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UCubeBuilder::UCubeBuilder
/Engine/Source/Editor/UnrealEd/Classes/Builders/CubeBuilder.h
UnrealEd
UCubeBuilder ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UCubeBuilder::PostEditChangeProperty
/Engine/Source/Editor/UnrealEd/Classes/Builders/CubeBuilder.h
UObjectinterface
UnrealEd
virtual void PostEditChangeProperty ( struct [FPropertyChangedEvent](API\Runtime\CoreUObject\UObject\FPropertyChangedEvent) & PropertyChangedEvent )
[]
UCubeBuilder
/Engine/Source/Editor/UnrealEd/Classes/Builders/CubeBuilder.h
UnrealEd
class UCubeBuilder : public [UEditorBrushBuilder](API\Editor\UnrealEd\Builders\UEditorBrushBuilder)
[ { "type": "FName", "name": "GroupName", "description": "" }, { "type": "uint32: 1", "name": "Hollow", "description": "Whether this is a hollow or solid cube" }, { "type": "uint32: 1", "name": "Tessellated", "description": "Whether extra internal faces should be generated ...
UCurvedStairBuilder::BuildCurvedStair
/Engine/Source/Editor/UnrealEd/Classes/Builders/CurvedStairBuilder.h
UnrealEd
virtual void BuildCurvedStair ( int32 Direction )
[]
UCurvedStairBuilder::Build
/Engine/Source/Editor/UnrealEd/Classes/Builders/CurvedStairBuilder.h
Builds the brush shape for the specifiedABrushor the builder brush if Brush is nullptr. true if the brush shape was updated.
UnrealEd
virtual bool Build ( [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld, [ABrush](API\Runtime\Engine\Engine\ABrush) * InBrush )
[]
UCurvedStairBuilder::UCurvedStairBuilder
/Engine/Source/Editor/UnrealEd/Classes/Builders/CurvedStairBuilder.h
UnrealEd
UCurvedStairBuilder ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UCurvedStairBuilder
/Engine/Source/Editor/UnrealEd/Classes/Builders/CurvedStairBuilder.h
UnrealEd
class UCurvedStairBuilder : public [UEditorBrushBuilder](API\Editor\UnrealEd\Builders\UEditorBrushBuilder)
[ { "type": "int32", "name": "AddToFirstStep", "description": "The distance below the first step" }, { "type": "int32", "name": "AngleOfCurve", "description": "The angle of the total arc described by this stair" }, { "type": "uint32: 1", "name": "CounterClockwise", "descrip...
UCylinderBuilder::Build
/Engine/Source/Editor/UnrealEd/Classes/Builders/CylinderBuilder.h
Builds the brush shape for the specifiedABrushor the builder brush if Brush is nullptr. true if the brush shape was updated.
UnrealEd
virtual bool Build ( [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld, [ABrush](API\Runtime\Engine\Engine\ABrush) * InBrush )
[]
UCylinderBuilder::BuildCylinder
/Engine/Source/Editor/UnrealEd/Classes/Builders/CylinderBuilder.h
UnrealEd
virtual void BuildCylinder ( int32 Direction, bool InAlignToSide, int32 InSides, float InZ, float Radius )
[]
UCylinderBuilder::PostEditChangeProperty
/Engine/Source/Editor/UnrealEd/Classes/Builders/CylinderBuilder.h
UObjectinterface
UnrealEd
virtual void PostEditChangeProperty ( struct [FPropertyChangedEvent](API\Runtime\CoreUObject\UObject\FPropertyChangedEvent) & PropertyChangedEvent )
[]
UCylinderBuilder::UCylinderBuilder
/Engine/Source/Editor/UnrealEd/Classes/Builders/CylinderBuilder.h
UnrealEd
UCylinderBuilder ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UEditorBrushBuilder::BadParameters
/Engine/Source/Editor/UnrealEd/Classes/Builders/EditorBrushBuilder.h
UnrealEd
virtual bool BadParameters ( const [FText](API\Runtime\Core\Internationalization\FText) & msg )
[]
UCylinderBuilder
/Engine/Source/Editor/UnrealEd/Classes/Builders/CylinderBuilder.h
UnrealEd
class UCylinderBuilder : public [UEditorBrushBuilder](API\Editor\UnrealEd\Builders\UEditorBrushBuilder)
[ { "type": "uint32: 1", "name": "AlignToSide", "description": "Whether to align the brush to a face" }, { "type": "FName", "name": "GroupName", "description": "" }, { "type": "uint32: 1", "name": "Hollow", "description": "Whether this is a hollow or solid cylinder" }, ...
UEditorBrushBuilder::BeginBrush
/Engine/Source/Editor/UnrealEd/Classes/Builders/EditorBrushBuilder.h
UBrushBuilderinterface
UnrealEd
virtual void BeginBrush ( bool InMergeCoplanars, [FName](API\Runtime\Core\UObject\FName) InLayer )
[]
UEditorBrushBuilder::Build
/Engine/Source/Editor/UnrealEd/Classes/Builders/EditorBrushBuilder.h
Builds the brush shape for the specifiedABrushor the builder brush if Brush is nullptr. true if the brush shape was updated.
UnrealEd
virtual bool Build ( [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld, [ABrush](API\Runtime\Engine\Engine\ABrush) * InBrush )
[]
UEditorBrushBuilder::EndBrush
/Engine/Source/Editor/UnrealEd/Classes/Builders/EditorBrushBuilder.h
UnrealEd
virtual bool EndBrush ( [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld, [ABrush](API\Runtime\Engine\Engine\ABrush) * InBrush )
[]
UEditorBrushBuilder::GetPolyCount
/Engine/Source/Editor/UnrealEd/Classes/Builders/EditorBrushBuilder.h
UnrealEd
virtual int32 GetPolyCount() const
[]
UEditorBrushBuilder::GetVertex
/Engine/Source/Editor/UnrealEd/Classes/Builders/EditorBrushBuilder.h
UnrealEd
virtual FVector GetVertex ( int32 i ) const
[]
UEditorBrushBuilder::GetVertexCount
/Engine/Source/Editor/UnrealEd/Classes/Builders/EditorBrushBuilder.h
UnrealEd
virtual int32 GetVertexCount() const
[]
UEditorBrushBuilder::Poly4i
/Engine/Source/Editor/UnrealEd/Classes/Builders/EditorBrushBuilder.h
UnrealEd
virtual void Poly4i ( int32 Direction, int32 i, int32 j, int32 k, int32 l, [FName](API\Runtime\Core\UObject\FName) ItemName, bool bIsTwoSidedNonSolid )
[]
UEditorBrushBuilder::Poly3i
/Engine/Source/Editor/UnrealEd/Classes/Builders/EditorBrushBuilder.h
UnrealEd
virtual void Poly3i ( int32 Direction, int32 i, int32 j, int32 k, [FName](API\Runtime\Core\UObject\FName) ItemName, bool bIsTwoSidedNonSolid )
[]
UEditorBrushBuilder::PolyBegin
/Engine/Source/Editor/UnrealEd/Classes/Builders/EditorBrushBuilder.h
UnrealEd
virtual void PolyBegin ( int32 Direction, [FName](API\Runtime\Core\UObject\FName) ItemName )
[]
UEditorBrushBuilder::PolyEnd
/Engine/Source/Editor/UnrealEd/Classes/Builders/EditorBrushBuilder.h
UnrealEd
virtual void PolyEnd()
[]
UEditorBrushBuilder::Polyi
/Engine/Source/Editor/UnrealEd/Classes/Builders/EditorBrushBuilder.h
UnrealEd
virtual void Polyi ( int32 i )
[]
UEditorBrushBuilder::PostEditChangeProperty
/Engine/Source/Editor/UnrealEd/Classes/Builders/EditorBrushBuilder.h
UObjectinterface
UnrealEd
virtual void PostEditChangeProperty ( struct [FPropertyChangedEvent](API\Runtime\CoreUObject\UObject\FPropertyChangedEvent) & PropertyChangedEvent )
[]
UEditorBrushBuilder::Vertex3f
/Engine/Source/Editor/UnrealEd/Classes/Builders/EditorBrushBuilder.h
UnrealEd
virtual int32 Vertex3f ( float X, float Y, float Z )
[]
UEditorBrushBuilder::Vertexv
/Engine/Source/Editor/UnrealEd/Classes/Builders/EditorBrushBuilder.h
UnrealEd
virtual int32 Vertexv ( FVector v )
[]
UEditorBrushBuilder::UEditorBrushBuilder
/Engine/Source/Editor/UnrealEd/Classes/Builders/EditorBrushBuilder.h
UnrealEd
UEditorBrushBuilder ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UEditorBrushBuilder
/Engine/Source/Editor/UnrealEd/Classes/Builders/EditorBrushBuilder.h
UnrealEd
class UEditorBrushBuilder : public [UBrushBuilder](API\Runtime\Engine\Engine\UBrushBuilder)
[]
ULinearStairBuilder::Build
/Engine/Source/Editor/UnrealEd/Classes/Builders/LinearStairBuilder.h
Builds the brush shape for the specifiedABrushor the builder brush if Brush is nullptr. true if the brush shape was updated.
UnrealEd
virtual bool Build ( [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld, [ABrush](API\Runtime\Engine\Engine\ABrush) * InBrush )
[]
ULinearStairBuilder::ULinearStairBuilder
/Engine/Source/Editor/UnrealEd/Classes/Builders/LinearStairBuilder.h
UnrealEd
ULinearStairBuilder ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
ULinearStairBuilder
/Engine/Source/Editor/UnrealEd/Classes/Builders/LinearStairBuilder.h
UnrealEd
class ULinearStairBuilder : public [UEditorBrushBuilder](API\Editor\UnrealEd\Builders\UEditorBrushBuilder)
[ { "type": "int32", "name": "AddToFirstStep", "description": "The distance below the first step" }, { "type": "FName", "name": "GroupName", "description": "" }, { "type": "int32", "name": "NumSteps", "description": "The number of steps" }, { "type": "int32", "n...
USheetBuilder::Build
/Engine/Source/Editor/UnrealEd/Classes/Builders/SheetBuilder.h
Builds the brush shape for the specifiedABrushor the builder brush if Brush is nullptr. true if the brush shape was updated.
UnrealEd
virtual bool Build ( [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld, [ABrush](API\Runtime\Engine\Engine\ABrush) * InBrush )
[]
USheetBuilder::USheetBuilder
/Engine/Source/Editor/UnrealEd/Classes/Builders/SheetBuilder.h
UnrealEd
USheetBuilder ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
USheetBuilder
/Engine/Source/Editor/UnrealEd/Classes/Builders/SheetBuilder.h
UnrealEd
class USheetBuilder : public [UEditorBrushBuilder](API\Editor\UnrealEd\Builders\UEditorBrushBuilder)
[ { "type": "TEnumAsByte< en...", "name": "Axis", "description": "" }, { "type": "FName", "name": "GroupName", "description": "" }, { "type": "int32", "name": "X", "description": "" }, { "type": "int32", "name": "XSegments", "description": "" }, { "t...
USpiralStairBuilder::Build
/Engine/Source/Editor/UnrealEd/Classes/Builders/SpiralStairBuilder.h
Builds the brush shape for the specifiedABrushor the builder brush if Brush is nullptr. true if the brush shape was updated.
UnrealEd
virtual bool Build ( [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld, [ABrush](API\Runtime\Engine\Engine\ABrush) * InBrush )
[]
USpiralStairBuilder::BuildCurvedStair
/Engine/Source/Editor/UnrealEd/Classes/Builders/SpiralStairBuilder.h
UnrealEd
virtual void BuildCurvedStair ( int32 Direction )
[]
USpiralStairBuilder::USpiralStairBuilder
/Engine/Source/Editor/UnrealEd/Classes/Builders/SpiralStairBuilder.h
UnrealEd
USpiralStairBuilder ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
USpiralStairBuilder
/Engine/Source/Editor/UnrealEd/Classes/Builders/SpiralStairBuilder.h
UnrealEd
class USpiralStairBuilder : public [UEditorBrushBuilder](API\Editor\UnrealEd\Builders\UEditorBrushBuilder)
[ { "type": "uint32: 1", "name": "CounterClockwise", "description": "Whether the stair curves clockwise or counter-clockwise" }, { "type": "FName", "name": "GroupName", "description": "" }, { "type": "int32", "name": "InnerRadius", "description": "The radius of the inner cu...
UTetrahedronBuilder::BuildTetrahedron
/Engine/Source/Editor/UnrealEd/Classes/Builders/TetrahedronBuilder.h
UnrealEd
virtual void BuildTetrahedron ( float R, int32 InSphereExtrapolation )
[]
UTetrahedronBuilder::Build
/Engine/Source/Editor/UnrealEd/Classes/Builders/TetrahedronBuilder.h
Builds the brush shape for the specifiedABrushor the builder brush if Brush is nullptr. true if the brush shape was updated.
UnrealEd
virtual bool Build ( [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld, [ABrush](API\Runtime\Engine\Engine\ABrush) * InBrush )
[]
UTetrahedronBuilder::Extrapolate
/Engine/Source/Editor/UnrealEd/Classes/Builders/TetrahedronBuilder.h
UnrealEd
virtual void Extrapolate ( int32 a, int32 b, int32 c, int32 Count, float InRadius )
[]
UTetrahedronBuilder::UTetrahedronBuilder
/Engine/Source/Editor/UnrealEd/Classes/Builders/TetrahedronBuilder.h
UnrealEd
UTetrahedronBuilder ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UTetrahedronBuilder
/Engine/Source/Editor/UnrealEd/Classes/Builders/TetrahedronBuilder.h
UnrealEd
class UTetrahedronBuilder : public [UEditorBrushBuilder](API\Editor\UnrealEd\Builders\UEditorBrushBuilder)
[ { "type": "FName", "name": "GroupName", "description": "" }, { "type": "float", "name": "Radius", "description": "The radius of this sphere" }, { "type": "int32", "name": "SphereExtrapolation", "description": "How many iterations this sphere uses to tessellate its geometr...
UVolumetricBuilder::Build
/Engine/Source/Editor/UnrealEd/Classes/Builders/VolumetricBuilder.h
Builds the brush shape for the specifiedABrushor the builder brush if Brush is nullptr. true if the brush shape was updated.
UnrealEd
virtual bool Build ( [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld, [ABrush](API\Runtime\Engine\Engine\ABrush) * InBrush )
[]
UVolumetricBuilder::BuildVolumetric
/Engine/Source/Editor/UnrealEd/Classes/Builders/VolumetricBuilder.h
UnrealEd
virtual void BuildVolumetric ( int32 Direction, int32 InNumSheets, float InZ, float InRadius )
[]
UVolumetricBuilder::UVolumetricBuilder
/Engine/Source/Editor/UnrealEd/Classes/Builders/VolumetricBuilder.h
UnrealEd
UVolumetricBuilder ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UVolumetricBuilder
/Engine/Source/Editor/UnrealEd/Classes/Builders/VolumetricBuilder.h
UnrealEd
class UVolumetricBuilder : public [UEditorBrushBuilder](API\Editor\UnrealEd\Builders\UEditorBrushBuilder)
[ { "type": "FName", "name": "GroupName", "description": "" }, { "type": "int32", "name": "NumSheets", "description": "" }, { "type": "float", "name": "Radius", "description": "" }, { "type": "float", "name": "Z", "description": "" } ]
EOutputJson::Format
/Engine/Source/Editor/UnrealEd/Classes/Commandlets/GatherTextCommandlet.h
UnrealEd
namespace EOutputJson { enum Format { Manifest, Archive, } }
[]
EIgnoreObjectFlags
/Engine/Source/Editor/UnrealEd/Public/Commandlets/AnalyzeReferencedContentStat.h
As well as the optional command line.
UnrealEd
enum EIgnoreObjectFlags { IGNORE_StaticMesh = 0x00000001, IGNORE_StaticMeshComponent = 0x00000002, IGNORE_StaticMeshActor = 0x00000004, IGNORE_Texture = 0x00000008, IGNORE_Particle = 0x00000020, IGNORE_Anim = 0x00000040, IGNORE_LightingOptimization = 0x00000080, IGNORE_SoundCue = 0x00000100, IGNORE_Brush = 0x00000200, ...
[]
EAnimReferenceType
/Engine/Source/Editor/UnrealEd/Public/Commandlets/AnalyzeReferencedContentStat.h
UnrealEd
enum EAnimReferenceType { ART_SkeletalMeshComponent, ART_Crowd, }
[]
FAnalyzeReferencedContentStat::FAnimSequenceStats::GetSummaryCSVHeaderRow
/Engine/Source/Editor/UnrealEd/Public/Commandlets/AnalyzeReferencedContentStat.h
This is for summary command separated summary CSV header row
UnrealEd
static FString GetSummaryCSVHeaderRow&40;&41;
[]
FAnalyzeReferencedContentStat::FAnimSequenceStats::GetCSVHeaderRow
/Engine/Source/Editor/UnrealEd/Public/Commandlets/AnalyzeReferencedContentStat.h
Returns a header row for CSV comma separated header row
UnrealEd
static FString GetCSVHeaderRow&40;&41;
[]
FAnalyzeReferencedContentStat::FAnimSequenceStats::ShouldLogStat
/Engine/Source/Editor/UnrealEd/Public/Commandlets/AnalyzeReferencedContentStat.h
true if this asset type should be logged
UnrealEd
bool ShouldLogStat&40;&41; const
[]
FAnalyzeReferencedContentStat::FAnimSequenceStats::ToCSV
/Engine/Source/Editor/UnrealEd/Public/Commandlets/AnalyzeReferencedContentStat.h
This takes a LevelName and then looks for the number of Instances of this AnimStat used within that level
UnrealEd
FString ToCSV &40; const FString & LevelName &41; const
[]
FAnalyzeReferencedContentStat::FAnimSequenceStats::ToCSV
/Engine/Source/Editor/UnrealEd/Public/Commandlets/AnalyzeReferencedContentStat.h
Stringifies gathered stats in CSV format. comma separated list of stats
UnrealEd
FString ToCSV&40;&41; const
[]
FAnalyzeReferencedContentStat::FAnimSequenceStats::ToSummaryCSV
/Engine/Source/Editor/UnrealEd/Public/Commandlets/AnalyzeReferencedContentStat.h
This is for summary command separated summary data row
UnrealEd
static FString ToSummaryCSV &40; const FString & LevelName, const TMap< FString, FAnimSequenceStats > & StatsData &41;
[]
FAnalyzeReferencedContentStat::FAnimSequenceStats::FAnimSequenceStats
/Engine/Source/Editor/UnrealEd/Public/Commandlets/AnalyzeReferencedContentStat.h
Constructor, initializing all members
UnrealEd
FAnimSequenceStats &40; UAnimSequence &42; Sequence &41;
[]
FAnalyzeReferencedContentStat::FAssetStatsBase::AddLevelInfo
/Engine/Source/Editor/UnrealEd/Public/Commandlets/AnalyzeReferencedContentStat.h
This function fills up MapsUsedIn and LevelNameToInstanceCount if bAddPerLevelDataMap is true.
UnrealEd
void AddLevelInfo &40; UPackage &42; LevelPackage, bool bAddPerLevelDataMap &41;
[]
FAnalyzeReferencedContentStat::FAssetStatsBase::ShouldLogStat
/Engine/Source/Editor/UnrealEd/Public/Commandlets/AnalyzeReferencedContentStat.h
true if this asset type should be logged
UnrealEd
bool ShouldLogStat&40;&41; const
[]
FAnimSequenceStats
/Engine/Source/Editor/UnrealEd/Public/Commandlets/AnalyzeReferencedContentStat.h
UnrealEd
struct FAnimSequenceStats : public [FAnalyzeReferencedContentStat::FAssetStatsBase](API\Editor\UnrealEd\Commandlets\FAnalyzeReferencedContentStat\FAssetStatsBase)
[ { "type": "int32", "name": "AnimationResourceSize", "description": "Size in bytes of this animation." }, { "type": "FString", "name": "AnimSetName", "description": "Animset name." }, { "type": "FString", "name": "AnimTag", "description": "Animation Tag." }, { "typ...
FAnalyzeReferencedContentStat::FLightingOptimizationStats::CalculateLightingOptimizationInfo
/Engine/Source/Editor/UnrealEd/Public/Commandlets/AnalyzeReferencedContentStat.h
For a given list of parameters, compute a full spread of potential savings values using vertex light, or 256, 128, 64, 32 pixel square light maps
UnrealEd
static void CalculateLightingOptimizationInfo &40; ELightMapInteractionType LMType, int32 NumVertices, int32 Width, int32 Height, int32 TexCoordIndex, FLightingOptimizationStats & LOStats &41;
[]
FAssetStatsBase
/Engine/Source/Editor/UnrealEd/Public/Commandlets/AnalyzeReferencedContentStat.h
UnrealEd
struct FAssetStatsBase
[ { "type": "PerLevelDataMap", "name": "LevelNameToInstanceCount", "description": "Mapping from LevelName to the number of instances of this type in that level" }, { "type": "TArray<FString...", "name": "MapsUsedIn", "description": "Maps this static mesh was used in." } ]
FAnalyzeReferencedContentStat::FLightingOptimizationStats::CalculateLightmapLightingBytesUsed
/Engine/Source/Editor/UnrealEd/Public/Commandlets/AnalyzeReferencedContentStat.h
Assuming DXT1 lightmaps... 4 bits/pixel * width * height = Highest MIP Level * 1.333 MIP Factor for approx usage for a full mip chain Either 1 or 3 textures if we're doing simple or directional (3-axis) lightmap Most lightmaps require a second UV channel which is probably an extra 4 bytes (2 floats compressed to SHORT)
UnrealEd
static int32 CalculateLightmapLightingBytesUsed &40; int32 Width, int32 Height, int32 NumVertices, int32 UVChannelIndex &41;
[]
FAnalyzeReferencedContentStat::FLightingOptimizationStats::GetCSVHeaderRow
/Engine/Source/Editor/UnrealEd/Public/Commandlets/AnalyzeReferencedContentStat.h
Returns a header row for CSV comma separated header row
UnrealEd
static FString GetCSVHeaderRow&40;&41;
[]
LightMapSizes
/Engine/Source/Editor/UnrealEd/Public/Commandlets/AnalyzeReferencedContentStat.h
UnrealEd
static LightMapSizes;
[]
NumLightmapTextureSizes
/Engine/Source/Editor/UnrealEd/Public/Commandlets/AnalyzeReferencedContentStat.h
UnrealEd
static NumLightmapTextureSizes = 4;
[]
FAnalyzeReferencedContentStat::FLightingOptimizationStats::ShouldLogStat
/Engine/Source/Editor/UnrealEd/Public/Commandlets/AnalyzeReferencedContentStat.h
true if this asset type should be logged
UnrealEd
bool ShouldLogStat&40;&41; const
[]
FAnalyzeReferencedContentStat::FLightingOptimizationStats::ToCSV
/Engine/Source/Editor/UnrealEd/Public/Commandlets/AnalyzeReferencedContentStat.h
Stringifies gathered stats in CSV format. comma separated list of stats
UnrealEd
FString ToCSV&40;&41; const
[]
FAnalyzeReferencedContentStat::FLightingOptimizationStats::FLightingOptimizationStats
/Engine/Source/Editor/UnrealEd/Public/Commandlets/AnalyzeReferencedContentStat.h
Constructor, initializing all members
UnrealEd
FLightingOptimizationStats &40; AStaticMeshActor &42; StaticMeshActor &41;
[]
FLightingOptimizationStats
/Engine/Source/Editor/UnrealEd/Public/Commandlets/AnalyzeReferencedContentStat.h
UnrealEd
struct FLightingOptimizationStats : public [FAnalyzeReferencedContentStat::FAssetStatsBase](API\Editor\UnrealEd\Commandlets\FAnalyzeReferencedContentStat\FAssetStatsBase)
[ { "type": "FString", "name": "ActorName", "description": "Name of the StaticMeshActor this optimization is for" }, { "type": "int32[NumLightm...", "name": "BytesSaved", "description": "Amount of memory savings for each lighting scheme (256,128,64,32 pixel lightmaps + vertex lighting)" ...
FAnalyzeReferencedContentStat::FParticleStats::GetCSVHeaderRow
/Engine/Source/Editor/UnrealEd/Public/Commandlets/AnalyzeReferencedContentStat.h
Returns a header row for CSV comma separated header row
UnrealEd
static FString GetCSVHeaderRow&40;&41;
[]
FAnalyzeReferencedContentStat::FParticleStats::GetSummaryCSVHeaderRow
/Engine/Source/Editor/UnrealEd/Public/Commandlets/AnalyzeReferencedContentStat.h
This is for summary command separated summary CSV header row
UnrealEd
static FString GetSummaryCSVHeaderRow&40;&41;
[]
FAnalyzeReferencedContentStat::FParticleStats::ShouldLogStat
/Engine/Source/Editor/UnrealEd/Public/Commandlets/AnalyzeReferencedContentStat.h
true if this asset type should be logged
UnrealEd
bool ShouldLogStat&40;&41; const
[]
FAnalyzeReferencedContentStat::FParticleStats::ToCSV
/Engine/Source/Editor/UnrealEd/Public/Commandlets/AnalyzeReferencedContentStat.h
Stringifies gathered stats in CSV format. comma separated list of stats
UnrealEd
FString ToCSV&40;&41; const
[]
FAnalyzeReferencedContentStat::FParticleStats::ToSummaryCSV
/Engine/Source/Editor/UnrealEd/Public/Commandlets/AnalyzeReferencedContentStat.h
This is for summary command separated summary data row
UnrealEd
static FString ToSummaryCSV &40; const FString & LevelName, const TMap< FString, FParticleStats > & StatsData &41;
[]
FAnalyzeReferencedContentStat::FParticleStats::FParticleStats
/Engine/Source/Editor/UnrealEd/Public/Commandlets/AnalyzeReferencedContentStat.h
Constructor, initializing all members
UnrealEd
FParticleStats &40; UParticleSystem &42; ParticleSystem &41;
[]
FParticleStats
/Engine/Source/Editor/UnrealEd/Public/Commandlets/AnalyzeReferencedContentStat.h
Encapsulates gathered stats for a particularUParticleSystemobject
UnrealEd
struct FParticleStats : public [FAnalyzeReferencedContentStat::FAssetStatsBase](API\Editor\UnrealEd\Commandlets\FAnalyzeReferencedContentStat\FAssetStatsBase)
[ { "type": "bool", "name": "bIsReferencedByScript", "description": "Whether resource is referenced by script." }, { "type": "bool", "name": "bMeshEmitterHasCastShadows", "description": "If any modules have mesh emitters that have DoCollision == true wich is more than likely bad and perf c...
FAnalyzeReferencedContentStat::FPrimitiveStats::GetCSVHeaderRow
/Engine/Source/Editor/UnrealEd/Public/Commandlets/AnalyzeReferencedContentStat.h
Returns a header row for CSV comma separated header row
UnrealEd
static FString GetCSVHeaderRow&40;&41;
[]
FAnalyzeReferencedContentStat::FPrimitiveStats::ShouldLogStat
/Engine/Source/Editor/UnrealEd/Public/Commandlets/AnalyzeReferencedContentStat.h
true if this asset type should be logged
UnrealEd
bool ShouldLogStat&40;&41; const
[]
FAnalyzeReferencedContentStat::FPrimitiveStats::GetSummaryCSVHeaderRow
/Engine/Source/Editor/UnrealEd/Public/Commandlets/AnalyzeReferencedContentStat.h
This is for summary command separated summary CSV header row
UnrealEd
static FString GetSummaryCSVHeaderRow&40;&41;
[]
FAnalyzeReferencedContentStat::FPrimitiveStats::ToCSV
/Engine/Source/Editor/UnrealEd/Public/Commandlets/AnalyzeReferencedContentStat.h
Stringifies gathered stats in CSV format. comma separated list of stats
UnrealEd
FString ToCSV&40;&41; const
[]
FAnalyzeReferencedContentStat::FPrimitiveStats::ToCSV
/Engine/Source/Editor/UnrealEd/Public/Commandlets/AnalyzeReferencedContentStat.h
This takes a LevelName and then looks for the number of Instances of this StatMesh used within that level
UnrealEd
FString ToCSV &40; const FString & LevelName &41; const
[]
FAnalyzeReferencedContentStat::FPrimitiveStats::ToSummaryCSV
/Engine/Source/Editor/UnrealEd/Public/Commandlets/AnalyzeReferencedContentStat.h
This is for summary command separated summary data row
UnrealEd
static FString ToSummaryCSV &40; const FString & LevelName, const TMap< FString, FPrimitiveStats > & StatsData &41;
[]
FAnalyzeReferencedContentStat::FPrimitiveStats::FPrimitiveStats
/Engine/Source/Editor/UnrealEd/Public/Commandlets/AnalyzeReferencedContentStat.h
Constructor, initializing all members.
UnrealEd
FPrimitiveStats &40; UModel &42; Model &41;
[]
FAnalyzeReferencedContentStat::FPrimitiveStats::FPrimitiveStats
/Engine/Source/Editor/UnrealEd/Public/Commandlets/AnalyzeReferencedContentStat.h
UnrealEd
FPrimitiveStats &40; USkeletalMesh &42; SkeletalMesh, FAnalyzeReferencedContentStat::FSkeletalMeshStats &42; SkeletalMeshStats &41;
[]
FAnalyzeReferencedContentStat::FPrimitiveStats::FPrimitiveStats
/Engine/Source/Editor/UnrealEd/Public/Commandlets/AnalyzeReferencedContentStat.h
UnrealEd
FPrimitiveStats &40; UStaticMesh &42; SkeletalMesh, FAnalyzeReferencedContentStat::FStaticMeshStats &42; StaticMeshStats &41;
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FPrimitiveStats
/Engine/Source/Editor/UnrealEd/Public/Commandlets/AnalyzeReferencedContentStat.h
Encapsulates gathered stats for a particularUModelComponent, UTerrainComponent object.
UnrealEd
struct FPrimitiveStats : public [FAnalyzeReferencedContentStat::FAssetStatsBase](API\Editor\UnrealEd\Commandlets\FAnalyzeReferencedContentStat\FAssetStatsBase)
[ { "type": "int32", "name": "NumInstances", "description": "Number of static mesh instances overall." }, { "type": "int32", "name": "NumSections", "description": "Section count of mesh." }, { "type": "int32", "name": "NumTriangles", "description": "Triangle count of mesh."...
FAnalyzeReferencedContentStat::FSkeletalMeshStats::GetCSVHeaderRow
/Engine/Source/Editor/UnrealEd/Public/Commandlets/AnalyzeReferencedContentStat.h
Returns a header row for CSV comma separated header row
UnrealEd
static FString GetCSVHeaderRow&40;&41;
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FAnalyzeReferencedContentStat::FSkeletalMeshStats::GetSummaryCSVHeaderRow
/Engine/Source/Editor/UnrealEd/Public/Commandlets/AnalyzeReferencedContentStat.h
This is for summary command separated summary CSV header row
UnrealEd
static FString GetSummaryCSVHeaderRow&40;&41;
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FAnalyzeReferencedContentStat::FSkeletalMeshStats::ShouldLogStat
/Engine/Source/Editor/UnrealEd/Public/Commandlets/AnalyzeReferencedContentStat.h
true if this asset type should be logged
UnrealEd
bool ShouldLogStat&40;&41; const
[]
FAnalyzeReferencedContentStat::FSkeletalMeshStats::ToCSV
/Engine/Source/Editor/UnrealEd/Public/Commandlets/AnalyzeReferencedContentStat.h
Stringifies gathered stats in CSV format. comma separated list of stats
UnrealEd
FString ToCSV&40;&41; const
[]
FAnalyzeReferencedContentStat::FSkeletalMeshStats::ToCSV
/Engine/Source/Editor/UnrealEd/Public/Commandlets/AnalyzeReferencedContentStat.h
This takes a LevelName and then looks for the number of Instances of this StatMesh used within that level
UnrealEd
FString ToCSV &40; const FString & LevelName &41; const
[]
FAnalyzeReferencedContentStat::FSkeletalMeshStats::ToSummaryCSV
/Engine/Source/Editor/UnrealEd/Public/Commandlets/AnalyzeReferencedContentStat.h
This is for summary command separated summary data row
UnrealEd
static FString ToSummaryCSV &40; const FString & LevelName, const TMap< FString, FSkeletalMeshStats > & StatsData &41;
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FAnalyzeReferencedContentStat::FSkeletalMeshStats::FSkeletalMeshStats
/Engine/Source/Editor/UnrealEd/Public/Commandlets/AnalyzeReferencedContentStat.h
Constructor, initializing all members.
UnrealEd
FSkeletalMeshStats &40; USkeletalMesh &42; SkeletalMesh &41;
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FSkeletalMeshStats
/Engine/Source/Editor/UnrealEd/Public/Commandlets/AnalyzeReferencedContentStat.h
Encapsulates gathered stats for a particularUSkeletalMeshobject.
UnrealEd
struct FSkeletalMeshStats : public [FAnalyzeReferencedContentStat::FAssetStatsBase](API\Editor\UnrealEd\Commandlets\FAnalyzeReferencedContentStat\FAssetStatsBase)
[ { "type": "bool", "name": "bIsReferencedByParticles", "description": "Whether resource is referenced by particle system" }, { "type": "bool", "name": "bIsReferencedByScript", "description": "Whether resource is referenced by script." }, { "type": "int32", "name": "IndexMemory...
FAnalyzeReferencedContentStat::FSoundCueStats::GetCSVHeaderRow
/Engine/Source/Editor/UnrealEd/Public/Commandlets/AnalyzeReferencedContentStat.h
Returns a header row for CSV comma separated header row
UnrealEd
static FString GetCSVHeaderRow&40;&41;
[]
FAnalyzeReferencedContentStat::FSoundCueStats::GetSummaryCSVHeaderRow
/Engine/Source/Editor/UnrealEd/Public/Commandlets/AnalyzeReferencedContentStat.h
This is for summary command separated summary CSV header row
UnrealEd
static FString GetSummaryCSVHeaderRow&40;&41;
[]
FAnalyzeReferencedContentStat::FSoundCueStats::ShouldLogStat
/Engine/Source/Editor/UnrealEd/Public/Commandlets/AnalyzeReferencedContentStat.h
true if this asset type should be logged
UnrealEd
bool ShouldLogStat&40;&41; const
[]
FAnalyzeReferencedContentStat::FSoundCueStats::ToCSV
/Engine/Source/Editor/UnrealEd/Public/Commandlets/AnalyzeReferencedContentStat.h
Stringifies gathered stats in CSV format. comma separated list of stats
UnrealEd
FString ToCSV&40;&41; const
[]