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UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
|
Classes | |
| class | FHandler |
| class | FReader |
| class | FScope |
| class | FSocket |
| class | FSystem |
| class | TLambdaHandler |
Typedefs | |
| using | FMessageId = TRDGHandle< FSocket, uint32 > |
Functions | |
| FSocket | RegisterHandler (const TSharedPtr< FHandler > &Handler) |
| FParameters | GetShaderParameters (FRDGBuilder &GraphBuilder) |
| template<typename LambdaType > | |
| FSocket | RegisterHandler (const TCHAR *MessageDebugId, LambdaType &&Lambda) |
Variables | |
| int32 | GLogAllMessages = 0 |
| int32 | GMaxBufferSize = 64 |
| using GPUMessage::FMessageId = typedef TRDGHandle<FSocket, uint32> |
| RENDERCORE_API FParameters GPUMessage::GetShaderParameters | ( | FRDGBuilder & | GraphBuilder | ) |
Shader parameters used to write to write a GPU message. Returns the shader parameters for the active GPU_MESSAGE_SCOPE. Will assert if called outside of that scope.
| FSocket GPUMessage::RegisterHandler | ( | const TCHAR * | MessageDebugId, |
| LambdaType && | Lambda | ||
| ) |
Registers a lambda function as a message handler.
| RENDERCORE_API FSocket GPUMessage::RegisterHandler | ( | const TSharedPtr< FHandler > & | Handler | ) |
Registers a persistent handler with the system. The FSocket object controls the lifetime of the handler. The handler execute function is called when a message is received. Messages may be delayed by several frames.
| int32 GPUMessage::GLogAllMessages = 0 |
| int32 GPUMessage::GMaxBufferSize = 64 |