UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
UnrealEngine.h File Reference

Go to the source code of this file.

Classes

class  FLocalPlayerIterator
 
class  TBasePlayerControllerIterator< T, LocalOnly >
 
struct  TPlayerControllerIterator< T >
 
struct  FTickStats
 
struct  FDetailedTickStats
 
struct  FScopedDetailTickStats
 
class  FScopedConditionalWorldSwitcher
 
class  IEngineLoop
 
struct  FCachedSystemScalabilityCVars
 
struct  FSystemResolution
 
struct  FTemporaryPlayInEditorIDOverride
 

Namespaces

namespace  FFrameEndSync
 

Macros

#define UE_ENABLE_LOG_STACK_ON_FORCE_GC   0
 

Functions

ENGINE_API DECLARE_LOG_CATEGORY_EXTERN (LogEngine, Log, All)
 
 DECLARE_DELEGATE_TwoParams (FOnSwitchWorldForPIE, bool, UWorld *)
 
ENGINE_API FString appGetStartupMap (const TCHAR *CommandLine)
 
ENGINE_API void CalculateFPSTimings ()
 
ENGINE_API UFontGetStatsFont ()
 
void FFrameEndSync::Sync (bool bFullSync)
 
ENGINE_API bool AllowHighQualityLightmaps (const FStaticFeatureLevel FeatureLevel)
 
ENGINE_API const FCachedSystemScalabilityCVarsGetCachedScalabilityCVars ()
 
ENGINE_API void UpdatePlayInEditorWorldDebugString (const FWorldContext *WorldContext)
 
ENGINE_API FString GetDebugStringForWorld (const UWorld *World)
 

Variables

ENGINE_API int32 GShowMaterialDrawEvents
 
ENGINE_API int32 GDoAsyncLoadingWhileWaitingForVSync
 
ENGINE_API FSystemResolution GSystemResolution
 
ENGINE_API int32 GUnbuiltHLODCount
 

Macro Definition Documentation

◆ UE_ENABLE_LOG_STACK_ON_FORCE_GC

#define UE_ENABLE_LOG_STACK_ON_FORCE_GC   0

Function Documentation

◆ AllowHighQualityLightmaps()

ENGINE_API bool AllowHighQualityLightmaps ( const FStaticFeatureLevel  FeatureLevel)

◆ appGetStartupMap()

ENGINE_API 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()

ENGINE_API void CalculateFPSTimings ( )

◆ DECLARE_DELEGATE_TwoParams()

DECLARE_DELEGATE_TwoParams ( FOnSwitchWorldForPIE  ,
bool  ,
UWorld  
)

Delegate for switching between PIE and Editor worlds without having access to them

◆ DECLARE_LOG_CATEGORY_EXTERN()

ENGINE_API DECLARE_LOG_CATEGORY_EXTERN ( LogEngine  ,
Log  ,
All   
)

◆ GetCachedScalabilityCVars()

ENGINE_API const FCachedSystemScalabilityCVars & GetCachedScalabilityCVars ( )

◆ GetDebugStringForWorld()

ENGINE_API FString GetDebugStringForWorld ( const UWorld World)

◆ GetStatsFont()

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

◆ UpdatePlayInEditorWorldDebugString()

ENGINE_API void UpdatePlayInEditorWorldDebugString ( const FWorldContext WorldContext)

Variable Documentation

◆ GDoAsyncLoadingWhileWaitingForVSync

ENGINE_API int32 GDoAsyncLoadingWhileWaitingForVSync
extern

◆ GShowMaterialDrawEvents

ENGINE_API int32 GShowMaterialDrawEvents
extern

◆ GSystemResolution

ENGINE_API FSystemResolution GSystemResolution
extern

System resolution instance

◆ GUnbuiltHLODCount

ENGINE_API int32 GUnbuiltHLODCount
extern