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UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
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#include <App.h>
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| static CORE_API bool | bUseFixedSeed = false |
Provides information about the application.
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Checks whether this application allows unattended input.
Unattended applications usually are unable to receive user input. This method can be used to determine whether to allow input modules to initialize when unattended.
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Add the specified user to the list of authorized session users.
| UserName | The name of the user to add. |
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Checks whether this application can render anything. Certain application types never render, while for others this behavior may be controlled by switching to NullRHI. This can be used for decisions like omitting code paths that make no sense on servers or games running in headless mode (e.g. automated tests).
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Checks whether this application can render audio. Certain application types produce sound, while for others this can be controlled via the -nosound cmdline. This can be used for decisions like omitting code paths that make no sense on servers or games running in headless mode (e.g. automated tests).
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Checks whether this application can render anything or produce a derived data needed for rednering. Certain application types never render, but produce DDC used during rendering and as such need to step into some rendering paths.
A meaningful distinction from FApp::CanEverRender() is that commandlets like cooker will have FApp::CanEverRender() == false, but FApp::CanEverRenderOrProduceRenderData() == true. As such, this function can be used to guard paths that e.g. load assets' render data.
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Removes all authorized users.
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Remove the specified user from the list of authorized session users.
| UserName | The name of the user to remove. |
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Gets the name of the version control branch that this application was built from.
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Gets the application's build configuration, i.e. Debug or Shipping.
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Gets the date at which this application was built.
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Gets the target type of the current application (eg. client, server, etc...)
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Gets a frame number generated by the engine's timecode provider. The current frame time is used to generate a timecode value. The optional will be false if no timecode provider was set or is not in a synchronized state.
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Gets current time in seconds.
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Gets time delta in seconds.
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Gets the value of ENGINE_IS_PROMOTED_BUILD.
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Gets the identifier for the unreal engine
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Gets time step in seconds if a fixed delta time is wanted.
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Gets overall game time in seconds.
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Gets idle time in seconds.
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Gets idle time overshoot in seconds (the time beyond the wait time we requested for the frame). Only valid when IdleTime is > 0.
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Gets the globally unique identifier of this application instance.
Every running instance of the engine has a globally unique instance identifier that can be used to identify it from anywhere on the network.
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Gets the name of this application instance.
By default, the instance name is a combination of the computer name and process ID.
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Gets previous value of CurrentTime.
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Gets the name of the application, i.e. "UE" or "Rocket".
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Gets the name of the current project.
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Gets the identifier of the session that this application is part of.
A session is group of applications that were launched and logically belong together. For example, when starting a new session in UFE that launches a game on multiple devices, all engine instances running on those devices will have the same session identifier. Conversely, sessions that were launched separately will have different session identifiers.
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Gets the name of the session that this application is part of, if any.
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Gets the identifier of the session that this application is part of as a FCbObject.
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Gets the name of the user who owns the session that this application is part of, if any.
If this application is part of a session that was launched from UFE, this function will return the name of the user that launched the session. If this application is not part of a session, this function will return the name of the local user account under which the application is running.
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Convert the current frame time into a readable timecode. If the current frame time is not set, the timecode value will be defaulted.
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Get the frame rate of the current frame time. If the current frame time is not set, the frame rate value will be defaulted.
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Helper function to get UnfocusedVolumeMultiplier from config and store so it's not retrieved every frame
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Get Volume Multiplier
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Gets the Zen store project id for the current project file path.
| SubProject | An optional subproject identifier (used for DLC). |
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Gets Focus, Indicates that the application should continue to render Audio and Video as if it had window focus, even though it may not.
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Reports if the project name has been set
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Gets VRFocus, which indicates that the application should continue to render Audio and Video as if it had window focus, even though it may not.
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Initializes the application session.
Invalidate the current frame time. It will reset the TOptional.
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Checks whether this application should mute the audio output (-muteaudio) This is a safer alternative to -nosound for users who want to mute the audio of the game but keep the game rendering sound. Unless disabling the audio engine is the intention, this is a preferred method to mute the output as it avoid breaking audio analysis-dependent features (e.g. gameplay) and it prevents content creators from creating content with an incorrect performance and memory profile.
The mute is applied only in non-shipping builds and applied at the final step in the final output submix. Alternative method to do this it to enable the cvar, "au.MuteAudio 1"
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Check whether the specified user is authorized to interact with this session.
| UserName | The name of the user to check. |
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Checks whether application is in benchmark mode.
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Checks whether the engine components of this application have been installed.
In binary Unreal Engine releases, the engine can be installed while the game is not. The game IsInstalled() setting will take precedence over this flag.
To override, pass -engineinstalled or -enginenotinstalled on the command line.
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Checks whether this application is a game.
Returns true if a normal or PIE game is active (basically !GIsEdit or || GIsPlayInEditorWorld) This must NOT be accessed on threads other than the game thread! Use View->Family->EnginShowFlags.Game on the rendering thread.
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Checks whether this application has been installed.
Non-server desktop shipping builds are assumed to be installed.
Installed applications may not write to the folder in which they exist since they are likely in a system folder (like "Program Files" in windows). Instead, they should write to the OS-specific user folder FPlatformProcess::UserDir() or application data folder FPlatformProcess::ApplicationSettingsDir() User Access Control info for windows Vista and newer: http://en.wikipedia.org/wiki/User_Account_Control
To run an "installed" build without installing, use the -Installed command line parameter. To run a "non-installed" desktop shipping build, use the -NotInstalled command line parameter.
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Returns if the application is a dedicated server and wants to be multi-threaded.
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Reports if the project name is empty
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Checks whether this is a standalone application.
An application is standalone if it has not been launched as part of a session from UFE. If an application was launched from UFE, it is part of a session and not considered standalone.
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Check whether the given instance ID identifies this instance.
| InInstanceId | The instance ID to check. |
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Checks whether this application runs unattended.
Unattended applications are not monitored by anyone or are unable to receive user input. This method can be used to determine whether UI pop-ups or other dialogs should be shown.
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Sets application benchmarking mode.
| bVal | True sets application in benchmark mode, false sets to non-benchmark mode. |
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Sets the current frame time.
| InFrameTime | - current frame time and frame rate. |
Sets current time in seconds.
| seconds | - Time in seconds. |
Sets time delta in seconds.
| seconds | Time in seconds. |
Sets time step in seconds if a fixed delta time is wanted.
| seconds | Time step in seconds for fixed delta time. |
Sets overall game time in seconds.
| seconds | - Overall game time in seconds. |
Sets HasFocus, which is a function that indicates that the application window has focus.
| InHasFocusFunction | address of a function that can query the focus state, typically &FPlatformApplicationMisc::IsThisApplicationForeground |
Sets VRFocus, which indicates that the application should continue to render Audio and Video as if it had window focus, even though it may not.
| bInVRFocus | new VRFocus value |
Sets idle time in seconds.
| seconds | - Idle time in seconds. |
Sets idle time overshoot in seconds (the time beyond the wait time we requested for the frame). Only valid when IdleTime is > 0.
| seconds | - Idle time in seconds. |
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Sets the name of the current project.
| InProjectName | Name of the current project. |
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Sets the current timecode, and the frame rate to which it's relative.
| InTimecode | - current timecode. |
| InTimecodeFrameRate | - current timecode framerate. |
Sets the Unfocused Volume Multiplier
Enables or disabled usage of fixed time step.
| whether | to use fixed time step or not |
Sets if VRFocus should be used.
| bInUseVRFocus | new bUseVRFocus value |
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Set Volume Multiplier
| InVolumeMultiplier | new volume multiplier |
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Checks whether the application should run multi-threaded for performance critical features.
This method is used for performance based threads (like rendering, task graph). This will not disable async IO or similar threads needed to disable hitching
Gets whether we want to use a fixed time step or not.
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Gets if VRFocus should be used