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

#include <GameViewportClient.h>

+ Inheritance diagram for UGameViewportClient:

Public Member Functions

ENGINE_API UGameViewportClient (FVTableHelper &Helper)
 
virtual ENGINE_API ~UGameViewportClient ()
 
virtual ENGINE_API void SSSwapControllers ()
 
virtual ENGINE_API void ShowTitleSafeArea ()
 
virtual ENGINE_API void SetConsoleTarget (int32 PlayerIndex)
 
ENGINE_API void AddCursorWidget (EMouseCursor::Type Cursor, class UUserWidget *CursorWidget)
 
virtual ENGINE_API UWorldGetWorld () const override
 
virtual ENGINE_API FSceneViewportCreateGameViewport (TSharedPtr< SViewport > InViewportWidget)
 
ENGINE_API FSceneViewportGetGameViewport ()
 
ENGINE_API const FSceneViewportGetGameViewport () const
 
ENGINE_API TSharedPtr< SViewportGetGameViewportWidget () const
 
ENGINE_API UGameInstanceGetGameInstance () const
 
virtual ENGINE_API void Init (struct FWorldContext &WorldContext, UGameInstance *OwningGameInstance, bool bCreateNewAudioDevice=true)
 
virtual ENGINE_API void PostInitProperties () override
 
virtual ENGINE_API void BeginDestroy () override
 
virtual void RedrawRequested (FViewport *InViewport) override
 
virtual ENGINE_API bool InputKey (const FInputKeyEventArgs &EventArgs) override
 
virtual ENGINE_API bool InputAxis (const FInputKeyEventArgs &EventArgs) override
 
virtual ENGINE_API bool InputChar (FViewport *Viewport, int32 ControllerId, TCHAR Character) override
 
virtual ENGINE_API bool InputTouch (FViewport *InViewport, const FInputDeviceId DeviceId, uint32 Handle, ETouchType::Type Type, const FVector2D &TouchLocation, float Force, uint32 TouchpadIndex, const uint64 Timestamp) override
 
virtual ENGINE_API bool InputMotion (FViewport *Viewport, const FInputDeviceId DeviceId, const FVector &Tilt, const FVector &RotationRate, const FVector &Gravity, const FVector &Acceleration, const uint64 Timestamp) override
 
virtual ENGINE_API EMouseCursor::Type GetCursor (FViewport *Viewport, int32 X, int32 Y) override
 
virtual ENGINE_API TOptional< TSharedRef< SWidget > > MapCursor (FViewport *Viewport, const FCursorReply &CursorReply) override
 
virtual ENGINE_API void Precache () override
 
virtual ENGINE_API void Draw (FViewport *Viewport, FCanvas *SceneCanvas) override
 
virtual ENGINE_API bool ProcessScreenShots (FViewport *Viewport) override
 
virtual ENGINE_API TOptional< boolQueryShowFocus (const EFocusCause InFocusCause) const override
 
virtual ENGINE_API void LostFocus (FViewport *Viewport) override
 
virtual ENGINE_API void ReceivedFocus (FViewport *Viewport) override
 
virtual ENGINE_API bool IsFocused (FViewport *Viewport) override
 
virtual ENGINE_API void Activated (FViewport *InViewport, const FWindowActivateEvent &InActivateEvent) override
 
virtual ENGINE_API void Deactivated (FViewport *InViewport, const FWindowActivateEvent &InActivateEvent) override
 
virtual ENGINE_API bool IsInPermanentCapture () override
 
virtual ENGINE_API bool WindowCloseRequested () override
 
virtual ENGINE_API void CloseRequested (FViewport *Viewport) override
 
virtual bool RequiresHitProxyStorage () override
 
virtual ENGINE_API bool IsOrtho () const override
 
virtual ENGINE_API void MouseEnter (FViewport *Viewport, int32 x, int32 y) override
 
virtual ENGINE_API void MouseLeave (FViewport *Viewport) override
 
virtual ENGINE_API void SetIsSimulateInEditorViewport (bool bInIsSimulateInEditorViewport) override
 
virtual void FinalizeViews (class FSceneViewFamily *ViewFamily, const TMap< ULocalPlayer *, FSceneView * > &PlayerViewMap)
 
ENGINE_API bool TryToggleFullscreenOnInputKey (FKey Key, EInputEvent EventType)
 
virtual ENGINE_API void RemapControllerInput (FInputKeyEventArgs &InOutKeyEvent)
 
ENGINE_API bool HandleForceFullscreenCommand (const TCHAR *Cmd, FOutputDevice &Ar)
 
ENGINE_API bool HandleShowCommand (const TCHAR *Cmd, FOutputDevice &Ar, UWorld *InWorld)
 
ENGINE_API bool HandleShowLayerCommand (const TCHAR *Cmd, FOutputDevice &Ar, UWorld *InWorld)
 
ENGINE_API bool HandleViewModeCommand (const TCHAR *Cmd, FOutputDevice &Ar, UWorld *InWorld)
 
ENGINE_API bool HandleNextViewModeCommand (const TCHAR *Cmd, FOutputDevice &Ar, UWorld *InWorld)
 
ENGINE_API bool HandlePrevViewModeCommand (const TCHAR *Cmd, FOutputDevice &Ar, UWorld *InWorld)
 
ENGINE_API bool HandlePreCacheCommand (const TCHAR *Cmd, FOutputDevice &Ar)
 
ENGINE_API bool HandleToggleFullscreenCommand ()
 
ENGINE_API bool HandleSetResCommand (const TCHAR *Cmd, FOutputDevice &Ar)
 
ENGINE_API bool HandleHighresScreenshotCommand (const TCHAR *Cmd, FOutputDevice &Ar)
 
ENGINE_API bool HandleHighresScreenshotUICommand (const TCHAR *Cmd, FOutputDevice &Ar)
 
ENGINE_API bool HandleScreenshotCommand (const TCHAR *Cmd, FOutputDevice &Ar)
 
ENGINE_API bool HandleBugScreenshotwithHUDInfoCommand (const TCHAR *Cmd, FOutputDevice &Ar)
 
ENGINE_API bool HandleBugScreenshotCommand (const TCHAR *Cmd, FOutputDevice &Ar)
 
ENGINE_API bool HandleKillParticlesCommand (const TCHAR *Cmd, FOutputDevice &Ar)
 
ENGINE_API bool HandleForceSkelLODCommand (const TCHAR *Cmd, FOutputDevice &Ar, UWorld *InWorld)
 
ENGINE_API bool HandleDisplayCommand (const TCHAR *Cmd, FOutputDevice &Ar)
 
ENGINE_API bool HandleDisplayAllCommand (const TCHAR *Cmd, FOutputDevice &Ar)
 
ENGINE_API bool HandleDisplayAllLocationCommand (const TCHAR *Cmd, FOutputDevice &Ar)
 
ENGINE_API bool HandleDisplayAllRotationCommand (const TCHAR *Cmd, FOutputDevice &Ar)
 
ENGINE_API bool HandleDisplayClearCommand (const TCHAR *Cmd, FOutputDevice &Ar)
 
ENGINE_API bool HandleGetAllLocationCommand (const TCHAR *Cmd, FOutputDevice &Ar)
 
ENGINE_API bool HandleGetAllRotationCommand (const TCHAR *Cmd, FOutputDevice &Ar)
 
ENGINE_API bool HandleTextureDefragCommand (const TCHAR *Cmd, FOutputDevice &Ar)
 
ENGINE_API bool HandleToggleMIPFadeCommand (const TCHAR *Cmd, FOutputDevice &Ar)
 
ENGINE_API bool HandlePauseRenderClockCommand (const TCHAR *Cmd, FOutputDevice &Ar)
 
virtual ENGINE_API void AddViewportWidgetContent (TSharedRef< class SWidget > ViewportContent, const int32 ZOrder=0)
 
virtual ENGINE_API void RemoveViewportWidgetContent (TSharedRef< class SWidget > ViewportContent)
 
virtual ENGINE_API void AddViewportWidgetForPlayer (ULocalPlayer *Player, TSharedRef< SWidget > ViewportContent, const int32 ZOrder)
 
virtual ENGINE_API void RemoveViewportWidgetForPlayer (ULocalPlayer *Player, TSharedRef< SWidget > ViewportContent)
 
ENGINE_API void RemoveAllViewportWidgets ()
 
virtual ENGINE_API void AddGameLayerWidget (TSharedRef< SWidget > ViewportContent, const int32 ZOrder)
 
virtual ENGINE_API void RemoveGameLayerWidget (TSharedRef< SWidget > ViewportContent)
 
ENGINE_API void RebuildCursors ()
 
virtual ENGINE_API void DetachViewportClient ()
 
virtual ENGINE_API void Tick (float DeltaTime)
 
virtual ENGINE_API bool RequiresUncapturedAxisInput () const override
 
virtual ENGINE_API void SetViewportFrame (FViewportFrame *InViewportFrame)
 
virtual ENGINE_API void SetViewport (FViewport *InViewportFrame)
 
ENGINE_API void SetViewportOverlayWidget (TSharedPtr< SWindow > InWindow, TSharedRef< SOverlay > InViewportOverlayWidget)
 
ENGINE_API void SetGameLayerManager (TSharedPtr< IGameLayerManager > LayerManager)
 
TSharedPtr< IGameLayerManagerGetGameLayerManager () const
 
TSharedPtr< SWindowGetWindow ()
 
virtual ENGINE_API void SetDropDetail (float DeltaSeconds)
 
virtual ENGINE_API FString ConsoleCommand (const FString &Command)
 
ENGINE_API void GetViewportSize (FVector2D &ViewportSize) const
 
ENGINE_API bool IsFullScreenViewport () const
 
ENGINE_API bool IsExclusiveFullscreenViewport () const
 
virtual ENGINE_API bool GetMousePosition (FVector2D &MousePosition) const
 
ENGINE_API bool ShouldForceFullscreenViewport () const
 
virtual ENGINE_API ULocalPlayerSetupInitialLocalPlayer (FString &OutError)
 
ESplitScreenType::Type GetCurrentSplitscreenConfiguration () const
 
virtual ENGINE_API void UpdateActiveSplitscreenType ()
 
virtual ENGINE_API void LayoutPlayers ()
 
ENGINE_API void SetForceDisableSplitscreen (const bool bDisabled)
 
bool IsSplitscreenForceDisabled () const
 
virtual ENGINE_API void GetSubtitleRegion (FVector2D &MinPos, FVector2D &MaxPos)
 
ENGINE_API int32 ConvertLocalPlayerToGamePlayerIndex (ULocalPlayer *LPlayer)
 
ENGINE_API bool HasTopSafeZone (int32 LocalPlayerIndex)
 
ENGINE_API bool HasBottomSafeZone (int32 LocalPlayerIndex)
 
ENGINE_API bool HasLeftSafeZone (int32 LocalPlayerIndex)
 
ENGINE_API bool HasRightSafeZone (int32 LocalPlayerIndex)
 
ENGINE_API void GetPixelSizeOfScreen (float &Width, float &Height, UCanvas *Canvas, int32 LocalPlayerIndex)
 
ENGINE_API void CalculateSafeZoneValues (FMargin &SafeZone, UCanvas *Canvas, int32 LocalPlayerIndex, bool bUseMaxPercent)
 
ENGINE_API bool CalculateDeadZoneForAllSides (ULocalPlayer *LPlayer, UCanvas *Canvas, float &fTopSafeZone, float &fBottomSafeZone, float &fLeftSafeZone, float &fRightSafeZone, bool bUseMaxPercent=false)
 
virtual ENGINE_API void DrawTitleSafeArea (UCanvas *Canvas)
 
virtual ENGINE_API void PostRender (UCanvas *Canvas)
 
virtual ENGINE_API void DrawTransition (UCanvas *Canvas)
 
virtual ENGINE_API void DrawTransitionMessage (UCanvas *Canvas, const FString &Message)
 
virtual ENGINE_API void NotifyPlayerAdded (int32 PlayerIndex, class ULocalPlayer *AddedPlayer)
 
virtual ENGINE_API void NotifyPlayerRemoved (int32 PlayerIndex, class ULocalPlayer *RemovedPlayer)
 
virtual ENGINE_API void PeekTravelFailureMessages (UWorld *InWorld, enum ETravelFailure::Type FailureType, const FString &ErrorString)
 
virtual ENGINE_API void PeekNetworkFailureMessages (UWorld *InWorld, UNetDriver *NetDriver, enum ENetworkFailure::Type FailureType, const FString &ErrorString)
 
virtual ENGINE_API void VerifyPathRenderingComponents ()
 
FOnCloseRequestedOnCloseRequested ()
 
FOnWindowCloseRequestedOnWindowCloseRequested ()
 
FOnGameViewportClientPlayerActionOnPlayerAdded ()
 
FOnGameViewportClientPlayerActionOnPlayerRemoved ()
 
FSimpleMulticastDelegateOnBeginDraw ()
 
FSimpleMulticastDelegateOnDrawn ()
 
FSimpleMulticastDelegateOnEndDraw ()
 
FOnGameViewportTickOnTick ()
 
FCustomNavigationHandlerOnNavigationOverride ()
 
FOverrideInputKeyHandlerOnOverrideInputKey ()
 
FOverrideInputAxisHandlerOnOverrideInputAxis ()
 
FOnInputKeySignatureOnInputKey ()
 
FOnInputAxisSignatureOnInputAxis ()
 
virtual FEngineShowFlagsGetEngineShowFlags () override
 
ENGINE_API void SetViewMode (EViewModeIndex ViewMode, FOutputDevice *Output=nullptr)
 
ENGINE_API bool SetHardwareCursor (EMouseCursor::Type CursorShape, FName GameContentPath, FVector2D HotSpot)
 
ENGINE_API bool IsSimulateInEditorViewport () const
 
virtual bool ShouldDPIScaleSceneCanvas () const override
 
ENGINE_API bool GetUseMouseForTouch () const
 
void SetCurrentBufferVisualizationMode (FName NewBufferVisualizationMode)
 
FName GetCurrentBufferVisualizationMode () const
 
void SetCurrentNaniteVisualizationMode (FName NewNaniteVisualizationMode)
 
FName GetCurrentNaniteVisualizationMode () const
 
void SetCurrentLumenVisualizationMode (FName NewLumenVisualizationMode)
 
FName GetCurrentLumenVisualizationMode () const
 
void SetCurrentSubstrateVisualizationMode (FName NewSubstrateVisualizationMode)
 
FName GetCurrentSubstrateVisualizationMode () const
 
void SetCurrentGroomVisualizationMode (FName NewGroomVisualizationMode)
 
FName GetCurrentGroomVisualizationMode () const
 
void SetCurrentVirtualShadowMapVisualizationMode (FName NewVirtualShadowMapVisualizationMode)
 
FName GetCurrentVirtualShadowMapVisualizationMode () const
 
void SetSuppressTransitionMessage (bool bSuppress)
 
virtual FStatUnitDataGetStatUnitData () const override
 
virtual FStatHitchesDataGetStatHitchesData () const override
 
virtual const TArray< FString > * GetEnabledStats () const override
 
virtual ENGINE_API void SetEnabledStats (const TArray< FString > &InEnabledStats) override
 
virtual bool IsStatEnabled (const FString &InName) const override
 
void SetIgnoreInput (bool Ignore)
 
virtual bool IgnoreInput () override
 
ENGINE_API void SetMouseCaptureMode (EMouseCaptureMode Mode)
 
virtual ENGINE_API EMouseCaptureMode GetMouseCaptureMode () const override
 
virtual ENGINE_API bool CaptureMouseOnLaunch () override
 
virtual bool LockDuringCapture () override
 
virtual bool ShouldAlwaysLockMouse () override
 
ENGINE_API void SetMouseLockMode (EMouseLockMode InMouseLockMode)
 
ENGINE_API EMouseLockMode GetMouseLockMode () const
 
ENGINE_API void SetHideCursorDuringCapture (bool InHideCursorDuringCapture)
 
virtual bool HideCursorDuringCapture () const override
 
virtual ENGINE_API FPopupMethodReply OnQueryPopupMethod () const override
 
virtual ENGINE_API bool HandleNavigation (const uint32 InUserIndex, TSharedPtr< SWidget > InDestination) override
 
void SetUseSoftwareCursorWidgets (bool bInUseSoftwareCursorWidgets)
 
bool GetIsUsingSoftwareCursorWidgets ()
 
FOnToggleFullscreenOnToggleFullscreen ()
 
ENGINE_API bool SetDisplayConfiguration (const FIntPoint *Dimensions, EWindowMode::Type WindowMode)
 
ENGINE_API void SetVirtualCursorWidget (EMouseCursor::Type Cursor, class UUserWidget *Widget)
 
ENGINE_API void AddSoftwareCursorFromSlateWidget (EMouseCursor::Type InCursorType, TSharedPtr< SWidget > CursorWidgetPtr)
 
ENGINE_API void AddSoftwareCursor (EMouseCursor::Type Cursor, const FSoftClassPath &CursorClass)
 
ENGINE_API void SetSoftwareCursorWidget (EMouseCursor::Type InCursorType, class UUserWidget *Widget)
 
ENGINE_API void SetSoftwareCursorWidget (EMouseCursor::Type InCursorType, TSharedPtr< SWidget > CursorWidgetPtr)
 
ENGINE_API TSharedPtr< SWidgetGetSoftwareCursorWidget (EMouseCursor::Type Cursor) const
 
ENGINE_API bool HasSoftwareCursor (EMouseCursor::Type Cursor) const
 
ENGINE_API void EnableCsvPlayerStats (int32 LocalPlayerCount)
 
ENGINE_API EViewStatusForScreenPercentage GetViewStatusForScreenPercentage () const
 
- 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 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 bool IsReadyForFinishDestroy ()
 
virtual COREUOBJECT_API void FinishDestroy ()
 
virtual COREUOBJECT_API void Serialize (FArchive &Ar)
 
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 FCommonViewportClient
 FCommonViewportClient ()
 
virtual ENGINE_API ~FCommonViewportClient () override
 
ENGINE_API void RequestUpdateDPIScale ()
 
ENGINE_API float GetDPIDerivedResolutionFraction () const
 
virtual ENGINE_API float GetDPIScale () const override
 
ENGINE_API void DrawHighResScreenshotCaptureRegion (FCanvas &Canvas)
 
- Public Member Functions inherited from FViewportClient
virtual ~FViewportClient ()
 
virtual ENGINE_API void RequestInvalidateHitProxy (FViewport *Viewport)
 
virtual ENGINE_API bool InputAxis (FViewport *Viewport, FInputDeviceId InputDevice, FKey Key, float Delta, float DeltaTime, int32 NumSamples=1, bool bGamepad=false) final
 
virtual ENGINE_API bool InputTouch (FViewport *Viewport, int32 ControllerId, uint32 Handle, ETouchType::Type Type, const FVector2D &TouchLocation, float Force, FDateTime DeviceTimestamp, uint32 TouchpadIndex) final
 
virtual ENGINE_API bool InputGesture (FViewport *Viewport, EGestureEvent GestureType, const FVector2D &GestureDelta, bool bIsDirectionInvertedFromDevice) final
 
virtual bool InputGesture (FViewport *Viewport, const FInputDeviceId DeviceId, EGestureEvent GestureType, const FVector2D &GestureDelta, bool bIsDirectionInvertedFromDevice, const uint64 Timestamp)
 
virtual ENGINE_API bool InputMotion (FViewport *Viewport, int32 ControllerId, const FVector &Tilt, const FVector &RotationRate, const FVector &Gravity, const FVector &Acceleration) final
 
virtual bool WantsPollingMouseMovement (void) const
 
virtual void MouseMove (FViewport *Viewport, int32 X, int32 Y)
 
virtual void CapturedMouseMove (FViewport *InViewport, int32 InMouseX, int32 InMouseY)
 
virtual void ProcessAccumulatedPointerInput (FViewport *InViewport)
 
virtual bool RequiresKeyboardInput () const
 
virtual bool IsInGameView () const
 
virtual class UWorldConditionalSetWorld ()
 
virtual void ConditionalRestoreWorld (class UWorld *InWorld)
 
virtual bool OverrideHighResScreenshotCaptureRegion (FIntRect &OutCaptureRegion)
 
virtual void SetShowStats (bool bWantStats)
 
- 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 FOnScreenshotCapturedOnScreenshotCaptured ()
 
static FOnViewportRenderedOnViewportRendered ()
 
static FSimpleMulticastDelegateOnViewportCreated ()
 
- 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

TObjectPtr< class UConsoleViewportConsole
 
TArray< struct FDebugDisplayPropertyDebugProperties
 
TArray< struct FSplitscreenDataSplitscreenInfo
 
int32 MaxSplitscreenPlayers = 4
 
uint32 bIsPlayInEditorViewport:1
 
uint32 bDisableWorldRendering:1
 
int32 ViewModeIndex
 
FEngineShowFlags EngineShowFlags
 
FViewportViewport
 
FViewportFrameViewportFrame
 

Protected Member Functions

virtual ENGINE_API bool Exec_Runtime (UWorld *InWorld, const TCHAR *Cmd, FOutputDevice &Ar) override
 
bool HasAudioFocus () const
 
ENGINE_API void UpdateCsvCameraStats (const TMap< ULocalPlayer *, FSceneView * > &PlayerViewMap)
 
virtual ENGINE_API float UpdateViewportClientWindowDPIScale () const override
 
- 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_Dev (UWorld *InWorld, const TCHAR *Cmd, FOutputDevice &Ar)
 
virtual bool Exec_Editor (UWorld *InWorld, const TCHAR *Cmd, FOutputDevice &Ar)
 

Protected Attributes

TEnumAsByte< ESplitScreenType::TypeActiveSplitscreenType
 
TObjectPtr< UWorldWorld
 
TObjectPtr< UGameInstanceGameInstance
 
bool bSuppressTransitionMessage
 
FAudioDeviceHandle AudioDevice
 
FDelegateHandle AudioDeviceDestroyedHandle
 
uint32 AudioDeviceHandle = uint32(INDEX_NONE)
 
bool bHasAudioFocus = false
 

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

A game viewport (FViewport) is a high-level abstract interface for the platform specific rendering, audio, and input subsystems. GameViewportClient is the engine's interface to a game viewport. Exactly one GameViewportClient is created for each instance of the game. The only case (so far) where you might have a single instance of Engine, but multiple instances of the game (and thus multiple GameViewportClients) is when you have more than one PIE window running.

Responsibilities: propagating input events to the global interactions list

See also
UGameViewportClient

Constructor & Destructor Documentation

◆ UGameViewportClient()

UGameViewportClient::UGameViewportClient ( FVTableHelper Helper)

DO NOT USE. This constructor is for internal usage only for hot-reload purposes.

◆ ~UGameViewportClient()

UGameViewportClient::~UGameViewportClient ( )
virtual

Member Function Documentation

◆ Activated()

void UGameViewportClient::Activated ( FViewport InViewport,
const FWindowActivateEvent InActivateEvent 
)
overridevirtual

Reimplemented from FViewportClient.

◆ AddCursorWidget()

void UGameViewportClient::AddCursorWidget ( EMouseCursor::Type  Cursor,
class UUserWidget CursorWidget 
)

Add a Widget to use for specified cursor type

◆ AddGameLayerWidget()

void UGameViewportClient::AddGameLayerWidget ( TSharedRef< SWidget ViewportContent,
const int32  ZOrder 
)
virtual

Adds a widget to the Slate viewport's game overlay (i.e for top-level debug tools) at the specified Z-order.

Parameters
ViewportContentThe widget to add. Must be valid.
ZOrderThe Z-order index for this widget. Larger values will cause the widget to appear on top of widgets with lower values.

◆ AddSoftwareCursor()

void UGameViewportClient::AddSoftwareCursor ( EMouseCursor::Type  Cursor,
const FSoftClassPath CursorClass 
)

◆ AddSoftwareCursorFromSlateWidget()

void UGameViewportClient::AddSoftwareCursorFromSlateWidget ( EMouseCursor::Type  InCursorType,
TSharedPtr< SWidget CursorWidgetPtr 
)

Add a Widget to use for specified cursor type

◆ AddViewportWidgetContent()

void UGameViewportClient::AddViewportWidgetContent ( TSharedRef< class SWidget ViewportContent,
const int32  ZOrder = 0 
)
virtual

Adds a widget to the Slate viewport's overlay (i.e for in game UI or tools) at the specified Z-order

Parameters
ViewportContentThe widget to add. Must be valid.
ZOrderThe Z-order index for this widget. Larger values will cause the widget to appear on top of widgets with lower values.

◆ AddViewportWidgetForPlayer()

void UGameViewportClient::AddViewportWidgetForPlayer ( ULocalPlayer Player,
TSharedRef< SWidget ViewportContent,
const int32  ZOrder 
)
virtual

Adds a widget to the Slate viewport's overlay (i.e for in game UI or tools) at the specified Z-order. associates it with a specific player and keeps it in their sub-rect.

Parameters
PlayerThe player to add the widget to.
ViewportContentThe widget to add. Must be valid.
ZOrderThe Z-order index for this widget. Larger values will cause the widget to appear on top of widgets with lower values.

◆ BeginDestroy()

void UGameViewportClient::BeginDestroy ( )
overridevirtual

Called before destroying the object. This is called immediately upon deciding to destroy the object, to allow the object to begin an asynchronous cleanup process.

Reimplemented from UObject.

◆ CalculateDeadZoneForAllSides()

bool UGameViewportClient::CalculateDeadZoneForAllSides ( ULocalPlayer LPlayer,
UCanvas Canvas,
float fTopSafeZone,
float fBottomSafeZone,
float fLeftSafeZone,
float fRightSafeZone,
bool  bUseMaxPercent = false 
)

pixel size of the deadzone for all sides (right/left/top/bottom) based on which local player it is

Returns
true if the safe zone exists

◆ CalculateSafeZoneValues()

void UGameViewportClient::CalculateSafeZoneValues ( FMargin SafeZone,
UCanvas Canvas,
int32  LocalPlayerIndex,
bool  bUseMaxPercent 
)

Calculate the amount of safezone needed for a single side for both vertical and horizontal dimensions

◆ CaptureMouseOnLaunch()

bool UGameViewportClient::CaptureMouseOnLaunch ( )
overridevirtual

Gets whether or not the viewport captures the Mouse on launch of the application Technically this controls capture on the first window activate, so in situations where the application is launched but isn't activated the effect is delayed until activation.

Reimplemented from FViewportClient.

◆ CloseRequested()

void UGameViewportClient::CloseRequested ( FViewport Viewport)
overridevirtual

Reimplemented from FViewportClient.

◆ ConsoleCommand()

FString UGameViewportClient::ConsoleCommand ( const FString &  Command)
virtual

Process Console Command

Parameters
Commandcommand to process

◆ ConvertLocalPlayerToGamePlayerIndex()

int32 UGameViewportClient::ConvertLocalPlayerToGamePlayerIndex ( ULocalPlayer LPlayer)

Convert a LocalPlayer to it's index in the GamePlayer array

Parameters
LPlayerPlayer to get the index of
Returns
-1 if the index could not be found.

◆ CreateGameViewport()

FSceneViewport * UGameViewportClient::CreateGameViewport ( TSharedPtr< SViewport InViewportWidget)
virtual

◆ Deactivated()

void UGameViewportClient::Deactivated ( FViewport InViewport,
const FWindowActivateEvent InActivateEvent 
)
overridevirtual

Reimplemented from FViewportClient.

◆ DetachViewportClient()

void UGameViewportClient::DetachViewportClient ( )
virtual

Cleans up all rooted or referenced objects created or managed by the GameViewportClient. This method is called when this GameViewportClient has been disassociated with the game engine (i.e. is no longer the engine's GameViewport).

◆ Draw()

void UGameViewportClient::Draw ( FViewport Viewport,
FCanvas SceneCanvas 
)
overridevirtual

UE_BUILD_SHIPPING

Reimplemented from FViewportClient.

◆ DrawTitleSafeArea()

void UGameViewportClient::DrawTitleSafeArea ( UCanvas Canvas)
virtual

Draws the safe area using the current r.DebugSafeZone.Mode=1 when there is not a valid PlayerController HUD.

Parameters
CanvasCanvas on which to draw

◆ DrawTransition()

void UGameViewportClient::DrawTransition ( UCanvas Canvas)
virtual

Displays the transition screen.

Parameters
CanvasThe canvas to use for rendering.

◆ DrawTransitionMessage()

void UGameViewportClient::DrawTransitionMessage ( UCanvas Canvas,
const FString &  Message 
)
virtual

Print a centered transition message with a drop shadow.

Parameters
CanvasThe canvas to use for rendering.
MessageTransition message

◆ EnableCsvPlayerStats()

void UGameViewportClient::EnableCsvPlayerStats ( int32  LocalPlayerCount)

◆ Exec_Runtime()

bool UGameViewportClient::Exec_Runtime ( UWorld InWorld,
const TCHAR Cmd,
FOutputDevice Ar 
)
overrideprotectedvirtual

Implementation of Exec that is called on all targets where UE_ALLOW_EXEC_COMMANDS is true

Reimplemented from FExec.

◆ FinalizeViews()

virtual void UGameViewportClient::FinalizeViews ( class FSceneViewFamily ViewFamily,
const TMap< ULocalPlayer *, FSceneView * > &  PlayerViewMap 
)
inlinevirtual

make any adjustments to the views after they've been completely set up

◆ GetCurrentBufferVisualizationMode()

FName UGameViewportClient::GetCurrentBufferVisualizationMode ( ) const
inline

◆ GetCurrentGroomVisualizationMode()

FName UGameViewportClient::GetCurrentGroomVisualizationMode ( ) const
inline

◆ GetCurrentLumenVisualizationMode()

FName UGameViewportClient::GetCurrentLumenVisualizationMode ( ) const
inline

◆ GetCurrentNaniteVisualizationMode()

FName UGameViewportClient::GetCurrentNaniteVisualizationMode ( ) const
inline

◆ GetCurrentSplitscreenConfiguration()

ESplitScreenType::Type UGameViewportClient::GetCurrentSplitscreenConfiguration ( ) const
inline
Returns
Returns the splitscreen type that is currently being used

◆ GetCurrentSubstrateVisualizationMode()

FName UGameViewportClient::GetCurrentSubstrateVisualizationMode ( ) const
inline

◆ GetCurrentVirtualShadowMapVisualizationMode()

FName UGameViewportClient::GetCurrentVirtualShadowMapVisualizationMode ( ) const
inline

◆ GetCursor()

EMouseCursor::Type UGameViewportClient::GetCursor ( FViewport Viewport,
int32  X,
int32  Y 
)
overridevirtual

Retrieves the cursor that should be displayed by the OS

Parameters
Viewportthe viewport that contains the cursor
Xthe x position of the cursor
Ythe Y position of the cursor
Returns
the cursor that the OS should display

Reimplemented from FViewportClient.

◆ GetEnabledStats()

virtual const TArray< FString > * UGameViewportClient::GetEnabledStats ( ) const
inlineoverridevirtual

Get a ptr to the enabled stats list

Reimplemented from FViewportClient.

◆ GetEngineShowFlags()

virtual FEngineShowFlags * UGameViewportClient::GetEngineShowFlags ( )
inlineoverridevirtual

Return the engine show flags for this viewport

Reimplemented from FViewportClient.

◆ GetGameInstance()

UGameInstance * UGameViewportClient::GetGameInstance ( ) const

◆ GetGameLayerManager()

TSharedPtr< IGameLayerManager > UGameViewportClient::GetGameLayerManager ( ) const
inline

Gets the layer manager for the UI.

◆ GetGameViewport() [1/2]

FSceneViewport * UGameViewportClient::GetGameViewport ( )

◆ GetGameViewport() [2/2]

const FSceneViewport * UGameViewportClient::GetGameViewport ( ) const

◆ GetGameViewportWidget()

TSharedPtr< class SViewport > UGameViewportClient::GetGameViewportWidget ( ) const

◆ GetIsUsingSoftwareCursorWidgets()

bool UGameViewportClient::GetIsUsingSoftwareCursorWidgets ( )
inline

Get whether or not the viewport is currently using software cursor

◆ GetMouseCaptureMode()

EMouseCaptureMode UGameViewportClient::GetMouseCaptureMode ( ) const
overridevirtual

Gets the mouse capture behavior when the viewport is clicked

Reimplemented from FViewportClient.

◆ GetMouseLockMode()

EMouseLockMode UGameViewportClient::GetMouseLockMode ( ) const

Returns the current mouse cursor lock mode when the viewport is clicked.

◆ GetMousePosition()

bool UGameViewportClient::GetMousePosition ( FVector2D MousePosition) const
virtual
Returns
mouse position in game viewport coordinates (does not account for splitscreen)

◆ GetPixelSizeOfScreen()

void UGameViewportClient::GetPixelSizeOfScreen ( float Width,
float Height,
UCanvas Canvas,
int32  LocalPlayerIndex 
)

Get the total pixel size of the screen. This is different from the pixel size of the viewport since we could be in splitscreen

◆ GetSoftwareCursorWidget()

TSharedPtr< SWidget > UGameViewportClient::GetSoftwareCursorWidget ( EMouseCursor::Type  Cursor) const

Get the slate widget of the current software cursor

◆ GetStatHitchesData()

virtual FStatHitchesData * UGameViewportClient::GetStatHitchesData ( ) const
inlineoverridevirtual

Get a ptr to the stat unit data for this viewport

Reimplemented from FViewportClient.

◆ GetStatUnitData()

virtual FStatUnitData * UGameViewportClient::GetStatUnitData ( ) const
inlineoverridevirtual

Get a ptr to the stat unit data for this viewport

Reimplemented from FViewportClient.

◆ GetSubtitleRegion()

void UGameViewportClient::GetSubtitleRegion ( FVector2D MinPos,
FVector2D MaxPos 
)
virtual

called before rending subtitles to allow the game viewport to determine the size of the subtitle area

Parameters
Mintop left bounds of subtitle region (0 to 1)
Maxbottom right bounds of subtitle region (0 to 1)

◆ GetUseMouseForTouch()

bool UGameViewportClient::GetUseMouseForTouch ( ) const

◆ GetViewportSize()

void UGameViewportClient::GetViewportSize ( FVector2D ViewportSize) const

Retrieve the size of the main viewport.

Parameters
out_ViewportSize[out] will be filled in with the size of the main viewport

◆ GetViewStatusForScreenPercentage()

EViewStatusForScreenPercentage UGameViewportClient::GetViewStatusForScreenPercentage ( ) const

◆ GetWindow()

TSharedPtr< SWindow > UGameViewportClient::GetWindow ( )
inline

Returns access to this viewport's Slate window

◆ GetWorld()

UWorld * UGameViewportClient::GetWorld ( ) const
overridevirtual

Returns a relative world context for this viewport.

Reimplemented from FViewportClient.

◆ HandleBugScreenshotCommand()

bool UGameViewportClient::HandleBugScreenshotCommand ( const TCHAR Cmd,
FOutputDevice Ar 
)

◆ HandleBugScreenshotwithHUDInfoCommand()

bool UGameViewportClient::HandleBugScreenshotwithHUDInfoCommand ( const TCHAR Cmd,
FOutputDevice Ar 
)

◆ HandleDisplayAllCommand()

bool UGameViewportClient::HandleDisplayAllCommand ( const TCHAR Cmd,
FOutputDevice Ar 
)

◆ HandleDisplayAllLocationCommand()

bool UGameViewportClient::HandleDisplayAllLocationCommand ( const TCHAR Cmd,
FOutputDevice Ar 
)

◆ HandleDisplayAllRotationCommand()

bool UGameViewportClient::HandleDisplayAllRotationCommand ( const TCHAR Cmd,
FOutputDevice Ar 
)

◆ HandleDisplayClearCommand()

bool UGameViewportClient::HandleDisplayClearCommand ( const TCHAR Cmd,
FOutputDevice Ar 
)

◆ HandleDisplayCommand()

bool UGameViewportClient::HandleDisplayCommand ( const TCHAR Cmd,
FOutputDevice Ar 
)

◆ HandleForceFullscreenCommand()

bool UGameViewportClient::HandleForceFullscreenCommand ( const TCHAR Cmd,
FOutputDevice Ar 
)

Exec command handlers

◆ HandleForceSkelLODCommand()

bool UGameViewportClient::HandleForceSkelLODCommand ( const TCHAR Cmd,
FOutputDevice Ar,
UWorld InWorld 
)

◆ HandleGetAllLocationCommand()

bool UGameViewportClient::HandleGetAllLocationCommand ( const TCHAR Cmd,
FOutputDevice Ar 
)

◆ HandleGetAllRotationCommand()

bool UGameViewportClient::HandleGetAllRotationCommand ( const TCHAR Cmd,
FOutputDevice Ar 
)

◆ HandleHighresScreenshotCommand()

bool UGameViewportClient::HandleHighresScreenshotCommand ( const TCHAR Cmd,
FOutputDevice Ar 
)

◆ HandleHighresScreenshotUICommand()

bool UGameViewportClient::HandleHighresScreenshotUICommand ( const TCHAR Cmd,
FOutputDevice Ar 
)

◆ HandleKillParticlesCommand()

bool UGameViewportClient::HandleKillParticlesCommand ( const TCHAR Cmd,
FOutputDevice Ar 
)

◆ HandleNavigation()

bool UGameViewportClient::HandleNavigation ( const uint32  InUserIndex,
TSharedPtr< SWidget InDestination 
)
overridevirtual

Optionally do custom handling of a navigation.

Reimplemented from FViewportClient.

◆ HandleNextViewModeCommand()

bool UGameViewportClient::HandleNextViewModeCommand ( const TCHAR Cmd,
FOutputDevice Ar,
UWorld InWorld 
)

◆ HandlePauseRenderClockCommand()

bool UGameViewportClient::HandlePauseRenderClockCommand ( const TCHAR Cmd,
FOutputDevice Ar 
)

◆ HandlePreCacheCommand()

bool UGameViewportClient::HandlePreCacheCommand ( const TCHAR Cmd,
FOutputDevice Ar 
)

◆ HandlePrevViewModeCommand()

bool UGameViewportClient::HandlePrevViewModeCommand ( const TCHAR Cmd,
FOutputDevice Ar,
UWorld InWorld 
)

◆ HandleScreenshotCommand()

bool UGameViewportClient::HandleScreenshotCommand ( const TCHAR Cmd,
FOutputDevice Ar 
)

◆ HandleSetResCommand()

bool UGameViewportClient::HandleSetResCommand ( const TCHAR Cmd,
FOutputDevice Ar 
)

◆ HandleShowCommand()

bool UGameViewportClient::HandleShowCommand ( const TCHAR Cmd,
FOutputDevice Ar,
UWorld InWorld 
)

◆ HandleShowLayerCommand()

bool UGameViewportClient::HandleShowLayerCommand ( const TCHAR Cmd,
FOutputDevice Ar,
UWorld InWorld 
)

◆ HandleTextureDefragCommand()

bool UGameViewportClient::HandleTextureDefragCommand ( const TCHAR Cmd,
FOutputDevice Ar 
)

◆ HandleToggleFullscreenCommand()

bool UGameViewportClient::HandleToggleFullscreenCommand ( )

◆ HandleToggleMIPFadeCommand()

bool UGameViewportClient::HandleToggleMIPFadeCommand ( const TCHAR Cmd,
FOutputDevice Ar 
)

◆ HandleViewModeCommand()

bool UGameViewportClient::HandleViewModeCommand ( const TCHAR Cmd,
FOutputDevice Ar,
UWorld InWorld 
)

◆ HasAudioFocus()

bool UGameViewportClient::HasAudioFocus ( ) const
inlineprotected

◆ HasBottomSafeZone()

bool UGameViewportClient::HasBottomSafeZone ( int32  LocalPlayerIndex)

Whether the player at LocalPlayerIndex's viewport has a "bottom of viewport" safezone or not.

◆ HasLeftSafeZone()

bool UGameViewportClient::HasLeftSafeZone ( int32  LocalPlayerIndex)

Whether the player at LocalPlayerIndex's viewport has a "left of viewport" safezone or not.

◆ HasRightSafeZone()

bool UGameViewportClient::HasRightSafeZone ( int32  LocalPlayerIndex)

Whether the player at LocalPlayerIndex's viewport has a "right of viewport" safezone or not.

◆ HasSoftwareCursor()

bool UGameViewportClient::HasSoftwareCursor ( EMouseCursor::Type  Cursor) const

Does the viewport client have a software cursor set up for the given enum?

◆ HasTopSafeZone()

bool UGameViewportClient::HasTopSafeZone ( int32  LocalPlayerIndex)

Whether the player at LocalPlayerIndex's viewport has a "top of viewport" safezone or not.

◆ HideCursorDuringCapture()

virtual bool UGameViewportClient::HideCursorDuringCapture ( ) const
inlineoverridevirtual

Gets whether or not the cursor is hidden when the viewport captures the mouse

Reimplemented from FViewportClient.

◆ IgnoreInput()

virtual bool UGameViewportClient::IgnoreInput ( )
inlineoverridevirtual

Check whether we should ignore input.

Reimplemented from FViewportClient.

◆ Init()

void UGameViewportClient::Init ( struct FWorldContext WorldContext,
UGameInstance OwningGameInstance,
bool  bCreateNewAudioDevice = true 
)
virtual

◆ InputAxis()

bool UGameViewportClient::InputAxis ( const FInputKeyEventArgs Args)
overridevirtual

Check an axis movement received by the viewport. If this viewport client uses this input and wants to consume it (stop it from being passed along to further viewports) then it should return true.

Parameters
ArgsThe input event arguments for this axis movement.
Returns
True to consume the axis movement, false to pass it on.

Reimplemented from FViewportClient.

◆ InputChar()

bool UGameViewportClient::InputChar ( FViewport Viewport,
int32  ControllerId,
TCHAR  Character 
)
overridevirtual

Check a character input received by the viewport. If the viewport client uses the character, it should return true to consume it.

Parameters
Viewport- The viewport which the axis movement is from.
ControllerId- The controller which the axis movement is from.
Character- The character.
Returns
True to consume the character, false to pass it on.

Reimplemented from FViewportClient.

◆ InputKey()

bool UGameViewportClient::InputKey ( const FInputKeyEventArgs EventArgs)
overridevirtual

Check a key event received by the viewport. If the viewport client uses the event, it should return true to consume it.

Parameters
EventArgs- The Input event args.
Returns
True to consume the key event, false to pass it on.

Reimplemented from FViewportClient.

◆ InputMotion()

bool UGameViewportClient::InputMotion ( FViewport Viewport,
const FInputDeviceId  DeviceId,
const FVector Tilt,
const FVector RotationRate,
const FVector Gravity,
const FVector Acceleration,
const uint64  Timestamp 
)
overridevirtual

Each frame, the input system will update the motion data.

Parameters
Viewport- The viewport which the key event is from.
DeviceId- The input device which this event is from
TiltThe current orientation of the device
RotationRateHow fast the tilt is changing
GravityDescribes the current gravity of the device
AccelerationDescribes the acceleration of the device
TimestampThe timestamp of when this input event was originally polled in the form of CPU cycles.
Returns
True to consume the motion event, false to pass it on.

Reimplemented from FViewportClient.

◆ InputTouch()

bool UGameViewportClient::InputTouch ( FViewport Viewport,
const FInputDeviceId  DeviceId,
uint32  Handle,
ETouchType::Type  Type,
const FVector2D TouchLocation,
float  Force,
uint32  TouchpadIndex,
const uint64  Timestamp 
)
overridevirtual

Check a key event received by the viewport. If the viewport client uses the event, it should return true to consume it.

Parameters
Viewport- The viewport which the event is from.
DeviceId- The input device id from which this event is from
Handle- Identifier unique to this touch event
Type- What kind of touch event this is (see ETouchType)
TouchLocation- Screen position of the touch
Force- How hard the touch is
TouchpadIndex- For devices with multiple touchpads, this is the index of which one
Timestamp- The timestamp of when this input event was originally polled in the form of CPU cycles.
Returns
True to consume the key event, false to pass it on.

Reimplemented from FViewportClient.

◆ IsExclusiveFullscreenViewport()

bool UGameViewportClient::IsExclusiveFullscreenViewport ( ) const
Returns
If we're specifically in fullscreen mode, not windowed fullscreen.

◆ IsFocused()

bool UGameViewportClient::IsFocused ( FViewport Viewport)
overridevirtual

Reimplemented from FViewportClient.

◆ IsFullScreenViewport()

bool UGameViewportClient::IsFullScreenViewport ( ) const
Returns
Whether or not the main viewport is fullscreen or windowed.

◆ IsInPermanentCapture()

bool UGameViewportClient::IsInPermanentCapture ( )
overridevirtual

Reimplemented from FViewportClient.

◆ IsOrtho()

bool UGameViewportClient::IsOrtho ( ) const
overridevirtual

Returns true if this viewport is orthogonal. If hit proxies are ever used in-game, this will need to be overridden correctly in GameViewportClient.

Reimplemented from FViewportClient.

◆ IsSimulateInEditorViewport()

bool UGameViewportClient::IsSimulateInEditorViewport ( ) const
Returns
@true if this viewport is currently being used for simulate in editors

◆ IsSplitscreenForceDisabled()

bool UGameViewportClient::IsSplitscreenForceDisabled ( ) const
inline

Determines whether splitscreen is forced to be turned off

◆ IsStatEnabled()

virtual bool UGameViewportClient::IsStatEnabled ( const FString &  InName) const
inlineoverridevirtual

Check whether a specific stat is enabled for this viewport

Parameters
InNameName of the stat to check

Reimplemented from FViewportClient.

◆ LayoutPlayers()

void UGameViewportClient::LayoutPlayers ( )
virtual

Called before rendering to allow the game viewport to allocate subregions to players.

◆ LockDuringCapture()

virtual bool UGameViewportClient::LockDuringCapture ( )
inlineoverridevirtual

Gets whether or not the cursor is locked to the viewport when the viewport captures the mouse

Reimplemented from FViewportClient.

◆ LostFocus()

void UGameViewportClient::LostFocus ( FViewport Viewport)
overridevirtual

Reimplemented from FViewportClient.

◆ MapCursor()

TOptional< TSharedRef< SWidget > > UGameViewportClient::MapCursor ( FViewport Viewport,
const FCursorReply CursorReply 
)
overridevirtual

Called to map a cursor reply to an actual widget to render.

Returns
the widget that should be rendered for this cursor, return TOptional<TSharedRef<SWidget>>() if no mapping.

Reimplemented from FViewportClient.

◆ MouseEnter()

void UGameViewportClient::MouseEnter ( FViewport Viewport,
int32  x,
int32  y 
)
overridevirtual

Reimplemented from FViewportClient.

◆ MouseLeave()

void UGameViewportClient::MouseLeave ( FViewport Viewport)
overridevirtual

Reimplemented from FViewportClient.

◆ NotifyPlayerAdded()

void UGameViewportClient::NotifyPlayerAdded ( int32  PlayerIndex,
class ULocalPlayer AddedPlayer 
)
virtual

Notifies all interactions that a new player has been added to the list of active players.

Parameters
PlayerIndexthe index [into the GamePlayers array] where the player was inserted
AddedPlayerthe player that was added

◆ NotifyPlayerRemoved()

void UGameViewportClient::NotifyPlayerRemoved ( int32  PlayerIndex,
class ULocalPlayer RemovedPlayer 
)
virtual

Notifies all interactions that a new player has been added to the list of active players.

Parameters
PlayerIndexthe index [into the GamePlayers array] where the player was located
RemovedPlayerthe player that was removed

◆ OnBeginDraw()

FSimpleMulticastDelegate & UGameViewportClient::OnBeginDraw ( )
inline

◆ OnCloseRequested()

FOnCloseRequested & UGameViewportClient::OnCloseRequested ( )
inline

◆ OnDrawn()

FSimpleMulticastDelegate & UGameViewportClient::OnDrawn ( )
inline

◆ OnEndDraw()

FSimpleMulticastDelegate & UGameViewportClient::OnEndDraw ( )
inline

◆ OnInputAxis()

FOnInputAxisSignature & UGameViewportClient::OnInputAxis ( )
inline

Gets broadcast delegate for input axis, happens in addition to player controller input

◆ OnInputKey()

FOnInputKeySignature & UGameViewportClient::OnInputKey ( )
inline

Gets broadcast delegate for input key, happens in addition to player controller input

◆ OnNavigationOverride()

FCustomNavigationHandler & UGameViewportClient::OnNavigationOverride ( )
inline

Set an override handler for navigation.

◆ OnOverrideInputAxis()

FOverrideInputAxisHandler & UGameViewportClient::OnOverrideInputAxis ( )
inline

Set an override handler for input axis handling

◆ OnOverrideInputKey()

FOverrideInputKeyHandler & UGameViewportClient::OnOverrideInputKey ( )
inline

Set an override handler for input key handling, can be used for things like press start screen

◆ OnPlayerAdded()

FOnGameViewportClientPlayerAction & UGameViewportClient::OnPlayerAdded ( )
inline

◆ OnPlayerRemoved()

FOnGameViewportClientPlayerAction & UGameViewportClient::OnPlayerRemoved ( )
inline

◆ OnQueryPopupMethod()

FPopupMethodReply UGameViewportClient::OnQueryPopupMethod ( ) const
overridevirtual

Should we make new windows for popups or create an overlay in the current window.

Reimplemented from FViewportClient.

◆ OnScreenshotCaptured()

static FOnScreenshotCaptured & UGameViewportClient::OnScreenshotCaptured ( )
inlinestatic

Accessor for delegate called when a screenshot is captured

◆ OnTick()

FOnGameViewportTick & UGameViewportClient::OnTick ( )
inline

◆ OnToggleFullscreen()

FOnToggleFullscreen & UGameViewportClient::OnToggleFullscreen ( )
inline

Accessor for delegate called when the engine toggles fullscreen

◆ OnViewportCreated()

static FSimpleMulticastDelegate & UGameViewportClient::OnViewportCreated ( )
inlinestatic

Accessor for the delegate called when the game viewport is created.

◆ OnViewportRendered()

static FOnViewportRendered & UGameViewportClient::OnViewportRendered ( )
inlinestatic

Accessor for delegate called when a viewport is rendered

◆ OnWindowCloseRequested()

FOnWindowCloseRequested & UGameViewportClient::OnWindowCloseRequested ( )
inline

Accessor for the delegate called when the window owning the viewport is asked to close.

◆ PeekNetworkFailureMessages()

void UGameViewportClient::PeekNetworkFailureMessages ( UWorld InWorld,
UNetDriver NetDriver,
enum ENetworkFailure::Type  FailureType,
const FString &  ErrorString 
)
virtual

Notification of network error messages generally not expected to handle the failure here, but provide notification to the user

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

◆ PeekTravelFailureMessages()

void UGameViewportClient::PeekTravelFailureMessages ( UWorld InWorld,
enum ETravelFailure::Type  FailureType,
const FString &  ErrorString 
)
virtual

Notification of server travel error messages, generally network connection related (package verification, client server handshaking, etc) generally not expected to handle the failure here, but provide notification to the user

Parameters
FailureTypethe type of error
ErrorStringadditional string detailing the error

◆ PostInitProperties()

void UGameViewportClient::PostInitProperties ( )
overridevirtual

Called after the C++ constructor and after the properties have been initialized, including those loaded from config. This is called before any serialization or other setup has happened.

Reimplemented from UObject.

◆ PostRender()

void UGameViewportClient::PostRender ( UCanvas Canvas)
virtual

Called after rendering the player views and HUDs to render menus, the console, etc. This is the last rendering call in the render loop

Parameters
CanvasThe canvas to use for rendering.

◆ Precache()

void UGameViewportClient::Precache ( )
overridevirtual

Reimplemented from FViewportClient.

◆ ProcessScreenShots()

bool UGameViewportClient::ProcessScreenShots ( FViewport Viewport)
overridevirtual

Reimplemented from FViewportClient.

◆ QueryShowFocus()

TOptional< bool > UGameViewportClient::QueryShowFocus ( const EFocusCause  InFocusCause) const
overridevirtual

Called to determine if we should render the focus brush.

Parameters
InFocusCauseThe cause of focus

Reimplemented from FViewportClient.

◆ RebuildCursors()

void UGameViewportClient::RebuildCursors ( )

Recreates cursor widgets from UISettings class.

◆ ReceivedFocus()

void UGameViewportClient::ReceivedFocus ( FViewport Viewport)
overridevirtual

Reimplemented from FViewportClient.

◆ RedrawRequested()

virtual void UGameViewportClient::RedrawRequested ( FViewport InViewport)
inlineoverridevirtual

Reimplemented from FViewportClient.

◆ RemapControllerInput()

void UGameViewportClient::RemapControllerInput ( FInputKeyEventArgs InOutKeyEvent)
virtual

Function that handles remapping controller information for cases like PIE

◆ RemoveAllViewportWidgets()

void UGameViewportClient::RemoveAllViewportWidgets ( )

This function removes all widgets from the viewport overlay

◆ RemoveGameLayerWidget()

void UGameViewportClient::RemoveGameLayerWidget ( TSharedRef< SWidget ViewportContent)
virtual

Removes a previously-added widget from the Slate viewport's game overlay.

Parameters
ViewportContentThe widget to remove. Must be valid.

◆ RemoveViewportWidgetContent()

void UGameViewportClient::RemoveViewportWidgetContent ( TSharedRef< class SWidget ViewportContent)
virtual

Removes a previously-added widget from the Slate viewport

Parameters
ViewportContentThe widget to remove. Must be valid.

◆ RemoveViewportWidgetForPlayer()

void UGameViewportClient::RemoveViewportWidgetForPlayer ( ULocalPlayer Player,
TSharedRef< SWidget ViewportContent 
)
virtual

Removes a previously-added widget from the Slate viewport, in the player's section.

Parameters
PlayerThe player to remove the widget's viewport from. Null will remove the widget regardless of which player it was added for.
ViewportContentThe widget to remove. Must be valid.

◆ RequiresHitProxyStorage()

virtual bool UGameViewportClient::RequiresHitProxyStorage ( )
inlineoverridevirtual

Reimplemented from FViewportClient.

◆ RequiresUncapturedAxisInput()

bool UGameViewportClient::RequiresUncapturedAxisInput ( ) const
overridevirtual

Determines whether this viewport client should receive calls to InputAxis() if the game's window is not currently capturing the mouse. Used by the UI system to easily receive calls to InputAxis while the viewport's mouse capture is disabled.

Reimplemented from FViewportClient.

◆ SetConsoleTarget()

void UGameViewportClient::SetConsoleTarget ( int32  PlayerIndex)
virtual

Sets the player which console commands will be executed in the context of.

◆ SetCurrentBufferVisualizationMode()

void UGameViewportClient::SetCurrentBufferVisualizationMode ( FName  NewBufferVisualizationMode)
inline

◆ SetCurrentGroomVisualizationMode()

void UGameViewportClient::SetCurrentGroomVisualizationMode ( FName  NewGroomVisualizationMode)
inline

◆ SetCurrentLumenVisualizationMode()

void UGameViewportClient::SetCurrentLumenVisualizationMode ( FName  NewLumenVisualizationMode)
inline

◆ SetCurrentNaniteVisualizationMode()

void UGameViewportClient::SetCurrentNaniteVisualizationMode ( FName  NewNaniteVisualizationMode)
inline

◆ SetCurrentSubstrateVisualizationMode()

void UGameViewportClient::SetCurrentSubstrateVisualizationMode ( FName  NewSubstrateVisualizationMode)
inline

◆ SetCurrentVirtualShadowMapVisualizationMode()

void UGameViewportClient::SetCurrentVirtualShadowMapVisualizationMode ( FName  NewVirtualShadowMapVisualizationMode)
inline

◆ SetDisplayConfiguration()

bool UGameViewportClient::SetDisplayConfiguration ( const FIntPoint Dimensions,
EWindowMode::Type  WindowMode 
)

Applies requested changes to display configuration

Parameters
DimensionsPointer to new dimensions of the display. nullptr for no change.
WindowModeWhat window mode do we want to st the display to.

◆ SetDropDetail()

void UGameViewportClient::SetDropDetail ( float  DeltaSeconds)
virtual

Sets bDropDetail and other per-frame detail level flags on the current WorldSettings

Parameters
DeltaSeconds- amount of time passed since last tick
See also
UWorld

◆ SetEnabledStats()

void UGameViewportClient::SetEnabledStats ( const TArray< FString > &  InEnabledStats)
overridevirtual

Sets all the stats that should be enabled for the viewport

Parameters
InEnabledStatsStats to enable

Reimplemented from FViewportClient.

◆ SetForceDisableSplitscreen()

void UGameViewportClient::SetForceDisableSplitscreen ( const bool  bDisabled)

Allows game code to disable splitscreen (useful when in menus)

◆ SetGameLayerManager()

void UGameViewportClient::SetGameLayerManager ( TSharedPtr< IGameLayerManager LayerManager)

Assigns the viewport game layer manager for this viewport client. Should only be called when first created.

◆ SetHardwareCursor()

bool UGameViewportClient::SetHardwareCursor ( EMouseCursor::Type  CursorShape,
FName  GameContentPath,
FVector2D  HotSpot 
)

◆ SetHideCursorDuringCapture()

void UGameViewportClient::SetHideCursorDuringCapture ( bool  InHideCursorDuringCapture)

Sets whether or not the cursor is hidden when the viewport captures the mouse

◆ SetIgnoreInput()

void UGameViewportClient::SetIgnoreInput ( bool  Ignore)
inline

Set whether to ignore input.

◆ SetIsSimulateInEditorViewport()

void UGameViewportClient::SetIsSimulateInEditorViewport ( bool  bInIsSimulateInEditorViewport)
overridevirtual

Reimplemented from FViewportClient.

◆ SetMouseCaptureMode()

void UGameViewportClient::SetMouseCaptureMode ( EMouseCaptureMode  Mode)

Set the mouse capture behavior for the viewport.

◆ SetMouseLockMode()

void UGameViewportClient::SetMouseLockMode ( EMouseLockMode  InMouseLockMode)

Sets the current mouse cursor lock mode when the viewport is clicked

◆ SetSoftwareCursorWidget() [1/2]

void UGameViewportClient::SetSoftwareCursorWidget ( EMouseCursor::Type  InCursorType,
class UUserWidget Widget 
)

Add a Widget to use for specified cursor type

◆ SetSoftwareCursorWidget() [2/2]

void UGameViewportClient::SetSoftwareCursorWidget ( EMouseCursor::Type  InCursorType,
TSharedPtr< SWidget CursorWidgetPtr 
)

Add a Widget to use for specified cursor type

◆ SetSuppressTransitionMessage()

void UGameViewportClient::SetSuppressTransitionMessage ( bool  bSuppress)
inline

Controls suppression of the blue transition text messages

Parameters
bSuppressPass true to suppress messages

◆ SetupInitialLocalPlayer()

ULocalPlayer * UGameViewportClient::SetupInitialLocalPlayer ( FString &  OutError)
virtual

Initialize the game viewport.

Parameters
OutError- If an error occurs, returns the error description.
Returns
False if an error occurred, true if the viewport was initialized successfully.

◆ SetUseSoftwareCursorWidgets()

void UGameViewportClient::SetUseSoftwareCursorWidgets ( bool  bInUseSoftwareCursorWidgets)
inline

Sets whether or not the software cursor widgets are used. If no software cursor widgets are set this setting has no meaningful effect.

◆ SetViewMode()

void UGameViewportClient::SetViewMode ( EViewModeIndex  ViewMode,
FOutputDevice Output = nullptr 
)

Sets the view mode

◆ SetViewport()

void UGameViewportClient::SetViewport ( FViewport InViewportFrame)
virtual

Set this GameViewportClient's viewport to the viewport specified

Parameters
InViewportFrameThe viewport to set

◆ SetViewportFrame()

void UGameViewportClient::SetViewportFrame ( FViewportFrame InViewportFrame)
virtual

Set this GameViewportClient's viewport and viewport frame to the viewport specified

Parameters
InViewportFrameThe viewportframe to set

◆ SetViewportOverlayWidget()

void UGameViewportClient::SetViewportOverlayWidget ( TSharedPtr< SWindow InWindow,
TSharedRef< SOverlay InViewportOverlayWidget 
)

Assigns the viewport overlay widget to use for this viewport client. Should only be called when first created

◆ SetVirtualCursorWidget()

void UGameViewportClient::SetVirtualCursorWidget ( EMouseCursor::Type  Cursor,
class UUserWidget Widget 
)

◆ ShouldAlwaysLockMouse()

virtual bool UGameViewportClient::ShouldAlwaysLockMouse ( )
inlineoverridevirtual

Gets whether or not the cursor should always be locked to the viewport

Reimplemented from FViewportClient.

◆ ShouldDPIScaleSceneCanvas()

virtual bool UGameViewportClient::ShouldDPIScaleSceneCanvas ( ) const
inlineoverridevirtual

FViewport interface

Reimplemented from FViewportClient.

◆ ShouldForceFullscreenViewport()

bool UGameViewportClient::ShouldForceFullscreenViewport ( ) const

Determine whether a fullscreen viewport should be used in cases where there are multiple players.

Returns
true to use a fullscreen viewport; false to allow each player to have their own area of the viewport.

◆ ShowTitleSafeArea()

void UGameViewportClient::ShowTitleSafeArea ( )
virtual

Exec for toggling the display of the title safe area

◆ SSSwapControllers()

void UGameViewportClient::SSSwapControllers ( )
virtual

Rotates controller ids among gameplayers, useful for testing splitscreen with only one controller.

◆ Tick()

void UGameViewportClient::Tick ( float  DeltaTime)
virtual

Called every frame to allow the game viewport to update time based state.

Parameters
DeltaTimeThe time since the last call to Tick.

◆ TryToggleFullscreenOnInputKey()

bool UGameViewportClient::TryToggleFullscreenOnInputKey ( FKey  Key,
EInputEvent  EventType 
)

Gives the game's custom viewport client a way to handle F11 or Alt+Enter before processing the input

◆ UpdateActiveSplitscreenType()

void UGameViewportClient::UpdateActiveSplitscreenType ( )
virtual

Sets the value of ActiveSplitscreenConfiguration based on the desired split-screen layout type, current number of players, and any other factors that might affect the way the screen should be laid out.

◆ UpdateCsvCameraStats()

void UGameViewportClient::UpdateCsvCameraStats ( const TMap< ULocalPlayer *, FSceneView * > &  PlayerViewMap)
protected

Updates CSVProfiler camera stats

◆ UpdateViewportClientWindowDPIScale()

float UGameViewportClient::UpdateViewportClientWindowDPIScale ( ) const
overrideprotectedvirtual

FCommonViewportClient interface

Reimplemented from FCommonViewportClient.

◆ VerifyPathRenderingComponents()

void UGameViewportClient::VerifyPathRenderingComponents ( )
virtual

Make sure all navigation objects have appropriate path rendering components set. Called when EngineShowFlags.Navigation is set.

◆ WindowCloseRequested()

bool UGameViewportClient::WindowCloseRequested ( )
overridevirtual

Called when the top level window associated with the viewport has been requested to close. At this point, the viewport has not been closed and the operation may be canceled. This may not called from PIE, Editor Windows, on consoles, or before the game ends from other methods. This is only when the platform specific window is closed.

Returns
True if the viewport may be closed, false otherwise.

Reimplemented from FViewportClient.

Member Data Documentation

◆ ActiveSplitscreenType

TEnumAsByte<ESplitScreenType::Type> UGameViewportClient::ActiveSplitscreenType
protected

The splitscreen type that is actually being used; takes into account the number of players and other factors (such as cinematic mode) that could affect the splitscreen mode that is actually used.

◆ AudioDevice

FAudioDeviceHandle UGameViewportClient::AudioDevice
protected

Strong handle to the audio device used by this viewport.

◆ AudioDeviceDestroyedHandle

FDelegateHandle UGameViewportClient::AudioDeviceDestroyedHandle
protected

Handle to delegate in case audio device is destroyed.

◆ AudioDeviceHandle

uint32 UGameViewportClient::AudioDeviceHandle = uint32(INDEX_NONE)
protected

Handle to the audio device created for this viewport. Each viewport (for multiple PIE) will have its own audio device.

◆ bDisableWorldRendering

uint32 UGameViewportClient::bDisableWorldRendering

set to disable world rendering

◆ bHasAudioFocus

bool UGameViewportClient::bHasAudioFocus = false
protected

Whether or not this audio device is in audio-focus

◆ bIsPlayInEditorViewport

uint32 UGameViewportClient::bIsPlayInEditorViewport

If true, this viewport is a play in editor viewport

◆ bSuppressTransitionMessage

bool UGameViewportClient::bSuppressTransitionMessage
protected

If true will suppress the blue transition text messages.

◆ DebugProperties

TArray<struct FDebugDisplayProperty> UGameViewportClient::DebugProperties

Debug properties that have been added via one of the "displayall" commands

◆ EngineShowFlags

FEngineShowFlags UGameViewportClient::EngineShowFlags

The show flags used by the viewport's players.

◆ GameInstance

TObjectPtr<UGameInstance> UGameViewportClient::GameInstance
protected

◆ MaxSplitscreenPlayers

int32 UGameViewportClient::MaxSplitscreenPlayers = 4

◆ SplitscreenInfo

TArray<struct FSplitscreenData> UGameViewportClient::SplitscreenInfo

Array of the screen data needed for all the different splitscreen configurations

◆ ViewModeIndex

int32 UGameViewportClient::ViewModeIndex

see enum EViewModeIndex

◆ Viewport

FViewport* UGameViewportClient::Viewport

The platform-specific viewport which this viewport client is attached to.

◆ ViewportConsole

TObjectPtr<class UConsole> UGameViewportClient::ViewportConsole

The viewport's console. Might be null on consoles

◆ ViewportFrame

FViewportFrame* UGameViewportClient::ViewportFrame

The platform-specific viewport frame which this viewport is contained by.

◆ World

TObjectPtr<UWorld> UGameViewportClient::World
protected

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