Engine

Filters

Classes

Name

Description

Public struct

ADPCMFormatHeader

Public class

AEFConstantKeyLerp

Public class

AEFConstantKeyLerpShared

Base class for all Animation Encoding Formats using consistently-spaced key interpolation.

Public class

AEFPerTrackCompressionCodec

Decompression codec for the per-track compressor.

Public class

AEFVariableKeyLerp

Public class

AEFVariableKeyLerpShared

Base class for all Animation Encoding Formats using variably-spaced key interpolation.

Public class

ALocationVolume

A volume representing a location in the world

Public class

AnimEncoding

Public class

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.

Public struct

AsyncTraceData

Contains all Async Trace Result for one frame.

Public struct

AudioPluginUtilities

Copyright Epic Games, Inc. All Rights Reserved.

Public struct

BoneTrackPair

Interfaces For Working With Encoded Animations Structure to hold an Atom and Track index mapping for a requested bone.

Public struct

ComputeTaskExecutionGroup

Core execution group names for use in IComputeTaskWorker::SubmitWork().

Public struct

FActivatedReverb

Public struct

FActiveSound

Public class

FActiveSubtitle

A collection of subtitles, rendered at a certain priority.

Public struct

FActorComponentInstanceData

Base class for component instance cached data of a particular type.

Public struct

FActorComponentInstanceSourceInfo

Public class

FActorDeferredScriptManager

Public struct

FActorFolderDesc

Public class

FActorFolderDescsContext

Public struct

FActorInstanceData

Per instance data to be persisted for a given actor

Public class

FActorIterator

Actor iterator Note that when Playing In Editor, this will find actors only in CurrentWorld

Public class

FActorIteratorState

Abstract base class for actor iteration.

Public class

FActorRange

Actor range for ranged-for support.

Public struct

FActorReference

Public struct

FActorRootComponentReconstructionData

Internal struct used to store information about an actor's components during reconstruction

Public class

FActorTransactionAnnotation

Internal struct to track currently active transactions

Public struct

FActorTransactionAnnotationData

Public struct

FAdditionalStaticMeshIndexBuffers

Public class

FADPCMAudioInfo

Public class

FAllSurfaceFilter

TSurfaceIterator Surface filter that passes all surfaces.

Public class

FAllSurfaceLevelFilter

Level filters Level filter that passes all levels.

Public struct

FAlphaBlend

Alpha Blend class that supports different blend options as well as custom curves

Public struct

FAlphaBlendArgs

Alpha Blend construction arguments. Used for creation of an AlphaBlend.

Public class

FAnimationCompression_PerTrackUtils

This class contains helper methods for dealing with animations compressed with the per-track codec

Public class

FAnimationRuntime

In AnimationRunTime Library, we extract animation data based on Skeleton hierarchy, not ref pose hierarchy.

Public class

FAnimationUtils

A collection of useful functions for skeletal mesh animation.

Public struct

FAnimPerturbationError

Error statistics for an animation generated by TallyErrorsFromPerturbation, representing errors in translation or rotation due to a small incremental translation or rotation

Public struct

FAnimTrailTypeDataPayload

AnimTrail payload

Public class

FAPEXClothUniformShaderParameters

Public struct

FAssetCompileData

Public class

FAssetCompilingManager

Public struct

FASyncAudioChunkLoadResult

Struct used to store results of an async file load.

Public class

FAsyncAudioDecompressWorker

Asynchronous audio decompression

Public struct

FAsyncBufferFillData

Public class

FAsyncCardRepresentationTask

Public class

FAsyncCardRepresentationTaskWorker

Public class

FAsyncCompilationNotification

Copyright Epic Games, Inc. All Rights Reserved.

Public class

FAsyncCompilationStandardCVars

Public class

FAsyncDistanceFieldTask

A task to build a distance field for a single mesh

Public class

FAsyncDistanceFieldTaskWorker

Public class

FAsyncEncode

Public class

FAsyncRealtimeAudioTaskProxy

Public class

FAsyncRealtimeAudioTaskWorker

Public class

FAsyncStreamDerivedChunkWorker

Async worker to stream audio chunks from the derived data cache.

Public struct

FAttenuationFocusData

Attenuation focus system data computed per update per active sound

Public struct

FAttenuationListenerData

Struct used to cache listener attenuation vector math results

Public struct

FAttractorParticlePayload

AttractorParticle

Public class

FAudioChunkCache

Basic fixed-size LRU cache for retaining chunks of compressed audio data.

Public class

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.

Public struct

FAudioClassInfo

Structure for collating info about sound classes

Public class

FAudioCommandFence

Audio fences.

Public class

FAudioDevice

Public class

FAudioDeviceHandle

Strong handle to an audio device. Guarantees that the audio device it references will stay alive while it is in scope.

Public class

FAudioDeviceManager

Class for managing multiple audio devices.

Public class

FAudioDeviceManagerDelegates

List of delegates for the audio device manager.

Public struct

FAudioDeviceParams

Parameters passed into FAudioDeviceManager::RequestAudioDevice.

Public struct

FAudioDeviceRenderInfo

Public class

FAudioEffectsManager

Manager class to handle the interface to various audio effects

Public class

FAudioRadioEffect

Used to store and manipulate parameters related to a radio effect.

Public struct

FAudioReverbEffect

Public class

FAudioThread

Public struct

FAudioThreadSuspendContext

Suspends the audio thread for the duration of the lifetime of the object

Public struct

FAudioVirtualLoop

Copyright Epic Games, Inc. All Rights Reserved.

Public class

FAutoRegister

Used to ensure that all extensions are constructed via FSceneViewExtensions::NewExtension(Args).

Public class

FBaseAsyncSaveGameSystem

Helper base class for async-compatible save games

Public struct

FBaseCompactPose

Public struct

FBaseParticle

Mappings for 'standard' particle data Only used when required.

Public struct

FBasePose

Public struct

FBaseTraceDatum

Base Async Trace Data Struct for both overlap and trace

Public class

FBatchedElementParameters

Custom parameters for batched element shaders.

Public class

FBatchedElements

Batched elements for later rendering.

Public struct

FBeam2TypeDataPayload

Public struct

FBeamParticleModifierPayloadData

Particle Beam Modifier Data Payload

Public struct

FBeamParticleSourceBranchPayloadData

Particle Source Branch Payload

Public struct

FBeamParticleSourceTargetPayloadData

Particle Source/Target Data Payload

Public class

FBinnedTextureLayout

A simple binned style atlas layout, which uses FTextureLayout as the bin allocator.

Public struct

FBlendableEntry

Used to blend IBlendableInterface object data, the member act as a header for a following data block

Public class

FBlendableManager

Manager class which allows blending of FBlendableBase objects, stores a copy (for the render thread)

Public struct

FBoneAxisDrawConfig

Public class

FBoneBufferPool

A pool for vertex buffers with consistent usage, bucketed for efficiency.

Public class

FBoneBufferPoolPolicy

The policy for pooling bone vertex buffers

Public struct

FBoneContainer

This is a native transient structure.

Public class

FBoneMatricesUniformShaderParameters

Public struct

FBoneTransform

Public struct

FBspNode

FBspNode defines one node in the Bsp, including the front and back pointers and the polygon data itself.

Public struct

FBspSurf

FBspSurf One Bsp polygon.

Public class

FBSPSurfaceStaticLighting

Represents a BSP surface to the static lighting system.

Public class

FBufferVisualizationData

Copyright Epic Games, Inc. All Rights Reserved.

Public struct

FCachedAudioStreamingManager

This implementation of the audio streaming manager uses an internal LRU cache (or in more advanced applications, a bank of parallel LRU caches)

Public struct

FCachedAudioStreamingManagerParams

Public struct

FCachedGeometry

The output of some geometry caching system.

Public struct

FCachedMovementBaseAsyncData

Don't read into this part too much it needs to be changed.

Public struct

FCachedSkeletonCurveMapping

An array of cached curve remappings.

Public struct

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.

Public struct

FCacheKeyDummy

Public struct

FCacheKeyProxy

Public struct

FCameraOffsetParticlePayload

Camera offset particle payload

Public class

FCanvas

Encapsulates the canvas state.

Public class

FCanvasBaseRenderItem

Base interface for canvas items which can be batched for rendering

Public class

FCanvasBatchedElementRenderItem

Info needed to render a batched element set

Public class

FCanvasBorderItem

Resizable 3x3 border item.

Public class

FCanvasBoxItem

Public class

FCanvasItem

Public class

FCanvasItemTestbed

Public class

FCanvasLineItem

Line item.

Public class

FCanvasNGonItem

Public class

FCanvasRenderContext

Public class

FCanvasRenderThreadScope

Public class

FCanvasShapedTextItem

Text item which can handle complex shaped text.

Public class

FCanvasTextItem

Text item with misc optional items such as shadow, centering etc.

Public class

FCanvasTextItemBase

Base item used for drawing text

Public class

FCanvasTileItem

'Tile' item can override size and UV .

Public class

FCanvasTileRendererItem

Info needed to render a single FTileRenderer

Public class

FCanvasTriangleItem

Public class

FCanvasTriangleRendererItem

Info needed to render a single FTriangleRenderer

Public class

FCanvasWordWrapper

Public class

FCardRepresentationAsyncQueue

Class that manages asynchronous building of mesh distance fields.

Public class

FCardRepresentationData

Card representation payload and output of the mesh build process.

Public class

FCardRepresentationDataId

Unique id per card representation data instance.

Public struct

FCharacterAsyncInput

Data and implementation that lives on movement component's character owner.

Public struct

FCharacterAsyncOutput

Public class

FCharacterMovementComponentAsyncCallback

Public struct

FCharacterMovementComponentAsyncInput

Contains all input and implementation required to run async character movement.

Public struct

FCharacterMovementComponentAsyncOutput

Public struct

FCharacterMovementGTInputs

This contains inputs from GT that are applied to async sim state before simulation.

Public struct

FChunkHeader

Public struct

FClipSMFace

Properties of a clipped static mesh face.

Public struct

FClipSMPolygon

Properties of a clipped static mesh polygon.

Public struct

FClipSMTriangle

Properties of a clipped static mesh triangle.

Public struct

FClipSMVertex

Temp vertex struct for one vert of a static mesh triangle.

Public struct

FClothBufferIndexMapping

Structure to store the buffer offsets to the section's cloth deformer mapping data.

Public class

FClothBufferPool

A pool for vertex buffers with consistent usage, bucketed for efficiency.

Public class

FClothBufferPoolPolicy

The policy for pooling bone vertex buffers

Public struct

FClothCollisionSource

Helper struct used to store info about a cloth collision source

Public struct

FClothingSectionData

Public struct

FClothSimulEntry

Public struct

FCollisionNotifyInfo

One entry in the array of collision notifications pending execution at the end of the physics engine run.

Public struct

FCollisionObjectQueryParams

Structure that contains list of object types the query is intersted in.

Public struct

FCollisionParameters

Sets of Collision Parameters to run the async trace

Public struct

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

Public struct

FCollisionQueryParams

Structure that defines parameters passed into collision function

Public struct

FCollisionResponseParams

Structure that defines response container for the query. Advanced option.

Public struct

FColorMaterialInput

Public class

FCommonViewportClient

Common functionality for game and editor viewport clients

Public struct

FCompactHeapPose

Public struct

FCompactPose

Public struct

FCompactPoseBoneIndexIterator

Iterator for compact pose indices

Public struct

FCompactPoseBoneIndexReverseIterator

Reverse iterator for compact pose indices

Public struct

FCompareBoneTransformIndex

Comparison Operator for Sorting.

Public class

FComponentInstanceDataCache

Cache for component instance data.

Public struct

FComponentQueryParams

Structure when performing a collision query using a component's geometry

Public class

FComponentRecreateRenderStateContext

Destroys render state for a component and then recreates it when this object is destroyed

Public class

FComponentReregisterContext

Unregisters a component for the lifetime of this class.

Public class

FComponentReregisterContextBase

Base class for Component Reregister objects, provides helper functions for performing the UnRegister and ReRegister

Public class

FComposableDistribution

Base class for composable distributions.

Public class

FComposableFloatDistribution

A composable floating point distribution.

Public class

FComposableVectorDistribution

Public class

FConsoleOutputDevice

An output device that forwards output to both the log and the console.

Public struct

FConstMeshBuildVertexView

The information used to build a mesh.

Public struct

FContentComparisonAssetInfo

Helper class containing information about UObject assets referenced.

Public class

FContentComparisonHelper

Helper class for performing the content comparison console command

Public struct

FConvexVolume

FConvexVolume

Public struct

FCopyBatchId

Batch ID - organisation/batching strategy determined by client systems via compilation

Public class

FCopyResidentBricksCS

Public class

FCopyResidentBrickSHCoefficientsCS

Public struct

FCreateTexture2DParameters

Parameters used for creating a Texture2D from a simple color buffer.

Public struct

FCSPose

Public class

FCubemapLayer

Class describing additional settings for cube map layers. Currently only supported by Oculus.

Public class

FCubemapTexturePropertiesPS

Simple pixel shader reads from a cube map texture and unwraps it in the LongitudeLatitude form.

Public class

FCubemapTexturePropertiesVS

A vertex shader for rendering a texture on a simple element.

Public class

FCurrentLevelSurfaceLevelFilter

Level filter that passes the current level.

Public struct

FCurveEvaluationOption

DEPRECATED - please use UE::Anim::FCurveFilterSettings.

Public struct

FCurveFilterSettings

Options for filtering curves. Used to initialize a bone container with a filter curve.

Public struct

FCustomPhysXPayload

Public struct

FCustomPhysXSyncActors

This interface allows plugins to sync between physx sim results and Unreal Engine data.

Public struct

FCustomPrimitiveData

Custom primitive data payload.

Public struct

FCustomThunkTemplates

Public class

FCylinderLayer

Class describing additional settings for cylinder layers. Currently only supported by Oculus.

Public struct

FDataCacheDuplicatedObjectData

Public class

FDebugDisplayInfo

Tracks what debug information we have switched on.

Public struct

FDebugDrawDelegateHelper

Public class

FDebugRenderSceneProxy

Public struct

FDebugShaderPipelineInfo

Public struct

FDebugShaderTypeInfo

Public class

FDebugShadowRay

Public class

FDebugViewModeInterface

Public struct

FDecodeResult

Struct used to store the results of a decode operation.

Public class

FDefaultLightmapResourceClusterUniformBuffer

Public class

FDefaultMobileReflectionCaptureUniformBuffer

Public class

FDefaultWorkingColorSpaceUniformBuffer

Public class

FDeferredDecalProxy

Encapsulates the data which is used to render a decal parallel to the game thread.

Public struct

FDeferredDecalUpdateParams

Public class

FDeferredUpdateResource

FDeferredUpdateResource for resources that need to be updated after scene rendering has begun (should only be used on the rendering thread)

Public class

FDelayAction

Copyright Epic Games, Inc. All Rights Reserved.

Public class

FDelayedRendererAction

Callback for calling one action (typical use case: delay a clear until it's actually needed)

Public class

FDelayUntilNextTickAction

FDelayUntilNextTickAction A simple delay action; triggers on the next update.

Public struct

FDeltaCheckpointData

Public struct

FDepecatedModelVertex

Public class

FDerivedAudioDataCompressor

Public struct

FDetailedTickStats

Helper struct for gathering detailed per object tick stats.

Public struct

FDiffableObject

Public class

FDiffableObjectArchetypeCache

Optional cache for requests to get the diffable state for a given archetype object

Public class

FDiffableObjectDataWriter

Core archive to write a diffable object to the buffer.

Public struct

FDiffResults

Collects the Diffs found for a node/object

Public struct

FDiffSingleResult

Result of a single difference found on graph or object

Public struct

FDisplayInternalsData

For r.DisplayInternals (allows for easy passing down data from main to render thread)

Public class

FDistanceFieldAsyncQueue

Class that manages asynchronous building of mesh distance fields.

Public class

FDistanceFieldDownsampling

Public struct

FDistanceFieldDownsamplingDataTask

Public class

FDistanceFieldVolumeData

Distance field data payload and output of the mesh build process.

Public struct

FDistributionLookupTable

Lookup table used to sample distributions at runtime.

Public class

FDummyViewport

Minimal viewport for assisting with taking screenshots (also used within a plugin)

Public struct

FDumpFPSChartToEndpoint

Prints the FPS chart summary to an endpoint.

Public struct

FDVRStreamingStatus

Interface(s) for platform feature modulesDefines the interface to platform's DVR and/or streaming system

Public struct

FDynamicAnimTrailEmitterData

Dynamic emitter data for AnimTrail emitters

Public struct

FDynamicBeam2EmitterData

Dynamic emitter data for Beam emitters

Public struct

FDynamicBeam2EmitterReplayData

Source data for Beam emitters

Public struct

FDynamicEmitterDataBase

Base class for all emitter types

Public struct

FDynamicEmitterReplayDataBase

Source data base class for all emitter types

Public class

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.

Public class

FDynamicMeshBuilder

A utility used to construct dynamically generated meshes, and render them to a FPrimitiveDrawInterface.

Public struct

FDynamicMeshBuilderSettings

Public struct

FDynamicMeshDrawOffset

Public struct

FDynamicMeshEmitterData

Dynamic emitter data for Mesh emitters

Public struct

FDynamicMeshEmitterReplayData

Source data for Mesh emitters

Public class

FDynamicMeshIndexBuffer16

Public class

FDynamicMeshIndexBuffer32

Index Buffer

Public struct

FDynamicMeshVertex

The vertex type used for dynamic meshes.

Public class

FDynamicParameter

Copyright Epic Games, Inc. All Rights Reserved.

Public class

FDynamicPrimitiveResource

An interface implemented by dynamic resources which need to be initialized and cleaned up by the rendering thread.

Public class

FDynamicPrimitiveUniformBuffer

Public class

FDynamicResolutionHeuristicProxy

Render thread proxy that holds the heuristic for dynamic resolution.

Public struct

FDynamicRibbonEmitterData

Dynamic emitter data for Ribbon emitters

Public struct

FDynamicRibbonEmitterReplayData

Source data for Ribbon emitters

Public struct

FDynamicSpriteEmitterData

Dynamic emitter data for sprite emitters

Public struct

FDynamicSpriteEmitterDataBase

Base class for Sprite emitters and other emitter types that share similar features.

Public struct

FDynamicSpriteEmitterReplayData

Source data for Sprite emitters

Public struct

FDynamicSpriteEmitterReplayDataBase

Source data base class for Sprite emitters

Public struct

FDynamicTrailsEmitterData

Dynamic emitter data for Ribbon emitters

Public struct

FDynamicTrailsEmitterReplayData

Source data for trail-type emitters

Public struct

FEdGraphEditAction

Struct containing information about what actions occurred on the graph

Public struct

FEditorSupportDelegates

FEditorSupportDelegates Delegates that are needed for proper editor functionality, but are accessed or triggered in engine code.

Public class

FEmitData

Public struct

FEmitterDynamicParameterPayload

DynamicParameter particle payload.

Public class

FEngineAnalytics

The public interface for the editor's analytics provider singleton.

Public class

FEngineFontServices

A shim around FSlateFontServices that provides access from the render thread (where FSlateApplication::Get() would assert)

Public class

FEngineModule

Implements the engine module.

Public class

FEngineService

Implements an application session service.

Public struct

FEngineShowFlags

ShowFlags are a set of bits (some are fixed in SHIPPING) that are stored in the ViewFamily.

Public class

FEquirectLayer

Class describing additional settings for equirect layers. Currently only supported by Oculus.

Public class

FExportObjectInnerContext

Encapsulates a map from objects to their direct inners, used by UExporter::ExportObjectInner when exporting objects.

Public class

FExpressionCollectionParameter

Public class

FExpressionDynamicParameter

Public class

FExpressionExternalInput

Public class

FExpressionFunctionCall

Public struct

FExpressionInput

FExpressionInput

Public class

FExpressionMaterialLayers

Public class

FExpressionNoise

Public struct

FExpressionOutput

FExpressionOutput

Public class

FExpressionParameter

Public class

FExpressionSceneTexture

Public class

FExpressionShadingModel

Public class

FExpressionSkyAtmosphereLightDirection

Public class

FExpressionSkyLightEnvMapSample

Public class

FExpressionTextureSample

Public class

FExpressionTextureSize

Public class

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

Public struct

FExternalInputDescription

Public class

FExternalPackageHelper

Public class

FExternalTextureRegistry

Stores a registry of external textures mapped to their GUIDs.

Public struct

FFactChunk

Public struct

FFieldCookedMetaDataStore

Cooked meta-data for a FField.

Private struct

FFilterData

Structure representing an individual preset in configuration (ini) files

Public class

FFinalPostProcessSettings

All blended postprocessing in one place, non lerpable data is stored in non merged form

Public struct

FFinalSkinVertex

Data for a single skinned skeletal mesh vertex

Public struct

FFindFloorResult

Data about the floor for walking movement, used by CharacterMovementComponent.

Public class

FFindInstancedReferenceSubobjectHelper

Contains a set of utility functions useful for searching out and identifying instanced sub-objects contained within a specific outer object.

Private struct

FFIRFilterTimeBased

Public class

FFloatDistribution

Raw distribution from which one float can be looked up per entry.

Public struct

FFolder

Public struct

FFoliageOcclusionResults

Public struct

FFormatChunk

Public struct

FFourBox

Holds the min/max planes that make up a set of 4 bounding volumes.

Public class

FFourDistanceFieldSamples

Public class

FFrameEndSync

Special helper class for frame end sync.

Public struct

FFreezablePerPlatformFloat

Public struct

FFreezablePerPlatformInt

Public class

FFrozenSceneViewMatricesGuard

Public struct

FFullSubUVPayload

Particle trail stats Beam particle stats Mesh Particle Stats Helper structures for payload data...

Public class

FFXSystemInterface

The interface to an effects system.

Public class

FGameDelegates

Class to set and get game callbacks

Public struct

FGameTime

Contains all the timings of a gaming frame, to handle pause and time dilation (for instance bullet time) of the world.

Public class

FGCBoneLooseParameters

Public struct

FGenerateObjectDiffOptions

Public class

FGenericDVRStreamingSystem

A generic implementation of the DVR/Streaming system, that doesn't support streaming

Public class

FGenericSaveGameSystem

A generic save game system that just uses IFileManager to save/load with normal files

Public class

FGenericVideoRecordingSystem

A generic implementation of the video recording system, that doesn't support recording

Public class

FGeometryCacheManualVertexFetchUniformBufferParameters

Public class

FGeometryCacheVertexFactoryUniformBufferParameters

Public struct

FGeometryCacheVertexFactoryUserData

The mesh batch element user data should point to an instance of this struct

Public class

FGeometryCacheVertexVertexFactory

Vertex factory for geometry caches.

Public struct

FGeometryCollectionVertexFactory

A vertex factory for Geometry Collections

Public class

FGeometryCollectionVertexFactoryShaderParameters

Public class

FGeometryCollectionVertexFactoryUniformShaderParameters

Public class

FGeomTools2D

Public class

FGestureRecognizer

Public struct

FGetActorReferencesParams

Public struct

FGetDiffableObjectOptions

Public class

FGlobalComponentRecreateRenderStateContext

Destroys render states for all components or for a provided list of components and then recreates them when this object is destroyed

Public class

FGlobalComponentReregisterContext

Removes all components from their scenes for the lifetime of the class.

Public struct

FGlobalFocusSettings

Setting for global focus scaling

Public class

FGlobalShaderTypeCompiler

Public class

FGPUBaseSkinAPEXClothVertexFactory

Vertex factory with vertex stream components for GPU-skinned and morph target streams

Public class

FGPUBaseSkinVertexFactory

Vertex factory with vertex stream components for GPU skinned vertices

Public struct

FGPUSceneWriteDelegateParams

The parameters passed to the GPUScene writer delegate

Public class

FGPUSceneWriterParameters

Include in shader parameters struct for shaders that modify GPU-Scene instances

Public struct

FGPUSkinAPEXClothDataType

Stream component data bound to Apex cloth vertex factory

Public class

FGPUSkinCache

Public class

FGPUSkinCacheVisualizationData

Public struct

FGPUSkinDataType

Stream component data bound to GPU skinned vertex factory

Public class

FGPUSkinPassthroughVertexFactory

Vertex factory with vertex stream components for GPU-skinned streams.

Public struct

FGPUSortBuffers

The input buffers required for sorting on the GPU.

Public class

FGPUSortManager

A manager that handles different GPU sort tasks.

Public class

FGroomVisualizationData

Public class

FGrowOnlySpanAllocator

Public struct

FHardwareInfo

Public class

FHeightfieldComponentDescription

Information about a heightfield gathered by the renderer for heightfield lighting.

Public class

FHeterogeneousVolumeData

Public struct

FHierarchicalInstancedStaticMeshDelegates

Public class

FHierarchicalStaticMeshSceneProxy

Public struct

FHighResScreenshotConfig

Public class

FHitProxyConsumer

An interface to a hit proxy consumer.

Public class

FHitProxyId

Encapsulates a hit proxy ID.

Public class

FHMDSceneViewExtension

Scene View Extension which is enabled for all HMDs to unify IsActiveThisFrame_Internal.

Public class

FIdentityPrimitiveUniformBuffer

Primitive uniform buffer containing only identity transforms.

Public class

FIESLightProfileBatchedElementParameters

Public class

FIESLightProfilePS

Simple pixel shader that renders a IES light profile for the purposes of visualization.

Public class

FImageUtils

Class of static image utility functions.

Public class

FIndenter

Simple object to track scope indentation.

Public class

FIndexArrayView

An array view in to a static index buffer.

Public class

FInGameCycleCounter

Public struct

FInGameCycleHistory

Public class

FInGamePerformanceTracker

Helper class to track code timings.

Public class

FInGameScopedCycleCounter

Public struct

FInputKeyEventArgs

Public struct

FInstanceCacheDataBase

Base class for instance cached data of a particular type.

Public struct

FInstancedPropertyPath

Meant to represent a specific object property that is setup to reference a instanced sub-object.

Public struct

FInstancedStaticMeshDelegates

Public struct

FInstancedSubObjRef

Can be used as a raw sub-object pointer, but also contains a FInstancedPropertyPath to identify the property that this sub-object is referenced by.

Public class

FInstancedViewUniformShaderParameters

Public struct

FInstanceDynamicData

Public struct

FInstanceSceneData

Public struct

FInstanceSceneShaderData

Public struct

FInstanceUpdateCmdBuffer

Public class

FInternetAddrDemo

Public class

FKCachedConvexData

Only used for legacy serialization (ver < VER_UE4_REMOVE_PHYS_SCALED_GEOM_CACHES)

Public class

FKCachedConvexDataElement

Only used for legacy serialization (ver < VER_UE4_REMOVE_PHYS_SCALED_GEOM_CACHES)

Public struct

FKCachedPerTriData

Only used for legacy serialization (ver < VER_UE4_ADD_BODYSETUP_GUID)

Public class

FKConvexGeomRenderInfo

Public struct

FkDOPBuildCollisionTriangle

This structure is used during the build process.

Public struct

FKeyState

Public struct

FkHitResult

Public class

FLandscapeTextureAtlas

Public struct

FLatentResponse

The response to updating a latent action.

Public struct

FLeaf

FLeaf

Public struct

FLegacyAudioStreamingManager

Streaming manager dealing with audio.

Public class

FLegacyLightMap1D

A 1D array of incident lighting data.

Public struct

FLegacyQuantizedDirectionalLightSample

Public struct

FLegacyQuantizedSimpleLightSample

Public class

FLegacyScreenPercentageDriver

Default screen percentage interface that just apply View->FinalPostProcessSettings.ScreenPercentage.

Public struct

FLevelNameAndTime

Public class

FLevelUtils

A set of static methods for common editor operations that operate on ULevel objects.

Public class

FLightCacheInterface

An interface to cached lighting for a specific mesh.

Public class

FLightingBuildOptions

A set of parameters specifying how static lighting is rebuilt.

Public class

FLightInteraction

Information about an interaction between a light and a mesh.

Public class

FLightMap

The abstract base class of 1D and 2D light-maps.

Public class

FLightMap2D

A 2D array of incident lighting data.

Public class

FLightmapClusterResourceInput

Public struct

FLightMapCoefficients

The quantized coefficients for a single light-map texel.

Public class

FLightMapData2D

The raw data which is used to construct a 2D light-map.

Public class

FLightMapInteraction

Make sure at least one is defined Information about an interaction between a light and a mesh.

Public class

FLightmapResourceCluster

A bundle of lightmap resources which are referenced by multiple components.

Public class

FLightmapResourceClusterShaderParameters

Public struct

FLightmapSceneShaderData

Public struct

FLightParticlePayload

Public class

FLightRayIntersection

The result of an intersection between a light ray and the scene.

Public struct

FLightRenderParameters

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

Public struct

FLightSample

Incident lighting for a single sample, as produced by a lighting build.

Public class

FLightSceneProxy

Encapsulates the data which is used to render a light by the rendering thread.

Public class

FLightShaderParameters

Shader paraneter structure for rendering lights.

Public struct

FLightVolumeOctreeSemantics

Public struct

FListener

Defines the properties of the listener

Public struct

FListenerProxy

Game thread representation of a listener

Public struct

FLoadedAudioChunk

Stores info about an audio chunk once it's been loaded

Public class

FLocalHeightFogSceneProxy

Represents a UVolumetricCloudComponent to the rendering thread, created game side from the component.

Public class

FLocalLightSceneProxy

The parts of the point light scene info that aren't dependent on the light policy type.

Public class

FLocalPlayerIterator

FLocalPlayerIterator - Iterates over local players in the game.

Public class

FLocalVertexFactory

A vertex factory which simply transforms explicit vertex attributes from local to world space.

Public class

FLocalVertexFactoryLooseParameters

Public class

FLocalVertexFactoryShaderParameters

Shader parameter class used by FLocalVertexFactory only - no derived classes.

Public class

FLocalVertexFactoryShaderParametersBase

Shader parameters for all LocalVertexFactory derived classes.

Public class

FLocalVertexFactoryUniformShaderParameters

Public struct

FLocationEmitterInstancePayload

ModuleLocationEmitter instance payload

Public struct

FLODBurstFired

Public struct

FLODMask

Computes the LOD to render for the list of static meshes in the given view.

Public class

FLumenCardBuildData

Public class

FLumenCardBuildDebugData

Public class

FLumenVisualizationData

Public struct

FMacroUVOverride

Public class

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)

Public struct

FMaterialAttributesInput

Public struct

FMaterialAudit

Public struct

FMaterialAuditEntry

Public struct

FMaterialCachedExpressionContext

Public struct

FMaterialCachedExpressionData

Public struct

FMaterialCachedExpressionEditorOnlyData

Public class

FMaterialCachedHLSLTree

Public struct

FMaterialCachedParameterEditorEntry

Public struct

FMaterialCachedParameterEditorInfo

Public struct

FMaterialCachedParameterEntry

Public class

FMaterialCompilationOutput

Stores outputs from the material compile that need to be saved.

Public class

FMaterialCompiler

The interface used to translate material expressions into executable code.

Public struct

FMaterialCompileTargetParameters

Fully describes a material compilation target

Public struct

FMaterialConnectionKey

Public class

FMaterialExpressionKey

Uniquely identifies a material expression output.

Public class

FMaterialExpressionSettings

Copyright Epic Games, Inc. All Rights Reserved.

Public class

FMaterialExternalTextureParameterInfo

Public class

FMaterialFunctionCompileState

Function specific compiler state.

Public struct

FMaterialFunctionInfo

Stores information about a function that this material references, used to know when the material needs to be recompiled.

Public class

FMaterialHLSLGenerator

MaterialHLSLGenerator is a bridge between a material, and HLSLTree.

Public struct

FMaterialInput

FMaterialInput

Public class

FMaterialNumericParameterInfo

Public struct

FMaterialParameterCollectionInfo

Stores information about a parameter collection that this material references, used to know when the material needs to be recompiled.

Public class

FMaterialParameterCollectionInstanceResource

Rendering thread mirror of UMaterialParameterCollectionInstance.

Public struct

FMaterialParameterInfo

Public struct

FMaterialParameterMetadata

Holds a value, along with editor-only metadata that describes that value

Public struct

FMaterialParameterValue

Public struct

FMaterialProcessedSource

Public struct

FMaterialPSOPrecacheParams

Public struct

FMaterialRenderContext

The context of a material being rendered.

Public class

FMaterialResource

Implementation of the FMaterial interface for a UMaterial or UMaterialInstance.

Public struct

FMaterialResourceLocOnDisk

Public class

FMaterialResourceMemoryWriter

Public class

FMaterialResourceProxyReader

Public class

FMaterialResourceWriteScope

Public class

FMaterialShaderMap

The set of material shaders for a single material.

Public class

FMaterialShaderMapContent

Public class

FMaterialShaderMapId

Contains all the information needed to uniquely identify a FMaterialShaderMap.

Public struct

FMaterialShaderParameters

Public struct

FMaterialShaders

Public class

FMaterialShaderType

A shader meta type for material-linked shaders.

Public struct

FMaterialShaderTypes

Public class

FMaterialTextureParameterInfo

Public struct

FMaterialTextureValue

Public class

FMaterialUniformPreshaderField

Public class

FMaterialUniformPreshaderHeader

Public class

FMaterialUpdateContext

This class takes care of all of the details you need to worry about when modifying a UMaterial on the main thread.

Public class

FMaterialVirtualTextureStack

Public struct

FMatrix3x4

3x4 matrix of floating point values.

Public struct

FMemoryImageMaterialParameterInfo

Public struct

FMeshBatch

A batch of mesh elements, all with the same material and vertex buffer

Public struct

FMeshBatchAndRelevance

A reference to a mesh batch that is added to the collector, together with some cached relevance flags.

Public struct

FMeshBatchDynamicPrimitiveData

Dynamic primitive/instance data for a mesh batch element.

Public struct

FMeshBatchElement

A batch mesh element definition.

Public struct

FMeshBatchElementDynamicIndexBuffer

Public struct

FMeshBoneInfo

This contains Reference-skeleton related info Bone transform is saved as FTransform array

Public class

FMeshBudgetProjectSettingsUtils

Public class

FMeshBuilderOneFrameResources

Public struct

FMeshBuildVertexData

Public struct

FMeshBuildVertexView

Public class

FMeshCardsBuildData

Public class

FMeshElementCollector

Encapsulates the gathering of meshes from the various FPrimitiveSceneProxy classes.

Public class

FMeshMaterialShaderMap

The shaders which the render the material on a mesh generated by a particular vertex factory type.

Public class

FMeshMaterialShaderType

A shader meta type for material-linked shaders which use a vertex factory.

Public struct

FMeshMotionBlurPayloadData

Public struct

FMeshParticleInstanceVertex

Per-particle data sent to the GPU.

Public struct

FMeshParticleInstanceVertexDynamicParameter

Public struct

FMeshParticleInstanceVertexPrevTransform

Public class

FMeshParticleUniformParameters

Public class

FMeshParticleVertexFactory

Vertex factory for rendering instanced mesh particles with out dynamic parameter support.

Public struct

FMeshPose

Public struct

FMeshRotationPayloadData

Mesh rotation data payload

Public struct

FMeshToMeshVertData

A structure for holding mesh-to-mesh triangle influences to skin one mesh to another (similar to a wrap deformer)

Public struct

FMeshUVChannelInfo

The world size for each texcoord mapping. Used by the texture streaming.

Public class

FMipLevelBatchedElementParameters

Public class

FMobileDirectionalLightShaderParameters

Public class

FMobileMovableLocalLightShadowParameters

Movable local light shadow parameters for mobile deferred.

Public class

FMobileReflectionCaptureShaderParameters

Public class

FMobileSceneTextureUniformParameters

Public class

FModelElement

A set of BSP nodes which have the same material and relevant lights.

Public struct

FModelVertex

Public class

FModelVertexBuffer

A vertex buffer for a set of BSP nodes.

Public struct

FModuleLocationBoneSocketParticlePayload

ModuleLocationBoneSocket per-particle payload

Public class

FMoveWholeIndirectionTextureCS

Public class

FMultiComponentReregisterContext

Unregisters multiple components for the lifetime of this class.

Public struct

FMultiComponentReregisterPair

Pairing of UActorComponent and its UWorld.

Public struct

FNameFuncs

Public class

FNaniteVertexFactory

TODO: Heavy work in progress and experiment (do not use!) vertex factory that performs Nanite base pass material shading with compute shaders instead of vertex and pixel shaders.

Public class

FNaniteVisualizationData

Public struct

FNetworkDemoHeader

Public struct

FNodeGroup

A struct that contains a set of conodes that will be used in one mapping

Public struct

FNoiseParameters

Public struct

FNotifyBufferFinishedHooks

Public class

FNullDynamicParameterVertexBuffer

Public class

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.

Public class

FObjectCacheContextScope

A scope that can be used to maintain a FObjectCacheContext active until the scope is destroyed.

Public struct

FObjectCacheEventSink

Public struct

FObjectCookedMetaDataStore

Cooked meta-data for a UObject.

Public struct

FODSCRequestPayload

Public class

FOneFrameResource

Base class for a resource allocated from a FMeshElementCollector with AllocateOneFrameResource, which the collector releases.

Public class

FOptionalStringNonNull

Public class

FOptionalStringNull

Copyright Epic Games, Inc. All Rights Reserved.

Public class

FOpusAudioInfo

Helper class to parse opus data

Public struct

FOrbitChainModuleInstancePayload

Chain-able Orbit module instance payload

Public struct

FOrientAndScaleRetargetingCachedData

Stores cached data for Orient and Scale bone translation retargeting

Public struct

FOutcode

Encapsulates the inside and/or outside state of an intersection test.

Public struct

FOverlapDatum

Overlap Data structure for async trace

Public struct

FOverlappingThresholds

Public struct

FOverlappingVerticesCustomVersion

Custom version for overlapping vertcies code

Public struct

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.

Public struct

FParameterChannelNames

Public struct

FParticleAnimTrailEmitterInstance

Public struct

FParticleBeam2EmitterInstance

Public class

FParticleBeamTrailUniformParameters

Public struct

FParticleBeamTrailVertex

FParticleBeamTrailVertex.

Public struct

FParticleBeamTrailVertexDynamicParameter

FParticleBeamTrailVertexDynamicParameter.

Public class

FParticleBeamTrailVertexFactory

Beam/Trail particle vertex factory.

Public struct

FParticleCollisionInstancePayload

Collision module per instance payload

Public struct

FParticleCollisionPayload

Collision module particle payload

Public struct

FParticleDataContainer

Public class

FParticleDynamicData

Public class

FParticleEightTexCoordVertexBuffer

Public struct

FParticleEmitterBuildInfo

Public struct

FParticleEmitterInstance

Public struct

FParticleEventInstancePayload

General event instance payload.

Public class

FParticleIndexBuffer

Index buffer for drawing an individual sprite.

Public struct

FParticleMeshEmitterInstance

Public struct

FParticleOrder

Public class

FParticleOrderPool

Public struct

FParticleRandomSeedInstancePayload

Random-seed instance payload

Public class

FParticleResetContext

Helper class to reset and recreate all PSCs with specific templates on their next tick.

Public struct

FParticleRibbonEmitterInstance

Public class

FParticleScratchVertexBuffer

Scratch vertex buffer available for dynamic draw calls.

Public class

FParticleSortBuffers

Buffers in GPU memory used to sort particles.

Public struct

FParticleSpawnPerUnitInstancePayload

Payload for instances which use the SpawnPerUnit module.

Public struct

FParticleSpriteEmitterInstance

Public class

FParticleSpriteUniformParameters

Public struct

FParticleSpriteVertex

GPU Particle stats.

Public class

FParticleSpriteVertexFactory

Vertex factory for rendering particle sprites.

Public struct

FParticleSpriteVertexNonInstanced

Per-particle data sent to the GPU.

Public struct

FParticleSystemCustomVersion

Public class

FParticleSystemSceneProxy

Scene Proxies

Public class

FParticleTexCoordVertexBuffer

Vertex buffer containing texture coordinates for the four corners of a sprite.

Public struct

FParticleTrailsEmitterInstance_Base

Public struct

FParticleVertexDynamicParameter

FParticleSpriteVertexDynamicParameter.

Public class

FParticleVertexFactoryBase

Base class for particle vertex factories.

Public class

FPatchIndirectionTextureCS

Public class

FPendingLatentAction

A pending latent action.

Public class

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.

Public struct

FPerformanceTrackingSystem

Overall state of the built-in performance tracking.

Public class

FPerObjectProjectedShadowInitializer

Information needed to create a per-object projected shadow.

Public struct

FPerPlatformBool

FPerPlatformBool - bool property with per-platform overrides

Public struct

FPerPlatformFloat

FPerPlatformFloat - float property with per-platform overrides

Public struct

FPerPlatformFrameRate

FPerPlatformFrameRate - FFrameRate property with per-platform overrides

Public struct

FPerPlatformInt

FPerPlatformInt - int32 property with per-platform overrides

Public struct

FPerQualityLevelFloat

Public struct

FPerQualityLevelInt

Public struct

FPerQualityLevelProperty

Public struct

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.

Public class

FPhysCommandHandler

Container used for physics tasks that need to be deferred from GameThread.

Public class

FPhysicsDelegates

Set of delegates to allowing hooking different parts of the physics engine

Public struct

FPhysicsRepAsyncInputData

Final computed desired state passed into the physics sim

Public struct

FPhysicsRepErrorCorrectionData

Public class

FPhysicsReplication

Public class

FPhysicsReplicationAsync

Public struct

FPhysicsReplicationAsyncInput

Public struct

FPhysxUserData

PhysX user data

Public class

FPlanarReflectionRenderTarget

Public class

FPlanarReflectionSceneProxy

Public class

FPlatformCompressionUtilities

Public struct

FPlaybackPacket

Public class

FPrecomputedLightingUniformParameters

Public class

FPrecomputedLightVolume

Set of volume lighting samples belonging to one streaming level, which can be queried about the lighting at a given position.

Public class

FPrecomputedLightVolumeData

Set of volume lighting samples belonging to one streaming level, which can be queried about the lighting at a given position.

Public class

FPrecomputedVolumetricLightmap

Represents the Volumetric Lightmap for a specific ULevel.

Public class

FPrecomputedVolumetricLightmapData

Data for a Volumetric Lightmap, built during import from Lightmass.

Public struct

FPreCulledStaticMeshSection

Public class

FPreviewScene

Encapsulates a simple scene setup for preview or thumbnail rendering.

Public class

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.

Public class

FPrimitiveDrawInterface

The base interface used to query a primitive for its dynamic elements.

Public class

FPrimitiveSceneProxy

Encapsulates the data which is mirrored to render a UPrimitiveComponent parallel to the game thread.

Public struct

FPrimitiveSceneShaderData

Public class

FPrimitiveUniformShaderParameters

Public struct

FPrimitiveUniformShaderParametersBuilder

Public struct

FPrimitiveViewRelevance

The different types of relevance a primitive scene proxy can declare towards a particular scene view.

Public struct

FProcessAsyncTaskParams

Public class

FProjectedShadowInitializer

A projected shadow transform.

Public struct

FPropertyAccessCopy

A property copy, represents a one-to-many copy operation.

Public struct

FPropertyAccessCopyBatch

Public struct

FPropertyAccessIndirection

Runtime-generated access node.

Public struct

FPropertyAccessIndirectionChain

A single property access list. This is a list of FPropertyAccessIndirection.

Public struct

FPropertyAccessLibrary

A library of property paths used within a specific context (e.g. a class)

Public struct

FPropertyAccessPath

A property access path.

Public struct

FPropertyAccessSegment

A segment of a 'property path' used to access an object's properties from another location.

Public class

FPropertyPairsMap

A simple name/value pairs map

Public class

FProxyMaterialCompiler

A proxy for the material compiler interface which by default passes all function calls unmodified.

Public class

FPSOCollectorCreateManager

Manages all create functions of the globally defined IPSOCollectors

Public struct

FPSOPrecacheData

Wrapper class around the initializer to collect some extra validation data during PSO collection on the different collectors

Public struct

FPSOPrecacheParams

Parameters which are needed to collect all possible PSOs used by the PSO collectors

Public struct

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

Public struct

FPSOPrecacheVertexFactoryDataPerMaterialIndex

Public class

FQuadLayer

Quad layer is the default layer shape and contains no additional settings

Public struct

FQualityLevels

Structure for holding the state of the engine scalability groups Actual engine state you can get though GetQualityLevels().

Public struct

FQuantizedDirectionalLightSample

The light incident for a point on a surface in three directions, stored as bytes representing values from 0-1.

Public struct

FQuantizedLightmapData

Public class

FQuantizedShadowSignedDistanceFieldData2D

A 2D signed distance field map, which consists of FQuantizedSignedDistanceFieldShadowSample's.

Public struct

FQuantizedSignedDistanceFieldShadowSample

Public struct

FQuantizedSimpleLightSample

The light incident for a point on a surface along the surface normal, stored as bytes representing values from 0-1.

Public class

FQuatFixed32NoW

Public class

FQuatFixed48NoW

Public class

FQuatFloat32NoW

Public class

FQuatFloat96NoW

Public class

FQuatIntervalFixed32NoW

Public struct

FQueuedDemoPacket

Public struct

FQueueSubtitleParams

Public struct

FRawDistribution

Raw distribution used to quickly sample distributions at runtime.

Public class

FRawIndexBuffer

Public class

FRawIndexBuffer16or32

Public class

FRawStaticIndexBuffer

Public class

FRawStaticIndexBuffer16or32

Public class

FRawStaticIndexBuffer16or32Interface

Virtual interface for the FRawStaticIndexBuffer16or32 class

Public struct

FRayTracingDynamicGeometryUpdateParams

Public struct

FRayTracingMaterialGatheringContext

Public class

FRayTracingMeshResourceCollector

Collector used to gather resources for the material mesh batches.

Public struct

FReadOnlyCVARCache

Cache of read-only console variables used by the scene renderer

Public struct

FRecomputeTangentCustomVersion

Custom serialization version for RecomputeTangent.

Public struct

FRectLightRayTracingData

Public class

FRectLightSceneProxy

Public struct

FReferenceSkeleton

Reference Skeleton

Public struct

FReferenceSkeletonModifier

Allow modifications to a reference skeleton while guaranteeing that virtual bones remain valid.

Public class

FReflectionCaptureProxy

Represents a reflection capture to the renderer.

Public struct

FRefPoseOverride

Public class

FRegisterPSOCollectorCreateFunction

Helper class used to register/unregister the IPSOCollector to the manager at static startup time

Public struct

FRelativeViewMatrices

Various view matrices stored as floats, along with LWC tile position, suitable for sending to GPU

Public class

FRemoveSubLevelBricksCS

Public class

FRenderAssetUpdate

This class provides a framework for loading and unloading the texture/mesh LODs.

Public struct

FRenderedTextureStats

Lightweight struct used to list the MIP levels of rendered assets.

Public class

FRenderTarget

A render target.

Public class

FRepActorsCheckpointParams

Public struct

FReplayCustomVersion

Public class

FReplayExternalData

Public class

FReplayHelper

Public class

FReplayResultHandler

Public struct

FReplicatedPhysicsTarget

Public struct

FReplicatedPhysicsTargetAsync

Public struct

FRepMovementNetSerializerConfig

Public struct

FResolutionPreset

Structure holding the details of a preset.

Public struct

FResolvedTextureEncodingSettings

This is the public, thread safe class for accessing the encoding settings.

Public struct

FResourceMeshInfo

Public struct

FRetargetSourceCachedData

Retargeting cached data for a specific Retarget Source

Public struct

FRibbonTypeDataPayload

Public struct

FRiffWaveHeader

Data used to parse the wave file formats

Public struct

FRigidBodyCollisionInfo

Information about a specific object involved in a rigid body collision

Public struct

FRootMotionAsyncData

Public struct

FSampleChunk

Public struct

FSampleLoop

Public struct

FScalarMaterialInput

Public class

FSceneInterface

An interface to the private scene manager implementation of a scene.

Public class

FSceneProxy

Public class

FSceneProxyBase

Public struct

FSceneTexturesConfig

Struct containing the scene texture configuration used to create scene textures.

Public struct

FSceneTexturesConfigInitSettings

Public class

FSceneTextureShaderParameters

Public class

FSceneTextureUniformParameters

Public class

FSceneView

A projection from scene space into a 2D screen region.

Public class

FSceneViewExtensionBase

Inherit from this class to make a view extension.

Public struct

FSceneViewExtensionContext

Contains information about the context in which this scene view extension will be used.

Public struct

FSceneViewExtensionIsActiveFunctor

Contains the TFunction that determines if a scene view extension should be valid in the given context given for the current frame.

Public class

FSceneViewExtensions

Repository of all registered scene view extensions.

Public class

FSceneViewFamily

A set of views into a scene which only have different view transforms and owner actors.

Public class

FSceneViewFamilyContext

A view family which deletes its views when it goes out of scope.

Public struct

FSceneViewInitOptions

Construction parameters for a FSceneView.

Public struct

FSceneViewProjectionData

Projection data for a FSceneView.

Public class

FSceneViewStateInterface

The scene manager's persistent view state.

Public class

FSceneViewStateReference

Class used to reference an FSceneViewStateInterface that allows destruction and recreation of all FSceneViewStateInterface's when needed.

Public struct

FScopeCycleCounterEmitter

Public class

FScopedConditionalWorldSwitcher

When created, switches global context to a PIE world When destroyed, resets the GWorld back to what it was before

Public struct

FScopedDetailTickStats

Scoped helper structure for capturing tick time.

Public class

FScopedForceUnicodeInArchive

Public class

FScopedMaterialCompilerAttribute

Helper class to handle MaterialAttribute changes on the compiler stack.

Public class

FScopedSkeletalMeshPostEditChange

Helper to scope skeletal mesh post edit change.

Public class

FScopedStoreArchiveOffset

Helps track Offsets in an Archive before the actual size of the offset is known.

Public class

FScreenFromSlice0PS

A pixel shader for rendering a textured screen element, taking only the first slice of the array

Public struct

FScreenMessageWriter

Helper class to write a line of texts on screen

Public class

FScreenPS

A pixel shader for rendering a textured screen element.

Public class

FScreenPS_OSE

Public class

FScreenPSInvertAlpha

A pixel shader for rendering a textured screen element.

Public class

FScreenPSMipLevel

A pixel shader for rendering a textured screen element with mip maps.

Public class

FScreenPSsRGBSource

A pixel shader for rendering a textured screen element.

Public class

FScreenPSsRGBSourceMipLevel

A pixel shader for rendering a textured screen element with mip maps.

Public struct

FScreenshotRequest

Public struct

FScreenVertex

Public class

FScreenVertexDeclaration

The filter vertex declaration resource type.

Public class

FScreenVS

A vertex shader for rendering a textured screen element.

Public class

FSelectedActorExportObjectInnerContext

Public class

FSelectedActorIterator

Selected actor iterator, this is for ease of use but the same can be done by adding EActorIteratorFlags::OnlySelectedActors to

Public class

FSelectedActorRange

Selected actor range for ranged-for support.

Public struct

FSelectedLightmapSample

Stores debug information for a lightmap sample.

Public class

FSelectedSurfaceFilter

TSelectedSurfaceIterator Surface filter that passes selected surfaces.

Public class

FSeparatingAxisPointCheck

FSeparatingAxisPointCheck - Checks for intersection between an AABB and a convex polygon.

Public struct

FSerializedObject

Public struct

FSerializedObjectData

Public class

FSerializedObjectDataReader

Core archive to read a transaction object from the buffer.

Public class

FSerializedObjectDataWriter

Core archive to write a transaction object to the buffer.

Public class

FSerializedObjectDataWriterCommon

Core archive to write a transaction object to the buffer.

Public struct

FSerializedObjectInfo

Public struct

FSerializedTaggedData

Public class

FShaderCompileDistributedThreadRunnable_Interface

Public class

FShaderCompileJobCollection

Public class

FShaderCompilerStats

Public class

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.

Public class

FShaderCompileThreadRunnableBase

Public class

FShaderCompileUtilities

Public class

FShaderCompilingManager

Manager of asynchronous and parallel shader compilation.

Public class

FShaderJobCache

Public struct

FShaderRecompileData

Public struct

FShadingModelMaterialInput

Public class

FShadowCascadeSettings

Information about a single shadow cascade.

Public class

FShadowMap

The abstract base class of 1D and 2D shadow-maps.

Public class

FShadowMap2D

Public class

FShadowMapData2D

The raw data which is used to construct a 2D shadowmap.

Public class

FShadowMapInteraction

Information about the static shadowing information for a primitive.

Public class

FShadowSignedDistanceFieldData2D

A 2D signed distance field map, which consists of FSignedDistanceFieldShadowSample's.

Public class

FSharedPoolPolicyData

Shared data & implementation for the different types of pool

Public class

FSharedSamplerState

Public struct

FSignedDistanceFieldShadowSample

Public class

FSimpleAudioInfoFactory

Public class

FSimpleElementAlphaOnlyPS

Simple pixel shader that just reads from an alpha-only texture

Public class

FSimpleElementCollector

Primitive draw interface implementation used to store primitives requested to be drawn when gathering dynamic mesh elements.

Public class

FSimpleElementColorChannelMaskPS

A pixel shader for rendering a texture with the ability to weight the colors for each channel.

Public class

FSimpleElementDistanceFieldGammaPS

A pixel shader for rendering a masked texture using signed distance filed for alpha on a simple element.

Public class

FSimpleElementGammaAlphaOnlyPS

Simple pixel shader that just reads from an alpha-only texture and gamma corrects the output

Public class

FSimpleElementGammaBasePS

A pixel shader for rendering a texture on a simple element.

Public class

FSimpleElementGammaPS

Public class

FSimpleElementHitProxyPS

A pixel shader for rendering a texture on a simple element.

Public class

FSimpleElementMaskedGammaBasePS

A pixel shader for rendering a masked texture on a simple element.

Public class

FSimpleElementMaskedGammaPS

Public class

FSimpleElementPS

Simple pixel shader that just reads from a texture This is used for resolves and needs to be as efficient as possible

Public struct

FSimpleElementVertex

The type used to store batched line vertices.

Public class

FSimpleElementVertexDeclaration

The simple element vertex declaration resource type.

Public class

FSimpleElementVS

A vertex shader for rendering a texture on a simple element.

Public class

FSimpleLightArray

Data pertaining to a set of simple dynamic lights

Public class

FSimpleLightEntry

Data for a simple dynamic light.

Public class

FSimpleLightInstacePerViewIndexData

Index into the Per-view data for each instance.

Public class

FSimpleLightPerViewEntry

Data for a simple dynamic light which could change per-view.

Public struct

FSingleAnimationPlayData

Public class

FSinglePrimitiveStructured

Public class

FSixTriangleParticleIndexBuffer

Index buffer for drawing an individual sprite.

Public struct

FSkelDebugDrawConfig

Public struct

FSkeletalMeshCustomVersion

Custom serialization version for SkeletalMesh types.

Public class

FSkeletalMeshDeformerHelpers

Functions that expose some internal functionality of FSkeletalMeshObject required by MeshDeformer systems.

Public class

FSkeletalMeshMerge

Utility for merging a list of skeletal meshes into a single mesh.

Public class

FSkeletalMeshObject

Interface for mesh rendering data

Public struct

FSkeletalMeshOptimizationSettings

FSkeletalMeshOptimizationSettings - The settings used to optimize a skeletal mesh LOD.

Public class

FSkeletalMeshSceneProxy

A skeletal mesh component scene proxy.

Public struct

FSkelMeshMergeMeshUVTransforms

Public struct

FSkelMeshMergeSectionMapping

Info to map all the sections from a single source skeletal mesh to a final section entry in the merged skeletal mesh

Public struct

FSkelMeshMergeUVTransformMapping

Info to map all the sections about how to transform their UVsInfo to map all the sections about how to transform their UVs

Public struct

FSkelMeshRefPoseOverride

Struct used to store per-component ref pose override

Public struct

FSkinBatchVertexFactoryUserData

Public class

FSkinnedAssetCompilingManager

Public class

FSkinnedMeshComponentRecreateRenderStateContext

Used to recreate all skinned mesh components for a given skinned asset.

Public class

FSkyAtmosphereSceneProxy

Represents a USkyAtmosphereComponent to the rendering thread.

Public class

FSkyLightSceneProxy

Represents a USkyLightComponent to the rendering thread.

Public class

FSoundBuffer

Public struct

FSoundMixClassOverride

Public struct

FSoundMixState

Public struct

FSoundParseParameters

Struct used for gathering the final parameters to apply to a wave instance

Public class

FSoundSource

Public class

FSoundWaveCompilingManager

Public class

FSourceMeshDataForDerivedDataTask

Source mesh data.

Public class

FSpanAllocator

Allocator for spans from some range that is allowed to grow and shrink to accomodate the allocations.

Public class

FSparseDistanceFieldMip

Public class

FSpeedTreeUniformParameters

Public class

FSpeedTreeWind

SpeedTreeWind.h

Public struct

FStatHitchesData

Data needed to display perframe stat tracking when STAT HITCHES is enabled

Public struct

FStaticComponentMaskParameter

Holds the information for a static component mask parameter

Public struct

FStaticComponentMaskValue

Public class

FStaticLightingGlobalVolumeMapping

Represents an object which will use the global volumetric lightmap.

Public class

FStaticLightingMapping

A mapping between world-space surfaces and a static lighting cache.

Public class

FStaticLightingMesh

A mesh which is used for computing static lighting.

Public struct

FStaticLightingPrimitiveInfo

The info about an actor component which the static lighting system needs.

Public class

FStaticLightingTextureMapping

A mapping between world-space surfaces and static lighting cache textures.

Public struct

FStaticLightingVertex

The vertex data used to build static lighting.

Public struct

FStaticMaterialLayersParameter

Public struct

FStaticMeshAreaWeightedSectionSampler

Public struct

FStaticMeshBudgetInfo

Public struct

FStaticMeshBuildVertex

The information used to build a static-mesh vertex.

Public class

FStaticMeshCompilingManager

Public class

FStaticMeshComponentBulkReregisterContext

Public struct

FStaticMeshComponentLODInfo

Public class

FStaticMeshComponentRecreateRenderStateContext

FStaticMeshComponentRecreateRenderStateContext - Destroys render state for all StaticMeshComponents using a given StaticMesh and recreates them when it goes out of scope.

Public struct

FStaticMeshDataType

Public class

FStaticMeshInstanceData

The implementation of the static mesh instance data storage type.

Public class

FStaticMeshLODGroup

The LOD settings to use for a group of static meshes.

Public struct

FStaticMeshLODResources

Rendering resources needed to render an individual static mesh LOD.

Public class

FStaticMeshLODSettings

Per-group LOD settings for static meshes.

Public class

FStaticMeshRenderData

FStaticMeshRenderData - All data needed to render a static mesh.

Public class

FStaticMeshSceneProxy

A static mesh component scene proxy.

Public struct

FStaticMeshSection

A set of static mesh triangles which are rendered with the same material.

Public struct

FStaticMeshSectionAreaWeightedTriangleSampler

Creates distribution for uniformly sampling a mesh section.

Public class

FStaticMeshSectionAreaWeightedTriangleSamplerBuffer

Represents GPU resource needed for area weighted uniform sampling of a mesh surface.

Public class

FStaticMeshSectionArray

Public class

FStaticMeshStaticLightingMesh

Represents the triangles of one LOD of a static mesh primitive to the static lighting system.

Public class

FStaticMeshStaticLightingTextureMapping

Represents a static mesh primitive with texture mapped static lighting.

Public struct

FStaticMeshVertexBuffers

Public struct

FStaticMeshVertexFactories

Public struct

FStaticParameterBase

Base parameter properties

Public struct

FStaticParameterSet

Contains all the information needed to identify a single permutation of static parameters.

Public struct

FStaticParameterSetEditorOnlyData

Public struct

FStaticParameterSetRuntimeData

Public class

FStaticPrimitiveDrawInterface

An interface used to query a primitive for its static elements.

Public struct

FStaticResolutionFractionHeuristic

Heuristic to automatically compute a default resolution fraction based user settings and display information.

Public struct

FStaticSwitchParameter

Holds the information for a static switch parameter

Public struct

FStaticTerrainLayerWeightParameter

Stores information that maps a terrain layer to a particular weightmap index Despite the name, these are not actually material parameters.

Public struct

FStatUnitData

Data needed to display perframe stat tracking when STAT UNIT is enabled

Public struct

FStepDownResult

Struct updated by StepUp() to return result of final step down, if applicable.

Public class

FStereoLayerPS

A pixel shader for rendering a transformed textured element.

Public class

FStereoLayerPS_Base

Public class

FStereoLayerPS_External

A pixel shader for rendering a transformed external texture element.

Public class

FStereoLayerVS

A vertex shader for rendering a transformed textured element.

Public struct

FStrataCompilationConfig

Public struct

FStrataMaterialInput

Public class

FStrataVisualizationData

Public struct

FStreamingManagerCollection

Streaming manager collection, routing function calls to streaming managers that have been added via AddStreamingManager.

Public struct

FStreamingViewInfo

Helper structure containing all relevant information for streaming.

Public struct

FStreamingWaveData

Contains everything that will be needed by a SoundWave that's streaming in data

Public class

FStripDataFlags

Helper class for serializing flags describing which data have been stripped (if any).

Public struct

FStructCookedMetaDataStore

Cooked meta-data for a UStruct, including its nested FProperty data.

Public class

FStudioAnalytics

The public interface for the game studio to gather information about internal development metrics.

Public struct

FSubLevelActorDetails

SubLevel Actor breakdown information

Public struct

FSubLevelStatus

SubLevel status information

Public class

FSubtitleManager

Subtitle manager. Handles prioritization and rendering of subtitles.

Public struct

FSystemResolution

Public class

FSystemSettings

Class that actually holds the current system settings

Public struct

FSystemSettingsData

Struct that holds the actual data for the system settings.

Public struct

FTemporalLODState

Struct to hold the temporal LOD state within a view state

Public struct

FTemporaryPlayInEditorIDOverride

Used to temporarily override GPlayInEditorID, correctly updating the debug string and other state as necessary.

Public struct

FTextSizingParameters

General purpose data structure for grouping all parameters needed when sizing or wrapping a string

Public class

FTexture2DDynamicResource

A dynamic 2D texture resource.

Public struct

FTexture2DMipMap

A 2D texture mip-map.

Public class

FTextureCompilingManager

Public class

FTextureEditorCustomEncode

Separate type so that the engine can check for custom encoding set in the texture editor module without needing to depend on it.

Public class

FTextureLayout

An incremental texture space allocator.

Public class

FTextureLayout3d

An incremental texture space allocator.

Public struct

FTextureReferenceReplacer

Replaces the RHI reference of one texture with another.

Public class

FTextureRenderTarget2DArrayResource

FTextureRenderTarget2DArrayResource type for 2DArray render target textures.

Public class

FTextureRenderTarget2DResource

FTextureResource type for 2D render target textures.

Public class

FTextureRenderTargetCubeResource

FTextureResource type for cube render target textures.

Public class

FTextureRenderTargetResource

FTextureResource type for render target textures.

Public class

FTextureRenderTargetVolumeResource

FTextureRenderTargetVolumeResource type for Volume render target textures.

Public class

FTextureResource

The rendering resource which represents a texture.

Public class

FTickableGameObject

This class provides common registration for gamethread tickable objects.

Public class

FTickableObjectBase

Base class for tickable objects

Public struct

FTickStats

Helper structure encapsulating all information gathered.

Public class

FTickTaskManagerInterface

Interface for the tick task manager

Public struct

FTimerData

Public class

FTimerManager

Class to globally manage timers.

Public struct

FTimerUnifiedDelegate

Simple interface to wrap a timer delegate that can be either native or dynamic.

Public struct

FTraceDatum

Trace/Sweep Data structure for async trace

Public struct

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

Public struct

FTrailsBaseTypeDataPayload

Trails Base data payload

Public class

FTriangleRasterizer

FTriangleRasterizer - A generic 2d triangle rasterizer which linearly interpolates vertex parameters and calls a virtual function for each pixel.

Public struct

FTriangleSOA

Stores 4 triangles in one struct (Struct Of Arrays).

Public struct

FUnconvertedWrapper

Base class for wrappers for unconverted BlueprintGeneratedClasses.

Public struct

FUniformBufferValue

Public class

FUniformExpressionSet

Stores all uniform expressions for a material generated from a material translation.

Public class

FUniformParameterOverrides

Public struct

FUpdatedComponentAsyncInput

Represents the UpdatedComponent's state and implementation.

Public struct

FUpdatedComponentAsyncOutput

Public class

FUpdateTexture2DSubresourceCS

Public class

FUpdateTexture3DSubresourceCS

Public class

FUserActivityTracking

Public struct

FUtilEdge2D

An edge in 2D space, used by these utility functions.

Public struct

FUtilEdge3D

An edge in 3D space, used by these utility functions.

Public struct

FUtilPoly2D

A polygon in 2D space, used by utility function.

Public struct

FUtilPoly2DSet

A set of 2D polygons, along with a transform for going into world space.

Public struct

FUtilTri2D

Triangle in 2D space.

Public struct

FUtilVertex2D

A triangle vertex in 2D space, with UV information.

Public struct

FVector2MaterialInput

Public struct

FVector3SOA

Stores XYZ from 4 vectors in one Struct Of Arrays.

Public class

FVector4Distribution

Raw distribution from which four floats can be looked up per entry.

Public struct

FVector4SOA

Stores XYZW from 4 vectors in one Struct Of Arrays.

Public class

FVectorDistribution

Raw distribution from which three floats can be looked up per entry.

Public class

FVectorFixed48

Public class

FVectorIntervalFixed32NoW

Public struct

FVectorMaterialInput

Public class

FVert

One vertex associated with a Bsp node's polygon.

Public struct

FVertexBufferAndSRV

Struct to pool the vertex buffer & SRV together

Public struct

FVertexInterpolator

Public struct

FVideoRecordingParameters

Public class

FViewElementDrawer

An interface to a scene interaction.

Public struct

FViewMatrices

Public class

FViewport

Encapsulates the I/O of a viewport.

Public class

FViewportClient

An abstract interface to a viewport's client.

Public class

FViewportFrame

An interface to the platform-specific implementation of a UI frame for a viewport.

Public class

FViewShaderParameters

Public class

FViewUniformShaderParameters

Public struct

FVirtualBoneCompactPoseData

This is a native transient structure. Used to store virtual bone mappings for compact poses

Public struct

FVirtualBoneRefData

Cached Virtual Bone data from USkeleton.

Public class

FVirtualShadowMapVisualizationData

Public class

FVirtualTexture2DResource

Public class

FVolumetricCloudSceneProxy

Represents a UVolumetricCloudComponent to the rendering thread, created game side from the component.

Public struct

FVolumetricLightmapBasicBrickDataLayers

Public class

FVolumetricLightmapBrickAtlas

Public class

FVolumetricLightmapBrickData

Public struct

FVolumetricLightmapBrickTextureSet

Public class

FVolumetricLightmapDataLayer

Public struct

FVTStackEntry

Public struct

FWaveCue

Data representing a cue in a wave file.

Public struct

FWaveFormatInfo

The header of an wave formatted file

Public struct

FWaveInstance

Structure encapsulating all information required to play a USoundWave on a channel/source.

Public class

FWaveModInfo

Structure for in-memory interpretation and modification of WAVE sound structures.

Public struct

FWaveRequest

Contains a request to load chunks of a sound wave

Public struct

FWaveSampleLoop

Data representing a sample loop in a wave file

Public class

FWholeSceneProjectedShadowInitializer

Information needed to create a whole scene projected shadow.

Public class

FWindData

Calculated wind data with support for accumulating other weighted wind data

Public class

FWindSourceSceneProxy

Represents a wind source component to the scene manager in the rendering thread.

Public class

FWorkingColorSpaceShaderParameters

Public class

FWorldInGamePerformanceTrackers

Collection of in game performance trackers for a world.

Public class

FWorldSceneViewExtension

Scene View Extension which is enabled for all Viewports/Scenes which have the same world.

Public struct

FWrappedStringElement

Used by UUIString::WrapString to track information about each line that is generated as the result of wrapping.

Public struct

FZoneProperties

Public struct

FZoneSet

FZoneProperties

Public struct

HActor

Hit an actor.

Public struct

HBSPBrushVert

HBSPBrushVert

Public class

HHitProxy

Base class for detecting user-interface hits.

Public class

HHitProxyType

Represents a hit proxy class for runtime type checks.

Public class

HModel

A hit proxy representing a UModel.

Public struct

HObject

Hit proxy class for UObject references.

Public struct

HStaticMeshVert

HStaticMeshVert

Public struct

HTranslucentActor

Hit an actor even with translucency.

Public class

IActiveSoundUpdateInterface

Public struct

IAnimationStreamingManager

Interface to add functions specifically related to animation streaming

Public struct

IAssetCompilingManager

Public struct

IAudioInfoFactory

Public struct

IAudioInfoFactoryRegistry

Public struct

IAudioStreamingManager

Interface to add functions specifically related to audio streaming

Public class

ICameraPhotography

Public class

ICameraPhotographyModule

The public interface of the CameraPhotographyModule

Public class

ICompilable

Public class

ICompressedAudioInfo

Interface class to decompress various types of audio data

Public class

IComputeTaskWorker

Interface for a compute task worker.

Public class

IDeformableInterface

Public class

IDestructibleInterface

Public class

IDeviceChangedListener

Interface to register a device changed listener to respond to audio device changes.

Public class

IDeviceProfileSelector

DeviceProfileSelector

Public class

IDeviceProfileSelectorModule

Device Profile Selector module

Public class

IDVRStreamingSystem

Public class

IDynamicResolutionState

Interface between the engine and state of dynamic resolution that can be overriden to implement a custom heurstic.

Public class

IEngineAnalyticsConfigOverride

Interface for allowing changes to engine analytics configuration intended for use by internal tools.

Public class

IEngineLoop

Public interface to FEngineLoop so we can call it from editor or editor code

Public class

IHeterogeneousVolumeInterface

Public class

IInterpolationIndexProvider

Interface used to provide interpolation indices for per bone blends

Public class

ILocalNotificationModule

Defines the interface of a module implementing a local notification server.

Public class

ILocalNotificationService

Interface for local notification modules

Public class

ILODSyncInterface

This is interface class for getting/setting LOD info by LODSyncComponent

Public class

IPerformanceDataConsumer

This is an interface for any consumer of per-frame performance data such as FPS charts, PerfCounters, analytics, etc...

Public class

IPhysicsReplication

Public class

IPIEPreviewDeviceModule

Public class

IPlatformFeaturesModule

Interface for platform feature modulesDefines the interface of a module implementing platform feature collector class.

Public class

IPSOCollector

Interface class implemented by the mesh pass processor to collect all possible PSOs

Public struct

IRenderAssetStreamingManager

Interface to add functions specifically related to texture/mesh streaming

Public class

ISaveGameSystem

Interface for platform feature modulesDefines the interface to platform's save game system (or a generic file based one)

Public class

ISaveGameSystemModule

Save game system Module Interface

Public class

ISceneViewExtension

Public class

ISceneViewFamilyExtention

Generic plugin extension that have a lifetime of the FSceneViewFamily

Public class

ISceneViewFamilyExtentionData

Generic plugin extension that have a lifetime of the FSceneViewFamily that can contain arbitrary data to passdown from game thread to render thread.

Public class

ISceneViewFamilyScreenPercentage

Game thread and render thread interface that takes care of a FSceneViewFamily's screen percentage.

Public class

ISourceBufferListener

Interface for listening to source buffers being rendered.

Public class

IStereoLayers

Public class

IStereoLayerShape

Public class

IStereoRendering

Public class

IStereoRenderTargetManager

The IStereoRenderTargetManager can be returned from IStereoRendering::GetRenderTargetManager() implementations.

Public class

IStreamedCompressedInfo

Default implementation of a streamed compressed audio format.

Public struct

IStreamingManager

Pure virtual base class of a streaming manager.

Public class

ISubmixBufferListener

Abstract interface for receiving audio data from a given submix.

Public class

IVideoRecordingSystem

Interface for platform video recording functionality

Public class

TActorIterator

Template actor iterator.

  1. Iterator types

Public class

TActorIteratorBase

Template class used to filter actors by certain characteristics

Public class

TActorRange

Template actor range for ranged-for support.

Public struct

TArrayCaster

Public class

TBasePlayerControllerIterator

PlayerControllerIterators This is the safest, most efficient way to iterate over player controllers.

Public class

TCompilableAsyncTask

Public class

TComponentReregisterContext

Removes all components of the templated type from their scenes for the lifetime of the class.

Public class

TCopyDataCS

Public struct

TCustomShowFlag

Statically register a custom show flag to control rendering - use TCustomShowFlag::IsEnabled to get current state for a given view.

Public struct

TGetKeyType

Public class

TGPUSkinAPEXClothVertexFactory

Vertex factory with vertex stream components for GPU-skinned and morph target streams

Public class

TGPUSkinVertexFactory

Vertex factory with vertex stream components for GPU skinned vertices

Public struct

TIsCompatibleRangeIndexType

IndexType is compatible with RangeType::IndexType if they are the same or if RangeType doesn't have an index type.

Public struct

TkDOPCollisionCheck

Base struct for all collision checks.

Public struct

TkDOPLineCollisionCheck

This struct holds the information used to do a line check against the kDOP tree.

Public struct

TkDOPNode

Forward declarations.

Public struct

TkDOPTree

This is the tree of kDOPs that spatially divides the static mesh.

Public class

TLumenCardOBB

Public struct

TMaterialHLSLGeneratorType

Public struct

TMaterialRecursionGuard

Public class

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.

Public struct

TOverrideVoidReturnInvoker

Wraps invocation of a function that can return a value or not.

Public struct

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.

Public struct

TPlayerControllerIterator

Public class

TPreallocatedArrayProxy

Helper class that provides a basic interface for an inline and presized array within a contiguous memory block

Public class

TQuadTree

Public struct

TQuantizedLightSampleBulkData

Bulk data array of FQuantizedLightSamples

Public struct

TRangeIndexType

TRangeIndexType extracts RangeType::IndexType if it exists, otherwise void.

Public class

TRenderAssetUpdate

This class provides a framework for loading and unloading the texture/mesh LODs.

Public class

TRenderResourcePool

A resource pool that automatically handles render-thread resources

Public class

TResourcePool

A templated pool for resources that can only be freed at a 'safe' point in the frame.

Public class

TSelectedSurfaceIterator

Iterates over selected surfaces of the specified UWorld.

Public class

TStaticMeshVertexData

The implementation of the static mesh vertex data storage type.

Public class

TSurfaceIterator

Iterates over selected surfaces of the specified UWorld.

Public class

TSurfaceIteratorBase

TSurfaceIteratorBase Iterates over the selected surfaces of all levels in the specified UWorld.

Public struct

TSwitchPair

Public struct

TTraceThreadData

Trace Data that one Thread can handle per type. For now ASYNC_TRACE_BUFFER_SIZE is 64.

Public struct

TTraversalHistory

Tracks information about a traversal through the kDOP tree.

Public class

TTypedIndexRange

Public class

TUniformBuffer

A uniform buffer resource.

Public class

TUpdateTexture2DSubresourceCS

Public class

TVolumeLightingSample

Incident radiance stored for a point.

Public class

UActiveSoundUpdateInterface

Interface for modifying active sounds during their update

Public class

UActorFolder

Public class

UAssetExportTask

Contains data for a group of assets to export

Public class

UClassCookedMetaData

Cooked meta-data for a UClass, including its nested FProperty and UFunction data.

Public class

UDeformableInterface

Public class

UDestructibleInterface

Public class

UEnumCookedMetaData

Cooked meta-data for a UEnum.

Public class

ULODSyncInterface

Public class

UMeshBudgetProjectSettings

Public class

UModel

Public class

UObjectTraceWorldSubsystem

World subsystem used to track world info.

Public class

UPluginBlueprintLibrary

A function library of utilities for querying information about plugins.

Public class

UReplayNetConnection

Public class

UReplaySubsystem

Public class

UStructCookedMetaData

Cooked meta-data for a UScriptStruct, including its nested FProperty data.

Public struct

WaveFormatHeader

Constants

Name

Description

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

Typedefs

Name

Description

CoarseMeshStreamingHandle

FDeviceId

Typed identifier for Audio Device Id

FOnEpicAccountIdChanged

FOnScalabilitySettingsChanged

FPatchOutputStrongPtr

Patch outputs are owned by the FPatchMixer, and are pinned by the FPatchInput.

KeyFuncs

TTypedIndexArray

TTypedIndexArrayView

UID_Type

ID type, should be used to access SmartNames as fundamental type may change.

Enums

Name

Description

Public enum

EBlendModeFilter::Type

Public enum

EBoneDrawMode::Type

Public enum

EDiffType::Category

Differences found within a graph or object

Public enum

EDiffType::Type

Differences are presented to the user in the order listed here, so put less important differences lower down

Public enum

EDrawDynamicFlags::Type

Public enum

EIndexBufferStride::Type

Desired stride when creating a static index buffer.

Public enum

EMaterialQualityLevel::Type

Quality levels that a material can be compiled for.

Public enum

EMaterialShaderMapUsage::Type

Usage options for a shader map.

Public enum

EngineUtils::EAssetToLoad

Public enum

EPhysxUserDataType::Type

PhysX user data type

Public enum

EReflectionCaptureShape::Type

Reflection capture shapes.

Public enum

ESortedActiveWaveGetType::Type

Public enum

ESoundMixState::Type

Current state of a SoundMix

Public enum

ETransformBlendMode::Type

Public enum

EVertexColorViewMode::Type

Vertex Color view modes

Public enum

Nanite::EFilterFlags

Note: Keep NANITE_FILTER_FLAGS_NUM_BITS in sync.

Public enum

PhysCommand::Type

Public enum

Scalability::EQualityLevelBehavior

Public enum

UE::HLSLTree::Material::EExternalInput

Public enum

UE::ReplaySubsystem::EStopReplayFlags

Public enum

UE::Transaction::DiffUtil::EGetDiffableObjectMode

Functions

Name Description

Public function

TArray< FAct...

 

ActorsReferencesUtils::GetActorReferences

(
    const FGetActorReferencesParams& I...
)

Gather references to actors from the root object.

Public function

TArray< AAct...

 

ActorsReferencesUtils::GetActorReferences

(
    UObject* Root,
    EObjectFlags RequiredFlags,
    bool bRecursive
)

GetActorReferences is deprecated. Use GetActorReferences with params instead.

Public function

TArray< AAct...

 

ActorsReferencesUtils::GetExternalActorReferences

(
    UObject* Root,
    bool bRecursive
)

GetExternalActorReferences is deprecated. Use GetActorReferences with params instead.

Public function Static

void

 

ADPCM::GetAdaptationCoefficients

(
    T(&) OutAdaptationCoefficient1,
    T(&) OutAdaptationCoefficient2
)

Public function

T

 

AnimationCompressionUtils::Interpolate

(
    const T& A,
    const T& B,
    float Alpha
)

Helper template function to interpolate between two data types.

Public function

ValueType

 

AnimationCompressionUtils::UnalignedRead

(
    const void* Ptr
)

Public function

void

 

Audio::Analytics::RecordEvent_Usage

(
    FString&& InEventName,
    const TArray< FAnalyticsEventAttrib...
)

Public function

ICompressedA...

 

Audio::CreateSoundAssetDecoder

(
    const FName& InRuntimeFormat
)

Returns a decoder for the sound assets's given compression type.

Public function

uint64

 

Audio::GetTransmitterID

(
    uint64 ComponentID,
    UPTRINT WaveInstanceHash,
    uint32 PlayOrder
)

Creates an ID for use by Parameter Transmitters that can differentiate between multiple voices playing on the same Audio Component.

Public function

CookedMetaDa...

 

CookedMetaDataUtil::FindCookedMetaData

(
    UObject* Outer,
    const TCHAR* Name
)

Public function

CookedMetaDa...

 

CookedMetaDataUtil::NewCookedMetaData

(
    UObject* Outer,
    FName Name,
    TSubclassOf< CookedMetaDataType > C...
)

Public function

void

 

CookedMetaDataUtil::PurgeCookedMetaData

(
    CookedMetaDataPtrType& CookedMetaD...
)

Public function

FString

 

DataTableUtils::AssignStringToProperty

(
    const FString& InString,
    const FProperty* InProp,
    uint8* InData
)

Util to assign a value (given as a string) to a struct property.

Public function

FString

 

DataTableUtils::AssignStringToPropertyDirect

(
    const FString& InString,
    const FProperty* InProp,
    uint8* InData
)

Util to assign a value (given as a string) to a struct property.

Public function

TArray< FStr...

 

DataTableUtils::GetColumnDataAsString

(
    const UDataTable* InTable,
    const FName& PropertyName,
    const EDataTableExportFlags InDTExp...
)

Output each row for a specific column/property in the table (doesn't include the title)

Public function

FText

 

DataTableUtils::GetPropertyDisplayName

(
    const FProperty* Prop,
    const FString& DefaultName
)

Util to get the localized display name of a given property.

Public function

FString

 

DataTableUtils::GetPropertyExportName

(
    const FProperty* Prop,
    const EDataTableExportFlags InDTExp...
)

Util to get the friendly display unlocalized name of a given property for export to files.

Public function

TArray< FStr...

 

DataTableUtils::GetPropertyImportNames

(
    const FProperty* Prop
)

Util to get the all variants for export names for backwards compatibility.

Public function

void

 

DataTableUtils::GetPropertyImportNames

(
    const FProperty* Prop,
    TArray< FString >& OutResult
)

Util to get the all variants for export names for backwards compatibility.

Public function

FString

 

DataTableUtils::GetPropertyValueAsString

(
    const FProperty* InProp,
    const uint8* InData,
    const EDataTableExportFlags InDTExp...
)

Util to get a property as a string.

Public function

FString

 

DataTableUtils::GetPropertyValueAsStringDirect

(
    const FProperty* InProp,
    const uint8* InData,
    const EDataTableExportFlags InDTExp...
)

Util to get a property as a string.

Public function

FText

 

DataTableUtils::GetPropertyValueAsText

(
    const FProperty* InProp,
    const uint8* InData
)

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).

Public function

FText

 

DataTableUtils::GetPropertyValueAsTextDirect

(
    const FProperty* InProp,
    const uint8* InData
)

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).

Public function

TArray< FNam...

 

DataTableUtils::GetStructPropertyNames

(
    UStruct* InStruct
)

Util to get all property names from a struct.

Public function

bool

 

DataTableUtils::IsSupportedTableProperty

(
    const FProperty* InProp
)

Util to see if this property is supported in a row struct.

Public function

FName

 

DataTableUtils::MakeValidName

(
    const FString& InString
)

Util that removes invalid chars and then make an FName.

Public function

bool

 

EngineUtils::FindOrLoadAssetsByPath

(
    const FString& Path,
    TArray< UObject* >& OutAssets,
    EAssetToLoad Type
)

Loads all the assets found in the specified path and subpaths

Public function Static

const TCHAR ...

 

ESoundMixState::GetString

(
    ESoundMixState::Type InType
)

Public function

void

 

FGeomTools::Buid2DPolysFromEdges

(
    TArray< FUtilPoly2D >& OutPolys,
    const TArray< FUtilEdge2D >& InEdg...,
    const FColor& VertColor
)

Given a set of edges, find the set of closed polygons created by them.

Public function

void

 

FGeomTools::ClipMeshWithPlane

(
    TArray< FClipSMTriangle >& OutTris,
    TArray< FUtilEdge3D >& OutClipEdge...,
    const TArray< FClipSMTriangle >& I...,
    const FPlane& Plane
)

Take the input mesh and cut it with supplied plane, creating new verts etc.

Public function

void

 

FGeomTools::GeneratePlanarFitPolyUVs

(
    FUtilPoly2D& Polygon
)

Does a simple planar map using the bounds of this 2D polygon.

Public function

void

 

FGeomTools::GeneratePlanarTilingPolyUVs

(
    FUtilPoly2D& Polygon,
    float TileSize
)

Applies tiling UVs to the verts of this polygon

Public function

void

 

FGeomTools::GetClippableStaticMeshTriangles

(
    TArray< FClipSMTriangle >& OutClip...,
    const UStaticMesh* StaticMesh
)

Extracts the triangles from a static-mesh as clippable triangles.

Public function

bool

 

FGeomTools::PointInTriangle

(
    const FVector3f& A,
    const FVector3f& B,
    const FVector3f& C,
    const FVector3f& P,
    const float InsideTriangleDotProduc...
)

Util to see if P lies within triangle created by A, B and C.

Public function

void

 

FGeomTools::ProjectEdges

(
    TArray< FUtilEdge2D >& Out2DEdges,
    FMatrix& ToWorld,
    const TArray< FUtilEdge3D >& In3DE...,
    const FPlane& InPlane
)

Take a set of 3D Edges and project them onto the supplied plane.

Public function

void

 

FGeomTools::RemoveRedundantTriangles

(
    TArray< FClipSMTriangle >& Tris
)

Given a set of triangles, remove those which share an edge and could be collapsed into one triangle.

Public function

void

 

FGeomTools::Split2DPolysWithPlane

(
    FUtilPoly2DSet& PolySet,
    const FPlane& Plane,
    const FColor& ExteriorVertColor,
    const FColor& InteriorVertColor
)

Split 2D polygons with a 3D plane.

Public function

FClipSMPolyg...

 

FGeomTools::Transform2DPolygonToSMPolygon

(
    const FUtilPoly2D& InTri,
    const FMatrix& InMatrix
)

Transform triangle from 2D to 3D static-mesh triangle.

Public function

bool

 

FGeomTools::TriangulatePoly

(
    TArray< FClipSMTriangle >& OutTris,
    const FClipSMPolygon& InPoly,
    bool bKeepColinearVertices
)

Given a polygon, decompose into triangles and append to OutTris.

Public function

bool

 

FGeomTools::VectorsOnSameSide

(
    const FVector3f& Vec,
    const FVector3f& A,
    const FVector3f& B,
    const float SameSideDotProductEpsil...
)

Given three direction vectors, indicates if A and B are on the same 'side' of Vec.

Public function Static

TArray< TWea...

 

FObjectEditorUtils::GetTypedWeakObjectPtrs

(
    const TArray< UObject* >& InO...
)

Helper function to convert the input for GetActions to a list that can be used for delegates

Public function

bool

 

FObjectEditorUtils::MigratePropertyValue

(
    SourceType* SourceObject,
    FName SourcePropertyName,
    DestinationType* DestinationOb...,
    FName DestinationPropertyName
)

Copy the value of a property from source object to a destination object.

Public function

bool

 

FObjectEditorUtils::SetPropertyValue

(
    ObjectType* Object,
    FName PropertyName,
    ValueType Value
)

Set the value on an UObject using reflection.

Public function Static

void

 

InstancedViewParametersUtils::CopyIntoInstancedViewParameters

(
    FInstancedViewUniformShaderParamete...,
    const FViewUniformShaderParameters ...,
    uint32 CopyViewId
)

Public function

int32

 

MeshCardRepresentation::GetDebugSurfelDirection()

Public function

float

 

MeshCardRepresentation::GetMinDensity()

Generation config.

Public function

float

 

MeshCardRepresentation::GetNormalTreshold()

Public function

bool

 

MeshCardRepresentation::IsDebugMode()

Debugging.

Public function

void

 

Nanite::AuditMaterials

(
    const UStaticMeshComponent* Co...,
    FMaterialAudit& Audit
)

Public function

bool

 

Nanite::IsMaskingAllowed

(
    UWorld* World,
    bool bForceNaniteForMasked
)

Public function

bool

 

Nanite::IsSupportedBlendMode

(
    EBlendMode Mode
)

Public function

bool

 

Nanite::IsSupportedBlendMode

(
    const FMaterial& In
)

Public function

bool

 

Nanite::IsSupportedBlendMode

(
    const FMaterialShaderParameters& I...
)

Public function

bool

 

Nanite::IsSupportedBlendMode

(
    const UMaterialInterface& In
)

Public function

bool

 

Nanite::IsSupportedMaterialDomain

(
    EMaterialDomain Domain
)

Public function

bool

 

Nanite::IsSupportedShadingModel

(
    FMaterialShadingModelField ShadingM...
)

Public function

constexpr bo...

 

Nanite::operator!

(
    EFilterFlags E
)

Public function

constexpr EF...

 

Nanite::operator&

(
    EFilterFlags Lhs,
    EFilterFlags Rhs
)

Public function

EFilterFlags...

 

Nanite::operator&=

(
    EFilterFlags& Lhs,
    EFilterFlags Rhs
)

Public function

constexpr EF...

 

Nanite::operator^

(
    EFilterFlags Lhs,
    EFilterFlags Rhs
)

Public function

EFilterFlags...

 

Nanite::operator^=

(
    EFilterFlags& Lhs,
    EFilterFlags Rhs
)

Public function

constexpr EF...

 

Nanite::operator|

(
    EFilterFlags Lhs,
    EFilterFlags Rhs
)

Public function

EFilterFlags...

 

Nanite::operator|=

(
    EFilterFlags& Lhs,
    EFilterFlags Rhs
)

Public function

constexpr EF...

 

Nanite::operator~

(
    EFilterFlags E
)

Public function

int32

 

SkinningTools::GetRigidInfluenceIndex()

Returns the bone weight index to use for rigid skinning

Public function

void

 

TextureLayoutTools::ComputeDifferenceArray

(
    const ValueType* ValuesA,
    const ValueType* ValuesB,
    const int32 ValueCount,
    TArray< double >& OutValueDifferen...
)

Computes the difference between two value arrays (templated)

Public function

double

 

TextureLayoutTools::ComputeRootMeanSquareDeviation

(
    const ValueType* Values,
    const int32 ValueCount
)

Computes the mean square root deviation for a set of values (templated)

Public function

void

 

UE::HLSLTree::AppendHash

(
    FHasher& Hasher,
    const FMaterialParameterInfo& Valu...
)

Public function

void

 

UE::HLSLTree::AppendHash

(
    FHasher& Hasher,
    const FMaterialParameterValue& Val...
)

Public function

void

 

UE::HLSLTree::AppendHash

(
    FHasher& Hasher,
    const FMaterialParameterMetadata& ...
)

Public function

FExternalInp...

 

UE::HLSLTree::Material::GetExternalInputDescription

(
    EExternalInput Input
)

Public function

bool

 

UE::HLSLTree::Material::IsTexCoord

(
    EExternalInput Type
)

Public function

bool

 

UE::HLSLTree::Material::IsTexCoord_Ddx

(
    EExternalInput Type
)

Public function

bool

 

UE::HLSLTree::Material::IsTexCoord_Ddy

(
    EExternalInput Type
)

Public function

EExternalInp...

 

UE::HLSLTree::Material::MakeInputTexCoord

(
    int32 Index
)

Public function

constexpr bo...

 

UE::ReplaySubsystem::operator!

(
    EStopReplayFlags E
)

Public function

constexpr ES...

 

UE::ReplaySubsystem::operator&

(
    EStopReplayFlags Lhs,
    EStopReplayFlags Rhs
)

Public function

EStopReplayF...

 

UE::ReplaySubsystem::operator&=

(
    EStopReplayFlags& Lhs,
    EStopReplayFlags Rhs
)

Public function

constexpr ES...

 

UE::ReplaySubsystem::operator^

(
    EStopReplayFlags Lhs,
    EStopReplayFlags Rhs
)

Public function

EStopReplayF...

 

UE::ReplaySubsystem::operator^=

(
    EStopReplayFlags& Lhs,
    EStopReplayFlags Rhs
)

Public function

constexpr ES...

 

UE::ReplaySubsystem::operator|

(
    EStopReplayFlags Lhs,
    EStopReplayFlags Rhs
)

Public function

EStopReplayF...

 

UE::ReplaySubsystem::operator|=

(
    EStopReplayFlags& Lhs,
    EStopReplayFlags Rhs
)

Public function

constexpr ES...

 

UE::ReplaySubsystem::operator~

(
    EStopReplayFlags E
)

Public function

void

 

VirtualTextureUtils::CheckAndReportInvalidUsage

(
    const UObject* Owner,
    const FName& PropertyName,
    const UTexture* Texture
)

Function that will test if the passed in texture is VT.

Variables

Name Description

Public variable

int32

 

AlwaysHardSnap

Public variable

int32

 

AlwaysResetPhysics

Public variable

float

 

AngleLerp

Public variable

float

 

AngularVelocityCoefficient

Public variable

int32

 

ApplyAsyncSleepState

Public variable

int32

 

bAllowAsyncTick

True if we allow async ticks

Public variable

int32

 

bAllowCulling

True if emitters can be culled.

Public variable

int32

 

bAllowGPUParticles

True if GPU particles are allowed.

Public variable

int32

 

bAllowGPUSorting

True if GPU emitters are permitted to sort.

Public variable

constexpr int32

 

BandSizeInVoxels

Trade off between SDF memory and number of steps required to find intersection.

Public variable

int32

 

bFreezeGPUSimulation

True if GPU particle simulation is frozen.

Public variable

int32

 

bFreezeParticleSimulation

True if particle simulation is frozen.

Public variable

constexpr int32

 

BrickSize

Half voxel border around brick for trilinear filtering.

Public variable

const int32

 

DefaultQualityLevel

Public variable

constexpr EPixe...

 

DistanceFieldFormat

Public variable

float

 

ErrorAccumulationDistanceSq

Public variable

float

 

ErrorAccumulationSeconds

Public variable

float

 

ErrorAccumulationSimilarity

Public variable

float

 

ErrorPerAngularDifference

Public variable

float

 

ErrorPerLinearDifference

Public variable

float

 

GPUCollisionDepthBounds

Depth bounds for GPU collision checks.

Public variable

int32

 

GPUSpawnWarningThreshold

Warning threshold for spawning of GPU particles.

Public variable

constexpr uint3...

 

InvalidBrickIndex

Public variable

float

 

LinearVelocityCoefficient

Public variable

int32

 

LogPhysicsReplicationHardSnaps

Public variable

int32

 

MaxCPUParticlesPerEmitter

Maximum number of CPU particles to allow per-emitter.

Public variable

int32

 

MaxGPUParticlesSpawnedPerFrame

Maximum number of GPU particles to spawn per-frame.

Public variable

constexpr uint3...

 

MaxIndirectionDimension

Must match LoadDFAssetData.

Public variable

float

 

MaxLinearHardSnapDistance

Public variable

int32

 

MaxParticleTilePreAllocation

Maximum tile preallocation for GPU particles.

Public variable

float

 

MaxRestoredStateError

Public variable

constexpr int32

 

MeshDistanceFieldObjectBorder

One voxel border around object for handling gradient.

Public variable

float

 

NetPingExtrapolation

Public variable

float

 

NetPingLimit

Public variable

constexpr int32

 

NumMips

Public variable

FOnScalabilityS...

 

OnScalabilitySettingsChanged

Public variable

float

 

ParticleSlackGPU

Amount of slack to allocate for GPU particles to prevent tile churn as percentage of total particles.

Public variable

float

 

PositionLerp

Public variable

int32

 

SkipPhysicsReplication

Public variable

TAutoConsoleVar...

 

TestGPUSort

Specify a sorting test to run.

Public variable

constexpr int32

 

UniqueDataBrickSize

Public variable

int32

 

VisualizeGPUSimulation

Visualize GPU particle simulation.

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