50 results for "ui"
Displays a Slate brush, texture, or material in the UI.
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.
A data asset representing a single logical input action (e.
A data asset that maps UInputAction assets to physical keys, buttons, or axes.
Blueprint function library exposing FGuid operations: equality checks, validity, generation, and string conversion, for working with globally unique identifiers in Blueprints.
Extracts the original source texture and weighting function that were used to build an FImportanceTexture.
Draws a single importance-weighted sample position from a precomputed FImportanceTexture, biasing toward brighter (or otherwise higher-weighted) regions of the source texture.
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.
Advances a 2D Sobol cell sequence to the next point using the previous sample, avoiding recomputation from index 0.
Advances a 3D Sobol cell sequence to the next point using the previous sample, avoiding recomputation from index 0.
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.
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.
Returns a Sobol-distributed 3D point within a specific cell of a stratified 3D grid, for volumetric jittered sampling patterns.
Returns a Sobol-distributed quasi-random number between 0 and 1 for the given sample index and dimension.
Converts a GUID to its string representation, in the digits-only form 'AAAAAAAABBBBBBBBCCCCCCCCDDDDDDDD'.
Compares two GUIDs for equality, backing the Blueprint '==' operator node for the Guid type.
Resets a GUID to its default, invalid (all-zero) value in place.
Checks whether a GUID is valid, i.
Generates a new, statistically unique GUID.
Compares two GUIDs for inequality, backing the Blueprint '!=' operator node for the Guid type.
Parses a string into a GUID, auto-detecting which of the standard EGuidFormats it's written in, and reports whether parsing succeeded.
Acquires the platform chunks required to install the given assets, then invokes CompleteDelegate.
Acquires the platform chunks needed for every bundle of the given primary assets, then invokes CompleteDelegate.
Forces this actor's tick to run after the specified actor's tick has completed.
Adds a dependency so that this component's tick does not run until the specified actor has completed its tick for the frame.
Forces this actor's tick to run after the specified component's tick has completed.
Adds a dependency so that this component's tick does not run until the specified component has completed its tick for the frame.
Unique identifier assigned by the avoidance manager when this component registers for RVO avoidance.
Constructs an FPathFindingQuery from a move request and the current pawn's agent properties.
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.
Builds a new string in the form AppendTo+Prefix+InColor+Suffix, formatting the color between the given prefix and suffix.
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.
Builds a new string in the form AppendTo+Prefix+InInt+Suffix, formatting an integer and concatenating it between the given prefix and suffix.
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.
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.
Builds a new string in the form AppendTo+Prefix+InName+Suffix, inserting the name's string representation between the prefix and suffix.
Builds a new string in the form AppendTo+Prefix+object name+Suffix, inserting the object's name between the prefix and suffix.
Builds a new string in the form AppendTo+Prefix+InRot+Suffix, formatting the rotator between the given prefix and suffix.
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.
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.
Returns the current build configuration (e.
Returns the build version string, intended for displaying to end users in diagnostics screens or bug reports.
Gets the encryption key guid attached to a primary asset, which is invalid if the asset isn't encrypted.
Returns the smallest vertical (Y) resolution, in pixels, that the project wants to support for UI rendering.
Returns the set of bones required by the current anim graph configuration.
Returns the set of bones required by the current anim graph configuration, safe to call from any thread including the animation worker thread.
Reports chunk download/install progress across all outstanding AcquireResources requests, giving a simple acquired-out-of-requested count.
Finds the best match for CultureToMatch within a list of available cultures using culture prioritization, falling back to FallbackCulture if nothing matches.
Closes the Unreal Editor application.
Exits the running game, either terminating the process or backgrounding the application depending on QuitPreference.