Core

Filters

Classes

Enums

Name

Description

Public enum

EPixelFormat

Functions

Name Description

Public function

void

 

BootTimingPoint

(
    const ANSICHAR * Message
)

Public function

 

DECLARE_LOG_CATEGORY_EXTERN

(
    LogSerialization,
    Log,
    All
)

Public function

 

DECLARE_LOG_CATEGORY_EXTERN

(
    LogUnrealMath,
    Log,
    All
)

Public function

 

DECLARE_LOG_CATEGORY_EXTERN

(
    LogUnrealMatrix,
    Log,
    All
)

Public function

 

DECLARE_LOG_CATEGORY_EXTERN

(
    LogContentComparisonCommandlet,
    Log,
    All
)

Public function

 

DECLARE_LOG_CATEGORY_EXTERN

(
    LogNetPackageMap,
    Warning,
    All
)

Public function

 

DECLARE_LOG_CATEGORY_EXTERN

(
    LogNetSerialization,
    Warning,
    All
)

Public function

 

DECLARE_LOG_CATEGORY_EXTERN

(
    LogMemory,
    Log,
    All
)

Public function

 

DECLARE_LOG_CATEGORY_EXTERN

(
    LogProfilingDebugging,
    Log,
    All
)

Public function

 

DECLARE_LOG_CATEGORY_EXTERN

(
    LogCore,
    Log,
    All
)

Public function

 

DECLARE_LOG_CATEGORY_EXTERN

(
    LogOutputDevice,
    Log,
    All
)

Public function

 

DECLARE_LOG_CATEGORY_EXTERN

(
    LogQuail,
    Log,
    All
)

Public function

 

DECLARE_LOG_CATEGORY_EXTERN

(
    LogSHA,
    Warning,
    All
)

Public function

 

DECLARE_LOG_CATEGORY_EXTERN

(
    LogStreaming,
    Display,
    All
)

Public function

 

DECLARE_LOG_CATEGORY_EXTERN

(
    LogInit,
    Log,
    All
)

Public function

 

DECLARE_LOG_CATEGORY_EXTERN

(
    LogExit,
    Log,
    All
)

Public function

 

DECLARE_LOG_CATEGORY_EXTERN

(
    LogExec,
    Warning,
    All
)

Public function

 

DECLARE_LOG_CATEGORY_EXTERN

(
    LogScript,
    Warning,
    All
)

Public function

 

DECLARE_LOG_CATEGORY_EXTERN

(
    LogLocalization,
    Error,
    All
)

Public function

 

DECLARE_LOG_CATEGORY_EXTERN

(
    LogLongPackageNames,
    Log,
    All
)

Public function

 

DECLARE_LOG_CATEGORY_EXTERN

(
    LogProcess,
    Log,
    All
)

Public function

 

DECLARE_LOG_CATEGORY_EXTERN

(
    LogLoad,
    Log,
    All
)

Public function

 

DECLARE_LOG_CATEGORY_EXTERN

(
    LogTemp,
    Log,
    All
)

Temporary log category, generally you should not check things in that use this.

Public function

 

DECLARE_LOG_CATEGORY_EXTERN

(
    LogStats,
    Log,
    All
)

Public function

 

DECLARE_LOG_CATEGORY_EXTERN

(
    LogSwitch,
    Log,
    All
)

Public function

 

DECLARE_LOG_CATEGORY_EXTERN

(
    LogWindows,
    Log,
    All
)

Public function

 

DECLARE_LOG_CATEGORY_EXTERN

(
    LogPS4,
    Log,
    All
)

Public function

 

DECLARE_LOG_CATEGORY_EXTERN

(
    LogAndroid,
    Log,
    All
)

Public function

 

DECLARE_LOG_CATEGORY_EXTERN

(
    LogIOS,
    Log,
    All
)

Public function

 

DECLARE_LOG_CATEGORY_EXTERN

(
    LogLinux,
    Log,
    All
)

Public function

 

DECLARE_LOG_CATEGORY_EXTERN

(
    LogMac,
    Log,
    All
)

Public function

 

DECLARE_LOG_CATEGORY_EXTERN

(
    LogHAL,
    Log,
    All
)

Public function

 

DECLARE_LOG_CATEGORY_EXTERN

(
    LogXboxOne,
    Log,
    All
)

Public function

void

 

DumpBootTiming()

Public function

void

 

EnableEmitDrawEventsOnlyOnCommandlist()

Public function

void

 

EnsureRetrievingVTablePtrDuringCtor

(
    const TCHAR * CtorSignature
)

Ensures that current thread is during retrieval of vtable ptr of some UClass .

Public function

bool

 

GetEmitDrawEvents()

Public function

bool

 

GetEmitDrawEventsOnlyOnCommandlist()

Public function

FOutputDevic ...

 

GetGlobalLogSingleton()

Public function

FORCEINLINE ...

 

IsAllowCommandletAudio()

Public function

FORCEINLINE ...

 

IsAllowCommandletRendering()

Check to see if we should initialise RHI and set up scene for rendering even when running a commandlet.

Public function

bool

 

IsInActualRenderingThread()

Unlike IsInRenderingThread, this will always return false if we are running single threaded. It only returns true if this is actually a separate rendering thread. Mostly useful for checks.

Public function

bool

 

IsInAudioThread()

Public function

FORCEINLINE ...

 

IsInGameThread()

Public function

bool

 

IsInParallelRenderingThread()

Public function

bool

 

IsInRenderingThread()

Public function

bool

 

IsInRHIThread()

Public function

bool

 

IsInSlateThread()

Public function

FORCEINLINE ...

 

IsRunningCommandlet()

Check to see if this executable is running a commandlet (custom command-line processing code in an editor-like environment)

Public function

void

 

NotifyLoadingStateChanged

(
    bool bState,
    const TCHAR * Message
)

Boot loading timers

Public function

void

 

SetEmitDrawEvents

(
    bool EmitDrawEvents
)

Public function

 

TSAN_ATOMIC

(
    bool
)

Public function

 

TSAN_ATOMIC

(
    uint64
)

Steadily increasing frame counter.

Variables

Name Description

Public variable

bool

 

GAllowActorScriptExecutionInEditor

Allow AActor object to execute script in the editor from specific entry points, such as when running a construction script

Public variable

bool

 

GAreScreenMessagesEnabled

Global value indicating on-screen warnings/message should be displayed.

Public variable

FRunnableThread ...

 

GAudioThread

Thread used for audio

Public variable

uint32

 

GAudioThreadId

Thread ID of the audio thread, if any

Public variable

FString

 

GCompatIni

Public variable

bool

 

GCompilingBlueprint

Forces use of template names for newly instanced components in a CDO.

Public variable

FConfigCacheIni ...

 

GConfig

Public variable

FChunkedFixedUO ...

 

GCoreObjectArrayForDebugVisualizers

Public variable

FName

 

GCurrentTraceName

Determines what kind of trace should occur, NAME_None for none.

Public variable

int32

 

GCycleStatsShouldEmitNamedEvents

Whether stats should emit named events for e.g. PIX.

Public variable

FExec *

 

GDebugToolExec

Exec handler for game debugging tool, allowing commands like "editactor"

Public variable

FString

 

GEditorIni

Editor per-project ini files - stored per project.

Public variable

FString

 

GEditorKeyBindingsIni

Public variable

FString

 

GEditorLayoutIni

Editor ini file locations - stored per engine version (shared across all projects).

Public variable

FString

 

GEditorPerProjectIni

Editor per-project ini files - stored per project.

Public variable

FString

 

GEditorSettingsIni

Public variable

bool

 

GEdSelectionLock

Public variable

bool

 

GEnableVREditorHacks

Enables various editor and HMD hacks that allow the experimental VR editor feature to work, perhaps at the expense of other systems

Public variable

FString

 

GEngineIni

Public variable

FOutputDeviceEr ...

 

GError

Critical errors.

Public variable

TCHAR [4096]

 

GErrorExceptionDescription

#crashReport: 2014-08-19 Combine into one, refactor.

Public variable

TCHAR [16384]

 

GErrorHist

For building call stack text dump in guard/unguard mechanism.

Public variable

bool

 

GEventDrivenLoaderEnabled

Whether we are using the event driven loader

Public variable

bool

 

GExitPurge

Public variable

const FText

 

GFalse

Public variable

bool

 

GFastPathUniqueNameGeneration

When constructing objects, use the fast path on consoles...

Public variable

bool

 

GFirstFrameIntraFrameDebugging

True if this is the first time through the UI message pumping loop.

Public variable

void(*)(voi...

 

GFlushStreamingFunc

Helper function to flush resource streaming.

Public variable

bool

 

GForceLoadEditorOnly

IS_MONOLITHIC || !UE_EDITOR.

Public variable

const TCHAR ...

 

GForeignEngineDir

Public variable

uint32

 

GFrameNumber

Incremented once per frame before the scene is being rendered.

Public variable

uint32

 

GFrameNumberRenderThread

NEED TO RENAME, for RT version of GFrameTime use View.ViewFamily->FrameNumber or pass down from RT from GFrameTime).

Public variable

FString

 

GGameIni

Public variable

uint32

 

GGameThreadId

Thread ID of the main/game thread

Public variable

FString

 

GGameUserSettingsIni

Public variable

FString

 

GHardwareIni

Public variable

bool

 

GHitchDetected

Used by the lightweight stats and FGameThreadHitchHeartBeat to print a stat stack for hitches in shipping builds.

Public variable

float

 

GHitchThresholdMS

Threshold for a frame to be considered a hitch (in milliseconds).

Public variable

FString

 

GInputIni

Public variable

TCHAR [64]

 

GInternalProjectName

Game name, used for base game directory and ini among other things

Public variable

bool

 

GIntraFrameDebuggingGameThread

Indicates that the game thread is currently paused deep in a call stack, while some subset of the editor user interface is pumped.

Public variable

bool

 

GIsAutomationTesting

Whether or not a unit test is currently being run.

Public variable

bool

 

GIsBuildMachine

These are set when the engine first starts up.

Public variable

bool

 

GIsClient

Public variable

bool

 

GIsCookerLoadingPackage

Whether the cooker is currently loading a package or not

Public variable

bool

 

GIsCriticalError

Public variable

bool

 

GIsDemoMode

Disables some warnings and minor features that would interrupt a demo presentation

Public variable

int32

 

GIsDumpingMovie

Whether we are dumping screen shots

Public variable

bool

 

GIsDuplicatingClassForReinstancing

Public variable

bool

 

GIsEditor

Defined as variables during code analysis to prevent lots of ' && ' warnings.

Public variable

bool

 

GIsEditorLoadingPackage

Whether the editor is currently loading a package or not

Public variable

bool

 

GIsFirstInstance

Whether we are the first instance of the game running.

Public variable

bool

 

GIsGameAgnosticExe

If true, this executable is able to run all games (which are loaded as DLL's).

Public variable

bool

 

GIsGameThreadIdInitialized

Has GGameThreadId been set yet?

Public variable

bool

 

GIsGuarded

Public variable

bool

 

GIsHighResScreenshot

Public variable

bool

 

GIsImportingT3D

Public variable

bool

 

GIsInitialLoad

Whether we are still in the initial loading process.

Public variable

bool

 

GIsPIEUsingPlayerStart

Whether or not PIE was attempting to play from PlayerStart

Public variable

bool

 

GIsPlayInEditorWorld

Whether GWorld points to the play in editor world

Public variable

bool

 

GIsReconstructingBlueprintInstances

True if we're reconstructing blueprint instances. Should never be true on cooked builds

Public variable

bool

 

GIsReinstancing

True if actors and objects are being re-instanced.

Public variable

TAtomic < int32 ...

 

GIsRenderingThreadSuspended

Whether the rendering thread is suspended (not even processing the tickables)

Public variable

bool

 

GIsRequestingExit

Public variable

bool

 

GIsRetrievingVTablePtr

True when we are retrieving VTablePtr from UClass

Public variable

bool

 

GIsRunningUnattendedScript

If true, we are running an editor script that should not prompt any dialog modal.

Public variable

bool

 

GIsServer

Public variable

bool

 

GIsSilent

This determines if we should output any log text. If Yes then no log text should be emitted.

Public variable

bool

 

GIsSlowTask

Public variable

bool

 

GIsTransacting

Public variable

bool

 

GIsUCCMakeStandaloneHeaderGenerator

Public variable

uint64

 

GLastGCFrame

GFrameCounter the last time GC was run.

Public variable

FString

 

GLightmassIni

Public variable

FOutputDeviceCo ...

 

GLogConsole

Public variable

FName

 

GLongCorePackageName

Name of the core package.

Name of the core package

Public variable

FName

 

GLongCoreUObjectPackageName

Name of the core package

Public variable

uint64

 

GMakeCacheIDIndex

Public variable

float

 

GNearClippingPlane

Public variable

const FText

 

GNo

Public variable

const FText

 

GNone

Public variable

bool

 

GPlatformNeedsPowerOfTwoTextures

True if the runtime needs textures to be powers of two

Public variable

int32

 

GPlayInEditorID

Unique ID for multiple PIE instances running in one process

Public variable

bool

 

GPrintLogCategory

How to print the category in log output.

Public variable

ELogTimes::Type

 

GPrintLogTimes

How to print the time in log output.

How to print the time in log output

Public variable

bool

 

GPrintLogVerbosity

How to print the verbosity in log output.

Public variable

bool

 

GPumpingMessagesOutsideOfMainLoop

Whether or not messages are being pumped outside of main loop

Public variable

FRunnableThread ...

 

GRenderingThread

Thread used for rendering

Public variable

uint32

 

GRenderThreadId

Thread ID of the render thread, if any

Public variable

FRunnableThread ...

 

GRHIThread_InternalUseOnly

Thread used for RHI

Public variable

uint32

 

GRHIThreadId

Thread ID of the the thread we are executing RHI commands on.

Public variable

int32

 

GSavingCompressionChunkSize

Size to break up data into when saving compressed data

Public variable

FString

 

GScalabilityIni

Public variable

bool

 

GScreenMessagesRestoreState

Public variable

uint32

 

GScreenshotResolutionX

Public variable

uint32

 

GScreenshotResolutionY

Public variable

bool

 

GShouldSuspendRenderingThread

Whether we want the rendering thread to be suspended, used e.g. for tracing.

Public variable

uint32

 

GSlateLoadingThreadId

Thread ID of the slate thread, if any

Public variable

bool

 

GSlowTaskOccurred

Public variable

double

 

GStartTime

Time at which FPlatformTime::Seconds() was first initialized (very early on)

Public variable

FString

 

GSystemStartTime

System time at engine init.

Public variable

const FText

 

GTrue

Public variable

ITransaction &#...

 

GUndo

Public variable

bool

 

GVerifyObjectReferencesOnly

Disable loading of objects not contained within script files; used during script compilation

Public variable

FFeedbackContex ...

 

GWarn

Public variable

const FText

 

GYes

Public variable

bool(*)()

 

IsAsyncLoading

Whether we're currently in the async loading code path or not

Public variable

bool(*)()

 

IsAsyncLoadingMultithreaded

Returns true if async loading is using the async loading thread

Public variable

bool(*)()

 

IsAsyncLoadingSuspended

Suspends async package loading.

Public variable

bool(*)()

 

IsInAsyncLoadingThread

Public variable

bool

 

PRIVATE_GAllowCommandletAudio

If true, initialize audio and even when running a commandlet.

Public variable

bool

 

PRIVATE_GAllowCommandletRendering

If true, initialize RHI and set up scene for rendering even when running a commandlet.

Public variable

bool

 

PRIVATE_GIsRunningCommandlet

Public variable

void(*)()

 

ResumeAsyncLoading

Resumes async package loading.

Public variable

void(*)()

 

ResumeTextureStreamingRenderTasks

Resume texture updates caused by completed async IOs.

Public variable

void(*)()

 

SuspendAsyncLoading

Suspends async package loading.

Public variable

void(*)()

 

SuspendTextureStreamingRenderTasks

Suspends texture updates caused by completed async IOs.