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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 | [] |
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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 | [] |
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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 | [] |
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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 ) | [] |
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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 ) | [] |
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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 ) | [] |
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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) | [] |
UHLODBuilderMeshSimplifySettings::UHLODBuilderMeshSimplifySettings | /Engine/Plugins/Editor/WorldPartitionHLODUtilities/Source/Public/WorldPartition/HLOD/Builders/HLODBuilderMeshSimplify.h | WorldPartitionHLODUtilities | UHLODBuilderMeshSimplifySettings ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer ) | [] |
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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 ) | [] |
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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 ) | [] |
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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 ) | [] |
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 ) | [] |
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 ) | [] |
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 ) | [] |
FWorldPartitionHLODUtilities | /Engine/Plugins/Editor/WorldPartitionHLODUtilities/Source/Public/WorldPartition/HLOD/Utilities/WorldPartitionHLODUtilities.h | FWorldPartitionHLODUtilitiesimplementation | WorldPartitionHLODUtilities | class FWorldPartitionHLODUtilities : public [IWorldPartitionHLODUtilities](API\Runtime\Engine\WorldPartition\HLOD\IWorldPartitionHLODUtilities) | [] |
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() | [] |
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 ) | [] |
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() | [] |
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() | [] |
FXGEControllerModule::StartupModule | /Engine/Plugins/XGEController/Source/Public/XGEControllerModule.h | FModuleManager::Get().LoadModuleChecked(TEXT("HTTP")); | XGEController | virtual void StartupModule() | [] |
FXGEControllerModule::WriteOutThreadProc | /Engine/Plugins/XGEController/Source/Public/XGEControllerModule.h | XGEController | void WriteOutThreadProc() | [] |
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FXGEControllerModule::FXGEControllerModule | /Engine/Plugins/XGEController/Source/Public/XGEControllerModule.h | XGEController | FXGEControllerModule() | [] |
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FXGEControllerModule::~FXGEControllerModule | /Engine/Plugins/XGEController/Source/Public/XGEControllerModule.h | XGEController | virtual ~FXGEControllerModule() | [] |
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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 ) | [] |
|
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 ) | [] |
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 ) | [] |
FDefaultSpectatorScreenController::BeginRenderViewFamily | /Engine/Plugins/Runtime/XRBase/Source/XRBase/Public/DefaultSpectatorScreenController.h | Implementation methods called by HMD. | XRBase | virtual void BeginRenderViewFamily() | [] |
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 | [] |
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 | [] |
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