UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
GameViewportClient.cpp File Reference
#include "Engine/GameViewportClient.h"
#include "Engine/GameInstance.h"
#include "EngineGlobals.h"
#include "GameFramework/ActorPrimitiveColorHandler.h"
#include "GameFramework/Pawn.h"
#include "ImageCore.h"
#include "Misc/FileHelper.h"
#include "Input/CursorReply.h"
#include "Misc/Paths.h"
#include "InputKeyEventArgs.h"
#include "Misc/CoreDelegates.h"
#include "GameMapsSettings.h"
#include "EngineStats.h"
#include "Net/Core/Connection/NetEnums.h"
#include "RenderingThread.h"
#include "LegacyScreenPercentageDriver.h"
#include "AI/NavigationSystemBase.h"
#include "Engine/Canvas.h"
#include "Components/SkeletalMeshComponent.h"
#include "StateStreamManager.h"
#include "StateStreamDebugRenderer.h"
#include "UObject/UObjectIterator.h"
#include "UObject/Package.h"
#include "Particles/ParticleSystemComponent.h"
#include "Engine/NetDriver.h"
#include "UnrealEngine.h"
#include "EngineUtils.h"
#include "Framework/Application/SlateApplication.h"
#include "Engine/Console.h"
#include "GameFramework/HUD.h"
#include "FXSystem.h"
#include "SubtitleManager.h"
#include "ImageUtils.h"
#include "SceneViewExtension.h"
#include "IHeadMountedDisplay.h"
#include "IXRTrackingSystem.h"
#include "EngineModule.h"
#include "AudioDevice.h"
#include "Audio/AudioDebug.h"
#include "HighResScreenshot.h"
#include "BufferVisualizationData.h"
#include "GameFramework/InputSettings.h"
#include "Components/LineBatchComponent.h"
#include "Debug/DebugDrawService.h"
#include "Components/BrushComponent.h"
#include "Engine/GameEngine.h"
#include "Logging/MessageLog.h"
#include "Blueprint/UserWidget.h"
#include "GameFramework/GameUserSettings.h"
#include "Engine/CoreSettings.h"
#include "Engine/UserInterfaceSettings.h"
#include "Slate/SceneViewport.h"
#include "Slate/SGameLayerManager.h"
#include "ActorEditorUtils.h"
#include "ComponentRecreateRenderStateContext.h"
#include "DynamicResolutionState.h"
#include "ProfilingDebugging/TraceScreenshot.h"
#include "IImageWrapper.h"
#include "IImageWrapperModule.h"
#include "HAL/PlatformApplicationMisc.h"
#include "ObjectTrace.h"
#include "HDRHelper.h"
#include "GlobalRenderResources.h"
#include "ShaderCore.h"
#include "StereoRenderUtils.h"

Macros

#define LOCTEXT_NAMESPACE   "GameViewport"
 

Functions

 DECLARE_CYCLE_STAT (TEXT("UI Drawing Time"), STAT_UIDrawingTime, STATGROUP_UI)
 
template<class FColorType , typename TChannelType >
bool ProcessScreenshotData (TArray< FColorType > &Bitmap, FIntVector Size, TChannelType OpaqueAlphaValue, bool bHdrEnabled, bool bIsUI, const TCHAR *ToExtension)
 

Variables

bool GForceFullscreen = false
 

Macro Definition Documentation

◆ LOCTEXT_NAMESPACE

#define LOCTEXT_NAMESPACE   "GameViewport"

Function Documentation

◆ DECLARE_CYCLE_STAT()

DECLARE_CYCLE_STAT ( TEXT("UI Drawing Time" ,
STAT_UIDrawingTime  ,
STATGROUP_UI   
)

UI Stats

◆ ProcessScreenshotData()

template<class FColorType , typename TChannelType >
bool ProcessScreenshotData ( TArray< FColorType > &  Bitmap,
FIntVector  Size,
TChannelType  OpaqueAlphaValue,
bool  bHdrEnabled,
bool  bIsUI,
const TCHAR ToExtension 
)

Variable Documentation

◆ GForceFullscreen

bool GForceFullscreen = false

This variable allows forcing full screen of the first player controller viewport, even if there are multiple controllers plugged in and no cinematic playing.