UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
UE::Private::FOutputDeviceRedirectorState Member List

This is the complete list of members for UE::Private::FOutputDeviceRedirectorState, including all inherited members.

AddOutputDevice(FOutputDevice *OutputDevice)UE::Private::FOutputDeviceRedirectorState
AddToBacklog(const FLogRecord &Record)UE::Private::FOutputDeviceRedirectorState
AddToBacklog(const TCHAR *Data, ELogVerbosity::Type Verbosity, const FName &Category, double Time)UE::Private::FOutputDeviceRedirectorState
BacklogLinesUE::Private::FOutputDeviceRedirectorState
BacklogLockUE::Private::FOutputDeviceRedirectorState
bEnableBacklogUE::Private::FOutputDeviceRedirectorState
BroadcastTo(const uint32 ThreadId, const OutputDevicesType &OutputDevices, const TBitArray< TInlineAllocator< 1 > > &CanBeUsedOnPanicThread, FunctionType &&Function, ArgTypes &&... Args)UE::Private::FOutputDeviceRedirectorStateinline
bThreadStartedUE::Private::FOutputDeviceRedirectorState
BufferedItemsUE::Private::FOutputDeviceRedirectorState
BufferedOutputDevicesUE::Private::FOutputDeviceRedirectorState
BufferedOutputDevicesCanBeUsedOnPanicThreadUE::Private::FOutputDeviceRedirectorState
CanLockFromThread(const uint32 ThreadId) constUE::Private::FOutputDeviceRedirectorStateinline
ConditionalFlushBufferedItems(EOutputDeviceRedirectorFlushOptions Options)UE::Private::FOutputDeviceRedirectorState
CreateFence()UE::Private::FOutputDeviceRedirectorState
EnableBacklog(bool bEnable)UE::Private::FOutputDeviceRedirectorState
FenceCompleteEventUE::Private::FOutputDeviceRedirectorState
FenceCompleteIndexUE::Private::FOutputDeviceRedirectorState
FenceCreateIndexUE::Private::FOutputDeviceRedirectorState
FlushBufferedItems()UE::Private::FOutputDeviceRedirectorState
FlushBufferedItemsTo(VisitorType &&Visitor)UE::Private::FOutputDeviceRedirectorState
FlushBufferedItemsTo(VisitorType &&Visitor)UE::Private::FOutputDeviceRedirectorState
HasPanicThread() constUE::Private::FOutputDeviceRedirectorStateinline
IsPanicThread(const uint32 ThreadId) constUE::Private::FOutputDeviceRedirectorStateinline
IsPrimaryThread(const uint32 ThreadId) constUE::Private::FOutputDeviceRedirectorStateinline
LockedThreadIdUE::Private::FOutputDeviceRedirectorState
OutputDevicesLockUE::Private::FOutputDeviceRedirectorState
OutputDevicesLockPaddingUE::Private::FOutputDeviceRedirectorState
OutputDevicesLockStateUE::Private::FOutputDeviceRedirectorState
PanicThreadIdUE::Private::FOutputDeviceRedirectorState
PrimaryThreadIdUE::Private::FOutputDeviceRedirectorState
RemoveOutputDevice(FOutputDevice *OutputDevice)UE::Private::FOutputDeviceRedirectorState
SerializeBacklog(TNotNull< FOutputDevice * > OutputDevice)UE::Private::FOutputDeviceRedirectorState
SerializeBacklogCountUE::Private::FOutputDeviceRedirectorState
ThreadUE::Private::FOutputDeviceRedirectorState
ThreadIdleEventUE::Private::FOutputDeviceRedirectorState
ThreadLockUE::Private::FOutputDeviceRedirectorState
ThreadLoop()UE::Private::FOutputDeviceRedirectorState
ThreadWakeEventUE::Private::FOutputDeviceRedirectorState
TryStartThread()UE::Private::FOutputDeviceRedirectorState
TryStopThread()UE::Private::FOutputDeviceRedirectorState
UnbufferedOutputDevicesUE::Private::FOutputDeviceRedirectorState
UnbufferedOutputDevicesCanBeUsedOnPanicThreadUE::Private::FOutputDeviceRedirectorState
WaitFence(uint64 Index)UE::Private::FOutputDeviceRedirectorState