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SWorldPartitionEditorGrid2D::OnMouseButtonDoubleClick
/Engine/Source/Editor/WorldPartitionEditor/Public/WorldPartition/SWorldPartitionEditorGrid2D.h
Called when a mouse button is double clicked. Override this in derived classes. Returns whether the event was handled, along with other possible actions
WorldPartitionEditor
virtual [FReply](API\Runtime\SlateCore\Input\FReply) OnMouseButtonDoubleClick ( const [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) & InMyGeometry, const [FPointerEvent](API\Runtime\SlateCore\Input\FPointerEvent) & InMouseEvent )
[]
SWorldPartitionEditorGrid2D::OnMouseButtonDown
/Engine/Source/Editor/WorldPartitionEditor/Public/WorldPartition/SWorldPartitionEditorGrid2D.h
MOUSE INPUT The system calls this method to notify the widget that a mouse button was pressed within it. This event is bubbled. Whether the event was handled along with possible requests for the system to take action.
WorldPartitionEditor
virtual [FReply](API\Runtime\SlateCore\Input\FReply) OnMouseButtonDown ( const [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) & MyGeometry, const [FPointerEvent](API\Runtime\SlateCore\Input\FPointerEvent) & MouseEvent )
[]
SWorldPartitionEditorGrid2D::OnMouseButtonUp
/Engine/Source/Editor/WorldPartitionEditor/Public/WorldPartition/SWorldPartitionEditorGrid2D.h
The system calls this method to notify the widget that a mouse button was release within it. This event is bubbled. Whether the event was handled along with possible requests for the system to take action.
WorldPartitionEditor
virtual [FReply](API\Runtime\SlateCore\Input\FReply) OnMouseButtonUp ( const [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) & MyGeometry, const [FPointerEvent](API\Runtime\SlateCore\Input\FPointerEvent) & MouseEvent )
[]
SWorldPartitionEditorGrid2D::OnMouseMove
/Engine/Source/Editor/WorldPartitionEditor/Public/WorldPartition/SWorldPartitionEditorGrid2D.h
The system calls this method to notify the widget that a mouse moved within it. This event is bubbled. Whether the event was handled along with possible requests for the system to take action.
WorldPartitionEditor
virtual [FReply](API\Runtime\SlateCore\Input\FReply) OnMouseMove ( const [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) & MyGeometry, const [FPointerEvent](API\Runtime\SlateCore\Input\FPointerEvent) & MouseEvent )
[]
SWorldPartitionEditorGrid2D::OnMouseWheel
/Engine/Source/Editor/WorldPartitionEditor/Public/WorldPartition/SWorldPartitionEditorGrid2D.h
Called when the mouse wheel is spun. This event is bubbled. Returns whether the event was handled, along with other possible actions
WorldPartitionEditor
virtual [FReply](API\Runtime\SlateCore\Input\FReply) OnMouseWheel ( const [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) & MyGeometry, const [FPointerEvent](API\Runtime\SlateCore\Input\FPointerEvent) & MouseEvent )
[]
SWorldPartitionEditorGrid2D::OnPaint
/Engine/Source/Editor/WorldPartitionEditor/Public/WorldPartition/SWorldPartitionEditorGrid2D.h
The widget should respond by populating the OutDrawElements array with FDrawElements that represent it and any of its children. Called by the non-virtual OnPaint to enforce pre/post conditions during OnPaint. The maximum layer ID attained by this widget or any of its children.
WorldPartitionEditor
virtual int32 OnPaint ( const [FPaintArgs](API\Runtime\SlateCore\Types\FPaintArgs) & Args, const [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) & AllottedGeometry, const [FSlateRect](API\Runtime\SlateCore\Layout\FSlateRect) & MyCullingRect, [FSlateWindowElementList](API\Runtime\SlateCore\Rendering\FSlateWindowElementList) & OutDrawElements, int32 LayerId, const [FWidgetStyle](API\Runtime\SlateCore\Styling\FWidgetStyle) & InWidgetStyle, bool bParentEnabled ) const
[]
SWorldPartitionEditorGrid2D::PaintActors
/Engine/Source/Editor/WorldPartitionEditor/Public/WorldPartition/SWorldPartitionEditorGrid2D.h
WorldPartitionEditor
virtual uint32 PaintActors ( const [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) & AllottedGeometry, const [FSlateRect](API\Runtime\SlateCore\Layout\FSlateRect) & MyCullingRect, [FSlateWindowElementList](API\Runtime\SlateCore\Rendering\FSlateWindowElementList) & OutDrawElements, uint32 LayerId ) const
[]
SWorldPartitionEditorGrid2D::PaintMeasureTool
/Engine/Source/Editor/WorldPartitionEditor/Public/WorldPartition/SWorldPartitionEditorGrid2D.h
WorldPartitionEditor
virtual int32 PaintMeasureTool ( const [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) & AllottedGeometry, const [FSlateRect](API\Runtime\SlateCore\Layout\FSlateRect) & MyCullingRect, [FSlateWindowElementList](API\Runtime\SlateCore\Rendering\FSlateWindowElementList) & OutDrawElements, int32 LayerId ) const
[]
SWorldPartitionEditorGrid2D::PaintGrid
/Engine/Source/Editor/WorldPartitionEditor/Public/WorldPartition/SWorldPartitionEditorGrid2D.h
WorldPartitionEditor
virtual int32 PaintGrid ( const [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) & AllottedGeometry, const [FSlateRect](API\Runtime\SlateCore\Layout\FSlateRect) & MyCullingRect, [FSlateWindowElementList](API\Runtime\SlateCore\Rendering\FSlateWindowElementList) & OutDrawElements, int32 LayerId ) const
[]
SWorldPartitionEditorGrid2D::PaintMinimap
/Engine/Source/Editor/WorldPartitionEditor/Public/WorldPartition/SWorldPartitionEditorGrid2D.h
WorldPartitionEditor
virtual int32 PaintMinimap ( const [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) & AllottedGeometry, const [FSlateRect](API\Runtime\SlateCore\Layout\FSlateRect) & MyCullingRect, [FSlateWindowElementList](API\Runtime\SlateCore\Rendering\FSlateWindowElementList) & OutDrawElements, int32 LayerId ) const
[]
SWorldPartitionEditorGrid2D::PaintSelection
/Engine/Source/Editor/WorldPartitionEditor/Public/WorldPartition/SWorldPartitionEditorGrid2D.h
WorldPartitionEditor
virtual uint32 PaintSelection ( const [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) & AllottedGeometry, const [FSlateRect](API\Runtime\SlateCore\Layout\FSlateRect) & MyCullingRect, [FSlateWindowElementList](API\Runtime\SlateCore\Rendering\FSlateWindowElementList) & OutDrawElements, uint32 LayerId ) const
[]
SWorldPartitionEditorGrid2D::PaintSoftwareCursor
/Engine/Source/Editor/WorldPartitionEditor/Public/WorldPartition/SWorldPartitionEditorGrid2D.h
WorldPartitionEditor
virtual int32 PaintSoftwareCursor ( const [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) & AllottedGeometry, const [FSlateRect](API\Runtime\SlateCore\Layout\FSlateRect) & MyCullingRect, [FSlateWindowElementList](API\Runtime\SlateCore\Rendering\FSlateWindowElementList) & OutDrawElements, int32 LayerId ) const
[]
SWorldPartitionEditorGrid2D::PaintTextInfo
/Engine/Source/Editor/WorldPartitionEditor/Public/WorldPartition/SWorldPartitionEditorGrid2D.h
WorldPartitionEditor
virtual uint32 PaintTextInfo ( const [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) & AllottedGeometry, const [FSlateRect](API\Runtime\SlateCore\Layout\FSlateRect) & MyCullingRect, [FSlateWindowElementList](API\Runtime\SlateCore\Rendering\FSlateWindowElementList) & OutDrawElements, uint32 LayerId ) const
[]
SWorldPartitionEditorGrid2D::PaintViewer
/Engine/Source/Editor/WorldPartitionEditor/Public/WorldPartition/SWorldPartitionEditorGrid2D.h
WorldPartitionEditor
virtual uint32 PaintViewer ( const [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) & AllottedGeometry, const [FSlateRect](API\Runtime\SlateCore\Layout\FSlateRect) & MyCullingRect, [FSlateWindowElementList](API\Runtime\SlateCore\Rendering\FSlateWindowElementList) & OutDrawElements, uint32 LayerId ) const
[]
SWorldPartitionEditorGrid2D::PlayFromHere
/Engine/Source/Editor/WorldPartitionEditor/Public/WorldPartition/SWorldPartitionEditorGrid2D.h
WorldPartitionEditor
void PlayFromHere()
[]
SWorldPartitionEditorGrid2D::Tick
/Engine/Source/Editor/WorldPartitionEditor/Public/WorldPartition/SWorldPartitionEditorGrid2D.h
Ticks this widget with Geometry. Override in derived classes, but always call the parent implementation.
WorldPartitionEditor
virtual void Tick ( const [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) & AllottedGeometry, const double InCurrentTime, const float InDeltaTime )
[]
SWorldPartitionEditorGrid2D::UnloadSelectedRegions
/Engine/Source/Editor/WorldPartitionEditor/Public/WorldPartition/SWorldPartitionEditorGrid2D.h
WorldPartitionEditor
void UnloadSelectedRegions()
[]
SWorldPartitionEditorGrid2D::UpdateSelectionBox
/Engine/Source/Editor/WorldPartitionEditor/Public/WorldPartition/SWorldPartitionEditorGrid2D.h
WorldPartitionEditor
void UpdateSelectionBox ( bool bSnap )
[]
SWorldPartitionEditorGrid2D::UpdateWorldMiniMapDetails
/Engine/Source/Editor/WorldPartitionEditor/Public/WorldPartition/SWorldPartitionEditorGrid2D.h
Minimap.
WorldPartitionEditor
void UpdateWorldMiniMapDetails()
[]
SWorldPartitionEditorGrid2D::UpdateTransform
/Engine/Source/Editor/WorldPartitionEditor/Public/WorldPartition/SWorldPartitionEditorGrid2D.h
WorldPartitionEditor
void UpdateTransform() const
[]
SWorldPartitionEditorGrid2D::SWorldPartitionEditorGrid2D
/Engine/Source/Editor/WorldPartitionEditor/Public/WorldPartition/SWorldPartitionEditorGrid2D.h
WorldPartitionEditor
SWorldPartitionEditorGrid2D()
[]
SWorldPartitionEditorGrid2D::~SWorldPartitionEditorGrid2D
/Engine/Source/Editor/WorldPartitionEditor/Public/WorldPartition/SWorldPartitionEditorGrid2D.h
WorldPartitionEditor
~SWorldPartitionEditorGrid2D()
[]
SWorldPartitionEditorGrid2D
/Engine/Source/Editor/WorldPartitionEditor/Public/WorldPartition/SWorldPartitionEditorGrid2D.h
WorldPartitionEditor
class SWorldPartitionEditorGrid2D : public [SWorldPartitionEditorGrid](API\Editor\WorldPartitionEditor\WorldPartition\SWorldPartitionEditorGrid)
[ { "type": "bool", "name": "bFollowPlayerInPIE", "description": "" }, { "type": "bool", "name": "bIsDragSelecting", "description": "" }, { "type": "bool", "name": "bIsMeasuring", "description": "" }, { "type": "bool", "name": "bIsPanning", "description": "" }, { "type": "bool", "name": "bShowActors", "description": "" }, { "type": "bool", "name": "bShowGrid", "description": "" }, { "type": "FSingleWidgetCh...", "name": "ChildSlot", "description": "" }, { "type": "constTSharedRe...", "name": "CommandList", "description": "" }, { "type": "TSet<FGuid>", "name": "DirtyActorGuids", "description": "" }, { "type": "FLoaderInterfac...", "name": "HoveredLoaderInterface", "description": "" }, { "type": "FLoaderInterfac...", "name": "HoveredLoaderInterfaces", "description": "" }, { "type": "FLoaderInterfac...", "name": "HoveredLoaderInterfacesStack", "description": "" }, { "type": "FVector2D", "name": "LastMouseCursorPosWorldDrag", "description": "" }, { "type": "FVector2D", "name": "MeasureEnd", "description": "" }, { "type": "FVector2D", "name": "MeasureStart", "description": "" }, { "type": "FVector2D", "name": "MouseCursorPos", "description": "" }, { "type": "FVector2D", "name": "MouseCursorPosWorld", "description": "" }, { "type": "double", "name": "PaintTime", "description": "" }, { "type": "float", "name": "Scale", "description": "" }, { "type": "FBox2D", "name": "ScreenRect", "description": "" }, { "type": "FTransform2d", "name": "ScreenToWorld", "description": "" }, { "type": "FBox", "name": "SelectBox", "description": "" }, { "type": "FBox", "name": "SelectBoxGridSnapped", "description": "" }, { "type": "FLoaderInterfac...", "name": "SelectedLoaderInterfaces", "description": "" }, { "type": "FVector2D", "name": "SelectionEnd", "description": "" }, { "type": "FVector2D", "name": "SelectionStart", "description": "" }, { "type": "TSet<FGuid>", "name": "ShownActorGuids", "description": "Updated every tick." }, { "type": "FLoaderInterfac...", "name": "ShownLoaderInterfaces", "description": "" }, { "type": "FSlateFontInfo", "name": "SmallLayoutFont", "description": "" }, { "type": "double", "name": "TickTime", "description": "Profiling." }, { "type": "float", "name": "TotalMouseDelta", "description": "" }, { "type": "FVector2D", "name": "Trans", "description": "" }, { "type": "TSharedPtr<SWo...", "name": "ViewportWidget", "description": "" }, { "type": "FBox2D", "name": "WorldMiniMapBounds", "description": "" }, { "type": "FSlateBrush", "name": "WorldMiniMapBrush", "description": "" }, { "type": "FTransform2d", "name": "WorldToScreen", "description": "" } ]
UWorldPartitionConvertOptions::ToCommandletArgs
/Engine/Source/Editor/WorldPartitionEditor/Public/WorldPartition/WorldPartitionConvertOptions.h
WorldPartitionEditor
[FString](API\Runtime\Core\Containers\FString) ToCommandletArgs() const
[]
UWorldPartitionConvertOptions
/Engine/Source/Editor/WorldPartitionEditor/Public/WorldPartition/WorldPartitionConvertOptions.h
WorldPartitionEditor
class UWorldPartitionConvertOptions : public [UObject](API\Runtime\CoreUObject\UObject\UObject)
[ { "type": "bool", "name": "bDeleteSourceLevels", "description": "" }, { "type": "bool", "name": "bGenerateIni", "description": "" }, { "type": "bool", "name": "bInPlace", "description": "" }, { "type": "bool", "name": "bOnlyMergeSubLevels", "description": "" }, { "type": "bool", "name": "bReportOnly", "description": "" }, { "type": "bool", "name": "bSaveFoliageTypeToContentFolder", "description": "" }, { "type": "bool", "name": "bSkipStableGUIDValidation", "description": "" }, { "type": "bool", "name": "bVerbose", "description": "" }, { "type": "TSubclassOf<UW...", "name": "CommandletClass", "description": "" }, { "type": "FString", "name": "LongPackageName", "description": "" } ]
UWorldPartitionEditorSettings::UWorldPartitionEditorSettings
/Engine/Source/Editor/WorldPartitionEditor/Public/WorldPartition/WorldPartitionEditorSettings.h
WorldPartitionEditor
UWorldPartitionEditorSettings()
[]
UWorldPartitionEditorSettings
/Engine/Source/Editor/WorldPartitionEditor/Public/WorldPartition/WorldPartitionEditorSettings.h
WorldPartitionEditor
class UWorldPartitionEditorSettings : public [UDeveloperSettings](API\Runtime\DeveloperSettings\Engine\UDeveloperSettings)
[ { "type": "bool", "name": "bAdvancedMode", "description": "" }, { "type": "bool", "name": "bDisableBugIt", "description": "" }, { "type": "bool", "name": "bDisableLoadingInEditor", "description": "" }, { "type": "bool", "name": "bDisablePIE", "description": "" }, { "type": "TSubclassOf<UW...", "name": "CommandletClass", "description": "" }, { "type": "int32", "name": "InstancedFoliageGridSize", "description": "" }, { "type": "int32", "name": "MinimapLowQualityWorldUnitsPerPixelThreshold", "description": "" } ]
FWorldPartitionHLODUtilitiesModule::GetUtilities
/Engine/Plugins/Editor/WorldPartitionHLODUtilities/Source/Public/WorldPartitionHLODUtilitiesModule.h
WorldPartitionHLODUtilities
virtual [IWorldPartitionHLODUtilities](API\Runtime\Engine\WorldPartition\HLOD\IWorldPartitionHLODUtilities) * GetUtilities()
[]
FWorldPartitionHLODUtilitiesModule::ShutdownModule
/Engine/Plugins/Editor/WorldPartitionHLODUtilities/Source/Public/WorldPartitionHLODUtilitiesModule.h
Called before the module is unloaded, right before the module object is destroyed. During normal shutdown, this is called in reverse order that modules finishStartupModule(). This means that, as long as a module references dependent modules in it'sStartupModule(), it can safely reference those dependencies inShutdownModule()as well.
WorldPartitionHLODUtilities
virtual void ShutdownModule()
[]
FWorldPartitionHLODUtilitiesModule::StartupModule
/Engine/Plugins/Editor/WorldPartitionHLODUtilities/Source/Public/WorldPartitionHLODUtilitiesModule.h
FModuleManager::Get().LoadModuleChecked(TEXT("HTTP"));
WorldPartitionHLODUtilities
virtual void StartupModule()
[]
FWorldPartitionHLODUtilitiesModule
/Engine/Plugins/Editor/WorldPartitionHLODUtilities/Source/Public/WorldPartitionHLODUtilitiesModule.h
IWorldPartitionHLODUtilitiesmodule interface
WorldPartitionHLODUtilities
class FWorldPartitionHLODUtilitiesModule : public [IWorldPartitionHLODUtilitiesModule](API\Runtime\Engine\WorldPartition\HLOD\IWorldPartitionHLODUtilitiesModu-)
[]
UHLODBuilderInstancing::Build
/Engine/Plugins/Editor/WorldPartitionHLODUtilities/Source/Public/WorldPartition/HLOD/Builders/HLODBuilderInstancing.h
Components created with this method need to be properly outered & assigned to your target actor.
WorldPartitionHLODUtilities
virtual [TArray](API\Runtime\Core\Containers\TArray)< [UActorComponent](API\Runtime\Engine\Components\UActorComponent) * > Build ( const [FHLODBuildContext](API\Runtime\Engine\WorldPartition\HLOD\FHLODBuildContext) & InHLODBuildContext, const [TArray](API\Runtime\Core\Containers\TArray)< [UActorComponent](API\Runtime\Engine\Components\UActorComponent) * > & InSourceComponents ) const
[]
UHLODBuilderInstancing::GetSettingsClass
/Engine/Plugins/Editor/WorldPartitionHLODUtilities/Source/Public/WorldPartition/HLOD/Builders/HLODBuilderInstancing.h
Return the setting subclass associated with this builder.
WorldPartitionHLODUtilities
virtual [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UHLODBuilderSettings](API\Runtime\Engine\WorldPartition\HLOD\UHLODBuilderSettings) > GetSettingsClass() const
[]
UHLODBuilderInstancing::RequiresWarmup
/Engine/Plugins/Editor/WorldPartitionHLODUtilities/Source/Public/WorldPartition/HLOD/Builders/HLODBuilderInstancing.h
Should return true if components generated from this builder need a warmup phase before being made visible. If your components are using virtual textures or Nanite meshes, this should return true, as it will be necessary to warmup the VT & Nanite caches before transitionning to HLOD. Otherwise, it's likely the initial first frames could show a low resolution texture or mesh.
WorldPartitionHLODUtilities
virtual bool RequiresWarmup() const
[]
UHLODBuilderInstancing::UHLODBuilderInstancing
/Engine/Plugins/Editor/WorldPartitionHLODUtilities/Source/Public/WorldPartition/HLOD/Builders/HLODBuilderInstancing.h
WorldPartitionHLODUtilities
UHLODBuilderInstancing ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UHLODBuilderInstancing::ShouldIgnoreBatchingPolicy
/Engine/Plugins/Editor/WorldPartitionHLODUtilities/Source/Public/WorldPartition/HLOD/Builders/HLODBuilderInstancing.h
WorldPartitionHLODUtilities
virtual bool ShouldIgnoreBatchingPolicy() const
[]
UHLODBuilderInstancing
/Engine/Plugins/Editor/WorldPartitionHLODUtilities/Source/Public/WorldPartition/HLOD/Builders/HLODBuilderInstancing.h
Build aAWorldPartitionHLODwhose components are ISMC
WorldPartitionHLODUtilities
[UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(HideDropDown) class UHLODBuilderInstancing : public [UHLODBuilder](API\Runtime\Engine\WorldPartition\HLOD\UHLODBuilder)
[]
UHLODBuilderInstancingSettings::GetCRC
/Engine/Plugins/Editor/WorldPartitionHLODUtilities/Source/Public/WorldPartition/HLOD/Builders/HLODBuilderInstancing.h
Hash the class settings. This is used to detect settings changes and trigger an HLOD rebuild if necessarry.
WorldPartitionHLODUtilities
virtual uint32 GetCRC() const
[]
UHLODBuilderInstancingSettings::UHLODBuilderInstancingSettings
/Engine/Plugins/Editor/WorldPartitionHLODUtilities/Source/Public/WorldPartition/HLOD/Builders/HLODBuilderInstancing.h
WorldPartitionHLODUtilities
UHLODBuilderInstancingSettings ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UHLODBuilderInstancingSettings
/Engine/Plugins/Editor/WorldPartitionHLODUtilities/Source/Public/WorldPartition/HLOD/Builders/HLODBuilderInstancing.h
WorldPartitionHLODUtilities
[UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Blueprintable, Config=Engine, PerObjectConfig) class UHLODBuilderInstancingSettings : public [UHLODBuilderSettings](API\Runtime\Engine\WorldPartition\HLOD\UHLODBuilderSettings)
[ { "type": "bool", "name": "bDisallowNanite", "description": "If enabled, the components created for the HLODs will not use Nanite." } ]
UHLODBuilderMeshApproximate::Build
/Engine/Plugins/Editor/WorldPartitionHLODUtilities/Source/Public/WorldPartition/HLOD/Builders/HLODBuilderMeshApproximate.h
Components created with this method need to be properly outered & assigned to your target actor.
WorldPartitionHLODUtilities
virtual [TArray](API\Runtime\Core\Containers\TArray)< [UActorComponent](API\Runtime\Engine\Components\UActorComponent) * > Build ( const [FHLODBuildContext](API\Runtime\Engine\WorldPartition\HLOD\FHLODBuildContext) & InHLODBuildContext, const [TArray](API\Runtime\Core\Containers\TArray)< [UActorComponent](API\Runtime\Engine\Components\UActorComponent) * > & InSourceComponents ) const
[]
UHLODBuilderMeshApproximate::GetSettingsClass
/Engine/Plugins/Editor/WorldPartitionHLODUtilities/Source/Public/WorldPartition/HLOD/Builders/HLODBuilderMeshApproximate.h
Return the setting subclass associated with this builder.
WorldPartitionHLODUtilities
virtual [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UHLODBuilderSettings](API\Runtime\Engine\WorldPartition\HLOD\UHLODBuilderSettings) > GetSettingsClass() const
[]
UHLODBuilderMeshApproximate::UHLODBuilderMeshApproximate
/Engine/Plugins/Editor/WorldPartitionHLODUtilities/Source/Public/WorldPartition/HLOD/Builders/HLODBuilderMeshApproximate.h
WorldPartitionHLODUtilities
UHLODBuilderMeshApproximate ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UHLODBuilderMeshApproximate
/Engine/Plugins/Editor/WorldPartitionHLODUtilities/Source/Public/WorldPartition/HLOD/Builders/HLODBuilderMeshApproximate.h
Build an approximated mesh using geometry from the provided actors
WorldPartitionHLODUtilities
[UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(HideDropDown) class UHLODBuilderMeshApproximate : public [UHLODBuilder](API\Runtime\Engine\WorldPartition\HLOD\UHLODBuilder)
[]
UHLODBuilderMeshApproximateSettings::GetCRC
/Engine/Plugins/Editor/WorldPartitionHLODUtilities/Source/Public/WorldPartition/HLOD/Builders/HLODBuilderMeshApproximate.h
Hash the class settings. This is used to detect settings changes and trigger an HLOD rebuild if necessarry.
WorldPartitionHLODUtilities
virtual uint32 GetCRC() const
[]
UHLODBuilderMeshApproximateSettings::UHLODBuilderMeshApproximateSettings
/Engine/Plugins/Editor/WorldPartitionHLODUtilities/Source/Public/WorldPartition/HLOD/Builders/HLODBuilderMeshApproximate.h
WorldPartitionHLODUtilities
UHLODBuilderMeshApproximateSettings ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UHLODBuilderMeshApproximateSettings
/Engine/Plugins/Editor/WorldPartitionHLODUtilities/Source/Public/WorldPartition/HLOD/Builders/HLODBuilderMeshApproximate.h
WorldPartitionHLODUtilities
[UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Blueprintable, Config=Engine, PerObjectConfig) class UHLODBuilderMeshApproximateSettings : public [UHLODBuilderSettings](API\Runtime\Engine\WorldPartition\HLOD\UHLODBuilderSettings)
[ { "type": "TSoftObjectPtr<...", "name": "HLODMaterial", "description": "Material that will be used by the generated HLOD static mesh" }, { "type": "FMeshApproximat...", "name": "MeshApproximationSettings", "description": "Mesh approximation settings" } ]
UHLODBuilderMeshMerge::Build
/Engine/Plugins/Editor/WorldPartitionHLODUtilities/Source/Public/WorldPartition/HLOD/Builders/HLODBuilderMeshMerge.h
Components created with this method need to be properly outered & assigned to your target actor.
WorldPartitionHLODUtilities
virtual [TArray](API\Runtime\Core\Containers\TArray)< [UActorComponent](API\Runtime\Engine\Components\UActorComponent) * > Build ( const [FHLODBuildContext](API\Runtime\Engine\WorldPartition\HLOD\FHLODBuildContext) & InHLODBuildContext, const [TArray](API\Runtime\Core\Containers\TArray)< [UActorComponent](API\Runtime\Engine\Components\UActorComponent) * > & InSourceComponents ) const
[]
UHLODBuilderMeshMerge::GetSettingsClass
/Engine/Plugins/Editor/WorldPartitionHLODUtilities/Source/Public/WorldPartition/HLOD/Builders/HLODBuilderMeshMerge.h
Return the setting subclass associated with this builder.
WorldPartitionHLODUtilities
virtual [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UHLODBuilderSettings](API\Runtime\Engine\WorldPartition\HLOD\UHLODBuilderSettings) > GetSettingsClass() const
[]
UHLODBuilderMeshMerge::UHLODBuilderMeshMerge
/Engine/Plugins/Editor/WorldPartitionHLODUtilities/Source/Public/WorldPartition/HLOD/Builders/HLODBuilderMeshMerge.h
WorldPartitionHLODUtilities
UHLODBuilderMeshMerge ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UHLODBuilderMeshMerge
/Engine/Plugins/Editor/WorldPartitionHLODUtilities/Source/Public/WorldPartition/HLOD/Builders/HLODBuilderMeshMerge.h
Build a merged mesh using geometry from the provided actors
WorldPartitionHLODUtilities
[UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(HideDropDown) class UHLODBuilderMeshMerge : public [UHLODBuilder](API\Runtime\Engine\WorldPartition\HLOD\UHLODBuilder)
[]
UHLODBuilderMeshMergeSettings::UHLODBuilderMeshMergeSettings
/Engine/Plugins/Editor/WorldPartitionHLODUtilities/Source/Public/WorldPartition/HLOD/Builders/HLODBuilderMeshMerge.h
WorldPartitionHLODUtilities
UHLODBuilderMeshMergeSettings ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UHLODBuilderMeshMergeSettings::GetCRC
/Engine/Plugins/Editor/WorldPartitionHLODUtilities/Source/Public/WorldPartition/HLOD/Builders/HLODBuilderMeshMerge.h
Hash the class settings. This is used to detect settings changes and trigger an HLOD rebuild if necessarry.
WorldPartitionHLODUtilities
virtual uint32 GetCRC() const
[]
UHLODBuilderMeshMergeSettings
/Engine/Plugins/Editor/WorldPartitionHLODUtilities/Source/Public/WorldPartition/HLOD/Builders/HLODBuilderMeshMerge.h
WorldPartitionHLODUtilities
[UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Blueprintable, Config=Engine, PerObjectConfig) class UHLODBuilderMeshMergeSettings : public [UHLODBuilderSettings](API\Runtime\Engine\WorldPartition\HLOD\UHLODBuilderSettings)
[ { "type": "TSoftObjectPtr<...", "name": "HLODMaterial", "description": "Material that will be used by the generated HLOD static mesh" }, { "type": "FMeshMergingSet...", "name": "MeshMergeSettings", "description": "Merged mesh generation settings" } ]
UHLODBuilderMeshSimplify::GetSettingsClass
/Engine/Plugins/Editor/WorldPartitionHLODUtilities/Source/Public/WorldPartition/HLOD/Builders/HLODBuilderMeshSimplify.h
Return the setting subclass associated with this builder.
WorldPartitionHLODUtilities
virtual [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UHLODBuilderSettings](API\Runtime\Engine\WorldPartition\HLOD\UHLODBuilderSettings) > GetSettingsClass() const
[]
UHLODBuilderMeshSimplify::Build
/Engine/Plugins/Editor/WorldPartitionHLODUtilities/Source/Public/WorldPartition/HLOD/Builders/HLODBuilderMeshSimplify.h
Components created with this method need to be properly outered & assigned to your target actor.
WorldPartitionHLODUtilities
virtual [TArray](API\Runtime\Core\Containers\TArray)< [UActorComponent](API\Runtime\Engine\Components\UActorComponent) * > Build ( const [FHLODBuildContext](API\Runtime\Engine\WorldPartition\HLOD\FHLODBuildContext) & InHLODBuildContext, const [TArray](API\Runtime\Core\Containers\TArray)< [UActorComponent](API\Runtime\Engine\Components\UActorComponent) * > & InSourceComponents ) const
[]
UHLODBuilderMeshSimplify::UHLODBuilderMeshSimplify
/Engine/Plugins/Editor/WorldPartitionHLODUtilities/Source/Public/WorldPartition/HLOD/Builders/HLODBuilderMeshSimplify.h
WorldPartitionHLODUtilities
UHLODBuilderMeshSimplify ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
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UHLODBuilderMeshSimplifySettings::GetCRC
/Engine/Plugins/Editor/WorldPartitionHLODUtilities/Source/Public/WorldPartition/HLOD/Builders/HLODBuilderMeshSimplify.h
Hash the class settings. This is used to detect settings changes and trigger an HLOD rebuild if necessarry.
WorldPartitionHLODUtilities
virtual uint32 GetCRC() const
[]
UHLODBuilderMeshSimplify
/Engine/Plugins/Editor/WorldPartitionHLODUtilities/Source/Public/WorldPartition/HLOD/Builders/HLODBuilderMeshSimplify.h
Build a simplified mesh using geometry from the provided actors
WorldPartitionHLODUtilities
[UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(HideDropDown) class UHLODBuilderMeshSimplify : public [UHLODBuilder](API\Runtime\Engine\WorldPartition\HLOD\UHLODBuilder)
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UHLODBuilderMeshSimplifySettings::UHLODBuilderMeshSimplifySettings
/Engine/Plugins/Editor/WorldPartitionHLODUtilities/Source/Public/WorldPartition/HLOD/Builders/HLODBuilderMeshSimplify.h
WorldPartitionHLODUtilities
UHLODBuilderMeshSimplifySettings ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UHLODBuilderMeshSimplifySettings
/Engine/Plugins/Editor/WorldPartitionHLODUtilities/Source/Public/WorldPartition/HLOD/Builders/HLODBuilderMeshSimplify.h
WorldPartitionHLODUtilities
[UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Blueprintable, Config=Engine, PerObjectConfig) class UHLODBuilderMeshSimplifySettings : public [UHLODBuilderSettings](API\Runtime\Engine\WorldPartition\HLOD\UHLODBuilderSettings)
[ { "type": "TSoftObjectPtr<...", "name": "HLODMaterial", "description": "Material that will be used by the generated HLOD static mesh" }, { "type": "FMeshProxySetti...", "name": "MeshSimplifySettings", "description": "Simplified mesh generation settings" } ]
UWorldPartitionHLODModifierMeshDestruction::BeginHLODBuild
/Engine/Plugins/Editor/WorldPartitionHLODUtilities/Source/Public/WorldPartition/HLOD/Modifiers/HLODModifierMeshDestruction.h
WorldPartitionHLODUtilities
virtual void BeginHLODBuild ( const [FHLODBuildContext](API\Runtime\Engine\WorldPartition\HLOD\FHLODBuildContext) & InHLODBuildContext )
[]
UWorldPartitionHLODModifierMeshDestruction::CanModifyHLOD
/Engine/Plugins/Editor/WorldPartitionHLODUtilities/Source/Public/WorldPartition/HLOD/Modifiers/HLODModifierMeshDestruction.h
WorldPartitionHLODUtilities
virtual bool CanModifyHLOD ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UHLODBuilder](API\Runtime\Engine\WorldPartition\HLOD\UHLODBuilder) > InHLODBuilderClass ) const
[]
UWorldPartitionHLODModifierMeshDestruction::EndHLODBuild
/Engine/Plugins/Editor/WorldPartitionHLODUtilities/Source/Public/WorldPartition/HLOD/Modifiers/HLODModifierMeshDestruction.h
WorldPartitionHLODUtilities
virtual void EndHLODBuild ( [TArray](API\Runtime\Core\Containers\TArray)< [UActorComponent](API\Runtime\Engine\Components\UActorComponent) * > & InOutComponents )
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UWorldPartitionHLODModifierMeshDestruction::UWorldPartitionHLODModifierMeshDestruction
/Engine/Plugins/Editor/WorldPartitionHLODUtilities/Source/Public/WorldPartition/HLOD/Modifiers/HLODModifierMeshDestruction.h
WorldPartitionHLODUtilities
UWorldPartitionHLODModifierMeshDestruction ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UWorldPartitionHLODModifierMeshDestruction
/Engine/Plugins/Editor/WorldPartitionHLODUtilities/Source/Public/WorldPartition/HLOD/Modifiers/HLODModifierMeshDestruction.h
WorldPartitionHLODUtilities
[UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class UWorldPartitionHLODModifierMeshDestruction : public [UWorldPartitionHLODModifier](API\Runtime\Engine\WorldPartition\HLOD\UWorldPartitionHLODModifier)
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FWorldPartitionHLODUtilities::BuildHLOD
/Engine/Plugins/Editor/WorldPartitionHLODUtilities/Source/Public/WorldPartition/HLOD/Utilities/WorldPartitionHLODUtilities.h
Build HLOD for the specifiedAWorldPartitionHLODactor. An hash that represent the content used to build this HLOD.
WorldPartitionHLODUtilities
virtual uint32 BuildHLOD ( [AWorldPartitionHLOD](API\Runtime\Engine\WorldPartition\HLOD\AWorldPartitionHLOD) * InHLODActor )
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FWorldPartitionHLODUtilities::CreateHLODActors
/Engine/Plugins/Editor/WorldPartitionHLODUtilities/Source/Public/WorldPartition/HLOD/Utilities/WorldPartitionHLODUtilities.h
Create HLOD actors for a given cell
WorldPartitionHLODUtilities
virtual [TArray](API\Runtime\Core\Containers\TArray)< [AWorldPartitionHLOD](API\Runtime\Engine\WorldPartition\HLOD\AWorldPartitionHLOD) * > CreateHLODActors ( [FHLODCreationContext](API\Runtime\Engine\WorldPartition\HLOD\FHLODCreationContext) & InCreationContext, const [FHLODCreationParams](API\Runtime\Engine\WorldPartition\HLOD\FHLODCreationParams) & InCreationParams, const [TArray](API\Runtime\Core\Containers\TArray)< [IStreamingGenerationContext::FActorInstance](API\Runtime\Engine\WorldPartition\IStreamingGenerationContext\FActorInstance) > & InActors )
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FWorldPartitionHLODUtilities::CreateHLODBuilderSettings
/Engine/Plugins/Editor/WorldPartitionHLODUtilities/Source/Public/WorldPartition/HLOD/Utilities/WorldPartitionHLODUtilities.h
Create the HLOD builder settings for the provided HLOD layer object. The type of settings created will depend on the HLOD layer type. A newly createdUHLODBuilderSettingsobject, outered to the provided HLOD layer.
WorldPartitionHLODUtilities
virtual [UHLODBuilderSettings](API\Runtime\Engine\WorldPartition\HLOD\UHLODBuilderSettings) * CreateHLODBuilderSettings ( [UHLODLayer](API\Runtime\Engine\WorldPartition\HLOD\UHLODLayer) * InHLODLayer )
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FWorldPartitionHLODUtilities::GetHLODBuilderClass
/Engine/Plugins/Editor/WorldPartitionHLODUtilities/Source/Public/WorldPartition/HLOD/Utilities/WorldPartitionHLODUtilities.h
Retrieve the HLOD Builder class to use for the given HLODLayer. The HLOD builder subclass to use for building HLODs for the provided HLOD layer.
WorldPartitionHLODUtilities
virtual [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UHLODBuilder](API\Runtime\Engine\WorldPartition\HLOD\UHLODBuilder) > GetHLODBuilderClass ( const [UHLODLayer](API\Runtime\Engine\WorldPartition\HLOD\UHLODLayer) * InHLODLayer )
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FWorldPartitionHLODUtilities
/Engine/Plugins/Editor/WorldPartitionHLODUtilities/Source/Public/WorldPartition/HLOD/Utilities/WorldPartitionHLODUtilities.h
FWorldPartitionHLODUtilitiesimplementation
WorldPartitionHLODUtilities
class FWorldPartitionHLODUtilities : public [IWorldPartitionHLODUtilities](API\Runtime\Engine\WorldPartition\HLOD\IWorldPartitionHLODUtilities)
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FXGEControllerModule::CleanWorkingDirectory
/Engine/Plugins/XGEController/Source/Public/XGEControllerModule.h
XGEController
void CleanWorkingDirectory()
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FXGEControllerModule::CreateUniqueFilePath
/Engine/Plugins/XGEController/Source/Public/XGEControllerModule.h
Returns a new file path to be used for writing input data to.
XGEController
virtual [FString](API\Runtime\Core\Containers\FString) CreateUniqueFilePath()
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FXGEControllerModule::EnqueueTask
/Engine/Plugins/XGEController/Source/Public/XGEControllerModule.h
Launches a task. Returns a future which can be waited on for the results.
XGEController
virtual [TFuture](API\Runtime\Core\Async\TFuture)< [FDistributedBuildTaskResult](API\Developer\DistributedBuildInterface\FDistributedBuildTaskResult) > EnqueueTask ( const [FTaskCommandData](API\Developer\DistributedBuildInterface\FTaskCommandData) & CommandData )
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FXGEControllerModule::Get
/Engine/Plugins/XGEController/Source/Public/XGEControllerModule.h
XGEController
static [FXGEControllerModule](API\Plugins\XGEController\FXGEControllerModule) & Get()
[]
FXGEControllerModule::GetName
/Engine/Plugins/XGEController/Source/Public/XGEControllerModule.h
Returns the name of the controller. Used for logging purposes.
XGEController
virtual const [FString](API\Runtime\Core\Containers\FString) GetName()
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FXGEControllerModule::InitializeController
/Engine/Plugins/XGEController/Source/Public/XGEControllerModule.h
XGEController
virtual void InitializeController()
[]
FXGEControllerModule::IsSupported
/Engine/Plugins/XGEController/Source/Public/XGEControllerModule.h
Returns true if the controller may be used.
XGEController
virtual bool IsSupported()
[]
FXGEControllerModule::ReadBackThreadProc
/Engine/Plugins/XGEController/Source/Public/XGEControllerModule.h
XGEController
void ReadBackThreadProc()
[]
FXGEControllerModule::ShutdownModule
/Engine/Plugins/XGEController/Source/Public/XGEControllerModule.h
Called before the module is unloaded, right before the module object is destroyed. During normal shutdown, this is called in reverse order that modules finishStartupModule(). This means that, as long as a module references dependent modules in it'sStartupModule(), it can safely reference those dependencies inShutdownModule()as well.
XGEController
virtual void ShutdownModule()
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FXGEControllerModule::StartupModule
/Engine/Plugins/XGEController/Source/Public/XGEControllerModule.h
FModuleManager::Get().LoadModuleChecked(TEXT("HTTP"));
XGEController
virtual void StartupModule()
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FXGEControllerModule::WriteOutThreadProc
/Engine/Plugins/XGEController/Source/Public/XGEControllerModule.h
XGEController
void WriteOutThreadProc()
[]
FXGEControllerModule::FXGEControllerModule
/Engine/Plugins/XGEController/Source/Public/XGEControllerModule.h
XGEController
FXGEControllerModule()
[]
FXGEControllerModule::~FXGEControllerModule
/Engine/Plugins/XGEController/Source/Public/XGEControllerModule.h
XGEController
virtual ~FXGEControllerModule()
[]
FXGEControllerModule
/Engine/Plugins/XGEController/Source/Public/XGEControllerModule.h
XGEController
class FXGEControllerModule : public [IDistributedBuildController](API\Developer\DistributedBuildInterface\IDistributedBuildController)
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CreateXRSwapChain
/Engine/Plugins/Runtime/XRBase/Source/XRBase/Public/XRSwapChain.h
XRBase
template<typename T, typename... Types> [FXRSwapChainPtr](API\Plugins\XRBase\FXRSwapChainPtr) CreateXRSwapChain ( [TArray](API\Runtime\Core\Containers\TArray)< FTextureRHIRef > && InRHITextureSwapChain, const FTextureRHIRef & InRHIAliasedTexture, Types... InExtraParameters )
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ExecuteOnRenderThread
/Engine/Plugins/Runtime/XRBase/Source/XRBase/Public/XRThreadUtils.h
Utility function for easily running aTFunctionRefon the render thread. Must be invoked from the game thread. If rendering does not use a separate thread, theTFunctionwill be executed immediately, otherwise it will be added to the render thread task queue. This method will flush rendering commands meaning that the function will be executed before ExecuteOnRenderThread returns. true if the function was queued, false if rendering does not use a separate thread, in which case, the function has already been executed.
XRBase
void ExecuteOnRenderThread ( const [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< void()> & Function )
[]
ExecuteOnRenderThread
/Engine/Plugins/Runtime/XRBase/Source/XRBase/Public/XRThreadUtils.h
Utility function for easily running aTFunctionRefon the render thread. Must be invoked from the game thread. If rendering does not use a separate thread, theTFunctionwill be executed immediately, otherwise it will be added to the render thread task queue. This method will flush rendering commands meaning that the function will be executed before ExecuteOnRenderThread returns. true if the function was queued, false if rendering does not use a separate thread, in which case, the function has already been executed.
XRBase
void ExecuteOnRenderThread ( const [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< void([FRHICommandListImmediate](API\Runtime\RHI\FRHICommandListImmediate) &)> & Function )
[]
ExecuteOnRenderThread_DoNotWait
/Engine/Plugins/Runtime/XRBase/Source/XRBase/Public/XRThreadUtils.h
Utility function for easily submittingTFunctionto be run on the render thread. Must be invoked from the game thread. If rendering does not use a separate thread, theTFunctionwill be executed immediately, otherwise it will be added to the render thread task queue. true if the function was queued, false if rendering does not use a separate thread, in which case, the function has already been executed.
XRBase
void ExecuteOnRenderThread_DoNotWait ( const [TFunction](API\Runtime\Core\GenericPlatform\TFunction)< void()> & Function )
[]
ExecuteOnRenderThread_DoNotWait
/Engine/Plugins/Runtime/XRBase/Source/XRBase/Public/XRThreadUtils.h
Utility function for easily submittingTFunctionto be run on the render thread. Must be invoked from the game thread. If rendering does not use a separate thread, theTFunctionwill be executed immediately, otherwise it will be added to the render thread task queue. true if the function was queued, false if rendering does not use a separate thread, in which case, the function has already been executed.
XRBase
void ExecuteOnRenderThread_DoNotWait ( const [TFunction](API\Runtime\Core\GenericPlatform\TFunction)< void([FRHICommandListImmediate](API\Runtime\RHI\FRHICommandListImmediate) &)> & Function )
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ExecuteOnRHIThread
/Engine/Plugins/Runtime/XRBase/Source/XRBase/Public/XRThreadUtils.h
Utility function for easily running aTFunctionRefon the RHI thread. Must be invoked from the render thread. If RHI does not run on a separate thread, theTFunctionwill be executed on the current thread. This method will flush the RHI command list meaning that the function will be executed before ExecuteOnRHIThread returns.
XRBase
void ExecuteOnRHIThread ( const [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< void()> & Function )
[]
ExecuteOnRHIThread
/Engine/Plugins/Runtime/XRBase/Source/XRBase/Public/XRThreadUtils.h
Utility function for easily running aTFunctionRefon the RHI thread. Must be invoked from the render thread. If RHI does not run on a separate thread, theTFunctionwill be executed on the current thread. This method will flush the RHI command list meaning that the function will be executed before ExecuteOnRHIThread returns.
XRBase
void ExecuteOnRHIThread ( const [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< void([FRHICommandListImmediate](API\Runtime\RHI\FRHICommandListImmediate) &)> & Function )
[]
ExecuteOnRHIThread_DoNotWait
/Engine/Plugins/Runtime/XRBase/Source/XRBase/Public/XRThreadUtils.h
Utility function for easily submittingTFunctionto be run on the RHI thread. Must be invoked from the render thread. If RHI does not run on a separate thread, theTFunctionwill be executed immediately, otherwise it will be added to the RHI thread command list. true if the function was queued, false if RHI does not use a separate thread, or if it's bypassed, in which case, the function has already been executed.
XRBase
bool ExecuteOnRHIThread_DoNotWait ( const [TFunction](API\Runtime\Core\GenericPlatform\TFunction)< void()> & Function )
[]
ExecuteOnRHIThread_DoNotWait
/Engine/Plugins/Runtime/XRBase/Source/XRBase/Public/XRThreadUtils.h
Utility function for easily submittingTFunctionto be run on the RHI thread. Must be invoked from the render thread. If RHI does not run on a separate thread, theTFunctionwill be executed immediately, otherwise it will be added to the RHI thread command list. true if the function was queued, false if RHI does not use a separate thread, or if it's bypassed, in which case, the function has already been executed.
XRBase
bool ExecuteOnRHIThread_DoNotWait ( const [TFunction](API\Runtime\Core\GenericPlatform\TFunction)< void([FRHICommandListImmediate](API\Runtime\RHI\FRHICommandListImmediate) &)> & Function )
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FDefaultSpectatorScreenController::BeginRenderViewFamily
/Engine/Plugins/Runtime/XRBase/Source/XRBase/Public/DefaultSpectatorScreenController.h
Implementation methods called by HMD.
XRBase
virtual void BeginRenderViewFamily()
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FDefaultSpectatorScreenController::GetFallbackRHITexture
/Engine/Plugins/Runtime/XRBase/Source/XRBase/Public/DefaultSpectatorScreenController.h
XRBase
virtual FRHITexture2D * GetFallbackRHITexture() const
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FDefaultSpectatorScreenController::GetFullFlatEyeRect_RenderThread
/Engine/Plugins/Runtime/XRBase/Source/XRBase/Public/DefaultSpectatorScreenController.h
XRBase
virtual FIntRect GetFullFlatEyeRect_RenderThread ( FTexture2DRHIRef EyeTexture )
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FDefaultSpectatorScreenController::GetSpectatorScreenRenderDelegate_RenderThread
/Engine/Plugins/Runtime/XRBase/Source/XRBase/Public/DefaultSpectatorScreenController.h
XRBase
[FSpectatorScreenRenderDelegate](API\Plugins\XRBase\FSpectatorScreenRenderDelegate) * GetSpectatorScreenRenderDelegate_RenderThread()
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FDefaultSpectatorScreenController::GetSpectatorScreenMode
/Engine/Plugins/Runtime/XRBase/Source/XRBase/Public/DefaultSpectatorScreenController.h
ISpectatorScreenController.
XRBase
virtual ESpectatorScreenMode GetSpectatorScreenMode() const
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FDefaultSpectatorScreenController::GetSpectatorScreenTexture
/Engine/Plugins/Runtime/XRBase/Source/XRBase/Public/DefaultSpectatorScreenController.h
Get the texture that would currently be displayed on the social screen (if in a mode that does that)
XRBase
virtual [UTexture](API\Runtime\Engine\Engine\UTexture) * GetSpectatorScreenTexture() const
[]