UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
UEngine Class Reference

#include <Engine.h>

+ Inheritance diagram for UEngine:

Classes

struct  FCopyPropertiesForUnrelatedObjectsParams
 
struct  FErrorsAndWarningsCollector
 

Public Member Functions

ENGINE_API void RegisterBeginStreamingPauseRenderingDelegate (FBeginStreamingPauseDelegate *InDelegate)
 
ENGINE_API void RegisterEndStreamingPauseRenderingDelegate (FEndStreamingPauseDelegate *InDelegate)
 
FPreRenderDelegateGetPreRenderDelegate ()
 
FPreRenderDelegateExGetPreRenderDelegateEx ()
 
FPostRenderDelegateGetPostRenderDelegate ()
 
FPostRenderDelegateExGetPostRenderDelegateEx ()
 
 DECLARE_EVENT_ThreeParams (UEngine, FOnTravelFailure, UWorld *, ETravelFailure::Type, const FString &)
 
 DECLARE_EVENT_FourParams (UEngine, FOnNetworkFailure, UWorld *, UNetDriver *, ENetworkFailure::Type, const FString &)
 
 DECLARE_EVENT_ThreeParams (UEngine, FOnNetworkLagStateChanged, UWorld *, UNetDriver *, ENetworkLagState::Type)
 
 DECLARE_EVENT_ThreeParams (UEngine, FOnNetworkDDoSEscalation, UWorld *, UNetDriver *, FString)
 
const FLinearColorGetSelectedMaterialColor () const
 
const FLinearColorGetSelectionOutlineColor () const
 
const FLinearColorGetSubduedSelectionOutlineColor () const
 
const FLinearColorGetHoveredMaterialColor () const
 
void SetSelectedMaterialColor (const FLinearColor &InSelectedMaterialColor)
 
void SetSelectionOutlineColor (const FLinearColor &InSelectionOutlineColor)
 
void SetSubduedSelectionOutlineColor (const FLinearColor &InSubduedSelectionOutlineColor)
 
ENGINE_API void OverrideSelectedMaterialColor (const FLinearColor &OverrideColor)
 
ENGINE_API void RestoreSelectedMaterialColor ()
 
ENGINE_API void GetDynamicResolutionCurrentStateInfos (FDynamicResolutionStateInfos &OutInfos) const
 
ENGINE_API void PauseDynamicResolution ()
 
void ResumeDynamicResolution ()
 
ENGINE_API void EmitDynamicResolutionEvent (EDynamicResolutionStateEvent Event)
 
class IDynamicResolutionStateGetDynamicResolutionState ()
 
ENGINE_API void ChangeDynamicResolutionStateAtNextFrame (TSharedPtr< class IDynamicResolutionState > NewState)
 
bool GetDynamicResolutionUserSetting () const
 
void SetDynamicResolutionUserSetting (bool Enable)
 
ENGINE_API void LoadDefaultBloomTexture ()
 
ENGINE_API void LoadBlueNoiseTexture (bool LoadVector2BlueNoiseTexture)
 
ENGINE_API void LoadDefaultFilmGrainTexture ()
 
ENGINE_API void ConditionallyLoadPreIntegratedSkinBRDFTexture ()
 
ENGINE_API void LoadLTCTextures ()
 
ENGINE_API void LoadEnergyTextures ()
 
ENGINE_API void LoadGlintTextures ()
 
ENGINE_API void LoadSimpleVolumeTextures ()
 
ENGINE_API void LoadSMAATextures ()
 
ENGINE_API float DrawOnscreenDebugMessages (UWorld *World, FViewport *Viewport, FCanvas *Canvas, UCanvas *CanvasObject, float MessageX, float MessageY)
 UE_BUILD_SHIPPING.
 
ENGINE_API void AddOnScreenDebugMessage (uint64 Key, float TimeToDisplay, FColor DisplayColor, const FString &DebugMessage, bool bNewerOnTop=true, const FVector2D &TextScale=FVector2D::UnitVector)
 
ENGINE_API void AddOnScreenDebugMessage (int32 Key, float TimeToDisplay, FColor DisplayColor, const FString &DebugMessage, bool bNewerOnTop=true, const FVector2D &TextScale=FVector2D::UnitVector)
 
ENGINE_API bool OnScreenDebugMessageExists (uint64 Key)
 
ENGINE_API void ClearOnScreenDebugMessages ()
 
ENGINE_API void RemoveOnScreenDebugMessage (uint64 Key)
 
 DECLARE_EVENT_OneParam (UEngine, FWorldAddedEvent, UWorld *)
 
FWorldAddedEventOnWorldAdded ()
 
 DECLARE_EVENT_OneParam (UEngine, FWorldDestroyedEvent, UWorld *)
 
FWorldDestroyedEventOnWorldDestroyed ()
 
virtual ENGINE_API void WorldAdded (UWorld *World)
 
virtual ENGINE_API void WorldDestroyed (UWorld *InWorld)
 
virtual bool IsInitialized () const
 
virtual ENGINE_API ERHIFeatureLevel::Type GetDefaultWorldFeatureLevel () const
 
FOnTravelFailureOnTravelFailure ()
 
void BroadcastTravelFailure (UWorld *InWorld, ETravelFailure::Type FailureType, const FString &ErrorString=TEXT(""))
 
FOnNetworkFailureOnNetworkFailure ()
 
ENGINE_API void BroadcastNetworkFailure (UWorld *World, UNetDriver *NetDriver, ENetworkFailure::Type FailureType, const FString &ErrorString=TEXT(""))
 
FOnNetworkLagStateChangedOnNetworkLagStateChanged ()
 
void BroadcastNetworkLagStateChanged (UWorld *World, UNetDriver *NetDriver, ENetworkLagState::Type LagType)
 
FOnNetworkDDoSEscalationOnNetworkDDoSEscalation ()
 
void BroadcastNetworkDDosSEscalation (UWorld *World, UNetDriver *NetDriver, FString SeverityCategory)
 
virtual ENGINE_API void FinishDestroy () override
 
virtual ENGINE_API void Serialize (FArchive &Ar) override
 
virtual ENGINE_API void Init (IEngineLoop *InEngineLoop)
 
virtual ENGINE_API void Start ()
 
virtual ENGINE_API void PreExit ()
 
virtual ENGINE_API void ReleaseAudioDeviceManager ()
 
ENGINE_API void ShutdownHMD ()
 
ENGINE_API void ParseCommandline ()
 
ENGINE_API bool HandleFlushLogCommand (const TCHAR *Cmd, FOutputDevice &Ar)
 
ENGINE_API bool HandleGameVerCommand (const TCHAR *Cmd, FOutputDevice &Ar)
 
ENGINE_API bool HandleStatCommand (UWorld *World, FCommonViewportClient *ViewportClient, const TCHAR *Cmd, FOutputDevice &Ar)
 
ENGINE_API bool HandleStopMovieCaptureCommand (const TCHAR *Cmd, FOutputDevice &Ar)
 
ENGINE_API bool HandleCrackURLCommand (const TCHAR *Cmd, FOutputDevice &Ar)
 
ENGINE_API bool HandleDeferCommand (const TCHAR *Cmd, FOutputDevice &Ar)
 
ENGINE_API bool HandleCeCommand (UWorld *InWorld, const TCHAR *Cmd, FOutputDevice &Ar)
 
ENGINE_API bool HandleDumpTicksCommand (UWorld *InWorld, const TCHAR *Cmd, FOutputDevice &Ar)
 
ENGINE_API bool HandleGammaCommand (const TCHAR *Cmd, FOutputDevice &Ar)
 
ENGINE_API bool HandleShowLogCommand (const TCHAR *Cmd, FOutputDevice &Ar)
 
ENGINE_API bool HandleDumpConsoleCommandsCommand (const TCHAR *Cmd, FOutputDevice &Ar, UWorld *InWorld)
 
ENGINE_API bool HandleDumpAvailableResolutionsCommand (const TCHAR *Cmd, FOutputDevice &Ar)
 
ENGINE_API bool HandleAnimSeqStatsCommand (const TCHAR *Cmd, FOutputDevice &Ar)
 
ENGINE_API bool HandleCountDisabledParticleItemsCommand (const TCHAR *Cmd, FOutputDevice &Ar)
 
ENGINE_API bool HandleViewnamesCommand (const TCHAR *Cmd, FOutputDevice &Ar)
 
ENGINE_API bool HandleFreezeStreamingCommand (const TCHAR *Cmd, FOutputDevice &Ar, UWorld *InWorld)
 
ENGINE_API bool HandleFreezeAllCommand (const TCHAR *Cmd, FOutputDevice &Ar, UWorld *InWorld)
 
ENGINE_API bool HandleToggleRenderingThreadCommand (const TCHAR *Cmd, FOutputDevice &Ar)
 
ENGINE_API bool HandleRecompileShadersCommand (const TCHAR *Cmd, FOutputDevice &Ar)
 
ENGINE_API bool HandleRecompileGlobalShadersCommand (const TCHAR *Cmd, FOutputDevice &Ar)
 
ENGINE_API bool HandleDumpShaderStatsCommand (const TCHAR *Cmd, FOutputDevice &Ar)
 
ENGINE_API bool HandleDumpMaterialStatsCommand (const TCHAR *Cmd, FOutputDevice &Ar)
 
ENGINE_API bool HandleProfileCommand (const TCHAR *Cmd, FOutputDevice &Ar)
 
ENGINE_API bool HandleProfileGPUHitchesCommand (const TCHAR *Cmd, FOutputDevice &Ar)
 
ENGINE_API bool HandleShaderComplexityCommand (const TCHAR *Cmd, FOutputDevice &Ar)
 
ENGINE_API bool HandleFreezeRenderingCommand (const TCHAR *Cmd, FOutputDevice &Ar, UWorld *InWorld)
 
ENGINE_API bool HandleStartFPSChartCommand (const TCHAR *Cmd, FOutputDevice &Ar)
 
ENGINE_API bool HandleStopFPSChartCommand (const TCHAR *Cmd, FOutputDevice &Ar, UWorld *InWorld)
 
ENGINE_API bool HandleDumpLevelScriptActorsCommand (UWorld *InWorld, const TCHAR *Cmd, FOutputDevice &Ar)
 
ENGINE_API bool HandleKismetEventCommand (UWorld *InWorld, const TCHAR *Cmd, FOutputDevice &Ar)
 
ENGINE_API bool HandleListTexturesCommand (const TCHAR *Cmd, FOutputDevice &Ar)
 
ENGINE_API bool HandleListStaticMeshesCommand (const TCHAR *Cmd, FOutputDevice &Ar)
 
ENGINE_API bool HandleListSkeletalMeshesCommand (const TCHAR *Cmd, FOutputDevice &Ar)
 
ENGINE_API bool HandleListAnimsCommand (const TCHAR *Cmd, FOutputDevice &Ar)
 
ENGINE_API bool HandleRemoteTextureStatsCommand (const TCHAR *Cmd, FOutputDevice &Ar)
 
ENGINE_API bool HandleListParticleSystemsCommand (const TCHAR *Cmd, FOutputDevice &Ar)
 
ENGINE_API bool HandleListSpawnedActorsCommand (const TCHAR *Cmd, FOutputDevice &Ar, UWorld *InWorld)
 
ENGINE_API bool HandleLogoutStatLevelsCommand (const TCHAR *Cmd, FOutputDevice &Ar, UWorld *InWorld)
 
virtual ENGINE_API void WriteMemReportMetadata (FOutputDevice &Ar, UWorld *InWorld)
 
ENGINE_API bool HandleMemReportCommand (const TCHAR *Cmd, FOutputDevice &Ar, UWorld *InWorld)
 
ENGINE_API bool HandleMemReportDeferredCommand (const TCHAR *Cmd, FOutputDevice &Ar, UWorld *InWorld)
 
ENGINE_API bool HandleSkeletalMeshReportCommand (const TCHAR *Cmd, FOutputDevice &Ar, UWorld *InWorld)
 
ENGINE_API bool HandleParticleMeshUsageCommand (const TCHAR *Cmd, FOutputDevice &Ar)
 
ENGINE_API bool HandleDumpParticleCountsCommand (const TCHAR *Cmd, FOutputDevice &Ar)
 
ENGINE_API bool HandleListLoadedPackagesCommand (const TCHAR *Cmd, FOutputDevice &Ar)
 
ENGINE_API bool HandleMemCommand (const TCHAR *Cmd, FOutputDevice &Ar)
 
ENGINE_API bool HandleDebugCommand (const TCHAR *Cmd, FOutputDevice &Ar)
 
ENGINE_API bool HandleMergeMeshCommand (const TCHAR *Cmd, FOutputDevice &Ar, UWorld *InWorld)
 
ENGINE_API bool HandleContentComparisonCommand (const TCHAR *Cmd, FOutputDevice &Ar)
 
ENGINE_API bool HandleTogglegtPsysLODCommand (const TCHAR *Cmd, FOutputDevice &Ar)
 
ENGINE_API bool HandleObjCommand (const TCHAR *Cmd, FOutputDevice &Ar)
 
ENGINE_API bool HandleTestslateGameUICommand (const TCHAR *Cmd, FOutputDevice &Ar)
 
ENGINE_API bool HandleDirCommand (const TCHAR *Cmd, FOutputDevice &Ar)
 
ENGINE_API bool HandleTrackParticleRenderingStatsCommand (const TCHAR *Cmd, FOutputDevice &Ar)
 
ENGINE_API bool HandleDumpAllocatorStats (const TCHAR *Cmd, FOutputDevice &Ar)
 
ENGINE_API bool HandleHeapCheckCommand (const TCHAR *Cmd, FOutputDevice &Ar)
 
ENGINE_API bool HandleToggleOnscreenDebugMessageDisplayCommand (const TCHAR *Cmd, FOutputDevice &Ar)
 
ENGINE_API bool HandleToggleOnscreenDebugMessageSystemCommand (const TCHAR *Cmd, FOutputDevice &Ar)
 
ENGINE_API bool HandleDisableAllScreenMessagesCommand (const TCHAR *Cmd, FOutputDevice &Ar)
 
ENGINE_API bool HandleEnableAllScreenMessagesCommand (const TCHAR *Cmd, FOutputDevice &Ar)
 
ENGINE_API bool HandleToggleAllScreenMessagesCommand (const TCHAR *Cmd, FOutputDevice &Ar)
 
ENGINE_API bool HandleConfigHashCommand (const TCHAR *Cmd, FOutputDevice &Ar)
 
ENGINE_API bool HandleConfigMemCommand (const TCHAR *Cmd, FOutputDevice &Ar)
 
ENGINE_API bool HandleGetIniCommand (const TCHAR *Cmd, FOutputDevice &Ar)
 
ENGINE_API bool HandleRedirectOutputCommand (const TCHAR *Cmd, FOutputDevice &Ar, UWorld *InWorld)
 
virtual void Tick(float DeltaSeconds, bool bIdleMode) PURE_VIRTUAL(UEngine virtual ENGINE_API void UpdateTimeAndHandleMaxTickRate ()
 
virtual ENGINE_API double CorrectNegativeTimeDelta (double DeltaRealTime)
 
ENGINE_API void ReinitializeCustomTimeStep ()
 
ENGINE_API bool SetCustomTimeStep (UEngineCustomTimeStep *InCustomTimeStep)
 
UEngineCustomTimeStepGetCustomTimeStep () const
 
FSimpleMulticastDelegateOnCustomTimeStepChanged ()
 
ENGINE_API void TickDeferredCommands ()
 
virtual ENGINE_API float GetMaxTickRate (float DeltaTime, bool bAllowFrameRateSmoothing=true) const
 
virtual ENGINE_API float GetMaxFPS () const
 
virtual ENGINE_API void SetMaxFPS (const float MaxFPS)
 
virtual ENGINE_API void UpdateRunningAverageDeltaTime (float DeltaTime, bool bAllowFrameRateSmoothing=true)
 
virtual ENGINE_API bool IsAllowedFramerateSmoothing () const
 
virtual bool IsRenderingSuspended () const
 
ENGINE_API void UpdateTimecode ()
 
ENGINE_API void ReinitializeTimecodeProvider ()
 
ENGINE_API bool SetTimecodeProvider (UTimecodeProvider *InTimecodeProvider)
 
UTimecodeProviderGetTimecodeProvider () const
 
FSimpleMulticastDelegateOnTimecodeProviderChanged ()
 
virtual ENGINE_API void OnLostFocusPause (bool EnablePause)
 
ENGINE_API void GetAverageUnitTimes (TArray< float > &AverageTimes)
 
ENGINE_API void SetAverageUnitTimes (float FrameTime, float RenderThreadTime, float GameThreadTime, float GPUFrameTime, float RHITFrameTime)
 
ENGINE_API FColor GetFrameTimeDisplayColor (float FrameTimeMS) const
 
virtual ENGINE_API bool ShouldThrottleCPUUsage () const
 
ENGINE_API bool AreAllWindowsHidden () const
 
ENGINE_API TArray< classULocalPlayer * >::TConstIterator GetLocalPlayerIterator (UWorld *World)
 
ENGINE_API TArray< classULocalPlayer * >::TConstIterator GetLocalPlayerIterator (const UGameViewportClient *Viewport)
 
ENGINE_API const TArray< class ULocalPlayer * > & GetGamePlayers (UWorld *World) const
 
ENGINE_API const TArray< class ULocalPlayer * > & GetGamePlayers (const UGameViewportClient *Viewport) const
 
ENGINE_API ULocalPlayerFindFirstLocalPlayerFromControllerId (int32 ControllerId) const
 
virtual bool IsControllerIdUsingPlatformUserId () const
 
ENGINE_API ULocalPlayerFindFirstLocalPlayerFromPlatformUserId (FPlatformUserId PlatformUserId) const
 
ENGINE_API ULocalPlayerGetLocalPlayerFromPlatformUserId (UWorld *InWorld, const FPlatformUserId PlatformUserId) const
 
ENGINE_API int32 GetNumGamePlayers (UWorld *InWorld)
 
ENGINE_API int32 GetNumGamePlayers (const UGameViewportClient *InViewport)
 
ENGINE_API ULocalPlayerGetGamePlayer (UWorld *InWorld, int32 InPlayer)
 
ENGINE_API ULocalPlayerGetGamePlayer (const UGameViewportClient *InViewport, int32 InPlayer)
 
ENGINE_API ULocalPlayerGetFirstGamePlayer (UWorld *InWorld)
 
ENGINE_API ULocalPlayerGetFirstGamePlayer (const UGameViewportClient *InViewport)
 
ENGINE_API ULocalPlayerGetFirstGamePlayer (UPendingNetGame *PendingNetGame)
 
ENGINE_API ULocalPlayerGetDebugLocalPlayer ()
 
ENGINE_API void CleanupGameViewport ()
 
virtual bool ShouldDrawBrushWireframe (class AActor *InActor)
 
virtual bool GetMapBuildCancelled () const
 
virtual void SetMapBuildCancelled (bool InCancelled)
 
ENGINE_API bool GetStatValueColoration (const FString &StatName, float Value, FColor &OutColor)
 
virtual bool AllowSelectTranslucent () const
 
virtual bool OnlyLoadEditorVisibleLevelsInPIE () const
 
virtual ENGINE_API double GetUnifiedTimeBudgetForStreaming (float DeltaSeconds, bool bHighPriority)
 
virtual ENGINE_API void HandleUnifiedStreaming (float DeltaSeconds)
 
virtual bool PreferToStreamLevelsInPIE () const
 
ENGINE_API void EnableScreenSaver (bool bEnable)
 
virtual int32 GetSpriteCategoryIndex (const FName &InSpriteCategory)
 
ENGINE_API void ConditionalCollectGarbage ()
 
ENGINE_API void PerformGarbageCollectionAndCleanupActors ()
 
ENGINE_API void ForceGarbageCollection (bool bFullPurge=false)
 
ENGINE_API void DelayGarbageCollection ()
 
ENGINE_API void SetTimeUntilNextGarbageCollection (float MinTimeUntilNextPass)
 
ENGINE_API float GetTimeBetweenGarbageCollectionPasses () const
 
ENGINE_API void PerformanceCapture (UWorld *World, const FString &MapName, const FString &SequenceName, float EventTime)
 
ENGINE_API void LogPerformanceCapture (UWorld *World, const FString &MapName, const FString &SequenceName, float EventTime)
 
virtual ENGINE_API void StartFPSChart (const FString &Label, bool bRecordPerFrameTimes)
 
virtual ENGINE_API void StopFPSChart (const FString &MapName)
 
ENGINE_API void TickPerformanceMonitoring (float DeltaSeconds)
 
ENGINE_API void AddPerformanceDataConsumer (TSharedPtr< IPerformanceDataConsumer > Consumer)
 
ENGINE_API void RemovePerformanceDataConsumer (TSharedPtr< IPerformanceDataConsumer > Consumer)
 
ENGINE_API bool IsEditor ()
 
ENGINE_API FAudioDeviceManagerGetAudioDeviceManager ()
 
ENGINE_API uint32 GetMainAudioDeviceID () const
 
ENGINE_API FAudioDeviceHandle GetMainAudioDevice ()
 
ENGINE_API class FAudioDeviceGetMainAudioDeviceRaw ()
 
ENGINE_API FAudioDeviceHandle GetActiveAudioDevice ()
 
virtual ENGINE_API bool HasMultipleLocalPlayers (UWorld *InWorld)
 
ENGINE_API bool IsStereoscopic3D (const FViewport *InViewport=nullptr) const
 
ENGINE_API void AddTextureStreamingLoc (FVector InLoc, float BoostFactor, bool bOverrideLocation, float OverrideDuration)
 
ENGINE_API UWorldGetWorldFromContextObject (const UObject *Object, EGetWorldErrorMode ErrorMode) const
 
UWorldGetWorldFromContextObjectChecked (const UObject *Object) const
 
virtual bool IsSettingUpPlayWorld () const
 
ENGINE_API ULocalPlayerGetLocalPlayerFromControllerId (const UGameViewportClient *InViewport, const int32 ControllerId) const
 
ENGINE_API ULocalPlayerGetLocalPlayerFromControllerId (UWorld *InWorld, const int32 ControllerId) const
 
ENGINE_API ULocalPlayerGetLocalPlayerFromInputDevice (const UGameViewportClient *InViewport, const FInputDeviceId InputDevice) const
 
ENGINE_API ULocalPlayerGetLocalPlayerFromInputDevice (UWorld *InWorld, const FInputDeviceId InputDevice) const
 
ENGINE_API void SwapControllerId (ULocalPlayer *NewPlayer, const int32 CurrentControllerId, const int32 NewControllerID) const
 
ENGINE_API void SwapPlatformUserId (ULocalPlayer *NewPlayer, const FPlatformUserId CurrentUserId, const FPlatformUserId NewUserID) const
 
ENGINE_API class APlayerControllerGetFirstLocalPlayerController (const UWorld *InWorld)
 
ENGINE_API void GetAllLocalPlayerControllers (TArray< APlayerController * > &PlayerList)
 
virtual TSharedPtr< class SViewportGetGameViewportWidget () const
 
float GetDisplayGamma () const
 
virtual void FocusNextPIEWorld (UWorld *CurrentPieWorld, bool previous=false)
 
virtual void ResetPIEAudioSetting (UWorld *CurrentPieWorld)
 
virtual class UGameViewportClientGetNextPIEViewport (UGameViewportClient *CurrentViewport)
 
virtual void RemapGamepadControllerIdForPIE (class UGameViewportClient *InGameViewport, int32 &ControllerId)
 
TSharedRef< IPortalServiceLocatorGetServiceLocator ()
 
virtual void NotifyToolsOfObjectReplacement (const TMap< UObject *, UObject * > &OldToNewInstanceMap)
 
virtual ENGINE_API bool UseSound () const
 
virtual UWorldCreatePIEWorldByDuplication (FWorldContext &Context, UWorld *InWorld, FString &PlayWorldMapName)
 
virtual void PostCreatePIEWorld (UWorld *InWorld)
 
virtual bool Experimental_ShouldPreDuplicateMap (const FName MapName) const
 
void IncrementGlobalNetTravelCount ()
 
uint32 GetGlobalNetTravelCount () const
 
ENGINE_API const FIrisNetDriverConfigGetIrisNetDriverConfig (FName InNetDriverDefinition, FName InNetDriverName) const
 
ENGINE_API bool WillNetDriverUseIris (const FWorldContext &Context, FName InNetDriverDefinition, FName InNetDriverName) const
 
virtual ENGINE_API void SpawnServerActors (UWorld *World)
 
virtual ENGINE_API void HandleNetworkFailure (UWorld *World, UNetDriver *NetDriver, ENetworkFailure::Type FailureType, const FString &ErrorString)
 
virtual ENGINE_API void HandleTravelFailure (UWorld *InWorld, ETravelFailure::Type FailureType, const FString &ErrorString)
 
virtual ENGINE_API void HandleNetworkLagStateChanged (UWorld *World, UNetDriver *NetDriver, ENetworkLagState::Type LagType)
 
ENGINE_API void ShutdownWorldNetDriver (UWorld *)
 
ENGINE_API void ShutdownAllNetDrivers ()
 
ENGINE_API UNetDriverFindNamedNetDriver (const UWorld *InWorld, FName NetDriverName)
 
ENGINE_API UNetDriverFindNamedNetDriver (const UPendingNetGame *InPendingNetGame, FName NetDriverName)
 
ENGINE_API ENetMode GetNetMode (const UWorld *World) const
 
ENGINE_API UNetDriverCreateNetDriver (UWorld *InWorld, FName NetDriverDefinition)
 
ENGINE_API bool CreateNamedNetDriver (UWorld *InWorld, FName NetDriverName, FName NetDriverDefinition)
 
ENGINE_API bool CreateNamedNetDriver (UPendingNetGame *PendingNetGame, FName NetDriverName, FName NetDriverDefinition)
 
ENGINE_API void DestroyNamedNetDriver (UWorld *InWorld, FName NetDriverName)
 
ENGINE_API void DestroyNamedNetDriver (UPendingNetGame *PendingNetGame, FName NetDriverName)
 
virtual bool NetworkRemapPath (UNetConnection *Connection, FString &Str, bool bReading=true)
 
virtual bool NetworkRemapPath (UPendingNetGame *PendingNetGame, FString &Str, bool bReading=true)
 
virtual ENGINE_API bool HandleOpenCommand (const TCHAR *Cmd, FOutputDevice &Ar, UWorld *InWorld)
 
virtual ENGINE_API bool HandleTravelCommand (const TCHAR *Cmd, FOutputDevice &Ar, UWorld *InWorld)
 
virtual ENGINE_API bool HandleStreamMapCommand (const TCHAR *Cmd, FOutputDevice &Ar, UWorld *InWorld)
 
virtual ENGINE_API bool HandleDisconnectCommand (const TCHAR *Cmd, FOutputDevice &Ar, UWorld *InWorld)
 
virtual ENGINE_API bool HandleReconnectCommand (const TCHAR *Cmd, FOutputDevice &Ar, UWorld *InWorld)
 
ENGINE_API void HandleDisconnect (UWorld *InWorld, UNetDriver *NetDriver)
 
ENGINE_API bool MakeSureMapNameIsValid (FString &InOutMapName)
 
ENGINE_API void SetClientTravel (UWorld *InWorld, const TCHAR *NextURL, ETravelType InTravelType)
 
ENGINE_API void SetClientTravel (UPendingNetGame *PendingNetGame, const TCHAR *NextURL, ETravelType InTravelType)
 
ENGINE_API void SetClientTravelFromPendingGameNetDriver (UNetDriver *PendingGameNetDriverGame, const TCHAR *NextURL, ETravelType InTravelType)
 
virtual ENGINE_API EBrowseReturnVal::Type Browse (FWorldContext &WorldContext, FURL URL, FString &Error)
 
virtual ENGINE_API void TickWorldTravel (FWorldContext &WorldContext, float DeltaSeconds)
 
ENGINE_API void BrowseToDefaultMap (FWorldContext &WorldContext)
 
virtual ENGINE_API bool LoadMap (FWorldContext &WorldContext, FURL URL, class UPendingNetGame *Pending, FString &Error)
 
virtual void RedrawViewports (bool bShouldPresent=true)
 
virtual void TriggerStreamingDataRebuild ()
 
ENGINE_API void BlockTillLevelStreamingCompleted (UWorld *InWorld)
 
ENGINE_API void CleanupPackagesToFullyLoad (FWorldContext &Context, EFullyLoadPackageType FullyLoadType, const FString &Tag)
 
virtual void LoadMapRedrawViewports (void)
 
ENGINE_API void ClearDebugDisplayProperties ()
 
ENGINE_API void LoadPackagesFully (UWorld *InWorld, EFullyLoadPackageType FullyLoadType, const FString &Tag)
 
ENGINE_API void UpdateTransitionType (UWorld *CurrentWorld)
 
ENGINE_API UPendingNetGamePendingNetGameFromWorld (UWorld *InWorld)
 
virtual ENGINE_API void CancelAllPending ()
 
virtual ENGINE_API void CancelPending (UWorld *InWorld, UPendingNetGame *NewPendingNetGame=nullptr)
 
virtual ENGINE_API bool WorldIsPIEInNewViewport (UWorld *InWorld)
 
ENGINE_API FWorldContextGetWorldContextFromWorld (const UWorld *InWorld)
 
ENGINE_API FWorldContextGetWorldContextFromGameViewport (const UGameViewportClient *InViewport)
 
ENGINE_API FWorldContextGetWorldContextFromPendingNetGame (const UPendingNetGame *InPendingNetGame)
 
ENGINE_API FWorldContextGetWorldContextFromPendingNetGameNetDriver (const UNetDriver *InPendingNetGame)
 
ENGINE_API FWorldContextGetWorldContextFromHandle (const FName WorldContextHandle)
 
ENGINE_API FWorldContextGetWorldContextFromPIEInstance (const int32 PIEInstance)
 
ENGINE_API const FWorldContextGetWorldContextFromWorld (const UWorld *InWorld) const
 
ENGINE_API const FWorldContextGetWorldContextFromGameViewport (const UGameViewportClient *InViewport) const
 
ENGINE_API const FWorldContextGetWorldContextFromPendingNetGame (const UPendingNetGame *InPendingNetGame) const
 
ENGINE_API const FWorldContextGetWorldContextFromPendingNetGameNetDriver (const UNetDriver *InPendingNetGame) const
 
ENGINE_API const FWorldContextGetWorldContextFromHandle (const FName WorldContextHandle) const
 
ENGINE_API const FWorldContextGetWorldContextFromPIEInstance (const int32 PIEInstance) const
 
ENGINE_API FWorldContextGetWorldContextFromWorldChecked (const UWorld *InWorld)
 
ENGINE_API FWorldContextGetWorldContextFromGameViewportChecked (const UGameViewportClient *InViewport)
 
ENGINE_API FWorldContextGetWorldContextFromPendingNetGameChecked (const UPendingNetGame *InPendingNetGame)
 
ENGINE_API FWorldContextGetWorldContextFromPendingNetGameNetDriverChecked (const UNetDriver *InPendingNetGame)
 
ENGINE_API FWorldContextGetWorldContextFromHandleChecked (const FName WorldContextHandle)
 
ENGINE_API FWorldContextGetWorldContextFromPIEInstanceChecked (const int32 PIEInstance)
 
ENGINE_API const FWorldContextGetWorldContextFromWorldChecked (const UWorld *InWorld) const
 
ENGINE_API const FWorldContextGetWorldContextFromGameViewportChecked (const UGameViewportClient *InViewport) const
 
ENGINE_API const FWorldContextGetWorldContextFromPendingNetGameChecked (const UPendingNetGame *InPendingNetGame) const
 
ENGINE_API const FWorldContextGetWorldContextFromPendingNetGameNetDriverChecked (const UNetDriver *InPendingNetGame) const
 
ENGINE_API const FWorldContextGetWorldContextFromHandleChecked (const FName WorldContextHandle) const
 
ENGINE_API const FWorldContextGetWorldContextFromPIEInstanceChecked (const int32 PIEInstance) const
 
const TIndirectArray< FWorldContext > & GetWorldContexts () const
 
ENGINE_API UWorldGetCurrentPlayWorld (UWorld *PossiblePlayWorld=nullptr) const
 
virtual ENGINE_API void CheckAndHandleStaleWorldObjectReferences (FWorldContext *InWorldContext=nullptr)
 
ENGINE_API FWorldContextCreateNewWorldContext (EWorldType::Type WorldType)
 
virtual ENGINE_API void DestroyWorldContext (UWorld *InWorld)
 
 DECLARE_EVENT_OneParam (UEngine, FWorldContextDestroyedEvent, FWorldContext &)
 
FWorldContextDestroyedEventOnWorldContextDestroyed ()
 
ENGINE_API int32 GetGlobalFunctionCallspace (UFunction *Function, UObject *FunctionTarget, FFrame *Stack)
 
ENGINE_API bool ShouldAbsorbAuthorityOnlyEvent ()
 
ENGINE_API bool ShouldAbsorbCosmeticOnlyEvent ()
 
ENGINE_API UGameViewportClientGameViewportForWorld (const UWorld *InWorld) const
 
virtual bool AreEditorAnalyticsEnabled () const
 
virtual void CreateStartupAnalyticsAttributes (TArray< struct FAnalyticsEventAttribute > &StartSessionAttributes) const
 
virtual bool IsAutosaving (const EPackageAutoSaveType AutoSaveType=EPackageAutoSaveType::Transient) const
 
virtual bool ShouldDoAsyncEndOfFrameTasks () const
 
bool IsVanillaProduct () const
 
bool CommitMapChange (UWorld *InWorld)
 
bool IsReadyForMapChange (UWorld *InWorld)
 
bool IsPreparingMapChange (UWorld *InWorld)
 
bool PrepareMapChange (UWorld *InWorld, const TArray< FName > &LevelNames)
 
void ConditionalCommitMapChange (UWorld *InWorld)
 
FString GetMapChangeFailureDescription (UWorld *InWorld)
 
void CancelPendingMapChange (UWorld *InWorld)
 
ENGINE_API void AddNewPendingStreamingLevel (UWorld *InWorld, FName PackageName, bool bNewShouldBeLoaded, bool bNewShouldBeVisible, int32 LODIndex)
 
ENGINE_API bool ShouldCommitPendingMapChange (const UWorld *InWorld) const
 
ENGINE_API void SetShouldCommitPendingMapChange (UWorld *InWorld, bool NewShouldCommitPendingMapChange)
 
ENGINE_API FSeamlessTravelHandlerSeamlessTravelHandlerForWorld (UWorld *World)
 
ENGINE_API FURLLastURLFromWorld (UWorld *World)
 
ENGINE_API const UGameUserSettingsGetGameUserSettings () const
 
ENGINE_API UGameUserSettingsGetGameUserSettings ()
 
UEngineSubsystemGetEngineSubsystemBase (TSubclassOf< UEngineSubsystem > SubsystemClass) const
 
template<typename TSubsystemClass >
TSubsystemClassGetEngineSubsystem () const
 
template<typename TSubsystemClass >
TArray< TSubsystemClass * > GetEngineSubsystemArrayCopy () const
 
template<typename TSubsystemClass >
void ForEachEngineSubsystem (TFunctionRef< void(TSubsystemClass *)> Operation) const
 
 DECLARE_EVENT_ThreeParams (UEngine, FOnNewStatRegistered, const FName &, const FName &, const FText &)
 
ENGINE_API void ExecEngineStat (UWorld *World, FCommonViewportClient *ViewportClient, const TCHAR *InName)
 
ENGINE_API bool IsEngineStat (const FString &InName)
 
ENGINE_API void SetEngineStat (UWorld *World, FCommonViewportClient *ViewportClient, const FString &InName, const bool bShow)
 
ENGINE_API void SetEngineStats (UWorld *World, FCommonViewportClient *ViewportClient, const TArray< FString > &InNames, const bool bShow)
 
ENGINE_API void RenderEngineStats (UWorld *World, FViewport *Viewport, FCanvas *Canvas, int32 LHSX, int32 &InOutLHSY, int32 RHSX, int32 &InOutRHSY, const FVector *ViewLocation, const FRotator *ViewRotation)
 
ENGINE_API int32 RenderNamedEventsEnabled (FCanvas *Canvas, int32 X, int32 Y)
 
 DECLARE_DELEGATE_RetVal_ThreeParams (bool, FEngineStatToggle, UWorld *, FCommonViewportClient *, const TCHAR *) DECLARE_DELEGATE_RetVal_SevenParams(int32
 
UWorld FViewport FCanvas const FVector const FRotator *ENGINE_API void AddEngineStat (const FName &InCommandName, const FName &InCategoryName, const FText &InDescriptionString, FEngineStatRender InRenderFunc=nullptr, FEngineStatToggle InToggleFunc=nullptr, const bool bInIsRHS=false)
 
ENGINE_API void RemoveEngineStat (const FName &InCommandName)
 
ENGINE_API void SetPriorityAndAffinityOnGameThread ()
 
- Public Member Functions inherited from UObject
COREUOBJECT_API UObject ()
 
COREUOBJECT_API UObject (const FObjectInitializer &ObjectInitializer)
 
COREUOBJECT_API UObject (EStaticConstructor, EObjectFlags InFlags)
 
COREUOBJECT_API UObject (FVTableHelper &Helper)
 
COREUOBJECT_API UObjectCreateDefaultSubobject (FName SubobjectFName, UClass *ReturnType, UClass *ClassToCreateByDefault, bool bIsRequired, bool bIsTransient)
 
template<class TReturnType >
TReturnTypeCreateEditorOnlyDefaultSubobject (FName SubobjectName, bool bTransient=false)
 
template<class TReturnType >
TReturnTypeCreateDefaultSubobject (FName SubobjectName, bool bTransient=false)
 
template<class TReturnType , class TClassToConstructByDefault >
TReturnTypeCreateDefaultSubobject (FName SubobjectName, bool bTransient=false)
 
template<class TReturnType >
TReturnTypeCreateOptionalDefaultSubobject (FName SubobjectName, bool bTransient=false)
 
template<class TReturnType , class TClassToConstructByDefault >
TReturnTypeCreateOptionalDefaultSubobject (FName SubobjectName, bool bTransient=false)
 
COREUOBJECT_API void GetDefaultSubobjects (TArray< UObject * > &OutDefaultSubobjects)
 
COREUOBJECT_API UObjectGetDefaultSubobjectByName (FName ToFind)
 
virtual COREUOBJECT_API void PostInitProperties ()
 
virtual COREUOBJECT_API void PostReinitProperties ()
 
virtual void PostCDOContruct ()
 
virtual COREUOBJECT_API void PreSaveRoot (FObjectPreSaveRootContext ObjectSaveContext)
 
virtual COREUOBJECT_API void PostSaveRoot (FObjectPostSaveRootContext ObjectSaveContext)
 
virtual COREUOBJECT_API void PreSave (FObjectPreSaveContext SaveContext)
 
virtual COREUOBJECT_API void CollectSaveOverrides (FObjectCollectSaveOverridesContext SaveContext)
 
UE_FORCEINLINE_HINT bool Modify (bool bAlwaysMarkDirty=true)
 
UE_FORCEINLINE_HINT bool IsCapturingAsRootObjectForTransaction () const
 
virtual bool ResolveSubobject (const TCHAR *SubObjectPath, UObject *&OutObject, bool bLoadIfExists)
 
virtual bool IsReadyForAsyncPostLoad () const
 
virtual COREUOBJECT_API void PostLoad ()
 
virtual COREUOBJECT_API void PostLoadSubobjects (FObjectInstancingGraph *OuterInstanceGraph)
 
virtual COREUOBJECT_API void BeginDestroy ()
 
virtual bool IsReadyForFinishDestroy ()
 
virtual COREUOBJECT_API void Serialize (FStructuredArchive::FRecord Record)
 
virtual void ShutdownAfterError ()
 
virtual void PostInterpChange (FProperty *PropertyThatChanged)
 
virtual COREUOBJECT_API void PostRename (UObject *OldOuter, const FName OldName)
 
virtual void PreDuplicate (FObjectDuplicationParameters &DupParams)
 
virtual void PostDuplicate (bool bDuplicateForPIE)
 
virtual void PostDuplicate (EDuplicateMode::Type DuplicateMode)
 
virtual COREUOBJECT_API bool NeedsLoadForClient () const
 
virtual COREUOBJECT_API bool NeedsLoadForServer () const
 
virtual COREUOBJECT_API bool NeedsLoadForTargetPlatform (const class ITargetPlatform *TargetPlatform) const
 
virtual bool NeedsLoadForEditorGame () const
 
virtual bool IsEditorOnly () const
 
virtual bool HasNonEditorOnlyReferences () const
 
virtual bool IsPostLoadThreadSafe () const
 
virtual COREUOBJECT_API bool IsDestructionThreadSafe () const
 
virtual COREUOBJECT_API void GetPreloadDependencies (TArray< UObject * > &OutDeps)
 
virtual void GetPrestreamPackages (TArray< UObject * > &OutPrestream)
 
virtual void ExportCustomProperties (FOutputDevice &Out, uint32 Indent)
 
virtual void ImportCustomProperties (const TCHAR *SourceText, FFeedbackContext *Warn)
 
virtual void PostEditImport ()
 
virtual void PostReloadConfig (class FProperty *PropertyThatWasLoaded)
 
virtual COREUOBJECT_API bool Rename (const TCHAR *NewName=nullptr, UObject *NewOuter=nullptr, ERenameFlags Flags=REN_None)
 
virtual FString GetDesc ()
 
COREUOBJECT_API UScriptStructGetSparseClassDataStruct () const
 
virtual bool GetNativePropertyValues (TMap< FString, FString > &out_PropertyValues, uint32 ExportFlags=0) const
 
virtual COREUOBJECT_API void GetResourceSizeEx (FResourceSizeEx &CumulativeResourceSize)
 
SIZE_T GetResourceSizeBytes (EResourceSizeMode::Type Mode)
 
virtual FName GetExporterName (void)
 
COREUOBJECT_API void CallAddReferencedObjects (FReferenceCollector &Collector)
 
virtual FRestoreForUObjectOverwriteGetRestoreForUObjectOverwrite ()
 
virtual bool AreNativePropertiesIdenticalTo (UObject *Other) const
 
virtual COREUOBJECT_API void GetAssetRegistryTags (FAssetRegistryTagsContext Context) const
 
virtual COREUOBJECT_API void GetAssetRegistryTags (TArray< FAssetRegistryTag > &OutTags) const
 
COREUOBJECT_API void GetAssetRegistryTags (FAssetData &Out) const
 
COREUOBJECT_API void GetAssetRegistryTags (FAssetRegistryTagsContext Context, FAssetData &Out) const
 
virtual COREUOBJECT_API bool IsAsset () const
 
virtual COREUOBJECT_API FPrimaryAssetId GetPrimaryAssetId () const
 
virtual COREUOBJECT_API bool IsLocalizedResource () const
 
virtual COREUOBJECT_API bool IsSafeForRootSet () const
 
virtual COREUOBJECT_API void TagSubobjects (EObjectFlags NewFlags)
 
virtual COREUOBJECT_API void GetLifetimeReplicatedProps (TArray< class FLifetimeProperty > &OutLifetimeProps) const
 
virtual COREUOBJECT_API void GetReplicatedCustomConditionState (FCustomPropertyConditionState &OutActiveState) const
 
virtual COREUOBJECT_API void RegisterReplicationFragments (UE::Net::FFragmentRegistrationContext &Context, UE::Net::EFragmentRegistrationFlags RegistrationFlags)
 
virtual COREUOBJECT_API bool IsNameStableForNetworking () const
 
virtual COREUOBJECT_API bool IsFullNameStableForNetworking () const
 
virtual COREUOBJECT_API bool IsSupportedForNetworking () const
 
virtual void GetSubobjectsWithStableNamesForNetworking (TArray< UObject * > &ObjList)
 
virtual COREUOBJECT_API void PreNetReceive ()
 
virtual COREUOBJECT_API void PostNetReceive ()
 
virtual void PostRepNotifies ()
 
virtual COREUOBJECT_API void PreDestroyFromReplication ()
 
COREUOBJECT_API bool IsSelected () const
 
COREUOBJECT_API void SerializeScriptProperties (FArchive &Ar) const
 
COREUOBJECT_API void SerializeScriptProperties (FStructuredArchive::FSlot Slot) const
 
COREUOBJECT_API void ReinitializeProperties (UObject *SourceObject=NULL, struct FObjectInstancingGraph *InstanceGraph=NULL)
 
COREUOBJECT_API FString GetDetailedInfo () const
 
COREUOBJECT_API bool ConditionalBeginDestroy ()
 
COREUOBJECT_API bool ConditionalFinishDestroy ()
 
COREUOBJECT_API void ConditionalPostLoad ()
 
COREUOBJECT_API void ConditionalPreload ()
 
COREUOBJECT_API void ConditionalPostLoadSubobjects (struct FObjectInstancingGraph *OuterInstanceGraph=NULL)
 
bool IsBasedOnArchetype (const UObject *const SomeObject) const
 
COREUOBJECT_API UFunctionFindFunction (FName InName) const
 
COREUOBJECT_API UFunctionFindFunctionChecked (FName InName) const
 
virtual COREUOBJECT_API void BuildSubobjectMapping (UObject *OtherObject, TMap< UObject *, UObject * > &ObjectMapping) const
 
COREUOBJECT_API void CollectDefaultSubobjects (TArray< UObject * > &OutDefaultSubobjects, bool bIncludeNestedSubobjects=false) const
 
COREUOBJECT_API bool CheckDefaultSubobjects (bool bForceCheck=false) const
 
COREUOBJECT_API void SaveConfig (uint64 RequiredPropertyFlags=CPF_Config, const TCHAR *Filename=nullptr, FConfigCacheIni *Config=GConfig, bool bAllowCopyToDefaultObject=true)
 
COREUOBJECT_API void SaveConfig (const FSaveConfigContext &Context)
 
COREUOBJECT_API void UpdateDefaultConfigFile (const FString &SpecificFileLocation="")
 
COREUOBJECT_API bool TryUpdateDefaultConfigFile (const FString &SpecificFileLocation="", bool bWarnIfFail=true)
 
COREUOBJECT_API void UpdateGlobalUserConfigFile ()
 
COREUOBJECT_API void UpdateProjectUserConfigFile ()
 
COREUOBJECT_API void UpdateSinglePropertyInConfigFile (const FProperty *InProperty, const FString &InConfigIniName)
 
COREUOBJECT_API FString GetDefaultConfigFilename () const
 
COREUOBJECT_API FString GetGlobalUserConfigFilename () const
 
COREUOBJECT_API FString GetProjectUserConfigFilename () const
 
virtual const TCHARGetConfigOverridePlatform () const
 
virtual void OverrideConfigSection (FString &SectionName)
 
virtual void OverridePerObjectConfigSection (FString &SectionName)
 
COREUOBJECT_API void LoadConfig (UClass *ConfigClass=nullptr, const TCHAR *Filename=nullptr, uint32 PropagationFlags=UE::LCPF_None, class FProperty *PropertyToLoad=nullptr, TArray< UE::ConfigAccessTracking::FConfigAccessData > *OutAccessedKeys=nullptr)
 
COREUOBJECT_API void ReloadConfig (UClass *ConfigClass=NULL, const TCHAR *Filename=NULL, uint32 PropagationFlags=UE::LCPF_None, class FProperty *PropertyToLoad=NULL)
 
COREUOBJECT_API void ParseParms (const TCHAR *Parms)
 
COREUOBJECT_API void OutputReferencers (FOutputDevice &Ar, FReferencerInformationList *Referencers=NULL)
 
COREUOBJECT_API void RetrieveReferencers (TArray< FReferencerInformation > *OutInternalReferencers, TArray< FReferencerInformation > *OutExternalReferencers)
 
COREUOBJECT_API void SetLinker (FLinkerLoad *LinkerLoad, int32 LinkerIndex, bool bShouldDetachExisting=true, bool bSilenceLogs=false)
 
COREUOBJECT_API UObjectGetArchetype () const
 
COREUOBJECT_API void GetArchetypeInstances (TArray< UObject * > &Instances)
 
COREUOBJECT_API void InstanceSubobjectTemplates (struct FObjectInstancingGraph *InstanceGraph=NULL)
 
template<class T >
bool Implements () const
 
virtual COREUOBJECT_API void ProcessEvent (UFunction *Function, void *Parms)
 
virtual int32 GetFunctionCallspace (UFunction *Function, FFrame *Stack)
 
virtual bool CallRemoteFunction (UFunction *Function, void *Parms, struct FOutParmRec *OutParms, FFrame *Stack)
 
COREUOBJECT_API bool CallFunctionByNameWithArguments (const TCHAR *Cmd, FOutputDevice &Ar, UObject *Executor, bool bForceCallWithNonExec=false)
 
COREUOBJECT_API void CallFunction (FFrame &Stack, RESULT_DECL, UFunction *Function)
 
 DECLARE_FUNCTION (ProcessInternal)
 
virtual bool ProcessConsoleExec (const TCHAR *Cmd, FOutputDevice &Ar, UObject *Executor)
 
COREUOBJECT_API void SkipFunction (FFrame &Stack, RESULT_DECL, UFunction *Function)
 
virtual UClassRegenerateClass (UClass *ClassToRegenerate, UObject *PreviousCDO)
 
COREUOBJECT_API bool IsInBlueprint () const
 
COREUOBJECT_API void DestroyNonNativeProperties ()
 
virtual void MarkAsEditorOnlySubobject ()
 
COREUOBJECT_API void AbortInsideMemberFunction () const
 
 DECLARE_FUNCTION (execUndefined)
 
 DECLARE_FUNCTION (execLocalVariable)
 
 DECLARE_FUNCTION (execInstanceVariable)
 
 DECLARE_FUNCTION (execDefaultVariable)
 
 DECLARE_FUNCTION (execLocalOutVariable)
 
 DECLARE_FUNCTION (execInterfaceVariable)
 
 DECLARE_FUNCTION (execClassSparseDataVariable)
 
 DECLARE_FUNCTION (execInterfaceContext)
 
 DECLARE_FUNCTION (execArrayElement)
 
 DECLARE_FUNCTION (execBoolVariable)
 
 DECLARE_FUNCTION (execClassDefaultVariable)
 
 DECLARE_FUNCTION (execEndFunctionParms)
 
 DECLARE_FUNCTION (execNothing)
 
 DECLARE_FUNCTION (execNothingInt32)
 
 DECLARE_FUNCTION (execNothingOp4a)
 
 DECLARE_FUNCTION (execBreakpoint)
 
 DECLARE_FUNCTION (execTracepoint)
 
 DECLARE_FUNCTION (execWireTracepoint)
 
 DECLARE_FUNCTION (execInstrumentation)
 
 DECLARE_FUNCTION (execEndOfScript)
 
 DECLARE_FUNCTION (execReturnNothing)
 
 DECLARE_FUNCTION (execEmptyParmValue)
 
 DECLARE_FUNCTION (execJump)
 
 DECLARE_FUNCTION (execJumpIfNot)
 
 DECLARE_FUNCTION (execAssert)
 
 DECLARE_FUNCTION (execPushExecutionFlow)
 
 DECLARE_FUNCTION (execPopExecutionFlow)
 
 DECLARE_FUNCTION (execComputedJump)
 
 DECLARE_FUNCTION (execPopExecutionFlowIfNot)
 
 DECLARE_FUNCTION (execLet)
 
 DECLARE_FUNCTION (execLetObj)
 
 DECLARE_FUNCTION (execLetWeakObjPtr)
 
 DECLARE_FUNCTION (execLetBool)
 
 DECLARE_FUNCTION (execLetDelegate)
 
 DECLARE_FUNCTION (execLetMulticastDelegate)
 
 DECLARE_FUNCTION (execAddMulticastDelegate)
 
 DECLARE_FUNCTION (execClearMulticastDelegate)
 
 DECLARE_FUNCTION (execEatReturnValue)
 
 DECLARE_FUNCTION (execRemoveMulticastDelegate)
 
 DECLARE_FUNCTION (execSelf)
 
 DECLARE_FUNCTION (execContext)
 
 DECLARE_FUNCTION (execContext_FailSilent)
 
 DECLARE_FUNCTION (execStructMemberContext)
 
 DECLARE_FUNCTION (execVirtualFunction)
 
 DECLARE_FUNCTION (execFinalFunction)
 
 DECLARE_FUNCTION (execLocalVirtualFunction)
 
 DECLARE_FUNCTION (execLocalFinalFunction)
 
 DECLARE_FUNCTION (execStructCmpEq)
 
 DECLARE_FUNCTION (execStructCmpNe)
 
 DECLARE_FUNCTION (execStructMember)
 
 DECLARE_FUNCTION (execEqualEqual_DelegateDelegate)
 
 DECLARE_FUNCTION (execNotEqual_DelegateDelegate)
 
 DECLARE_FUNCTION (execEqualEqual_DelegateFunction)
 
 DECLARE_FUNCTION (execNotEqual_DelegateFunction)
 
 DECLARE_FUNCTION (execIntConst)
 
 DECLARE_FUNCTION (execInt64Const)
 
 DECLARE_FUNCTION (execUInt64Const)
 
 DECLARE_FUNCTION (execSkipOffsetConst)
 
 DECLARE_FUNCTION (execFloatConst)
 
 DECLARE_FUNCTION (execDoubleConst)
 
 DECLARE_FUNCTION (execStringConst)
 
 DECLARE_FUNCTION (execUnicodeStringConst)
 
 DECLARE_FUNCTION (execTextConst)
 
 DECLARE_FUNCTION (execPropertyConst)
 
 DECLARE_FUNCTION (execObjectConst)
 
 DECLARE_FUNCTION (execSoftObjectConst)
 
 DECLARE_FUNCTION (execFieldPathConst)
 
 DECLARE_FUNCTION (execInstanceDelegate)
 
 DECLARE_FUNCTION (execNameConst)
 
 DECLARE_FUNCTION (execByteConst)
 
 DECLARE_FUNCTION (execIntZero)
 
 DECLARE_FUNCTION (execIntOne)
 
 DECLARE_FUNCTION (execTrue)
 
 DECLARE_FUNCTION (execFalse)
 
 DECLARE_FUNCTION (execNoObject)
 
 DECLARE_FUNCTION (execNullInterface)
 
 DECLARE_FUNCTION (execIntConstByte)
 
 DECLARE_FUNCTION (execRotationConst)
 
 DECLARE_FUNCTION (execVectorConst)
 
 DECLARE_FUNCTION (execVector3fConst)
 
 DECLARE_FUNCTION (execTransformConst)
 
 DECLARE_FUNCTION (execStructConst)
 
 DECLARE_FUNCTION (execSetArray)
 
 DECLARE_FUNCTION (execSetSet)
 
 DECLARE_FUNCTION (execSetMap)
 
 DECLARE_FUNCTION (execArrayConst)
 
 DECLARE_FUNCTION (execSetConst)
 
 DECLARE_FUNCTION (execMapConst)
 
 DECLARE_FUNCTION (execBitFieldConst)
 
 DECLARE_FUNCTION (execNew)
 
 DECLARE_FUNCTION (execClassContext)
 
 DECLARE_FUNCTION (execNativeParm)
 
 DECLARE_FUNCTION (execCast)
 
 DECLARE_FUNCTION (execDynamicCast)
 
 DECLARE_FUNCTION (execMetaCast)
 
 DECLARE_FUNCTION (execInterfaceCast)
 
 DECLARE_FUNCTION (execDoubleToFloatCast)
 
 DECLARE_FUNCTION (execFloatToDoubleCast)
 
 DECLARE_FUNCTION (execObjectToBool)
 
 DECLARE_FUNCTION (execInterfaceToBool)
 
 DECLARE_FUNCTION (execObjectToInterface)
 
 DECLARE_FUNCTION (execInterfaceToInterface)
 
 DECLARE_FUNCTION (execInterfaceToObject)
 
 DECLARE_FUNCTION (execGetDynArrayElement)
 
 DECLARE_FUNCTION (execSetDynArrayElement)
 
 DECLARE_FUNCTION (execGetDynArrayLength)
 
 DECLARE_FUNCTION (execSetDynArrayLength)
 
 DECLARE_FUNCTION (execDynArrayInsert)
 
 DECLARE_FUNCTION (execDynArrayRemove)
 
 DECLARE_FUNCTION (execDynArrayFind)
 
 DECLARE_FUNCTION (execDynArrayFindStruct)
 
 DECLARE_FUNCTION (execDynArrayAdd)
 
 DECLARE_FUNCTION (execDynArrayAddItem)
 
 DECLARE_FUNCTION (execDynArrayInsertItem)
 
 DECLARE_FUNCTION (execDynArrayRemoveItem)
 
 DECLARE_FUNCTION (execDynArraySort)
 
 DECLARE_FUNCTION (execBindDelegate)
 
 DECLARE_FUNCTION (execCallMulticastDelegate)
 
 DECLARE_FUNCTION (execLetValueOnPersistentFrame)
 
 DECLARE_FUNCTION (execCallMathFunction)
 
 DECLARE_FUNCTION (execSwitchValue)
 
 DECLARE_FUNCTION (execArrayGetByRef)
 
 DECLARE_FUNCTION (execAutoRtfmTransact)
 
 DECLARE_FUNCTION (execAutoRtfmStopTransact)
 
 DECLARE_FUNCTION (execAutoRtfmAbortIfNot)
 
void ExecuteUbergraph (int32 EntryPoint)
 
virtual void ValidateGeneratedRepEnums (const TArray< struct FRepRecord > &ClassReps) const
 
virtual uint64 GetNetPushIdDynamic () const
 
- Public Member Functions inherited from UObjectBaseUtility
 UObjectBaseUtility ()
 
 UObjectBaseUtility (EObjectFlags InFlags)
 
void SetFlags (EObjectFlags NewFlags)
 
void ClearFlags (EObjectFlags FlagsToClear)
 
bool HasAnyFlags (EObjectFlags FlagsToCheck) const
 
bool HasAllFlags (EObjectFlags FlagsToCheck) const
 
UE_FORCEINLINE_HINT EObjectFlags GetMaskedFlags (EObjectFlags Mask=RF_AllFlags) const
 
UE_FORCEINLINE_HINT void Mark (EObjectMark Marks) const
 
UE_FORCEINLINE_HINT void UnMark (EObjectMark Marks) const
 
UE_FORCEINLINE_HINT bool HasAnyMarks (EObjectMark Marks) const
 
UE_FORCEINLINE_HINT bool HasAllMarks (EObjectMark Marks) const
 
UE_FORCEINLINE_HINT EObjectMark GetAllMarks () const
 
void MarkAsGarbage ()
 
void ClearGarbage ()
 
UE_FORCEINLINE_HINT void AddToRoot ()
 
UE_FORCEINLINE_HINT void RemoveFromRoot ()
 
UE_FORCEINLINE_HINT bool IsRooted () const
 
UE_FORCEINLINE_HINT int32 GetRefCount () const
 
bool ThisThreadAtomicallyClearedRFUnreachable ()
 
UE_FORCEINLINE_HINT bool IsUnreachable () const
 
UE_FORCEINLINE_HINT bool IsNative () const
 
void SetInternalFlags (EInternalObjectFlags FlagsToSet) const
 
UE_FORCEINLINE_HINT EInternalObjectFlags GetInternalFlags () const
 
UE_FORCEINLINE_HINT bool HasAnyInternalFlags (EInternalObjectFlags FlagsToCheck) const
 
void ClearInternalFlags (EInternalObjectFlags FlagsToClear) const
 
bool AtomicallyClearInternalFlags (EInternalObjectFlags FlagsToClear) const
 
COREUOBJECT_API FString GetFullName (const UObject *StopOuter=NULL, EObjectFullNameFlags Flags=EObjectFullNameFlags::None) const
 
COREUOBJECT_API void GetFullName (const UObject *StopOuter, FString &ResultString, EObjectFullNameFlags Flags=EObjectFullNameFlags::None) const
 
COREUOBJECT_API void GetFullName (FStringBuilderBase &ResultString, const UObject *StopOuter=NULL, EObjectFullNameFlags Flags=EObjectFullNameFlags::None) const
 
COREUOBJECT_API FString GetPathName (const UObject *StopOuter=NULL) const
 
COREUOBJECT_API void GetPathName (const UObject *StopOuter, FString &ResultString) const
 
COREUOBJECT_API void GetPathName (const UObject *StopOuter, FStringBuilderBase &ResultString) const
 
virtual bool CanBeClusterRoot () const
 
virtual COREUOBJECT_API bool CanBeInCluster () const
 
virtual COREUOBJECT_API void CreateCluster ()
 
virtual void OnClusterMarkedAsPendingKill ()
 
COREUOBJECT_API void AddToCluster (UObjectBaseUtility *ClusterRootOrObjectFromCluster, bool bAddAsMutableObject=false)
 
COREUOBJECT_API FString GetFullGroupName (bool bStartWithOuter) const
 
UE_FORCEINLINE_HINT FString GetName () const
 
UE_FORCEINLINE_HINT void GetName (FString &ResultString) const
 
UE_FORCEINLINE_HINT void AppendName (FString &ResultString) const
 
COREUOBJECT_API bool IsPackageExternal () const
 
COREUOBJECT_API void DetachExternalPackage ()
 
COREUOBJECT_API void ReattachExternalPackage ()
 
COREUOBJECT_API UObjectGetOutermostObject () const
 
COREUOBJECT_API UPackageGetPackage () const
 
UE_INTERNAL virtual COREUOBJECT_API UE::Core::FVersePath GetVersePath () const
 
COREUOBJECT_API UPackageGetOutermost () const
 
COREUOBJECT_API bool MarkPackageDirty () const
 
COREUOBJECT_API bool IsTemplate (EObjectFlags TemplateTypes=RF_ArchetypeObject|RF_ClassDefaultObject) const
 
COREUOBJECT_API UObjectGetTypedOuter (UClass *Target) const
 
template<typename T >
T * GetTypedOuter () const
 
template<typename InterfaceClassType >
InterfaceClassTypeGetImplementingOuter () const
 
COREUOBJECT_API UObjectBaseUtilityGetImplementingOuterObject (const UClass *InInterfaceClass) const
 
COREUOBJECT_API bool IsIn (const UObject *SomeOuter) const
 
COREUOBJECT_API bool IsIn (const UPackage *SomePackage) const
 
COREUOBJECT_API bool IsInOuter (const UObject *SomeOuter) const
 
COREUOBJECT_API bool IsInPackage (const UPackage *SomePackage) const
 
COREUOBJECT_API bool IsInA (const UClass *SomeBaseClass) const
 
COREUOBJECT_API bool RootPackageHasAnyFlags (uint32 CheckFlagMask) const
 
template<typename OtherClassType >
bool IsA (OtherClassType SomeBase) const
 
template<class T >
bool IsA () const
 
COREUOBJECT_API const UClassFindNearestCommonBaseClass (const UClass *TestClass) const
 
COREUOBJECT_API voidGetInterfaceAddress (UClass *InterfaceClass)
 
COREUOBJECT_API voidGetNativeInterfaceAddress (UClass *InterfaceClass)
 
const voidGetNativeInterfaceAddress (UClass *InterfaceClass) const
 
COREUOBJECT_API bool IsTemplateForSubobjects (EObjectFlags TemplateTypes=RF_ClassDefaultObject|RF_DefaultSubObject|RF_InheritableComponentTemplate) const
 
COREUOBJECT_API bool IsDefaultSubobject () const
 
COREUOBJECT_API class FLinkerLoadGetLinker () const
 
COREUOBJECT_API int32 GetLinkerIndex () const
 
COREUOBJECT_API FPackageFileVersion GetLinkerUEVersion () const
 
int32 GetLinkerUE4Version () const
 
COREUOBJECT_API int32 GetLinkerLicenseeUEVersion () const
 
int32 GetLinkerLicenseeUE4Version () const
 
COREUOBJECT_API int32 GetLinkerCustomVersion (FGuid CustomVersionKey) const
 
UE_FORCEINLINE_HINT bool operator< (const UObjectBaseUtility &Other) const
 
TStatId GetStatID (bool bForDeferredUse=false) const
 
- Public Member Functions inherited from UObjectBase
COREUOBJECT_API UObjectBase (UClass *InClass, EObjectFlags InFlags, EInternalObjectFlags InInternalFlags, UObject *InOuter, FName InName, int32 InInternalIndex=-1, int32 InSerialNumber=0, FRemoteObjectId InRemoteId=FRemoteObjectId())
 
virtual COREUOBJECT_API ~UObjectBase ()
 
COREUOBJECT_API bool IsValidLowLevel () const
 
COREUOBJECT_API bool IsValidLowLevelFast (bool bRecursive=true) const
 
FORCEINLINE uint32 GetUniqueID () const
 
FORCEINLINE UClassGetClass () const
 
FORCEINLINE UObjectGetOuter () const
 
FORCEINLINE FName GetFName () const
 
virtual COREUOBJECT_API FName GetFNameForStatID () const
 
COREUOBJECT_API UPackageGetExternalPackage () const
 
COREUOBJECT_API void SetExternalPackage (UPackage *InPackage)
 
COREUOBJECT_API UPackageGetExternalPackageInternal () const
 
COREUOBJECT_API void MarkAsReachable () const
 
COREUOBJECT_API void AddRef () const
 
COREUOBJECT_API void ReleaseRef () const
 
FORCEINLINE EObjectFlags GetFlags () const
 
FORCENOINLINE void AtomicallySetFlags (EObjectFlags FlagsToAdd)
 
FORCENOINLINE void AtomicallyClearFlags (EObjectFlags FlagsToClear)
 
- Public Member Functions inherited from FExec
virtual CORE_API ~FExec ()
 
virtual CORE_API bool Exec (UWorld *InWorld, const TCHAR *Cmd, FOutputDevice &Ar)
 

Static Public Member Functions

static ENGINE_API void AddReferencedObjects (UObject *InThis, FReferenceCollector &Collector)
 
static ENGINE_API void SetInputSampleLatencyMarker (uint64 FrameNumber)
 
static ENGINE_API void SetSimulationLatencyMarkerStart (uint64 FrameNumber)
 
static ENGINE_API void SetSimulationLatencyMarkerEnd (uint64 FrameNumber)
 
static ENGINE_API void SetPresentLatencyMarkerStart (uint64 FrameNumber)
 
static ENGINE_API void SetPresentLatencyMarkerEnd (uint64 FrameNumber)
 
static ENGINE_API void SetRenderSubmitLatencyMarkerStart (uint64 FrameNumber)
 
static ENGINE_API void SetRenderSubmitLatencyMarkerEnd (uint64 FrameNumber)
 
static ENGINE_API void SetFlashIndicatorLatencyMarker (uint64 FrameNumber)
 
static ENGINE_API void PreGarbageCollect ()
 
static ENGINE_API void TrimMemory ()
 
static ENGINE_API class UFontGetTinyFont ()
 
static ENGINE_API class UFontGetSmallFont ()
 
static ENGINE_API class UFontGetMediumFont ()
 
static ENGINE_API class UFontGetLargeFont ()
 
static ENGINE_API class UFontGetSubtitleFont ()
 
static ENGINE_API class UFontGetMonospaceFont ()
 
static ENGINE_API class UFontGetAdditionalFont (int32 AdditionalFontIndex)
 
static ENGINE_API void CopyPropertiesForUnrelatedObjects (UObject *OldObject, UObject *NewObject, FCopyPropertiesForUnrelatedObjectsParams Params=FCopyPropertiesForUnrelatedObjectsParams())
 
static ENGINE_API void FindAndPrintStaleReferencesToObject (UObject *ObjectToFindReferencesTo, ELogVerbosity::Type Verbosity)
 
static ENGINE_API FString FindAndPrintStaleReferencesToObject (UObject *ObjectToFindReferencesTo, EPrintStaleReferencesOptions Options)
 
static ENGINE_API TArray< FString > FindAndPrintStaleReferencesToObjects (TConstArrayView< UObject * > ObjectsToFindReferencesTo, EPrintStaleReferencesOptions Options)
 
- Static Public Member Functions inherited from UObject
static COREUOBJECT_API void UpdateClassesExcludedFromDedicatedServer (const TArray< FString > &InClassNames, const TArray< FString > &InModulesNames)
 
static COREUOBJECT_API void UpdateClassesExcludedFromDedicatedClient (const TArray< FString > &InClassNames, const TArray< FString > &InModulesNames)
 
static COREUOBJECT_API bool CanCreateInCurrentContext (UObject *Template)
 
static COREUOBJECT_API void AddReferencedObjects (UObject *InThis, FReferenceCollector &Collector)
 
static COREUOBJECT_API const FNameSourceFileTagName ()
 
static COREUOBJECT_API UObjectGetArchetypeFromRequiredInfo (const UClass *Class, const UObject *Outer, FName Name, EObjectFlags ObjectFlags)
 
- Static Public Member Functions inherited from UObjectBaseUtility
static bool IsGarbageEliminationEnabled ()
 
static bool IsPendingKillEnabled ()
 
static void SetGarbageEliminationEnabled (bool bEnabled)
 
static COREUOBJECT_API void ReloadObjectsFromModifiedConfigSections (const class FConfigModificationTracker *ChangeTracker)
 
- Static Public Member Functions inherited from UObjectBase
static COREUOBJECT_API FString RemoveClassPrefix (const TCHAR *ClassName)
 
static void PrefetchClass (UObject *Object)
 
static void PrefetchOuter (UObject *Object)
 

Public Attributes

FSoftObjectPath TinyFontName
 
FSoftObjectPath SmallFontName
 
FSoftObjectPath MediumFontName
 
FSoftObjectPath LargeFontName
 
FSoftObjectPath SubtitleFontName
 
FSoftObjectPath MonospaceFontName
 
TArray< FString > AdditionalFontNames
 
TSubclassOf< class UConsoleConsoleClass
 
FSoftClassPath ConsoleClassName
 
TSubclassOf< class UGameViewportClientGameViewportClientClass
 
FSoftClassPath GameViewportClientClassName
 
TSubclassOf< class ULocalPlayerLocalPlayerClass
 
FSoftClassPath LocalPlayerClassName
 
TSubclassOf< class AWorldSettingsWorldSettingsClass
 
FSoftClassPath WorldSettingsClassName
 
FSoftClassPath NavigationSystemClassName
 
TSubclassOf< class UNavigationSystemBaseNavigationSystemClass
 
FSoftClassPath NavigationSystemConfigClassName
 
TSubclassOf< class UNavigationSystemConfigNavigationSystemConfigClass
 
FSoftClassPath AvoidanceManagerClassName
 
TSubclassOf< class UAvoidanceManagerAvoidanceManagerClass
 
FSoftClassPath AIControllerClassName
 
TSubclassOf< class UPhysicsCollisionHandlerPhysicsCollisionHandlerClass
 
FSoftClassPath PhysicsCollisionHandlerClassName
 
FSoftClassPath GameUserSettingsClassName
 
TSubclassOf< class UGameUserSettingsGameUserSettingsClass
 
TObjectPtr< class UGameUserSettingsGameUserSettings
 
TSubclassOf< class ALevelScriptActorLevelScriptActorClass
 
FSoftClassPath LevelScriptActorClassName
 
FSoftClassPath DefaultBlueprintBaseClassName
 
FSoftClassPath GameSingletonClassName
 
TObjectPtr< UObjectGameSingleton
 
FSoftClassPath AssetManagerClassName
 
TObjectPtr< class UAssetManagerAssetManager
 
TObjectPtr< class UTexture2DDefaultTexture
 
FSoftObjectPath DefaultTextureName
 
TObjectPtr< class UTextureDefaultDiffuseTexture
 
FSoftObjectPath DefaultDiffuseTextureName
 
TObjectPtr< class UTexture2DDefaultBSPVertexTexture
 
FSoftObjectPath DefaultBSPVertexTextureName
 
TObjectPtr< class UTexture2DHighFrequencyNoiseTexture
 
FSoftObjectPath HighFrequencyNoiseTextureName
 
TObjectPtr< class UTexture2DDefaultBokehTexture
 
FSoftObjectPath DefaultBokehTextureName
 
TObjectPtr< class UTexture2DDefaultBloomKernelTexture
 
FSoftObjectPath DefaultBloomKernelTextureName
 
TObjectPtr< class UTexture2DDefaultFilmGrainTexture
 
FSoftObjectPath DefaultFilmGrainTextureName
 
TObjectPtr< class UMaterialWireframeMaterial
 
FString WireframeMaterialName
 
TObjectPtr< class UMaterialDebugMeshMaterial
 
FSoftObjectPath DebugMeshMaterialName
 
TObjectPtr< class UMaterialNaniteHiddenSectionMaterial
 
FString NaniteHiddenSectionMaterialName
 
TObjectPtr< class UMaterialEmissiveMeshMaterial
 
FSoftObjectPath EmissiveMeshMaterialName
 
TObjectPtr< class UMaterialLevelColorationLitMaterial
 
FString LevelColorationLitMaterialName
 
TObjectPtr< class UMaterialLevelColorationUnlitMaterial
 
FString LevelColorationUnlitMaterialName
 
TObjectPtr< class UMaterialLightingTexelDensityMaterial
 
FString LightingTexelDensityName
 
TObjectPtr< class UMaterialShadedLevelColorationLitMaterial
 
FString ShadedLevelColorationLitMaterialName
 
TObjectPtr< class UMaterialShadedLevelColorationUnlitMaterial
 
FString ShadedLevelColorationUnlitMaterialName
 
TObjectPtr< class UMaterialRemoveSurfaceMaterial
 
FSoftObjectPath RemoveSurfaceMaterialName
 
TObjectPtr< class UMaterialVertexColorMaterial
 
FString VertexColorMaterialName
 
TObjectPtr< class UMaterialVertexColorViewModeMaterial_ColorOnly
 
FString VertexColorViewModeMaterialName_ColorOnly
 
TObjectPtr< class UMaterialVertexColorViewModeMaterial_AlphaAsColor
 
FString VertexColorViewModeMaterialName_AlphaAsColor
 
TObjectPtr< class UMaterialVertexColorViewModeMaterial_RedOnly
 
FString VertexColorViewModeMaterialName_RedOnly
 
TObjectPtr< class UMaterialVertexColorViewModeMaterial_GreenOnly
 
FString VertexColorViewModeMaterialName_GreenOnly
 
TObjectPtr< class UMaterialVertexColorViewModeMaterial_BlueOnly
 
FString VertexColorViewModeMaterialName_BlueOnly
 
TObjectPtr< class UMaterialTextureColorViewModeMaterial
 
FString TextureColorViewModeMaterialName
 
FSoftObjectPath DefaultZenStreamingTextureName
 
FSoftObjectPath DebugEditorMaterialName
 
TObjectPtr< class UMaterialConstraintLimitMaterial
 
TObjectPtr< class UMaterialInstanceDynamicConstraintLimitMaterialX
 
TObjectPtr< class UMaterialInstanceDynamicConstraintLimitMaterialXAxis
 
TObjectPtr< class UMaterialInstanceDynamicConstraintLimitMaterialY
 
TObjectPtr< class UMaterialInstanceDynamicConstraintLimitMaterialYAxis
 
TObjectPtr< class UMaterialInstanceDynamicConstraintLimitMaterialZ
 
TObjectPtr< class UMaterialInstanceDynamicConstraintLimitMaterialZAxis
 
TObjectPtr< class UMaterialInstanceDynamicConstraintLimitMaterialPrismatic
 
TObjectPtr< class UMaterialInvalidLightmapSettingsMaterial
 
FSoftObjectPath InvalidLightmapSettingsMaterialName
 
TObjectPtr< class UMaterialPreviewShadowsIndicatorMaterial
 
FSoftObjectPath PreviewShadowsIndicatorMaterialName
 
TObjectPtr< class UMaterialArrowMaterial
 
TObjectPtr< class UMaterialInstanceDynamicArrowMaterialYellow
 
FSoftObjectPath ArrowMaterialName
 
FLinearColor LightingOnlyBrightness
 
TArray< FLinearColorShaderComplexityColors
 
TArray< FLinearColorQuadComplexityColors
 
TArray< FLinearColorLightComplexityColors
 
TArray< FLinearColorStationaryLightOverlapColors
 
TArray< FLinearColorLODColorationColors
 
TArray< FLinearColorHLODColorationColors
 
TArray< FLinearColorStreamingAccuracyColors
 
FLinearColor GPUSkinCacheVisualizationExcludedColor
 
FLinearColor GPUSkinCacheVisualizationIncludedColor
 
FLinearColor GPUSkinCacheVisualizationRecomputeTangentsColor
 
float GPUSkinCacheVisualizationLowMemoryThresholdInMB
 
float GPUSkinCacheVisualizationHighMemoryThresholdInMB
 
FLinearColor GPUSkinCacheVisualizationLowMemoryColor
 
FLinearColor GPUSkinCacheVisualizationMidMemoryColor
 
FLinearColor GPUSkinCacheVisualizationHighMemoryColor
 
TArray< FLinearColorGPUSkinCacheVisualizationRayTracingLODOffsetColors
 
float MaxPixelShaderAdditiveComplexityCount
 
float MaxES3PixelShaderAdditiveComplexityCount
 
float MinLightMapDensity
 
float IdealLightMapDensity
 
float MaxLightMapDensity
 
uint32 bRenderLightMapDensityGrayscale:1
 
float RenderLightMapDensityGrayscaleScale
 
float RenderLightMapDensityColorScale
 
FLinearColor LightMapDensityVertexMappedColor
 
FLinearColor LightMapDensitySelectedColor
 
TArray< struct FStatColorMappingStatColorMappings
 
TObjectPtr< class UPhysicalMaterialDefaultPhysMaterial
 
FSoftObjectPath DefaultPhysMaterialName
 
TObjectPtr< class UPhysicalMaterialDefaultDestructiblePhysMaterial
 
FSoftObjectPath DefaultDestructiblePhysMaterialName
 
TArray< FGameNameRedirectActiveGameNameRedirects
 
TArray< FClassRedirectActiveClassRedirects
 
TArray< FPluginRedirectActivePluginRedirects
 
TArray< FStructRedirectActiveStructRedirects
 
TObjectPtr< class UTexture2DPreIntegratedSkinBRDFTexture
 
FSoftObjectPath PreIntegratedSkinBRDFTextureName
 
TObjectPtr< class UTexture2DBlueNoiseScalarTexture
 
TObjectPtr< class UTexture2DBlueNoiseVec2Texture
 
FSoftObjectPath BlueNoiseScalarTextureName
 
FSoftObjectPath BlueNoiseScalarMobileTextureName
 
FSoftObjectPath BlueNoiseVec2TextureName
 
TObjectPtr< class UTexture2DGGXLTCAmpTexture
 
FSoftObjectPath GGXLTCAmpTextureName
 
TObjectPtr< class UTexture2DGGXLTCMatTexture
 
FSoftObjectPath GGXLTCMatTextureName
 
TObjectPtr< class UTexture2DSheenLTCTexture
 
FSoftObjectPath SheenLTCTextureName
 
TObjectPtr< class UTexture2DGGXReflectionEnergyTexture
 
FSoftObjectPath GGXReflectionEnergyTextureName
 
TObjectPtr< class UTexture2DGGXTransmissionEnergyTexture
 
FSoftObjectPath GGXTransmissionEnergyTextureName
 
TObjectPtr< class UTexture2DSheenEnergyTexture
 
FSoftObjectPath SheenLegacyEnergyTextureName
 
FSoftObjectPath SheenEnergyTextureName
 
TObjectPtr< class UTexture2DDiffuseEnergyTexture
 
FSoftObjectPath DiffuseEnergyTextureName
 
TObjectPtr< class UTexture2DArrayGlintTexture
 
TObjectPtr< class UTexture2DArrayGlintTexture2
 
FSoftObjectPath GlintTextureName
 
FSoftObjectPath GlintTexture2Name
 
TObjectPtr< class UVolumeTextureSimpleVolumeTexture
 
FSoftObjectPath SimpleVolumeTextureName
 
TObjectPtr< class UVolumeTextureSimpleVolumeEnvTexture
 
FSoftObjectPath SimpleVolumeEnvTextureName
 
TObjectPtr< class UTexture2DMiniFontTexture
 
FSoftObjectPath MiniFontTextureName
 
TObjectPtr< class UTextureWeightMapPlaceholderTexture
 
TObjectPtr< class UTextureWeightMapArrayPlaceholderTexture
 
FSoftObjectPath WeightMapPlaceholderTextureName
 
FSoftObjectPath WeightMapArrayPlaceholderTextureName
 
TObjectPtr< class UTexture2DLightMapDensityTexture
 
FSoftObjectPath LightMapDensityTextureName
 
TObjectPtr< class UTexture2DSMAAAreaTexture
 
FSoftObjectPath SMAAAreaTextureName
 
TObjectPtr< class UTexture2DSMAASearchTexture
 
FSoftObjectPath SMAASearchTextureName
 
class IEngineLoopEngineLoop
 
TObjectPtr< class UGameViewportClientGameViewport
 
TArray< FString > DeferredCommands
 
float NearClipPlane
 
uint32 bSubtitlesEnabled:1
 
uint32 bSubtitlesForcedOff:1
 
int32 MaximumLoopIterationCount
 
uint32 bCanBlueprintsTickByDefault:1
 
uint32 bOptimizeAnimBlueprintMemberVariableAccess:1
 
uint32 bAllowMultiThreadedAnimationUpdate:1
 
uint32 bEnableEditorPSysRealtimeLOD:1
 
uint32 bForceDisableFrameRateSmoothing: 1
 
uint32 bSmoothFrameRate:1
 
uint32 bUseFixedFrameRate: 1
 
float FixedFrameRate
 
FFloatRange SmoothedFrameRateRange
 
FSoftClassPath CustomTimeStepClassName
 
FSoftClassPath TimecodeProviderClassName
 
bool bGenerateDefaultTimecode
 
FFrameRate GenerateDefaultTimecodeFrameRate
 
float GenerateDefaultTimecodeFrameDelay
 
uint32 bCheckForMultiplePawnsSpawnedInAFrame:1
 
int32 NumPawnsAllowedToBeSpawnedInAFrame
 
uint32 bShouldGenerateLowQualityLightmaps_DEPRECATED:1
 
FColor C_WorldBox
 
FColor C_BrushWire
 
FColor C_AddWire
 
FColor C_SubtractWire
 
FColor C_SemiSolidWire
 
FColor C_NonSolidWire
 
FColor C_WireBackground
 
FColor C_ScaleBoxHi
 
FColor C_VolumeCollision
 
FColor C_BSPCollision
 
FColor C_OrthoBackground
 
FColor C_Volume
 
FColor C_BrushShape
 
FDirectoryPath GameScreenshotSaveDirectory
 
bool UseStaticMeshMinLODPerQualityLevels
 
bool UseSkeletalMeshMinLODPerQualityLevels
 
bool UseClothAssetMinLODPerQualityLevels
 
bool UseGrassVarityPerQualityLevels
 
ETransitionType TransitionType
 
FString TransitionDescription
 
FString TransitionGameMode
 
uint32 bAllowMatureLanguage:1
 
float CameraRotationThreshold
 
float CameraTranslationThreshold
 
float PrimitiveProbablyVisibleTime
 
float MaxOcclusionPixelsFraction
 
uint32 bPauseOnLossOfFocus:1
 
int32 MaxParticleResize
 
int32 MaxParticleResizeWarn
 
TArray< struct FDropNoteInfoPendingDroppedNotes
 
float NetClientTicksPerSecond
 
float DisplayGamma
 
float MinDesiredFrameRate
 
uint32 bEnableOnScreenDebugMessages:1
 
uint32 bEnableOnScreenDebugMessagesDisplay:1
 
uint32 bSuppressMapWarnings:1
 
uint32 bDisableAILogging:1
 
uint32 bEnableVisualLogRecordingOnStart
 
uint32 bLockReadOnlyLevels:1
 
FString ParticleEventManagerClassPath
 
float SelectionHighlightIntensity
 
float BSPSelectionHighlightIntensity
 
float SelectionHighlightIntensityBillboards
 
FBeginStreamingPauseDelegateBeginStreamingPauseDelegate
 
FEndStreamingPauseDelegateEndStreamingPauseDelegate
 
FOnTravelFailure TravelFailureEvent
 
FOnNetworkFailure NetworkFailureEvent
 
FOnNetworkLagStateChanged NetworkLagStateChangedEvent
 
FOnNetworkDDoSEscalation NetworkDDoSEscalationEvent
 
bool bIsInitialized
 
TSharedPtr< class IStereoRendering, ESPMode::ThreadSafeStereoRenderingDevice
 
TSharedPtr< class IXRTrackingSystem, ESPMode::ThreadSafeXRSystem
 
TSharedPtr< FSceneViewExtensionsViewExtensions
 
TSharedPtr< class IEyeTracker, ESPMode::ThreadSafeEyeTrackingDevice
 
FEngineHitchDetectedDelegate OnHitchDetectedDelegate
 
TArray< FNetDriverDefinitionNetDriverDefinitions
 
TArray< FIrisNetDriverConfigIrisNetDriverConfigs
 
TArray< FString > ServerActors
 
TArray< FString > RuntimeServerActors
 
float NetErrorLogInterval
 
uint32 bStartedLoadMapMovie:1
 
 FEngineStatRender
 
UWorld FViewport FCanvas int32
 

Static Public Attributes

static ENGINE_API FOnNewStatRegistered NewStatDelegate
 

Protected Member Functions

virtual ENGINE_API bool Exec_Dev (UWorld *InWorld, const TCHAR *Cmd, FOutputDevice &Out=*GLog) override
 
virtual ENGINE_API bool Exec_Editor (UWorld *InWorld, const TCHAR *Cmd, FOutputDevice &Out= *GLog) override
 
virtual ENGINE_API float GetTimeBetweenGarbageCollectionPasses (bool bHasPlayersConnected) const
 
virtual void ProcessToggleFreezeCommand (UWorld *InWorld)
 
virtual void ProcessToggleFreezeStreamingCommand (UWorld *InWorld)
 
ENGINE_API bool PerformError (const TCHAR *Cmd, FOutputDevice &Out= *GLog)
 
virtual ENGINE_API EGarbageCollectionType ShouldForceGarbageCollection ()
 
virtual ENGINE_API float GetIncrementalGCTimePerFrame ()
 
virtual ENGINE_API void InitializeAudioDeviceManager ()
 
virtual ENGINE_API bool InitializeHMDDevice ()
 
virtual ENGINE_API bool InitializeEyeTrackingDevice ()
 
virtual ENGINE_API void RecordHMDAnalytics ()
 
virtual ENGINE_API void InitializeObjectReferences ()
 
virtual ENGINE_API void InitializePortalServices ()
 
virtual ENGINE_API void InitializeRunningAverageDeltaTime ()
 
ENGINE_API void SetIsVanillaProduct (bool bInIsVanillaProduct)
 
virtual ENGINE_API void CancelPending (FWorldContext &WorldContext)
 
virtual ENGINE_API void CancelPending (UNetDriver *PendingNetGameDriver)
 
virtual ENGINE_API void MovePendingLevel (FWorldContext &Context)
 
virtual bool ShouldShutdownWorldNetDriver ()
 
ENGINE_API bool WorldHasValidContext (UWorld *InWorld)
 
virtual ENGINE_API void HandleBrowseToDefaultMapFailure (FWorldContext &Context, const FString &TextURL, const FString &Error)
 
ENGINE_API bool IsWorldDuplicate (const UWorld *const InWorld)
 
ENGINE_API bool CommitMapChange (FWorldContext &Context)
 
ENGINE_API bool IsReadyForMapChange (FWorldContext &Context)
 
ENGINE_API bool IsPreparingMapChange (FWorldContext &Context)
 
ENGINE_API bool PrepareMapChange (FWorldContext &WorldContext, const TArray< FName > &LevelNames)
 
ENGINE_API FString GetMapChangeFailureDescription (FWorldContext &Context)
 
ENGINE_API void ConditionalCommitMapChange (FWorldContext &WorldContext)
 
ENGINE_API void CancelPendingMapChange (FWorldContext &Context)
 
- Protected Member Functions inherited from UObject
virtual FString GetDetailedInfoInternal () const
 
COREUOBJECT_API bool CanCheckDefaultSubObjects (bool bForceCheck, bool &bResult) const
 
virtual COREUOBJECT_API bool CheckDefaultSubobjectsInternal () const
 
- Protected Member Functions inherited from UObjectBase
 UObjectBase ()
 
COREUOBJECT_API UObjectBase (EObjectFlags InFlags)
 
COREUOBJECT_API void LowLevelRename (FName NewName, UObject *NewOuter=NULL)
 
virtual void RegisterDependencies ()
 
COREUOBJECT_API void Register (class UClass *(*StaticClassFn)(), const TCHAR *PackageName, const TCHAR *Name)
 
COREUOBJECT_API void Register (const TCHAR *PackageName, const TCHAR *Name)
 
virtual COREUOBJECT_API void DeferredRegister (UClass *UClassStaticClass, const TCHAR *PackageName, const TCHAR *Name)
 
FORCEINLINE void SetFlagsTo (EObjectFlags NewFlags)
 
- Protected Member Functions inherited from FExec
virtual bool Exec_Runtime (UWorld *InWorld, const TCHAR *Cmd, FOutputDevice &Ar)
 

Static Protected Member Functions

static ENGINE_API void SendWorldEndOfFrameUpdates ()
 

Protected Attributes

FAudioDeviceManagerAudioDeviceManager = nullptr
 
FAudioDeviceHandle MainAudioDeviceHandle
 
TSharedPtr< IMessageRpcClientPortalRpcClient
 
TSharedPtr< IPortalRpcLocatorPortalRpcLocator
 
TSharedPtr< FTypeContainerServiceDependencies
 
TSharedPtr< IPortalServiceLocatorServiceLocator
 
TSharedPtr< FPerformanceTrackingChartActivePerformanceChart
 
TArray< TSharedPtr< IPerformanceDataConsumer > > ActivePerformanceDataConsumers
 
float RunningAverageDeltaTime
 
FWorldAddedEvent WorldAddedEvent
 
FWorldDestroyedEvent WorldDestroyedEvent
 
FBrowseURL OnOverrideBrowseURL
 
FPendingLevelUpdate OnOverridePendingNetGameUpdate
 
TIndirectArray< FWorldContextWorldList
 
int32 NextWorldContextHandle
 
FObjectSubsystemCollection< UEngineSubsystemEngineSubsystemCollection
 

Additional Inherited Members

- Public Types inherited from UObject
enum class  ENetFields_Private { NETFIELD_REP_START = 0 , NETFIELD_REP_END = -1 }
 
typedef UObject WithinClass
 

Detailed Description

Abstract base class of all Engine classes, responsible for management of systems critical to editor or game systems. Also defines default classes for certain engine systems.

Member Function Documentation

◆ AddEngineStat()

void UEngine::AddEngineStat ( const FName InCommandName,
const FName InCategoryName,
const FText InDescriptionString,
FEngineStatRender  InRenderFunc = nullptr,
FEngineStatToggle  InToggleFunc = nullptr,
const bool  bInIsRHS = false 
)

Allows external systems to add a new simple engine stat function.

◆ AddNewPendingStreamingLevel()

void UEngine::AddNewPendingStreamingLevel ( UWorld InWorld,
FName  PackageName,
bool  bNewShouldBeLoaded,
bool  bNewShouldBeVisible,
int32  LODIndex 
)

◆ AddOnScreenDebugMessage() [1/2]

void UEngine::AddOnScreenDebugMessage ( int32  Key,
float  TimeToDisplay,
FColor  DisplayColor,
const FString &  DebugMessage,
bool  bNewerOnTop = true,
const FVector2D TextScale = FVector2D::UnitVector 
)

Add a FString to the On-screen debug message system. bNewerOnTop only works with Key == INDEX_NONE

Wrapper from int32 to uint64

◆ AddOnScreenDebugMessage() [2/2]

void UEngine::AddOnScreenDebugMessage ( uint64  Key,
float  TimeToDisplay,
FColor  DisplayColor,
const FString &  DebugMessage,
bool  bNewerOnTop = true,
const FVector2D TextScale = FVector2D::UnitVector 
)

Add a FString to the On-screen debug message system. bNewerOnTop only works with Key == INDEX_NONE

This function will add a debug message to the onscreen message list. It will be displayed for FrameCount frames.

Parameters
KeyA unique key to prevent the same message from being added multiple times.
TimeToDisplayHow long to display the message, in seconds.
DisplayColorThe color to display the text in.
DebugMessageThe message to display.

◆ AddPerformanceDataConsumer()

void UEngine::AddPerformanceDataConsumer ( TSharedPtr< IPerformanceDataConsumer Consumer)

Register a performance data consumer with the engine; it will be passed performance information each frame

◆ AddReferencedObjects()

void UEngine::AddReferencedObjects ( UObject InThis,
FReferenceCollector Collector 
)
static

◆ AddTextureStreamingLoc()

void UEngine::AddTextureStreamingLoc ( FVector  InLoc,
float  BoostFactor,
bool  bOverrideLocation,
float  OverrideDuration 
)

Adds a world location as a secondary view location for purposes of texture streaming. Lasts one frame, or a specified number of seconds (for overriding locations only).

Parameters
InLocLocation to add to texture streaming for this frame
BoostFactorA factor that affects all streaming distances for this location. 1.0f is default. Higher means higher-resolution textures and vice versa.
bOverrideLocationWhether this is an override location, which forces the streaming system to ignore all other locations
OverrideDurationHow long the streaming system should keep checking this location if bOverrideLocation is true, in seconds. 0 means just for the next Tick.

Adds a world location as a secondary view location for purposes of texture streaming. Lasts one frame, or a specified number of seconds (for overriding locations only).

Parameters
InLocWorld-space view origin
BoostFactorA factor that affects all streaming distances for this location. 1.0f is default. Higher means higher-resolution textures and vice versa.
bOverrideLocationWhether this is an override location, which forces the streaming system to ignore all other locations
OverrideDurationHow long the streaming system should keep checking this location if bOverrideLocation is true, in seconds. 0 means just for the next Tick.

◆ AllowSelectTranslucent()

virtual bool UEngine::AllowSelectTranslucent ( ) const
inlinevirtual
Returns
true if selection of translucent objects in perspective view ports is allowed

◆ AreAllWindowsHidden()

bool UEngine::AreAllWindowsHidden ( ) const
Returns
true if all windows are minimized or hidden (Per OS definition)

◆ AreEditorAnalyticsEnabled()

virtual bool UEngine::AreEditorAnalyticsEnabled ( ) const
inlinevirtual
Returns
true if editor analytics are enabled

◆ BlockTillLevelStreamingCompleted()

void UEngine::BlockTillLevelStreamingCompleted ( UWorld InWorld)

Updates level streaming state using active game players view and blocks until all sub-levels are loaded/ visible/ hidden so further calls to UpdateLevelStreaming won't do any work unless state changes.

Parameters
InWorldTarget world

◆ BroadcastNetworkDDosSEscalation()

void UEngine::BroadcastNetworkDDosSEscalation ( UWorld World,
UNetDriver NetDriver,
FString  SeverityCategory 
)
inline

Called by internal engine systems after network burst or DDoS is detected

◆ BroadcastNetworkFailure()

void UEngine::BroadcastNetworkFailure ( UWorld World,
UNetDriver NetDriver,
ENetworkFailure::Type  FailureType,
const FString &  ErrorString = TEXT("") 
)

Called by internal engine systems after a network failure has occurred

◆ BroadcastNetworkLagStateChanged()

void UEngine::BroadcastNetworkLagStateChanged ( UWorld World,
UNetDriver NetDriver,
ENetworkLagState::Type  LagType 
)
inline

Called by internal engine systems after network lag has been detected

◆ BroadcastTravelFailure()

void UEngine::BroadcastTravelFailure ( UWorld InWorld,
ETravelFailure::Type  FailureType,
const FString &  ErrorString = TEXT("") 
)
inline

Called by internal engine systems after a travel failure has occurred

◆ Browse()

EBrowseReturnVal::Type UEngine::Browse ( FWorldContext WorldContext,
FURL  URL,
FString &  Error 
)
virtual

Browse to a specified URL, relative to the current one.

!

!

!

◆ BrowseToDefaultMap()

void UEngine::BrowseToDefaultMap ( FWorldContext WorldContext)

◆ CancelAllPending()

void UEngine::CancelAllPending ( )
virtual

Cancel pending level.

◆ CancelPending() [1/3]

void UEngine::CancelPending ( FWorldContext WorldContext)
protectedvirtual

◆ CancelPending() [2/3]

void UEngine::CancelPending ( UNetDriver PendingNetGameDriver)
protectedvirtual

◆ CancelPending() [3/3]

void UEngine::CancelPending ( UWorld InWorld,
UPendingNetGame NewPendingNetGame = nullptr 
)
virtual

◆ CancelPendingMapChange() [1/2]

void UEngine::CancelPendingMapChange ( FWorldContext Context)
protected

Cancels pending map change.

◆ CancelPendingMapChange() [2/2]

void UEngine::CancelPendingMapChange ( UWorld InWorld)
inline

Cancels pending map change.

◆ ChangeDynamicResolutionStateAtNextFrame()

void UEngine::ChangeDynamicResolutionStateAtNextFrame ( TSharedPtr< class IDynamicResolutionState NewState)

Override dynamic resolution state for next frame. Old dynamic resolution state will be disabled, and the new one will be enabled automatically at next frame.

◆ CheckAndHandleStaleWorldObjectReferences()

void UEngine::CheckAndHandleStaleWorldObjectReferences ( FWorldContext InWorldContext = nullptr)
virtual

Finds any World(s) and related objects that are still referenced after being destroyed by LoadMap and logs which objects are holding the references. May rename packages for the dangling objects to allow the world to be reloaded without conflicting with the existing one.

Parameters
InWorldContextThe optional world context for which we want to check references to additional "must-destroy" objects.

◆ CleanupGameViewport()

void UEngine::CleanupGameViewport ( )

Clean up the GameViewport

◆ CleanupPackagesToFullyLoad()

void UEngine::CleanupPackagesToFullyLoad ( FWorldContext Context,
EFullyLoadPackageType  FullyLoadType,
const FString &  Tag 
)

Removes the PerMapPackages from the RootSet

Parameters
FullyLoadTypeWhen to load the packages (based on map, GameMode, etc)
TagName of the map/game to cleanup packages for

◆ ClearDebugDisplayProperties()

void UEngine::ClearDebugDisplayProperties ( )

Clear out the debug properties array that is storing values to show on the screen

◆ ClearOnScreenDebugMessages()

void UEngine::ClearOnScreenDebugMessages ( )

Clear any existing debug messages

◆ CommitMapChange() [1/2]

bool UEngine::CommitMapChange ( FWorldContext Context)
protected

Finalizes the pending map change that was being kicked off by PrepareMapChange.

Parameters
InCurrentWorldthe world context
Returns
true if successful, false if there were errors (use GetMapChangeFailureDescription for error description)

◆ CommitMapChange() [2/2]

bool UEngine::CommitMapChange ( UWorld InWorld)
inline

◆ ConditionalCollectGarbage()

void UEngine::ConditionalCollectGarbage ( )

Collect garbage once per frame driven by World ticks

◆ ConditionalCommitMapChange() [1/2]

void UEngine::ConditionalCommitMapChange ( FWorldContext WorldContext)
protected

Commit map change if requested and map change is pending. Called every frame.

◆ ConditionalCommitMapChange() [2/2]

void UEngine::ConditionalCommitMapChange ( UWorld InWorld)
inline

◆ ConditionallyLoadPreIntegratedSkinBRDFTexture()

void UEngine::ConditionallyLoadPreIntegratedSkinBRDFTexture ( )

Conditionally load this texture for a platform. Always loaded in Editor

◆ CopyPropertiesForUnrelatedObjects()

void UEngine::CopyPropertiesForUnrelatedObjects ( UObject OldObject,
UObject NewObject,
FCopyPropertiesForUnrelatedObjectsParams  Params = FCopyPropertiesForUnrelatedObjectsParams() 
)
static

◆ CorrectNegativeTimeDelta()

double UEngine::CorrectNegativeTimeDelta ( double  DeltaRealTime)
virtual

Allows games to correct the negative delta

Returns
new delta

◆ CreateNamedNetDriver() [1/2]

bool UEngine::CreateNamedNetDriver ( UPendingNetGame PendingNetGame,
FName  NetDriverName,
FName  NetDriverDefinition 
)

Creates a UNetDriver and associates a name with it.

Parameters
PendingNetGamethe pending net game context
NetDriverNameThe name to associate with the driver.
NetDriverDefinitionThe name of the definition to use
Returns
True if the driver was created successfully, false if there was an error.

◆ CreateNamedNetDriver() [2/2]

bool UEngine::CreateNamedNetDriver ( UWorld InWorld,
FName  NetDriverName,
FName  NetDriverDefinition 
)

Creates a UNetDriver and associates a name with it.

Parameters
InWorldthe world context
NetDriverNameThe name to associate with the driver.
NetDriverDefinitionThe name of the definition to use
Returns
True if the driver was created successfully, false if there was an error.

◆ CreateNetDriver()

UNetDriver * UEngine::CreateNetDriver ( UWorld InWorld,
FName  NetDriverDefinition 
)

Creates a UNetDriver with an engine assigned name

Parameters
InWorldthe world context
NetDriverDefinitionThe name of the definition to use
Returns
new netdriver if successful, nullptr otherwise

◆ CreateNewWorldContext()

FWorldContext & UEngine::CreateNewWorldContext ( EWorldType::Type  WorldType)

◆ CreatePIEWorldByDuplication()

virtual UWorld * UEngine::CreatePIEWorldByDuplication ( FWorldContext Context,
UWorld InWorld,
FString &  PlayWorldMapName 
)
inlinevirtual

◆ CreateStartupAnalyticsAttributes()

virtual void UEngine::CreateStartupAnalyticsAttributes ( TArray< struct FAnalyticsEventAttribute > &  StartSessionAttributes) const
inlinevirtual

◆ DECLARE_DELEGATE_RetVal_ThreeParams()

UEngine::DECLARE_DELEGATE_RetVal_ThreeParams ( bool  ,
FEngineStatToggle  ,
UWorld ,
FCommonViewportClient ,
const TCHAR  
)

Function definition for those stats which have their own toggle functions (or toggle other stats).

Parameters
WorldThe world being drawn to.
ViewportClientThe viewport being drawn to.
StreamThe remaining characters from the Exec call. Function definition for those stats which have their own render functions (or affect another render functions).
WorldThe world being drawn to.
ViewportClientThe viewport being drawn to.
CanvasThe canvas to use when drawing.
XThe X position to draw to.
YThe Y position to draw to.
ViewLocationThe world space view location.
ViewRotationThe world space view rotation.

◆ DECLARE_EVENT_FourParams()

UEngine::DECLARE_EVENT_FourParams ( UEngine  ,
FOnNetworkFailure  ,
UWorld ,
UNetDriver ,
ENetworkFailure::Type  ,
const FString &   
)

Error message event relating to network failures

Parameters
Typetype of network failure
Namename of netdriver that generated the failure
ErrorStringadditional error message

◆ DECLARE_EVENT_OneParam() [1/3]

UEngine::DECLARE_EVENT_OneParam ( UEngine  ,
FWorldAddedEvent  ,
UWorld  
)

Triggered when a world is added.

◆ DECLARE_EVENT_OneParam() [2/3]

UEngine::DECLARE_EVENT_OneParam ( UEngine  ,
FWorldContextDestroyedEvent  ,
FWorldContext  
)

Triggered when a world context is destroyed.

◆ DECLARE_EVENT_OneParam() [3/3]

UEngine::DECLARE_EVENT_OneParam ( UEngine  ,
FWorldDestroyedEvent  ,
UWorld  
)

Triggered when a world is destroyed.

◆ DECLARE_EVENT_ThreeParams() [1/4]

UEngine::DECLARE_EVENT_ThreeParams ( UEngine  ,
FOnNetworkDDoSEscalation  ,
UWorld ,
UNetDriver ,
FString   
)

Network burst or DDoS detected. Used for triggering analytics, mostly

Parameters
SeverityCategoryThe name of the severity category the DDoS detection escalated to

◆ DECLARE_EVENT_ThreeParams() [2/4]

UEngine::DECLARE_EVENT_ThreeParams ( UEngine  ,
FOnNetworkLagStateChanged  ,
UWorld ,
UNetDriver ,
ENetworkLagState::Type   
)

Network lag detected. For the server this means all clients are timing out. On the client it means you are timing out.

◆ DECLARE_EVENT_ThreeParams() [3/4]

UEngine::DECLARE_EVENT_ThreeParams ( UEngine  ,
FOnNewStatRegistered  ,
const FName ,
const FName ,
const FText  
)

Delegate we fire every time a new stat has been registered.

Parameters
FNameThe name of the new stat.
FNameThe category of the new stat.
FTextThe description of the new stat.

◆ DECLARE_EVENT_ThreeParams() [4/4]

UEngine::DECLARE_EVENT_ThreeParams ( UEngine  ,
FOnTravelFailure  ,
UWorld ,
ETravelFailure::Type  ,
const FString &   
)

Error message event relating to server travel failures

Parameters
Typetype of travel failure
ErrorStringadditional error message

◆ DelayGarbageCollection()

void UEngine::DelayGarbageCollection ( )

Requests a one frame delay of Garbage Collection

◆ DestroyNamedNetDriver() [1/2]

void UEngine::DestroyNamedNetDriver ( UPendingNetGame PendingNetGame,
FName  NetDriverName 
)

◆ DestroyNamedNetDriver() [2/2]

void UEngine::DestroyNamedNetDriver ( UWorld InWorld,
FName  NetDriverName 
)

Destroys a UNetDriver based on its name.

Parameters
NetDriverNameThe name associated with the driver to destroy.

◆ DestroyWorldContext()

void UEngine::DestroyWorldContext ( UWorld InWorld)
virtual

◆ DrawOnscreenDebugMessages()

float UEngine::DrawOnscreenDebugMessages ( UWorld World,
FViewport Viewport,
FCanvas Canvas,
UCanvas CanvasObject,
float  MessageX,
float  MessageY 
)

UE_BUILD_SHIPPING.

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

◆ EmitDynamicResolutionEvent()

void UEngine::EmitDynamicResolutionEvent ( EDynamicResolutionStateEvent  Event)

Emit an event for dynamic resolution if not already done.

◆ EnableScreenSaver()

void UEngine::EnableScreenSaver ( bool  bEnable)

Enables or disables the ScreenSaver (PC only)

Parameters
bEnableIf true the enable the screen saver, if false disable it.

◆ Exec_Dev()

bool UEngine::Exec_Dev ( UWorld InWorld,
const TCHAR Cmd,
FOutputDevice Ar = *GLog 
)
overrideprotectedvirtual

Implementation of Exec that is only called in non-shipping targets

Reimplemented from FExec.

◆ Exec_Editor()

bool UEngine::Exec_Editor ( UWorld InWorld,
const TCHAR Cmd,
FOutputDevice Ar = *GLog 
)
overrideprotectedvirtual

Implementation of Exec that is only called in editor

Reimplemented from FExec.

◆ ExecEngineStat()

void UEngine::ExecEngineStat ( UWorld World,
FCommonViewportClient ViewportClient,
const TCHAR InName 
)

Wrapper for firing a simple stat exec.

Parameters
WorldThe world to apply the exec to.
ViewportClientThe viewport to apply the exec to.
InNameThe exec string.

◆ Experimental_ShouldPreDuplicateMap()

virtual bool UEngine::Experimental_ShouldPreDuplicateMap ( const FName  MapName) const
inlinevirtual

If this function returns true, the DynamicSourceLevels collection will be duplicated for the given map. This is necessary to do outside of the editor when we don't have the original editor world, and it's not safe to copy the dynamic levels once they've been fully initialized, so we pre-duplicate them when the original levels are first created. If you implement this, enable s.World.CreateStaticLevelCollection to stop it from duplicating static streaming levels.

◆ FindAndPrintStaleReferencesToObject() [1/2]

void UEngine::FindAndPrintStaleReferencesToObject ( UObject ObjectToFindReferencesTo,
ELogVerbosity::Type  Verbosity 
)
static

Attempts to find what is referencing a world that should have been garbage collected

Parameters
ObjectToFindReferencesToWorld or its package (or any object from the world package that should've been destroyed)
VerbosityVerbosity (can be fatal or non-fatal) with which to print the error message with

◆ FindAndPrintStaleReferencesToObject() [2/2]

FString UEngine::FindAndPrintStaleReferencesToObject ( UObject ObjectToFindReferencesTo,
EPrintStaleReferencesOptions  Options 
)
static

Attempts to find a reference chain leading to a world that should have been garbage collected

Parameters
ObjectToFindReferencesToWorld or its package (or any object from the world package that should've been destroyed)
OptionsDetermines how the stale references messages should be logged

◆ FindAndPrintStaleReferencesToObjects()

TArray< FString > UEngine::FindAndPrintStaleReferencesToObjects ( TConstArrayView< UObject * >  ObjectsToFindReferencesTo,
EPrintStaleReferencesOptions  Options 
)
static

◆ FindFirstLocalPlayerFromControllerId()

ULocalPlayer * UEngine::FindFirstLocalPlayerFromControllerId ( int32  ControllerId) const

Returns the first ULocalPlayer that matches the given ControllerId. This will search across all world contexts.

◆ FindFirstLocalPlayerFromPlatformUserId()

ULocalPlayer * UEngine::FindFirstLocalPlayerFromPlatformUserId ( FPlatformUserId  PlatformUserId) const

Returns the first ULocalPlayer that matches the given platform user id, or the first player if the id is invalid This will search across all world contexts.

◆ FindNamedNetDriver() [1/2]

UNetDriver * UEngine::FindNamedNetDriver ( const UPendingNetGame InPendingNetGame,
FName  NetDriverName 
)

◆ FindNamedNetDriver() [2/2]

UNetDriver * UEngine::FindNamedNetDriver ( const UWorld InWorld,
FName  NetDriverName 
)

Finds a UNetDriver based on its name.

Parameters
NetDriverNameThe name associated with the driver to find.
Returns
A pointer to the UNetDriver that was found, or nullptr if it wasn't found.

◆ FinishDestroy()

void UEngine::FinishDestroy ( )
overridevirtual

Called to finish destroying the object. After UObject::FinishDestroy is called, the object's memory should no longer be accessed.

Warning
Because properties are destroyed here, Super::FinishDestroy() should always be called at the end of your child class's FinishDestroy() method, rather than at the beginning.

Reimplemented from UObject.

Reimplemented in UGameEngine.

◆ FocusNextPIEWorld()

virtual void UEngine::FocusNextPIEWorld ( UWorld CurrentPieWorld,
bool  previous = false 
)
inlinevirtual

◆ ForceGarbageCollection()

void UEngine::ForceGarbageCollection ( bool  bFullPurge = false)

Updates the timer between garbage collection such that at the next opportunity garbage collection will be run.

◆ ForEachEngineSubsystem()

void UEngine::ForEachEngineSubsystem ( TFunctionRef< void(TSubsystemClass *)>  Operation) const
inline

Performs an operation on all Subsystem of specified type, this is only necessary for interfaces that can have multiple implementations instanced at a time.

◆ GameViewportForWorld()

UGameViewportClient * UEngine::GameViewportForWorld ( const UWorld InWorld) const

◆ GetActiveAudioDevice()

FAudioDeviceHandle UEngine::GetActiveAudioDevice ( )
Returns
the currently active audio device

◆ GetAdditionalFont()

UFont * UEngine::GetAdditionalFont ( int32  AdditionalFontIndex)
static

Gets the specified additional font.

Parameters
AdditionalFontIndex- Index into the AddtionalFonts array.

Returns the specified additional font.

Parameters
AdditionalFontIndexIndex into the AddtionalFonts array.

◆ GetAllLocalPlayerControllers()

void UEngine::GetAllLocalPlayerControllers ( TArray< APlayerController * > &  PlayerList)

Gets all local players associated with the engine. This function should only be used in rare cases where no UWorld* is available to get a player list associated with the world. E.g, - use GetFirstLocalPlayerController(UWorld *InWorld) when possible!

◆ GetAudioDeviceManager()

class FAudioDeviceManager * UEngine::GetAudioDeviceManager ( )
Returns
the audio device manager of the UEngine, this allows the creation and management of multiple audio devices.

◆ GetAverageUnitTimes()

void UEngine::GetAverageUnitTimes ( TArray< float > &  AverageTimes)

Returns the average game/render/gpu/total time since this function was last called

Reset the counters for the next call

◆ GetCurrentPlayWorld()

UWorld * UEngine::GetCurrentPlayWorld ( UWorld PossiblePlayWorld = nullptr) const

Tries to find the currently active primary Game or Play in Editor world, returning null if it is ambiguous. This should only be called if you do not have a reliable world context object to use.

Parameters
PossiblePlayWorldIf set, this will be checked first and returned if valid. If this is not the active play world, null will be returned due to ambiguity
Returns
either nullptr or a World that is guaranteed to be of type Game or PIE

◆ GetCustomTimeStep()

UEngineCustomTimeStep * UEngine::GetCustomTimeStep ( ) const
inline

Get the custom time step that control the Engine Framerate/Timestep

◆ GetDebugLocalPlayer()

ULocalPlayer * UEngine::GetDebugLocalPlayer ( )

returns the first ULocalPlayer that should be used for debug purposes. This should only be used in very special cases where no UWorld* is available! Anything using this will not function properly under multiple worlds. Always prefer to use GetFirstGamePlayer() or even better - FLocalPlayerIterator

Returns
the first ULocalPlayer

◆ GetDefaultWorldFeatureLevel()

ERHIFeatureLevel::Type UEngine::GetDefaultWorldFeatureLevel ( ) const
virtual

The feature used to create new worlds, by default. Overridden for feature level preview in the editor

◆ GetDisplayGamma()

float UEngine::GetDisplayGamma ( ) const
inline

Returns the current display gamma value

◆ GetDynamicResolutionCurrentStateInfos()

void UEngine::GetDynamicResolutionCurrentStateInfos ( FDynamicResolutionStateInfos OutInfos) const

Queries informations about the current state dynamic resolution.

◆ GetDynamicResolutionState()

class IDynamicResolutionState * UEngine::GetDynamicResolutionState ( )
inline

Get's global dynamic resolution state

◆ GetDynamicResolutionUserSetting()

bool UEngine::GetDynamicResolutionUserSetting ( ) const
inline

Get the user setting for dynamic resolution.

◆ GetEngineSubsystem()

TSubsystemClass * UEngine::GetEngineSubsystem ( ) const
inline

Get an Engine Subsystem of specified type

◆ GetEngineSubsystemArrayCopy()

TArray< TSubsystemClass * > UEngine::GetEngineSubsystemArrayCopy ( ) const
inline

Get all Subsystems of specified type, this is only necessary for interfaces that can have multiple implementations instanced at a time.

◆ GetEngineSubsystemBase()

UEngineSubsystem * UEngine::GetEngineSubsystemBase ( TSubclassOf< UEngineSubsystem SubsystemClass) const
inline

Get an Engine Subsystem of specified type

◆ GetFirstGamePlayer() [1/3]

ULocalPlayer * UEngine::GetFirstGamePlayer ( const UGameViewportClient InViewport)

◆ GetFirstGamePlayer() [2/3]

ULocalPlayer * UEngine::GetFirstGamePlayer ( UPendingNetGame PendingNetGame)

◆ GetFirstGamePlayer() [3/3]

ULocalPlayer * UEngine::GetFirstGamePlayer ( UWorld InWorld)

return the first ULocalPlayer in the GamePlayers array.

Returns
first ULocalPlayer or nullptr if the array is empty

◆ GetFirstLocalPlayerController()

APlayerController * UEngine::GetFirstLocalPlayerController ( const UWorld InWorld)

Find a Local Player Controller, which may not exist at all if this is a server.

Returns
first found LocalPlayerController. Fine for single player, in split screen, one will be picked.

◆ GetFrameTimeDisplayColor()

FColor UEngine::GetFrameTimeDisplayColor ( float  FrameTimeMS) const

Returns the display color for a given frame time (based on t.TargetFrameTimeThreshold and t.UnacceptableFrameTimeThreshold)

◆ GetGamePlayer() [1/2]

ULocalPlayer * UEngine::GetGamePlayer ( const UGameViewportClient InViewport,
int32  InPlayer 
)

◆ GetGamePlayer() [2/2]

ULocalPlayer * UEngine::GetGamePlayer ( UWorld InWorld,
int32  InPlayer 
)

return the ULocalPlayer with the given index.

Parameters
InPlayerIndex of the player required
Returns
pointer to the LocalPlayer with the given index

◆ GetGamePlayers() [1/2]

const TArray< class ULocalPlayer * > & UEngine::GetGamePlayers ( const UGameViewportClient Viewport) const

◆ GetGamePlayers() [2/2]

const TArray< class ULocalPlayer * > & UEngine::GetGamePlayers ( UWorld World) const

◆ GetGameUserSettings() [1/2]

UGameUserSettings * UEngine::GetGameUserSettings ( )

◆ GetGameUserSettings() [2/2]

const UGameUserSettings * UEngine::GetGameUserSettings ( ) const

Returns the global instance of the game user settings class.

◆ GetGameViewportWidget()

virtual TSharedPtr< class SViewport > UEngine::GetGameViewportWidget ( ) const
inlinevirtual

Returns the GameViewport widget

Reimplemented in UGameEngine.

◆ GetGlobalFunctionCallspace()

int32 UEngine::GetGlobalFunctionCallspace ( UFunction Function,
UObject FunctionTarget,
FFrame Stack 
)

Called from GetFunctionCallspace on specific objects to check for authority/cosmetic function tags using global state

Parameters
FunctionFunction to check for network mode flags like AuthorityOnly, cannot be null
FunctionTargetObject this function will be called on, if not null this may be used to determine context
StackFunction call stack, if not null this may be used to determine context

◆ GetGlobalNetTravelCount()

uint32 UEngine::GetGlobalNetTravelCount ( ) const
inline

◆ GetHoveredMaterialColor()

const FLinearColor & UEngine::GetHoveredMaterialColor ( ) const
inline

◆ GetIncrementalGCTimePerFrame()

float UEngine::GetIncrementalGCTimePerFrame ( )
protectedvirtual

Allows derived classes to set per-frame GC budget depending on various factors. Default implementation uses gc.IncrementalGCTimePerFrame and gc.LowMemory.IncrementalGCTimePerFrame depending on current memory usage and value of gc.LowMemory.MemoryThresholdMB

◆ GetIrisNetDriverConfig()

const FIrisNetDriverConfig * UEngine::GetIrisNetDriverConfig ( FName  InNetDriverDefinition,
FName  InNetDriverName 
) const

Returns the Iris config for the corresponding NetDriver Priority order for the IrisNetDriverConfigs are:

  1. NetDriverName exact match
  2. NetDriverName wildcard match
  3. NetDriverDefinition match

Look for a config setting telling if this new NetDriver can use Iris or not To enable iris for a netdriver you need to add the proper configuration in Engine.ini like so: [/Script/Engine.Engine] +IrisNetDriverConfigs=(NetDriverName="MyNetDriver",bCanUseIris=true) +IrisNetDriverConfigs=(NetDriverDefinition="MyNetDriverDef",bCanUseIris=false) +IrisNetDriverConfigs=(NetDriverWildcardName="SecondaryNetDriver*",bCanUseIris=true);

◆ GetLargeFont()

UFont * UEngine::GetLargeFont ( )
static

Gets the engine's default large font.

Returns
Large font.

Returns the engine's default large font

◆ GetLocalPlayerFromControllerId() [1/2]

ULocalPlayer * UEngine::GetLocalPlayerFromControllerId ( const UGameViewportClient InViewport,
const int32  ControllerId 
) const

Retrieves the LocalPlayer for the player which has the ControllerId specified

Parameters
ControllerIdthe game pad index of the player to search for
Returns
The player that has the ControllerId specified, or nullptr if no players have that ControllerId

◆ GetLocalPlayerFromControllerId() [2/2]

ULocalPlayer * UEngine::GetLocalPlayerFromControllerId ( UWorld InWorld,
const int32  ControllerId 
) const

◆ GetLocalPlayerFromInputDevice() [1/2]

ULocalPlayer * UEngine::GetLocalPlayerFromInputDevice ( const UGameViewportClient InViewport,
const FInputDeviceId  InputDevice 
) const

◆ GetLocalPlayerFromInputDevice() [2/2]

ULocalPlayer * UEngine::GetLocalPlayerFromInputDevice ( UWorld InWorld,
const FInputDeviceId  InputDevice 
) const

◆ GetLocalPlayerFromPlatformUserId()

ULocalPlayer * UEngine::GetLocalPlayerFromPlatformUserId ( UWorld InWorld,
const FPlatformUserId  PlatformUserId 
) const

Returns the first LocalPlayer that matches the given platform user id

Parameters
PlatformUserIdPlatform user id to search for
Returns
The player that has the PlatformUserId specified, or nullptr if no players have that PlatformUserId

◆ GetLocalPlayerIterator() [1/2]

TArray< classULocalPlayer * >::TConstIterator UEngine::GetLocalPlayerIterator ( const UGameViewportClient Viewport)

◆ GetLocalPlayerIterator() [2/2]

TArray< classULocalPlayer * >::TConstIterator UEngine::GetLocalPlayerIterator ( UWorld World)

Return a reference to the GamePlayers array.

◆ GetMainAudioDevice()

FAudioDeviceHandle UEngine::GetMainAudioDevice ( )
Returns
the main audio device.

◆ GetMainAudioDeviceID()

uint32 UEngine::GetMainAudioDeviceID ( ) const
Returns
the main audio device handle used by the engine.

◆ GetMainAudioDeviceRaw()

FAudioDevice * UEngine::GetMainAudioDeviceRaw ( )

◆ GetMapBuildCancelled()

virtual bool UEngine::GetMapBuildCancelled ( ) const
inlinevirtual

Returns whether or not the map build in progressed was canceled by the user.

◆ GetMapChangeFailureDescription() [1/2]

FString UEngine::GetMapChangeFailureDescription ( FWorldContext Context)
protected

Returns the failure description in case of a failed map change request.

Returns
Human readable failure description in case of failure, empty string otherwise

◆ GetMapChangeFailureDescription() [2/2]

FString UEngine::GetMapChangeFailureDescription ( UWorld InWorld)
inline

◆ GetMaxFPS()

float UEngine::GetMaxFPS ( ) const
virtual

Get max fps.

◆ GetMaxTickRate()

float UEngine::GetMaxTickRate ( float  DeltaTime,
bool  bAllowFrameRateSmoothing = true 
) const
virtual

Get tick rate limiter.

Get tick rate limitor.

Reimplemented in UGameEngine.

◆ GetMediumFont()

UFont * UEngine::GetMediumFont ( )
static

Gets the engine's default medium font.

Returns
Medium font.

◆ GetMonospaceFont()

UFont * UEngine::GetMonospaceFont ( )
static

Gets the engine's default monospace font.

Returns
Monospace font.

Returns the engine's default monospace font

◆ GetNetMode()

ENetMode UEngine::GetNetMode ( const UWorld World) const

Returns the current netmode

Parameters
NetDriverNameName of the net driver to get mode for
Returns
current netmode

Note: if there is no valid net driver, returns NM_StandAlone

◆ GetNextPIEViewport()

virtual class UGameViewportClient * UEngine::GetNextPIEViewport ( UGameViewportClient CurrentViewport)
inlinevirtual

◆ GetNumGamePlayers() [1/2]

int32 UEngine::GetNumGamePlayers ( const UGameViewportClient InViewport)

◆ GetNumGamePlayers() [2/2]

int32 UEngine::GetNumGamePlayers ( UWorld InWorld)

return the number of entries in the GamePlayers array

◆ GetPostRenderDelegate()

FPostRenderDelegate & UEngine::GetPostRenderDelegate ( )
inline

◆ GetPostRenderDelegateEx()

FPostRenderDelegateEx & UEngine::GetPostRenderDelegateEx ( )
inline

◆ GetPreRenderDelegate()

FPreRenderDelegate & UEngine::GetPreRenderDelegate ( )
inline

◆ GetPreRenderDelegateEx()

FPreRenderDelegateEx & UEngine::GetPreRenderDelegateEx ( )
inline

◆ GetSelectedMaterialColor()

const FLinearColor & UEngine::GetSelectedMaterialColor ( ) const
inline

Get the color to use for object selection

◆ GetSelectionOutlineColor()

const FLinearColor & UEngine::GetSelectionOutlineColor ( ) const
inline

◆ GetServiceLocator()

TSharedRef< IPortalServiceLocator > UEngine::GetServiceLocator ( )
inline

Get a locator for Portal services.

Returns
The service locator.

◆ GetSmallFont()

UFont * UEngine::GetSmallFont ( )
static

Gets the engine's default small font

Returns
Small font.

◆ GetSpriteCategoryIndex()

virtual int32 UEngine::GetSpriteCategoryIndex ( const FName InSpriteCategory)
inlinevirtual

Get the index of the provided sprite category

Parameters
InSpriteCategorySprite category to get the index of
Returns
Index of the provided sprite category, if possible; INDEX_NONE otherwise

◆ GetStatValueColoration()

bool UEngine::GetStatValueColoration ( const FString &  StatName,
float  Value,
FColor OutColor 
)

Uses StatColorMappings to find a color for this stat's value.

◆ GetSubduedSelectionOutlineColor()

const FLinearColor & UEngine::GetSubduedSelectionOutlineColor ( ) const
inline

◆ GetSubtitleFont()

UFont * UEngine::GetSubtitleFont ( )
static

Gets the engine's default subtitle font.

Returns
Subtitle font.

Returns the engine's default subtitle font

◆ GetTimeBetweenGarbageCollectionPasses() [1/2]

float UEngine::GetTimeBetweenGarbageCollectionPasses ( ) const

Returns the current desired time between garbage collection passes (not the time remaining)

◆ GetTimeBetweenGarbageCollectionPasses() [2/2]

float UEngine::GetTimeBetweenGarbageCollectionPasses ( bool  bHasPlayersConnected) const
protectedvirtual

Returns GetTimeBetweenGarbageCollectionPasses but tweaked if its an idle server or not

◆ GetTimecodeProvider()

UTimecodeProvider * UEngine::GetTimecodeProvider ( ) const
inline

Get the TimecodeProvider that control the Engine's Timecode.

◆ GetTinyFont()

UFont * UEngine::GetTinyFont ( )
static

Gets the engine's default tiny font.

Returns
Tiny font.

◆ GetUnifiedTimeBudgetForStreaming()

double UEngine::GetUnifiedTimeBudgetForStreaming ( float  DeltaSeconds,
bool  bHighPriority 
)
virtual

Computes the amount of time in seconds that should be used for unified asset/level streaming for this frame. This is only used if UseUnifiedTimeBudgetForStreaming is enabled, and can be overridden by a game engine.

Parameters
DeltaSecondsHow long the last frame tick took
bHighPriorityTrue if this is considered a high priority load such as during a loading screen

◆ GetWorldContextFromGameViewport() [1/2]

FWorldContext * UEngine::GetWorldContextFromGameViewport ( const UGameViewportClient InViewport)

◆ GetWorldContextFromGameViewport() [2/2]

const FWorldContext * UEngine::GetWorldContextFromGameViewport ( const UGameViewportClient InViewport) const

◆ GetWorldContextFromGameViewportChecked() [1/2]

FWorldContext & UEngine::GetWorldContextFromGameViewportChecked ( const UGameViewportClient InViewport)

◆ GetWorldContextFromGameViewportChecked() [2/2]

const FWorldContext & UEngine::GetWorldContextFromGameViewportChecked ( const UGameViewportClient InViewport) const

◆ GetWorldContextFromHandle() [1/2]

FWorldContext * UEngine::GetWorldContextFromHandle ( const FName  WorldContextHandle)

◆ GetWorldContextFromHandle() [2/2]

const FWorldContext * UEngine::GetWorldContextFromHandle ( const FName  WorldContextHandle) const

◆ GetWorldContextFromHandleChecked() [1/2]

FWorldContext & UEngine::GetWorldContextFromHandleChecked ( const FName  WorldContextHandle)

◆ GetWorldContextFromHandleChecked() [2/2]

const FWorldContext & UEngine::GetWorldContextFromHandleChecked ( const FName  WorldContextHandle) const

◆ GetWorldContextFromPendingNetGame() [1/2]

FWorldContext * UEngine::GetWorldContextFromPendingNetGame ( const UPendingNetGame InPendingNetGame)

◆ GetWorldContextFromPendingNetGame() [2/2]

const FWorldContext * UEngine::GetWorldContextFromPendingNetGame ( const UPendingNetGame InPendingNetGame) const

◆ GetWorldContextFromPendingNetGameChecked() [1/2]

FWorldContext & UEngine::GetWorldContextFromPendingNetGameChecked ( const UPendingNetGame InPendingNetGame)

◆ GetWorldContextFromPendingNetGameChecked() [2/2]

const FWorldContext & UEngine::GetWorldContextFromPendingNetGameChecked ( const UPendingNetGame InPendingNetGame) const

◆ GetWorldContextFromPendingNetGameNetDriver() [1/2]

FWorldContext * UEngine::GetWorldContextFromPendingNetGameNetDriver ( const UNetDriver InPendingNetGame)

◆ GetWorldContextFromPendingNetGameNetDriver() [2/2]

const FWorldContext * UEngine::GetWorldContextFromPendingNetGameNetDriver ( const UNetDriver InPendingNetGame) const

◆ GetWorldContextFromPendingNetGameNetDriverChecked() [1/2]

FWorldContext & UEngine::GetWorldContextFromPendingNetGameNetDriverChecked ( const UNetDriver InPendingNetGame)

◆ GetWorldContextFromPendingNetGameNetDriverChecked() [2/2]

const FWorldContext & UEngine::GetWorldContextFromPendingNetGameNetDriverChecked ( const UNetDriver InPendingNetGame) const

◆ GetWorldContextFromPIEInstance() [1/2]

FWorldContext * UEngine::GetWorldContextFromPIEInstance ( const int32  PIEInstance)

◆ GetWorldContextFromPIEInstance() [2/2]

const FWorldContext * UEngine::GetWorldContextFromPIEInstance ( const int32  PIEInstance) const

◆ GetWorldContextFromPIEInstanceChecked() [1/2]

FWorldContext & UEngine::GetWorldContextFromPIEInstanceChecked ( const int32  PIEInstance)

◆ GetWorldContextFromPIEInstanceChecked() [2/2]

const FWorldContext & UEngine::GetWorldContextFromPIEInstanceChecked ( const int32  PIEInstance) const

◆ GetWorldContextFromWorld() [1/2]

FWorldContext * UEngine::GetWorldContextFromWorld ( const UWorld InWorld)

◆ GetWorldContextFromWorld() [2/2]

const FWorldContext * UEngine::GetWorldContextFromWorld ( const UWorld InWorld) const

◆ GetWorldContextFromWorldChecked() [1/2]

FWorldContext & UEngine::GetWorldContextFromWorldChecked ( const UWorld InWorld)

◆ GetWorldContextFromWorldChecked() [2/2]

const FWorldContext & UEngine::GetWorldContextFromWorldChecked ( const UWorld InWorld) const

◆ GetWorldContexts()

const TIndirectArray< FWorldContext > & UEngine::GetWorldContexts ( ) const
inline

◆ GetWorldFromContextObject()

UWorld * UEngine::GetWorldFromContextObject ( const UObject Object,
EGetWorldErrorMode  ErrorMode 
) const

Obtain a world object pointer from an object with has a world context.

Parameters
ObjectObject whose owning world we require.
ErrorModeControls what happens if the Object cannot be found
Returns
The world to which the object belongs or nullptr if it cannot be found.

◆ GetWorldFromContextObjectChecked()

UWorld * UEngine::GetWorldFromContextObjectChecked ( const UObject Object) const
inline

Obtain a world object pointer from an object with has a world context.

Parameters
ObjectObject whose owning world we require.
Returns
The world to which the object belongs; asserts if the world cannot be found!

◆ HandleAnimSeqStatsCommand()

bool UEngine::HandleAnimSeqStatsCommand ( const TCHAR Cmd,
FOutputDevice Ar 
)

◆ HandleBrowseToDefaultMapFailure()

void UEngine::HandleBrowseToDefaultMapFailure ( FWorldContext Context,
const FString &  TextURL,
const FString &  Error 
)
protectedvirtual

Attempts to gracefully handle a failure to travel to the default map.

Parameters
Errorthe error string result from the LoadMap call that attempted to load the default map.

Reimplemented in UGameEngine.

◆ HandleCeCommand()

bool UEngine::HandleCeCommand ( UWorld InWorld,
const TCHAR Cmd,
FOutputDevice Ar 
)

◆ HandleConfigHashCommand()

bool UEngine::HandleConfigHashCommand ( const TCHAR Cmd,
FOutputDevice Ar 
)

◆ HandleConfigMemCommand()

bool UEngine::HandleConfigMemCommand ( const TCHAR Cmd,
FOutputDevice Ar 
)

◆ HandleContentComparisonCommand()

bool UEngine::HandleContentComparisonCommand ( const TCHAR Cmd,
FOutputDevice Ar 
)

◆ HandleCountDisabledParticleItemsCommand()

bool UEngine::HandleCountDisabledParticleItemsCommand ( const TCHAR Cmd,
FOutputDevice Ar 
)

◆ HandleCrackURLCommand()

bool UEngine::HandleCrackURLCommand ( const TCHAR Cmd,
FOutputDevice Ar 
)

◆ HandleDebugCommand()

bool UEngine::HandleDebugCommand ( const TCHAR Cmd,
FOutputDevice Ar 
)

◆ HandleDeferCommand()

bool UEngine::HandleDeferCommand ( const TCHAR Cmd,
FOutputDevice Ar 
)

◆ HandleDirCommand()

bool UEngine::HandleDirCommand ( const TCHAR Cmd,
FOutputDevice Ar 
)

◆ HandleDisableAllScreenMessagesCommand()

bool UEngine::HandleDisableAllScreenMessagesCommand ( const TCHAR Cmd,
FOutputDevice Ar 
)

◆ HandleDisconnect()

void UEngine::HandleDisconnect ( UWorld InWorld,
UNetDriver NetDriver 
)

The proper way to disconnect a given World and NetDriver. Travels world if necessary, cleans up pending connects if necessary.

Parameters
InWorldThe world being disconnected (might be nullptr in case of pending net dupl)
NetDriverThe net driver being disconnect (will be InWorld's net driver if there is a world)

◆ HandleDisconnectCommand()

bool UEngine::HandleDisconnectCommand ( const TCHAR Cmd,
FOutputDevice Ar,
UWorld InWorld 
)
virtual

◆ HandleDumpAllocatorStats()

bool UEngine::HandleDumpAllocatorStats ( const TCHAR Cmd,
FOutputDevice Ar 
)

◆ HandleDumpAvailableResolutionsCommand()

bool UEngine::HandleDumpAvailableResolutionsCommand ( const TCHAR Cmd,
FOutputDevice Ar 
)

◆ HandleDumpConsoleCommandsCommand()

bool UEngine::HandleDumpConsoleCommandsCommand ( const TCHAR Cmd,
FOutputDevice Ar,
UWorld InWorld 
)

◆ HandleDumpLevelScriptActorsCommand()

bool UEngine::HandleDumpLevelScriptActorsCommand ( UWorld InWorld,
const TCHAR Cmd,
FOutputDevice Ar 
)

◆ HandleDumpMaterialStatsCommand()

bool UEngine::HandleDumpMaterialStatsCommand ( const TCHAR Cmd,
FOutputDevice Ar 
)

◆ HandleDumpParticleCountsCommand()

bool UEngine::HandleDumpParticleCountsCommand ( const TCHAR Cmd,
FOutputDevice Ar 
)

◆ HandleDumpShaderStatsCommand()

bool UEngine::HandleDumpShaderStatsCommand ( const TCHAR Cmd,
FOutputDevice Ar 
)

◆ HandleDumpTicksCommand()

bool UEngine::HandleDumpTicksCommand ( UWorld InWorld,
const TCHAR Cmd,
FOutputDevice Ar 
)

◆ HandleEnableAllScreenMessagesCommand()

bool UEngine::HandleEnableAllScreenMessagesCommand ( const TCHAR Cmd,
FOutputDevice Ar 
)

◆ HandleFlushLogCommand()

bool UEngine::HandleFlushLogCommand ( const TCHAR Cmd,
FOutputDevice Ar 
)

Exec command handlers

◆ HandleFreezeAllCommand()

bool UEngine::HandleFreezeAllCommand ( const TCHAR Cmd,
FOutputDevice Ar,
UWorld InWorld 
)

◆ HandleFreezeRenderingCommand()

bool UEngine::HandleFreezeRenderingCommand ( const TCHAR Cmd,
FOutputDevice Ar,
UWorld InWorld 
)

◆ HandleFreezeStreamingCommand()

bool UEngine::HandleFreezeStreamingCommand ( const TCHAR Cmd,
FOutputDevice Ar,
UWorld InWorld 
)

◆ HandleGameVerCommand()

bool UEngine::HandleGameVerCommand ( const TCHAR Cmd,
FOutputDevice Ar 
)

◆ HandleGammaCommand()

bool UEngine::HandleGammaCommand ( const TCHAR Cmd,
FOutputDevice Ar 
)

◆ HandleGetIniCommand()

bool UEngine::HandleGetIniCommand ( const TCHAR Cmd,
FOutputDevice Ar 
)

◆ HandleHeapCheckCommand()

bool UEngine::HandleHeapCheckCommand ( const TCHAR Cmd,
FOutputDevice Ar 
)

◆ HandleKismetEventCommand()

bool UEngine::HandleKismetEventCommand ( UWorld InWorld,
const TCHAR Cmd,
FOutputDevice Ar 
)

◆ HandleListAnimsCommand()

bool UEngine::HandleListAnimsCommand ( const TCHAR Cmd,
FOutputDevice Ar 
)

◆ HandleListLoadedPackagesCommand()

bool UEngine::HandleListLoadedPackagesCommand ( const TCHAR Cmd,
FOutputDevice Ar 
)

◆ HandleListParticleSystemsCommand()

bool UEngine::HandleListParticleSystemsCommand ( const TCHAR Cmd,
FOutputDevice Ar 
)

◆ HandleListSkeletalMeshesCommand()

bool UEngine::HandleListSkeletalMeshesCommand ( const TCHAR Cmd,
FOutputDevice Ar 
)

◆ HandleListSpawnedActorsCommand()

bool UEngine::HandleListSpawnedActorsCommand ( const TCHAR Cmd,
FOutputDevice Ar,
UWorld InWorld 
)

◆ HandleListStaticMeshesCommand()

bool UEngine::HandleListStaticMeshesCommand ( const TCHAR Cmd,
FOutputDevice Ar 
)

◆ HandleListTexturesCommand()

bool UEngine::HandleListTexturesCommand ( const TCHAR Cmd,
FOutputDevice Ar 
)

◆ HandleLogoutStatLevelsCommand()

bool UEngine::HandleLogoutStatLevelsCommand ( const TCHAR Cmd,
FOutputDevice Ar,
UWorld InWorld 
)

◆ HandleMemCommand()

bool UEngine::HandleMemCommand ( const TCHAR Cmd,
FOutputDevice Ar 
)

◆ HandleMemReportCommand()

bool UEngine::HandleMemReportCommand ( const TCHAR Cmd,
FOutputDevice Ar,
UWorld InWorld 
)

◆ HandleMemReportDeferredCommand()

bool UEngine::HandleMemReportDeferredCommand ( const TCHAR Cmd,
FOutputDevice Ar,
UWorld InWorld 
)

◆ HandleMergeMeshCommand()

bool UEngine::HandleMergeMeshCommand ( const TCHAR Cmd,
FOutputDevice Ar,
UWorld InWorld 
)

◆ HandleNetworkFailure()

void UEngine::HandleNetworkFailure ( UWorld World,
UNetDriver NetDriver,
ENetworkFailure::Type  FailureType,
const FString &  ErrorString 
)
virtual

Notification of network error messages, allows the engine to handle the failure

Parameters
Worldassociated with failure
NetDriverassociated with failure
FailureTypethe type of error
ErrorStringadditional string detailing the error

◆ HandleNetworkLagStateChanged()

void UEngine::HandleNetworkLagStateChanged ( UWorld World,
UNetDriver NetDriver,
ENetworkLagState::Type  LagType 
)
virtual

Notification of network lag state change messages.

Parameters
Worldassociated with the lag
NetDriverassociated with the lag
LagTypeWhether we started lagging or we are no longer lagging

◆ HandleObjCommand()

bool UEngine::HandleObjCommand ( const TCHAR Cmd,
FOutputDevice Ar 
)

◆ HandleOpenCommand()

bool UEngine::HandleOpenCommand ( const TCHAR Cmd,
FOutputDevice Ar,
UWorld InWorld 
)
virtual

◆ HandleParticleMeshUsageCommand()

bool UEngine::HandleParticleMeshUsageCommand ( const TCHAR Cmd,
FOutputDevice Ar 
)

◆ HandleProfileCommand()

bool UEngine::HandleProfileCommand ( const TCHAR Cmd,
FOutputDevice Ar 
)

◆ HandleProfileGPUHitchesCommand()

bool UEngine::HandleProfileGPUHitchesCommand ( const TCHAR Cmd,
FOutputDevice Ar 
)

◆ HandleRecompileGlobalShadersCommand()

bool UEngine::HandleRecompileGlobalShadersCommand ( const TCHAR Cmd,
FOutputDevice Ar 
)

◆ HandleRecompileShadersCommand()

bool UEngine::HandleRecompileShadersCommand ( const TCHAR Cmd,
FOutputDevice Ar 
)

◆ HandleReconnectCommand()

bool UEngine::HandleReconnectCommand ( const TCHAR Cmd,
FOutputDevice Ar,
UWorld InWorld 
)
virtual

◆ HandleRedirectOutputCommand()

bool UEngine::HandleRedirectOutputCommand ( const TCHAR Cmd,
FOutputDevice Ar,
UWorld InWorld 
)

◆ HandleRemoteTextureStatsCommand()

bool UEngine::HandleRemoteTextureStatsCommand ( const TCHAR Cmd,
FOutputDevice Ar 
)

◆ HandleShaderComplexityCommand()

bool UEngine::HandleShaderComplexityCommand ( const TCHAR Cmd,
FOutputDevice Ar 
)

◆ HandleShowLogCommand()

bool UEngine::HandleShowLogCommand ( const TCHAR Cmd,
FOutputDevice Ar 
)

◆ HandleSkeletalMeshReportCommand()

bool UEngine::HandleSkeletalMeshReportCommand ( const TCHAR Cmd,
FOutputDevice Ar,
UWorld InWorld 
)

◆ HandleStartFPSChartCommand()

bool UEngine::HandleStartFPSChartCommand ( const TCHAR Cmd,
FOutputDevice Ar 
)

◆ HandleStatCommand()

bool UEngine::HandleStatCommand ( UWorld World,
FCommonViewportClient ViewportClient,
const TCHAR Cmd,
FOutputDevice Ar 
)

◆ HandleStopFPSChartCommand()

bool UEngine::HandleStopFPSChartCommand ( const TCHAR Cmd,
FOutputDevice Ar,
UWorld InWorld 
)

◆ HandleStopMovieCaptureCommand()

bool UEngine::HandleStopMovieCaptureCommand ( const TCHAR Cmd,
FOutputDevice Ar 
)

◆ HandleStreamMapCommand()

bool UEngine::HandleStreamMapCommand ( const TCHAR Cmd,
FOutputDevice Ar,
UWorld InWorld 
)
virtual

◆ HandleTestslateGameUICommand()

bool UEngine::HandleTestslateGameUICommand ( const TCHAR Cmd,
FOutputDevice Ar 
)

◆ HandleToggleAllScreenMessagesCommand()

bool UEngine::HandleToggleAllScreenMessagesCommand ( const TCHAR Cmd,
FOutputDevice Ar 
)

◆ HandleTogglegtPsysLODCommand()

bool UEngine::HandleTogglegtPsysLODCommand ( const TCHAR Cmd,
FOutputDevice Ar 
)

◆ HandleToggleOnscreenDebugMessageDisplayCommand()

bool UEngine::HandleToggleOnscreenDebugMessageDisplayCommand ( const TCHAR Cmd,
FOutputDevice Ar 
)

◆ HandleToggleOnscreenDebugMessageSystemCommand()

bool UEngine::HandleToggleOnscreenDebugMessageSystemCommand ( const TCHAR Cmd,
FOutputDevice Ar 
)

◆ HandleToggleRenderingThreadCommand()

bool UEngine::HandleToggleRenderingThreadCommand ( const TCHAR Cmd,
FOutputDevice Ar 
)

◆ HandleTrackParticleRenderingStatsCommand()

bool UEngine::HandleTrackParticleRenderingStatsCommand ( const TCHAR Cmd,
FOutputDevice Ar 
)

◆ HandleTravelCommand()

bool UEngine::HandleTravelCommand ( const TCHAR Cmd,
FOutputDevice Ar,
UWorld InWorld 
)
virtual

◆ HandleTravelFailure()

void UEngine::HandleTravelFailure ( UWorld InWorld,
ETravelFailure::Type  FailureType,
const FString &  ErrorString 
)
virtual

Notification of server travel error messages, generally network connection related (package verification, client server handshaking, etc) allows the engine to handle the failure

Parameters
InWorldthe world we were in when the travel failure occurred
FailureTypethe type of error
ErrorStringadditional string detailing the error

◆ HandleUnifiedStreaming()

void UEngine::HandleUnifiedStreaming ( float  DeltaSeconds)
virtual

Called once per frame to execute unified async asset and level streaming using the time budget from GetUnifiedTimeBudgetForStreaming. This is only used if UseUnifiedTimeBudgetForStreaming is enabled, and can be overridden by a game engine.

◆ HandleViewnamesCommand()

bool UEngine::HandleViewnamesCommand ( const TCHAR Cmd,
FOutputDevice Ar 
)

◆ HasMultipleLocalPlayers()

bool UEngine::HasMultipleLocalPlayers ( UWorld InWorld)
virtual
Returns
whether there are currently multiple local players in the given world

◆ IncrementGlobalNetTravelCount()

void UEngine::IncrementGlobalNetTravelCount ( )
inline

◆ Init()

void UEngine::Init ( IEngineLoop InEngineLoop)
virtual

Initialize the game engine.

Reimplemented in UGameEngine.

◆ InitializeAudioDeviceManager()

void UEngine::InitializeAudioDeviceManager ( )
protectedvirtual

Initialize the audio device manager

◆ InitializeEyeTrackingDevice()

bool UEngine::InitializeEyeTrackingDevice ( )
protectedvirtual

Detects and initializes any attached eye-tracking devices

Returns
true if there is an initialized device, false otherwise

◆ InitializeHMDDevice()

bool UEngine::InitializeHMDDevice ( )
protectedvirtual

Detects and initializes any attached HMD devices

Returns
true if there is an initialized device, false otherwise

◆ InitializeObjectReferences()

void UEngine::InitializeObjectReferences ( )
protectedvirtual

Loads all Engine object references from their corresponding config entries.

◆ InitializePortalServices()

void UEngine::InitializePortalServices ( )
protectedvirtual

Initialize Portal services.

◆ InitializeRunningAverageDeltaTime()

void UEngine::InitializeRunningAverageDeltaTime ( )
protectedvirtual

Initializes the running average delta to some good initial framerate.

◆ IsAllowedFramerateSmoothing()

bool UEngine::IsAllowedFramerateSmoothing ( ) const
virtual

Whether we're allowed to do frame rate smoothing

◆ IsAutosaving()

virtual bool UEngine::IsAutosaving ( const EPackageAutoSaveType  AutoSaveType = EPackageAutoSaveType::Transient) const
inlinevirtual
Returns
true if the engine is autosaving a package (default is to only check for transient auto-saves for legacy reasons)

◆ IsControllerIdUsingPlatformUserId()

virtual bool UEngine::IsControllerIdUsingPlatformUserId ( ) const
inlinevirtual

If true, we're running in a backward compatible mode where FPlatformUserId and ControllerId are the same. If false, there can be more than one local player with the same platform user id

◆ IsEditor()

bool UEngine::IsEditor ( )
Returns
the GIsEditor flag setting

◆ IsEngineStat()

bool UEngine::IsEngineStat ( const FString &  InName)

Check to see if the specified stat name is a simple stat.

Parameters
InNameThe name of the stat we're checking.
Returns
true if the stat is a registered simple stat.

◆ IsInitialized()

virtual bool UEngine::IsInitialized ( ) const
inlinevirtual

◆ IsPreparingMapChange() [1/2]

bool UEngine::IsPreparingMapChange ( FWorldContext Context)
protected

Returns whether we are currently preparing for a map change or not.

Returns
true if we are preparing for a map change, false otherwise

◆ IsPreparingMapChange() [2/2]

bool UEngine::IsPreparingMapChange ( UWorld InWorld)
inline

◆ IsReadyForMapChange() [1/2]

bool UEngine::IsReadyForMapChange ( FWorldContext Context)
protected

Returns whether the prepared map change is ready for commit having called.

Returns
true if we're ready to commit the map change, false otherwise

◆ IsReadyForMapChange() [2/2]

bool UEngine::IsReadyForMapChange ( UWorld InWorld)
inline

◆ IsRenderingSuspended()

virtual bool UEngine::IsRenderingSuspended ( ) const
inlinevirtual

Whether the application should avoid rendering anything to give GPU resources to other applications

◆ IsSettingUpPlayWorld()

virtual bool UEngine::IsSettingUpPlayWorld ( ) const
inlinevirtual

mostly done to check if PIE is being set up, go GWorld is going to change, and it's not really the_G_World NOTE: hope this goes away once PIE and regular game triggering are not that separate code paths

◆ IsStereoscopic3D()

bool UEngine::IsStereoscopic3D ( const FViewport InViewport = nullptr) const
Returns
whether we're currently running with stereoscopic 3D enabled for the specified viewport (or globally, if viewport is nullptr)
whether we're currently running with stereoscopic 3D enabled

◆ IsVanillaProduct()

bool UEngine::IsVanillaProduct ( ) const
inline

◆ IsWorldDuplicate()

bool UEngine::IsWorldDuplicate ( const UWorld *const  InWorld)
protected

Helper function that returns true if InWorld is the outer of a level in a collection of type DynamicDuplicatedLevels. For internal engine use.

◆ LastURLFromWorld()

FURL & UEngine::LastURLFromWorld ( UWorld World)

◆ LoadBlueNoiseTexture()

void UEngine::LoadBlueNoiseTexture ( bool  LoadVector2BlueNoiseTexture)

Delay loading this texture until it is needed by the renderer. The texture is uncompressed and contains no mips so it can't be streamed.

◆ LoadDefaultBloomTexture()

void UEngine::LoadDefaultBloomTexture ( )

Delay loading this texture until it is needed by the renderer. The texture is uncompressed and contains no mips so it can't be streamed.

◆ LoadDefaultFilmGrainTexture()

void UEngine::LoadDefaultFilmGrainTexture ( )

Delay loading this texture until it is needed by the renderer.

◆ LoadEnergyTextures()

void UEngine::LoadEnergyTextures ( )

Delay loading the energy shading texture until it is needed by the renderer.

◆ LoadGlintTextures()

void UEngine::LoadGlintTextures ( )

Delay loading the glint texture until it is needed by the renderer. This texture is not going to be streamed to be available right away.

◆ LoadLTCTextures()

void UEngine::LoadLTCTextures ( )

Delay loading the LTC texture until it is needed by the renderer.

◆ LoadMap()

bool UEngine::LoadMap ( FWorldContext WorldContext,
FURL  URL,
class UPendingNetGame Pending,
FString &  Error 
)
virtual

◆ LoadMapRedrawViewports()

virtual void UEngine::LoadMapRedrawViewports ( void  )
inlinevirtual

Called to allow overloading by child engines

◆ LoadPackagesFully()

void UEngine::LoadPackagesFully ( UWorld InWorld,
EFullyLoadPackageType  FullyLoadType,
const FString &  Tag 
)

Loads the PerMapPackages for the given map, and adds them to the RootSet

Parameters
FullyLoadTypeWhen to load the packages (based on map, GameMode, etc)
TagName of the map/game to load packages for

◆ LoadSimpleVolumeTextures()

void UEngine::LoadSimpleVolumeTextures ( )

Delay loading the SimpleVolume texture until it is needed by the renderer. This texture is not going to be streamed to be available right away.

◆ LoadSMAATextures()

void UEngine::LoadSMAATextures ( )

Delay loading these textures until they are needed by the renderer. The textures are uncompressed and contains no mips so they can't be streamed.

◆ LogPerformanceCapture()

void UEngine::LogPerformanceCapture ( UWorld World,
const FString &  MapName,
const FString &  SequenceName,
float  EventTime 
)

Logs performance capture for use in automation analytics

Parameters
EventTimetime of the Sequencer event

◆ MakeSureMapNameIsValid()

bool UEngine::MakeSureMapNameIsValid ( FString &  InOutMapName)

Makes sure map name is a long package name.

Parameters
InOutMapNameMap name. In non-final builds code will attempt to convert to long package name if short name is provided.
trueif the map name was valid, false otherwise.

◆ MovePendingLevel()

void UEngine::MovePendingLevel ( FWorldContext Context)
protectedvirtual

◆ NetworkRemapPath() [1/2]

virtual bool UEngine::NetworkRemapPath ( UNetConnection Connection,
FString &  Str,
bool  bReading = true 
)
inlinevirtual

Reimplemented in UGameEngine.

◆ NetworkRemapPath() [2/2]

virtual bool UEngine::NetworkRemapPath ( UPendingNetGame PendingNetGame,
FString &  Str,
bool  bReading = true 
)
inlinevirtual

◆ NotifyToolsOfObjectReplacement()

virtual void UEngine::NotifyToolsOfObjectReplacement ( const TMap< UObject *, UObject * > &  OldToNewInstanceMap)
inlinevirtual

◆ OnCustomTimeStepChanged()

FSimpleMulticastDelegate & UEngine::OnCustomTimeStepChanged ( )
inline

Return custom time step changed event.

◆ OnLostFocusPause()

void UEngine::OnLostFocusPause ( bool  EnablePause)
virtual

Pauses / un-pauses the game-play when focus of the game's window gets lost / gained.

Parameters
EnablePausetrue to pause; false to unpause the game

◆ OnlyLoadEditorVisibleLevelsInPIE()

virtual bool UEngine::OnlyLoadEditorVisibleLevelsInPIE ( ) const
inlinevirtual
Returns
true if only editor-visible levels should be loaded in Play-In-Editor sessions

◆ OnNetworkDDoSEscalation()

FOnNetworkDDoSEscalation & UEngine::OnNetworkDDoSEscalation ( )
inline

Event triggered when network burst or DDoS is detected

◆ OnNetworkFailure()

FOnNetworkFailure & UEngine::OnNetworkFailure ( )
inline

Event triggered after a network failure of any kind has occurred

◆ OnNetworkLagStateChanged()

FOnNetworkLagStateChanged & UEngine::OnNetworkLagStateChanged ( )
inline

Event triggered after network lag is being experienced or lag has ended

◆ OnScreenDebugMessageExists()

bool UEngine::OnScreenDebugMessageExists ( uint64  Key)

Retrieve the message for the given key

◆ OnTimecodeProviderChanged()

FSimpleMulticastDelegate & UEngine::OnTimecodeProviderChanged ( )
inline

Return timecode provider changed event.

◆ OnTravelFailure()

FOnTravelFailure & UEngine::OnTravelFailure ( )
inline

Event triggered after a server travel failure of any kind has occurred

◆ OnWorldAdded()

FWorldAddedEvent & UEngine::OnWorldAdded ( )
inline

Return the world added event.

◆ OnWorldContextDestroyed()

FWorldContextDestroyedEvent & UEngine::OnWorldContextDestroyed ( )
inline

Return the world context destroyed event.

◆ OnWorldDestroyed()

FWorldDestroyedEvent & UEngine::OnWorldDestroyed ( )
inline

Return the world destroyed event.

◆ OverrideSelectedMaterialColor()

void UEngine::OverrideSelectedMaterialColor ( const FLinearColor OverrideColor)

Sets an override color to use instead of the user setting

Parameters
OverrideColorThe override color to use

◆ ParseCommandline()

void UEngine::ParseCommandline ( )

Called at startup, in the middle of FEngineLoop::Init.

◆ PauseDynamicResolution()

void UEngine::PauseDynamicResolution ( )

Pause dynamic resolution for this frame.

◆ PendingNetGameFromWorld()

UPendingNetGame * UEngine::PendingNetGameFromWorld ( UWorld InWorld)

◆ PerformanceCapture()

void UEngine::PerformanceCapture ( UWorld World,
const FString &  MapName,
const FString &  SequenceName,
float  EventTime 
)

Capture screenshots and performance metrics

Parameters
EventTimetime of the Sequencer event

◆ PerformError()

PRAGMA_RESTORE_UNREACHABLE_CODE_WARNINGS bool UEngine::PerformError ( const TCHAR Cmd,
FOutputDevice Out = *GLog 
)
protected

Requests that the engine intentionally performs an invalid operation. Used for testing error handling and external crash reporters

Parameters
CmdError to perform. See implementation for options

◆ PerformGarbageCollectionAndCleanupActors()

void UEngine::PerformGarbageCollectionAndCleanupActors ( )

Interface to allow WorldSettings to request immediate garbage collection

◆ PostCreatePIEWorld()

virtual void UEngine::PostCreatePIEWorld ( UWorld InWorld)
inlinevirtual

◆ PreExit()

void UEngine::PreExit ( )
virtual

Called at shutdown, just before the exit purge.

Reimplemented in UGameEngine.

◆ PreferToStreamLevelsInPIE()

virtual bool UEngine::PreferToStreamLevelsInPIE ( ) const
inlinevirtual
Returns
true if level streaming should prefer to stream levels from disk instead of duplicating them from editor world

◆ PreGarbageCollect()

void UEngine::PreGarbageCollect ( )
static

◆ PrepareMapChange() [1/2]

bool UEngine::PrepareMapChange ( FWorldContext WorldContext,
const TArray< FName > &  LevelNames 
)
protected

Prepares the engine for a map change by pre-loading level packages in the background.

Parameters
LevelNamesArray of levels to load in the background; the first level in this list is assumed to be the new "persistent" one.
Returns
true if all packages were in the package file cache and the operation succeeded, false otherwise. false as a return value also indicates that the code has given up.

◆ PrepareMapChange() [2/2]

bool UEngine::PrepareMapChange ( UWorld InWorld,
const TArray< FName > &  LevelNames 
)
inline

◆ ProcessToggleFreezeCommand()

virtual void UEngine::ProcessToggleFreezeCommand ( UWorld InWorld)
inlineprotectedvirtual

Handles freezing/unfreezing of rendering

Parameters
InWorldWorld context

Reimplemented in UGameEngine.

◆ ProcessToggleFreezeStreamingCommand()

virtual void UEngine::ProcessToggleFreezeStreamingCommand ( UWorld InWorld)
inlineprotectedvirtual

Handles frezing/unfreezing of streaming

Reimplemented in UGameEngine.

◆ RecordHMDAnalytics()

void UEngine::RecordHMDAnalytics ( )
protectedvirtual

Record EngineAnalytics information for attached HMD devices.

◆ RedrawViewports()

virtual void UEngine::RedrawViewports ( bool  bShouldPresent = true)
inlinevirtual

Reimplemented in UGameEngine.

◆ RegisterBeginStreamingPauseRenderingDelegate()

void UEngine::RegisterBeginStreamingPauseRenderingDelegate ( FBeginStreamingPauseDelegate InDelegate)

Delegate handling when streaming pause begins. Set initially in FStreamingPauseRenderingModule::StartupModule() but can then be overridden by games.

◆ RegisterEndStreamingPauseRenderingDelegate()

void UEngine::RegisterEndStreamingPauseRenderingDelegate ( FEndStreamingPauseDelegate InDelegate)

Delegate handling when streaming pause ends. Set initially in FStreamingPauseRenderingModule::StartupModule() but can then be overridden by games.

◆ ReinitializeCustomTimeStep()

void UEngine::ReinitializeCustomTimeStep ( )

Causes the current custom time step to be shut down and then reinitialized.

◆ ReinitializeTimecodeProvider()

void UEngine::ReinitializeTimecodeProvider ( )

Causes the current timecode provider to be shut down and then reinitialized.

◆ ReleaseAudioDeviceManager()

void UEngine::ReleaseAudioDeviceManager ( )
virtual

◆ RemapGamepadControllerIdForPIE()

virtual void UEngine::RemapGamepadControllerIdForPIE ( class UGameViewportClient InGameViewport,
int32 ControllerId 
)
inlinevirtual

◆ RemoveEngineStat()

void UEngine::RemoveEngineStat ( const FName InCommandName)

◆ RemoveOnScreenDebugMessage()

void UEngine::RemoveOnScreenDebugMessage ( uint64  Key)

◆ RemovePerformanceDataConsumer()

void UEngine::RemovePerformanceDataConsumer ( TSharedPtr< IPerformanceDataConsumer Consumer)

Remove a previously registered performance data consumer

◆ RenderEngineStats()

void UEngine::RenderEngineStats ( UWorld World,
FViewport Viewport,
FCanvas Canvas,
int32  LHSX,
int32 InOutLHSY,
int32  RHSX,
int32 InOutRHSY,
const FVector ViewLocation,
const FRotator ViewRotation 
)

Function to render all the simple stats

Parameters
WorldThe world being drawn to.
ViewportClientThe viewport being drawn to.
CanvasThe canvas to use when drawing.
LHSXThe left hand side X position to start drawing from.
InOutLHSYThe left hand side Y position to start drawing from.
RHSXThe right hand side X position to start drawing from.
InOutRHSYThe right hand side Y position to start drawing from.
ViewLocationThe world space view location.
ViewRotationThe world space view rotation.

◆ RenderNamedEventsEnabled()

int32 UEngine::RenderNamedEventsEnabled ( FCanvas Canvas,
int32  X,
int32  Y 
)

Function to render text indicating whether named events are enabled.

Parameters
CanvasThe canvas to use when drawing.
XThe X position to start drawing from.
YThe Y position to start drawing from.
Returns
The ending Y position to continue rendering stats at.

◆ ResetPIEAudioSetting()

virtual void UEngine::ResetPIEAudioSetting ( UWorld CurrentPieWorld)
inlinevirtual

◆ RestoreSelectedMaterialColor()

void UEngine::RestoreSelectedMaterialColor ( )

Restores the selected material color back to the user setting

◆ ResumeDynamicResolution()

void UEngine::ResumeDynamicResolution ( )
inline

Resume dynamic resolution for this frame.

◆ SeamlessTravelHandlerForWorld()

FSeamlessTravelHandler & UEngine::SeamlessTravelHandlerForWorld ( UWorld World)

◆ SendWorldEndOfFrameUpdates()

void UEngine::SendWorldEndOfFrameUpdates ( )
staticprotected

Dispatches EndOfFrameUpdates for all UWorlds

◆ Serialize()

void UEngine::Serialize ( FArchive Ar)
overridevirtual

Handles reading, writing, and reference collecting using FArchive. This implementation handles all FProperty serialization, but can be overridden for native variables.

Reimplemented from UObject.

◆ SetAverageUnitTimes()

void UEngine::SetAverageUnitTimes ( float  FrameTime,
float  RenderThreadTime,
float  GameThreadTime,
float  GPUFrameTime,
float  RHITFrameTime 
)

Updates the values used to calculate the average game/render/gpu/total time

Only record the information once for the current frame

Total times over a play session for averaging purposes

◆ SetClientTravel() [1/2]

void UEngine::SetClientTravel ( UPendingNetGame PendingNetGame,
const TCHAR NextURL,
ETravelType  InTravelType 
)

◆ SetClientTravel() [2/2]

void UEngine::SetClientTravel ( UWorld InWorld,
const TCHAR NextURL,
ETravelType  InTravelType 
)

◆ SetClientTravelFromPendingGameNetDriver()

void UEngine::SetClientTravelFromPendingGameNetDriver ( UNetDriver PendingGameNetDriverGame,
const TCHAR NextURL,
ETravelType  InTravelType 
)

◆ SetCustomTimeStep()

bool UEngine::SetCustomTimeStep ( UEngineCustomTimeStep InCustomTimeStep)

Set the custom time step that will control the Engine Framerate/Timestep. It will shutdown the previous custom time step. The new custom time step will be initialized.

Returns
the result of the custom time step initialization.

◆ SetDynamicResolutionUserSetting()

void UEngine::SetDynamicResolutionUserSetting ( bool  Enable)
inline

Set the user setting for dynamic resolution.

◆ SetEngineStat()

void UEngine::SetEngineStat ( UWorld World,
FCommonViewportClient ViewportClient,
const FString &  InName,
const bool  bShow 
)

Set the state of the specified stat.

Parameters
WorldThe world to apply the exec to.
ViewportClientThe viewport to apply the exec to.
InNameThe stat name.
bShowThe state we would like the stat to be in.

◆ SetEngineStats()

void UEngine::SetEngineStats ( UWorld World,
FCommonViewportClient ViewportClient,
const TArray< FString > &  InNames,
const bool  bShow 
)

Set the state of the specified stats (note: array processed in reverse order when !bShow).

Parameters
WorldThe world to apply the exec to.
ViewportClientThe viewport to apply the exec to.
InNamesThe stat names.
bShowThe state we would like the stat to be in.

◆ SetFlashIndicatorLatencyMarker()

void UEngine::SetFlashIndicatorLatencyMarker ( uint64  FrameNumber)
static

◆ SetInputSampleLatencyMarker()

void UEngine::SetInputSampleLatencyMarker ( uint64  FrameNumber)
static

◆ SetIsVanillaProduct()

void UEngine::SetIsVanillaProduct ( bool  bInIsVanillaProduct)
protected

◆ SetMapBuildCancelled()

virtual void UEngine::SetMapBuildCancelled ( bool  InCancelled)
inlinevirtual

Sets the flag that states whether or not the map build was canceled.

Parameters
InCancelledNew state for the canceled flag.

◆ SetMaxFPS()

void UEngine::SetMaxFPS ( const float  MaxFPS)
virtual

Set max fps. Overrides console variable.

◆ SetPresentLatencyMarkerEnd()

void UEngine::SetPresentLatencyMarkerEnd ( uint64  FrameNumber)
static

◆ SetPresentLatencyMarkerStart()

void UEngine::SetPresentLatencyMarkerStart ( uint64  FrameNumber)
static

◆ SetPriorityAndAffinityOnGameThread()

void UEngine::SetPriorityAndAffinityOnGameThread ( )

Set priority and affinity on game thread either from ini file or from FPlatformAffinity::GetGameThreadPriority()

◆ SetRenderSubmitLatencyMarkerEnd()

void UEngine::SetRenderSubmitLatencyMarkerEnd ( uint64  FrameNumber)
static

◆ SetRenderSubmitLatencyMarkerStart()

void UEngine::SetRenderSubmitLatencyMarkerStart ( uint64  FrameNumber)
static

◆ SetSelectedMaterialColor()

void UEngine::SetSelectedMaterialColor ( const FLinearColor InSelectedMaterialColor)
inline

Sets the selected material color.
Do not use this if you plan to override the selected material color. Use OverrideSelectedMaterialColor instead This is set by the editor preferences

Parameters
SelectedMaterialColorThe new selection color

◆ SetSelectionOutlineColor()

void UEngine::SetSelectionOutlineColor ( const FLinearColor InSelectionOutlineColor)
inline

◆ SetShouldCommitPendingMapChange()

void UEngine::SetShouldCommitPendingMapChange ( UWorld InWorld,
bool  NewShouldCommitPendingMapChange 
)

◆ SetSimulationLatencyMarkerEnd()

void UEngine::SetSimulationLatencyMarkerEnd ( uint64  FrameNumber)
static

◆ SetSimulationLatencyMarkerStart()

void UEngine::SetSimulationLatencyMarkerStart ( uint64  FrameNumber)
static

◆ SetSubduedSelectionOutlineColor()

void UEngine::SetSubduedSelectionOutlineColor ( const FLinearColor InSubduedSelectionOutlineColor)
inline

◆ SetTimecodeProvider()

bool UEngine::SetTimecodeProvider ( UTimecodeProvider InTimecodeProvider)

Set the timecode provider that will control the Engine's timecode. It will shutdown the previous timecode provider. The new timecode provider will be initialized.

Returns
the result value of the new timecode provider initialization.

◆ SetTimeUntilNextGarbageCollection()

void UEngine::SetTimeUntilNextGarbageCollection ( float  MinTimeUntilNextPass)

Updates the timer (as a one-off) that is used to trigger garbage collection; this should only be used for things like performance tests, using it recklessly can dramatically increase memory usage and cost of the eventual GC.

Note: Things that force a GC will still force a GC after using this method (and they will also reset the timer)

◆ ShouldAbsorbAuthorityOnlyEvent()

bool UEngine::ShouldAbsorbAuthorityOnlyEvent ( )

Returns true if the global context is client-only and authority only events should always be ignored. This will return false if it is unknown, use GetCurrentPlayWorld if you have a possible world.

◆ ShouldAbsorbCosmeticOnlyEvent()

bool UEngine::ShouldAbsorbCosmeticOnlyEvent ( )

Returns true if the global context is dedicated server and cosmetic only events should always be ignored. This will return false if it is unknown, use GetCurrentPlayWorld if you have a possible world.

◆ ShouldCommitPendingMapChange()

bool UEngine::ShouldCommitPendingMapChange ( const UWorld InWorld) const

◆ ShouldDoAsyncEndOfFrameTasks()

virtual bool UEngine::ShouldDoAsyncEndOfFrameTasks ( ) const
inlinevirtual

Reimplemented in UGameEngine.

◆ ShouldDrawBrushWireframe()

virtual bool UEngine::ShouldDrawBrushWireframe ( class AActor InActor)
inlinevirtual

Allows the editor to accept or reject the drawing of wire frame brush shapes based on mode and tool.

◆ ShouldForceGarbageCollection()

EGarbageCollectionType UEngine::ShouldForceGarbageCollection ( )
protectedvirtual

Allows derived classes to force garbage collection based on various factors (low on available UObject slots / other resources)

◆ ShouldShutdownWorldNetDriver()

virtual bool UEngine::ShouldShutdownWorldNetDriver ( )
inlineprotectedvirtual

Returns true if BROWSE should shuts down the current network driver.

◆ ShouldThrottleCPUUsage()

bool UEngine::ShouldThrottleCPUUsage ( ) const
virtual
Returns
true to throttle CPU usage based on current state (usually editor minimized or not in foreground)

◆ ShutdownAllNetDrivers()

void UEngine::ShutdownAllNetDrivers ( )

◆ ShutdownHMD()

void UEngine::ShutdownHMD ( )

◆ ShutdownWorldNetDriver()

void UEngine::ShutdownWorldNetDriver ( UWorld World)

Shutdown any relevant net drivers

Shut down the world's net driver, completely disconnecting any clients/servers connected at the time. Destroys the net driver.

◆ SpawnServerActors()

void UEngine::SpawnServerActors ( UWorld World)
virtual

Spawns all of the registered server actors

◆ Start()

void UEngine::Start ( )
virtual

Start the game, separate from the initialize call to allow for post initialize configuration before the game starts.

Reimplemented in UGameEngine.

◆ StartFPSChart()

void UEngine::StartFPSChart ( const FString &  Label,
bool  bRecordPerFrameTimes 
)
virtual

Starts the FPS chart data capture (if another run is already active then this command is ignored except to change the active label).

Parameters
LabelLabel for this run
bRecordPerFrameTimesShould we record per-frame times (potentially unbounded memory growth; used when triggered via the console but not when triggered by game code)

◆ StopFPSChart()

void UEngine::StopFPSChart ( const FString &  MapName)
virtual

Stops the FPS chart data capture (if no run is active then this command is ignored).

◆ SwapControllerId()

void UEngine::SwapControllerId ( ULocalPlayer NewPlayer,
const int32  CurrentControllerId,
const int32  NewControllerID 
) const

◆ SwapPlatformUserId()

void UEngine::SwapPlatformUserId ( ULocalPlayer NewPlayer,
const FPlatformUserId  CurrentUserId,
const FPlatformUserId  NewUserID 
) const

◆ TickDeferredCommands()

void UEngine::TickDeferredCommands ( )

Executes the deferred commands

◆ TickPerformanceMonitoring()

void UEngine::TickPerformanceMonitoring ( float  DeltaSeconds)

Calculates information about the previous frame and passes it to all active performance data consumers.

Parameters
DeltaSecondsTime in seconds passed since last tick.

◆ TickWorldTravel()

void UEngine::TickWorldTravel ( FWorldContext WorldContext,
float  DeltaSeconds 
)
virtual

◆ TriggerStreamingDataRebuild()

virtual void UEngine::TriggerStreamingDataRebuild ( )
inlinevirtual

◆ TrimMemory()

void UEngine::TrimMemory ( )
static

Attempts to reclaim any idle memory by performing a garbage collection and broadcasting FCoreDelegates::OnMemoryTrim. Pending rendering commands are first flushed. This is called between level loads and may be called at other times, but is expensive and should be used sparingly. Do

◆ UpdateRunningAverageDeltaTime()

void UEngine::UpdateRunningAverageDeltaTime ( float  DeltaTime,
bool  bAllowFrameRateSmoothing = true 
)
virtual

Updates the running average delta time

Compute tick rate limitor.

◆ UpdateTimeAndHandleMaxTickRate()

void UEngine::UpdateTimeAndHandleMaxTickRate ( )
virtual

Update everything. Update FApp::CurrentTime / FApp::DeltaTime while taking into account max tick rate.

◆ UpdateTimecode()

void UEngine::UpdateTimecode ( )

Update FApp::Timecode.

◆ UpdateTransitionType()

void UEngine::UpdateTransitionType ( UWorld CurrentWorld)

◆ UseSound()

bool UEngine::UseSound ( ) const
virtual

◆ WillNetDriverUseIris()

bool UEngine::WillNetDriverUseIris ( const FWorldContext Context,
FName  InNetDriverDefinition,
FName  InNetDriverName 
) const

Returns true if the netdriver will run with Iris enable.

◆ WorldAdded()

void UEngine::WorldAdded ( UWorld World)
virtual

Needs to be called when a world is added to broadcast messages.

◆ WorldDestroyed()

void UEngine::WorldDestroyed ( UWorld InWorld)
virtual

Needs to be called when a world is destroyed to broadcast messages.

◆ WorldHasValidContext()

bool UEngine::WorldHasValidContext ( UWorld InWorld)
protected

◆ WorldIsPIEInNewViewport()

bool UEngine::WorldIsPIEInNewViewport ( UWorld InWorld)
virtual

◆ WriteMemReportMetadata()

void UEngine::WriteMemReportMetadata ( FOutputDevice Ar,
UWorld InWorld 
)
virtual

Member Data Documentation

◆ ActiveClassRedirects

TArray<FClassRedirect> UEngine::ActiveClassRedirects

◆ ActiveGameNameRedirects

TArray<FGameNameRedirect> UEngine::ActiveGameNameRedirects

Deprecated rules for redirecting renamed objects, replaced by the CoreRedirects system

◆ ActivePerformanceChart

TSharedPtr<FPerformanceTrackingChart> UEngine::ActivePerformanceChart
protected

Active FPS chart (initialized by startfpschart, finalized by stopfpschart)

◆ ActivePerformanceDataConsumers

TArray<TSharedPtr<IPerformanceDataConsumer> > UEngine::ActivePerformanceDataConsumers
protected

List of all active performance consumers

◆ ActivePluginRedirects

TArray<FPluginRedirect> UEngine::ActivePluginRedirects

◆ ActiveStructRedirects

TArray<FStructRedirect> UEngine::ActiveStructRedirects

◆ AdditionalFontNames

TArray<FString> UEngine::AdditionalFontNames

Sets additional fonts that will be loaded at startup and available using GetAdditionalFont.

◆ AIControllerClassName

FSoftClassPath UEngine::AIControllerClassName

Sets the class to be used as the default AIController class for pawns.

◆ ArrowMaterial

TObjectPtr<class UMaterial> UEngine::ArrowMaterial

Material that 'fakes' lighting, used for arrows, widgets.

◆ ArrowMaterialName

FSoftObjectPath UEngine::ArrowMaterialName

Path of the material that 'fakes' lighting, used for arrows, widgets.

◆ ArrowMaterialYellow

TObjectPtr<class UMaterialInstanceDynamic> UEngine::ArrowMaterialYellow

Arrow material instance with yellow color.

◆ AssetManager

TObjectPtr<class UAssetManager> UEngine::AssetManager

A UObject spawned at initialization time to handle runtime asset loading and management

◆ AssetManagerClassName

FSoftClassPath UEngine::AssetManagerClassName

Sets the class to spawn as the global AssetManager, configurable per game. If empty, it will not spawn one

◆ AudioDeviceManager

FAudioDeviceManager* UEngine::AudioDeviceManager = nullptr
protected

The audio device manager

◆ AvoidanceManagerClass

TSubclassOf<class UAvoidanceManager> UEngine::AvoidanceManagerClass

◆ AvoidanceManagerClassName

FSoftClassPath UEngine::AvoidanceManagerClassName

Sets the AvoidanceManager class, which can be overridden to change AI crowd behavior.

◆ bAllowMatureLanguage

uint32 UEngine::bAllowMatureLanguage

Whether to play mature language sound nodes

◆ bAllowMultiThreadedAnimationUpdate

uint32 UEngine::bAllowMultiThreadedAnimationUpdate

Controls whether by default we allow anim blueprint graph updates to be performed on non-game threads. This enables some extra checks in the anim blueprint compiler that will warn when unsafe operations are being attempted. This will force all anim blueprints to be recompiled.

◆ bCanBlueprintsTickByDefault

uint32 UEngine::bCanBlueprintsTickByDefault

◆ bCheckForMultiplePawnsSpawnedInAFrame

uint32 UEngine::bCheckForMultiplePawnsSpawnedInAFrame

Whether we should check for more than N pawns spawning in a single frame. Basically, spawning pawns and all of their attachments can be slow. And on consoles it can be really slow. If enabled, we will display an on-screen warning whenever this multi-spawn occurs.

◆ bDisableAILogging

uint32 UEngine::bDisableAILogging

determines whether AI logging should be processed or not

◆ BeginStreamingPauseDelegate

FBeginStreamingPauseDelegate* UEngine::BeginStreamingPauseDelegate

◆ bEnableEditorPSysRealtimeLOD

uint32 UEngine::bEnableEditorPSysRealtimeLOD

Controls whether cascade particle system LODs are updated in real time, or use the set value

◆ bEnableOnScreenDebugMessages

uint32 UEngine::bEnableOnScreenDebugMessages

If true, then disable OnScreenDebug messages. Can be toggled in real-time.

◆ bEnableOnScreenDebugMessagesDisplay

uint32 UEngine::bEnableOnScreenDebugMessagesDisplay

If true, then disable the display of OnScreenDebug messages (used when running)

◆ bEnableVisualLogRecordingOnStart

uint32 UEngine::bEnableVisualLogRecordingOnStart

If true, the visual logger will start recording as soon as the engine starts

◆ bForceDisableFrameRateSmoothing

uint32 UEngine::bForceDisableFrameRateSmoothing

Hook for external systems to transiently and forcibly disable framerate smoothing without stomping the original setting.

◆ bGenerateDefaultTimecode

bool UEngine::bGenerateDefaultTimecode

Generate a default timecode from the computer clock when there is no timecode provider. On desktop, the system time will be used and will behave as if a USystemTimecodeProvider was set. On console, the high performance clock will be used. That may introduce drift over time. If you wish to use the system time on console, set the timecode provider to USystemeTimecodeProvider.

◆ bIsInitialized

bool UEngine::bIsInitialized

◆ bLockReadOnlyLevels

uint32 UEngine::bLockReadOnlyLevels

true if the the user cannot modify levels that are read only.

◆ BlueNoiseScalarMobileTextureName

FSoftObjectPath UEngine::BlueNoiseScalarMobileTextureName

Path of the tiled blue-noise texture

◆ BlueNoiseScalarTexture

TObjectPtr<class UTexture2D> UEngine::BlueNoiseScalarTexture

Tiled blue-noise texture

◆ BlueNoiseScalarTextureName

FSoftObjectPath UEngine::BlueNoiseScalarTextureName

Path of the tiled blue-noise texture

◆ BlueNoiseVec2Texture

TObjectPtr<class UTexture2D> UEngine::BlueNoiseVec2Texture

Spatial-temporal blue noise texture with two channel output

◆ BlueNoiseVec2TextureName

FSoftObjectPath UEngine::BlueNoiseVec2TextureName

Path of the tiled blue-noise texture

◆ bOptimizeAnimBlueprintMemberVariableAccess

uint32 UEngine::bOptimizeAnimBlueprintMemberVariableAccess

Controls whether anim blueprint nodes that access member variables of their class directly should use the optimized path that avoids a thunk to the Blueprint VM. This will force all anim blueprints to be recompiled.

◆ bPauseOnLossOfFocus

uint32 UEngine::bPauseOnLossOfFocus

Whether to pause the game if focus is lost.

◆ bRenderLightMapDensityGrayscale

uint32 UEngine::bRenderLightMapDensityGrayscale

If true, then render gray scale density.

◆ bShouldGenerateLowQualityLightmaps_DEPRECATED

uint32 UEngine::bShouldGenerateLowQualityLightmaps_DEPRECATED

Whether or not the LQ lightmaps should be generated during lighting rebuilds. This has been moved to r.SupportLowQualityLightmaps.

◆ bSmoothFrameRate

uint32 UEngine::bSmoothFrameRate

Whether to enable framerate smoothing.

◆ BSPSelectionHighlightIntensity

float UEngine::BSPSelectionHighlightIntensity

Used to alter the intensity level of the selection highlight on selected BSP surfaces

◆ bStartedLoadMapMovie

uint32 UEngine::bStartedLoadMapMovie

true if the loading movie was started during LoadMap().

◆ bSubtitlesEnabled

uint32 UEngine::bSubtitlesEnabled

Flag for completely disabling subtitles for localized sounds.

◆ bSubtitlesForcedOff

uint32 UEngine::bSubtitlesForcedOff

Flag for forcibly disabling subtitles even if you try to turn them back on they will be off

◆ bSuppressMapWarnings

uint32 UEngine::bSuppressMapWarnings

If true, then skip drawing map warnings on screen even in non (UE_BUILD_SHIPPING || UE_BUILD_TEST) builds

◆ bUseFixedFrameRate

uint32 UEngine::bUseFixedFrameRate

Whether to use a fixed framerate.

◆ C_AddWire

FColor UEngine::C_AddWire

◆ C_BrushShape

FColor UEngine::C_BrushShape

◆ C_BrushWire

FColor UEngine::C_BrushWire

◆ C_BSPCollision

FColor UEngine::C_BSPCollision

◆ C_NonSolidWire

FColor UEngine::C_NonSolidWire

◆ C_OrthoBackground

FColor UEngine::C_OrthoBackground

◆ C_ScaleBoxHi

FColor UEngine::C_ScaleBoxHi

◆ C_SemiSolidWire

FColor UEngine::C_SemiSolidWire

◆ C_SubtractWire

FColor UEngine::C_SubtractWire

◆ C_Volume

FColor UEngine::C_Volume

◆ C_VolumeCollision

FColor UEngine::C_VolumeCollision

◆ C_WireBackground

FColor UEngine::C_WireBackground

◆ C_WorldBox

FColor UEngine::C_WorldBox

◆ CameraRotationThreshold

float UEngine::CameraRotationThreshold

camera rotation (deg) beyond which occlusion queries are ignored from previous frame (because they are likely not valid)

◆ CameraTranslationThreshold

float UEngine::CameraTranslationThreshold

camera movement beyond which occlusion queries are ignored from previous frame (because they are likely not valid)

◆ ConsoleClass

TSubclassOf<class UConsole> UEngine::ConsoleClass

◆ ConsoleClassName

FSoftClassPath UEngine::ConsoleClassName

Sets the class to use for the game console summoned with ~

◆ ConstraintLimitMaterial

TObjectPtr<class UMaterial> UEngine::ConstraintLimitMaterial

Material used to render constraint limits

◆ ConstraintLimitMaterialPrismatic

TObjectPtr<class UMaterialInstanceDynamic> UEngine::ConstraintLimitMaterialPrismatic

◆ ConstraintLimitMaterialX

TObjectPtr<class UMaterialInstanceDynamic> UEngine::ConstraintLimitMaterialX

◆ ConstraintLimitMaterialXAxis

TObjectPtr<class UMaterialInstanceDynamic> UEngine::ConstraintLimitMaterialXAxis

◆ ConstraintLimitMaterialY

TObjectPtr<class UMaterialInstanceDynamic> UEngine::ConstraintLimitMaterialY

◆ ConstraintLimitMaterialYAxis

TObjectPtr<class UMaterialInstanceDynamic> UEngine::ConstraintLimitMaterialYAxis

◆ ConstraintLimitMaterialZ

TObjectPtr<class UMaterialInstanceDynamic> UEngine::ConstraintLimitMaterialZ

◆ ConstraintLimitMaterialZAxis

TObjectPtr<class UMaterialInstanceDynamic> UEngine::ConstraintLimitMaterialZAxis

◆ CustomTimeStepClassName

FSoftClassPath UEngine::CustomTimeStepClassName

Override how the Engine process the Framerate/Timestep. This class will be responsible of updating the application Time and DeltaTime. Can be used to synchronize the engine with another process (gen-lock).

◆ DebugEditorMaterialName

FSoftObjectPath UEngine::DebugEditorMaterialName

A material used to render debug opaque material. Used in various animation editor viewport features.

◆ DebugMeshMaterial

TObjectPtr<class UMaterial> UEngine::DebugMeshMaterial

A material used to render debug meshes.

◆ DebugMeshMaterialName

FSoftObjectPath UEngine::DebugMeshMaterialName

Path of the default material for debug mesh

◆ DefaultBloomKernelTexture

TObjectPtr<class UTexture2D> UEngine::DefaultBloomKernelTexture

Texture used to bloom when using FFT, mimics characteristic bloom produced in a camera from a signle bright source

◆ DefaultBloomKernelTextureName

FSoftObjectPath UEngine::DefaultBloomKernelTextureName

Path of the texture used to bloom when using FFT, mimics characteristic bloom produced in a camera from a signle bright source

◆ DefaultBlueprintBaseClassName

FSoftClassPath UEngine::DefaultBlueprintBaseClassName

Sets the base class to use for new blueprints created in the editor, configurable on a per-game basis

◆ DefaultBokehTexture

TObjectPtr<class UTexture2D> UEngine::DefaultBokehTexture

Texture used to blur out of focus content, mimics the Bokeh shape of actual cameras

◆ DefaultBokehTextureName

FSoftObjectPath UEngine::DefaultBokehTextureName

Path of the texture used to blur out of focus content, mimics the Bokeh shape of actual cameras

◆ DefaultBSPVertexTexture

TObjectPtr<class UTexture2D> UEngine::DefaultBSPVertexTexture

Texture used to render a vertex in the editor

◆ DefaultBSPVertexTextureName

FSoftObjectPath UEngine::DefaultBSPVertexTextureName

Path of the texture used to render a vertex in the editor

◆ DefaultDestructiblePhysMaterial

TObjectPtr<class UPhysicalMaterial> UEngine::DefaultDestructiblePhysMaterial

PhysicalMaterial to use if none is defined for a Destructible object.

◆ DefaultDestructiblePhysMaterialName

FSoftObjectPath UEngine::DefaultDestructiblePhysMaterialName

Path of the PhysicalMaterial to use if none is defined for a particular object.

◆ DefaultDiffuseTexture

TObjectPtr<class UTexture> UEngine::DefaultDiffuseTexture

A global default diffuse texture.

◆ DefaultDiffuseTextureName

FSoftObjectPath UEngine::DefaultDiffuseTextureName

Path of the global default diffuse texture.

◆ DefaultFilmGrainTexture

TObjectPtr<class UTexture2D> UEngine::DefaultFilmGrainTexture

Texture used to film grain by default.

◆ DefaultFilmGrainTextureName

FSoftObjectPath UEngine::DefaultFilmGrainTextureName

Path of the texture used by film grain by default.

◆ DefaultPhysMaterial

TObjectPtr<class UPhysicalMaterial> UEngine::DefaultPhysMaterial

PhysicalMaterial to use if none is defined for a particular object.

◆ DefaultPhysMaterialName

FSoftObjectPath UEngine::DefaultPhysMaterialName

Path of the PhysicalMaterial to use if none is defined for a particular object.

◆ DefaultTexture

TObjectPtr<class UTexture2D> UEngine::DefaultTexture

A global default texture.

◆ DefaultTextureName

FSoftObjectPath UEngine::DefaultTextureName

Path of the global default texture that is used when no texture is specified.

◆ DefaultZenStreamingTextureName

FSoftObjectPath UEngine::DefaultZenStreamingTextureName

Path of the texture used to indicate zen streaming is active.

◆ DeferredCommands

TArray<FString> UEngine::DeferredCommands

Array of deferred command strings/ execs that get executed at the end of the frame

◆ DiffuseEnergyTexture

TObjectPtr<class UTexture2D> UEngine::DiffuseEnergyTexture

Texture used for rough diffuse energy conservation

◆ DiffuseEnergyTextureName

FSoftObjectPath UEngine::DiffuseEnergyTextureName

Path of the texture used for rough diffuse energy conservation

◆ DisplayGamma

float UEngine::DisplayGamma

Current display gamma setting

◆ EmissiveMeshMaterial

TObjectPtr<class UMaterial> UEngine::EmissiveMeshMaterial

A material used to render emissive meshes (e.g. light source surface).

◆ EmissiveMeshMaterialName

FSoftObjectPath UEngine::EmissiveMeshMaterialName

Path of the default material for emissive mesh

◆ EndStreamingPauseDelegate

FEndStreamingPauseDelegate* UEngine::EndStreamingPauseDelegate

◆ EngineLoop

class IEngineLoop* UEngine::EngineLoop

Engine loop, used for callbacks from the engine module into launch.

◆ EngineSubsystemCollection

FObjectSubsystemCollection<UEngineSubsystem> UEngine::EngineSubsystemCollection
protected

◆ EyeTrackingDevice

TSharedPtr< class IEyeTracker, ESPMode::ThreadSafe > UEngine::EyeTrackingDevice

Reference to the HMD device that is attached, if any

◆ FEngineStatRender

UEngine::FEngineStatRender

◆ FixedFrameRate

float UEngine::FixedFrameRate

The fixed framerate to use.

◆ GameScreenshotSaveDirectory

FDirectoryPath UEngine::GameScreenshotSaveDirectory

The save directory for newly created screenshots

◆ GameSingleton

TObjectPtr<UObject> UEngine::GameSingleton

A UObject spawned at initialization time to handle game-specific data

◆ GameSingletonClassName

FSoftClassPath UEngine::GameSingletonClassName

Sets the class for a global object spawned at startup to handle game-specific data. If empty, it will not spawn one

◆ GameUserSettings

TObjectPtr<class UGameUserSettings> UEngine::GameUserSettings

Global instance of the user game settings

◆ GameUserSettingsClass

TSubclassOf<class UGameUserSettings> UEngine::GameUserSettingsClass

◆ GameUserSettingsClassName

FSoftClassPath UEngine::GameUserSettingsClassName

Sets the GameUserSettings class, which can be overridden to support game-specific options for Graphics/Sound/Gameplay.

◆ GameViewport

TObjectPtr<class UGameViewportClient> UEngine::GameViewport

The view port representing the current game instance. Can be 0 so don't use without checking.

◆ GameViewportClientClass

TSubclassOf<class UGameViewportClient> UEngine::GameViewportClientClass

◆ GameViewportClientClassName

FSoftClassPath UEngine::GameViewportClientClassName

Sets the class to use for the game viewport client, which can be overridden to change game-specific input and display behavior.

◆ GenerateDefaultTimecodeFrameDelay

float UEngine::GenerateDefaultTimecodeFrameDelay

Number of frames to subtract from generated default timecode.

◆ GenerateDefaultTimecodeFrameRate

FFrameRate UEngine::GenerateDefaultTimecodeFrameRate

When generating a default timecode (bGenerateDefaultTimecode is true and no timecode provider is set) at which frame rate it should be generated (number of frames).

◆ GGXLTCAmpTexture

TObjectPtr<class UTexture2D> UEngine::GGXLTCAmpTexture

Texture used for GGX LTC integration (Amplitude Texture)

◆ GGXLTCAmpTextureName

FSoftObjectPath UEngine::GGXLTCAmpTextureName

Path of the texture used for GGX LTC integration (Amplitude Texture)

◆ GGXLTCMatTexture

TObjectPtr<class UTexture2D> UEngine::GGXLTCMatTexture

Texture used for GGX LTC integration (Matrix Texture)

◆ GGXLTCMatTextureName

FSoftObjectPath UEngine::GGXLTCMatTextureName

Path of the texture used for GGX LTC integration (Matrix Texture)

◆ GGXReflectionEnergyTexture

TObjectPtr<class UTexture2D> UEngine::GGXReflectionEnergyTexture

Texture used for specular reflection energy conservation

◆ GGXReflectionEnergyTextureName

FSoftObjectPath UEngine::GGXReflectionEnergyTextureName

Path of the texture used for specular reflection energy conservation

◆ GGXTransmissionEnergyTexture

TObjectPtr<class UTexture2D> UEngine::GGXTransmissionEnergyTexture

Texture used for specular transmission energy conservation

◆ GGXTransmissionEnergyTextureName

FSoftObjectPath UEngine::GGXTransmissionEnergyTextureName

Path of the texture used for specular transmission energy conservation

◆ GlintTexture

TObjectPtr<class UTexture2DArray> UEngine::GlintTexture

Stable glint BSDF texture

◆ GlintTexture2

TObjectPtr<class UTexture2DArray> UEngine::GlintTexture2

Stable glint BSDF texture with more variety to cover slope space and avoid circular artifact

◆ GlintTexture2Name

FSoftObjectPath UEngine::GlintTexture2Name

Path of the glint BSDF texture 2

◆ GlintTextureName

FSoftObjectPath UEngine::GlintTextureName

Path of the glint BSDF texture

◆ GPUSkinCacheVisualizationExcludedColor

FLinearColor UEngine::GPUSkinCacheVisualizationExcludedColor

The visualization color when sk mesh not using skin cache.

◆ GPUSkinCacheVisualizationHighMemoryColor

FLinearColor UEngine::GPUSkinCacheVisualizationHighMemoryColor

◆ GPUSkinCacheVisualizationHighMemoryThresholdInMB

float UEngine::GPUSkinCacheVisualizationHighMemoryThresholdInMB

◆ GPUSkinCacheVisualizationIncludedColor

FLinearColor UEngine::GPUSkinCacheVisualizationIncludedColor

The visualization color when sk mesh using skin cache.

◆ GPUSkinCacheVisualizationLowMemoryColor

FLinearColor UEngine::GPUSkinCacheVisualizationLowMemoryColor

The memory visualization colors of skin cache

◆ GPUSkinCacheVisualizationLowMemoryThresholdInMB

float UEngine::GPUSkinCacheVisualizationLowMemoryThresholdInMB

The memory visualization threshold in MB for a skin cache entry

◆ GPUSkinCacheVisualizationMidMemoryColor

FLinearColor UEngine::GPUSkinCacheVisualizationMidMemoryColor

◆ GPUSkinCacheVisualizationRayTracingLODOffsetColors

TArray<FLinearColor> UEngine::GPUSkinCacheVisualizationRayTracingLODOffsetColors

The visualization colors of ray tracing LOD index offset from raster LOD

◆ GPUSkinCacheVisualizationRecomputeTangentsColor

FLinearColor UEngine::GPUSkinCacheVisualizationRecomputeTangentsColor

The visualization color when sk mesh using recompute tangents.

◆ HighFrequencyNoiseTexture

TObjectPtr<class UTexture2D> UEngine::HighFrequencyNoiseTexture

Texture used to get random image grain values for post processing

◆ HighFrequencyNoiseTextureName

FSoftObjectPath UEngine::HighFrequencyNoiseTextureName

Path of the texture used to get random image grain values for post processing

◆ HLODColorationColors

TArray<FLinearColor> UEngine::HLODColorationColors

The colors used to render LOD coloration.

◆ IdealLightMapDensity

float UEngine::IdealLightMapDensity

Ideal lightmap density value for coloring.

◆ int32

UWorld FViewport FCanvas UEngine::int32

◆ InvalidLightmapSettingsMaterial

TObjectPtr<class UMaterial> UEngine::InvalidLightmapSettingsMaterial

Material that renders a message about lightmap settings being invalid.

◆ InvalidLightmapSettingsMaterialName

FSoftObjectPath UEngine::InvalidLightmapSettingsMaterialName

Path of the material that renders a message about lightmap settings being invalid.

◆ IrisNetDriverConfigs

TArray<FIrisNetDriverConfig> UEngine::IrisNetDriverConfigs

A list of Iris NetDriverConfigs

◆ LargeFontName

FSoftObjectPath UEngine::LargeFontName

Sets the font used for large engine text

◆ LevelColorationLitMaterial

TObjectPtr<class UMaterial> UEngine::LevelColorationLitMaterial

Material used for visualizing level membership in lit view port modes.

◆ LevelColorationLitMaterialName

FString UEngine::LevelColorationLitMaterialName

Path of the material used for visualizing level membership in lit view port modes.

◆ LevelColorationUnlitMaterial

TObjectPtr<class UMaterial> UEngine::LevelColorationUnlitMaterial

Material used for visualizing level membership in unlit view port modes.

◆ LevelColorationUnlitMaterialName

FString UEngine::LevelColorationUnlitMaterialName

Path of the material used for visualizing level membership in unlit view port modes.

◆ LevelScriptActorClass

TSubclassOf<class ALevelScriptActor> UEngine::LevelScriptActorClass

◆ LevelScriptActorClassName

FSoftClassPath UEngine::LevelScriptActorClassName

Sets the Level Script Actor class, which can be overridden to allow game-specific behavior in per-map blueprint scripting

◆ LightComplexityColors

TArray<FLinearColor> UEngine::LightComplexityColors

The colors used to render light complexity.

◆ LightingOnlyBrightness

FLinearColor UEngine::LightingOnlyBrightness

Color used for the lighting only render mode

◆ LightingTexelDensityMaterial

TObjectPtr<class UMaterial> UEngine::LightingTexelDensityMaterial

Material used for visualizing lighting only w/ lightmap texel density.

◆ LightingTexelDensityName

FString UEngine::LightingTexelDensityName

Path of the material used for visualizing lighting only w/ lightmap texel density.

◆ LightMapDensitySelectedColor

FLinearColor UEngine::LightMapDensitySelectedColor

The color to render selected objects in for LightMap Density view mode.

◆ LightMapDensityTexture

TObjectPtr<class UTexture2D> UEngine::LightMapDensityTexture

Texture used to display LightMapDensity

◆ LightMapDensityTextureName

FSoftObjectPath UEngine::LightMapDensityTextureName

Path of the texture used to display LightMapDensity

◆ LightMapDensityVertexMappedColor

FLinearColor UEngine::LightMapDensityVertexMappedColor

The color to render vertex mapped objects in for LightMap Density view mode.

◆ LocalPlayerClass

TSubclassOf<class ULocalPlayer> UEngine::LocalPlayerClass

◆ LocalPlayerClassName

FSoftClassPath UEngine::LocalPlayerClassName

Sets the class to use for local players, which can be overridden to store game-specific information for a local player.

◆ LODColorationColors

TArray<FLinearColor> UEngine::LODColorationColors

The colors used to render LOD coloration.

◆ MainAudioDeviceHandle

FAudioDeviceHandle UEngine::MainAudioDeviceHandle
protected

Audio device handle to the main audio device.

◆ MaxES3PixelShaderAdditiveComplexityCount

float UEngine::MaxES3PixelShaderAdditiveComplexityCount

◆ MaximumLoopIterationCount

int32 UEngine::MaximumLoopIterationCount

Script maximum loop iteration count used as a threshold to warn users about script execution runaway

◆ MaxLightMapDensity

float UEngine::MaxLightMapDensity

Maximum lightmap density value for coloring.

◆ MaxOcclusionPixelsFraction

float UEngine::MaxOcclusionPixelsFraction

Max screen pixel fraction where retesting when unoccluded is worth the GPU time.

◆ MaxParticleResize

int32 UEngine::MaxParticleResize

The maximum allowed size to a ParticleEmitterInstance::Resize call. If larger, the function will return without resizing.

◆ MaxParticleResizeWarn

int32 UEngine::MaxParticleResizeWarn

If the resize request is larger than this, spew out a warning to the log

◆ MaxPixelShaderAdditiveComplexityCount

float UEngine::MaxPixelShaderAdditiveComplexityCount

Complexity limits for the various complexity view mode combinations. These limits are used to map instruction counts to ShaderComplexityColors.

◆ MediumFontName

FSoftObjectPath UEngine::MediumFontName

Sets the font used for medium engine text

◆ MinDesiredFrameRate

float UEngine::MinDesiredFrameRate

Minimum desired framerate setting, below this frame rate visual detail may be lowered

◆ MiniFontTexture

TObjectPtr<class UTexture2D> UEngine::MiniFontTexture

Texture used to do font rendering in shaders

◆ MiniFontTextureName

FSoftObjectPath UEngine::MiniFontTextureName

Path of the texture used to do font rendering in shaders

◆ MinLightMapDensity

float UEngine::MinLightMapDensity

Minimum lightmap density value for coloring.

◆ MonospaceFontName

FSoftObjectPath UEngine::MonospaceFontName

Sets the font used for monospace engine text, e.g. in debug displays

◆ NaniteHiddenSectionMaterial

TObjectPtr<class UMaterial> UEngine::NaniteHiddenSectionMaterial

Material used for removing Nanite mesh sections from rasterization.

◆ NaniteHiddenSectionMaterialName

FString UEngine::NaniteHiddenSectionMaterialName

Path of the material used for removing Nanite mesh sections from rasterization.

◆ NavigationSystemClass

TSubclassOf<class UNavigationSystemBase> UEngine::NavigationSystemClass

Sets the class to use for NavigationSystem, which can be overridden to change game-specific navigation/AI behavior.

◆ NavigationSystemClassName

FSoftClassPath UEngine::NavigationSystemClassName

◆ NavigationSystemConfigClass

TSubclassOf<class UNavigationSystemConfig> UEngine::NavigationSystemConfigClass

◆ NavigationSystemConfigClassName

FSoftClassPath UEngine::NavigationSystemConfigClassName

Sets the Navigation System Config class, which can be overridden to change game-specific navigation/AI behavior.

◆ NearClipPlane

float UEngine::NearClipPlane

The distance of the camera's near clipping plane.

◆ NetClientTicksPerSecond

float UEngine::NetClientTicksPerSecond

Number of times to tick each client per second

◆ NetDriverDefinitions

TArray<FNetDriverDefinition> UEngine::NetDriverDefinitions

A list of named UNetDriver definitions

◆ NetErrorLogInterval

float UEngine::NetErrorLogInterval

Amount of time in seconds between network error logging

◆ NetworkDDoSEscalationEvent

FOnNetworkDDoSEscalation UEngine::NetworkDDoSEscalationEvent

◆ NetworkFailureEvent

FOnNetworkFailure UEngine::NetworkFailureEvent

◆ NetworkLagStateChangedEvent

FOnNetworkLagStateChanged UEngine::NetworkLagStateChangedEvent

◆ NewStatDelegate

UEngine::FOnNewStatRegistered UEngine::NewStatDelegate
static

◆ NextWorldContextHandle

int32 UEngine::NextWorldContextHandle
protected

◆ NumPawnsAllowedToBeSpawnedInAFrame

int32 UEngine::NumPawnsAllowedToBeSpawnedInAFrame

If bCheckForMultiplePawnsSpawnedInAFrame==true, then we will check to see that no more than this number of pawns are spawned in a frame.

◆ OnHitchDetectedDelegate

FEngineHitchDetectedDelegate UEngine::OnHitchDetectedDelegate

Delegate called when FPS charting detects a hitch (it is not triggered if there are no active performance data consumers).

◆ OnOverrideBrowseURL

FBrowseURL UEngine::OnOverrideBrowseURL
protected

Delegate for overriding the method Browse in the part that parses an URL and loads specified level or creates PendingNetGame. Parameter are the same as those passed to the calling method Browse

◆ OnOverridePendingNetGameUpdate

FPendingLevelUpdate UEngine::OnOverridePendingNetGameUpdate
protected

Delegate for overriding the method TickWorldTravel in the part that controls the state of PendingNetGame Parameter are the same as those passed to the calling method Browse

◆ ParticleEventManagerClassPath

FString UEngine::ParticleEventManagerClassPath

Sets the class to use to spawn a ParticleEventManager that can handle game-specific particle system behavior

◆ PendingDroppedNotes

TArray<struct FDropNoteInfo> UEngine::PendingDroppedNotes

List of notes to place during Play in Editor

◆ PhysicsCollisionHandlerClass

TSubclassOf<class UPhysicsCollisionHandler> UEngine::PhysicsCollisionHandlerClass

◆ PhysicsCollisionHandlerClassName

FSoftClassPath UEngine::PhysicsCollisionHandlerClassName

Sets the PhysicsCollisionHandler class to use by default, which can be overridden to change game-specific behavior when objects collide using physics.

◆ PortalRpcClient

TSharedPtr<IMessageRpcClient> UEngine::PortalRpcClient
protected

Portal RPC client.

◆ PortalRpcLocator

TSharedPtr<IPortalRpcLocator> UEngine::PortalRpcLocator
protected

Portal RPC server locator.

◆ PreIntegratedSkinBRDFTexture

TObjectPtr<class UTexture2D> UEngine::PreIntegratedSkinBRDFTexture

Texture used for pre-integrated skin shading

◆ PreIntegratedSkinBRDFTextureName

FSoftObjectPath UEngine::PreIntegratedSkinBRDFTextureName

Path of the texture used for pre-integrated skin shading

◆ PreviewShadowsIndicatorMaterial

TObjectPtr<class UMaterial> UEngine::PreviewShadowsIndicatorMaterial

Material that renders a message about preview shadows being used.

◆ PreviewShadowsIndicatorMaterialName

FSoftObjectPath UEngine::PreviewShadowsIndicatorMaterialName

Path of the material that renders a message about preview shadows being used.

◆ PrimitiveProbablyVisibleTime

float UEngine::PrimitiveProbablyVisibleTime

The amount of time a primitive is considered to be probably visible after it was last actually visible.

◆ QuadComplexityColors

TArray<FLinearColor> UEngine::QuadComplexityColors

The colors used to render quad complexity.

◆ RemoveSurfaceMaterial

TObjectPtr<class UMaterial> UEngine::RemoveSurfaceMaterial

Material used to indicate that the associated BSP surface should be removed.

◆ RemoveSurfaceMaterialName

FSoftObjectPath UEngine::RemoveSurfaceMaterialName

Path of the material used to indicate that the associated BSP surface should be removed.

◆ RenderLightMapDensityColorScale

float UEngine::RenderLightMapDensityColorScale

The scale factor when rendering color density.

◆ RenderLightMapDensityGrayscaleScale

float UEngine::RenderLightMapDensityGrayscaleScale

The scale factor when rendering gray scale density.

◆ RunningAverageDeltaTime

float UEngine::RunningAverageDeltaTime
protected

◆ RuntimeServerActors

TArray<FString> UEngine::RuntimeServerActors

Runtime-modified list of server actors, allowing plugins to use serveractors, without permanently adding them to config files

◆ SelectionHighlightIntensity

float UEngine::SelectionHighlightIntensity

Used to alter the intensity level of the selection highlight on selected objects

◆ SelectionHighlightIntensityBillboards

float UEngine::SelectionHighlightIntensityBillboards

Used to alter the intensity level of the selection highlight on selected billboard objects

◆ ServerActors

TArray<FString> UEngine::ServerActors

A configurable list of actors that are automatically spawned upon server startup (just prior to InitGame)

◆ ServiceDependencies

TSharedPtr<FTypeContainer> UEngine::ServiceDependencies
protected

Holds a type container for service dependencies.

◆ ServiceLocator

TSharedPtr<IPortalServiceLocator> UEngine::ServiceLocator
protected

Holds registered service instances.

◆ ShadedLevelColorationLitMaterial

TObjectPtr<class UMaterial> UEngine::ShadedLevelColorationLitMaterial

Material used for visualizing level membership in lit view port modes. Uses shading to show axis directions.

◆ ShadedLevelColorationLitMaterialName

FString UEngine::ShadedLevelColorationLitMaterialName

Path of the material used for visualizing level membership in lit view port modes. Uses shading to show axis directions.

◆ ShadedLevelColorationUnlitMaterial

TObjectPtr<class UMaterial> UEngine::ShadedLevelColorationUnlitMaterial

Material used for visualizing level membership in unlit view port modes. Uses shading to show axis directions.

◆ ShadedLevelColorationUnlitMaterialName

FString UEngine::ShadedLevelColorationUnlitMaterialName

Path of the material used for visualizing level membership in unlit view port modes. Uses shading to show axis directions.

◆ ShaderComplexityColors

TArray<FLinearColor> UEngine::ShaderComplexityColors

The colors used to render shader complexity.

◆ SheenEnergyTexture

TObjectPtr<class UTexture2D> UEngine::SheenEnergyTexture

Texture used for sheen energy conservation

◆ SheenEnergyTextureName

FSoftObjectPath UEngine::SheenEnergyTextureName

Path of the texture used for sheen energy conservation

◆ SheenLegacyEnergyTextureName

FSoftObjectPath UEngine::SheenLegacyEnergyTextureName

Path of the texture used for sheen energy conservation

◆ SheenLTCTexture

TObjectPtr<class UTexture2D> UEngine::SheenLTCTexture

Texture used for Sheen LTC integration (Matrix Texture)

◆ SheenLTCTextureName

FSoftObjectPath UEngine::SheenLTCTextureName

Path of the texture used for Sheen LTC integration (Matrix Texture)

◆ SimpleVolumeEnvTexture

TObjectPtr<class UVolumeTexture> UEngine::SimpleVolumeEnvTexture

Simple volume environment LUT texture

◆ SimpleVolumeEnvTextureName

FSoftObjectPath UEngine::SimpleVolumeEnvTextureName

Path of the simple volume environment LUT texture

◆ SimpleVolumeTexture

TObjectPtr<class UVolumeTexture> UEngine::SimpleVolumeTexture

Simple volume LUT texture

◆ SimpleVolumeTextureName

FSoftObjectPath UEngine::SimpleVolumeTextureName

Path of the simple volume LUT texture

◆ SMAAAreaTexture

TObjectPtr<class UTexture2D> UEngine::SMAAAreaTexture

SMAA Area Texture

◆ SMAAAreaTextureName

FSoftObjectPath UEngine::SMAAAreaTextureName

Path of the SMAA Area Texture

◆ SMAASearchTexture

TObjectPtr<class UTexture2D> UEngine::SMAASearchTexture

SMAA Search Texture

◆ SMAASearchTextureName

FSoftObjectPath UEngine::SMAASearchTextureName

Path of the SMAA Search Texture

◆ SmallFontName

FSoftObjectPath UEngine::SmallFontName

Sets the font used for small engine text, used for most debug displays

◆ SmoothedFrameRateRange

FFloatRange UEngine::SmoothedFrameRateRange

Range of framerates in which smoothing will kick in

◆ StatColorMappings

TArray<struct FStatColorMapping> UEngine::StatColorMappings

Colors used to display specific profiling stats

◆ StationaryLightOverlapColors

TArray<FLinearColor> UEngine::StationaryLightOverlapColors

The colors used to render stationary light overlap.

◆ StereoRenderingDevice

TSharedPtr< class IStereoRendering, ESPMode::ThreadSafe > UEngine::StereoRenderingDevice

Reference to the stereoscopic rendering interface, if any

◆ StreamingAccuracyColors

TArray<FLinearColor> UEngine::StreamingAccuracyColors

The colors used for texture streaming accuracy debug view modes.

◆ SubtitleFontName

FSoftObjectPath UEngine::SubtitleFontName

Sets the font used by the default Subtitle Manager

◆ TextureColorViewModeMaterial

TObjectPtr<class UMaterial> UEngine::TextureColorViewModeMaterial

Material for visualizing mesh paint texture colors on meshes in the scene

◆ TextureColorViewModeMaterialName

FString UEngine::TextureColorViewModeMaterialName

Path of the material for visualizing mesh paint texture colors on meshes in the scene

◆ TimecodeProviderClassName

FSoftClassPath UEngine::TimecodeProviderClassName

Set TimecodeProvider when the engine is started.

◆ TinyFontName

FSoftObjectPath UEngine::TinyFontName

Sets the font used for the smallest engine text

◆ TransitionDescription

FString UEngine::TransitionDescription

The current transition description text.

◆ TransitionGameMode

FString UEngine::TransitionGameMode

The gamemode for the destination map

◆ TransitionType

ETransitionType UEngine::TransitionType

The state of the current map transition.

◆ TravelFailureEvent

FOnTravelFailure UEngine::TravelFailureEvent

◆ UseClothAssetMinLODPerQualityLevels

bool UEngine::UseClothAssetMinLODPerQualityLevels

◆ UseGrassVarityPerQualityLevels

bool UEngine::UseGrassVarityPerQualityLevels

◆ UseSkeletalMeshMinLODPerQualityLevels

bool UEngine::UseSkeletalMeshMinLODPerQualityLevels

◆ UseStaticMeshMinLODPerQualityLevels

bool UEngine::UseStaticMeshMinLODPerQualityLevels

◆ VertexColorMaterial

TObjectPtr<class UMaterial> UEngine::VertexColorMaterial

Material used to visualize vertex colors as emissive

◆ VertexColorMaterialName

FString UEngine::VertexColorMaterialName

Path of the material used to visualize vertex colors as emissive

◆ VertexColorViewModeMaterial_AlphaAsColor

TObjectPtr<class UMaterial> UEngine::VertexColorViewModeMaterial_AlphaAsColor

Material for visualizing vertex colors on meshes in the scene (alpha channel as color)

◆ VertexColorViewModeMaterial_BlueOnly

TObjectPtr<class UMaterial> UEngine::VertexColorViewModeMaterial_BlueOnly

Material for visualizing vertex colors on meshes in the scene (blue only)

◆ VertexColorViewModeMaterial_ColorOnly

TObjectPtr<class UMaterial> UEngine::VertexColorViewModeMaterial_ColorOnly

Material for visualizing vertex colors on meshes in the scene (color only, no alpha)

◆ VertexColorViewModeMaterial_GreenOnly

TObjectPtr<class UMaterial> UEngine::VertexColorViewModeMaterial_GreenOnly

Material for visualizing vertex colors on meshes in the scene (green only)

◆ VertexColorViewModeMaterial_RedOnly

TObjectPtr<class UMaterial> UEngine::VertexColorViewModeMaterial_RedOnly

Material for visualizing vertex colors on meshes in the scene (red only)

◆ VertexColorViewModeMaterialName_AlphaAsColor

FString UEngine::VertexColorViewModeMaterialName_AlphaAsColor

Path of the material for visualizing vertex colors on meshes in the scene (alpha channel as color)

◆ VertexColorViewModeMaterialName_BlueOnly

FString UEngine::VertexColorViewModeMaterialName_BlueOnly

Path of the material for visualizing vertex colors on meshes in the scene (blue only)

◆ VertexColorViewModeMaterialName_ColorOnly

FString UEngine::VertexColorViewModeMaterialName_ColorOnly

Path of the material for visualizing vertex colors on meshes in the scene (color only, no alpha)

◆ VertexColorViewModeMaterialName_GreenOnly

FString UEngine::VertexColorViewModeMaterialName_GreenOnly

Path of the material for visualizing vertex colors on meshes in the scene (green only)

◆ VertexColorViewModeMaterialName_RedOnly

FString UEngine::VertexColorViewModeMaterialName_RedOnly

Path of the material for visualizing vertex colors on meshes in the scene (red only)

◆ ViewExtensions

TSharedPtr<FSceneViewExtensions> UEngine::ViewExtensions

Extensions that can modify view parameters on the render thread.

◆ WeightMapArrayPlaceholderTexture

TObjectPtr<class UTexture> UEngine::WeightMapArrayPlaceholderTexture

◆ WeightMapArrayPlaceholderTextureName

FSoftObjectPath UEngine::WeightMapArrayPlaceholderTextureName

◆ WeightMapPlaceholderTexture

TObjectPtr<class UTexture> UEngine::WeightMapPlaceholderTexture

Texture used as a placeholder for terrain weight-maps to give the material the correct texture format.

◆ WeightMapPlaceholderTextureName

FSoftObjectPath UEngine::WeightMapPlaceholderTextureName

Path of the texture used as a placeholder for terrain weight-maps to give the material the correct texture format.

◆ WireframeMaterial

TObjectPtr<class UMaterial> UEngine::WireframeMaterial

The material used to render wireframe meshes.

◆ WireframeMaterialName

FString UEngine::WireframeMaterialName

Path of the material used to render wireframe meshes in the editor and debug tools.

◆ WorldAddedEvent

FWorldAddedEvent UEngine::WorldAddedEvent
protected

Broadcasts when a world is added.

◆ WorldDestroyedEvent

FWorldDestroyedEvent UEngine::WorldDestroyedEvent
protected

Broadcasts when a world is destroyed.

◆ WorldList

TIndirectArray<FWorldContext> UEngine::WorldList
protected

◆ WorldSettingsClass

TSubclassOf<class AWorldSettings> UEngine::WorldSettingsClass

◆ WorldSettingsClassName

FSoftClassPath UEngine::WorldSettingsClassName

Sets the class to use for WorldSettings, which can be overridden to store game-specific information on map/world.

◆ XRSystem

TSharedPtr< class IXRTrackingSystem, ESPMode::ThreadSafe > UEngine::XRSystem

Reference to the VR/AR/MR tracking system that is attached, if any


The documentation for this class was generated from the following files: