* Actor, |
||
| FORCEINLINE_DEBUGGABLEint32 | FindLowKeyIndex
(
const TABLE_TYPE* FrameTable, |
Utility function to find the key before the specified search value. | |
| EViewModeIndex | FindViewMode
(
const FEngineShowFlags& EngineShowFlags |
Find the view mode that first to the set show flags (to be backward compatible, can be removed on day). | |
| void | Finishes recompiling global shaders. Must be called after BeginRecompileGlobalShaders. | ||
| void | FlushDebugStrings
(
const UWorld* InWorld |
||
| void | FlushPersistentDebugLines
(
const UWorld* InWorld |
Flush persistent lines | |
| void | Helper function to flush resource streaming. | ||
| TArray< TWeakObjectPtr< T > > | FObjectEditorUtils::GetTypedWeakObjectPtrs
(
const TArray< UObject* >& InObjects |
Helper function to convert the input for GetActions to a list that can be used for delegates | |
| bool | FObjectEditorUtils::MigratePropertyValue
(
SourceType* SourceObject, |
Copy the value of a property from source object to a destination object. | |
| bool | FObjectEditorUtils::SetPropertyValue
(
ObjectType* Object, |
Set the value on an UObject using reflection. | |
FUNC_DECLARE_DELEGATE
(
FAfterPassCallbackDelegate, |
This is used to add more flexibility to Post Processing, so that users can subscribe to any after Post Processing Pass events. | ||
| TArray< TArray< FGuid > > | Creates a list of object clusters based on the provided references. | ||
| bool | GenerateStaticTerrainLayerWeightExpression
(
FName LayerName, |
||
| bool | GenerateStaticTerrainLayerWeightExpression
(
FName LayerName, |
||
| bool | GEngine_GetPreviewPlatformName
(
FName& PlatformName |
Helper function to avoid including Engine.h in this header | |
| void | GetAllDefaultTextureFormats
(
const ITargetPlatformSettings* TargetPlatformSettings, |
||
| void | GetAllDefaultTextureFormats
(
const ITargetPlatform* TargetPlatform, |
Returns all the texture formats which can be returned by GetDefaultTextureFormatName | |
| UClass * | GetAudioPluginCustomSettingsClass
(
EAudioPlugin PluginType |
||
| FString | GetBlendModeString
(
EBlendMode BlendMode |
Converts an EBlendMode to a string description. | |
| void | GetBoxMesh
(
const FMatrix& BoxToWorld, |
||
| FBufferVisualizationData & | |||
| const FCachedSystemScalabilityCVars & | |||
| void | GetCapsuleMesh
(
const FVector& Origin, |
||
| FString | GetCDKeyHash () |
||
| FString | GetCDKeyResponse
(
const TCHAR* Challenge |
||
| void | GetCmdLineFilterShaderFormats
(
TArray< FName >& InOutShderFormats |
||
| int32 | What material quality level should we explicitly cook for? : -CacheMaterialQuality= | ||
| const TArray< FName > & | Brings loaded sounds up to date for the given platforms (or all platforms), and also sets persistent variables to cover any newly loaded ones. | ||
| void | GetConeMesh
(
const FMatrix& LocalToWorld, |
||
| ECustomDepthMode | |||
| void | GetCylinderMesh
(
const FVector& Start, |
Draws a cylinder along the axis from Start to End. | |
| void | GetCylinderMesh
(
const FVector& Base, |
||
| void | GetCylinderMesh
(
const FMatrix& CylToWorld, |
||
| FString | GetDebugStringForWorld
(
const UWorld* World |
Returns the Debug string for a given world (Standalone, Listen Server, Client #, etc) | |
| EAntiAliasingMethod | GetDefaultAntiAliasingMethod
(
const FStaticFeatureLevel InFeatureLevel |
||
| uint32 | GetDefaultMSAACount
(
const FStaticFeatureLevel InFeatureLevel, |
||
| FName | GetDefaultTextureFormatName
(
const ITargetPlatform* TargetPlatform, |
Do not call these (GetDefaultTextureFormatName) directly, use GetPlatformTextureFormatNamesWithPrefix instead this should only be called by TargetPlatform::GetTextureFormats() Gets the name of a format for the given LayerIndex | |
| FName | GetDefaultTextureFormatName
(
const ITargetPlatformSettings* TargetPlatformSettings, |
||
| void | GetDefaultTextureFormatNamePerLayer
(
TArray< FName >& OutFormatNames, |
Gets an array of format names for each layer in the texture | |
| void | GetDefaultTextureFormatNamePerLayer
(
TArray< FName >& OutFormatNames, |
||
| void | GetDynamicValueFromPayload
(
int32 InDynamicPayloadOffset, |
Helper function for retrieving the dynamic payload of a particle. | |
| EShadingPath | GetFeatureLevelShadingPath
(
FStaticFeatureLevel InFeatureLevel |
||
| float | GetFilteredData
(
float Input |
||
| const FString & | |||
| FGPUSkinCacheVisualizationData & | |||
| int32 | GetGPUSortPassCount
(
uint32 KeyMask |
Get the number of passes we will need to make in order to sort | |
| EGroomViewMode | GetGroomViewMode
(
const FSceneView& View |
||
| const TCHAR * | |||
| FGroomVisualizationData & | |||
| void | GetHalfSphereMesh
(
const FVector& Center, |
||
| FHighResScreenshotConfig & | |||
| bool | GetHighResScreenShotInput
(
const TCHAR* Cmd, |
||
| FPrimitiveUniformShaderParameters | |||
| float | GetInterpolationCoefficient
(
EFilterInterpolationType InterpolationType, |
||
| void | GetLightmapClusterResourceParameters
(
ERHIFeatureLevel::Type FeatureLevel, |
||
| const FSceneView & | GetLODView
(
const FSceneView& InView |
Will return the view to use taking into account VR which has 2 views | |
| FLumenVisualizationData & | |||
| FPSOPrecacheDataArray | GetMaterialPSOPrecacheData
(
FMaterialPSOPrecacheRequestID RequestID |
Get original FPSOPrecacheDataArray from precache request | |
| FMaterialPSOPrecacheParams | GetMaterialPSOPrecacheParams
(
FMaterialPSOPrecacheRequestID RequestID |
Get original FMaterialPSOPrecacheParams from precache request | |
| FName | GetMaterialQualityLevelFName
(
EMaterialQualityLevel::Type InMaterialQualityLevel |
||
| void | GetMaterialQualityLevelName
(
EMaterialQualityLevel::Type InMaterialQualityLevel, |
Creates a string that represents the given quality level. | |
| const FString & | |||
| FString | GetMaterialShaderMapKeyString
(
const FMaterialShaderMapId& ShaderMapId, |
Creates a string key for the derived data cache given a shader map id. | |
| void | GetMaterialValueTypeDescriptions
(
const uint32 MaterialValueType, |
Given a combination of EMaterialValueType flags, get text descriptions of all types | |
| FString | GetMemoryString
(
const double Value, |
||
| EMobileHDRMode | |||
| FNaniteVisualizationData & | |||
| int32 | GetNumActorsInWorld
(
UWorld* InWorld |
||
| uint32 | GetNumComponents
(
EMaterialValueType Type |
||
| FOnGlobalShadersCompilation & | |||
| void | GetOrientedHalfSphereMesh
(
const FVector& Center, |
||
| void | GetOutdatedShaderTypes
(
TArray< const FShaderType* >& OutdatedShaderTypes, |
||
| FVector3f | GetParticleBaseSize
(
const FBaseParticle& Particle, |
||
| FVector2D | GetParticleSizeWithUVFlipInSign
(
const FBaseParticle& Particle, |
||
| void | GetPrecomputedLightingParameters
(
ERHIFeatureLevel::Type FeatureLevel, |
||
| EPSOPrecacheProxyCreationStrategy | |||
| uint8 | GetRayTracingMaskFromMaterial
(
const EBlendMode BlendMode |
||
| IRendererModule & | Accessor that gets the renderer module and caches the result. | ||
| void | GetSceneColorFormatAndCreateFlags
(
ERHIFeatureLevel::Type FeatureLevel, |
||
| FSceneTextureShaderParameters | GetSceneTextureShaderParameters
(
TRDGUniformBufferRef< FMobileSceneTextureUniformParameters > UniformBuffer |
||
| FLinearColor | GetSelectionColor
(
const FLinearColor& BaseColor, |
Given a base color and a selection state, returns a color which accounts for the selection state. | |
| UE::Shader::FType | GetShaderValueType
(
EMaterialParameterType Type |
||
| FString | GetShadingModelFieldString
(
FMaterialShadingModelField ShadingModels |
Converts an FMaterialShadingModelField to a string description, base on a default function. | |
| FString | GetShadingModelFieldString
(
FMaterialShadingModelField ShadingModels, |
Converts an FMaterialShadingModelField to a string description, base on the passed in delegate. | |
| FString | GetShadingModelString
(
EMaterialShadingModel ShadingModel |
Converts an EMaterialShadingModel to a string description. | |
| const TCHAR * | GetShortAntiAliasingName
(
EAntiAliasingMethod AntiAliasingMethod |
||
| void | GetSphereMesh
(
const FVector& Center, |
||
| void | GetSphereMesh
(
const FVector& Center, |
||
| UFont * | GetStatsFont () |
Stats objects for Engine Input stat HUD stat Static mesh tris rendered Skeletal stats Unit times | |
| float | GetStep () |
||
| TArray< FSubLevelStatus > | GetSubLevelsStatus
(
UWorld* InWorld, |
Gathers SubLevels status from a provided world | |
| FSubstrateVisualizationData & | |||
| uint32 | GetTypeHash
(
const FMaterialConnectionKey& Key |
||
| bool | GetUsedMaterialsInWorld
(
UWorld* InWorld, |
Get the list of all material used in a world | |
| uint32 | |||
| void | GetViewFrustumBounds
(
FConvexVolume& OutResult, |
Creates a convex volume bounding the view frustum for a view-projection matrix, with an optional far plane override. | |
| void | GetViewFrustumBounds
(
FConvexVolume& OutResult, |
Creates a convex volume bounding the view frustum for a view-projection matrix. | |
| void | GetViewFrustumBounds
(
FConvexVolume& OutResult, |
Creates a convex volume bounding the view frustum for a view-projection matrix. | |
| const TCHAR * | GetViewModeName
(
EViewModeIndex ViewModeIndex |
||
| bool | GetViewportScreenShot
(
FViewport* Viewport, |
||
| bool | GetViewportScreenShotHDR
(
FViewport* Viewport, |
||
| FLinearColor | GetViewSelectionColor
(
const FLinearColor& BaseColor, |
||
| FVirtualShadowMapVisualizationData & | |||
| void | GlobalBeginCompileShader
(
const FString& DebugGroupName, |
Enqueues a shader compile job with GShaderCompilingManager. | |
| void | GlobalBeginCompileShader
(
const FString& DebugGroupName, |
Enqueues a shader compile job with GShaderCompilingManager. | |
| bool | |||
| DesiredType * | HitProxyCast
(
HHitProxy* Src |
Dynamically cast a HHitProxy object type-safely. | |
| bool | InitGamePhys () |
||
| void | Initializes the shared sampler states. | ||
| bool | IsAdditiveBlendMode
(
const FMaterialShaderParameters& In |
||
| bool | IsAdditiveBlendMode
(
const UMaterialInterface& In |
||
| bool | IsAdditiveBlendMode
(
const FMaterial& In |
||
| bool | IsAdditiveBlendMode
(
EBlendMode BlendMode |
||
| bool | IsAllowedExpressionType
(
const UClass*const Class, |
Returns whether the given expression class is allowed. | |
| bool | |||
| bool | IsAlphaCompositeBlendMode
(
EBlendMode BlendMode |
||
| bool | IsAlphaCompositeBlendMode
(
const FMaterial& In |
||
| bool | IsAlphaCompositeBlendMode
(
const UMaterialInterface& In |
||
| bool | IsAlphaCompositeBlendMode
(
const FMaterialShaderParameters& In |
||
| bool | IsAlphaHoldoutBlendMode
(
EBlendMode BlendMode |
||
| bool | IsAlphaHoldoutBlendMode
(
const FMaterial& In |
||
| bool | IsAlphaHoldoutBlendMode
(
const UMaterialInterface& In |
||
| bool | IsAlphaHoldoutBlendMode
(
const FMaterialShaderParameters& In |
||
| bool | |||
| bool | |||
| bool | IsAudioPluginEnabled
(
EAudioPlugin PluginType |
Queries if a plugin of the given type is enabled. | |
| bool | IsCompatibleWithHairStrands
(
EShaderPlatform Platform, |
||
| bool | IsCompatibleWithHairStrands
(
const FMaterial* Material, |
||
| bool | Precaching PSOs for components? | ||
| bool | IsCtrlDown
(
FViewport* Viewport |
Shortcuts for checking the state of both left&right variations of control keys. | |
| bool | |||
| bool | IsFloatNumericType
(
EMaterialValueType InType |
||
| bool | IsGlobalShaderMapComplete
(
const TCHAR* TypeNameSubstring |
Returns whether all global shader types containing the substring are complete and ready for rendering. | |
| bool | |||
| bool | IsHairStrandsGeometrySupported
(
const EShaderPlatform Platform |
Helper functions for hair strands shaders. | |
| bool | IsLWCType
(
EMaterialValueType InType |
||
| bool | IsMaskedBlendMode
(
EBlendMode BlendMode |
||
| bool | IsMaskedBlendMode
(
const FMaterial& In |
||
| bool | IsMaskedBlendMode
(
const UMaterialInterface& In |
||
| bool | IsMaskedBlendMode
(
const FMaterialShaderParameters& In |
||
| bool | |||
| bool | |||
| bool | IsMobilePropagateAlphaEnabled
(
EShaderPlatform Platform |
True if Alpha Propagate is enabled for the mobile renderer. | |
| bool | IsModulateBlendMode
(
const FMaterialShaderParameters& In |
||
| bool | IsModulateBlendMode
(
EBlendMode BlendMode |
||
| bool | IsModulateBlendMode
(
const UMaterialInterface& In |
||
| bool | IsModulateBlendMode
(
const FMaterial& In |
||
| bool | IsNumericMaterialParameter
(
EMaterialParameterType InType |
||
| bool | IsNumericType
(
EMaterialValueType InType |
||
| bool | IsOpaqueBlendMode
(
EBlendMode BlendMode |
Blend modes utility functions | |
| bool | IsOpaqueBlendMode
(
const FMaterial& In |
||
| bool | IsOpaqueBlendMode
(
const UMaterialInterface& In |
||
| bool | IsOpaqueBlendMode
(
const FMaterialShaderParameters& In |
||
| bool | IsOpaqueOrMaskedBlendMode
(
const UMaterialInterface& In |
||
| bool | IsOpaqueOrMaskedBlendMode
(
const FMaterial& In |
||
| bool | IsOpaqueOrMaskedBlendMode
(
EBlendMode BlendMode |
||
| bool | IsOpaqueOrMaskedBlendMode
(
const FMaterialShaderParameters& In |
||
| bool | Whether scene proxies will have GetDynamicMeshElements called in parallel. | ||
| bool | Precaching PSOs for resources? | ||
| bool | IsRichView
(
const FSceneViewFamily& ViewFamily |
Returns true if the given view is "rich", and all primitives should be forced down the dynamic drawing path so that ApplyViewModeOverrides can implement the rich view feature. | |
| bool | |||
| bool | IsShiftDown
(
FViewport* Viewport |
||
| bool | Accessor for our Spatialization enabled CVar. | ||
| bool | IsStaticMaterialParameter
(
EMaterialParameterType InType |
||
| bool | IsSubsurfaceShadingModel
(
FMaterialShadingModelField ShadingModel |
||
| bool | IsTemporalAccumulationBasedMethod
(
EAntiAliasingMethod AntiAliasingMethod |
Returns whether the anti-aliasing method use a temporal accumulation | |
| bool | |||
| bool | IsTexelMapped
(
const TArray< FLightMapCoefficients >& MappingData, |
Checks if a lightmap texel is mapped or not. | |
| bool | IsTranslucentBlendMode
(
const UMaterialInterface& In |
||
| bool | IsTranslucentBlendMode
(
const FMaterialShaderParameters& In |
||
| bool | IsTranslucentBlendMode
(
const FMaterial& In |
||
| bool | IsTranslucentBlendMode
(
EBlendMode BlendMode |
||
| bool | IsTranslucentOnlyBlendMode
(
const FMaterialShaderParameters& In |
||
| bool | IsTranslucentOnlyBlendMode
(
const UMaterialInterface& In |
||
| bool | IsTranslucentOnlyBlendMode
(
const FMaterial& In |
||
| bool | IsTranslucentOnlyBlendMode
(
EBlendMode BlendMode |
||
| bool | IsUIntNumericType
(
EMaterialValueType InType |
||
| bool | IsValid () |
||
| bool | IsValidRef
(
const FVertexBufferAndSRV& Buffer |
Helper function to test whether the buffer is valid. | |
| FString | LexToString
(
EMaterialQualityLevel::Type QualityLevel |
||
| const TCHAR * | LexToString
(
EReplayHeaderFlags Flag |
||
| bool | LineCheckWithTriangle
(
FHitResult& Result, |
Line Check With Triangle Algorithm based on "Fast, Minimum Storage Ray/Triangle Intersection" Returns true if the line segment does hit the triangle | |
| void | LoadGlobalShadersForRemoteRecompile
(
FArchive& Ar, |
Serializes a global shader map to an archive (used with recompiling shaders for a remote console) | |
| FConstMeshBuildVertexView | MakeConstMeshBuildVertexView
(
const FMeshBuildVertexData& InVertexData |
||
| FConstMeshBuildVertexView | MakeConstMeshBuildVertexView
(
const TConstArrayView< FStaticMeshBuildVertex >& InVertices |
||
| EMaterialValueType | MakeLWCType
(
EMaterialValueType Type |
||
| FMeshBuildVertexView | MakeMeshBuildVertexView
(
FMeshBuildVertexData& InVertexData |
Make a strided mesh build vertex view from FNaniteBuildColorVertex. | |
| FMeshBuildVertexView | MakeMeshBuildVertexView
(
TArray< FStaticMeshBuildVertex >& InVertices |
Make a strided mesh build vertex view from FStaticMeshBuildVertex. | |
| EMaterialValueType | MakeNonLWCType
(
EMaterialValueType Type |
||
| FStaticMeshBuildVertex | MakeStaticMeshVertex
(
const FMeshBuildVertexData& InVertexData, |
||
| FStaticMeshBuildVertex | MakeStaticMeshVertex
(
const FMeshBuildVertexView& View, |
||
| FString | MaterialDomainString
(
EMaterialDomain MaterialDomain |
||
| int32 | |||
| float | Generation config. | ||
| float | |||
| bool | Debugging. | ||
| VoxelDataType | NearestVolumeLookup
(
FVector Coordinate, |
||
| bool | NormalsEqual
(
const FVector3f& V1, |
Returns true if the specified normal vectors are about equal | |
| bool | NormalsEqual
(
const FVector3f& V1, |
||
| Allow to see where each instance is in each ISM Component | |||
| Draws instanced grass, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture | |||
NSLOCTEXT
(
"UnrealEd", |
Non baked shadows, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture | ||
NSLOCTEXT
(
"UnrealEd", |
Particles, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture | ||
NSLOCTEXT
(
"UnrealEd", |
Niagara, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture | ||
NSLOCTEXT
(
"UnrealEd", |
HeterogeneousVolumes, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture | ||
NSLOCTEXT
(
"UnrealEd", |
If SkeletalMeshes are getting rendered, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture | ||
NSLOCTEXT
(
"UnrealEd", |
If the builder brush (editor) is getting rendered | ||
NSLOCTEXT
(
"UnrealEd", |
Needed for VMI_LightmapDensity and VMI_LitLightmapDensity, render checkerboard material with UVs scaled by lightmap resolution w. | ||
NSLOCTEXT
(
"UnrealEd", |
Draw billboard components | ||
NSLOCTEXT
(
"UnrealEd", |
Use LOD parenting, MinDrawDistance, etc. If disabled, will show LOD parenting lines | ||
NSLOCTEXT
(
"UnrealEd", |
Needed for VMI_LightComplexity | ||
NSLOCTEXT
(
"UnrealEd", |
Needed for VMI_ShaderComplexity, render world colored by shader complexity | ||
NSLOCTEXT
(
"UnrealEd", |
Needed for VMI_StationaryLightOverlap, render world colored by stationary light overlap | ||
| Allow to see the cluster tree bounds used used to generate the occlusion bounds and in the culling | |||
| Render streaming bounding volumes for the currently selected texture | |||
NSLOCTEXT
(
"UnrealEd", |
Render translucency, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture | ||
| Render Post process (screen space) distortion/refraction | |||
NSLOCTEXT
(
"UnrealEd", |
Allow to see the foliage bounds used in the occlusion test | ||
NSLOCTEXT
(
"UnrealEd", |
Draws instanced static meshes that are not foliage or grass, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture | ||
NSLOCTEXT
(
"UnrealEd", |
Helper to diagnose temporal upscaler's inputs and outputs. | ||
NSLOCTEXT
(
"UnrealEd", |
Helper to diagnose the internals of TSR. | ||
| Whether to display the Reflection Environment feature, which has local reflections from Reflection Capture actors, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture | |||
NSLOCTEXT
(
"UnrealEd", |
Visualize pixels that are outside of their object's bounding box (content error). | ||
NSLOCTEXT
(
"UnrealEd", |
Whether to display the scene's diffuse. | ||
NSLOCTEXT
(
"UnrealEd", |
Whether to display the scene's specular, including reflections. | ||
NSLOCTEXT
(
"UnrealEd", |
Outline around selected objects in the editor | ||
NSLOCTEXT
(
"UnrealEd", |
Outline custom colors in the editor | ||
| Draws instanced foliage, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture | |||
| If screen space reflections are enabled, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture | |||
NSLOCTEXT
(
"UnrealEd", |
If Screen space contact shadows are enabled. | ||
NSLOCTEXT
(
"UnrealEd", |
If RTDF shadows are enabled. | ||
NSLOCTEXT
(
"UnrealEd", |
If Capsule shadows are enabled. | ||
NSLOCTEXT
(
"UnrealEd", |
If Screen Space Subsurface Scattering enabled | ||
| If Screen Space Subsurface Scattering visualization is enabled | |||
| Whether to apply volumetric lightmap lighting, when present. | |||
NSLOCTEXT
(
"UnrealEd", |
If the indirect lighting cache is enabled, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture | ||
NSLOCTEXT
(
"UnrealEd", |
Calls debug drawing for AIs | ||
NSLOCTEXT
(
"UnrealEd", |
Calls debug drawing for whatever LogVisualizer wants to draw | ||
NSLOCTEXT
(
"UnrealEd", |
Whether to draw navigation data | ||
NSLOCTEXT
(
"UnrealEd", |
Used by gameplay debugging components to debug-draw on screen | ||
NSLOCTEXT
(
"UnrealEd", |
LightProfiles, usually 1d textures to have a light (IES), for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture | ||
| LightFunctions (masking light sources with a material), for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture | |||
NSLOCTEXT
(
"UnrealEd", |
|||
NSLOCTEXT
(
"UnrealEd", |
Helper to ensure previous frame's temporal history reprojections using motion vectors are working correctly. | ||
NSLOCTEXT
(
"UnrealEd", |
Render joint limits | ||
NSLOCTEXT
(
"UnrealEd", |
Draws camera frustums | ||
NSLOCTEXT
(
"UnrealEd", |
Collision drawing | ||
NSLOCTEXT
(
"UnrealEd", |
Collision blocking visibility against complex | ||
NSLOCTEXT
(
"UnrealEd", |
Collision blocking pawn against simple collision | ||
NSLOCTEXT
(
"UnrealEd", |
Render LightShafts, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture | ||
NSLOCTEXT
(
"UnrealEd", |
Render the PostProcess Material | ||
| Render Sky and Atmospheric lighting, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture | |||
NSLOCTEXT
(
"UnrealEd", |
Render Cloud | ||
NSLOCTEXT
(
"UnrealEd", |
Render safe frames bars | ||
NSLOCTEXT
(
"UnrealEd", |
Render safe frames | ||
NSLOCTEXT
(
"UnrealEd", |
Render TextRenderComponents (3D text), for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture | ||
NSLOCTEXT
(
"UnrealEd", |
Any rendering/buffer clearing (good for benchmarking and for pausing rendering while the app is not in focus to save cycles). | ||
NSLOCTEXT
(
"UnrealEd", |
Show the current mask being used by the highres screenshot capture | ||
NSLOCTEXT
(
"UnrealEd", |
Distortion of output for HMD devices, SHOWFLAG_ALWAYS_ACCESSIBLE for now because USceneCaptureComponent needs that | ||
NSLOCTEXT
(
"UnrealEd", |
Draws BSP brushes (in game or editor textured triangles usually with lightmaps), for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture | ||
NSLOCTEXT
(
"UnrealEd", |
Whether to render in stereoscopic 3d, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's used by StereoRendering | ||
NSLOCTEXT
(
"UnrealEd", |
To visualize the culling in Tile Based Deferred Lighting, later for non tiled as well | ||
NSLOCTEXT
(
"UnrealEd", |
To disable precomputed visibility | ||
NSLOCTEXT
(
"UnrealEd", |
Contribution from sky light, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture | ||
NSLOCTEXT
(
"UnrealEd", |
Visualize preview shadow indicator | ||
NSLOCTEXT
(
"UnrealEd", |
Visualize precomputed visibility cells | ||
NSLOCTEXT
(
"UnrealEd", |
Visualize volumetric lightmap used for GI on dynamic objects | ||
NSLOCTEXT
(
"UnrealEd", |
Visualize volume lighting samples used for GI on dynamic objects | ||
NSLOCTEXT
(
"UnrealEd", |
Render Paper2D sprites, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture | ||
NSLOCTEXT
(
"UnrealEd", |
Visualization of distance field AO | ||
NSLOCTEXT
(
"UnrealEd", |
Mesh Distance fields | ||
NSLOCTEXT
(
"UnrealEd", |
Physics field | ||
NSLOCTEXT
(
"UnrealEd", |
Global Distance field | ||
NSLOCTEXT
(
"UnrealEd", |
Enable the debug visualization of diffuse/specular lighting (direct and indirect) using probes | ||
NSLOCTEXT
(
"UnrealEd", |
Show objects even if they should be distance culled, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture | ||
NSLOCTEXT
(
"UnrealEd", |
Render objects with colors based on what the actors coloring handlers provides | ||
NSLOCTEXT
(
"UnrealEd", |
If this is a game viewport, needed? | ||
NSLOCTEXT
(
"UnrealEd", |
Draws Volumes | ||
NSLOCTEXT
(
"UnrealEd", |
Draw sound actor radii | ||
NSLOCTEXT
(
"UnrealEd", |
Draw force feedback radii | ||
NSLOCTEXT
(
"UnrealEd", |
Colors BSP based on model component association | ||
NSLOCTEXT
(
"UnrealEd", |
Show editor (wireframe) brushes, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture | ||
NSLOCTEXT
(
"UnrealEd", |
Show the usual material light interaction | ||
NSLOCTEXT
(
"UnrealEd", |
Execute the deferred light passes, can be disabled for debugging, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture | ||
NSLOCTEXT
(
"UnrealEd", |
Special: Allows to hide objects in the editor, is evaluated per primitive | ||
NSLOCTEXT
(
"UnrealEd", |
Needed for VMI_BrushWireframe and VMI_LitLightmapDensity, Draws BSP triangles | ||
NSLOCTEXT
(
"UnrealEd", |
Displays large clickable icons on static mesh vertices, only needed for the editor | ||
NSLOCTEXT
(
"UnrealEd", |
To show the grid in editor (grey lines and red dots) | ||
NSLOCTEXT
(
"UnrealEd", |
To show the snap in editor (only for editor view ports, red dots) | ||
NSLOCTEXT
(
"UnrealEd", |
In the filled view modeModeWidgetss, render mesh edges as well as the filled surfaces. | ||
NSLOCTEXT
(
"UnrealEd", |
Complex cover rendering | ||
NSLOCTEXT
(
"UnrealEd", |
Spline rendering | ||
NSLOCTEXT
(
"UnrealEd", |
Selection rendering, could be useful in game as well | ||
NSLOCTEXT
(
"UnrealEd", |
Grey out actors which do not belong to the currently edited LevelInstance | ||
| Used to determine whether there are any editing LevelInstances to enable the post processing pass | |||
NSLOCTEXT
(
"UnrealEd", |
Draws mode specific widgets and controls in the viewports (should only be set on viewport clients that are editing the level itself) | ||
NSLOCTEXT
(
"UnrealEd", |
|||
NSLOCTEXT
(
"UnrealEd", |
Draws each hit proxy in the scene with a different color, for now only available in the editor | ||
NSLOCTEXT
(
"UnrealEd", |
Draw lines to lights affecting this mesh if its selected. | ||
NSLOCTEXT
(
"UnrealEd", |
For the Editor | ||
NSLOCTEXT
(
"UnrealEd", |
Draws un-occluded shadow frustums in wireframe | ||
NSLOCTEXT
(
"UnrealEd", |
Needed for VMI_Wireframe and VMI_BrushWireframe | ||
NSLOCTEXT
(
"UnrealEd", |
|||
NSLOCTEXT
(
"UnrealEd", |
For now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture | ||
NSLOCTEXT
(
"UnrealEd", |
For now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture | ||
NSLOCTEXT
(
"UnrealEd", |
|||
NSLOCTEXT
(
"UnrealEd", |
Draws fog, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture | ||
NSLOCTEXT
(
"UnrealEd", |
Render mass debug data | ||
NSLOCTEXT
(
"UnrealEd", |
DEPRECATED in 5.2: Use VisualizeReprojection instead. | ||
NSLOCTEXT
(
"UnrealEd", |
Distance field AO, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture | ||
NSLOCTEXT
(
"UnrealEd", |
If Screen Percentage should be applied. | ||
| Disable hardware occlusion queries, similar to setting r.AllowOcclusionQueries=0, but just for this scene. | |||
NSLOCTEXT
(
"UnrealEd", |
Visualize Occlusion Query bounding meshes | ||
NSLOCTEXT
(
"UnrealEd", |
Visualize Occlusion Query bounding meshes | ||
NSLOCTEXT
(
"UnrealEd", |
If this is a vr editing viewport, needed? | ||
| If media planes should be shown | |||
NSLOCTEXT
(
"UnrealEd", |
Draw debug rendering from the Dedicated Server during Play In Editor (with Use Dedicated Server checked) in this client viewport | ||
NSLOCTEXT
(
"UnrealEd", |
Draw the bones of all skeletal meshes | ||
| If WidgetComponents should be rendered in the scene | |||
| Compare the required mip level to the resident virtual texture mip level. | |||
| RHI_RAYTRACING begin. | |||
| Compare the required texture resolution to the actual resolution. | |||
| Visualize the accuracy of CPU material texture scales when compared to the GPU values | |||
| Visualize the accuracy of the mesh UV density computed for texture streaming | |||
| Visualize the accuracy of the primitive distance computed for texture streaming | |||
NSLOCTEXT
(
"UnrealEd", |
Visualize the overhead of material quads | ||
NSLOCTEXT
(
"UnrealEd", |
Visualize screen quads | ||
| Visualize HLOD Coloration | |||
NSLOCTEXT
(
"UnrealEd", |
Visualize LOD Coloration | ||
NSLOCTEXT
(
"UnrealEd", |
Visualize the senses configuration of AIs' PawnSensingComponent | ||
NSLOCTEXT
(
"UnrealEd", |
Visualize the Shading Models, mostly or debugging and profiling | ||
| Outputs the material texture scales. | |||
NSLOCTEXT
(
"UnrealEd", |
|||
NSLOCTEXT
(
"UnrealEd", |
Enable the SkyAtmosphere visualization to be drawn on screen | ||
NSLOCTEXT
(
"UnrealEd", |
Enable the light function atlas debug visualization to be drawn on screen | ||
| Enables ShaderPrint functionality that is used for debug printing from shaders (e.g. 'Nanitestats' command). | |||
NSLOCTEXT
(
"UnrealEd", |
Visualize Skin Cache | ||
NSLOCTEXT
(
"UnrealEd", |
Draw Nanite streaming geometry | ||
NSLOCTEXT
(
"UnrealEd", |
Draw Nanite meshes | ||
NSLOCTEXT
(
"UnrealEd", |
Compute screen space directional occlusion in Lumen | ||
NSLOCTEXT
(
"UnrealEd", |
Compute secondary bounces in Lumen | ||
NSLOCTEXT
(
"UnrealEd", |
Use far field traces in Lumen | ||
NSLOCTEXT
(
"UnrealEd", |
Use global traces in Lumen | ||
NSLOCTEXT
(
"UnrealEd", |
Use detail tracing in Lumen | ||
| Use screen space tracing in Lumen | |||
| Input Debug Visualizer | |||
NSLOCTEXT
(
"UnrealEd", |
Debug the Virtual Texture System | ||
NSLOCTEXT
(
"UnrealEd", |
|||
NSLOCTEXT
(
"UnrealEd", |
Visualize volumetric cloud density for empty space skipping. | ||
| Visualize volumetric cloud conservative density. | |||
| Draw in the main pass the primitives that would normally only contribute to runtime virtual textures. | |||
NSLOCTEXT
(
"UnrealEd", |
Visualise information about the post processes stacked on screen | ||
NSLOCTEXT
(
"UnrealEd", |
Shows a full-screen calibration custom post process material defined in renderer config | ||
NSLOCTEXT
(
"UnrealEd", |
Shows a full-screen calibration grayscale post process material defined in renderer config | ||
| Shows a full-screen calibration color post process material defined in renderer config | |||
NSLOCTEXT
(
"UnrealEd", |
Visualize screen space reflections, for developer (by default off): | ||
NSLOCTEXT
(
"UnrealEd", |
Helper to tweak motion blur settings | ||
| SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture | |||
NSLOCTEXT
(
"UnrealEd", |
Needed for VMI_VisualizeGroom, Whether to enable the Groom visualization mode. | ||
| Needed for VMI_LightingOnly, Whether to override material diffuse with constants, used by the Lighting Only viewmode. | |||
NSLOCTEXT
(
"UnrealEd", |
Needed for VMI_ReflectionOverride, Whether to override all materials to be smooth, mirror reflections. | ||
NSLOCTEXT
(
"UnrealEd", |
Needed for VMI_VisualizeBuffer, Whether to enable the buffer visualization mode. | ||
NSLOCTEXT
(
"UnrealEd", |
Needed for VMI_VisualizeNanite, Whether to enable the Nanite visualization mode. | ||
NSLOCTEXT
(
"UnrealEd", |
Needed for VMI_VisualizeLumen, Whether to enable the Lumen visualization mode. | ||
NSLOCTEXT
(
"UnrealEd", |
Needed for VMI_VisualizeSubstrate, Whether to enable the Substrate visualization mode. | ||
NSLOCTEXT
(
"UnrealEd", |
Lumen GI | ||
NSLOCTEXT
(
"UnrealEd", |
Needed for VMI_VisualizeVirtualShadowMap, Whether to enable the virtual shadow map visualization mode. | ||
| Allows to disable all direct lighting (does not affect indirect light) | |||
| Needed for VMI_Lit_DetailLighting, Whether to override material diffuse and specular with constants, used by the Detail Lighting viewmode. | |||
NSLOCTEXT
(
"UnrealEd", |
Allows to disable lighting from Directional Lights | ||
NSLOCTEXT
(
"UnrealEd", |
Allows to disable lighting from Spot Lights, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture | ||
NSLOCTEXT
(
"UnrealEd", |
Allows to disable lighting from Rect Lights, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture | ||
NSLOCTEXT
(
"UnrealEd", |
Color correction after tone mapping | ||
NSLOCTEXT
(
"UnrealEd", |
Visualize vector fields. | ||
NSLOCTEXT
(
"UnrealEd", |
Depth of Field | ||
NSLOCTEXT
(
"UnrealEd", |
Highlight materials that indicate performance issues or show unrealistic materials | ||
NSLOCTEXT
(
"UnrealEd", |
MotionBlur, for now only camera motion blur, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture | ||
NSLOCTEXT
(
"UnrealEd", |
Whether to render the editor gizmos and other foreground editor widgets off screen and apply them after post process, only needed for the editor | ||
| When CompositeEditorPrimitives is set, determines whether occluded portions are drawn opaquely on top, or dithered when they are occluded | |||
NSLOCTEXT
(
"UnrealEd", |
Allows to disable lighting from Point Lights, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture | ||
NSLOCTEXT
(
"UnrealEd", |
To allow to disable visualizetexture for some editor rendering (e.g. thumbnail rendering) | ||
NSLOCTEXT
(
"UnrealEd", |
Like bloom dirt mask | ||
NSLOCTEXT
(
"UnrealEd", |
Decal rendering, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture | ||
NSLOCTEXT
(
"UnrealEd", |
If Translucency should be rendered into a separate RT and composited without DepthOfField, can be disabled in the materials (affects sorting), SHOWFLAG_ALWAYS_ACCESSIBLE for now because USceneCaptureComponent needs that | ||
NSLOCTEXT
(
"UnrealEd", |
Post processing filmic tone curve and expand gamut | ||
NSLOCTEXT
(
"UnrealEd", |
Post processing color fringe (chromatic aberration) | ||
NSLOCTEXT
(
"UnrealEd", |
Usually set in game or when previewing cinematics but not in editor, used for motion blur or any kind of rendering features that rely on the former frame | ||
NSLOCTEXT
(
"UnrealEd", |
Screen space AO, for now SHOWFLAG_ALWAYS_ACCESSIBLE because r.GBuffer need that | ||
NSLOCTEXT
(
"UnrealEd", |
Show Physical Material Masks | ||
NSLOCTEXT
(
"UnrealEd", |
Show Vertex Colors | ||
NSLOCTEXT
(
"UnrealEd", |
Local Exposure, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture | ||
NSLOCTEXT
(
"UnrealEd", |
HDR->LDR conversion is done through a tone mapper (otherwise linear mapping is used) | ||
NSLOCTEXT
(
"UnrealEd", |
Any Anti-aliasing e.g. FXAA, Temporal AA, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture | ||
NSLOCTEXT
(
"UnrealEd", |
Only used in AntiAliasing is on, true:uses Temporal AA, otherwise FXAA, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture | ||
NSLOCTEXT
(
"UnrealEd", |
E.g. Ambient cube map, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture | ||
NSLOCTEXT
(
"UnrealEd", |
Human like eye simulation to adapt to the brightness of the view, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture | ||
NSLOCTEXT
(
"UnrealEd", |
Display a histogram of the scene HDR color | ||
NSLOCTEXT
(
"UnrealEd", |
Display the illuminance debug view for the skylight | ||
NSLOCTEXT
(
"UnrealEd", |
Helper to tweak local expsoure settings | ||
NSLOCTEXT
(
"UnrealEd", |
Image based lens flares (Simulate artifact of reflections within a camera system) | ||
NSLOCTEXT
(
"UnrealEd", |
Show indirect lighting component, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's needed by r.GBuffer | ||
NSLOCTEXT
(
"UnrealEd", |
Darkens the screen borders (Camera artifact and artistic effect) | ||
NSLOCTEXT
(
"UnrealEd", |
Fine film grain | ||
NSLOCTEXT
(
"UnrealEd", |
Screen Space Ambient Occlusion, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture | ||
| Shows a test image that allows to tweak the monitor colors, borders and allows to judge image and temporal aliasing | |||
NSLOCTEXT
(
"UnrealEd", |
Helper to tweak depth of field | ||
| const TCHAR * | |||
| void | OnSetCVarFromIniEntry
(
const TCHAR* IniFile, |
||
| bool | operator!=
(
const FScreenVertex& a, |
||
| bool | operator!=
(
const FMaterialFunctionInfo& Lhs, |
||
| bool | operator!=
(
const FMaterialConnectionKey& Lhs, |
||
| bool | operator==
(
const FScreenVertex& a, |
||
| bool | operator==
(
const FDiffSingleResult& LHS, |
||
| bool | operator==
(
const FMaterialFunctionInfo& Lhs, |
||
| bool | operator==
(
const FMaterialConnectionKey& Lhs, |
||
| void | PadMemoryReader
(
FMemoryReader* MemoryReader, |
Skips a specified number of bytes in the memory reader to maintain alignment | |
| void | PadMemoryWriter
(
FMemoryWriter* MemoryWriter, |
Pads a specified number of bytes to the memory writer to maintain alignment | |
| bool | ParseWaveFormatHeader
(
const uint8* InSrcBufferData, |
||
| void | Particle_SetColorFromVector
(
const FVector3f& InColorVec, |
||
| bool | Return true if we should be running in single threaded mode, ala dedicated server | ||
| bool | PointsEqual
(
const FVector3f& V1, |
Returns true if the specified points are about equal | |
| bool | PointsEqual
(
const FVector3f& V1, |
||
| void | PrecacheComputePipelineStatesForGlobalShaders
(
EShaderPlatform Platform, |
Precreates compute PSOs for global shaders. | |
| void | PrecacheMaterialPSOs
(
const FMaterialInterfacePSOPrecacheParamsList& PSOPrecacheParamsList, |
Precache all PSOs for given material data | |
| FMaterialPSOPrecacheRequestID | PrecacheMaterialPSOs
(
const FMaterialPSOPrecacheParams& MaterialPSOPrecacheParams, |
Precache all PSOs for given material and parameters | |
| void | PreSimulateImpl
(
FAsyncCallback& Callback |
||
| bool | PrimitiveNeedsDistanceFieldSceneData
(
bool bTrackAllPrimitives, |
Centralized decision function to avoid diverging logic. | |
| void | ProcessCompiledGlobalShaders
(
const TArray< FShaderCommonCompileJobPtr >& CompilationResults |
Called by the shader compiler to process completed global shader jobs. | |
| void | Handles serializing in MeshMaterialMaps or GlobalShaderMap from a CookOnTheFly command and applying them to the in-memory shadermaps. | ||
| bool | Delay component proxy creation when it's requested PSOs are still precaching | ||
| bool | RecompileChangedShadersForPlatform
(
const FString& PlatformName |
Recompiles global shaders and material shaders rebuilds global shaders and also clears the cooked platform data for all materials if there is a global shader change detected can be slow | |
| void | Forces a recompile of the global shaders. | ||
| bool | RecompileShaders
(
const TCHAR* Cmd, |
Implementation of the 'recompileshaders' console command. | |
| void | RecompileShadersForRemote
(
FShaderRecompileData& Args, |
Recompiles global shaders | |
| void | ReleasePSOPrecacheData
(
const TArray< FMaterialPSOPrecacheRequestID >& MaterialPSORequestIDs |
Release PSO material request data | |
| void | RemapPaintedVertexColors
(
const TArray< FPaintedVertex >& InPaintedVertices, |
Remaps painted vertex colors when the renderable mesh has changed. | |
| void | RemoveInvalidVertexColor
(
FConstMeshBuildVertexView& VertexView |
||
| void | RemoveInvalidVertexColor
(
FMeshBuildVertexView& VertexView |
||
| void | Clears the cached renderer module reference. | ||
| void | |||
| bool | Returns true if the current RHI supports GPU particles Unlike other RHI* functions which are static, it actually returns true if the RHI on the current hardware is able to support GPU particles. | ||
| void | SampleIndirectionTexture
(
FVector IndirectionDataSourceCoordinate, |
||
| void | SampleIndirectionTextureWithSubLevel
(
FVector IndirectionDataSourceCoordinate, |
||
| FString | SaveGlobalShaderFile
(
EShaderPlatform Platform, |
Saves the global shader map as a file for the target platform. | |
| void | SaveGlobalShadersForRemoteRecompile
(
FArchive& Ar, |
Serializes a global shader map to an archive (used with recompiling shaders for a remote console) | |
| void | Utility to serialize raw PCM data into a wave file. | ||
| void | SetCompressedAudioFormatsToBuild
(
const TCHAR* Platform |
Brings loaded sounds up to date for the given platforms (or all platforms), and also sets persistent variables to cover any newly loaded ones. | |
| void | SetGroomEnabled
(
bool In |
||
| TranslatedWorldToClip ClipToRelativeWorld ViewToTranslatedWorld CameraViewToTranslatedWorld ViewToCl... | SHADER_PARAMETER
(
FVector3f, |
||
| TranslatedWorldToClip ClipToRelativeWorld ViewToTranslatedWorld CameraViewToTranslatedWorld ViewToCl... | SHADER_PARAMETER
(
FVector3f, |
||
| TranslatedWorldToClip ClipToRelativeWorld ViewToTranslatedWorld CameraViewToTranslatedWorld ViewToCl... | SHADER_PARAMETER
(
FVector4f, |
||
| TranslatedWorldToClip ClipToRelativeWorld ViewToTranslatedWorld CameraViewToTranslatedWorld ViewToCl... | SHADER_PARAMETER
(
FVector4f, |
||
| TranslatedWorldToClip ClipToRelativeWorld ViewToTranslatedWorld CameraViewToTranslatedWorld ViewToCl... | SHADER_PARAMETER
(
FLinearColor, |
||
| TranslatedWorldToClip ClipToRelativeWorld ViewToTranslatedWorld CameraViewToTranslatedWorld ViewToCl... | SHADER_PARAMETER
(
float, |
||
| TranslatedWorldToClip ClipToRelativeWorld ViewToTranslatedWorld CameraViewToTranslatedWorld ViewToCl... | SHADER_PARAMETER
(
float, |
||
| TranslatedWorldToClip ClipToRelativeWorld ViewToTranslatedWorld CameraViewToTranslatedWorld ViewToCl... | SHADER_PARAMETER
(
float, |
||
| TranslatedWorldToClip ClipToRelativeWorld ViewToTranslatedWorld CameraViewToTranslatedWorld ViewToCl... | SHADER_PARAMETER
(
float, |
||
| TranslatedWorldToClip ClipToRelativeWorld ViewToTranslatedWorld CameraViewToTranslatedWorld ViewToCl... | SHADER_PARAMETER
(
int32, |
||
| TranslatedWorldToClip ClipToRelativeWorld ViewToTranslatedWorld CameraViewToTranslatedWorld ViewToCl... | SHADER_PARAMETER
(
FVector3f, |
||
| TranslatedWorldToClip ClipToRelativeWorld ViewToTranslatedWorld CameraViewToTranslatedWorld ViewToCl... | SHADER_PARAMETER
(
float, |
||
| TranslatedWorldToClip ClipToRelativeWorld ViewToTranslatedWorld CameraViewToTranslatedWorld ViewToCl... | SHADER_PARAMETER
(
FLinearColor, |
||
| TranslatedWorldToClip ClipToRelativeWorld ViewToTranslatedWorld CameraViewToTranslatedWorld ViewToCl... | SHADER_PARAMETER
(
float, |
||
| TranslatedWorldToClip ClipToRelativeWorld ViewToTranslatedWorld CameraViewToTranslatedWorld ViewToCl... | SHADER_PARAMETER
(
float, |
||
| TranslatedWorldToClip ClipToRelativeWorld ViewToTranslatedWorld CameraViewToTranslatedWorld ViewToCl... | SHADER_PARAMETER
(
float, |
||
| TranslatedWorldToClip ClipToRelativeWorld ViewToTranslatedWorld CameraViewToTranslatedWorld ViewToCl... | SHADER_PARAMETER
(
float, |
||
| TranslatedWorldToClip ClipToRelativeWorld ViewToTranslatedWorld CameraViewToTranslatedWorld ViewToCl... | SHADER_PARAMETER
(
uint32, |
||
| TranslatedWorldToClip ClipToRelativeWorld ViewToTranslatedWorld CameraViewToTranslatedWorld ViewToCl... | SHADER_PARAMETER
(
FVector3f, |
||
| TranslatedWorldToClip ClipToRelativeWorld ViewToTranslatedWorld CameraViewToTranslatedWorld ViewToCl... | SHADER_PARAMETER
(
float, |
||
| TranslatedWorldToClip ClipToRelativeWorld ViewToTranslatedWorld CameraViewToTranslatedWorld ViewToCl... | SHADER_PARAMETER
(
FVector3f, |
||
| TranslatedWorldToClip ClipToRelativeWorld ViewToTranslatedWorld CameraViewToTranslatedWorld ViewToCl... | SHADER_PARAMETER
(
float, |
||
| TranslatedWorldToClip ClipToRelativeWorld ViewToTranslatedWorld CameraViewToTranslatedWorld ViewToCl... | SHADER_PARAMETER
(
float, |
||
| TranslatedWorldToClip ClipToRelativeWorld ViewToTranslatedWorld CameraViewToTranslatedWorld ViewToCl... | SHADER_PARAMETER
(
float, |
||
| TranslatedWorldToClip ClipToRelativeWorld ViewToTranslatedWorld CameraViewToTranslatedWorld ViewToCl... | SHADER_PARAMETER
(
float, |
||
| TranslatedWorldToClip ClipToRelativeWorld ViewToTranslatedWorld CameraViewToTranslatedWorld ViewToCl... | SHADER_PARAMETER
(
FVector3f, |
||
| TranslatedWorldToClip ClipToRelativeWorld ViewToTranslatedWorld CameraViewToTranslatedWorld ViewToCl... | SHADER_PARAMETER
(
FVector3f, |
||
| TranslatedWorldToClip ClipToRelativeWorld ViewToTranslatedWorld CameraViewToTranslatedWorld ViewToCl... | SHADER_PARAMETER
(
FVector3f, |
||
| TranslatedWorldToClip ClipToRelativeWorld ViewToTranslatedWorld CameraViewToTranslatedWorld ViewToCl... | SHADER_PARAMETER
(
FVector3f, |
||
| TranslatedWorldToClip ClipToRelativeWorld ViewToTranslatedWorld CameraViewToTranslatedWorld ViewToCl... | SHADER_PARAMETER
(
FMatrix44f, |
||
| TranslatedWorldToClip ClipToRelativeWorld ViewToTranslatedWorld CameraViewToTranslatedWorld ViewToCl... | SHADER_PARAMETER
(
FMatrix44f, |
||
| TranslatedWorldToClip ClipToRelativeWorld ViewToTranslatedWorld CameraViewToTranslatedWorld ViewToCl... | SHADER_PARAMETER
(
FVector4f, |
||
| TranslatedWorldToClip ClipToRelativeWorld ViewToTranslatedWorld CameraViewToTranslatedWorld ViewToCl... | SHADER_PARAMETER
(
FVector2f, |
||
| TranslatedWorldToClip ClipToRelativeWorld ViewToTranslatedWorld CameraViewToTranslatedWorld ViewToCl... | SHADER_PARAMETER
(
FVector4f, |
||
| TranslatedWorldToClip ClipToRelativeWorld ViewToTranslatedWorld CameraViewToTranslatedWorld ViewToCl... | SHADER_PARAMETER
(
FVector4f, |
||
| TranslatedWorldToClip ClipToRelativeWorld ViewToTranslatedWorld CameraViewToTranslatedWorld ViewToCl... | SHADER_PARAMETER
(
FVector4f, |
||
| TranslatedWorldToClip ClipToRelativeWorld ViewToTranslatedWorld CameraViewToTranslatedWorld ViewToCl... | SHADER_PARAMETER
(
float, |
||
| TranslatedWorldToClip ClipToRelativeWorld ViewToTranslatedWorld CameraViewToTranslatedWorld ViewToCl... | SHADER_PARAMETER
(
FVector2f, |
||
| TranslatedWorldToClip ClipToRelativeWorld ViewToTranslatedWorld CameraViewToTranslatedWorld ViewToCl... | SHADER_PARAMETER
(
float, |
||
| TranslatedWorldToClip ClipToRelativeWorld ViewToTranslatedWorld CameraViewToTranslatedWorld ViewToCl... | SHADER_PARAMETER
(
float, |
||
| TranslatedWorldToClip ClipToRelativeWorld ViewToTranslatedWorld CameraViewToTranslatedWorld ViewToCl... | SHADER_PARAMETER
(
float, |
||
| TranslatedWorldToClip ClipToRelativeWorld ViewToTranslatedWorld CameraViewToTranslatedWorld ViewToCl... | SHADER_PARAMETER
(
float, |
||
| TranslatedWorldToClip ClipToRelativeWorld ViewToTranslatedWorld CameraViewToTranslatedWorld ViewToCl... | SHADER_PARAMETER
(
float, |
||
| TranslatedWorldToClip ClipToRelativeWorld ViewToTranslatedWorld CameraViewToTranslatedWorld ViewToCl... | SHADER_PARAMETER
(
float, |
||
| TranslatedWorldToClip ClipToRelativeWorld ViewToTranslatedWorld CameraViewToTranslatedWorld ViewToCl... | SHADER_PARAMETER
(
uint32, |
||
| TranslatedWorldToClip ClipToRelativeWorld ViewToTranslatedWorld CameraViewToTranslatedWorld ViewToCl... | SHADER_PARAMETER
(
uint32, |
||
| TranslatedWorldToClip ClipToRelativeWorld ViewToTranslatedWorld CameraViewToTranslatedWorld ViewToCl... | SHADER_PARAMETER
(
uint32, |
||
| TranslatedWorldToClip ClipToRelativeWorld ViewToTranslatedWorld CameraViewToTranslatedWorld ViewToCl... | SHADER_PARAMETER
(
FVector4f, |
||
| TranslatedWorldToClip ClipToRelativeWorld ViewToTranslatedWorld CameraViewToTranslatedWorld ViewToCl... | SHADER_PARAMETER
(
float, |
||
| TranslatedWorldToClip ClipToRelativeWorld ViewToTranslatedWorld CameraViewToTranslatedWorld ViewToCl... | SHADER_PARAMETER
(
int32, |
||
| TranslatedWorldToClip ClipToRelativeWorld ViewToTranslatedWorld CameraViewToTranslatedWorld ViewToCl... | SHADER_PARAMETER
(
uint32, |
||
| TranslatedWorldToClip ClipToRelativeWorld ViewToTranslatedWorld CameraViewToTranslatedWorld ViewToCl... | SHADER_PARAMETER
(
float, |
||
| TranslatedWorldToClip ClipToRelativeWorld ViewToTranslatedWorld CameraViewToTranslatedWorld ViewToCl... | SHADER_PARAMETER
(
float, |
||
| TranslatedWorldToClip ClipToRelativeWorld ViewToTranslatedWorld CameraViewToTranslatedWorld ViewToCl... | SHADER_PARAMETER
(
FVector4f, |
||
| TranslatedWorldToClip ClipToRelativeWorld ViewToTranslatedWorld CameraViewToTranslatedWorld ViewToCl... | SHADER_PARAMETER
(
uint32, |
||
| TranslatedWorldToClip ClipToRelativeWorld ViewToTranslatedWorld CameraViewToTranslatedWorld ViewToCl... | SHADER_PARAMETER
(
float, |
||
| TranslatedWorldToClip ClipToRelativeWorld ViewToTranslatedWorld CameraViewToTranslatedWorld ViewToCl... | SHADER_PARAMETER
(
FVector3f, |
Copy of the view uniform shader parameters associated with a view for instanced stereo. | |
| WindVector | SHADER_PARAMETER
(
FVector4f, |
||
| WindVector WindBranch | SHADER_PARAMETER
(
FVector4f, |
||
| WindVector WindBranch WindBranchWhip | SHADER_PARAMETER
(
FVector4f, |
||
| WindVector WindBranch WindBranchWhip WindBranchAdherences | SHADER_PARAMETER
(
FVector4f, |
||
| WindVector WindBranch WindBranchWhip WindBranchAdherences WindLeaf1Ripple | SHADER_PARAMETER
(
FVector4f, |
||
| WindVector WindBranch WindBranchWhip WindBranchAdherences WindLeaf1Ripple WindLeaf1Twitch | SHADER_PARAMETER
(
FVector4f, |
||
| TranslatedWorldToClip ClipToRelativeWorld ViewToTranslatedWorld CameraViewToTranslatedWorld ViewToCl... | SHADER_PARAMETER
(
FVector4f, |
||
| WindVector WindBranch WindBranchWhip WindBranchAdherences WindLeaf1Ripple WindLeaf1Twitch WindLeaf2T... | SHADER_PARAMETER
(
FVector4f, |
||
| WindVector WindBranch WindBranchWhip WindBranchAdherences WindLeaf1Ripple WindLeaf1Twitch WindLeaf2T... | SHADER_PARAMETER
(
FVector4f, |
||
| WindVector WindBranch WindBranchWhip WindBranchAdherences WindLeaf1Ripple WindLeaf1Twitch WindLeaf2T... | SHADER_PARAMETER
(
FVector4f, |
Straight copy of the previous members for last frame's values. | |
| WindVector WindBranch WindBranchWhip WindBranchAdherences WindLeaf1Ripple WindLeaf1Twitch WindLeaf2T... | SHADER_PARAMETER
(
FVector4f, |
||
| WindVector WindBranch WindBranchWhip WindBranchAdherences WindLeaf1Ripple WindLeaf1Twitch WindLeaf2T... | SHADER_PARAMETER
(
FVector4f, |
||
| WindVector WindBranch WindBranchWhip WindBranchAdherences WindLeaf1Ripple WindLeaf1Twitch WindLeaf2T... | SHADER_PARAMETER
(
FVector4f, |
||
| WindVector WindBranch WindBranchWhip WindBranchAdherences WindLeaf1Ripple WindLeaf1Twitch WindLeaf2T... | SHADER_PARAMETER
(
FVector4f, |
||
| WindVector WindBranch WindBranchWhip WindBranchAdherences WindLeaf1Ripple WindLeaf1Twitch WindLeaf2T... | SHADER_PARAMETER
(
FVector4f, |
||
| WindVector WindBranch WindBranchWhip WindBranchAdherences WindLeaf1Ripple WindLeaf1Twitch WindLeaf2T... | SHADER_PARAMETER
(
FVector4f, |
||
| WindVector WindBranch WindBranchWhip WindBranchAdherences WindLeaf1Ripple WindLeaf1Twitch WindLeaf2T... | SHADER_PARAMETER
(
FVector4f, |
||
| WindVector WindBranch WindBranchWhip WindBranchAdherences WindLeaf1Ripple WindLeaf1Twitch WindLeaf2T... | SHADER_PARAMETER
(
FVector4f, |
||
| WindVector WindBranch WindBranchWhip WindBranchAdherences WindLeaf1Ripple WindLeaf1Twitch WindLeaf2T... | SHADER_PARAMETER
(
FVector4f, |
||
| TranslatedWorldToClip ClipToRelativeWorld ViewToTranslatedWorld CameraViewToTranslatedWorld ViewToCl... | SHADER_PARAMETER
(
FVector4f, |
||
| TranslatedWorldToClip ClipToRelativeWorld ViewToTranslatedWorld CameraViewToTranslatedWorld ViewToCl... | SHADER_PARAMETER
(
float, |
||
| TranslatedWorldToClip ClipToRelativeWorld ViewToTranslatedWorld CameraViewToTranslatedWorld ViewToCl... | SHADER_PARAMETER
(
uint32, |
||
| TranslatedWorldToClip ClipToRelativeWorld ViewToTranslatedWorld CameraViewToTranslatedWorld ViewToCl... | SHADER_PARAMETER
(
FIntPoint, |
||
| TranslatedWorldToClip ClipToRelativeWorld ViewToTranslatedWorld CameraViewToTranslatedWorld ViewToCl... | SHADER_PARAMETER
(
FVector3f, |
||
| TranslatedWorldToClip ClipToRelativeWorld ViewToTranslatedWorld CameraViewToTranslatedWorld ViewToCl... | SHADER_PARAMETER
(
FVector2f, |
||
| TranslatedWorldToClip ClipToRelativeWorld ViewToTranslatedWorld CameraViewToTranslatedWorld ViewToCl... | SHADER_PARAMETER
(
FVector2f, |
||
| TranslatedWorldToClip ClipToRelativeWorld ViewToTranslatedWorld CameraViewToTranslatedWorld ViewToCl... | SHADER_PARAMETER
(
FVector2f, |
||
| TranslatedWorldToClip ClipToRelativeWorld ViewToTranslatedWorld CameraViewToTranslatedWorld ViewToCl... | SHADER_PARAMETER
(
FVector2f, |
||
| TranslatedWorldToClip ClipToRelativeWorld ViewToTranslatedWorld CameraViewToTranslatedWorld ViewToCl... | SHADER_PARAMETER
(
FVector3f, |
||
| TranslatedWorldToClip ClipToRelativeWorld ViewToTranslatedWorld CameraViewToTranslatedWorld ViewToCl... | SHADER_PARAMETER
(
FVector3f, |
||
| TranslatedWorldToClip ClipToRelativeWorld ViewToTranslatedWorld CameraViewToTranslatedWorld ViewToCl... | SHADER_PARAMETER
(
FVector3f, |
||
| TranslatedWorldToClip ClipToRelativeWorld ViewToTranslatedWorld CameraViewToTranslatedWorld ViewToCl... | SHADER_PARAMETER
(
FVector3f, |
||
| TranslatedWorldToClip ClipToRelativeWorld ViewToTranslatedWorld CameraViewToTranslatedWorld ViewToCl... | SHADER_PARAMETER
(
float, |
||
| TranslatedWorldToClip ClipToRelativeWorld ViewToTranslatedWorld CameraViewToTranslatedWorld ViewToCl... | SHADER_PARAMETER
(
uint32, |
||
| TranslatedWorldToClip ClipToRelativeWorld ViewToTranslatedWorld CameraViewToTranslatedWorld ViewToCl... | SHADER_PARAMETER
(
uint32, |
||
| TranslatedWorldToClip ClipToRelativeWorld ViewToTranslatedWorld CameraViewToTranslatedWorld ViewToCl... | SHADER_PARAMETER
(
FVector4f, |
||
| TranslatedWorldToClip ClipToRelativeWorld ViewToTranslatedWorld CameraViewToTranslatedWorld ViewToCl... | SHADER_PARAMETER
(
FVector4f, |
||
| TranslatedWorldToClip ClipToRelativeWorld ViewToTranslatedWorld CameraViewToTranslatedWorld ViewToCl... | SHADER_PARAMETER
(
float, |
||
| TranslatedWorldToClip ClipToRelativeWorld ViewToTranslatedWorld CameraViewToTranslatedWorld ViewToCl... | SHADER_PARAMETER
(
uint32, |
||
| TranslatedWorldToClip ClipToRelativeWorld ViewToTranslatedWorld CameraViewToTranslatedWorld ViewToCl... | SHADER_PARAMETER
(
uint32, |
||
| TranslatedWorldToClip ClipToRelativeWorld ViewToTranslatedWorld CameraViewToTranslatedWorld ViewToCl... | SHADER_PARAMETER
(
FVector4f, |
||
| TranslatedWorldToClip ClipToRelativeWorld ViewToTranslatedWorld CameraViewToTranslatedWorld ViewToCl... | SHADER_PARAMETER
(
FVector4f, |
||
| TranslatedWorldToClip ClipToRelativeWorld ViewToTranslatedWorld CameraViewToTranslatedWorld ViewToCl... | SHADER_PARAMETER
(
float, |
||
| TranslatedWorldToClip ClipToRelativeWorld ViewToTranslatedWorld CameraViewToTranslatedWorld ViewToCl... | SHADER_PARAMETER
(
int, |
||
| TranslatedWorldToClip ClipToRelativeWorld ViewToTranslatedWorld CameraViewToTranslatedWorld ViewToCl... | SHADER_PARAMETER
(
int, |
||
| TranslatedWorldToClip ClipToRelativeWorld ViewToTranslatedWorld CameraViewToTranslatedWorld ViewToCl... | SHADER_PARAMETER
(
float, |
||
| TranslatedWorldToClip ClipToRelativeWorld ViewToTranslatedWorld CameraViewToTranslatedWorld ViewToCl... | SHADER_PARAMETER
(
FVector3f, |
||
| TranslatedWorldToClip ClipToRelativeWorld ViewToTranslatedWorld CameraViewToTranslatedWorld ViewToCl... | SHADER_PARAMETER
(
float, |
||
| TranslatedWorldToClip ClipToRelativeWorld ViewToTranslatedWorld CameraViewToTranslatedWorld ViewToCl... | SHADER_PARAMETER
(
FMatrix44f, |
||
| Flags NumInstanceSceneDataEntries PositionHigh LocalToRelativeWorld PreviousLocalToRelativeWorld Wor... | SHADER_PARAMETER
(
FVector3f, |
||
| Flags NumInstanceSceneDataEntries PositionHigh LocalToRelativeWorld PreviousLocalToRelativeWorld Wor... | SHADER_PARAMETER
(
FVector3f, |
||
| Flags NumInstanceSceneDataEntries PositionHigh LocalToRelativeWorld PreviousLocalToRelativeWorld Wor... | SHADER_PARAMETER
(
FVector3f, |
||
| Flags NumInstanceSceneDataEntries PositionHigh LocalToRelativeWorld PreviousLocalToRelativeWorld Wor... | SHADER_PARAMETER
(
FVector3f, |
||
| Flags NumInstanceSceneDataEntries PositionHigh LocalToRelativeWorld PreviousLocalToRelativeWorld Wor... | SHADER_PARAMETER
(
uint32, |
||
| Flags NumInstanceSceneDataEntries PositionHigh LocalToRelativeWorld PreviousLocalToRelativeWorld Wor... | SHADER_PARAMETER
(
uint32, |
||
| Flags NumInstanceSceneDataEntries PositionHigh LocalToRelativeWorld PreviousLocalToRelativeWorld Wor... | SHADER_PARAMETER
(
float, |
||
| Flags NumInstanceSceneDataEntries PositionHigh LocalToRelativeWorld PreviousLocalToRelativeWorld Wor... | SHADER_PARAMETER
(
float, |
||
| Flags NumInstanceSceneDataEntries PositionHigh LocalToRelativeWorld PreviousLocalToRelativeWorld Wor... | SHADER_PARAMETER
(
FVector4f, |
||
| Flags NumInstanceSceneDataEntries PositionHigh LocalToRelativeWorld PreviousLocalToRelativeWorld | SHADER_PARAMETER
(
FMatrix44f, |
||
| Flags NumInstanceSceneDataEntries PositionHigh | SHADER_PARAMETER
(
uint32, |
||
| Flags NumInstanceSceneDataEntries | SHADER_PARAMETER
(
int32, |
||
| Flags | SHADER_PARAMETER
(
uint32, |
||
| EShaderPrecisionModifier::HalfEShaderPrecisionModifier::HalfEShaderPrecisionModifier::HalfEShaderPre... | SHADER_PARAMETER
(
float, |
||
| EShaderPrecisionModifier::HalfEShaderPrecisionModifier::HalfEShaderPrecisionModifier::HalfEShaderPre... | SHADER_PARAMETER
(
FVector3f, |
||
| CameraRight ScreenAlignment | SHADER_PARAMETER
(
uint32, |
||
| CameraRight | SHADER_PARAMETER
(
FVector4f, |
||
| TranslatedWorldToClip ClipToRelativeWorld ViewToTranslatedWorld CameraViewToTranslatedWorld ViewToCl... | SHADER_PARAMETER
(
FVector3f, |
||
| MeshOrigin | SHADER_PARAMETER
(
FVector3f, |
||
| MeshOrigin MotionBlurDataOrigin | SHADER_PARAMETER
(
FVector3f, |
||
| VertexFetch_Parameters | |||
| GPUSceneInstanceSceneDataRW GPUScenePrimitiveSceneDataRW | SHADER_PARAMETER
(
uint32, |
||
| GPUSceneInstanceSceneDataRW GPUScenePrimitiveSceneDataRW GPUSceneFrameNumber | SHADER_PARAMETER
(
uint32, |
||
| Flags NumInstanceSceneDataEntries PositionHigh LocalToRelativeWorld PreviousLocalToRelativeWorld Wor... | SHADER_PARAMETER
(
FVector3f, |
||
| StaticShadowMapMasks | SHADER_PARAMETER
(
FVector4f, |
||
| VertexFetch_Parameters | |||
| VertexFetch_Parameters LODLightmapDataIndex VertexFetch_PositionBuffer VertexFetch_PackedTangentsBuf... | SHADER_PARAMETER
(
uint32, |
||
| SubImageSize | SHADER_PARAMETER
(
uint32, |
||
| SubImageSize TexCoordWeightB | SHADER_PARAMETER
(
uint32, |
||
| SubImageSize TexCoordWeightB DeltaSeconds | SHADER_PARAMETER
(
uint32, |
||
| SubImageSize TexCoordWeightB DeltaSecondsLWCTile | SHADER_PARAMETER
(
float, |
||
| StaticShadowMapMasks LightMapCoordinateScaleBias | SHADER_PARAMETER
(
FVector4f, |
||
| Flags NumInstanceSceneDataEntries PositionHigh LocalToRelativeWorld PreviousLocalToRelativeWorld Wor... | SHADER_PARAMETER
(
FVector3f, |
||
| Flags NumInstanceSceneDataEntries PositionHigh LocalToRelativeWorld | SHADER_PARAMETER
(
FMatrix44f, |
||
| Flags NumInstanceSceneDataEntries PositionHigh LocalToRelativeWorld PreviousLocalToRelativeWorld Wor... | SHADER_PARAMETER
(
uint32, |
||
| TranslatedWorldToClip | SHADER_PARAMETER
(
FMatrix44f, |
||
| TranslatedWorldToClip ClipToRelativeWorld | SHADER_PARAMETER
(
FMatrix44f, |
||
| TranslatedWorldToClip ClipToRelativeWorld ViewToTranslatedWorld | SHADER_PARAMETER
(
FMatrix44f, |
||
| TranslatedWorldToClip ClipToRelativeWorld ViewToTranslatedWorld CameraViewToTranslatedWorld | SHADER_PARAMETER
(
FMatrix44f, |
||
| TranslatedWorldToClip ClipToRelativeWorld ViewToTranslatedWorld CameraViewToTranslatedWorld ViewToCl... | SHADER_PARAMETER
(
FMatrix44f, |
||
| TranslatedWorldToClip ClipToRelativeWorld ViewToTranslatedWorld CameraViewToTranslatedWorld ViewToCl... | SHADER_PARAMETER
(
FMatrix44f, |
||
| TranslatedWorldToClip ClipToRelativeWorld ViewToTranslatedWorld CameraViewToTranslatedWorld ViewToCl... | SHADER_PARAMETER
(
FMatrix44f, |
||
| TranslatedWorldToClip ClipToRelativeWorld ViewToTranslatedWorld CameraViewToTranslatedWorld ViewToCl... | SHADER_PARAMETER
(
FVector3f, |
||
| TranslatedWorldToClip ClipToRelativeWorld ViewToTranslatedWorld CameraViewToTranslatedWorld ViewToCl... | SHADER_PARAMETER
(
FVector4f, |
||
| Flags NumInstanceSceneDataEntries PositionHigh LocalToRelativeWorld PreviousLocalToRelativeWorld Wor... | SHADER_PARAMETER
(
uint32, |
||
| TranslatedWorldToClip ClipToRelativeWorld ViewToTranslatedWorld CameraViewToTranslatedWorld ViewToCl... | SHADER_PARAMETER
(
FVector3f, |
||
| TranslatedWorldToClip ClipToRelativeWorld ViewToTranslatedWorld CameraViewToTranslatedWorld ViewToCl... | SHADER_PARAMETER
(
FVector3f, |
||
| TranslatedWorldToClip ClipToRelativeWorld ViewToTranslatedWorld CameraViewToTranslatedWorld ViewToCl... | SHADER_PARAMETER
(
FMatrix44f, |
||
| TranslatedWorldToClip ClipToRelativeWorld ViewToTranslatedWorld CameraViewToTranslatedWorld ViewToCl... | SHADER_PARAMETER
(
FMatrix44f, |
||
| TranslatedWorldToClip ClipToRelativeWorld ViewToTranslatedWorld CameraViewToTranslatedWorld ViewToCl... | SHADER_PARAMETER
(
FMatrix44f, |
||
| EShaderPrecisionModifier::HalfEShaderPrecisionModifier::HalfEShaderPrecisionModifier::Half Direction... | SHADER_PARAMETER
(
uint32, |
||
| TranslatedWorldPosition Color Direction Tangent SpotAngles SourceLength RectLightBarnLength RectLigh... | SHADER_PARAMETER
(
FMatrix44f, |
||
| TranslatedWorldToClip ClipToRelativeWorld ViewToTranslatedWorld CameraViewToTranslatedWorld ViewToCl... | SHADER_PARAMETER
(
FVector3f, |
||
| TranslatedWorldPosition Color Direction Tangent SpotAngles SourceLength RectLightBarnLength RectLigh... | SHADER_PARAMETER
(
uint32, |
Index of the light function in the atlas. | |
| TranslatedWorldPosition Color Direction Tangent SpotAngles SourceLength RectLightBarnLength RectLigh... | SHADER_PARAMETER
(
FVector4f, |
||
| Flags NumInstanceSceneDataEntries PositionHigh LocalToRelativeWorld PreviousLocalToRelativeWorld Wor... | SHADER_PARAMETER
(
uint32, |
||
| Flags NumInstanceSceneDataEntries PositionHigh LocalToRelativeWorld PreviousLocalToRelativeWorld Wor... | SHADER_PARAMETER
(
uint32, |
||
| ToXYZ | SHADER_PARAMETER
(
FMatrix44f, |
||
| TranslatedWorldPosition | SHADER_PARAMETER
(
float, |
1 / light's falloff radius from Position. | |
| TranslatedWorldPosition Color | SHADER_PARAMETER
(
float, |
The exponent for the falloff of the light intensity from the distance. | |
| TranslatedWorldPosition Color Direction | SHADER_PARAMETER
(
float, |
Factor to applies on the specular. | |
| ToXYZ ToAP1 | SHADER_PARAMETER
(
FMatrix44f, |
||
| TranslatedWorldPosition Color Direction Tangent SpotAngles | SHADER_PARAMETER
(
float, |
Radius of the soft source. | |
| TranslatedWorldPosition Color Direction Tangent SpotAngles SourceLength | SHADER_PARAMETER
(
float, |
Barn door angle for rect light. | |
| TranslatedWorldPosition Color Direction Tangent SpotAngles SourceLength RectLightBarnLength | SHADER_PARAMETER
(
FVector2f, |
Rect. light atlas transformation. | |
| TranslatedWorldPosition Color Direction Tangent SpotAngles SourceLength RectLightBarnLength RectLigh... | SHADER_PARAMETER
(
float, |
IES texture slice index. | |
| TranslatedWorldPosition Color Direction Tangent | SHADER_PARAMETER
(
float, |
Radius of the point light. | |
| Flags NumInstanceSceneDataEntries PositionHigh LocalToRelativeWorld PreviousLocalToRelativeWorld Wor... | SHADER_PARAMETER
(
FVector2f, |
||
| TranslatedWorldToClip ClipToRelativeWorld ViewToTranslatedWorld CameraViewToTranslatedWorld ViewToCl... | |||
| StaticShadowMapMasks LightMapCoordinateScaleBias EShaderPrecisionModifier::Half | SHADER_PARAMETER_ARRAY
(
FUintVector4, |
||
| Flags NumInstanceSceneDataEntries PositionHigh LocalToRelativeWorld PreviousLocalToRelativeWorld Wor... | SHADER_PARAMETER_ARRAY
(
FVector4f, |
||
| EShaderPrecisionModifier::HalfEShaderPrecisionModifier::HalfEShaderPrecisionModifier::Half | SHADER_PARAMETER_ARRAY
(
FMatrix44f, |
||
| TranslatedWorldToClip ClipToRelativeWorld ViewToTranslatedWorld CameraViewToTranslatedWorld ViewToCl... | SHADER_PARAMETER_ARRAY
(
FVector4f, |
||
| TranslatedWorldToClip ClipToRelativeWorld ViewToTranslatedWorld CameraViewToTranslatedWorld ViewToCl... | SHADER_PARAMETER_ARRAY
(
FLinearColor, |
||
| TranslatedWorldToClip ClipToRelativeWorld ViewToTranslatedWorld CameraViewToTranslatedWorld ViewToCl... | SHADER_PARAMETER_ARRAY
(
FLinearColor, |
||
| TranslatedWorldToClip ClipToRelativeWorld ViewToTranslatedWorld CameraViewToTranslatedWorld ViewToCl... | |||
| StaticShadowMapMasks LightMapCoordinateScaleBias EShaderPrecisionModifier::Half | SHADER_PARAMETER_ARRAY_EX
(
FVector4f, |
||
| EShaderPrecisionModifier::Half | SHADER_PARAMETER_EX
(
FVector4f, |
||
| TranslatedWorldToClip ClipToRelativeWorld ViewToTranslatedWorld CameraViewToTranslatedWorld ViewToCl... | SHADER_PARAMETER_EX
(
float, |
||
| TranslatedWorldToClip ClipToRelativeWorld ViewToTranslatedWorld CameraViewToTranslatedWorld ViewToCl... | SHADER_PARAMETER_EX
(
float, |
||
| TranslatedWorldToClip ClipToRelativeWorld ViewToTranslatedWorld CameraViewToTranslatedWorld ViewToCl... | |||
| TranslatedWorldToClip ClipToRelativeWorld ViewToTranslatedWorld CameraViewToTranslatedWorld ViewToCl... | SHADER_PARAMETER_EX
(
float, |
||
| TranslatedWorldToClip ClipToRelativeWorld ViewToTranslatedWorld CameraViewToTranslatedWorld ViewToCl... | SHADER_PARAMETER_EX
(
float, |
||
| TranslatedWorldToClip ClipToRelativeWorld ViewToTranslatedWorld CameraViewToTranslatedWorld ViewToCl... | SHADER_PARAMETER_EX
(
FVector4f, |
||
| EShaderPrecisionModifier::HalfEShaderPrecisionModifier::Half | SHADER_PARAMETER_EX
(
FVector4f, |
||
| TranslatedWorldToClip ClipToRelativeWorld ViewToTranslatedWorld CameraViewToTranslatedWorld ViewToCl... | SHADER_PARAMETER_EX
(
FVector3f, |
||
| EShaderPrecisionModifier::HalfEShaderPrecisionModifier::Half | SHADER_PARAMETER_EX
(
FVector4f, |
||
| EShaderPrecisionModifier::HalfEShaderPrecisionModifier::HalfEShaderPrecisionModifier::Half | SHADER_PARAMETER_EX
(
FVector4f, |
||
| EShaderPrecisionModifier::HalfEShaderPrecisionModifier::HalfEShaderPrecisionModifier::HalfEShaderPre... | SHADER_PARAMETER_EX
(
float, |
||
| EShaderPrecisionModifier::HalfEShaderPrecisionModifier::HalfEShaderPrecisionModifier::HalfEShaderPre... | SHADER_PARAMETER_EX
(
float, |
||
| EShaderPrecisionModifier::HalfEShaderPrecisionModifier::HalfEShaderPrecisionModifier::HalfEShaderPre... | SHADER_PARAMETER_EX
(
float, |
||
| Flags NumInstanceSceneDataEntries PositionHigh LocalToRelativeWorld PreviousLocalToRelativeWorld Wor... | SHADER_PARAMETER_EX
(
FVector3f, |
||
| TranslatedWorldToClip ClipToRelativeWorld ViewToTranslatedWorld CameraViewToTranslatedWorld ViewToCl... | SHADER_PARAMETER_EX
(
FVector3f, |
||
| TranslatedWorldToClip ClipToRelativeWorld ViewToTranslatedWorld CameraViewToTranslatedWorld ViewToCl... | SHADER_PARAMETER_EX
(
FVector4f, |
||
| EShaderPrecisionModifier::Half | SHADER_PARAMETER_EX
(
FVector4f, |
||
| GPUSceneInstanceSceneDataRW | SHADER_PARAMETER_RDG_BUFFER_UAV
(
RWStructuredBuffer< float4 >, |
||
| SceneColorTexture | SHADER_PARAMETER_RDG_TEXTURE
(
Texture2D, |
||
| SceneColorTexture ScenePartialDepthTexture GBufferBTexture GBufferDTexture GBufferFTexture ScreenSpa... | SHADER_PARAMETER_RDG_TEXTURE
(
Texture2D, |
||
| SceneColorTexture ScenePartialDepthTexture | SHADER_PARAMETER_RDG_TEXTURE
(
Texture2D, |
GBuffer. | |
| SceneColorTexture ScenePartialDepthTexture GBufferBTexture | SHADER_PARAMETER_RDG_TEXTURE
(
Texture2D, |
||
| SceneColorTexture ScenePartialDepthTexture GBufferBTexture GBufferDTexture | SHADER_PARAMETER_RDG_TEXTURE
(
Texture2D, |
||
| SceneColorTexture ScenePartialDepthTexture GBufferBTexture GBufferDTexture GBufferFTexture ScreenSpa... | SHADER_PARAMETER_RDG_TEXTURE
(
Texture2D, |
Custom Depth / Stencil. | |
| SceneColorTexture ScenePartialDepthTexture GBufferBTexture GBufferDTexture GBufferFTexture ScreenSpa... | SHADER_PARAMETER_RDG_TEXTURE
(
Texture2D, |
||
| SceneColorTexture ScenePartialDepthTexture GBufferBTexture GBufferDTexture GBufferFTexture ScreenSpa... | SHADER_PARAMETER_RDG_TEXTURE
(
Texture2D, |
||
| SceneColorTexture ScenePartialDepthTexture GBufferBTexture GBufferDTexture GBufferFTexture ScreenSpa... | SHADER_PARAMETER_RDG_TEXTURE
(
Texture2D, |
||
| SceneColorTexture ScenePartialDepthTexture GBufferBTexture GBufferDTexture GBufferFTexture | SHADER_PARAMETER_RDG_TEXTURE
(
Texture2D, |
SSAO. | |
| SceneColorTexture ScenePartialDepthTexture GBufferBTexture GBufferDTexture GBufferFTexture ScreenSpa... | SHADER_PARAMETER_RDG_UNIFORM_BUFFER
(
FSceneTextureUniformParameters, |
||
| SceneColorTexture ScenePartialDepthTexture GBufferBTexture GBufferDTexture GBufferFTexture ScreenSpa... | SHADER_PARAMETER_SAMPLER
(
SamplerState, |
||
| TranslatedWorldToClip ClipToRelativeWorld ViewToTranslatedWorld CameraViewToTranslatedWorld ViewToCl... | SHADER_PARAMETER_SAMPLER
(
SamplerState, |
||
| TranslatedWorldToClip ClipToRelativeWorld ViewToTranslatedWorld CameraViewToTranslatedWorld ViewToCl... | SHADER_PARAMETER_SAMPLER
(
SamplerState, |
Same as Wrap_WorldGroupSettings and Clamp_WorldGroupSettings, but with mipbias=MaterialTextureMipBias. | |
| EShaderPrecisionModifier::HalfEShaderPrecisionModifier::HalfEShaderPrecisionModifier::Half Direction... | SHADER_PARAMETER_SAMPLER
(
SamplerState, |
Enumeration for currently used translucent lighting volume cascades | |
| SceneColorTexture ScenePartialDepthTexture GBufferBTexture GBufferDTexture GBufferFTexture ScreenSpa... | SHADER_PARAMETER_SAMPLER
(
SamplerState, |
||
| TranslatedWorldToClip ClipToRelativeWorld ViewToTranslatedWorld CameraViewToTranslatedWorld ViewToCl... | SHADER_PARAMETER_SAMPLER
(
SamplerState, |
||
| SceneColorTexture ScenePartialDepthTexture GBufferBTexture GBufferDTexture GBufferFTexture ScreenSpa... | SHADER_PARAMETER_SAMPLER
(
SamplerState, |
||
| SceneColorTexture ScenePartialDepthTexture GBufferBTexture GBufferDTexture GBufferFTexture ScreenSpa... | SHADER_PARAMETER_SAMPLER
(
SamplerState, |
||
| SceneColorTexture ScenePartialDepthTexture GBufferBTexture GBufferDTexture GBufferFTexture ScreenSpa... | SHADER_PARAMETER_SAMPLER
(
SamplerState, |
||
| SceneColorTexture ScenePartialDepthTexture GBufferBTexture GBufferDTexture GBufferFTexture ScreenSpa... | SHADER_PARAMETER_SAMPLER
(
SamplerState, |
Misc. | |
| SceneColorTexture ScenePartialDepthTexture GBufferBTexture GBufferDTexture GBufferFTexture ScreenSpa... | SHADER_PARAMETER_SAMPLER
(
SamplerState, |
||
| TranslatedWorldToClip ClipToRelativeWorld ViewToTranslatedWorld CameraViewToTranslatedWorld ViewToCl... | SHADER_PARAMETER_SAMPLER
(
SamplerState, |
||
| TranslatedWorldToClip ClipToRelativeWorld ViewToTranslatedWorld CameraViewToTranslatedWorld ViewToCl... | SHADER_PARAMETER_SAMPLER
(
SamplerState, |
||
| TranslatedWorldToClip ClipToRelativeWorld ViewToTranslatedWorld CameraViewToTranslatedWorld ViewToCl... | SHADER_PARAMETER_SAMPLER
(
SamplerState, |
||
| TranslatedWorldToClip ClipToRelativeWorld ViewToTranslatedWorld CameraViewToTranslatedWorld ViewToCl... | SHADER_PARAMETER_SAMPLER
(
SamplerState, |
Landscape. | |
| TranslatedWorldToClip ClipToRelativeWorld ViewToTranslatedWorld CameraViewToTranslatedWorld ViewToCl... | SHADER_PARAMETER_SAMPLER
(
SamplerState, |
IES atlas. | |
| TranslatedWorldToClip ClipToRelativeWorld ViewToTranslatedWorld CameraViewToTranslatedWorld ViewToCl... | SHADER_PARAMETER_SAMPLER
(
SamplerState, |
Water. | |
| TranslatedWorldToClip ClipToRelativeWorld ViewToTranslatedWorld CameraViewToTranslatedWorld ViewToCl... | SHADER_PARAMETER_SAMPLER
(
SamplerState, |
Specular Profile. | |
| TranslatedWorldToClip ClipToRelativeWorld ViewToTranslatedWorld CameraViewToTranslatedWorld ViewToCl... | SHADER_PARAMETER_SAMPLER
(
SamplerState, |
||
| TranslatedWorldToClip ClipToRelativeWorld ViewToTranslatedWorld CameraViewToTranslatedWorld ViewToCl... | SHADER_PARAMETER_SAMPLER
(
SamplerState, |
Energy conservation. | |
| TranslatedWorldToClip ClipToRelativeWorld ViewToTranslatedWorld CameraViewToTranslatedWorld ViewToCl... | SHADER_PARAMETER_SAMPLER
(
SamplerState, |
||
| TranslatedWorldToClip ClipToRelativeWorld ViewToTranslatedWorld CameraViewToTranslatedWorld ViewToCl... | SHADER_PARAMETER_SAMPLER
(
SamplerState, |
||
| TranslatedWorldToClip ClipToRelativeWorld ViewToTranslatedWorld CameraViewToTranslatedWorld ViewToCl... | SHADER_PARAMETER_SAMPLER
(
SamplerState, |
||
| TranslatedWorldToClip ClipToRelativeWorld ViewToTranslatedWorld CameraViewToTranslatedWorld ViewToCl... | SHADER_PARAMETER_SAMPLER
(
SamplerState, |
GGX/Sheen LTC textures. | |
| TranslatedWorldToClip ClipToRelativeWorld ViewToTranslatedWorld CameraViewToTranslatedWorld ViewToCl... | SHADER_PARAMETER_SAMPLER
(
SamplerState, |
||
| TranslatedWorldToClip ClipToRelativeWorld ViewToTranslatedWorld CameraViewToTranslatedWorld ViewToCl... | SHADER_PARAMETER_SAMPLER
(
SamplerState, |
||
| TranslatedWorldToClip ClipToRelativeWorld ViewToTranslatedWorld CameraViewToTranslatedWorld ViewToCl... | SHADER_PARAMETER_SAMPLER
(
SamplerState, |
||
| TranslatedWorldToClip ClipToRelativeWorld ViewToTranslatedWorld CameraViewToTranslatedWorld ViewToCl... | SHADER_PARAMETER_SAMPLER
(
SamplerState, |
||
| TranslatedWorldToClip ClipToRelativeWorld ViewToTranslatedWorld CameraViewToTranslatedWorld ViewToCl... | SHADER_PARAMETER_SAMPLER
(
SamplerState, |
||
| TranslatedWorldToClip ClipToRelativeWorld ViewToTranslatedWorld CameraViewToTranslatedWorld ViewToCl... | SHADER_PARAMETER_SAMPLER
(
SamplerState, |
||
| TranslatedWorldToClip ClipToRelativeWorld ViewToTranslatedWorld CameraViewToTranslatedWorld ViewToCl... | SHADER_PARAMETER_SAMPLER
(
SamplerState, |
||
| TranslatedWorldToClip ClipToRelativeWorld ViewToTranslatedWorld CameraViewToTranslatedWorld ViewToCl... | SHADER_PARAMETER_SAMPLER
(
SamplerState, |
||
| TranslatedWorldToClip ClipToRelativeWorld ViewToTranslatedWorld CameraViewToTranslatedWorld ViewToCl... | SHADER_PARAMETER_SAMPLER
(
SamplerState, |
Hair. | |
| LightMapTexture AOMaterialMaskTexture VTLightMapTexture VTSkyOcclusionTexture VTStaticShadowTexture ... | SHADER_PARAMETER_SAMPLER
(
SamplerState, |
||
| LightMapTexture AOMaterialMaskTexture VTLightMapTexture VTSkyOcclusionTexture VTStaticShadowTexture ... | SHADER_PARAMETER_SAMPLER
(
SamplerState, |
||
| LightMapTexture AOMaterialMaskTexture VTLightMapTexture VTSkyOcclusionTexture VTStaticShadowTexture | SHADER_PARAMETER_SAMPLER
(
SamplerState, |
||
| TranslatedWorldToClip ClipToRelativeWorld ViewToTranslatedWorld CameraViewToTranslatedWorld ViewToCl... | SHADER_PARAMETER_SRV
(
Buffer< float4 >, |
Rect light atlas. | |
| TranslatedWorldToClip ClipToRelativeWorld ViewToTranslatedWorld CameraViewToTranslatedWorld ViewToCl... | SHADER_PARAMETER_SRV
(
StructuredBuffer< float4 >, |
Atmosphere. | |
| LightMapTexture AOMaterialMaskTexture VTLightMapTexture VTSkyOcclusionTexture | SHADER_PARAMETER_SRV
(
Texture2D< float4 >, |
||
| LightMapTexture AOMaterialMaskTexture VTLightMapTexture | SHADER_PARAMETER_SRV
(
Texture2D< float4 >, |
||
| VertexFetch_Parameters LODLightmapDataIndex VertexFetch_PositionBuffer VertexFetch_PackedTangentsBuf... | SHADER_PARAMETER_SRV
(
Buffer< float >, |
||
| VertexFetch_Parameters LODLightmapDataIndex VertexFetch_PositionBuffer VertexFetch_PackedTangentsBuf... | SHADER_PARAMETER_SRV
(
Buffer< float4 >, |
||
| VertexFetch_Parameters LODLightmapDataIndex VertexFetch_PositionBuffer | SHADER_PARAMETER_SRV
(
Buffer< float >, |
||
| VertexFetch_Parameters LODLightmapDataIndex | SHADER_PARAMETER_SRV
(
Buffer< float2 >, |
||
| VertexFetch_BoneTransformBuffer | SHADER_PARAMETER_SRV
(
Buffer< float4 >, |
||
| VertexFetch_Parameters VertexFetch_TexCoordBuffer VertexFetch_PackedTangentsBuffer | SHADER_PARAMETER_SRV
(
Buffer< float4 >, |
||
| VertexFetch_Parameters VertexFetch_TexCoordBuffer | SHADER_PARAMETER_SRV
(
Buffer< float >, |
||
| Position TangentX Color | SHADER_PARAMETER_SRV
(
Buffer< float >, |
||
| Position TangentX | SHADER_PARAMETER_SRV
(
Buffer< half4 >, |
||
| Position | SHADER_PARAMETER_SRV
(
Buffer< float >, |
||
| TranslatedWorldToClip ClipToRelativeWorld ViewToTranslatedWorld CameraViewToTranslatedWorld ViewToCl... | SHADER_PARAMETER_SRV
(
Buffer< float >, |
Ray tracing. | |
| TranslatedWorldToClip ClipToRelativeWorld ViewToTranslatedWorld CameraViewToTranslatedWorld ViewToCl... | SHADER_PARAMETER_SRV
(
Buffer< float >, |
||
| TranslatedWorldToClip ClipToRelativeWorld ViewToTranslatedWorld CameraViewToTranslatedWorld ViewToCl... | SHADER_PARAMETER_TEXTURE
(
Texture2D, |
||
| LightMapTexture | SHADER_PARAMETER_TEXTURE
(
Texture2D, |
||
| LightMapTexture AOMaterialMaskTexture | SHADER_PARAMETER_TEXTURE
(
Texture2D, |
||
| LightMapTexture AOMaterialMaskTexture VTLightMapTexture VTSkyOcclusionTexture VTStaticShadowTexture ... | SHADER_PARAMETER_TEXTURE
(
Texture2D< uint4 >, |
||
| Params | |||
| Params TextureSampler | SHADER_PARAMETER_TEXTURE
(
TextureCube, |
||
| TranslatedWorldPosition Color Direction Tangent SpotAngles SourceLength RectLightBarnLength RectLigh... | SHADER_PARAMETER_TEXTURE
(
Texture2D, |
||
| TranslatedWorldToClip ClipToRelativeWorld ViewToTranslatedWorld CameraViewToTranslatedWorld ViewToCl... | SHADER_PARAMETER_TEXTURE
(
Texture3D< uint4 >, |
||
| TranslatedWorldToClip ClipToRelativeWorld ViewToTranslatedWorld CameraViewToTranslatedWorld ViewToCl... | SHADER_PARAMETER_TEXTURE
(
Texture3D, |
||
| TranslatedWorldToClip ClipToRelativeWorld ViewToTranslatedWorld CameraViewToTranslatedWorld ViewToCl... | SHADER_PARAMETER_TEXTURE
(
Texture3D, |
||
| TranslatedWorldToClip ClipToRelativeWorld ViewToTranslatedWorld CameraViewToTranslatedWorld ViewToCl... | SHADER_PARAMETER_TEXTURE
(
Texture3D, |
||
| TranslatedWorldToClip ClipToRelativeWorld ViewToTranslatedWorld CameraViewToTranslatedWorld ViewToCl... | SHADER_PARAMETER_TEXTURE
(
Texture3D, |
||
| TranslatedWorldToClip ClipToRelativeWorld ViewToTranslatedWorld CameraViewToTranslatedWorld ViewToCl... | SHADER_PARAMETER_TEXTURE
(
Texture3D, |
||
| TranslatedWorldToClip ClipToRelativeWorld ViewToTranslatedWorld CameraViewToTranslatedWorld ViewToCl... | SHADER_PARAMETER_TEXTURE
(
Texture3D, |
||
| TranslatedWorldToClip ClipToRelativeWorld ViewToTranslatedWorld CameraViewToTranslatedWorld ViewToCl... | SHADER_PARAMETER_TEXTURE
(
Texture3D, |
||
| TranslatedWorldToClip ClipToRelativeWorld ViewToTranslatedWorld CameraViewToTranslatedWorld ViewToCl... | SHADER_PARAMETER_TEXTURE
(
Texture2DArray< float4 >, |
Glints. | |
| TranslatedWorldToClip ClipToRelativeWorld ViewToTranslatedWorld CameraViewToTranslatedWorld ViewToCl... | SHADER_PARAMETER_TEXTURE
(
Texture2DArray< float >, |
||
| TranslatedWorldToClip ClipToRelativeWorld ViewToTranslatedWorld CameraViewToTranslatedWorld ViewToCl... | SHADER_PARAMETER_TEXTURE
(
Texture2D, |
SSS. | |
| TranslatedWorldToClip ClipToRelativeWorld ViewToTranslatedWorld CameraViewToTranslatedWorld ViewToCl... | SHADER_PARAMETER_TEXTURE
(
Texture3D< float >, |
||
| TranslatedWorldToClip ClipToRelativeWorld ViewToTranslatedWorld CameraViewToTranslatedWorld ViewToCl... | SHADER_PARAMETER_TEXTURE
(
Texture3D< float >, |
Simple volume texture. | |
| TranslatedWorldToClip ClipToRelativeWorld ViewToTranslatedWorld CameraViewToTranslatedWorld ViewToCl... | SHADER_PARAMETER_TEXTURE
(
Texture2D, |
||
| TranslatedWorldToClip ClipToRelativeWorld ViewToTranslatedWorld CameraViewToTranslatedWorld ViewToCl... | SHADER_PARAMETER_TEXTURE
(
Texture2D< float >, |
||
| TranslatedWorldToClip ClipToRelativeWorld ViewToTranslatedWorld CameraViewToTranslatedWorld ViewToCl... | SHADER_PARAMETER_TEXTURE
(
Texture3D< float2 >, |
||
| TranslatedWorldToClip ClipToRelativeWorld ViewToTranslatedWorld CameraViewToTranslatedWorld ViewToCl... | SHADER_PARAMETER_TEXTURE
(
Texture2D, |
||
| TranslatedWorldToClip ClipToRelativeWorld ViewToTranslatedWorld CameraViewToTranslatedWorld ViewToCl... | SHADER_PARAMETER_TEXTURE
(
Texture2D< uint >, |
||
| TranslatedWorldToClip ClipToRelativeWorld ViewToTranslatedWorld CameraViewToTranslatedWorld ViewToCl... | SHADER_PARAMETER_TEXTURE
(
Texture3D, |
||
| TranslatedWorldToClip ClipToRelativeWorld ViewToTranslatedWorld CameraViewToTranslatedWorld ViewToCl... | SHADER_PARAMETER_TEXTURE
(
Texture2D, |
||
| bool | ShouldAllPrimitivesHaveDistanceField
(
EShaderPlatform ShaderPlatform |
||
| bool | ShouldCompileDebugViewModeShader
(
const FMeshMaterialShaderPermutationParameters& Parameters |
||
| bool | ShouldCompileDistanceFieldShaders
(
EShaderPlatform ShaderPlatform |
||
| bool | |||
| bool | ShouldIncludeMaterialInDefaultOpaquePass
(
const FMaterial& Material |
||
| bool | |||
| bool | ShouldProxyUseVertexColorVisualization
(
FName OwnerName |
||
| bool | |||
| bool | ShouldWeCompileGPUSkinVFShaders
(
EShaderPlatform Platform, |
||
SHOWFLAG_ALWAYS_ACCESSIBLE
(
PostProcessing, |
Affects all postprocessing features, depending on viewmode this is on or off, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's used by ReflectionEnviromentCapture Bloom, for now SHOWFLAG_ALWAYS_ACCESSIBLE because it's exposed in SceneCapture | ||
| void | |||
| void | ShutdownShaderCompilers
(
TConstArrayView< const ITargetPlatform* > TargetPlatforms |
Frees resources and finalizes artifacts created during the cook of the given platforms. | |
| int32 | Returns the bone weight index to use for rigid skinning | ||
| int32 | SortGPUBuffers
(
FRHICommandList& RHICmdList, |
Sort a buffer on the GPU. | |
| void | StringSize
(
const UFont* Font, |
Render string using both a font and a material. | |
| bool | SupportsCachingMeshDrawCommands
(
const FMeshBatch& MeshBatch, |
Returns if specified mesh command can be cached, or needs to be recreated every frame; this is a slightly slower version used for materials with external textures that need invalidating their PSOs. | |
| bool | SupportsCachingMeshDrawCommands
(
const FMeshBatch& MeshBatch |
Returns if specified mesh command can be cached, or needs to be recreated every frame. | |
| bool | SupportsGPUParticles
(
EShaderPlatform Platform |
Returns true if the shader platform supports GPU particles. | |
| bool | SupportsNaniteRendering
(
const FVertexFactory*RESTRICT VertexFactory, |
Returns if specified mesh can be rendered via Nanite. | |
| bool | SupportsNaniteRendering
(
const FVertexFactoryType*RESTRICT VertexFactoryType, |
||
| bool | SupportsNaniteRendering
(
const FVertexFactory*RESTRICT VertexFactory, |
||
| void | |||
| void | TermGamePhys () |
||
| void | TestGPUSort
(
EGPUSortTest TestToRun, |
Test that GPU sorting works. | |
| void | TextureLayoutTools::ComputeDifferenceArray
(
const ValueType* ValuesA, |
Computes the difference between two value arrays (templated) | |
| double | TextureLayoutTools::ComputeRootMeanSquareDeviation
(
const ValueType* Values, |
Computes the mean square root deviation for a set of values (templated) | |
| void | UE::HLSLTree::AppendHash
(
FHasher& Hasher, |
||
| void | UE::HLSLTree::AppendHash
(
FHasher& Hasher, |
||
| void | UE::HLSLTree::AppendHash
(
FHasher& Hasher, |
||
| bool | |||
| bool | |||
| bool | |||
| EExternalInput | |||
| void | |||
| void | UpdateMaterialShaderCompilingStats
(
const FMaterial* Material |
Called for every material shader to update the appropriate stats. | |
| void | UpdatePlayInEditorWorldDebugString
(
const FWorldContext* WorldContext |
Update the debugging aid GPlayInEditorContextString based on the current world context (does nothing in WITH_EDITOR=0 builds) | |
| void | UpdateSplineMeshParams_RenderThread
(
FPrimitiveSceneProxy* SceneProxy, |
Helper to update the parameters of the specified spline mesh scene proxy | |
| bool | UseSubsurfaceProfile
(
FMaterialShadingModelField ShadingModel |
||
| bool | |||
| bool | UVsEqual
(
const FVector2f& V1, |
||
| void | VerifyGlobalShaders
(
EShaderPlatform Platform, |
Makes sure all global shaders are loaded and/or compiled for the passed in platform. | |
| void | VerifyGlobalShaders
(
EShaderPlatform Platform, |
Makes sure all global shaders are loaded and/or compiled for the passed in platform. | |
| void | VirtualTextureUtils::CheckAndReportInvalidUsage
(
const UObject* Owner, |
Function that will test if the passed in texture is VT. | |
| bool | WaitForShaderCompilation
(
const FText& Message, |
Variables
| Type | Name | Description | |
|---|---|---|---|
| TranslatedWorldToClip ClipToRelativeWorld ViewToTranslatedWorld CameraViewToTranslatedWorld ViewToCl... | AtmosphereLightDirection | ||
| TranslatedWorldToClip ClipToRelativeWorld ViewToTranslatedWorld CameraViewToTranslatedWorld ViewToCl... | AtmosphereLightDiscCosHalfApexAngle_PPTrans | ||
| TranslatedWorldToClip ClipToRelativeWorld ViewToTranslatedWorld CameraViewToTranslatedWorld ViewToCl... | AtmosphereLightIlluminanceOuterSpace | ||
| AxisLockRight | |||
| int32 | BandSizeInVoxels | Trade off between SDF memory and number of steps required to find intersection. | |
| VertexFetch_Parameters LODLightmapDataIndex VertexFetch_PositionBuffer VertexFetch_PackedTangentsBuf... | BaseVertexIndex | ||
| Flags NumInstanceSceneDataEntries PositionHigh LocalToRelativeWorld PreviousLocalToRelativeWorld Wor... | bOutputVelocity | ||
| Flags NumInstanceSceneDataEntries PositionHigh LocalToRelativeWorld PreviousLocalToRelativeWorld Wor... | bReceivesDecals | ||
| int32 | BrickSize | Half voxel border around brick for trilinear filtering. | |
| EShaderPrecisionModifier::HalfEShaderPrecisionModifier::HalfEShaderPrecisionModifier::Half | CameraFacingBlend | ||
| FSharedSamplerState * | Clamp_WorldGroupSettings | Sampler state using Clamp addressing and taking filter mode from the world texture group. | |
| TArray< float > | Coefficients | N-1 is latest till 0 is oldest | |
| const int32[ACF_MAX] | CompressedRotationNum | Number of swapped chunks per element. | |
| const int32[ACF_MAX] | CompressedRotationStrides | Each CompresedRotationData track's ByteStream will be byte swapped in chunks of this size. | |
| const int32[ACF_MAX] | CompressedScaleNum | Number of swapped chunks per element. | |
| const int32[ACF_MAX] | CompressedScaleStrides | Each CompresedScaleData track's ByteStream will be byte swapped in chunks of this size. | |
| const int32[ACF_MAX] | CompressedTranslationNum | Number of swapped chunks per element. | |
| const int32[ACF_MAX] | CompressedTranslationStrides | Each CompresedTranslationData track's ByteStream will be byte swapped in chunks of this size. | |
| int32 | CurrentStack | ||
| ECollisionChannel | DefaultCollisionChannel | ||
| const int32 | DefaultQualityLevel | ||
| DirectionalLightColor | |||
| TranslatedWorldToClip ClipToRelativeWorld ViewToTranslatedWorld CameraViewToTranslatedWorld ViewToCl... | DirectionalLightDirection | ||
| EShaderPrecisionModifier::HalfEShaderPrecisionModifier::Half | DirectionalLightShadowDistances | ||
| EShaderPrecisionModifier::Half | DirectionalLightShadowSize | ||
| EPixelFormat | DistanceFieldFormat | ||
| FRHICommandListImmediate | EGPUSortFlags | ||
| FRHICommandListImmediateFRHIUnorderedAccessViewFRHIUnorderedAccessView * | FGPUSortKeyGenDelegate | ||
| TArray< float > | FilterData | CurrentStack is latest till CurrentStack + 1 is oldest note that this works in reverse order with Coefficient | |
| bool | GAllowLightmapPadding | Whether to allow padding around mappings. | |
| FCardRepresentationAsyncQueue * | GCardRepresentationAsyncQueue | Global build queue. | |
| TGlobalResource< FDefaultLightmapResourceClusterUniformBuffer > | GDefaultLightmapResourceClusterUniformBuffer | Global uniform buffer containing the default precomputed lighting data. | |
| TMultiMap< FGuid, FMaterialParameterCollectionInstanceResource * > | GDefaultMaterialParameterCollectionInstances | Default instance resources used when rendering a material using a parameter collection but there's no FScene present to get a FMaterialParameterCollectionInstanceResource. | |
| Params TextureSampler TextureBlendSampler END_GLOBAL_SHADER_PARAMETER_STRUCT() class FDefaultMobileR... | GDefaultMobileReflectionCaptureUniformBuffer | Global uniform buffer containing the default reflection data used in mobile renderer. | |
| ToXYZ ToAP1 ToAP0 SHADER_PARAMETER(uint32, bIsSRGB) END_SHADER_PARAMETER_STRUCT() class FDefaultWork... | GDefaultWorkingColorSpaceUniformBuffer | ||
| bool | GDisallowNetworkTravel | Copyright Epic Games, Inc. | |
| FDistanceFieldAsyncQueue * | GDistanceFieldAsyncQueue | Global build queue. | |
| int32 | GDoAsyncLoadingWhileWaitingForVSync | ||
| DynamicRenderScaling::FBudget | GDynamicPrimaryResolutionFraction | Dynamic resolution of the primary ScreenPercentage. | |
| int32 | GEnableGPUSkinCache | Is it actually enabled? | |
| uint32 | GGPUFrameTime | The GPU time taken to render the last frame. | |
| TGlobalResource< FLandscapeTextureAtlas > | GHeightFieldTextureAtlas | ||
| TGlobalResource< FLandscapeTextureAtlas > | GHFVisibilityTextureAtlas | ||
| TGlobalResource< FSinglePrimitiveStructured > | GIdentityPrimitiveBuffer | Default Primitive data buffer. | |
| TGlobalResource< FIdentityPrimitiveUniformBuffer > | GIdentityPrimitiveUniformBuffer | Global primitive uniform buffer resource containing identity transformations. | |
| ELightingBuildQuality | GLightingBuildQuality | The quality level of the current lighting build | |
| FLightmassDebugOptions | GLightmassDebugOptions | Debug options for Lightmass | |
| TranslatedWorldToClip ClipToRelativeWorld ViewToTranslatedWorld CameraViewToTranslatedWorld ViewToCl... | GlobalDistanceFieldMipTranslatedWorldToUVBias | ||
| TranslatedWorldToClip ClipToRelativeWorld ViewToTranslatedWorld CameraViewToTranslatedWorld ViewToCl... | GlobalVolumeTranslatedWorldToUVAddAndMul | ||
| const int32 | GMaxPlanarReflectionViews | Currently we support at most 2 views for each planar reflection, one view per stereo pass Must match FPlanarReflectionUniformParameters. | |
| TGlobalResource< FNullDynamicParameterVertexBuffer > | GNullDynamicParameterVertexBuffer | The global null color vertex buffer, which is set with a stride of 0 on meshes without a color component. | |
| TGlobalResource< FParticleEightTexCoordVertexBuffer > | GParticleEightTexCoordVertexBuffer | Global particle texture coordinate vertex buffer. | |
| TGlobalResource< FParticleIndexBuffer > | GParticleIndexBuffer | Global particle index buffer. | |
| TGlobalResource< FParticleScratchVertexBuffer > | GParticleScratchVertexBuffer | The global scratch vertex buffer. | |
| const int32 | GParticleScratchVertexBufferSize | The size of the scratch vertex buffer. | |
| TGlobalResource< FParticleTexCoordVertexBuffer > | GParticleTexCoordVertexBuffer | Global particle texture coordinate vertex buffer. | |
| FPhysCommandHandler * | GPhysCommandHandler | Physics stats Pointer to PhysX Command Handler | |
| TGlobalResource< FScreenVertexDeclaration > | GScreenVertexDeclaration | Vertex declaration for screen-space rendering. | |
| FShaderCompilerStats * | GShaderCompilerStats | The global shader compiling stats | |
| FShaderCompilingManager * | GShaderCompilingManager | The global shader compiling thread manager. | |
| int32 | GShowMaterialDrawEvents | ||
| TGlobalResource< FSimpleElementVertexDeclaration > | GSimpleElementVertexDeclaration | The simple element vertex declaration. | |
| TGlobalResource< FSixTriangleParticleIndexBuffer > | GSixTriangleParticleIndexBuffer | Global particle index buffer. | |
| int32 | GSkinCacheRecomputeTangents | ||
| FCommonViewportClient * | GStatProcessingViewportClient | Tracks the viewport client that should process the stat command, can be NULL | |
| FSystemResolution | GSystemResolution | System resolution instance | |
| FSystemSettings | GSystemSettings | Global system settings accessor |
Global accessor |
| FColor | GTexelSelectionColor | ||
| TGlobalResource< FSinglePrimitiveStructured > | GTilePrimitiveBuffer | ||
| int32 | GUnbuiltHLODCount | ||
| bool | GUseBilinearLightmaps | Whether to use bilinear filtering on lightmaps | |
| EVertexColorViewMode::Type | GVertexColorViewMode | Global vertex color view mode setting when SHOW_VertexColors show flag is set | |
| FString | GVertexViewModeOverrideOwnerName | ||
| TWeakObjectPtr< UTexture > | GVertexViewModeOverrideTexture | ||
| float | GVertexViewModeOverrideUVChannel | ||
| TGlobalResource< FVolumetricLightmapBrickAtlas > | GVolumetricLightmapBrickAtlas | ||
| TranslatedWorldToClip ClipToRelativeWorld ViewToTranslatedWorld CameraViewToTranslatedWorld ViewToCl... | HMDViewNoRollRight | ||
| FRHICommandListImmediate | int32 | ||
| uint32 | InvalidBrickIndex | ||
| EShaderPrecisionModifier::HalfEShaderPrecisionModifier::HalfEShaderPrecisionModifier::HalfEShaderPre... | InvDeltaSeconds | ||
| float | LastOutput | ||
| StaticShadowMapMasks LightMapCoordinateScaleBias | LightMapScale | ||
| StaticShadowMapMasks LightMapCoordinateScaleBias EShaderPrecisionModifier::Half | LightmapVTPackedPageTableUniform | ||
| Flags NumInstanceSceneDataEntries PositionHigh LocalToRelativeWorld PreviousLocalToRelativeWorld Wor... | LocalBounds | ||
| VertexFetch_Parameters LODLightmapDataIndex VertexFetch_PositionBuffer VertexFetch_PackedTangentsBuf... | LODLightmapDataIndex | ||
| uint32 | MaxIndirectionDimension | Must match LoadDFAssetData. | |
| int32 | MeshDistanceFieldObjectBorder | One voxel border around object for handling gradient. | |
| TranslatedWorldToClip ClipToRelativeWorld ViewToTranslatedWorld CameraViewToTranslatedWorld ViewToCl... | MobileSkyIrradianceEnvironmentMap | ||
| int32 | MONO_PCM_BUFFER_SAMPLES | 100ms of 48KHz data 108ms of 44.1KHz data 218ms of 22KHz data | |
| uint32 | MONO_PCM_BUFFER_SIZE | ||
| uint32 | MONO_PCM_SAMPLE_SIZE | ||
| const FName | NAME_DeviceType | ||
| const FName | NAME_RHI | Hardware entry lookups | |
| const FName | NAME_TextureFormat | ||
| TranslatedWorldToClip ClipToRelativeWorld ViewToTranslatedWorld CameraViewToTranslatedWorld ViewToCl... | NearPlane | ||
| Flags NumInstanceSceneDataEntries PositionHigh LocalToRelativeWorld PreviousLocalToRelativeWorld Wor... | NonUniformScale | ||
| EShaderPrecisionModifier::HalfEShaderPrecisionModifier::Half | NormalsCylinderUnitDirection | ||
| int32 | NumMips | ||
| Flags NumInstanceSceneDataEntries PositionHigh LocalToRelativeWorld PreviousLocalToRelativeWorld Wor... | ObjectOrientation | ||
| FOnScalabilitySettingsChanged | OnScalabilitySettingsChanged | ||
| VertexFetch_Parameters LODLightmapDataIndex VertexFetch_PositionBuffer VertexFetch_PackedTangentsBuf... | OverrideColorVertexBuffer | ||
| const int32 | PDM_DefaultValue | ||
| const uint8[ACF_MAX *8] | PerTrackNumComponentTable | Number of swapped chunks per element, split out per component (high 3 bits) and flags (low 3 bits) | |
| TranslatedWorldToClip ClipToRelativeWorld ViewToTranslatedWorld CameraViewToTranslatedWorld ViewToCl... | PhysicsFieldTargets | ||
| EShaderPrecisionModifier::HalfEShaderPrecisionModifier::HalfEShaderPrecisionModifier::HalfEShaderPre... | PivotOffset | ||
| VertexFetch_Parameters LODLightmapDataIndex VertexFetch_PositionBuffer VertexFetch_PackedTangentsBuf... | PreSkinBaseVertexIndex | ||
| Flags NumInstanceSceneDataEntries PositionHigh LocalToRelativeWorld PreviousLocalToRelativeWorld Wor... | PreSkinnedLocalBounds | ||
| EShaderPrecisionModifier::HalfEShaderPrecisionModifier::HalfEShaderPrecisionModifier::HalfEShaderPre... | RotationBias | ||
| TranslatedWorldToClip ClipToRelativeWorld ViewToTranslatedWorld CameraViewToTranslatedWorld ViewToCl... | RoughnessOverrideParameter | ||
| TranslatedWorldToClip ClipToRelativeWorld ViewToTranslatedWorld CameraViewToTranslatedWorld ViewToCl... | ScreenPositionScaleBias | ||
| SFG_Advanced | |||
| SFG_Developer | |||
| SFG_Hidden | |||
| SFG_LightingComponents | |||
| SFG_LightingFeatures | |||
| SFG_LightTypes | |||
| SFG_Lumen | |||
| SFG_Nanite | |||
| SFG_Normal | |||
| SFG_PostProcess | |||
| SFG_Transient | |||
| SFG_Visualize | |||
| TranslatedWorldToClip ClipToRelativeWorld ViewToTranslatedWorld CameraViewToTranslatedWorld ViewToCl... | SpecularOverrideParameter | ||
| STATCAT_Advanced | |||
| STATCAT_Advanced | Audio thread API (the naming is outdated as the thread was replaced by piped tasks) | ||
| STATCAT_Advanced | |||
| STATCAT_Advanced | |||
| STATCAT_Advanced | |||
| STATCAT_Advanced | |||
| STATCAT_Advanced | |||
| EShaderPrecisionModifier::Half | TangentSelector | ||
| TranslatedWorldToClip ClipToRelativeWorld ViewToTranslatedWorld CameraViewToTranslatedWorld ViewToCl... | TranslucencyLightingVolumeInvSize | ||
| int32 | UniqueDataBrickSize | ||
| TranslatedWorldToClip ClipToRelativeWorld ViewToTranslatedWorld CameraViewToTranslatedWorld ViewToCl... | UnlitViewmodeMask | ||
| TranslatedWorldToClip ClipToRelativeWorld ViewToTranslatedWorld CameraViewToTranslatedWorld ViewToCl... | ViewForward | ||
| TranslatedWorldToClip ClipToRelativeWorld ViewToTranslatedWorld CameraViewToTranslatedWorld ViewToCl... | ViewRectMin | ||
| TranslatedWorldToClip ClipToRelativeWorld ViewToTranslatedWorld CameraViewToTranslatedWorld ViewToCl... | ViewRight | ||
| Flags NumInstanceSceneDataEntries PositionHigh LocalToRelativeWorld PreviousLocalToRelativeWorld Wor... | WorldBounds | ||
| FSharedSamplerState * | Wrap_WorldGroupSettings | Sampler state using Wrap addressing and taking filter mode from the world texture group. | |
| TranslatedWorldToClip ClipToRelativeWorld ViewToTranslatedWorld CameraViewToTranslatedWorld ViewToCl... | XRPassthroughCameraUVs |