UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
FTransformStateStreamImpl Member List

This is the complete list of members for FTransformStateStreamImpl, including all inherited members.

DebugRender(IStateStreamDebugRenderer &Renderer) overrideTStateStream< TStateStreamSettings< ITransformStateStream, FTransformObject > >virtual
Edit(uint32 HandleId, double TimeFactor)TStateStream< TStateStreamSettings< ITransformStateStream, FTransformObject > >protected
FDynamicState typedefTStateStream< TStateStreamSettings< ITransformStateStream, FTransformObject > >
FHandle typedefTStateStream< TStateStreamSettings< ITransformStateStream, FTransformObject > >
FStaticState typedefTStateStream< TStateStreamSettings< ITransformStateStream, FTransformObject > >
FUserDataType typedefTStateStream< TStateStreamSettings< ITransformStateStream, FTransformObject > >
Game_AddRef(uint32 HandleId) override finalTStateStream< TStateStreamSettings< ITransformStateStream, FTransformObject > >virtual
Game_BeginTick() overrideTStateStream< TStateStreamSettings< ITransformStateStream, FTransformObject > >virtual
Game_CreateInstance(const FStaticState &Ss, const FDynamicState &Ds) override finalTStateStream< TStateStreamSettings< ITransformStateStream, FTransformObject > >virtual
Game_Edit(uint32 HandleId, double TimeFactor, uint64 UserData) overrideTStateStream< TStateStreamSettings< ITransformStateStream, FTransformObject > >virtual
Game_EndTick(StateStreamTime AbsoluteTime) overrideTStateStream< TStateStreamSettings< ITransformStateStream, FTransformObject > >virtual
Game_Exit() overrideTStateStream< TStateStreamSettings< ITransformStateStream, FTransformObject > >virtual
Game_GetVoidPointer() overrideTStateStream< TStateStreamSettings< ITransformStateStream, FTransformObject > >virtual
Game_Release(uint32 HandleId) override finalTStateStream< TStateStreamSettings< ITransformStateStream, FTransformObject > >virtual
Game_Update(uint32 HandleId, const void *Ds, double TimeFactor, uint64 UserData) overrideTStateStream< TStateStreamSettings< ITransformStateStream, FTransformObject > >virtual
GetDebugName() overrideTStateStream< TStateStreamSettings< ITransformStateStream, FTransformObject > >virtual
GetId() overrideTStateStream< TStateStreamSettings< ITransformStateStream, FTransformObject > >virtual
GetUsedDynamicstatesCount() constTStateStream< TStateStreamSettings< ITransformStateStream, FTransformObject > >inline
GetUsedInstancesCount() constTStateStream< TStateStreamSettings< ITransformStateStream, FTransformObject > >inline
Id enum valueTStateStream< TStateStreamSettings< ITransformStateStream, FTransformObject > >
InterfaceType typedefTStateStream< TStateStreamSettings< ITransformStateStream, FTransformObject > >
Render_Exit() overrideTStateStream< TStateStreamSettings< ITransformStateStream, FTransformObject > >virtual
Render_GarbageCollect() overrideTStateStream< TStateStreamSettings< ITransformStateStream, FTransformObject > >virtual
Render_GetDynamicState(const FHandle &Handle)TStateStream< TStateStreamSettings< ITransformStateStream, FTransformObject > >
Render_GetUserData(uint32 HandleId) override finalTStateStream< TStateStreamSettings< ITransformStateStream, FTransformObject > >virtual
Render_GetUserData(const FHandle &Handle)TStateStream< TStateStreamSettings< ITransformStateStream, FTransformObject > >
TStateStream< TStateStreamSettings< ITransformStateStream, FTransformObject > >::Render_OnCreate(const FStaticState &Ss, const FDynamicState &Ds, FUserDataType *&UserData, bool IsDestroyedInSameFrame)TStateStream< TStateStreamSettings< ITransformStateStream, FTransformObject > >inlinevirtual
Render_OnCreateInline(const FStaticState &Ss, const FDynamicState &Ds, FUserDataType *&UserData, bool IsDestroyedInSameFrame)TStateStream< TStateStreamSettings< ITransformStateStream, FTransformObject > >inline
TStateStream< TStateStreamSettings< ITransformStateStream, FTransformObject > >::Render_OnDestroy(const FStaticState &Ss, const FDynamicState &Ds, FUserDataType *&UserData)TStateStream< TStateStreamSettings< ITransformStateStream, FTransformObject > >inlinevirtual
Render_OnDestroyInline(const FStaticState &Ss, const FDynamicState &Ds, FUserDataType *&UserData)TStateStream< TStateStreamSettings< ITransformStateStream, FTransformObject > >inline
TStateStream< TStateStreamSettings< ITransformStateStream, FTransformObject > >::Render_OnUpdate(const FStaticState &Ss, const FDynamicState &Ds, FUserDataType *&UserData)TStateStream< TStateStreamSettings< ITransformStateStream, FTransformObject > >inlinevirtual
Render_OnUpdateInline(const FStaticState &Ss, const FDynamicState &Ds, FUserDataType *&UserData)TStateStream< TStateStreamSettings< ITransformStateStream, FTransformObject > >inline
Render_PostUpdate() overrideTStateStream< TStateStreamSettings< ITransformStateStream, FTransformObject > >virtual
Render_Update(StateStreamTime AbsoluteTime) overrideTStateStream< TStateStreamSettings< ITransformStateStream, FTransformObject > >virtual
TStateStream()=defaultTStateStream< TStateStreamSettings< ITransformStateStream, FTransformObject > >
Update(uint32 HandleId, const InDynamicState &Ds, double TimeFactor)TStateStream< TStateStreamSettings< ITransformStateStream, FTransformObject > >protected
~IStateStream()IStateStreaminlinevirtual
~TStateStream()=defaultTStateStream< TStateStreamSettings< ITransformStateStream, FTransformObject > >