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49 results for "rendering" in function

function
UKismetRenderingLibrary::BeginDrawCanvasToRenderTarget Engine

Begins a canvas drawing session targeting a render target, returning a Canvas you can issue multiple draw calls on before finishing with EndDrawCanvasToRenderTarget.

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UKismetRenderingLibrary::BreakSkinWeightInfo Engine

Decomposes an FSkelMeshSkinWeightInfo struct into its four individual bone index/weight pairs.

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UKismetRenderingLibrary::CalculateProjectionMatrix Engine

Calculates a projection matrix from a FMinimalViewInfo, using its own aspect ratio regardless of whether bConstrainAspectRatio is set.

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UKismetRenderingLibrary::ClearRenderTarget2D Engine

Clears the specified render target with the given ClearColor, filling every pixel.

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UKismetRenderingLibrary::ConvertRenderTargetToTexture2DArrayEditorOnly Engine

Copies the current contents of a render target array into an existing Texture2DArray asset, overwriting its pixel data.

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UKismetRenderingLibrary::ConvertRenderTargetToTexture2DEditorOnly Engine

Copies the current contents of a render target into an existing Texture2D asset, overwriting its pixel data.

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UKismetRenderingLibrary::ConvertRenderTargetToTextureCubeEditorOnly Engine

Copies the current contents of a cube render target into an existing TextureCube asset, overwriting its pixel data.

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UKismetRenderingLibrary::ConvertRenderTargetToTextureVolumeEditorOnly Engine

Copies the current contents of a volume render target into an existing VolumeTexture asset, overwriting its pixel data.

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UKismetRenderingLibrary::CreateRenderTarget2D Engine

Creates a new render target and initializes it to the specified dimensions, format, and clear color.

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UKismetRenderingLibrary::CreateRenderTarget2DArray Engine

Creates a new 2D render target array with the given number of slices and initializes it to the specified dimensions.

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UKismetRenderingLibrary::CreateRenderTargetVolume Engine

Creates a new volume render target and initializes it to the specified 3D dimensions, typically for volumetric effects written via compute shaders.

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UKismetRenderingLibrary::DrawMaterialToRenderTarget Engine

Renders a full-screen quad with the given material applied directly into the specified render target.

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UKismetRenderingLibrary::EnablePathTracing Engine

Enables or disables the path tracer for the current Game Viewport.

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UKismetRenderingLibrary::EndDrawCanvasToRenderTarget Engine

Completes a canvas drawing session started by BeginDrawCanvasToRenderTarget, flushing the queued draw calls to the render target.

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UKismetRenderingLibrary::ExportRenderTarget Engine

Exports a render target as an HDR or PNG image to disk, choosing the format automatically based on the render target's own pixel format.

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UKismetRenderingLibrary::ExportTexture2D Engine

Writes a Texture2D to disk as an HDR image file.

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UKismetRenderingLibrary::ImportBufferAsTexture2D Engine

Decodes an in-memory image buffer and creates a new transient Texture2D from it, without touching disk.

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UKismetRenderingLibrary::ImportFileAsTexture2D Engine

Loads an image file from disk and creates a new transient Texture2D from it.

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UKismetRenderingLibrary::MakeSkinWeightInfo Engine

Constructs an FSkelMeshSkinWeightInfo struct from up to four bone index/weight pairs.

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UKismetRenderingLibrary::NumPrecompilingPSOsRemaining Engine

Returns the number of active PSO (Pipeline State Object) precompilation tasks that are still running.

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UKismetRenderingLibrary::ReadRenderTarget Engine

Reads the entire render target back as sRGB colors into a linear array, one entry per pixel, and returns whether the read succeeded.

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UKismetRenderingLibrary::ReadRenderTargetPixel Engine

Reads a single pixel from a render target using integer pixel coordinates, returning it as an 8-bit sRGB FColor.

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UKismetRenderingLibrary::ReadRenderTargetRaw Engine

Reads the entire render target as raw, unconverted linear values in a single readback, filling OutLinearSamples with one entry per pixel.

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UKismetRenderingLibrary::ReadRenderTargetRawPixel Engine

Reads a single pixel from a render target as-is (no sRGB conversion) at an integer pixel coordinate, returning the raw linear value.

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UKismetRenderingLibrary::ReadRenderTargetRawPixelArea Engine

Reads a rectangular region of a render target as raw, unconverted linear values, returning one entry per pixel.

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UKismetRenderingLibrary::ReadRenderTargetRawUV Engine

Reads a single raw, unconverted pixel value from a render target at a UV coordinate in [0,1]x[0,1] space.

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UKismetRenderingLibrary::ReadRenderTargetRawUVArea Engine

Reads a rectangular region of a render target as raw, unconverted linear values, with the rectangle expressed in UV [0,1]x[0,1] space rather than pixel coordinates.

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UKismetRenderingLibrary::ReadRenderTargetUV Engine

Reads a single pixel from a render target using normalized UV [0,1]x[0,1] coordinates, returning it as an 8-bit sRGB FColor.

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UKismetRenderingLibrary::RefreshPathTracingOutput Engine

Forces the path tracer to restart sample accumulation, useful when a scene change isn't automatically detected.

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UKismetRenderingLibrary::ReleaseRenderTarget2D Engine

Manually releases the GPU resources of a render target instead of waiting for the garbage collector, useful when creating many short-lived render targets at runtime.

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UKismetRenderingLibrary::RenderTargetCreateStaticTexture2DArrayEditorOnly Engine

Creates a new static Texture2DArray asset from the current contents of a render target array.

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UKismetRenderingLibrary::RenderTargetCreateStaticTexture2DEditorOnly Engine

Creates a new static Texture2D asset from the current contents of a render target.

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UKismetRenderingLibrary::RenderTargetCreateStaticTextureCubeEditorOnly Engine

Creates a new static TextureCube asset from the current contents of a cube render target, typically used to bake captured reflection or skybox cubemaps.

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UKismetRenderingLibrary::RenderTargetCreateStaticVolumeTextureEditorOnly Engine

Creates a new static VolumeTexture asset from the current contents of a volume render target.

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UKismetRenderingLibrary::ResizeRenderTarget2D Engine

Changes the resolution of an existing render target, useful when the game viewport size or in-game resolution changes at runtime.

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UKismetRenderingLibrary::SetCastInsetShadowForAllAttachments Engine

Sets the inset shadow casting state on a component and recursively on all of its child attachments, optionally grouping them to share a single depth target.

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UGameplayStatics::GetEnableWorldRendering Engine

Returns whether world rendering is currently enabled on the local viewport.

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UKismetSystemLibrary::GetRenderingDetailMode Engine

Returns the clamped state of the r.

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UKismetSystemLibrary::GetRenderingMaterialQualityLevel Engine

Returns the clamped state of the r.

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UGameplayStatics::SetEnableWorldRendering Engine

Enables or disables rendering of the entire game world.

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UGameplayStatics::AreSubtitlesEnabled Engine

Returns whether subtitle rendering is currently enabled globally.

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UKismetStringLibrary::BuildString_Bool Engine

Builds a new string in the form AppendTo+Prefix+InBool+Suffix, rendering the boolean as the literal word 'true' or 'false' between the given prefix and suffix.

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AAIController::GetDebugIcon AIModule

Returns the path to the icon texture used when rendering this AI controller in the in-game AI debug display (`showdebug AI`).

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UKismetSystemLibrary::GetMinYResolutionForUI Engine

Returns the smallest vertical (Y) resolution, in pixels, that the project wants to support for UI rendering.

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UActorComponent::GetScene Engine

Returns the rendering scene (FSceneInterface) associated with this component's world.

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AActor::IsActorOrSelectionParentSelected Engine

Returns true if this actor or any of its selection parents are currently selected in the editor.

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UKismetSystemLibrary::IsDedicatedServer Engine

Returns whether the current world is running as a dedicated server, meaning there is no local player and no rendering.

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UActorComponent::IsOwnerSelected Engine

Returns true if this component's owning actor is currently selected in the editor.

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UActorComponent::IsPreRegistered Engine

Returns true when this component has completed its pre-registration pass and is queued for full registration, but has not yet had its rendering and physics state created.