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50 results for "ui"

class
UImage UMG

Displays a Slate brush, texture, or material in the UI.

class
UImportanceSamplingLibrary Engine

Blueprint function library for quasi-random (Sobol sequence) sampling and texture-driven importance sampling, used to distribute sample points non-uniformly according to a probability weighting such as texture luminance.

class
UInputAction EnhancedInput

A data asset representing a single logical input action (e.

class
UInputMappingContext EnhancedInput

A data asset that maps UInputAction assets to physical keys, buttons, or axes.

class
UKismetGuidLibrary Engine

Blueprint function library exposing FGuid operations: equality checks, validity, generation, and string conversion, for working with globally unique identifiers in Blueprints.

function
UImportanceSamplingLibrary::BreakImportanceTexture Engine

Extracts the original source texture and weighting function that were used to build an FImportanceTexture.

function
UImportanceSamplingLibrary::ImportanceSample Engine

Draws a single importance-weighted sample position from a precomputed FImportanceTexture, biasing toward brighter (or otherwise higher-weighted) regions of the source texture.

function
UImportanceSamplingLibrary::MakeImportanceTexture Engine

Builds an FImportanceTexture from a 2D texture, precomputing cumulative distribution functions per row and per pixel so ImportanceSample can later draw points proportional to the chosen weighting channel.

function
UImportanceSamplingLibrary::NextSobolCell2D Engine

Advances a 2D Sobol cell sequence to the next point using the previous sample, avoiding recomputation from index 0.

function
UImportanceSamplingLibrary::NextSobolCell3D Engine

Advances a 3D Sobol cell sequence to the next point using the previous sample, avoiding recomputation from index 0.

function
UImportanceSamplingLibrary::NextSobolFloat Engine

Advances a Sobol sequence to the next sample using the previous sample's value, avoiding the cost of recomputing the whole sequence from index 0.

function
UImportanceSamplingLibrary::RandomSobolCell2D Engine

Returns a Sobol-distributed 2D position within a specific cell of a stratified grid, useful for jittered/stratified sampling patterns like Poisson-disk-style scattering.

function
UImportanceSamplingLibrary::RandomSobolCell3D Engine

Returns a Sobol-distributed 3D point within a specific cell of a stratified 3D grid, for volumetric jittered sampling patterns.

function
UImportanceSamplingLibrary::RandomSobolFloat Engine

Returns a Sobol-distributed quasi-random number between 0 and 1 for the given sample index and dimension.

function
UKismetGuidLibrary::Conv_GuidToString Engine

Converts a GUID to its string representation, in the digits-only form 'AAAAAAAABBBBBBBBCCCCCCCCDDDDDDDD'.

function
UKismetGuidLibrary::EqualEqual_GuidGuid Engine

Compares two GUIDs for equality, backing the Blueprint '==' operator node for the Guid type.

function
UKismetGuidLibrary::Invalidate_Guid Engine

Resets a GUID to its default, invalid (all-zero) value in place.

function
UKismetGuidLibrary::IsValid_Guid Engine

Checks whether a GUID is valid, i.

function
UKismetGuidLibrary::NewGuid Engine

Generates a new, statistically unique GUID.

function
UKismetGuidLibrary::NotEqual_GuidGuid Engine

Compares two GUIDs for inequality, backing the Blueprint '!=' operator node for the Guid type.

function
UKismetGuidLibrary::Parse_StringToGuid Engine

Parses a string into a GUID, auto-detecting which of the standard EGuidFormats it's written in, and reports whether parsing succeeded.

function
UAssetManager::AcquireResourcesForAssetList Engine

Acquires the platform chunks required to install the given assets, then invokes CompleteDelegate.

function
UAssetManager::AcquireResourcesForPrimaryAssetList Engine

Acquires the platform chunks needed for every bundle of the given primary assets, then invokes CompleteDelegate.

function
AActor::AddTickPrerequisiteActor Engine

Forces this actor's tick to run after the specified actor's tick has completed.

function
UActorComponent::AddTickPrerequisiteActor Engine

Adds a dependency so that this component's tick does not run until the specified actor has completed its tick for the frame.

function
AActor::AddTickPrerequisiteComponent Engine

Forces this actor's tick to run after the specified component's tick has completed.

function
UActorComponent::AddTickPrerequisiteComponent Engine

Adds a dependency so that this component's tick does not run until the specified component has completed its tick for the frame.

property
UCharacterMovementComponent::AvoidanceUID Engine

Unique identifier assigned by the avoidance manager when this component registers for RVO avoidance.

function
AAIController::BuildPathfindingQuery AIModule

Constructs an FPathFindingQuery from a move request and the current pawn's agent properties.

function
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.

function
UKismetStringLibrary::BuildString_Color Engine

Builds a new string in the form AppendTo+Prefix+InColor+Suffix, formatting the color between the given prefix and suffix.

function
UKismetStringLibrary::BuildString_Double Engine

Builds a new string in the form AppendTo+Prefix+InDouble+Suffix by formatting a double value and concatenating it between the given prefix and suffix.

function
UKismetStringLibrary::BuildString_Int Engine

Builds a new string in the form AppendTo+Prefix+InInt+Suffix, formatting an integer and concatenating it between the given prefix and suffix.

function
UKismetStringLibrary::BuildString_IntVector Engine

Builds a new string in the form AppendTo+Prefix+InIntVector+Suffix, formatting an FIntVector with the standard ToString conversion between the given prefix and suffix.

function
UKismetStringLibrary::BuildString_IntVector2 Engine

Builds a new string in the form AppendTo+Prefix+InIntVector+Suffix, formatting an FIntVector2 with the standard ToString conversion between the given prefix and suffix.

function
UKismetStringLibrary::BuildString_Name Engine

Builds a new string in the form AppendTo+Prefix+InName+Suffix, inserting the name's string representation between the prefix and suffix.

function
UKismetStringLibrary::BuildString_Object Engine

Builds a new string in the form AppendTo+Prefix+object name+Suffix, inserting the object's name between the prefix and suffix.

function
UKismetStringLibrary::BuildString_Rotator Engine

Builds a new string in the form AppendTo+Prefix+InRot+Suffix, formatting the rotator between the given prefix and suffix.

function
UKismetStringLibrary::BuildString_Vector Engine

Builds a new string in the form AppendTo+Prefix+InVector+Suffix, formatting the vector with the standard FVector::ToString conversion between the given prefix and suffix.

function
UKismetStringLibrary::BuildString_Vector2d Engine

Builds a new string in the form AppendTo+Prefix+InVector2d+Suffix, formatting an FVector2D with the standard ToString conversion between the given prefix and suffix.

function
UKismetSystemLibrary::GetBuildConfiguration Engine

Returns the current build configuration (e.

function
UKismetSystemLibrary::GetBuildVersion Engine

Returns the build version string, intended for displaying to end users in diagnostics screens or bug reports.

function
UAssetManager::GetCachedPrimaryAssetEncryptionKeyGuid Engine

Gets the encryption key guid attached to a primary asset, which is invalid if the asset isn't encrypted.

function
UKismetSystemLibrary::GetMinYResolutionForUI Engine

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

function
UAnimInstance::GetRequiredBones Engine

Returns the set of bones required by the current anim graph configuration.

function
UAnimInstance::GetRequiredBonesOnAnyThread Engine

Returns the set of bones required by the current anim graph configuration, safe to call from any thread including the animation worker thread.

function
UAssetManager::GetResourceAcquireProgress Engine

Reports chunk download/install progress across all outstanding AcquireResources requests, giving a simple acquired-out-of-requested count.

function
UKismetInternationalizationLibrary::GetSuitableCulture Engine

Finds the best match for CultureToMatch within a list of available cultures using culture prioritization, falling back to FallbackCulture if nothing matches.

function
UKismetSystemLibrary::QuitEditor Engine

Closes the Unreal Editor application.

function
UKismetSystemLibrary::QuitGame Engine

Exits the running game, either terminating the process or backgrounding the application depending on QuitPreference.