UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
UnrealEngine.cpp File Reference
#include "UnrealEngine.h"
#include "Algo/Find.h"
#include "Engine/Blueprint.h"
#include "Async/AsyncFileHandle.h"
#include "Engine/GameInstance.h"
#include "Engine/LevelStreaming.h"
#include "EngineStats.h"
#include "Engine/GameViewportClient.h"
#include "Engine/LevelStreamingGCHelper.h"
#include "AI/NavigationSystemBase.h"
#include "AI/NavigationSystemConfig.h"
#include "Engine/NetConnection.h"
#include "Misc/MessageDialog.h"
#include "Engine/PendingNetGame.h"
#include "Misc/FileHelper.h"
#include "EngineGlobals.h"
#include "Containers/Ticker.h"
#include "Misc/FrameValue.h"
#include "FramePro/FramePro.h"
#include "Misc/BufferedOutputDevice.h"
#include "Misc/OutputDeviceArchiveWrapper.h"
#include "HAL/PlatformFile.h"
#include "Misc/OutputDeviceFile.h"
#include "Math/ColorList.h"
#include "Stats/StatsMisc.h"
#include "Stats/ThreadIdleStats.h"
#include "Misc/AutomationTest.h"
#include "Misc/CoreDelegates.h"
#include "Misc/StringFormatArg.h"
#include "Misc/TimeGuard.h"
#include "Net/Core/Trace/Private/NetTraceInternal.h"
#include "UObject/UObjectIterator.h"
#include "ParticleEmitterInstances.h"
#include "UObject/CoreRedirects.h"
#include "UObject/MetaData.h"
#include "Particles/ParticleEmitter.h"
#include "UObject/ObjectMemoryAnalyzer.h"
#include "Particles/TypeData/ParticleModuleTypeDataBase.h"
#include "UObject/UObjectGlobalsInternal.h"
#include "PhysicsEngine/ConvexElem.h"
#include "Serialization/ArchiveCountMem.h"
#include "RenderAssetUpdate.h"
#include "Serialization/ObjectWriter.h"
#include "Serialization/ObjectReader.h"
#include "Misc/PackageName.h"
#include "TextureResource.h"
#include "UObject/LinkerLoad.h"
#include "GameMapsSettings.h"
#include "Logging/LogScopedCategoryAndVerbosityOverride.h"
#include "Misc/WildcardString.h"
#include "Misc/OutputDeviceConsole.h"
#include "Serialization/ArchiveReplaceOrClearExternalReferences.h"
#include "Materials/Material.h"
#include "GameFramework/GameModeBase.h"
#include "Particles/ParticleSystem.h"
#include "Performance/LatencyMarkerModule.h"
#include "Performance/MaxTickRateHandlerModule.h"
#include "Engine/SkeletalMesh.h"
#include "Engine/SkinnedAssetCommon.h"
#include "Components/SkeletalMeshComponent.h"
#include "EngineFontServices.h"
#include "Engine/Texture2D.h"
#include "Engine/Texture2DArray.h"
#include "Engine/TextureRenderTarget2D.h"
#include "Engine/VolumeTexture.h"
#include "Particles/ParticleModule.h"
#include "Particles/ParticleSystemComponent.h"
#include "Exporters/Exporter.h"
#include "Materials/MaterialInstanceDynamic.h"
#include "Engine/LocalPlayer.h"
#include "Engine/StaticMesh.h"
#include "DistanceFieldAtlas.h"
#include "SystemSettings.h"
#include "EngineUtils.h"
#include "Framework/Application/SlateApplication.h"
#include "UObject/GarbageCollectionHistory.h"
#include "UObject/ReachabilityAnalysis.h"
#include "Widgets/Input/SButton.h"
#include "Widgets/SWindow.h"
#include "Engine/EngineCustomTimeStep.h"
#include "Engine/LevelStreamingPersistent.h"
#include "Engine/ObjectReferencer.h"
#include "Engine/TextureLODSettings.h"
#include "Engine/TimecodeProvider.h"
#include "Engine/SystemTimeTimecodeProvider.h"
#include "Net/OnlineEngineInterface.h"
#include "Engine/Console.h"
#include "UObject/Stack.h"
#include "VisualLogger/VisualLogger.h"
#include "SkeletalMeshMerge.h"
#include "ShaderCompiler.h"
#include "Slate/SlateSoundDevice.h"
#include "DerivedDataCacheInterface.h"
#include "IImageWrapper.h"
#include "IImageWrapperModule.h"
#include "EngineAnalytics.h"
#include "Elements/Framework/EngineElements.h"
#include "TickTaskManagerInterface.h"
#include "Net/NetworkProfiler.h"
#include "IHeadMountedDisplayModule.h"
#include "IHeadMountedDisplay.h"
#include "IXRTrackingSystem.h"
#include "IXRLoadingScreen.h"
#include "Stats/StatsFile.h"
#include "Audio/AudioDebug.h"
#include "AudioDevice.h"
#include "Animation/SkeletalMeshActor.h"
#include "Animation/AnimSequence.h"
#include "Engine/Canvas.h"
#include "GameFramework/HUD.h"
#include "GameFramework/Character.h"
#include "GameDelegates.h"
#include "MoviePlayerProxy.h"
#include "PhysicsEngine/BodySetup.h"
#include "Engine/LevelStreamingVolume.h"
#include "Engine/LevelScriptActor.h"
#include "HAL/PlatformApplicationMisc.h"
#include "DynamicResolutionState.h"
#include "Engine/ViewportStatsSubsystem.h"
#include "GPUSkinCache.h"
#include "Chaos/TriangleMeshImplicitObject.h"
#include "HAL/PlatformMemoryHelpers.h"
#include "RenderCore.h"
#include "Misc/DelayedAutoRegister.h"
#include <exception>
#include "AssetCompilingManager.h"
#include "UObject/UObjectSerializeContext.h"
#include "Iris/IrisConfig.h"
#include "Iris/ReplicationSystem/NetObjectFactoryRegistry.h"
#include "IUniversalObjectLocatorModule.h"
#include "Particles/Spawn/ParticleModuleSpawn.h"
#include "Particles/TypeData/ParticleModuleTypeDataMesh.h"
#include "Particles/ParticleLODLevel.h"
#include "Particles/ParticleModuleRequired.h"
#include "Components/TextRenderComponent.h"
#include "Rendering/SkeletalMeshRenderData.h"
#include "IO/IoDispatcher.h"
#include "UniversalObjectLocators/ActorLocatorFragment.h"
#include "UniversalObjectLocators/AssetLocatorFragment.h"
#include "UniversalObjectLocators/AnimInstanceLocatorFragment.h"
#include "HardwareInfo.h"
#include "EngineModule.h"
#include "UnrealExporter.h"
#include "BufferVisualizationData.h"
#include "NaniteVisualizationData.h"
#include "VirtualShadowMapVisualizationData.h"
#include "RayTracingVisualizationData.h"
#include "VT/VirtualTextureVisualizationData.h"
#include "Misc/HotReloadInterface.h"
#include "Widgets/Testing/STestSuite.h"
#include "Engine/DemoNetDriver.h"
#include "Widgets/Images/SThrobber.h"
#include "Engine/TextureCube.h"
#include "AI/Navigation/AvoidanceManager.h"
#include "Engine/GameEngine.h"
#include "PhysicsEngine/PhysicsCollisionHandler.h"
#include "Components/BrushComponent.h"
#include "GameFramework/GameUserSettings.h"
#include "PhysicalMaterials/PhysicalMaterial.h"
#include "Widgets/Notifications/SNotificationList.h"
#include "Engine/UserInterfaceSettings.h"
#include "ComponentRecreateRenderStateContext.h"
#include "Materials/MaterialRenderProxy.h"
#include "IMessageRpcClient.h"
#include "IMessagingRpcModule.h"
#include "IPortalRpcModule.h"
#include "IPortalRpcLocator.h"
#include "IPortalServicesModule.h"
#include "IPortalServiceLocator.h"
#include "Misc/TypeContainer.h"
#include "IMovieSceneCapture.h"
#include "MovieSceneCaptureModule.h"
#include "GameFramework/OnlineSession.h"
#include "ProfilingDebugging/ABTesting.h"
#include "Performance/EnginePerformanceTargets.h"
#include "InstancedReferenceSubobjectHelper.h"
#include "Misc/EngineBuildSettings.h"
#include "Engine/LODActor.h"
#include "Engine/AssetManager.h"
#include "GameplayTagsManager.h"
#include "PrimitiveDrawingUtils.h"
#include "IAutomationWorkerModule.h"
#include "ParseExecCommands.h"
#include "GeneralProjectSettings.h"
#include "ProfilingDebugging/LoadTimeTracker.h"
#include "AssetRegistry/AssetRegistryModule.h"
#include "Engine/CoreSettings.h"
#include "IEyeTrackerModule.h"
#include "Interfaces/IPluginManager.h"
#include "Animation/SkeletonRemappingRegistry.h"
#include "GenericPlatform/GenericPlatformCrashContext.h"
#include "Streaming/StreamingManagerTexture.h"
#include "Net/Iris/ReplicationSystem/NetEngineFactories.h"
#include "HAL/FileManagerGeneric.h"
#include "UObject/ReferenceChainSearch.h"
#include "Particles/ParticleSystemManager.h"
#include "ObjectTrace.h"
#include "ObjectPropertyTrace.h"
#include "Animation/SkinWeightProfileManager.h"
#include "Particles/ParticlePerfStatsManager.h"
#include "IDeviceProfileSelectorModule.h"
#include "HDRHelper.h"
#include "StructUtils/InstancedStruct.h"
#include "UObject/PropertyBagRepository.h"
#include "UObject/UObjectThreadContext.h"
#include "UObject/OverridableManager.h"
#include "StereoRenderTargetManager.h"
#include "ScreenRendering.h"
#include "WorldPartition/HLOD/HLODRuntimeSubsystem.h"

Classes

class  FDisplayCVarListExecHelper
 
class  FPNGThumbnailCompressor
 
class  FJPEGThumbnailCompressor
 
class  FScreenSaverInhibitor
 
struct  FTimedMemReport
 
class  FFakeStereoRenderingDevice
 
struct  FSortedTexture
 
struct  FCompareFSortedTexture
 
struct  FSortedStaticMesh
 
struct  FCompareFSortedStaticMesh
 
struct  FSortedSkeletalMesh
 
struct  FCompareFSortedSkeletalMesh
 
struct  FSortedAnimAsset
 
struct  FCompareFSortedAnimAsset
 
struct  FSortedSet
 
struct  FCompareFSortedSet
 
struct  FSortedParticleSet
 
struct  FCompareFSortedParticleSet
 
struct  UE::FItem
 
struct  UE::FSubItem
 
class  ParticleSystemUsage
 
struct  FHierarchyNode
 
struct  FHierarchy
 
class  FDebugMemoryEater
 
struct  UEngine::FErrorsAndWarningsCollector
 
struct  FSoundInfo
 
struct  FCompareFSoundInfoByName
 
struct  FCompareFSoundInfoByDistance
 
struct  FCompareFSoundInfoByClass
 
struct  FCompareFSoundInfoByWaveInstNum
 
class  FCDODump
 
struct  FPendingStreamingLevelHolder
 
struct  FInstancedObjectRecord
 
struct  FCPFUOArchive
 
struct  FCPFUOWriter
 
struct  FObjectReaderWithReplacement
 
struct  FCPFUOReader
 
class  FAggressiveReplacementAuditArchive
 
struct  FThreadConfig
 

Namespaces

namespace  UE
 
namespace  UE::Private
 
namespace  FFrameEndSync
 
namespace  UE::Engine
 
namespace  UE::Engine::Private
 

Macros

#define LOCTEXT_NAMESPACE   "UnrealEngine"
 
#define MAXDUDES   20
 
#define BADAMTOFDUDES   12
 

Functions

 DEFINE_LOG_CATEGORY (LogEngine)
 
 IMPLEMENT_MODULE (FEngineModule, Engine)
 
void InitScreenPercentage ()
 
void InitCustomDepth ()
 
void OnChangeEngineCVarRequiringRecreateRenderState (IConsoleVariable *Var)
 
void InitThreadConfig ()
 
ENGINE_API FString GetDebugStringForWorld (const UWorld *World)
 
ENGINE_API void UpdatePlayInEditorWorldDebugString (const FWorldContext *WorldContext)
 
void CalculateFPSTimings ()
 
const FCachedSystemScalabilityCVarsGetCachedScalabilityCVars ()
 
void ScalabilityCVarsSinkCallback ()
 
bool ParseResolution (const TCHAR *InResolution, uint32 &OutX, uint32 &OutY, int32 &OutWindowMode)
 
void ENGINE_API HDRSettingChangedSinkCallback ()
 
void SystemResolutionSinkCallback ()
 
void RefreshSamplerStatesCallback ()
 
void RefreshEngineSettings ()
 
ENGINE_API void InitializeRenderingCVarsCaching ()
 
float GetLowMemoryGCTimer (const float DefaultTimeBetweenGC)
 
void PumpABTest ()
 
template<typename T >
void LoadSpecialMaterial (const FString &MaterialName, const FString &MaterialNamePath, T &Material, bool bCheckUsage)
 
UMaterialInterfaceLoadSpecialMaterialInterface (const FString &MaterialName, const FString &MaterialNamePath)
 
template<typename ClassType >
void LoadEngineClass (FSoftClassPath &ClassName, TSubclassOf< ClassType > &EngineClassRef)
 
ULocalPlayerGetLocalPlayerFromControllerId_local (const TArray< class ULocalPlayer * > &GamePlayers, const int32 ControllerId)
 
int InfiniteRecursionFunction (int B)
 
void CauseCrtError ()
 
void ToggleFreezeFoliageCulling ()
 
FORCENOINLINE void StackOverflowFunction (int32 *DummyArg)
 
PRAGMA_DISABLE_UNREACHABLE_CODE_WARNINGS bool PerformBlockingError (const TCHAR *Cmd, FOutputDevice &Ar)
 
float DrawMapWarnings (UWorld *World, FViewport *Viewport, FCanvas *Canvas, UCanvas *CanvasObject, float MessageX, float MessageY)
 
void DrawStatsHUD (UWorld *World, FViewport *Viewport, FCanvas *Canvas, UCanvas *CanvasObject, TArray< FDebugDisplayProperty > &DebugProperties, const FVector &ViewLocation, const FRotator &ViewRotation)
 
 DEFINE_STAT (STAT_GameEngineTick)
 
 DEFINE_STAT (STAT_GameViewportTick)
 
 DEFINE_STAT (STAT_RedrawViewports)
 
 DEFINE_STAT (STAT_UpdateLevelStreaming)
 
 DEFINE_STAT (STAT_RHITickTime)
 
 DEFINE_STAT (STAT_IntentionalHitch)
 
 DEFINE_STAT (STAT_DeferredTickTime)
 
 DEFINE_STAT (STAT_InputLatencyTime)
 
 DEFINE_STAT (STAT_HudTime)
 
 DEFINE_STAT (STAT_StaticMeshTriangles)
 
 DEFINE_STAT (STAT_SkinningTime)
 
 DEFINE_STAT (STAT_UpdateClothVertsTime)
 
 DEFINE_STAT (STAT_SkelMeshTriangles)
 
 DEFINE_STAT (STAT_SkelMeshDrawCalls)
 
 DEFINE_STAT (STAT_CPUSkinVertices)
 
 DEFINE_STAT (STAT_GPUSkinVertices)
 
 DEFINE_STAT (STAT_UnitFrame)
 
 DEFINE_STAT (STAT_UnitGame)
 
 DEFINE_STAT (STAT_UnitRender)
 
 DEFINE_STAT (STAT_UnitRHIT)
 
 DEFINE_STAT (STAT_UnitGPU)
 
UFontGetStatsFont ()
 
void FFrameEndSync::Sync (bool bFullSync)
 
FString appGetStartupMap (const TCHAR *CommandLine)
 
const TArray< class ULocalPlayer * > & HandleFakeLocalPlayersList ()
 
UNetDriverFindNamedNetDriver_Local (const TArray< FNamedNetDriver > &ActiveNetDrivers, FName NetDriverName)
 
FWorldContextHandleInvalidWorldContext ()
 
PRAGMA_ENABLE_DEPRECATION_WARNINGS TAutoConsoleVariable< boolCVarAuditAggressiveReferenceReplacement (TEXT("cpfuo.AuditAggressiveReferenceReplacment"), 1, TEXT("Whether to audit and report on reference replacements that come from the aggressive replacement path.\n"), ECVF_Cheat)
 
bool AllowHighQualityLightmaps (const FStaticFeatureLevel FeatureLevel)
 
void GetDefaultThreadConfigs ()
 
EThreadPriority StringToThreadPriority (FString InString)
 
FString ThreadPriorityToString (EThreadPriority InPriority)
 
void SetPriorityAndAffinityOnGameThread ()
 
void SetPriorityAndAffinityOnRenderThread ()
 
void SetPriorityAndAffinityOnRHIThread ()
 

Variables

ENGINE_API UEngineGEngine = NULL
 
int32 GShowMaterialDrawEvents = 0
 
FSystemResolution GSystemResolution
 
ENGINE_API int32 GUnbuiltHLODCount = 0
 
int32 GSupressWarningsInOnScreenDisplay = 0
 
int32 GDelayTrimMemoryDuringMapLoadMode = 0
 
int32 GSuspendAssetStreamerBeforePerformingFullGC = 0
 
TAutoConsoleVariable< boolCVarCsvAlwaysShowFrameCount (TEXT("csv.AlwaysShowFrameCount"), false,)
 
TAutoConsoleVariable< boolCVarAllowExtraDevMemoryMessageDisplayed (TEXT("Debug.AllowExtraDevMemoryMessageDisplayed"), true,)
 
bool GIsTextureMemoryCorrupted = false
 
bool GIsPrepareMapChangeBroken = false
 
ENGINE_API float GAverageFPS = 0.0f
 
ENGINE_API float GAverageMS = 0.0f
 
ENGINE_API double GLastMemoryWarningTime = 0.f
 
ENGINE_API bool GIsLowMemory = false
 
FConsoleVariableSinkHandle GRefreshEngineSettingsSinkHandle
 
int32 GPerformGCWhileAsyncLoading = 0
 
volatile int GInfiniteRecursionCount = 0
 
CORE_API bool GIsGPUCrashed
 
TAutoConsoleVariable< boolCVarUseAggressiveReferenceReplacement (TEXT("cpfuo.UseAggressiveReferenceReplacment"), 0, TEXT("Whether to aggressively replace references. This behavior is being deprecated but being left with the ability to toggle back on in case issues arise.\n"), ECVF_Default)
 
FAutoConsoleCommand GSetNearClipPlaneCmd (TEXT("r.SetNearClipPlane"), TEXT("Set the near clipping plane (in cm)"), FConsoleCommandWithArgsDelegate::CreateStatic(SetNearClipPlane))
 

Macro Definition Documentation

◆ BADAMTOFDUDES

#define BADAMTOFDUDES   12

◆ LOCTEXT_NAMESPACE

#define LOCTEXT_NAMESPACE   "UnrealEngine"

◆ MAXDUDES

#define MAXDUDES   20

Function Documentation

◆ AllowHighQualityLightmaps()

bool AllowHighQualityLightmaps ( const FStaticFeatureLevel  FeatureLevel)

◆ appGetStartupMap()

FString appGetStartupMap ( const TCHAR CommandLine)

This function will look at the given command line and see if we have passed in a map to load. If we have then use that. If we have not then use the DefaultMap which is stored in the Engine.ini

See also
UGameEngine::Init() for this method of getting the correct start up map
Parameters
CommandLineCommandline to use to get startup map (NULL or "" will return default startup map)
Returns
Name of the startup map without an extension (so can be used as a package name)

◆ CalculateFPSTimings()

void CalculateFPSTimings ( )

◆ CauseCrtError()

void CauseCrtError ( )

◆ CVarAuditAggressiveReferenceReplacement()

PRAGMA_ENABLE_DEPRECATION_WARNINGS TAutoConsoleVariable< bool > CVarAuditAggressiveReferenceReplacement ( TEXT("cpfuo.AuditAggressiveReferenceReplacment")  ,
,
TEXT("Whether to audit and report on reference replacements that come from the aggressive replacement path.\n" ,
ECVF_Cheat   
)

◆ DEFINE_LOG_CATEGORY()

DEFINE_LOG_CATEGORY ( LogEngine  )

◆ DEFINE_STAT() [1/21]

DEFINE_STAT ( STAT_CPUSkinVertices  )

◆ DEFINE_STAT() [2/21]

DEFINE_STAT ( STAT_DeferredTickTime  )

◆ DEFINE_STAT() [3/21]

DEFINE_STAT ( STAT_GameEngineTick  )

Stats objects for Engine

◆ DEFINE_STAT() [4/21]

DEFINE_STAT ( STAT_GameViewportTick  )

◆ DEFINE_STAT() [5/21]

DEFINE_STAT ( STAT_GPUSkinVertices  )

◆ DEFINE_STAT() [6/21]

DEFINE_STAT ( STAT_HudTime  )

HUD stat

◆ DEFINE_STAT() [7/21]

DEFINE_STAT ( STAT_InputLatencyTime  )

Input stat

◆ DEFINE_STAT() [8/21]

DEFINE_STAT ( STAT_IntentionalHitch  )

◆ DEFINE_STAT() [9/21]

DEFINE_STAT ( STAT_RedrawViewports  )

◆ DEFINE_STAT() [10/21]

DEFINE_STAT ( STAT_RHITickTime  )

◆ DEFINE_STAT() [11/21]

DEFINE_STAT ( STAT_SkelMeshDrawCalls  )

◆ DEFINE_STAT() [12/21]

DEFINE_STAT ( STAT_SkelMeshTriangles  )

◆ DEFINE_STAT() [13/21]

DEFINE_STAT ( STAT_SkinningTime  )

Skeletal stats

◆ DEFINE_STAT() [14/21]

DEFINE_STAT ( STAT_StaticMeshTriangles  )

Static mesh tris rendered

◆ DEFINE_STAT() [15/21]

DEFINE_STAT ( STAT_UnitFrame  )

Unit times

◆ DEFINE_STAT() [16/21]

DEFINE_STAT ( STAT_UnitGame  )

◆ DEFINE_STAT() [17/21]

DEFINE_STAT ( STAT_UnitGPU  )

◆ DEFINE_STAT() [18/21]

DEFINE_STAT ( STAT_UnitRender  )

◆ DEFINE_STAT() [19/21]

DEFINE_STAT ( STAT_UnitRHIT  )

◆ DEFINE_STAT() [20/21]

DEFINE_STAT ( STAT_UpdateClothVertsTime  )

◆ DEFINE_STAT() [21/21]

DEFINE_STAT ( STAT_UpdateLevelStreaming  )

◆ DrawMapWarnings()

float DrawMapWarnings ( UWorld World,
FViewport Viewport,
FCanvas Canvas,
UCanvas CanvasObject,
float  MessageX,
float  MessageY 
)

Renders warnings about the level that should be addressed prior to shipping

Parameters
WorldThe World to render stats about
ViewportThe viewport to render to
CanvasCanvas object to use for rendering
CanvasObjectOptional canvas object for visualizing properties
MessageXX Pos to start drawing at on the Canvas
MessageYY Pos to draw at on the Canvas
Returns
The Y position in the canvas after the last drawn string

◆ DrawStatsHUD()

void DrawStatsHUD ( UWorld World,
FViewport Viewport,
FCanvas Canvas,
UCanvas CanvasObject,
TArray< FDebugDisplayProperty > &  DebugProperties,
const FVector ViewLocation,
const FRotator ViewRotation 
)

Renders stats

Parameters
WorldThe World to render stats about
ViewportThe viewport to render to
CanvasCanvas object to use for rendering
CanvasObjectOptional canvas object for visualizing properties
DebugPropertiesList of properties to visualize (in/out)
ViewLocationLocation of camera
ViewRotationRotation of camera

◆ FindNamedNetDriver_Local()

UNetDriver * FindNamedNetDriver_Local ( const TArray< FNamedNetDriver > &  ActiveNetDrivers,
FName  NetDriverName 
)

◆ GetCachedScalabilityCVars()

const FCachedSystemScalabilityCVars & GetCachedScalabilityCVars ( )

◆ GetDebugStringForWorld()

ENGINE_API FString GetDebugStringForWorld ( const UWorld World)

◆ GetDefaultThreadConfigs()

void GetDefaultThreadConfigs ( )

◆ GetLocalPlayerFromControllerId_local()

ULocalPlayer * GetLocalPlayerFromControllerId_local ( const TArray< class ULocalPlayer * > &  GamePlayers,
const int32  ControllerId 
)

◆ GetLowMemoryGCTimer()

float GetLowMemoryGCTimer ( const float  DefaultTimeBetweenGC)

◆ GetStatsFont()

UFont * GetStatsFont ( )
Returns
The font to use for rendering stats display.

◆ HandleFakeLocalPlayersList()

const TArray< class ULocalPlayer * > & HandleFakeLocalPlayersList ( )

◆ HandleInvalidWorldContext()

FWorldContext & HandleInvalidWorldContext ( )

◆ HDRSettingChangedSinkCallback()

void ENGINE_API HDRSettingChangedSinkCallback ( )

◆ IMPLEMENT_MODULE()

IMPLEMENT_MODULE ( FEngineModule  ,
Engine   
)

◆ InfiniteRecursionFunction()

int InfiniteRecursionFunction ( int  B)

◆ InitCustomDepth()

void InitCustomDepth ( )

◆ InitializeRenderingCVarsCaching()

ENGINE_API void InitializeRenderingCVarsCaching ( )

◆ InitScreenPercentage()

void InitScreenPercentage ( )

◆ InitThreadConfig()

void InitThreadConfig ( )

◆ LoadEngineClass()

template<typename ClassType >
void LoadEngineClass ( FSoftClassPath ClassName,
TSubclassOf< ClassType > &  EngineClassRef 
)

◆ LoadSpecialMaterial()

template<typename T >
void LoadSpecialMaterial ( const FString &  MaterialName,
const FString &  MaterialNamePath,
T &  Material,
bool  bCheckUsage 
)

Loads a special material and verifies that it is marked as a special material (some shaders will only be compiled for materials marked as "special engine material")

Parameters
MaterialNameVariable name of the material in the engine to identify which material can't be loaded
MaterialNamePathFully qualified name of a material to load/find
MaterialReference to a material object pointer that will be filled out
bCheckUsageCheck if the material has been marked to be used as a special engine material

◆ LoadSpecialMaterialInterface()

UMaterialInterface * LoadSpecialMaterialInterface ( const FString &  MaterialName,
const FString &  MaterialNamePath 
)

Loads a special material interface and, in editor builds - verifies that it can be loaded, while reporting only a log message only in non-editor builds.

Parameters
MaterialNameVariable name of the material in the engine to identify which material can't be loaded
MaterialNamePathFully qualified name of a material to load/find

◆ OnChangeEngineCVarRequiringRecreateRenderState()

void OnChangeEngineCVarRequiringRecreateRenderState ( IConsoleVariable Var)

◆ ParseResolution()

bool ParseResolution ( const TCHAR InResolution,
uint32 OutX,
uint32 OutY,
int32 OutWindowMode 
)

◆ PerformBlockingError()

PRAGMA_DISABLE_UNREACHABLE_CODE_WARNINGS bool PerformBlockingError ( const TCHAR Cmd,
FOutputDevice Ar 
)

◆ PumpABTest()

void PumpABTest ( )

◆ RefreshEngineSettings()

void RefreshEngineSettings ( )

◆ RefreshSamplerStatesCallback()

void RefreshSamplerStatesCallback ( )

if we need to update the sample states

◆ ScalabilityCVarsSinkCallback()

void ScalabilityCVarsSinkCallback ( )

◆ SetPriorityAndAffinityOnGameThread()

void SetPriorityAndAffinityOnGameThread ( )

◆ SetPriorityAndAffinityOnRenderThread()

void SetPriorityAndAffinityOnRenderThread ( )

◆ SetPriorityAndAffinityOnRHIThread()

void SetPriorityAndAffinityOnRHIThread ( )

◆ StackOverflowFunction()

FORCENOINLINE void StackOverflowFunction ( int32 DummyArg)

Helper function to cause a stack overflow crash

◆ StringToThreadPriority()

EThreadPriority StringToThreadPriority ( FString  InString)

◆ SystemResolutionSinkCallback()

void SystemResolutionSinkCallback ( )

◆ ThreadPriorityToString()

FString ThreadPriorityToString ( EThreadPriority  InPriority)

◆ ToggleFreezeFoliageCulling()

void ToggleFreezeFoliageCulling ( )
extern

◆ UpdatePlayInEditorWorldDebugString()

ENGINE_API void UpdatePlayInEditorWorldDebugString ( const FWorldContext WorldContext)

Variable Documentation

◆ CVarAllowExtraDevMemoryMessageDisplayed

TAutoConsoleVariable< bool > CVarAllowExtraDevMemoryMessageDisplayed(TEXT("Debug.AllowExtraDevMemoryMessageDisplayed"), true,) ( TEXT("Debug.AllowExtraDevMemoryMessageDisplayed")  ,
true   
)

◆ CVarCsvAlwaysShowFrameCount

TAutoConsoleVariable< bool > CVarCsvAlwaysShowFrameCount(TEXT("csv.AlwaysShowFrameCount"), false,) ( TEXT("csv.AlwaysShowFrameCount")  ,
false   
)

◆ CVarUseAggressiveReferenceReplacement

TAutoConsoleVariable< bool > CVarUseAggressiveReferenceReplacement(TEXT("cpfuo.UseAggressiveReferenceReplacment"), 0, TEXT("Whether to aggressively replace references. This behavior is being deprecated but being left with the ability to toggle back on in case issues arise.\n"), ECVF_Default) ( TEXT("cpfuo.UseAggressiveReferenceReplacment")  ,
,
TEXT("Whether to aggressively replace references. This behavior is being deprecated but being left with the ability to toggle back on in case issues arise.\n" ,
ECVF_Default   
)

◆ GAverageFPS

ENGINE_API float GAverageFPS = 0.0f

◆ GAverageMS

ENGINE_API float GAverageMS = 0.0f

◆ GDelayTrimMemoryDuringMapLoadMode

int32 GDelayTrimMemoryDuringMapLoadMode = 0

◆ GEngine

ENGINE_API UEngine* GEngine = NULL

Global engine pointer. Can be 0 so don't use without checking.

◆ GInfiniteRecursionCount

volatile int GInfiniteRecursionCount = 0

◆ GIsGPUCrashed

CORE_API bool GIsGPUCrashed
extern

◆ GIsLowMemory

ENGINE_API bool GIsLowMemory = false

◆ GIsPrepareMapChangeBroken

bool GIsPrepareMapChangeBroken = false

Whether PrepareMapChange is attempting to load a map that doesn't exist

◆ GIsTextureMemoryCorrupted

bool GIsTextureMemoryCorrupted = false

Whether texture memory has been corrupted because we ran out of memory in the pool.

◆ GLastMemoryWarningTime

ENGINE_API double GLastMemoryWarningTime = 0.f

◆ GPerformGCWhileAsyncLoading

int32 GPerformGCWhileAsyncLoading = 0

◆ GRefreshEngineSettingsSinkHandle

FConsoleVariableSinkHandle GRefreshEngineSettingsSinkHandle

◆ GSetNearClipPlaneCmd

FAutoConsoleCommand GSetNearClipPlaneCmd(TEXT("r.SetNearClipPlane"), TEXT("Set the near clipping plane (in cm)"), FConsoleCommandWithArgsDelegate::CreateStatic(SetNearClipPlane)) ( TEXT("r.SetNearClipPlane")  ,
TEXT("Set the near clipping plane (in cm)")  ,
FConsoleCommandWithArgsDelegate::CreateStatic(SetNearClipPlane)   
)

◆ GShowMaterialDrawEvents

int32 GShowMaterialDrawEvents = 0

◆ GSupressWarningsInOnScreenDisplay

int32 GSupressWarningsInOnScreenDisplay = 0

◆ GSuspendAssetStreamerBeforePerformingFullGC

int32 GSuspendAssetStreamerBeforePerformingFullGC = 0

◆ GSystemResolution

FSystemResolution GSystemResolution

System resolution instance

◆ GUnbuiltHLODCount

ENGINE_API int32 GUnbuiltHLODCount = 0