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UFunctionalTestingManager::RunFirstValidTest
/Engine/Source/Developer/FunctionalTesting/Classes/FunctionalTestingManager.h
FunctionalTesting
bool RunFirstValidTest()
[]
UFunctionalTestingManager::SetReproString
/Engine/Source/Developer/FunctionalTesting/Classes/FunctionalTestingManager.h
FunctionalTesting
void SetReproString ( [FString](API\Runtime\Core\Containers\FString) ReproString )
[]
UFunctionalTestingManager::SetLooped
/Engine/Source/Developer/FunctionalTesting/Classes/FunctionalTestingManager.h
FunctionalTesting
void SetLooped ( const bool bNewLooped )
[]
UFunctionalTestingManager::SetUpTests
/Engine/Source/Developer/FunctionalTesting/Classes/FunctionalTestingManager.h
FunctionalTesting
void SetUpTests()
[]
UFunctionalTestingManager::TickMe
/Engine/Source/Developer/FunctionalTesting/Classes/FunctionalTestingManager.h
FunctionalTesting
void TickMe ( float DeltaTime )
[]
UFunctionalTestingManager::TriggerFirstValidTest
/Engine/Source/Developer/FunctionalTesting/Classes/FunctionalTestingManager.h
FunctionalTesting
void TriggerFirstValidTest()
[]
UFunctionalTestingManager
/Engine/Source/Developer/FunctionalTesting/Classes/FunctionalTestingManager.h
FunctionalTesting
class UFunctionalTestingManager : public [UBlueprintFunctionLibrary](API\Runtime\Engine\Kismet\UBlueprintFunctionLibrary)
[ { "type": "TArray<TObject...", "name": "AllTests", "description": "" }, { "type": "bool", "name": "bFinished", "description": "" }, { "type": "bool", "name": "bInitialDelayApplied", "description": "" }, { "type": "bool", "name": "bIsRunning", "description"...
UFunctionalTestingManager::UFunctionalTestingManager
/Engine/Source/Developer/FunctionalTesting/Classes/FunctionalTestingManager.h
FunctionalTesting
UFunctionalTestingManager ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UFunctionalTestUtilityLibrary::TraceChannelTestUtil
/Engine/Source/Developer/FunctionalTesting/Classes/FunctionalTestUtilityLibrary.h
Helper function to trace and permute many options at once
FunctionalTesting
static [UTraceQueryTestResults](API\Developer\FunctionalTesting\UTraceQueryTestResults) * TraceChannelTestUtil ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, const [FTraceChannelTestBatchOptions](API\Developer\FunctionalTesting\FTraceChannelTestBatchOptions) & BatchOptions, const FVector Start, const FVector End, float SphereCapsuleRadius, float CapsuleHalfHeight, FVector BoxHalfSize, const FRotator Orientation, ETraceTypeQuery TraceChannel, [TArray](API\Runtime\Core\Containers\TArray)< [TEnumAsByte](API\Runtime\Core\Containers\TEnumAsByte)< EObjectTypeQuery > > ObjectTypes, [FName](API\Runtime\Core\UObject\FName) ProfileName, bool bTraceComplex, const [TArray](API\Runtime\Core\Containers\TArray)< [AActor](API\Runtime\Engine\GameFramework\AActor) * > & ActorsToIgnore, bool bIgnoreSelf, [EDrawDebugTrace::Type](API\Runtime\Engine\Kismet\EDrawDebugTrace__Type) DrawDebugType, [FLinearColor](API\Runtime\Core\Math\FLinearColor) TraceColor, [FLinearColor](API\Runtime\Core\Math\FLinearColor) TraceHitColor, float DrawTime )
[]
UGroundTruthData::CanModify
/Engine/Source/Developer/FunctionalTesting/Public/GroundTruthData.h
FunctionalTesting
bool CanModify() const
[]
UFunctionalTestUtilityLibrary
/Engine/Source/Developer/FunctionalTesting/Classes/FunctionalTestUtilityLibrary.h
Used to expose C++ functions to tests that we don't want to make BP accessible in the engine itself.
FunctionalTesting
class UFunctionalTestUtilityLibrary : public [UBlueprintFunctionLibrary](API\Runtime\Engine\Kismet\UBlueprintFunctionLibrary)
[]
UGroundTruthData::LoadObject
/Engine/Source/Developer/FunctionalTesting/Public/GroundTruthData.h
FunctionalTesting
[UObject](API\Runtime\CoreUObject\UObject\UObject) * LoadObject()
[]
UGroundTruthData::ResetObject
/Engine/Source/Developer/FunctionalTesting/Public/GroundTruthData.h
FunctionalTesting
void ResetObject()
[]
UGroundTruthData::PostEditChangeProperty
/Engine/Source/Developer/FunctionalTesting/Public/GroundTruthData.h
Called when a property on this object has been modified externally
FunctionalTesting
virtual void PostEditChangeProperty ( struct [FPropertyChangedEvent](API\Runtime\CoreUObject\UObject\FPropertyChangedEvent) & PropertyChangedEvent )
[]
UGroundTruthData::SaveObject
/Engine/Source/Developer/FunctionalTesting/Public/GroundTruthData.h
FunctionalTesting
void SaveObject ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * GroundTruth )
[]
UGroundTruthData::UGroundTruthData
/Engine/Source/Developer/FunctionalTesting/Public/GroundTruthData.h
FunctionalTesting
UGroundTruthData()
[]
UGroundTruthData
/Engine/Source/Developer/FunctionalTesting/Public/GroundTruthData.h
FunctionalTesting
class UGroundTruthData : public [UObject](API\Runtime\CoreUObject\UObject\UObject)
[ { "type": "bool", "name": "bResetGroundTruth", "description": "" }, { "type": "TObjectPtr<UOb...", "name": "ObjectData", "description": "" } ]
UTestPhaseComponent::UTestPhaseComponent
/Engine/Source/Developer/FunctionalTesting/Classes/TestPhaseComponent.h
FunctionalTesting
UTestPhaseComponent ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UTestPhaseComponent
/Engine/Source/Developer/FunctionalTesting/Classes/TestPhaseComponent.h
FunctionalTesting
class UTestPhaseComponent : public [USceneComponent](API\Runtime\Engine\Components\USceneComponent)
[]
UTraceQueryTestResults::AssertEqual
/Engine/Source/Developer/FunctionalTesting/Classes/TraceQueryTestResults.h
FunctionalTesting
bool AssertEqual ( const [UTraceQueryTestResults](API\Developer\FunctionalTesting\UTraceQueryTestResults) * Expected, const [FString](API\Runtime\Core\Containers\FString) & What, const [UObject](API\Runtime\CoreUObject\UObject\UObject) * ContextObject, [AFunctionalTest](API\Developer\FunctionalTesting\AFunctionalTest) & FunctionalTest ) const
[]
UTraceQueryTestResults::CaptureNames
/Engine/Source/Developer/FunctionalTesting/Classes/TraceQueryTestResults.h
FunctionalTesting
void CaptureNames()
[]
UTraceQueryTestResults::ToString
/Engine/Source/Developer/FunctionalTesting/Classes/TraceQueryTestResults.h
Output string value
FunctionalTesting
[FString](API\Runtime\Core\Containers\FString) ToString()
[]
UTraceQueryTestResults
/Engine/Source/Developer/FunctionalTesting/Classes/TraceQueryTestResults.h
FunctionalTesting
class UTraceQueryTestResults : public [UObject](API\Runtime\CoreUObject\UObject\UObject)
[ { "type": "FTraceChannelTe...", "name": "BatchOptions", "description": "" }, { "type": "FTraceQueryTest...", "name": "ChannelResults", "description": "Results for channel trace" }, { "type": "FTraceQueryTest...", "name": "ObjectResults", "description": "Results for object...
IGeometryProcessing_ApproximateActors::ApproximateActors
/Engine/Source/Developer/GeometryProcessingInterfaces/Public/GeometryProcessingInterfaces/ApproximateActors.h
Top-level driver function that clients call to generate the approximation for a set of input Actors.
GeometryProcessingInterfaces
virtual void ApproximateActors ( const [TArray](API\Runtime\Core\Containers\TArray)< [AActor](API\Runtime\Engine\GameFramework\AActor) * > & Actors, const [FOptions](API\Developer\GeometryProcessingInterfaces\GeometryProcessingInterfaces\IGeometryProcess-\FOptions) & Options, [FResults](API\Developer\GeometryProcessingInterfaces\GeometryProcessingInterfaces\IGeometryProcess-\FResults) & ResultsOut )
[]
IGeometryProcessing_ApproximateActors::ConstructOptions
/Engine/Source/Developer/GeometryProcessingInterfaces/Public/GeometryProcessingInterfaces/ApproximateActors.h
Construct anFOptionsfrom the providedFMeshApproximationSettings.
GeometryProcessingInterfaces
virtual [FOptions](API\Developer\GeometryProcessingInterfaces\GeometryProcessingInterfaces\IGeometryProcess-\FOptions) ConstructOptions ( const [FMeshApproximationSettings](API\Runtime\Engine\Engine\FMeshApproximationSettings) & MeshApproximationSettings )
[]
EApproximationPolicy
/Engine/Source/Developer/GeometryProcessingInterfaces/Public/GeometryProcessingInterfaces/ApproximateActors.h
GeometryProcessingInterfaces
enum EApproximationPolicy { MeshAndGeneratedMaterial, CollisionMesh, }
[]
EBaseCappingPolicy
/Engine/Source/Developer/GeometryProcessingInterfaces/Public/GeometryProcessingInterfaces/ApproximateActors.h
GeometryProcessingInterfaces
enum EBaseCappingPolicy { NoBaseCapping = 0, ConvexPolygon = 1, ConvexSolid = 2, }
[]
EGroundPlaneClippingPolicy
/Engine/Source/Developer/GeometryProcessingInterfaces/Public/GeometryProcessingInterfaces/ApproximateActors.h
GeometryProcessingInterfaces
enum EGroundPlaneClippingPolicy { NoClipping = 0, DiscardFullyHiddenFaces = 1, CutFaces = 2, CutFacesAndFill = 3, }
[]
EGroundPlanePolicy
/Engine/Source/Developer/GeometryProcessingInterfaces/Public/GeometryProcessingInterfaces/ApproximateActors.h
GeometryProcessingInterfaces
enum EGroundPlanePolicy { NoGroundPlane = 0, FixedZHeightGroundPlane = 1, }
[]
EMeshDataSourceLODPolicy
/Engine/Source/Developer/GeometryProcessingInterfaces/Public/GeometryProcessingInterfaces/ApproximateActors.h
GeometryProcessingInterfaces
enum EMeshDataSourceLODPolicy { LOD0SourceMeshes, LOD0RenderMeshes, }
[]
EOcclusionPolicy
/Engine/Source/Developer/GeometryProcessingInterfaces/Public/GeometryProcessingInterfaces/ApproximateActors.h
GeometryProcessingInterfaces
enum EOcclusionPolicy { None = 0, VisibilityBased = 1, }
[]
EResultCode
/Engine/Source/Developer/GeometryProcessingInterfaces/Public/GeometryProcessingInterfaces/ApproximateActors.h
GeometryProcessingInterfaces
enum EResultCode { Success, MeshGenerationFailed, MaterialGenerationFailed, UnknownError, }
[]
ESimplificationPolicy
/Engine/Source/Developer/GeometryProcessingInterfaces/Public/GeometryProcessingInterfaces/ApproximateActors.h
GeometryProcessingInterfaces
enum ESimplificationPolicy { FixedTriangleCount = 0, TrianglesPerUnitSqMeter = 1, GeometricTolerance = 2, }
[]
ETextureSizePolicy
/Engine/Source/Developer/GeometryProcessingInterfaces/Public/GeometryProcessingInterfaces/ApproximateActors.h
GeometryProcessingInterfaces
enum ETextureSizePolicy { TextureSize = 0, TexelDensity = 1, }
[]
FApproximateActorsCompleteDelegate
/Engine/Source/Developer/GeometryProcessingInterfaces/Public/GeometryProcessingInterfaces/ApproximateActors.h
Delegates to pass back info?
GeometryProcessingInterfaces
typedef TBaseDelegate_OneParam< void, [FResults](API\Developer\GeometryProcessingInterfaces\GeometryProcessingInterfaces\IGeometryProcess-\FResults) & > FApproximateActorsCompleteDelegate
[]
EUVGenerationPolicy
/Engine/Source/Developer/GeometryProcessingInterfaces/Public/GeometryProcessingInterfaces/ApproximateActors.h
GeometryProcessingInterfaces
enum EUVGenerationPolicy { PreferUVAtlas = 0, PreferXAtlas = 1, PreferPatchBuilder = 2, }
[]
FOptions
/Engine/Source/Developer/GeometryProcessingInterfaces/Public/GeometryProcessingInterfaces/ApproximateActors.h
Input options to Actor Approximation process
GeometryProcessingInterfaces
struct FOptions
[ { "type": "int32", "name": "AntiAliasMultiSampling", "description": "Supersampling parameter" }, { "type": "double", "name": "AutoThickenThicknessMeters", "description": "" }, { "type": "bool", "name": "bAddDownwardFacesOccluder", "description": "" }, { "type": "U...
FResults
/Engine/Source/Developer/GeometryProcessingInterfaces/Public/GeometryProcessingInterfaces/ApproximateActors.h
Outputs of an Actor Approximation process
GeometryProcessingInterfaces
struct FResults
[ { "type": "TArray<UMateri...", "name": "NewMaterials", "description": "" }, { "type": "TArray<UStatic...", "name": "NewMeshAssets", "description": "" }, { "type": "TArray<UTextur...", "name": "NewTextures", "description": "" }, { "type": "EResultCode", "name":...
IGeometryProcessing_ApproximateActors::GetModularFeatureName
/Engine/Source/Developer/GeometryProcessingInterfaces/Public/GeometryProcessingInterfaces/ApproximateActors.h
Modular feature name to register for retrieval during runtime.
GeometryProcessingInterfaces
static const [FName](API\Runtime\Core\UObject\FName) GetModularFeatureName()
[]
IGeometryProcessing_ApproximateActors::~IGeometryProcessing_ApproximateActors
/Engine/Source/Developer/GeometryProcessingInterfaces/Public/GeometryProcessingInterfaces/ApproximateActors.h
GeometryProcessingInterfaces
virtual ~IGeometryProcessing_ApproximateActors()
[]
IGeometryProcessing_ApproximateActors
/Engine/Source/Developer/GeometryProcessingInterfaces/Public/GeometryProcessingInterfaces/ApproximateActors.h
This will automatically determine which available implementation to use (based on any applicable config settings/etc), and cache the result of that decision.
GeometryProcessingInterfaces
class IGeometryProcessing_ApproximateActors : public [IModularFeature](API\Runtime\Core\Features\IModularFeature)
[ { "type": "FApproximateAct...", "name": "CompleteDelegate", "description": "" } ]
IGeometryProcessing_CombineMeshInstances::CombineMeshInstances
/Engine/Source/Developer/GeometryProcessingInterfaces/Public/GeometryProcessingInterfaces/CombineMeshInstances.h
GeometryProcessingInterfaces
virtual void CombineMeshInstances ( const [FSourceInstanceList](API\Developer\GeometryProcessingInterfaces\GeometryProcessingInterfaces\IGeometryProcess-_1\FSourceInstanceL-) & MeshInstances, const [FOptions](API\Developer\GeometryProcessingInterfaces\GeometryProcessingInterfaces\IGeometryProcess-_1\FOptions) & Options, [FResults](API\Developer\GeometryProcessingInterfaces\GeometryProcessingInterfaces\IGeometryProcess-_1\FResults) & ResultsOut )
[]
IGeometryProcessing_CombineMeshInstances::ConstructDefaultOptions
/Engine/Source/Developer/GeometryProcessingInterfaces/Public/GeometryProcessingInterfaces/CombineMeshInstances.h
GeometryProcessingInterfaces
virtual [FOptions](API\Developer\GeometryProcessingInterfaces\GeometryProcessingInterfaces\IGeometryProcess-_1\FOptions) ConstructDefaultOptions()
[]
ECoarseApproximationStrategy
/Engine/Source/Developer/GeometryProcessingInterfaces/Public/GeometryProcessingInterfaces/CombineMeshInstances.h
GeometryProcessingInterfaces
enum ECoarseApproximationStrategy { Automatic = 0, VoxelBasedSolidApproximation = 1, SweptPlanarProjection = 2, IntersectSweptPlanarProjections = 3, }
[]
EMeshDetailLevel
/Engine/Source/Developer/GeometryProcessingInterfaces/Public/GeometryProcessingInterfaces/CombineMeshInstances.h
GeometryProcessingInterfaces
enum EMeshDetailLevel { Base = 0, Standard = 1, Small = 2, Decorative = 3, }
[]
ERemoveHiddenFacesMode
/Engine/Source/Developer/GeometryProcessingInterfaces/Public/GeometryProcessingInterfaces/CombineMeshInstances.h
GeometryProcessingInterfaces
enum ERemoveHiddenFacesMode { None = 0, Fastest = 1, ExteriorVisibility = 5, OcclusionBased = 6, }
[]
EVertexColorMappingMode
/Engine/Source/Developer/GeometryProcessingInterfaces/Public/GeometryProcessingInterfaces/CombineMeshInstances.h
GeometryProcessingInterfaces
enum EVertexColorMappingMode { None = 0, TriangleCountMetric = 1, }
[]
FBaseMeshInstance
/Engine/Source/Developer/GeometryProcessingInterfaces/Public/GeometryProcessingInterfaces/CombineMeshInstances.h
FBaseMeshInstanceis a base-struct for the various instance types below (FStaticMeshInstance,FMeshLODSetInstance)
GeometryProcessingInterfaces
struct FBaseMeshInstance
[ { "type": "bool", "name": "bAllowApproximation", "description": "" }, { "type": "EMeshDetailLeve...", "name": "DetailLevel", "description": "" }, { "type": "int32", "name": "GroupDataIndex", "description": "" }, { "type": "int32", "name": "InstanceSubsetID", ...
FMeshInstanceGroupData
/Engine/Source/Developer/GeometryProcessingInterfaces/Public/GeometryProcessingInterfaces/CombineMeshInstances.h
FMeshInstanceGroupDatais data shared among one or more FBaseMeshInstances. For example all instances in an ISMC can share a singleFMeshInstanceGroupData.
GeometryProcessingInterfaces
struct FMeshInstanceGroupData
[ { "type": "bool", "name": "bAllowMerging", "description": "" }, { "type": "bool", "name": "bHasConstantOverrideVertexColor", "description": "" }, { "type": "bool", "name": "bPreserveUVs", "description": "" }, { "type": "TArray<UMateri...", "name": "MaterialSet...
FMeshLODSetInstance
/Engine/Source/Developer/GeometryProcessingInterfaces/Public/GeometryProcessingInterfaces/CombineMeshInstances.h
FMeshLODSetInstancerepresents a single instance of aFMeshLODSet
GeometryProcessingInterfaces
struct FMeshLODSetInstance : public [IGeometryProcessing_CombineMeshInstances::FBaseMeshInstance](API\Developer\GeometryProcessingInterfaces\GeometryProcessingInterfaces\IGeometryProcess-_1\FBaseMeshInstanc-)
[ { "type": "int32", "name": "ExternalInstanceID", "description": "" }, { "type": "int32", "name": "MeshLODSetIndex", "description": "" } ]
FMeshLODSet
/Engine/Source/Developer/GeometryProcessingInterfaces/Public/GeometryProcessingInterfaces/CombineMeshInstances.h
FMeshLODSetrepresents a list of LOD meshes that are used by one or more instances (eg like a StaticMesh, but could be other sources).
GeometryProcessingInterfaces
struct FMeshLODSet
[ { "type": "TArray< constF...", "name": "ReferencedMeshLODs", "description": "" }, { "type": "FKAggregateGeom", "name": "SimpleCollisionShapes", "description": "" } ]
FOptions
/Engine/Source/Developer/GeometryProcessingInterfaces/Public/GeometryProcessingInterfaces/CombineMeshInstances.h
GeometryProcessingInterfaces
struct FOptions
[ { "type": "int", "name": "ApproximateDecorativePartLODs", "description": "Decorative part will be approximated by simple shape for this many LOD levels before Filter level." }, { "type": "int32", "name": "ApproximationSourceLOD", "description": "Which LOD to use as basis for Approximatio...
FOutputMesh
/Engine/Source/Developer/GeometryProcessingInterfaces/Public/GeometryProcessingInterfaces/CombineMeshInstances.h
GeometryProcessingInterfaces
struct FOutputMesh
[ { "type": "int32", "name": "InstanceSubsetID", "description": "All part instances accumulated into the MeshLODs will have had this InstanceSubsetID in their inputFBaseMeshInstance's." }, { "type": "TArray<UMateri...", "name": "MaterialSet", "description": "" }, { "type": "TArray<...
FResults
/Engine/Source/Developer/GeometryProcessingInterfaces/Public/GeometryProcessingInterfaces/CombineMeshInstances.h
GeometryProcessingInterfaces
struct FResults
[ { "type": "TArray<FOutput...", "name": "CombinedMeshes", "description": "" } ]
FSourceInstanceList
/Engine/Source/Developer/GeometryProcessingInterfaces/Public/GeometryProcessingInterfaces/CombineMeshInstances.h
This data structure may be replaced in future w/ something more structured
GeometryProcessingInterfaces
struct FSourceInstanceList
[ { "type": "TArray<FMeshIn...", "name": "InstanceGroupDatas", "description": "Sets of data shared across multiple instances" }, { "type": "TArray<FMeshLO...", "name": "MeshLODSetInstances", "description": "" }, { "type": "TArray<FMeshLO...", "name": "MeshLODSets", "descrip...
FStaticMeshInstance
/Engine/Source/Developer/GeometryProcessingInterfaces/Public/GeometryProcessingInterfaces/CombineMeshInstances.h
FStaticMeshInstancerepresents a single instance of a static mesh asset
GeometryProcessingInterfaces
struct FStaticMeshInstance : public [IGeometryProcessing_CombineMeshInstances::FBaseMeshInstance](API\Developer\GeometryProcessingInterfaces\GeometryProcessingInterfaces\IGeometryProcess-_1\FBaseMeshInstanc-)
[ { "type": "UPrimitiveCompo...", "name": "SourceComponent", "description": "" }, { "type": "int32", "name": "SourceInstanceIndex", "description": "" }, { "type": "UStaticMesh\u0004...", "name": "SourceMesh", "description": "" } ]
IGeometryProcessing_CombineMeshInstances::GetModularFeatureName
/Engine/Source/Developer/GeometryProcessingInterfaces/Public/GeometryProcessingInterfaces/CombineMeshInstances.h
Modular feature name to register for retrieval during runtime.
GeometryProcessingInterfaces
static const [FName](API\Runtime\Core\UObject\FName) GetModularFeatureName()
[]
IGeometryProcessing_CombineMeshInstances::~IGeometryProcessing_CombineMeshInstances
/Engine/Source/Developer/GeometryProcessingInterfaces/Public/GeometryProcessingInterfaces/CombineMeshInstances.h
GeometryProcessingInterfaces
virtual ~IGeometryProcessing_CombineMeshInstances()
[]
IGeometryProcessing_CombineMeshInstances
/Engine/Source/Developer/GeometryProcessingInterfaces/Public/GeometryProcessingInterfaces/CombineMeshInstances.h
The CombineMeshInstances modular feature is used to provide a mechanism for merging a set of instances of meshes (ie mesh + transform + materials + ...) into a smaller set of meshes. Generally this involves creating simpler versions of the instances and appending them into one or a small number of combined meshes.
GeometryProcessingInterfaces
class IGeometryProcessing_CombineMeshInstances : public [IModularFeature](API\Runtime\Core\Features\IModularFeature)
[]
IGeometryProcessing_MeshAutoUV::ConstructDefaultOptions
/Engine/Source/Developer/GeometryProcessingInterfaces/Public/GeometryProcessingInterfaces/MeshAutoUV.h
GeometryProcessingInterfaces
virtual [FOptions](API\Developer\GeometryProcessingInterfaces\GeometryProcessingInterfaces\IGeometryProcess-_2\FOptions) ConstructDefaultOptions()
[]
EAutoUVMethod
/Engine/Source/Developer/GeometryProcessingInterfaces/Public/GeometryProcessingInterfaces/MeshAutoUV.h
GeometryProcessingInterfaces
enum EAutoUVMethod { PatchBuilder = 0, UVAtlas = 1, XAtlas = 2, }
[]
EResultCode
/Engine/Source/Developer/GeometryProcessingInterfaces/Public/GeometryProcessingInterfaces/MeshAutoUV.h
GeometryProcessingInterfaces
enum EResultCode { Success, UnknownError, }
[]
FOptions
/Engine/Source/Developer/GeometryProcessingInterfaces/Public/GeometryProcessingInterfaces/MeshAutoUV.h
GeometryProcessingInterfaces
struct FOptions
[ { "type": "bool", "name": "bAutoPack", "description": "" }, { "type": "double", "name": "CurvatureAlignment", "description": "" }, { "type": "double", "name": "MaxAngleDeviationDeg", "description": "" }, { "type": "double", "name": "MergingThreshold", "des...
FResults
/Engine/Source/Developer/GeometryProcessingInterfaces/Public/GeometryProcessingInterfaces/MeshAutoUV.h
GeometryProcessingInterfaces
struct FResults
[ { "type": "EResultCode", "name": "ResultCode", "description": "" } ]
IGeometryProcessing_MeshAutoUV::GenerateUVs
/Engine/Source/Developer/GeometryProcessingInterfaces/Public/GeometryProcessingInterfaces/MeshAutoUV.h
GeometryProcessingInterfaces
virtual void GenerateUVs ( [FMeshDescription](API\Runtime\MeshDescription\FMeshDescription) & InOutMesh, const [FOptions](API\Developer\GeometryProcessingInterfaces\GeometryProcessingInterfaces\IGeometryProcess-_2\FOptions) & Options, [FResults](API\Developer\GeometryProcessingInterfaces\GeometryProcessingInterfaces\IGeometryProcess-_2\FResults) & ResultsOut )
[]
IGeometryProcessing_MeshAutoUV::GetModularFeatureName
/Engine/Source/Developer/GeometryProcessingInterfaces/Public/GeometryProcessingInterfaces/MeshAutoUV.h
Modular feature name to register for retrieval during runtime.
GeometryProcessingInterfaces
static const [FName](API\Runtime\Core\UObject\FName) GetModularFeatureName()
[]
IGeometryProcessing_MeshAutoUV::~IGeometryProcessing_MeshAutoUV
/Engine/Source/Developer/GeometryProcessingInterfaces/Public/GeometryProcessingInterfaces/MeshAutoUV.h
GeometryProcessingInterfaces
virtual ~IGeometryProcessing_MeshAutoUV()
[]
IGeometryProcessing_MeshAutoUV
/Engine/Source/Developer/GeometryProcessingInterfaces/Public/GeometryProcessingInterfaces/MeshAutoUV.h
The CombineMeshInstances modular feature is used to provide a mechanism for merging a set of instances of meshes (ie mesh + transform + materials + ...) into a smaller set of meshes. Generally this involves creating simpler versions of the instances and appending them into one or a small number of combined meshes.
GeometryProcessingInterfaces
class IGeometryProcessing_MeshAutoUV : public [IModularFeature](API\Runtime\Core\Features\IModularFeature)
[]
IUVEditorModularFeature::CanLaunchUVEditor
/Engine/Source/Developer/GeometryProcessingInterfaces/Public/GeometryProcessingInterfaces/IUVEditorModularFeature.h
GeometryProcessingInterfaces
virtual bool CanLaunchUVEditor ( const [TArray](API\Runtime\Core\Containers\TArray)< [TObjectPtr](API\Runtime\Core\Delegates\TObjectPtr)< [UObject](API\Runtime\CoreUObject\UObject\UObject) >> & Objects )
[]
IUVEditorModularFeature::GetModularFeatureName
/Engine/Source/Developer/GeometryProcessingInterfaces/Public/GeometryProcessingInterfaces/IUVEditorModularFeature.h
Modular feature name to register for retrieval during runtime.
GeometryProcessingInterfaces
static const [FName](API\Runtime\Core\UObject\FName) GetModularFeatureName()
[]
IUVEditorModularFeature::LaunchUVEditor
/Engine/Source/Developer/GeometryProcessingInterfaces/Public/GeometryProcessingInterfaces/IUVEditorModularFeature.h
GeometryProcessingInterfaces
virtual void LaunchUVEditor ( const [TArray](API\Runtime\Core\Containers\TArray)< [TObjectPtr](API\Runtime\Core\Delegates\TObjectPtr)< [UObject](API\Runtime\CoreUObject\UObject\UObject) >> & Objects )
[]
IUVEditorModularFeature::~IUVEditorModularFeature
/Engine/Source/Developer/GeometryProcessingInterfaces/Public/GeometryProcessingInterfaces/IUVEditorModularFeature.h
GeometryProcessingInterfaces
virtual ~IUVEditorModularFeature()
[]
IUVEditorModularFeature
/Engine/Source/Developer/GeometryProcessingInterfaces/Public/GeometryProcessingInterfaces/IUVEditorModularFeature.h
This interface acts as a connector to the (optional) UV Editor plugin. If the plugin is available, then it can be retrieved viaIModularFeatures::Get().GetModularFeatureImplementation or related methods.
GeometryProcessingInterfaces
class IUVEditorModularFeature : public [IModularFeature](API\Runtime\Core\Features\IModularFeature)
[]
IGeometryProcessingInterfacesModule::GetApproximateActorsImplementation
/Engine/Source/Developer/GeometryProcessingInterfaces/Public/IGeometryProcessingInterfacesModule.h
implementation ofIGeometryProcessing_ApproximateActors, if available
GeometryProcessingInterfaces
[IGeometryProcessing_ApproximateActors](API\Developer\GeometryProcessingInterfaces\GeometryProcessingInterfaces\IGeometryProcess-) * GetApproximateActorsImplementation()
[]
IGeometryProcessingInterfacesModule::GetCombineMeshInstancesImplementation
/Engine/Source/Developer/GeometryProcessingInterfaces/Public/IGeometryProcessingInterfacesModule.h
implementation ofIGeometryProcessing_CombineMeshInstances, if available, or nullptr (result is cached internally)
GeometryProcessingInterfaces
[IGeometryProcessing_CombineMeshInstances](API\Developer\GeometryProcessingInterfaces\GeometryProcessingInterfaces\IGeometryProcess-_1) * GetCombineMeshInstancesImplementation()
[]
IGeometryProcessingInterfacesModule::GetMeshAutoUVImplementation
/Engine/Source/Developer/GeometryProcessingInterfaces/Public/IGeometryProcessingInterfacesModule.h
implementation ofIGeometryProcessing_MeshAutoUV, if available, or nullptr (result is cached internally)
GeometryProcessingInterfaces
[IGeometryProcessing_MeshAutoUV](API\Developer\GeometryProcessingInterfaces\GeometryProcessingInterfaces\IGeometryProcess-_2) * GetMeshAutoUVImplementation()
[]
IGeometryProcessingInterfacesModule
/Engine/Source/Developer/GeometryProcessingInterfaces/Public/IGeometryProcessingInterfacesModule.h
This interface is implemented by FGeometryProcessingInterfacesModule. Client code that wants access to the operations should get this interface like so: IGeometryProcessingInterfacesModule& GeomProcInterfaces = FModuleManager::Get().LoadModuleChecked("GeometryProcessingInterfaces");
GeometryProcessingInterfaces
class IGeometryProcessingInterfacesModule : public [IModuleInterface](API\Runtime\Core\Modules\IModuleInterface)
[]
GraphColorMesh
/Engine/Source/Developer/GraphColor/Public/GraphColor.h
GraphColor
void GraphColorMesh ( [TArray](API\Runtime\Core\Containers\TArray)< uint8 > & VertColors, const [TArray](API\Runtime\Core\Containers\TArray)< uint32 > & Indexes )
[]
EClusterGenerationError
/Engine/Source/Developer/HierarchicalLODUtilities/Public/IHierarchicalLODUtilities.h
HierarchicalLODUtilities
enum EClusterGenerationError { None = 0, ValidActor = 1 << 1, InvalidActor = 1 << 2, ActorHiddenInGame = 1 << 3, ExcludedActor = 1 << 4, LODActor = 1 << 5, ActorTooSmall = 1 << 6, AlreadyClustered = 1 << 7, ComponentHiddenInGame = 1 << 8, MoveableComponent = 1 << 9, ExcludedComponent = 1 << 10, }
[]
FHierarchicalLODProxyProcessor::AddProxyJob
/Engine/Source/Developer/HierarchicalLODUtilities/Public/HierarchicalLODProxyProcessor.h
EndFTSTickerObjectBaseAddProxyJobFGuid- Guid for the job
HierarchicalLODUtilities
[FGuid](API\Runtime\Core\Misc\FGuid) AddProxyJob ( [ALODActor](API\Runtime\Engine\Engine\ALODActor) * InLODActor, [UHLODProxy](API\Runtime\Engine\Engine\UHLODProxy) * InProxy, const [FHierarchicalSimplification](API\Runtime\Engine\GameFramework\FHierarchicalSimplification) & LODSetup )
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FHierarchicalLODProxyProcessor::ClearProcessingData
/Engine/Source/Developer/HierarchicalLODUtilities/Public/HierarchicalLODProxyProcessor.h
Clears the processing data array/map
HierarchicalLODUtilities
void ClearProcessingData()
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FHierarchicalLODProxyProcessor::GetCallbackDelegate
/Engine/Source/Developer/HierarchicalLODUtilities/Public/HierarchicalLODProxyProcessor.h
Returns the callback delegate which will be passed onto ProxyLOD function
HierarchicalLODUtilities
[FCreateProxyDelegate](API\Developer\MeshReductionInterface\FCreateProxyDelegate) & GetCallbackDelegate()
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FProcessData
/Engine/Source/Developer/HierarchicalLODUtilities/Public/HierarchicalLODProxyProcessor.h
Structure storing the data required during processing
HierarchicalLODUtilities
struct FProcessData
[ { "type": "TArray<TStrong...", "name": "AssetObjects", "description": "Array with resulting asset objects from proxy generation (StaticMesh/Materials/Textures)" }, { "type": "ALODActor*", "name": "LODActor", "description": "LODActor instance for which a proxy is generated" }, { "...
FHierarchicalLODProxyProcessor::IsProxyGenerationRunning
/Engine/Source/Developer/HierarchicalLODUtilities/Public/HierarchicalLODProxyProcessor.h
HierarchicalLODUtilities
bool IsProxyGenerationRunning() const
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FHierarchicalLODProxyProcessor::OnMapChange
/Engine/Source/Developer/HierarchicalLODUtilities/Public/HierarchicalLODProxyProcessor.h
Called when the map has changed
HierarchicalLODUtilities
void OnMapChange ( uint32 MapFlags )
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FHierarchicalLODProxyProcessor::OnNewCurrentLevel
/Engine/Source/Developer/HierarchicalLODUtilities/Public/HierarchicalLODProxyProcessor.h
Called when the current level has changed
HierarchicalLODUtilities
void OnNewCurrentLevel()
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FHierarchicalLODProxyProcessor::ProcessProxy
/Engine/Source/Developer/HierarchicalLODUtilities/Public/HierarchicalLODProxyProcessor.h
Callback function used for processing finished mesh generation jobs
HierarchicalLODUtilities
void ProcessProxy ( const [FGuid](API\Runtime\Core\Misc\FGuid) InGuid, [TArray](API\Runtime\Core\Containers\TArray)< [UObject](API\Runtime\CoreUObject\UObject\UObject) * > & InAssetsToSync )
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FHierarchicalLODProxyProcessor::Tick
/Engine/Source/Developer/HierarchicalLODUtilities/Public/HierarchicalLODProxyProcessor.h
BeginFTSTickerObjectBase
HierarchicalLODUtilities
virtual bool Tick ( float DeltaTime )
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FHierarchicalLODProxyProcessor::FHierarchicalLODProxyProcessor
/Engine/Source/Developer/HierarchicalLODUtilities/Public/HierarchicalLODProxyProcessor.h
HierarchicalLODUtilities
FHierarchicalLODProxyProcessor()
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FHierarchicalLODProxyProcessor::~FHierarchicalLODProxyProcessor
/Engine/Source/Developer/HierarchicalLODUtilities/Public/HierarchicalLODProxyProcessor.h
HierarchicalLODUtilities
~FHierarchicalLODProxyProcessor()
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FHierarchicalLODProxyProcessor
/Engine/Source/Developer/HierarchicalLODUtilities/Public/HierarchicalLODProxyProcessor.h
HierarchicalLODUtilities
class FHierarchicalLODProxyProcessor : public [FTSTickerObjectBase](API\Runtime\Core\Containers\FTSTickerObjectBase)
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FHierarchicalLODUtilities::AddActorToCluster
/Engine/Source/Developer/HierarchicalLODUtilities/Public/HierarchicalLODUtilities.h
Adds an actor to the given cluster
HierarchicalLODUtilities
virtual const bool AddActorToCluster ( [AActor](API\Runtime\Engine\GameFramework\AActor) * InActor, [ALODActor](API\Runtime\Engine\Engine\ALODActor) * InParentActor )
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FHierarchicalLODUtilities::AreActorsClustered
/Engine/Source/Developer/HierarchicalLODUtilities/Public/HierarchicalLODUtilities.h
Checks if all actors are part of a cluster
HierarchicalLODUtilities
virtual const bool AreActorsClustered ( const [TArray](API\Runtime\Core\Containers\TArray)< [AActor](API\Runtime\Engine\GameFramework\AActor) * > & InActors )
[]
FHierarchicalLODUtilities::AreActorsInSameHLODLevel
/Engine/Source/Developer/HierarchicalLODUtilities/Public/HierarchicalLODUtilities.h
Checks if all actors are in the same HLOD level
HierarchicalLODUtilities
virtual const bool AreActorsInSameHLODLevel ( const [TArray](API\Runtime\Core\Containers\TArray)< [AActor](API\Runtime\Engine\GameFramework\AActor) * > & InActors )
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FHierarchicalLODUtilities::AreActorsInSamePersistingLevel
/Engine/Source/Developer/HierarchicalLODUtilities/Public/HierarchicalLODUtilities.h
Checks if all actors have the same outer world
HierarchicalLODUtilities
virtual const bool AreActorsInSamePersistingLevel ( const [TArray](API\Runtime\Core\Containers\TArray)< [AActor](API\Runtime\Engine\GameFramework\AActor) * > & InActors )
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FHierarchicalLODUtilities::AreClustersInSameHLODLevel
/Engine/Source/Developer/HierarchicalLODUtilities/Public/HierarchicalLODUtilities.h
Checks if all clusters are in the same HLOD level
HierarchicalLODUtilities
virtual const bool AreClustersInSameHLODLevel ( const [TArray](API\Runtime\Core\Containers\TArray)< [ALODActor](API\Runtime\Engine\Engine\ALODActor) * > & InLODActors )
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FHierarchicalLODUtilities::BuildStaticMeshForLODActor
/Engine/Source/Developer/HierarchicalLODUtilities/Public/HierarchicalLODUtilities.h
Builds a virtual mesh object for the given LODACtor
HierarchicalLODUtilities
virtual bool BuildStaticMeshForLODActor ( [ALODActor](API\Runtime\Engine\Engine\ALODActor) * LODActor, [UPackage](API\Runtime\CoreUObject\UObject\UPackage) * AssetsOuter, const [FHierarchicalSimplification](API\Runtime\Engine\GameFramework\FHierarchicalSimplification) & LODSetup )
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FHierarchicalLODUtilities::BuildStaticMeshForLODActor
/Engine/Source/Developer/HierarchicalLODUtilities/Public/HierarchicalLODUtilities.h
Deprecated* Use different signature usingUHLODProxy
HierarchicalLODUtilities
virtual bool BuildStaticMeshForLODActor ( [ALODActor](API\Runtime\Engine\Engine\ALODActor) * LODActor, [UPackage](API\Runtime\CoreUObject\UObject\UPackage) * AssetsOuter, const [FHierarchicalSimplification](API\Runtime\Engine\GameFramework\FHierarchicalSimplification) & LODSetup, [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * InBaseMaterial )
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FHierarchicalLODUtilities::BuildStaticMeshForLODActor
/Engine/Source/Developer/HierarchicalLODUtilities/Public/HierarchicalLODUtilities.h
HierarchicalLODUtilities
virtual bool BuildStaticMeshForLODActor ( [ALODActor](API\Runtime\Engine\Engine\ALODActor) * LODActor, [UHLODProxy](API\Runtime\Engine\Engine\UHLODProxy) * Proxy, const [FHierarchicalSimplification](API\Runtime\Engine\GameFramework\FHierarchicalSimplification) & LODSetup, [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * InBaseMaterial )
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FHierarchicalLODUtilities::CalculateDrawDistanceFromScreenSize
/Engine/Source/Developer/HierarchicalLODUtilities/Public/HierarchicalLODUtilities.h
HierarchicalLODUtilities
virtual float CalculateDrawDistanceFromScreenSize ( const float SphereRadius, const float ScreenSize, const FMatrix & ProjectionMatrix )
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