UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
CoreMisc.h File Reference
#include "Containers/Array.h"
#include "Containers/ContainerAllocationPolicies.h"
#include "Containers/Map.h"
#include "Containers/UnrealString.h"
#include "CoreGlobals.h"
#include "CoreTypes.h"
#include "HAL/PlatformProperties.h"
#include "HAL/ThreadSingleton.h"
#include "Logging/LogVerbosity.h"
#include "Math/IntPoint.h"
#include "Misc/Build.h"
#include "Misc/Exec.h"
#include "Templates/Function.h"
#include "UObject/NameTypes.h"

Go to the source code of this file.

Classes

class  FSelfRegisteringExec
 
class  FStaticSelfRegisteringExec
 
class  FStaticSelfRegisteringExec_Dev
 
class  FStaticSelfRegisteringExec_Editor
 
class  FContextSupplier
 
struct  FMaintenance
 
struct  FUrlConfig
 
struct  FBoolConfigValueHelper
 
class  FScriptExceptionHandler
 
struct  FScopedScriptExceptionHandler
 
class  FAutoNamedEventsToggler
 

Macros

#define DO_BLUEPRINT_GUARD   1
 
#define SCRIPT_AUDIT_ROUTINES   1
 

Typedefs

typedef TFunction< void(ELogVerbosity::Type, const TCHAR *, const TCHAR *)> FScriptExceptionHandlerFunc
 

Functions

CORE_API class FDerivedDataCacheInterfaceGetDerivedDataCache ()
 
CORE_API class FDerivedDataCacheInterfaceGetDerivedDataCacheRef ()
 
CORE_API class FDerivedDataCacheInterfaceTryGetDerivedDataCache ()
 
CORE_API class ITargetPlatformManagerModuleGetTargetPlatformManager (bool bFailOnInitErrors=true)
 
CORE_API class ITargetPlatformManagerModuleGetTargetPlatformManagerRef ()
 
CORE_API bool WillNeedAudioVisualData ()
 
bool IsRunningDedicatedServer ()
 
bool IsRunningGame ()
 
bool IsRunningClientOnly ()
 
bool CORE_API StringHasBadDashes (const TCHAR *Str)
 

Macro Definition Documentation

◆ DO_BLUEPRINT_GUARD

#define DO_BLUEPRINT_GUARD   1

This define enables the blueprint runaway and exception stack trace checks If this is true, it will create a FBlueprintContextTracker (previously FBlueprintExceptionTracker) which is defined in Script.h

◆ SCRIPT_AUDIT_ROUTINES

#define SCRIPT_AUDIT_ROUTINES   1

This define enables ScriptAudit exec commands

Typedef Documentation

◆ FScriptExceptionHandlerFunc

Function signature for handlers for script exceptions.

Function Documentation

◆ GetDerivedDataCache()

CORE_API class FDerivedDataCacheInterface * GetDerivedDataCache ( )

Returns the derived data cache interface if it is available, otherwise null.

◆ GetDerivedDataCacheRef()

CORE_API class FDerivedDataCacheInterface & GetDerivedDataCacheRef ( )

Returns the derived data cache interface, or fatal error if it is not available.

◆ GetTargetPlatformManager()

CORE_API class ITargetPlatformManagerModule * GetTargetPlatformManager ( bool  bFailOnInitErrors = true)

Return the Target Platform Manager interface, if it is available, otherwise return nullptr.

Parameters
bFailOnInitErrorsIf true (default) and errors occur during init of the TPM, an error will be logged and the process may terminate, otherwise will return whether there was an error or not.
Returns
The Target Platform Manager interface, if it is available, otherwise return nullptr.

◆ GetTargetPlatformManagerRef()

CORE_API class ITargetPlatformManagerModule & GetTargetPlatformManagerRef ( )

Return the Target Platform Manager interface, fatal error if it is not available.

◆ IsRunningClientOnly()

bool IsRunningClientOnly ( )
inline

Check to see if this executable was launched as a client only game process that should not load server data. This will be true for packaged builds with a Client target type which will define WITH_SERVER_CODE=0. An editor build can be launched with -clientonly to set this to true, but it will be false during single process PlayInEditor mode. This function should not be used for gameplay or networking purposes, check for NM_Client instead.

◆ IsRunningDedicatedServer()

bool IsRunningDedicatedServer ( )
inline

Check to see if this executable was launched as a dedicated server process and should not load client only data. An editor build can be launched with -server to set this to true, but it will be false during single process PlayInEditor mode. This function should not be used for gameplay or networking purposes, check for NM_DedicatedServer instead.

◆ IsRunningGame()

bool IsRunningGame ( )
inline

Check to see if this executable was launched as a game (not editor or dedicated server) process. This is true for both client only and client/server packaged games, call IsRunningClientOnly to differentiate. An editor build can be launched with -game to set this to true, but it will be false during single process PlayInEditor mode. This function should not be used for gameplay or networking purposes, check the NetMode instead.

◆ StringHasBadDashes()

bool CORE_API StringHasBadDashes ( const TCHAR Str)

◆ TryGetDerivedDataCache()

CORE_API class FDerivedDataCacheInterface * TryGetDerivedDataCache ( )

Returns the derived data cache interface if it is available and initialized, otherwise null.

◆ WillNeedAudioVisualData()

CORE_API bool WillNeedAudioVisualData ( )

Return true if we are currently in a commandlet is targeting platforms with AV requirements (ie not a server) or we are not targetingother platforms, and the current platform needs to render (CanEverRender())