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UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
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#include "CoreGlobals.h"#include "Internationalization/Text.h"#include "Internationalization/Internationalization.h"#include "Stats/Stats.h"#include "HAL/IConsoleManager.h"#include "Logging/StructuredLog.h"#include "Modules/ModuleManager.h"#include "Misc/CoreStats.h"#include "Misc/TrackedActivity.h"#include "Misc/Compression.h"#include "Misc/CoreDelegates.h"#include "Misc/LazySingleton.h"#include "Misc/PlayInEditorLoadingScope.h"#include "Misc/CommandLine.h"#include "ProfilingDebugging/MiscTrace.h"#include "GenericPlatform/GenericPlatformCrashContext.h"#include "CoreGlobalsInternal.h"Classes | |
| class | FCoreModule |
| struct | FCoreTextsSingleton |
| struct | FBootTimingStart |
Namespaces | |
| namespace | UE |
| namespace | UE::CoreUObject |
| namespace | UE::CoreUObject::Private |
| namespace | PlayInEditorIDImpl |
| namespace | UE::Core |
| namespace | UE::Core::Private |
| implementation | |
| namespace | UE::Private |
| #define DEFINE_LOG_CATEGORY_HELPER | ( | A | ) | DEFINE_LOG_CATEGORY(A) |
| #define FAST_PATH_UNIQUE_NAME_GENERATION (!WITH_EDITORONLY_DATA) |
| #define LOCTEXT_NAMESPACE "Core" |
| #define USE_BOOT_PROFILING 0 |
This will check if a RequestExit has come in, if it has will set GIsRequestingExit.
| DEFINE_LOG_CATEGORY | ( | LogContentComparisonCommandlet | ) |
| DEFINE_LOG_CATEGORY | ( | LogHAL | ) |
| DEFINE_LOG_CATEGORY | ( | LogMemory | ) |
| DEFINE_LOG_CATEGORY | ( | LogNetPackageMap | ) |
| DEFINE_LOG_CATEGORY | ( | LogNetSerialization | ) |
| DEFINE_LOG_CATEGORY | ( | LogProfilingDebugging | ) |
| DEFINE_LOG_CATEGORY | ( | LogSerialization | ) |
| DEFINE_LOG_CATEGORY | ( | LogTemp | ) |
| DEFINE_LOG_CATEGORY | ( | LogVirtualization | ) |
| DEFINE_STAT | ( | STAT_AudioMemory | ) |
| DEFINE_STAT | ( | STAT_CPUTimePct | ) |
| DEFINE_STAT | ( | STAT_CPUTimePctRelative | ) |
| DEFINE_STAT | ( | STAT_GameIdleTime | ) |
| DEFINE_STAT | ( | STAT_GameTickAdditionalWaitTime | ) |
| DEFINE_STAT | ( | STAT_GameTickWaitTime | ) |
| DEFINE_STAT | ( | STAT_GameTickWantedWaitTime | ) |
| DEFINE_STAT | ( | STAT_MemoryICUDataFileAllocationSize | ) |
| DEFINE_STAT | ( | STAT_MemoryICUTotalAllocationSize | ) |
| DEFINE_STAT | ( | STAT_MemoryPhysXTotalAllocationSize | ) |
| DEFINE_STAT | ( | STAT_NavigationMemory | ) |
| DEFINE_STAT | ( | STAT_PixelShaderMemory | ) |
| DEFINE_STAT | ( | STAT_PrecomputedVisibilityMemory | ) |
| DEFINE_STAT | ( | STAT_ReflectionCaptureMemory | ) |
| DEFINE_STAT | ( | STAT_ReflectionCaptureTextureMemory | ) |
| DEFINE_STAT | ( | STAT_RenderingBusyTime | ) |
| DEFINE_STAT | ( | STAT_RenderingIdleTime | ) |
| DEFINE_STAT | ( | STAT_RenderingIdleTime_RenderThreadSleepTime | ) |
| DEFINE_STAT | ( | STAT_RenderingIdleTime_WaitingForGPUPresent | ) |
| DEFINE_STAT | ( | STAT_RenderingIdleTime_WaitingForGPUQuery | ) |
Threading stats objects
| DEFINE_STAT | ( | STAT_SkeletalMeshIndexMemory | ) |
| DEFINE_STAT | ( | STAT_SkeletalMeshMotionBlurSkinningMemory | ) |
| DEFINE_STAT | ( | STAT_SkeletalMeshVertexMemory | ) |
| DEFINE_STAT | ( | STAT_TaskGraph_GameStalls | ) |
| DEFINE_STAT | ( | STAT_TaskGraph_GameTasks | ) |
| DEFINE_STAT | ( | STAT_TaskGraph_OtherStalls | ) |
| DEFINE_STAT | ( | STAT_TaskGraph_OtherTasks | ) |
| DEFINE_STAT | ( | STAT_TaskGraph_RenderStalls | ) |
| DEFINE_STAT | ( | STAT_TextureMemory | ) |
| DEFINE_STAT | ( | STAT_VertexShaderMemory | ) |
| void DumpBootTiming | ( | ) |
| CORE_API FString GetCommandletNameFromCmdline | ( | ) |
Returns the name of the commandlet that was set on the command line by the arg '-Run=<CommandletName>'.
This should be used by code that needs to know the commandlet name early on during engine startup, before the commandlet has been initialized. If possible, code should prefer calling GetRunningCommandletClass()->GetName() instead.
| bool GetEmitDrawEvents | ( | ) |
| IMPLEMENT_MODULE | ( | FCoreModule | , |
| Core | |||
| ) |
Returns true after all initial modules have finished all of their loading phases during Engine startup: Corresponds to the event FCoreDelegates::OnAllModuleLoadingPhasesComplete
| bool IsRunningCookOnTheFly | ( | ) |
| const TCHAR * LexToString | ( | ELoaderType | Type | ) |
| int32 PRIVATE_GetGPlayInEditorID | ( | ) |
| FAutoConsoleCommand ToggleDebugGPUCrashedCmd | ( | TEXT("c.ToggleGPUCrashedFlagDbg") | , |
| TEXT("Forcibly toggles the 'GPU Crashed' flag for testing crash analytics.") | , | ||
| FConsoleCommandWithArgsDelegate::CreateStatic & | ToggleGDebugPUCrashedFlag, | ||
| ECVF_Cheat | |||
| ) |
How to print the category in log output.
How to print the verbosity in log output.
How to print the category in log output.
How to print the verbosity in log output.
| TSAN_ATOMIC | ( | ELogTimes::Type | ) |
How to print the time in log output
allow AActor object to execute script in the editor from specific entry points, such as when running a construction script
| uint32 GAudioThreadId = 0 |
| FString GCompatIni |
Forces use of template names for newly instanced components in a CDO
| FConfigCacheIni* GConfig = nullptr |
| UE::CoreUObject::Private::FStoredObjectPathDebug* GCoreComplexObjectPathDebug = nullptr |
| CORE_API FChunkedFixedUObjectArray* GCoreObjectArrayForDebugVisualizers = nullptr |
| UE::CoreUObject::Private::FObjectHandlePackageDebugData* GCoreObjectHandlePackageDebug = nullptr |
| FLazyName GCurrentTraceName |
Determines what kind of trace should occur, NAME_None for none.
| int32 GCycleStatsShouldEmitNamedEvents = 0 |
Whether stats should emit named events for e.g. PIX.
Exec handler for game debugging tool, allowing commands like "editactor", ...
| FString GDeviceProfilesIni |
| FString GEditorIni |
Editor ini file locations - stored per engine version (shared across all projects). Migrated between versions on first run.
| FString GEditorKeyBindingsIni |
| FString GEditorLayoutIni |
Editor ini file locations - stored per engine version (shared across all projects). Migrated between versions on first run.
| FString GEditorPerProjectIni |
Editor per-project ini files - stored per project.
| FString GEditorSettingsIni |
Enables various editor and HMD hacks that allow the experimental VR editor feature to work, perhaps at the expense of other systems
| FString GEngineIni |
| TCHAR GErrorExceptionDescription[4096] = {} |
For building exception description text dump in guard/unguard mechanism.
| TCHAR GErrorHist[16384] = {} |
For building call stack text dump in guard/unguard mechanism.
| ELoaderType(* GetLoaderType) () | ( | ) | = &LoaderNotInitialized |
Returns the type of the currently active loader, if any.
when constructing objects, use the fast path on consoles...
Memory allocator pointer location when PLATFORM_USES_FIXED_GMalloc_CLASS is true.
IS_MONOLITHIC || !UE_EDITOR.
When saving out of the game, this override allows the game to load editor only properties
| uint64 GFrameCounter = 0 |
Steadily increasing frame counter.
| uint64 GFrameCounterRenderThread = 0 |
| uint32 GFrameNumber = 1 |
Incremented once per frame before the scene is being rendered. In split screen mode this is incremented once for all views (not for each view).
| uint32 GFrameNumberRenderThread = 1 |
NEED TO RENAME, for RT version of GFrameTime use View.ViewFamily->FrameNumber or pass down from RT from GFrameTime).
| FString GGameIni |
| FString GGameplayTagsIni |
| uint32 GGameThreadId = 0 |
Thread ID of the main/game thread
| FString GGameUserSettingsIni |
| FString GHardwareIni |
| PRAGMA_ENABLE_DEPRECATION_WARNINGS float GHitchThresholdMS = 60.0f |
Threshold for a frame to be considered a hitch (in milliseconds).
| FString GInputIni |
| uint64 GInputTime = 0 |
The time input was sampled, in cycles.
| FString GInstallBundleIni |
| TCHAR GInternalProjectName[64] = TEXT(PREPROCESSOR_TO_STRING(UE_PROJECT_NAME)) |
Game name, used for base game directory and ini among other things
This specifies whether the engine was launched as a build machine process
Disables some warnings and minor features that would interrupt a demo presentation
| int32 GIsDumpingMovie = 0 |
| FIsDuplicatingClassForReinstancing GIsDuplicatingClassForReinstancing |
| PRAGMA_DISABLE_DEPRECATION_WARNINGS bool GIsFirstInstance = true |
Whether we are the first instance of the game running.
| PRAGMA_ENABLE_DEPRECATION_WARNINGS bool GIsGameAgnosticExe = UE_IS_GAME_AGNOSTIC |
If true, this executable is able to run all games (which are loaded as DLL's)
True if we're garbage collecting after a blueprint compilation
Whether GWorld should point to the play in editor world.
True if we're reconstructing blueprint instances. Should never be true on cooked builds
If true, we are running an editor script that should not prompt any dialog modal. The default value of any model will be used. This is used when running an editor utility blueprint or script like Python and we don't want an OK dialog to pop while the script is running. Could be set for commandlet with -RUNNINGUNATTENDEDSCRIPT
This determines if we should output any log text. If Yes then no log text should be emitted.
| uint64 GLastGCFrame = 0 |
GFrameCounter the last time GC was run.
| FString GLightmassIni |
| FOutputDeviceConsole* GLogConsole = nullptr |
Name of the core package
| FLazyName GLongCoreUObjectPackageName(TEXT("/Script/CoreUObject")) | ( | TEXT("/Script/CoreUObject") | ) |
Name of the core package
| uint64 GMakeCacheIDIndex = 0 |
| float GNearClippingPlane = 10.0f |
| float GNearClippingPlane_RenderThread = 10.0f |
true if the runtime needs textures to be powers of two
| class FPropertyWindowManager* GPropertyWindowManager = nullptr |
Whether or not messages are being pumped outside of the main loop
| uint32 GRenderThreadId = 0 |
Thread ID of the render thread, if any
| FString GRuntimeOptionsIni |
| int32 GSavingCompressionChunkSize = SAVING_COMPRESSION_CHUNK_SIZE |
Size to break up data into when saving compressed data
| FString GScalabilityIni |
| uint32 GScreenshotResolutionX = 0 |
| uint32 GScreenshotResolutionY = 0 |
Whether verbose stats should be also generate external profiler named events. Thread sleep/wait stats or extremely high frequency cycle counting stats are disabled by default. Has no effect if GCycleStatsShouldEmitNamedEvents is 0.
| uint32 GSlateLoadingThreadId = 0 |
Thread ID of the slate thread, if any
| double GStartTime = FPlatformTime::InitTiming() |
Time at which FPlatformTime::Seconds() was first initialized (before main)
| FString GSystemStartTime |
System time at engine init.
| FUELibraryOverrideSettings GUELibraryOverrideSettings |
Settings for when using UE as a library
| ITransaction* GUndo = nullptr |
Disable loading of objects not contained within script files; used during script compilation
| CORE_API FFeedbackContext* GWarn = nullptr |
| PRAGMA_DISABLE_DEPRECATION_WARNINGS CORE_API const FText GYes = LOCTEXT("Yes", "Yes") |
| bool(* IsAsyncLoading) () | ( | ) | = &IsAsyncLoadingCoreInternal |
Whether we're currently in the async loading code path or not
| bool(* IsAsyncLoadingMultithreaded) () | ( | ) | = &IsAsyncLoadingCoreInternal |
Returns true if async loading is using the async loading thread
| bool(* IsAsyncLoadingSuspended) () | ( | ) | = &IsAsyncLoadingCoreInternal |
Suspends async package loading.
| bool(* IsGCLockedFuncPtr) () | ( | ) | = nullptr |
| thread_local bool PRIVATE_GIsDuplicatingClassForReinstancing = false |
| void(* ResumeAsyncLoading) () | ( | ) | = &appNoop |
Resumes async package loading.
| void(* ResumeTextureStreamingRenderTasks) () | ( | ) | = &appNoop |
Resume texture updates caused by completed async IOs.
| void(* SuspendAsyncLoading) () | ( | ) | = &appNoop |
Suspends async package loading.
| void(* SuspendTextureStreamingRenderTasks) () | ( | ) | = &appNoop |
Suspends texture updates caused by completed async IOs.