Go to the source code of this file.
|
| enum class | ELoaderType : uint8 { NotInitialized
, LegacyLoader
, EditorPackageLoader
, ZenLoader
} |
| |
| enum class | ETaskTag : int32 {
ENone = 0 << 0
, EStaticInit = 1 << 0
, EGameThread = 1 << 1
, ESlateThread = 1 << 2
,
UE_DEPRECATED =(5.0, "AudioThread was removed and ETaskTag::EAudioThread is not used anymore. Please remove it.") = 1 << 3
, ERenderingThread = 1 << 4
, ERhiThread = 1 << 5
, EAsyncLoadingThread = 1 << 6
,
EEventThread = 1 << 7
, ENamedThreadBits = (EEventThread << 1) - 1
, EParallelThread = 1 << 30
, EWorkerThread = 1 << 29 | EParallelThread
,
EParallelRenderingThread = ERenderingThread | EParallelThread
, EParallelGameThread = EGameThread | EParallelThread
, EParallelRhiThread = ERhiThread | EParallelThread
, EParallelLoadingThread = EAsyncLoadingThread | EParallelThread
} |
| |
|
| CORE_API | DECLARE_LOG_CATEGORY_EXTERN (LogHAL, Log, All) |
| |
| CORE_API | DECLARE_LOG_CATEGORY_EXTERN (LogSerialization, Log, All) |
| |
| CORE_API | DECLARE_LOG_CATEGORY_EXTERN (LogUnrealMath, Log, All) |
| |
| CORE_API | DECLARE_LOG_CATEGORY_EXTERN (LogUnrealMatrix, Log, All) |
| |
| CORE_API | DECLARE_LOG_CATEGORY_EXTERN (LogContentComparisonCommandlet, Log, All) |
| |
| CORE_API | DECLARE_LOG_CATEGORY_EXTERN (LogNetPackageMap, Warning, All) |
| |
| CORE_API | DECLARE_LOG_CATEGORY_EXTERN (LogNetSerialization, Warning, All) |
| |
| CORE_API | DECLARE_LOG_CATEGORY_EXTERN (LogMemory, Log, All) |
| |
| CORE_API | DECLARE_LOG_CATEGORY_EXTERN (LogProfilingDebugging, Log, All) |
| |
| CORE_API | DECLARE_LOG_CATEGORY_EXTERN (LogCore, Log, All) |
| |
| CORE_API | DECLARE_LOG_CATEGORY_EXTERN (LogOutputDevice, Log, All) |
| |
| CORE_API | DECLARE_LOG_CATEGORY_EXTERN (LogSHA, Warning, All) |
| |
| CORE_API | DECLARE_LOG_CATEGORY_EXTERN (LogStats, Log, All) |
| |
| CORE_API | DECLARE_LOG_CATEGORY_EXTERN (LogStreaming, Display, All) |
| |
| CORE_API | DECLARE_LOG_CATEGORY_EXTERN (LogInit, Log, All) |
| |
| CORE_API | DECLARE_LOG_CATEGORY_EXTERN (LogExit, Log, All) |
| |
| CORE_API | DECLARE_LOG_CATEGORY_EXTERN (LogExec, Warning, All) |
| |
| CORE_API | DECLARE_LOG_CATEGORY_EXTERN (LogScript, Warning, All) |
| |
| CORE_API | DECLARE_LOG_CATEGORY_EXTERN (LogLocalization, Log, All) |
| |
| CORE_API | DECLARE_LOG_CATEGORY_EXTERN (LogLongPackageNames, Log, All) |
| |
| CORE_API | DECLARE_LOG_CATEGORY_EXTERN (LogProcess, Log, All) |
| |
| CORE_API | DECLARE_LOG_CATEGORY_EXTERN (LogLoad, Log, All) |
| |
| CORE_API | DECLARE_LOG_CATEGORY_EXTERN (LogVirtualization, Log, All) |
| |
| CORE_API | DECLARE_LOG_CATEGORY_EXTERN (LogTemp, Log, All) |
| |
| CORE_API FOutputDeviceRedirector * | GetGlobalLogSingleton () |
| |
| CORE_API void | BootTimingPoint (const ANSICHAR *Message) |
| |
| CORE_API void | DumpBootTiming () |
| |
| FORCEINLINE bool | IsRunningCommandlet () |
| |
| FORCEINLINE bool | IsRunningCookCommandlet () |
| |
| FORCEINLINE bool | IsRunningDLCCookCommandlet () |
| |
| FORCEINLINE UClass * | GetRunningCommandletClass () |
| |
| CORE_API FString | GetCommandletNameFromCmdline () |
| |
| FORCEINLINE bool | IsAllowCommandletRendering () |
| |
| FORCEINLINE bool | IsAllowCommandletAudio () |
| |
| int32 | UE::GetMultiprocessId () |
| |
| void | UE::Private::SetMultiprocessId (int32 MultiprocessId) |
| |
| CORE_API | TSAN_ATOMIC (bool) GIsCriticalError |
| |
| CORE_API bool | IsEngineStartupModuleLoadingComplete () |
| |
| CORE_API void | SetEngineStartupModuleLoadingComplete () |
| |
| | UE_DEPRECATED (4.24, "Please use IsEngineExitRequested()/RequestEngineExit(const FString&)") extern CORE_API bool GIsRequestingExit |
| |
| CORE_API void | BeginExitIfRequested () |
| |
| FORCEINLINE bool | IsEngineExitRequested () |
| |
| CORE_API void | RequestEngineExit (const TCHAR *ReasonString) |
| |
| CORE_API void | RequestEngineExit (const FString &ReasonString) |
| |
| CORE_API const TCHAR * | LexToString (ELoaderType Type) |
| |
| bool | UE::GetIsEditorLoadingPackage () |
| |
| void | UE::SetIsEditorLoadingPackage (bool InValue) |
| |
| int32 | UE::GetPlayInEditorID () |
| |
| void | UE::SetPlayInEditorID (int32 InPlayInEditorID) |
| |
| | UE_DEPRECATED (4.25, "This variable is no longer set. Use !GEditor->GetPlayInEditorSessionInfo()->OriginalRequestParams.HasPlayWorldPlacement() instead.") extern CORE_API bool GIsPIEUsingPlayerStart |
| |
| CORE_API | TSAN_ATOMIC (ELogTimes::Type) GPrintLogTimes |
| |
| | ENUM_CLASS_FLAGS (ETaskTag) |
| |
| class UE_DEPRECATED(5.6, "Use FTaskTagScope instead which is now always optional by default.") FOptionalTaskTagScope CORE_API void | EnsureRetrievingVTablePtrDuringCtor (const TCHAR *CtorSignature) |
| |
| CORE_API bool | IsInGameThread () |
| |
| CORE_API bool | IsInParallelGameThread () |
| |
| CORE_API bool | IsInParallelLoadingThread () |
| |
| CORE_API bool | IsInWorkerThread () |
| |
| CORE_API bool | IsAudioThreadRunning () |
| |
| CORE_API bool | IsInAudioThread () |
| |
| CORE_API bool | IsInSlateThread () |
| |
| CORE_API bool | IsInRenderingThread () |
| |
| CORE_API bool | IsInParallelRenderingThread () |
| |
| CORE_API bool | IsInAnyRenderingThread () |
| |
| CORE_API bool | IsInActualRenderingThread () |
| |
| CORE_API bool | IsInActualLoadingThread () |
| |
| CORE_API bool | IsRHIThreadRunning () |
| |
| CORE_API bool | IsInRHIThread () |
| |
| CORE_API bool | IsInParallelRHIThread () |
| |
| CORE_API void | NotifyLoadingStateChanged (bool bState, const TCHAR *Message) |
| |
| bool CORE_API | GetEmitDrawEvents () |
| |
| void CORE_API | SetEmitDrawEvents (bool EmitDrawEvents) |
| |
| bool CORE_API | IsRunningCookOnTheFly () |
| |
| bool | UE::IsUsingZenPakFileStreaming () |
| |
| CORE_API FORCENOINLINE bool | IsThisNotNull (const void *This, const ANSICHAR *Function) |
| |
| bool | UE::IsGCLocked () |
| |
| void | UE::Private::SetIsGCLockedFunction (bool(*InIsGCLockedFuncPtr)()) |
| |
◆ DECLARE_LOG_CATEGORY_EXTERN_HELPER
◆ GFirstFrameIntraFrameDebugging
◆ GIntraFrameDebuggingGameThread
◆ GIsEditor
◆ GLog
◆ SCOPED_BOOT_TIMING
◆ UE_SCOPED_ENGINE_ACTIVITY
◆ UE_SET_REQUEST_EXIT_ON_TICK_ONLY
| #define UE_SET_REQUEST_EXIT_ON_TICK_ONLY 0 |
Set this to true to only allow setting RequestingExit at the start of the Engine tick This will remove the chance for undefined behaviour when setting RequestExit
This needs to proved out on all platforms/use cases before this can moved to default
◆ ELoaderType
| Enumerator |
|---|
| NotInitialized | |
| LegacyLoader | |
| EditorPackageLoader | |
| ZenLoader | |
◆ ETaskTag
| Enumerator |
|---|
| ENone | |
| EStaticInit | |
| EGameThread | |
| ESlateThread | |
| UE_DEPRECATED | |
| ERenderingThread | |
| ERhiThread | |
| EAsyncLoadingThread | |
| EEventThread | |
| ENamedThreadBits | |
| EParallelThread | |
| EWorkerThread | |
| EParallelRenderingThread | |
| EParallelGameThread | |
| EParallelRhiThread | |
| EParallelLoadingThread | |
◆ BeginExitIfRequested()
This will check if a RequestExit has come in, if it has will set GIsRequestingExit.
◆ BootTimingPoint()
◆ DECLARE_LOG_CATEGORY_EXTERN() [1/24]
◆ DECLARE_LOG_CATEGORY_EXTERN() [2/24]
◆ DECLARE_LOG_CATEGORY_EXTERN() [3/24]
◆ DECLARE_LOG_CATEGORY_EXTERN() [4/24]
◆ DECLARE_LOG_CATEGORY_EXTERN() [5/24]
◆ DECLARE_LOG_CATEGORY_EXTERN() [6/24]
◆ DECLARE_LOG_CATEGORY_EXTERN() [7/24]
◆ DECLARE_LOG_CATEGORY_EXTERN() [8/24]
◆ DECLARE_LOG_CATEGORY_EXTERN() [9/24]
◆ DECLARE_LOG_CATEGORY_EXTERN() [10/24]
◆ DECLARE_LOG_CATEGORY_EXTERN() [11/24]
◆ DECLARE_LOG_CATEGORY_EXTERN() [12/24]
◆ DECLARE_LOG_CATEGORY_EXTERN() [13/24]
◆ DECLARE_LOG_CATEGORY_EXTERN() [14/24]
◆ DECLARE_LOG_CATEGORY_EXTERN() [15/24]
◆ DECLARE_LOG_CATEGORY_EXTERN() [16/24]
◆ DECLARE_LOG_CATEGORY_EXTERN() [17/24]
◆ DECLARE_LOG_CATEGORY_EXTERN() [18/24]
◆ DECLARE_LOG_CATEGORY_EXTERN() [19/24]
◆ DECLARE_LOG_CATEGORY_EXTERN() [20/24]
◆ DECLARE_LOG_CATEGORY_EXTERN() [21/24]
◆ DECLARE_LOG_CATEGORY_EXTERN() [22/24]
◆ DECLARE_LOG_CATEGORY_EXTERN() [23/24]
◆ DECLARE_LOG_CATEGORY_EXTERN() [24/24]
◆ DumpBootTiming()
◆ EnsureRetrievingVTablePtrDuringCtor()
This class can be used to Tag an execution context but only in case it has not already been tagged It is usually used for the IsInRendering/GamethreadFunctions.
- Parameters
-
| CtorSignature | InTag the Tag to use Ensures that current thread is during retrieval of vtable ptr of some UClass. |
| CtorSignature | The signature of the ctor currently running to construct proper error message. |
◆ ENUM_CLASS_FLAGS()
◆ GetCommandletNameFromCmdline()
| 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.
- Returns
- The name of the commandlet that will end up running. If there is no commandlet then an empty string will be returned.
◆ GetEmitDrawEvents()
◆ GetGlobalLogSingleton()
◆ GetRunningCommandletClass()
Returns the UClass of the currently running commandlet.
◆ IsAllowCommandletAudio()
◆ IsAllowCommandletRendering()
Check to see if we should initialise RHI and set up scene for rendering even when running a commandlet.
◆ IsAudioThreadRunning()
◆ IsEngineExitRequested()
◆ IsEngineStartupModuleLoadingComplete()
◆ IsInActualLoadingThread()
- Returns
- True only if called from the async loading thread if it's enabled.
◆ IsInActualRenderingThread()
- Returns
- True if called from the rendering thread.
◆ IsInAnyRenderingThread()
- Returns
- True if called from any of the rendering thread. Can be called from any thread without asserting.
◆ IsInAudioThread()
- Returns
- True if called from the audio thread, and not merely a thread calling audio functions.
◆ IsInGameThread()
- Returns
- True if called from the game thread.
◆ IsInParallelGameThread()
- Returns
- True if called from the game thread in a parallel for.
◆ IsInParallelLoadingThread()
- Returns
- True if called from a parallel loading thread task.
◆ IsInParallelRenderingThread()
- Returns
- True if called from the rendering thread, or if called from ANY thread that isn't the game thread, except that during single threaded rendering the game thread is ok too.
◆ IsInParallelRHIThread()
- Returns
- True if called from a thread tagged as an RHI task.
◆ IsInRenderingThread()
- Returns
- True if called from the rendering thread, or if called from ANY thread during single threaded rendering
◆ IsInRHIThread()
- Returns
- True if called from the RHI thread, or if called from ANY thread during single threaded rendering
◆ IsInSlateThread()
- Returns
- True if called from the slate thread, and not merely a thread calling slate functions.
◆ IsInWorkerThread()
- Returns
- True if called from a worker thread.
◆ IsRHIThreadRunning()
- Returns
- True if RHI thread is running
◆ IsRunningCommandlet()
Check to see if this executable is running a commandlet (custom command-line processing code in an editor-like environment)
◆ IsRunningCookCommandlet()
Check to see if this executable is running the cookcommandlet
◆ IsRunningCookOnTheFly()
- Returns
- True if running cook-on-the-fly.
◆ IsRunningDLCCookCommandlet()
Check to see if this executable is running the cookcommandlet
◆ IsThisNotNull()
◆ LexToString()
◆ NotifyLoadingStateChanged()
◆ RequestEngineExit() [1/2]
| CORE_API void RequestEngineExit |
( |
const FString & |
ReasonString | ) |
|
◆ RequestEngineExit() [2/2]
◆ SetEmitDrawEvents()
◆ SetEngineStartupModuleLoadingComplete()
◆ TSAN_ATOMIC() [1/2]
How to print the category in log output.
How to print the verbosity in log output.
◆ TSAN_ATOMIC() [2/2]
How to print the time in log output.
◆ UE_DEPRECATED() [1/2]
◆ UE_DEPRECATED() [2/2]
Whether or not PIE was attempting to play from PlayerStart
◆ GAllowActorScriptExecutionInEditor
allow AActor object to execute script in the editor from specific entry points, such as when running a construction script
◆ GAreScreenMessagesEnabled
Global value indicating on-screen warnings/message should be displayed. Disabled via console command "DISABLEALLSCREENMESSAGES" Enabled via console command "ENABLEALLSCREENMESSAGES" Toggled via console command "TOGGLEALLSCREENMESSAGES"
Archive for serializing arbitrary data to and from memory
◆ GCompatIni
◆ GCompilingBlueprint
Forces use of template names for newly instanced components in a CDO.
Forces use of template names for newly instanced components in a CDO
◆ GConfig
◆ GCoreComplexObjectPathDebug
◆ GCoreDebuggingState
◆ GCoreObjectArrayForDebugVisualizers
◆ GCoreObjectHandlePackageDebug
◆ GCurrentTraceName
Determines what kind of trace should occur, NAME_None for none.
Determines what kind of trace should occur, NAME_None for none.
◆ GCycleStatsShouldEmitNamedEvents
Whether stats should emit named events for e.g. PIX.
Whether stats should emit named events for e.g. PIX.
◆ GDebugToolExec
Exec handler for game debugging tool, allowing commands like "editactor"
Exec handler for game debugging tool, allowing commands like "editactor", ...
◆ GDeviceProfilesIni
◆ GEditorIni
Editor per-project ini files - stored per project.
Editor ini file locations - stored per engine version (shared across all projects). Migrated between versions on first run.
◆ GEditorKeyBindingsIni
◆ GEditorLayoutIni
Editor ini file locations - stored per engine version (shared across all projects). Migrated between versions on first run.
◆ GEditorPerProjectIni
Editor per-project ini files - stored per project.
◆ GEditorSettingsIni
◆ GEdSelectionLock
◆ GEnableVREditorHacks
Enables various editor and HMD hacks that allow the experimental VR editor feature to work, perhaps at the expense of other systems
◆ GEngineIni
◆ GError
◆ GErrorExceptionDescription
For building exception description text dump in guard/unguard mechanism.
◆ GErrorHist
For building call stack text dump in guard/unguard mechanism.
◆ GetLoaderType
Returns the type of the currently active loader, if any.
◆ GEventDrivenLoaderEnabled
◆ GExitPurge
◆ GFalse
◆ GFastPathUniqueNameGeneration
when constructing objects, use the fast path on consoles...
◆ GFlushStreamingFunc
Helper function to flush resource streaming.
Helper function to flush resource streaming.
◆ GForceLoadEditorOnly
IS_MONOLITHIC || !UE_EDITOR.
When saving out of the game, this override allows the game to load editor only properties.
When saving out of the game, this override allows the game to load editor only properties
◆ GForeignEngineDir
◆ GFrameCounter
Steadily increasing frame counter.
Steadily increasing frame counter.
◆ GFrameCounterRenderThread
◆ GFrameNumber
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).
◆ GFrameNumberRenderThread
NEED TO RENAME, for RT version of GFrameTime use View.ViewFamily->FrameNumber or pass down from RT from GFrameTime).
◆ GGameIni
◆ GGameplayTagsIni
◆ GGameThreadId
Thread ID of the main/game thread
Thread ID of the main/game thread
◆ GGameUserSettingsIni
◆ GHardwareIni
◆ GHitchThresholdMS
Threshold for a frame to be considered a hitch (in milliseconds).
◆ GIgnoreDebugger
Whether we should ignore the attached debugger.
◆ GInputIni
◆ GInputTime
The time input was sampled, in cycles.
The time input was sampled, in cycles.
◆ GInstallBundleIni
◆ GInternalProjectName
Game name, used for base game directory and ini among other things
◆ GIsAutomationTesting
Whether or not a unit test is currently being run.
Whether or not a unit test is currently being run
◆ GIsBuildMachine
These are set when the engine first starts up. This specifies whether the engine was launched as a build machine process.
This specifies whether the engine was launched as a build machine process
◆ GIsClient
◆ GIsCookerLoadingPackage
Whether the cooker is currently loading a package or not
Whether the cooker is currently loading a package or not
◆ GIsDemoMode
Disables some warnings and minor features that would interrupt a demo presentation
Disables some warnings and minor features that would interrupt a demo presentation
◆ GIsDumpingMovie
◆ GIsDuplicatingClassForReinstancing
◆ GIsFirstInstance
Whether we are the first instance of the game running.
Whether we are the first instance of the game running.
◆ GIsGameAgnosticExe
If true, this executable is able to run all games (which are loaded as DLL's).
If true, this executable is able to run all games (which are loaded as DLL's)
◆ GIsGameThreadIdInitialized
Has GGameThreadId been set yet?
Has GGameThreadId been set yet?
◆ GIsGCingAfterBlueprintCompile
True if we're garbage collecting after a blueprint compilation
◆ GIsGuarded
◆ GIsHighResScreenshot
◆ GIsInitialLoad
Whether we are still in the initial loading process.
Whether we are still in the initial loading proces.
◆ GIsPlayInEditorWorld
Whether GWorld should point to the play in editor world.
- Warning
- There are times when GIsPlayInEditorWorld == true and GWorld == nullptr! Notably during LoadMap during PIE, which can happen when PIE initiates a Browse to another level.
◆ GIsReconstructingBlueprintInstances
True if we're reconstructing blueprint instances. Should never be true on cooked builds
◆ GIsReinstancing
True if actors and objects are being re-instanced.
◆ GIsRetrievingVTablePtr
true when we are retrieving VTablePtr from UClass
◆ GIsRunningRHIInDedicatedThread_InternalUseOnly
| CORE_API bool GIsRunningRHIInDedicatedThread_InternalUseOnly |
|
extern |
◆ GIsRunningRHIInSeparateThread_InternalUseOnly
◆ GIsRunningRHIInTaskThread_InternalUseOnly
◆ GIsRunningUnattendedScript
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
◆ GIsServer
◆ GIsSilent
This determines if we should output any log text. If Yes then no log text should be emitted.
This determines if we should output any log text. If Yes then no log text should be emitted.
◆ GIsSlowTask
◆ GLastGCFrame
GFrameCounter the last time GC was run.
◆ GLightmassIni
◆ GLogConsole
◆ GLongCorePackageName
Name of the core package.
◆ GLongCoreUObjectPackageName
◆ GMakeCacheIDIndex
◆ GNearClippingPlane
◆ GNearClippingPlane_RenderThread
◆ GNo
◆ GNone
◆ GPlatformNeedsPowerOfTwoTextures
true if the runtime needs textures to be powers of two
true if the runtime needs textures to be powers of two
◆ GPumpingMessages
Whether or not messages are being pumped
◆ GPumpingMessagesOutsideOfMainLoop
Whether or not messages are being pumped outside of main loop
Whether or not messages are being pumped outside of the main loop
◆ GRenderingThread
Thread used for rendering
◆ GRenderThreadId
Thread ID of the render thread, if any
◆ GRuntimeOptionsIni
◆ GSavingCompressionChunkSize
Size to break up data into when saving compressed data
Size to break up data into when saving compressed data
◆ GScalabilityIni
◆ GScreenMessagesRestoreState
◆ GScreenshotResolutionX
◆ GScreenshotResolutionY
◆ GShouldEmitVerboseNamedEvents
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.
◆ GSlateLoadingThreadId
Thread ID of the slate thread, if any
◆ GSlowTaskOccurred
◆ GStartTime
◆ GSystemStartTime
System time at engine init.
System time at engine init.
◆ GTrue
◆ GUELibraryOverrideSettings
Settings for when using UE as a library
◆ GUndo
◆ GVerifyObjectReferencesOnly
Disable loading of objects not contained within script files; used during script compilation
◆ GWarn
◆ GYes
◆ IsAsyncLoading
Whether we're currently in the async loading code path or not
◆ IsAsyncLoadingMultithreaded
Returns true if async loading is using the async loading thread
◆ IsAsyncLoadingSuspended
Suspends async package loading.
◆ IsInAsyncLoadingThread
- Returns
- True if called from the async loading thread if it's enabled, otherwise if called from game thread while is async loading code.
◆ ResumeAsyncLoading
Resumes async package loading.
◆ ResumeTextureStreamingRenderTasks
Resume texture updates caused by completed async IOs.
◆ SuspendAsyncLoading
Suspends async package loading.
◆ SuspendTextureStreamingRenderTasks
Suspends texture updates caused by completed async IOs.