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FSlateRenderBatch::AddVertices
/Engine/Source/Runtime/SlateCore/Public/Rendering/SlateRenderBatch.h
SlateCore
void AddVertices ( const [TArray](API\Runtime\Core\Containers\TArray)< [FSlateVertex](API\Runtime\SlateCore\Rendering\FSlateVertex) > & InVertices )
[]
FSlateRenderBatch::AddVertices
/Engine/Source/Runtime/SlateCore/Public/Rendering/SlateRenderBatch.h
SlateCore
void AddVertices ( [TArray](API\Runtime\Core\Containers\TArray)< [FSlateVertex](API\Runtime\SlateCore\Rendering\FSlateVertex) > && InVertices )
[]
FSlateRenderBatch::EmplaceIndex
/Engine/Source/Runtime/SlateCore/Public/Rendering/SlateRenderBatch.h
SlateCore
void EmplaceIndex ( SlateIndex Index )
[]
FSlateRenderBatch::EmplaceVertex
/Engine/Source/Runtime/SlateCore/Public/Rendering/SlateRenderBatch.h
SlateCore
void EmplaceVertex ( [FSlateVertex](API\Runtime\SlateCore\Rendering\FSlateVertex) && Vertex )
[]
FSlateRenderBatch::GetClippingState
/Engine/Source/Runtime/SlateCore/Public/Rendering/SlateRenderBatch.h
SlateCore
const [FSlateClippingState](API\Runtime\SlateCore\Layout\FSlateClippingState) * GetClippingState() const
[]
FSlateRenderBatch::GetDrawEffects
/Engine/Source/Runtime/SlateCore/Public/Rendering/SlateRenderBatch.h
SlateCore
ESlateDrawEffect GetDrawEffects() const
[]
FSlateRenderBatch::GetDrawFlags
/Engine/Source/Runtime/SlateCore/Public/Rendering/SlateRenderBatch.h
SlateCore
ESlateBatchDrawFlag GetDrawFlags() const
[]
FSlateRenderBatch::GetDrawPrimitiveType
/Engine/Source/Runtime/SlateCore/Public/Rendering/SlateRenderBatch.h
SlateCore
ESlateDrawPrimitive GetDrawPrimitiveType() const
[]
FSlateRenderBatch::GetIndexOffset
/Engine/Source/Runtime/SlateCore/Public/Rendering/SlateRenderBatch.h
SlateCore
uint32 GetIndexOffset() const
[]
FSlateRenderBatch::GetLayer
/Engine/Source/Runtime/SlateCore/Public/Rendering/SlateRenderBatch.h
SlateCore
int32 GetLayer() const
[]
FSlateRenderBatch::GetNumIndices
/Engine/Source/Runtime/SlateCore/Public/Rendering/SlateRenderBatch.h
SlateCore
uint32 GetNumIndices() const
[]
FSlateRenderBatch::GetNumVertices
/Engine/Source/Runtime/SlateCore/Public/Rendering/SlateRenderBatch.h
SlateCore
uint32 GetNumVertices() const
[]
FSlateRenderBatch::GetShaderParams
/Engine/Source/Runtime/SlateCore/Public/Rendering/SlateRenderBatch.h
SlateCore
const [FShaderParams](API\Runtime\SlateCore\Rendering\FShaderParams) & GetShaderParams() const
[]
FSlateRenderBatch::GetShaderResource
/Engine/Source/Runtime/SlateCore/Public/Rendering/SlateRenderBatch.h
SlateCore
const [FSlateShaderResource](API\Runtime\SlateCore\Textures\FSlateShaderResource) * GetShaderResource() const
[]
FSlateRenderBatch::GetShaderType
/Engine/Source/Runtime/SlateCore/Public/Rendering/SlateRenderBatch.h
SlateCore
ESlateShader GetShaderType() const
[]
FSlateRenderBatch::IsBatchableWith
/Engine/Source/Runtime/SlateCore/Public/Rendering/SlateRenderBatch.h
SlateCore
bool IsBatchableWith ( const [FSlateRenderBatch](API\Runtime\SlateCore\Rendering\FSlateRenderBatch) & Other ) const
[]
FSlateRenderBatch::HasVertexData
/Engine/Source/Runtime/SlateCore/Public/Rendering/SlateRenderBatch.h
SlateCore
bool HasVertexData() const
[]
FSlateRenderBatch::GetVertexOffset
/Engine/Source/Runtime/SlateCore/Public/Rendering/SlateRenderBatch.h
SlateCore
uint32 GetVertexOffset() const
[]
FSlateRenderBatch::IsValidForRendering
/Engine/Source/Runtime/SlateCore/Public/Rendering/SlateRenderBatch.h
SlateCore
bool IsValidForRendering() const
[]
FSlateRenderBatch::ReserveIndices
/Engine/Source/Runtime/SlateCore/Public/Rendering/SlateRenderBatch.h
SlateCore
void ReserveIndices ( uint32 Num )
[]
FSlateRenderBatch::ReserveVertices
/Engine/Source/Runtime/SlateCore/Public/Rendering/SlateRenderBatch.h
SlateCore
void ReserveVertices ( uint32 Num )
[]
FSlateRenderBatch::FSlateRenderBatch
/Engine/Source/Runtime/SlateCore/Public/Rendering/SlateRenderBatch.h
SlateCore
FSlateRenderBatch ( int32 InLayer, const [FShaderParams](API\Runtime\SlateCore\Rendering\FShaderParams) & InShaderParams, const [FSlateShaderResource](API\Runtime\SlateCore\Textures\FSlateShaderResource) * InResource, ESlateDrawPrimitive InPrimitiveType, ESlateShader InShaderType, ESlateDrawEffect InDrawEffects, ESlateBatchDrawFlag InDrawFlags, int8 InSceneIndex, FSlateVertexArray * InSourceVertArray, FSlateIndexArray * InSourceIndexArray, int32 InVertexOffset, int32 InIndexOffset )
[]
FSlateRenderBatch
/Engine/Source/Runtime/SlateCore/Public/Rendering/SlateRenderBatch.h
SlateCore
class FSlateRenderBatch
[ { "type": "uint8: 1", "name": "bIsMergable", "description": "Whether or not the batch can be merged with others in the same layer" }, { "type": "uint8: 1", "name": "bIsMerged", "description": "" }, { "type": "constFSlateCli...", "name": "ClippingState", "description": "The Stored clipping state for the corresponding clipping state index." }, { "type": "ICustomSlateEle...", "name": "CustomDrawer", "description": "" }, { "type": "ESlateDrawEffec...", "name": "DrawEffects", "description": "" }, { "type": "ESlateBatchDraw...", "name": "DrawFlags", "description": "" }, { "type": "ESlateDrawPrimi...", "name": "DrawPrimitiveType", "description": "" }, { "type": "FVector2f", "name": "DynamicOffset", "description": "Dynamically modified offset that occurs when we have relative position stored render batches." }, { "type": "int32", "name": "IndexOffset", "description": "" }, { "type": "int32", "name": "InstanceCount", "description": "" }, { "type": "ISlateUpdatable...", "name": "InstanceData", "description": "" }, { "type": "int32", "name": "InstanceOffset", "description": "" }, { "type": "int32", "name": "LayerId", "description": "The layer we need to sort by" }, { "type": "int32", "name": "NextBatchIndex", "description": "" }, { "type": "int32", "name": "NumIndices", "description": "Number of indices in the batch" }, { "type": "int32", "name": "NumVertices", "description": "Number of vertices in the batch" }, { "type": "int8", "name": "SceneIndex", "description": "" }, { "type": "FShaderParams", "name": "ShaderParams", "description": "" }, { "type": "constFSlateSha...", "name": "ShaderResource", "description": "Shader Resource to use with this batch." }, { "type": "ESlateShader", "name": "ShaderType", "description": "" }, { "type": "FSlateIndexArra...", "name": "SourceIndices", "description": "" }, { "type": "FSlateVertexArr...", "name": "SourceVertices", "description": "Source Data." }, { "type": "int32", "name": "VertexOffset", "description": "" } ]
FSlateRenderBatchParams::IsBatchableWith
/Engine/Source/Runtime/SlateCore/Public/Rendering/SlateRenderBatch.h
SlateCore
bool IsBatchableWith ( const [FSlateRenderBatchParams](API\Runtime\SlateCore\Rendering\FSlateRenderBatchParams) & Other ) const
[]
FSlateRenderer::AcquireDrawBuffer
/Engine/Source/Runtime/SlateCore/Public/Rendering/SlateRenderer.h
Returns a draw buffer that can be used by Slate windows to draw window elements
SlateCore
[FSlateDrawBuffer](API\Runtime\SlateCore\Rendering\FSlateDrawBuffer) & AcquireDrawBuffer()
[]
FSlateRenderBatchParams
/Engine/Source/Runtime/SlateCore/Public/Rendering/SlateRenderBatch.h
SlateCore
struct FSlateRenderBatchParams
[ { "type": "constFSlateCli...", "name": "ClippingState", "description": "" }, { "type": "ESlateDrawEffec...", "name": "DrawEffects", "description": "" }, { "type": "ESlateBatchDraw...", "name": "DrawFlags", "description": "" }, { "type": "int32", "name": "Layer", "description": "" }, { "type": "ESlateDrawPrimi...", "name": "PrimitiveType", "description": "" }, { "type": "constFSlateSha...", "name": "Resource", "description": "" }, { "type": "int8", "name": "SceneIndex", "description": "" }, { "type": "FShaderParams", "name": "ShaderParams", "description": "" }, { "type": "ESlateShader", "name": "ShaderType", "description": "" } ]
FSlateRenderer::AddWidgetRendererUpdate
/Engine/Source/Runtime/SlateCore/Public/Rendering/SlateRenderer.h
Lets the renderer know that we need to render some widgets to a render target.
SlateCore
virtual void AddWidgetRendererUpdate ( const struct [FRenderThreadUpdateContext](API\Runtime\SlateCore\Rendering\FRenderThreadUpdateContext) & Context, bool bDeferredRenderTargetUpdate )
[]
FSlateRenderer::AreShadersInitialized
/Engine/Source/Runtime/SlateCore/Public/Rendering/SlateRenderer.h
Returns whether shaders that Slate depends on have been compiled.
SlateCore
virtual bool AreShadersInitialized() const
[]
FSlateRenderer::CanRenderResource
/Engine/Source/Runtime/SlateCore/Public/Rendering/SlateRenderer.h
The default implementation assumes all things are renderable.
SlateCore
virtual bool CanRenderResource ( [UObject](API\Runtime\CoreUObject\UObject\UObject) & InResourceObject ) const
[]
FSlateRenderer::BeginFrame
/Engine/Source/Runtime/SlateCore/Public/Rendering/SlateRenderer.h
Indicates the start of a new frame to the Renderer. This is usually handled by the engine loop but certain situations (ie, when the main loop is paused) may require manual calls.
SlateCore
virtual void BeginFrame() const
[]
FSlateRenderer::ClearScenes
/Engine/Source/Runtime/SlateCore/Public/Rendering/SlateRenderer.h
Reset the internal Scene tracking.
SlateCore
void ClearScenes()
[]
FSlateRenderer::CopyWindowsToVirtualScreenBuffer
/Engine/Source/Runtime/SlateCore/Public/Rendering/SlateRenderer.h
Copies all slate windows out to a buffer at half resolution with debug information like the mouse cursor and any keypresses.
SlateCore
virtual void CopyWindowsToVirtualScreenBuffer ( const [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & KeypressBuffer )
[]
FSlateRenderer::CreateSharedHandleTexture
/Engine/Source/Runtime/SlateCore/Public/Rendering/SlateRenderer.h
Create an updatable texture that can receive new data via a shared handle Newly created updatable texture
SlateCore
[FSlateUpdatableTexture](API\Runtime\SlateCore\Textures\FSlateUpdatableTexture) * CreateSharedHandleTexture ( void * SharedHandle )
[]
FSlateRenderer::CreateUpdatableTexture
/Engine/Source/Runtime/SlateCore/Public/Rendering/SlateRenderer.h
Create an updatable texture that can receive new data dynamically Newly created updatable texture
SlateCore
[FSlateUpdatableTexture](API\Runtime\SlateCore\Textures\FSlateUpdatableTexture) * CreateUpdatableTexture ( uint32 Width, uint32 Height )
[]
FSlateRenderer::CreateViewport
/Engine/Source/Runtime/SlateCore/Public/Rendering/SlateRenderer.h
Creates a rendering viewport
SlateCore
void CreateViewport ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWindow](API\Runtime\SlateCore\Widgets\SWindow) > InWindow )
[]
FSlateRenderer::Destroy
/Engine/Source/Runtime/SlateCore/Public/Rendering/SlateRenderer.h
SlateCore
void Destroy()
[]
FSlateRenderer::DestroyCachedFastPathElementData
/Engine/Source/Runtime/SlateCore/Public/Rendering/SlateRenderer.h
SlateCore
virtual void DestroyCachedFastPathElementData ( struct [FSlateCachedElementData](API\Runtime\SlateCore\Rendering\FSlateCachedElementData) * ElementData )
[]
FSlateRenderer::DestroyCachedFastPathRenderingData
/Engine/Source/Runtime/SlateCore/Public/Rendering/SlateRenderer.h
SlateCore
virtual void DestroyCachedFastPathRenderingData ( struct [FSlateCachedFastPathRenderingData](API\Runtime\SlateCore\Rendering\FSlateCachedFastPathRenderingDat-) * VertexData )
[]
FSlateRenderer::DrawWindows
/Engine/Source/Runtime/SlateCore/Public/Rendering/SlateRenderer.h
Creates necessary resources to render a window and sends draw commands to the rendering thread
SlateCore
void DrawWindows ( [FSlateDrawBuffer](API\Runtime\SlateCore\Rendering\FSlateDrawBuffer) & InWindowDrawBuffer )
[]
FSlateRenderer::FlushCommands
/Engine/Source/Runtime/SlateCore/Public/Rendering/SlateRenderer.h
Gives the renderer a chance to wait for any render commands to be completed before returning/
SlateCore
virtual void FlushCommands() const
[]
FSlateRenderer::EndFrame
/Engine/Source/Runtime/SlateCore/Public/Rendering/SlateRenderer.h
Indicates the end of the current frame to the Renderer. This is usually handled by the engine loop but certain situations (ie, when the main loop is paused) may require manual calls.
SlateCore
virtual void EndFrame() const
[]
FSlateRenderer::FlushFontCache
/Engine/Source/Runtime/SlateCore/Public/Rendering/SlateRenderer.h
Flushes all cached data from the font cache for the current thread
SlateCore
void FlushFontCache ( const [FString](API\Runtime\Core\Containers\FString) & FlushReason )
[]
FOnBackBufferReadyToPresent
/Engine/Source/Runtime/SlateCore/Public/Rendering/SlateRenderer.h
Callback on the render thread after slate rendering finishes and right before present is called
SlateCore
typedef TMulticastDelegate_TwoParams< void, [SWindow](API\Runtime\SlateCore\Widgets\SWindow) &, const FTexture2DRHIRef & > FOnBackBufferReadyToPresent
[]
FOnPostResizeWindowBackbuffer
/Engine/Source/Runtime/SlateCore/Public/Rendering/SlateRenderer.h
Called on the game thread right after a window backbuffer has been resized
SlateCore
typedef TMulticastDelegate_OneParam< void, void * > FOnPostResizeWindowBackbuffer
[]
FOnPreResizeWindowBackbuffer
/Engine/Source/Runtime/SlateCore/Public/Rendering/SlateRenderer.h
Called on the game thread right before a window backbuffer is about to be resized
SlateCore
typedef TMulticastDelegate_OneParam< void, void * > FOnPreResizeWindowBackbuffer
[]
FOnSlateWindowDestroyed
/Engine/Source/Runtime/SlateCore/Public/Rendering/SlateRenderer.h
Called on the game thread right before the slate window handle is destroyed. This gives users a chance to release any viewport specific resources they may have active when the window is destroyed
SlateCore
typedef TMulticastDelegate_OneParam< void, void * > FOnSlateWindowDestroyed
[]
FOnSlateWindowRendered
/Engine/Source/Runtime/SlateCore/Public/Rendering/SlateRenderer.h
Callback that fires after Slate has rendered each window, each frame
SlateCore
typedef TMulticastDelegate_TwoParams< void, [SWindow](API\Runtime\SlateCore\Widgets\SWindow) &, void * > FOnSlateWindowRendered
[]
FSlateRenderer::FScopedAcquireDrawBuffer::operator=
/Engine/Source/Runtime/SlateCore/Public/Rendering/SlateRenderer.h
SlateCore
FScopedAcquireDrawBuffer & operator&61; &40; const FScopedAcquireDrawBuffer & &41;
[]
FSlateRenderer::FScopedAcquireDrawBuffer::GetDrawBuffer
/Engine/Source/Runtime/SlateCore/Public/Rendering/SlateRenderer.h
SlateCore
FSlateDrawBuffer & GetDrawBuffer&40;&41;
[]
FSlateRenderer::FScopedAcquireDrawBuffer::FScopedAcquireDrawBuffer
/Engine/Source/Runtime/SlateCore/Public/Rendering/SlateRenderer.h
SlateCore
FScopedAcquireDrawBuffer &40; FSlateRenderer & InSlateRenderer &41;
[]
FSlateRenderer::FScopedAcquireDrawBuffer::FScopedAcquireDrawBuffer
/Engine/Source/Runtime/SlateCore/Public/Rendering/SlateRenderer.h
SlateCore
FScopedAcquireDrawBuffer &40; const FScopedAcquireDrawBuffer & &41;
[]
FSlateRenderer::FScopedAcquireDrawBuffer::~FScopedAcquireDrawBuffer
/Engine/Source/Runtime/SlateCore/Public/Rendering/SlateRenderer.h
SlateCore
&126;FScopedAcquireDrawBuffer&40;&41;
[]
FScopedAcquireDrawBuffer
/Engine/Source/Runtime/SlateCore/Public/Rendering/SlateRenderer.h
Acquire the draw buffer and release it at the end of the scope.
SlateCore
struct FScopedAcquireDrawBuffer
[]
FSlateRenderer::GenerateDynamicImageResource
/Engine/Source/Runtime/SlateCore/Public/Rendering/SlateRenderer.h
Creates a dynamic image resource and returns its size The size of the loaded texture
SlateCore
virtual FIntPoint GenerateDynamicImageResource ( const [FName](API\Runtime\Core\UObject\FName) InTextureName )
[]
FSlateRenderer::GenerateDynamicImageResource
/Engine/Source/Runtime/SlateCore/Public/Rendering/SlateRenderer.h
Creates a dynamic image resource true if the resource was successfully generated, otherwise false
SlateCore
virtual bool GenerateDynamicImageResource ( [FName](API\Runtime\Core\UObject\FName) ResourceName, uint32 Width, uint32 Height, const [TArray](API\Runtime\Core\Containers\TArray)< uint8 > & Bytes )
[]
FSlateRenderer::GetCurrentSceneIndex
/Engine/Source/Runtime/SlateCore/Public/Rendering/SlateRenderer.h
Get the currently registered scene index (set by RegisterCurrentScene)
SlateCore
int32 GetCurrentSceneIndex() const
[]
FSlateRenderer::GetFontAtlasProvider
/Engine/Source/Runtime/SlateCore/Public/Rendering/SlateRenderer.h
Returns the way to access the font atlas information for this renderer
SlateCore
virtual [ISlateAtlasProvider](API\Runtime\SlateCore\Textures\ISlateAtlasProvider) * GetFontAtlasProvider()
[]
FSlateRenderer::GetFontMeasureService
/Engine/Source/Runtime/SlateCore/Public/Rendering/SlateRenderer.h
Get access to the font measure service (game thread only!)
SlateCore
[TSharedRef](API\Runtime\Core\Templates\TSharedRef)< class [FSlateFontMeasure](API\Runtime\SlateCore\Fonts\FSlateFontMeasure) > GetFontMeasureService() const
[]
FSlateRenderer::GetFontCache
/Engine/Source/Runtime/SlateCore/Public/Rendering/SlateRenderer.h
Get the font cache to use for the current thread
SlateCore
[TSharedRef](API\Runtime\Core\Templates\TSharedRef)< class [FSlateFontCache](API\Runtime\SlateCore\Fonts\FSlateFontCache) > GetFontCache() const
[]
FSlateRenderer::GenerateDynamicImageResource
/Engine/Source/Runtime/SlateCore/Public/Rendering/SlateRenderer.h
SlateCore
virtual bool GenerateDynamicImageResource ( [FName](API\Runtime\Core\UObject\FName) ResourceName, FSlateTextureDataRef TextureData )
[]
FSlateRenderer::GetFontServices
/Engine/Source/Runtime/SlateCore/Public/Rendering/SlateRenderer.h
Get access to the font services used by this renderer
SlateCore
[TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FSlateFontServices](API\Runtime\SlateCore\Rendering\FSlateFontServices) > GetFontServices() const
[]
FSlateRenderer::GetDrawBuffer
/Engine/Source/Runtime/SlateCore/Public/Rendering/SlateRenderer.h
Returns a draw buffer that can be used by Slate windows to draw window elements
SlateCore
virtual [FSlateDrawBuffer](API\Runtime\SlateCore\Rendering\FSlateDrawBuffer) & GetDrawBuffer()
[]
FSlateRenderer::GetSlateRecommendedColorFormat
/Engine/Source/Runtime/SlateCore/Public/Rendering/SlateRenderer.h
SlateCore
virtual EPixelFormat GetSlateRecommendedColorFormat()
[]
FSlateRenderer::GetResourceHandle
/Engine/Source/Runtime/SlateCore/Public/Rendering/SlateRenderer.h
Creates a handle to a Slate resource A handle is used as fast path for looking up a rendering resource for a given brush when adding Slate draw elements This can be cached and stored safely in code. It will become invalid when a resource is destroyed It is expensive to create a resource so do not do it in time sensitive areas The created resource handle.
SlateCore
virtual [FSlateResourceHandle](API\Runtime\SlateCore\Rendering\FSlateResourceHandle) GetResourceHandle ( const [FSlateBrush](API\Runtime\SlateCore\Styling\FSlateBrush) & Brush )
[]
FSlateRenderer::GetResourceHandle
/Engine/Source/Runtime/SlateCore/Public/Rendering/SlateRenderer.h
SlateCore
[FSlateResourceHandle](API\Runtime\SlateCore\Rendering\FSlateResourceHandle) GetResourceHandle ( const [FSlateBrush](API\Runtime\SlateCore\Styling\FSlateBrush) & Brush, FVector2f LocalSize, float DrawScale )
[]
FSlateRenderer::GetTextureAtlasProvider
/Engine/Source/Runtime/SlateCore/Public/Rendering/SlateRenderer.h
Returns the way to access the texture atlas information for this renderer
SlateCore
virtual [ISlateAtlasProvider](API\Runtime\SlateCore\Textures\ISlateAtlasProvider) * GetTextureAtlasProvider()
[]
FSlateRenderer::GetViewportResource
/Engine/Source/Runtime/SlateCore/Public/Rendering/SlateRenderer.h
Returns the viewport rendering resource (backbuffer) for the provided window
SlateCore
virtual void * GetViewportResource ( const [SWindow](API\Runtime\SlateCore\Widgets\SWindow) & Window )
[]
FSlateRenderer::HasLostDevice
/Engine/Source/Runtime/SlateCore/Public/Rendering/SlateRenderer.h
SlateCore
virtual bool HasLostDevice() const
[]
FSlateRenderer::Initialize
/Engine/Source/Runtime/SlateCore/Public/Rendering/SlateRenderer.h
SlateCore
bool Initialize()
[]
FSlateRenderer::GetResourceCriticalSection
/Engine/Source/Runtime/SlateCore/Public/Rendering/SlateRenderer.h
Necessary to grab before flushing the resource pool, as it may be being accessed by multiple threads when loading.
SlateCore
FCriticalSection * GetResourceCriticalSection()
[]
FSlateRenderer::LoadStyleResources
/Engine/Source/Runtime/SlateCore/Public/Rendering/SlateRenderer.h
Loads all the resources used by the specified SlateStyle
SlateCore
virtual void LoadStyleResources ( const [ISlateStyle](API\Runtime\SlateCore\Styling\ISlateStyle) & Style )
[]
FSlateRenderer::IsViewportFullscreen
/Engine/Source/Runtime/SlateCore/Public/Rendering/SlateRenderer.h
The window to check for fullscreen true if the window's viewport should be fullscreen
SlateCore
bool IsViewportFullscreen ( const [SWindow](API\Runtime\SlateCore\Widgets\SWindow) & Window ) const
[]
FSlateRenderer::InvalidateAllViewports
/Engine/Source/Runtime/SlateCore/Public/Rendering/SlateRenderer.h
Removes references to FViewportRHI's. This has to be done explicitly instead of using theFRenderResourcemechanism because FViewportRHI's are managed by the game thread. This is needed before destroying the RHI device.
SlateCore
virtual void InvalidateAllViewports()
[]
FSlateRenderer::OnBackBufferReadyToPresent
/Engine/Source/Runtime/SlateCore/Public/Rendering/SlateRenderer.h
SlateCore
[FOnBackBufferReadyToPresent](API\Runtime\SlateCore\Rendering\FSlateRenderer\FOnBackBufferReadyToPresent) & OnBackBufferReadyToPresent()
[]
FSlateRenderer::MapVirtualScreenBuffer
/Engine/Source/Runtime/SlateCore/Public/Rendering/SlateRenderer.h
Allows and disallows access to the crash tracker buffer data on the CPU
SlateCore
virtual void MapVirtualScreenBuffer ( [FMappedTextureBuffer](API\Runtime\SlateCore\Rendering\FMappedTextureBuffer) * OutImageData )
[]
FSlateRenderer::OnPostResizeWindowBackBuffer
/Engine/Source/Runtime/SlateCore/Public/Rendering/SlateRenderer.h
SlateCore
[FOnPostResizeWindowBackbuffer](API\Runtime\SlateCore\Rendering\FSlateRenderer\FOnPostResizeWindowBackbuffer) & OnPostResizeWindowBackBuffer()
[]
FSlateRenderer::OnVirtualDesktopSizeChanged
/Engine/Source/Runtime/SlateCore/Public/Rendering/SlateRenderer.h
SlateCore
virtual void OnVirtualDesktopSizeChanged ( const [FDisplayMetrics](API\Runtime\ApplicationCore\GenericPlatform\FDisplayMetrics) & NewDisplayMetric )
[]
FSlateRenderer::OnSlateWindowDestroyed
/Engine/Source/Runtime/SlateCore/Public/Rendering/SlateRenderer.h
SlateCore
[FOnSlateWindowDestroyed](API\Runtime\SlateCore\Rendering\FSlateRenderer\FOnSlateWindowDestroyed) & OnSlateWindowDestroyed()
[]
FSlateRenderer::OnPreResizeWindowBackBuffer
/Engine/Source/Runtime/SlateCore/Public/Rendering/SlateRenderer.h
SlateCore
[FOnPreResizeWindowBackbuffer](API\Runtime\SlateCore\Rendering\FSlateRenderer\FOnPreResizeWindowBackbuffer) & OnPreResizeWindowBackBuffer()
[]
FSlateRenderer::OnSlateWindowRendered
/Engine/Source/Runtime/SlateCore/Public/Rendering/SlateRenderer.h
SlateCore
[FOnSlateWindowRendered](API\Runtime\SlateCore\Rendering\FSlateRenderer\FOnSlateWindowRendered) & OnSlateWindowRendered()
[]
FSlateRenderer::OnWindowDestroyed
/Engine/Source/Runtime/SlateCore/Public/Rendering/SlateRenderer.h
Called when a window is destroyed to give the renderer a chance to free resources
SlateCore
void OnWindowDestroyed ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWindow](API\Runtime\SlateCore\Widgets\SWindow) > & InWindow )
[]
FSlateRenderer::OnWindowFinishReshaped
/Engine/Source/Runtime/SlateCore/Public/Rendering/SlateRenderer.h
Called when a window is finished being reshaped
SlateCore
virtual void OnWindowFinishReshaped ( const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [SWindow](API\Runtime\SlateCore\Widgets\SWindow) > & InWindow )
[]
FSlateRenderer::PrepareToTakeHDRScreenshot
/Engine/Source/Runtime/SlateCore/Public/Rendering/SlateRenderer.h
Prepares the renderer to take a screenshot of the UI. The Rect is portion of the rendered output that will be stored into theTArrayof FColors.
SlateCore
virtual void PrepareToTakeHDRScreenshot ( const FIntRect & Rect, [TArray](API\Runtime\Core\Containers\TArray)< [FLinearColor](API\Runtime\Core\Math\FLinearColor) > * OutColorData, [SWindow](API\Runtime\SlateCore\Widgets\SWindow) * InScreenshotWindow )
[]
FSlateRenderer::PrepareToTakeScreenshot
/Engine/Source/Runtime/SlateCore/Public/Rendering/SlateRenderer.h
Prepares the renderer to take a screenshot of the UI. The Rect is portion of the rendered output that will be stored into theTArrayof FColors.
SlateCore
virtual void PrepareToTakeScreenshot ( const FIntRect & Rect, [TArray](API\Runtime\Core\Containers\TArray)< [FColor](API\Runtime\Core\Math\FColor) > * OutColorData, [SWindow](API\Runtime\SlateCore\Widgets\SWindow) * InScreenshotWindow )
[]
FSlateRenderer::ReleaseAccessedResources
/Engine/Source/Runtime/SlateCore/Public/Rendering/SlateRenderer.h
A renderer may need to keep a cache of accessed garbage collectible objects alive for the duration of their usage. During some operations like ending a game. It becomes important to immediately release game related resources. This should flush any buffer holding onto those referenced objects.
SlateCore
virtual void ReleaseAccessedResources ( bool bImmediatelyFlush )
[]
FSlateRenderer::ReleaseDrawBuffer
/Engine/Source/Runtime/SlateCore/Public/Rendering/SlateRenderer.h
Return the previously acquired buffer.
SlateCore
void ReleaseDrawBuffer ( [FSlateDrawBuffer](API\Runtime\SlateCore\Rendering\FSlateDrawBuffer) & InWindowDrawBuffer )
[]
FSlateRenderer::RegisterCurrentScene
/Engine/Source/Runtime/SlateCore/Public/Rendering/SlateRenderer.h
Register the active scene pointer with the renderer. This will return the scene internal index that will be used for all subsequent elements drawn.
SlateCore
int32 RegisterCurrentScene ( [FSceneInterface](API\Runtime\Engine\FSceneInterface) * Scene )
[]
FSlateRenderer::ReleaseDynamicResource
/Engine/Source/Runtime/SlateCore/Public/Rendering/SlateRenderer.h
Releases a specific resource. It is unlikely that you want to call this directly. Use RemoveDynamicBrushResource instead
SlateCore
void ReleaseDynamicResource ( const [FSlateBrush](API\Runtime\SlateCore\Styling\FSlateBrush) & Brush )
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FSlateRenderer::ReleaseUpdatableTexture
/Engine/Source/Runtime/SlateCore/Public/Rendering/SlateRenderer.h
Return an updatable texture to the renderer for release
SlateCore
void ReleaseUpdatableTexture ( [FSlateUpdatableTexture](API\Runtime\SlateCore\Textures\FSlateUpdatableTexture) * Texture )
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FSlateRenderer::ReloadTextureResources
/Engine/Source/Runtime/SlateCore/Public/Rendering/SlateRenderer.h
Reloads all texture resources from disk
SlateCore
virtual void ReloadTextureResources()
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FSlateRenderer::RequestResize
/Engine/Source/Runtime/SlateCore/Public/Rendering/SlateRenderer.h
Requests that a rendering viewport be resized
SlateCore
void RequestResize ( const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [SWindow](API\Runtime\SlateCore\Widgets\SWindow) > & InWindow, uint32 NewSizeX, uint32 NewSizeY )
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FSlateRenderer::RemoveDynamicBrushResource
/Engine/Source/Runtime/SlateCore/Public/Rendering/SlateRenderer.h
Queues a dynamic brush for removal when it is safe. The brush is not immediately released but you should consider the brush destroyed and no longer usable
SlateCore
void RemoveDynamicBrushResource ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FSlateDynamicImageBrush](API\Runtime\SlateCore\Brushes\FSlateDynamicImageBrush) > BrushToRemove )
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FSlateRenderer::RestoreSystemResolution
/Engine/Source/Runtime/SlateCore/Public/Rendering/SlateRenderer.h
Restore the given window to the resolution settings currently cached by the engine
SlateCore
void RestoreSystemResolution ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWindow](API\Runtime\SlateCore\Widgets\SWindow) > InWindow )
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FSlateRenderer::SetColorVisionDeficiencyType
/Engine/Source/Runtime/SlateCore/Public/Rendering/SlateRenderer.h
Sets which color vision filter to use
SlateCore
virtual void SetColorVisionDeficiencyType ( EColorVisionDeficiency Type, int32 Severity, bool bCorrectDeficiency, bool bShowCorrectionWithDeficiency )
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FSlateRenderer::SetSystemResolution
/Engine/Source/Runtime/SlateCore/Public/Rendering/SlateRenderer.h
Set the resolution cached by the engine
SlateCore
void SetSystemResolution ( uint32 Width, uint32 Height )
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FSlateRenderer::SetWindowRenderTarget
/Engine/Source/Runtime/SlateCore/Public/Rendering/SlateRenderer.h
Pushes the rendering of the specified window to the specified render target
SlateCore
virtual void SetWindowRenderTarget ( const [SWindow](API\Runtime\SlateCore\Widgets\SWindow) & Window, class [IViewportRenderTargetProvider](API\Runtime\SlateCore\Textures\IViewportRenderTargetProvider) * Provider )
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FSlateRenderer::UnmapVirtualScreenBuffer
/Engine/Source/Runtime/SlateCore/Public/Rendering/SlateRenderer.h
SlateCore
virtual void UnmapVirtualScreenBuffer()
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FSlateRenderer::Sync
/Engine/Source/Runtime/SlateCore/Public/Rendering/SlateRenderer.h
Gives the renderer a chance to synchronize with another thread in the event that the renderer runs in a multi-threaded environment. This function does not return until the sync is complete
SlateCore
virtual void Sync() const
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FSlateRenderer::UpdateFullscreenState
/Engine/Source/Runtime/SlateCore/Public/Rendering/SlateRenderer.h
Sets fullscreen state on the window's rendering viewport
SlateCore
void UpdateFullscreenState ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWindow](API\Runtime\SlateCore\Widgets\SWindow) > InWindow, uint32 OverrideResX, uint32 OverrideResY )
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FSlateRenderer::FSlateRenderer
/Engine/Source/Runtime/SlateCore/Public/Rendering/SlateRenderer.h
Constructor.
SlateCore
FSlateRenderer ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FSlateFontServices](API\Runtime\SlateCore\Rendering\FSlateFontServices) > & InSlateFontServices )
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