### Start Install Source: https://dev.epicgames.com/documentation/en-us/unreal-engine/python-api/genindex-S_application_version=5 Initiates an installation process. This method is associated with the MobilePendingContent class in Unreal Engine. ```unrealscript unreal.MobilePendingContent.start_install() ``` -------------------------------- ### Start Build Installation - C++ Source: https://dev.epicgames.com/documentation/en-us/unreal-engine/API/Runtime/BuildPatchServices/IBuildInstaller Begins the build installation process. This C++ function returns a boolean indicating whether the installation was successfully initiated. Ensure all prerequisites are met before calling. ```cpp bool StartInstallation() Copy full snippet ``` -------------------------------- ### Start Build Patch Services Installation Source: https://dev.epicgames.com/documentation/en-us/unreal-engine/API/Runtime/PreLoadScreen/FBuildPatchServicesPreLoadManage- This function initiates the Build Patch Services installation process by configuring it with the provided settings. It is essential for setting up and beginning the download and installation of game or engine builds. ```cpp virtual void StartBuildPatchServices( BuildPatchServices::FBuildInstallerConfiguration Settings) // Header File: /Engine/Source/Runtime/PreLoadScreen/Public/BuildPatchServicesPreLoadManager.h // Include Path: #include "BuildPatchServicesPreLoadManager.h" ``` -------------------------------- ### Get Starting Channel - DMXEntityFixturePatch Source: https://dev.epicgames.com/documentation/en-us/unreal-engine/python-api/genindex-G_application_version=5 Retrieves the starting DMX channel for a DMXEntityFixturePatch. This is fundamental for DMX control and lighting setups. ```python unreal.DMXEntityFixturePatch.get_starting_channel() ``` -------------------------------- ### Open Installer Options - C++ Source: https://dev.epicgames.com/documentation/en-us/unreal-engine/API/Developer/DesktopPlatform/FInstalledPlatformInfo The static OpenInstallerOptions function attempts to launch the Unreal Engine installer to the options screen. This allows users to download additional platforms or modify their existing installations. ```cpp bool bOpenedInstaller = FInstalledPlatformInfo::OpenInstallerOptions(); ``` -------------------------------- ### GetVersion Function Example - C++ Source: https://dev.epicgames.com/documentation/en-us/unreal-engine/API/Developer/DerivedDataCache/FBuildVersionBuilder Demonstrates how to get a build version using FBuildVersionBuilder. This function serializes a GUID and a third-party library version into the builder and then calls Build() to get the final FGuid. It requires the DerivedDataBuildVersion.h header. ```cpp FGuid GetVersion() const final { FBuildVersionBuilder Builder; Builder << FGuid(TEXT("a3ae79ff-6a89-4124-afd6-dc095e000488")); Builder << ThirdPartyLibraryVersion; return Builder.Build(); } ``` -------------------------------- ### FInstalledPlatformInfo Class Overview Source: https://dev.epicgames.com/documentation/en-us/unreal-engine/API/Developer/DesktopPlatform/FInstalledPlatformInfo Provides access to information about installed platform configurations. It's a singleton class. ```APIDOC ## Class FInstalledPlatformInfo ### Description Singleton class for accessing information about installed platform configurations. ### Header File `/Engine/Source/Developer/DesktopPlatform/Public/InstalledPlatformInfo.h` ### Include Path `#include "InstalledPlatformInfo.h"` ``` -------------------------------- ### Get Playback Start Information Source: https://dev.epicgames.com/documentation/en-us/unreal-engine/python-api/genindex-G_application_version=5 Retrieves the starting point of playback for sequences and media streams. This includes methods for getting the start position in seconds and the playback start. ```unrealscript unreal.VCamBlueprintFunctionLibrary.get_playback_start() unreal.MovieSceneSequence.get_playback_start() unreal.MovieSceneSequenceExtensions.get_playback_start() unreal.LevelSequenceEditorBlueprintLibrary.get_playback_start_position() unreal.MovieSceneSequence.get_playback_start_seconds() unreal.MovieSceneSequenceExtensions.get_playback_start_seconds() ``` -------------------------------- ### Get Start Scale - SplineMeshComponent Source: https://dev.epicgames.com/documentation/en-us/unreal-engine/python-api/genindex-G_application_version=5 Gets the starting scale of a SplineMeshComponent. This allows for controlling the size of the mesh at the start of the spline. ```python unreal.SplineMeshComponent.get_start_scale() ``` -------------------------------- ### MQTTCore Plugin Overview Source: https://dev.epicgames.com/documentation/en-us/unreal-engine/API/Plugins/MQTTCore Overview of the MQTTCore plugin, its location, and module build rules. ```APIDOC ## MQTTCore Plugin Information ### Description Provides details about the MQTTCore plugin, including its type, part of plugins, and source location. ### Details - **Name**: MQTTCore - **Type**: Plugin - **Part of Plugins**: MQTT - **Location**: /Engine/Plugins/Protocols/MQTT/Source/MQTTCore/ - **Module Build Rules**: MQTTCore.Build.cs ``` -------------------------------- ### Get Start Time Offset - GeometryCacheComponent Source: https://dev.epicgames.com/documentation/en-us/unreal-engine/python-api/genindex-G_application_version=5 Gets the starting time offset for a GeometryCacheComponent. This allows for adjusting the playback start of cached geometry. ```python unreal.GeometryCacheComponent.get_start_time_offset() ``` -------------------------------- ### Get Virtual Path as FName (C++) Source: https://dev.epicgames.com/documentation/en-us/unreal-engine/API/Editor/ContentBrowserData/FContentBrowserItemPath Retrieves the virtual representation of the file path as an FName. This path is typically absolute and starts with "/All/", for example, "/All/Plugins/PluginA/MyFile". ```cpp FName GetVirtualPathName() const ``` -------------------------------- ### StartupModule Function Source: https://dev.epicgames.com/documentation/en-us/unreal-engine/API/Editor/ComponentVisualizers/FComponentVisualizersModule Details on the StartupModule function, called right after the module DLL has been loaded. ```APIDOC ## StartupModule Function ### Description Called right after the module DLL has been loaded and the module object has been created. ### Method `virtual void StartupModule()` ### Endpoint N/A ### Parameters None ### Request Example N/A ### Response #### Success Response (200) This function does not return a value. #### Response Example N/A ``` -------------------------------- ### Get Virtual Path as FString (C++) Source: https://dev.epicgames.com/documentation/en-us/unreal-engine/API/Editor/ContentBrowserData/FContentBrowserItemPath Retrieves the virtual representation of the file path as a newly allocated FString. This path is typically absolute and starts with "/All/", for example, "/All/Plugins/PluginA/MyFile". ```cpp FString GetVirtualPathString() const ``` -------------------------------- ### UFXSystemComponent Overview Source: https://dev.epicgames.com/documentation/en-us/unreal-engine/API/Runtime/Engine/UFXSystemComponent Provides an overview of the UFXSystemComponent class, including its type, header file, and include path. ```APIDOC ## UFXSystemComponent Overview ### Class Details - **Name**: UFXSystemComponent - **Type**: class - **Header File**: /Engine/Source/Runtime/Engine/Classes/Particles/ParticleSystemComponent.h - **Include Path**: `#include "Particles/ParticleSystemComponent.h"` ``` -------------------------------- ### Specify Live Link Hub Session at Startup Source: https://dev.epicgames.com/documentation/en-us/unreal-engine/unreal-engine-5-6-release-notes_application_version=5 This snippet provides instructions on how to specify which Live Link Hub session to load when the application starts, using a command-line argument. ```text [Live Link Hub] Users can specify the session to load at startup via the `-SessionPath="C:\...\MySession.json"` command line argument. ``` -------------------------------- ### Get Start Frame Seconds - MovieSceneSection Source: https://dev.epicgames.com/documentation/en-us/unreal-engine/python-api/genindex-G_application_version=5 Gets the starting time of a MovieSceneSection in seconds. This provides a time-based reference for animation segments. ```python unreal.MovieSceneSection.get_start_frame_seconds() ``` -------------------------------- ### DesktopPlatform Module Overview Source: https://dev.epicgames.com/documentation/en-us/unreal-engine/API/Developer/DesktopPlatform Overview of the DesktopPlatform module, including its location, build rules, and a list of its major components like classes, structs, interfaces, enums, and functions. ```APIDOC ## DesktopPlatform Module ### Description This section provides an overview of the `DesktopPlatform` module, detailing its source location, build rules, and a categorized list of its public API elements including classes, structs, interfaces, enums, and functions. ### Module Details - **Name**: DesktopPlatform - **Type**: Developer - **Location**: /Engine/Source/Developer/DesktopPlatform/ - **Module Build Rules**: DesktopPlatform.Build.cs ### Classes - **FDesktopPlatformModule**: Represents the main module class. - **FInstalledPlatformInfo**: Singleton class for accessing information about installed platform configurations. - **FMultiPlatformTargetReceiptBuildWorkers**: Globally registers a UE::DerivedData::IBuildWorkerFactory instance for each platform that build workers can be supported. - **FTargetReceiptBuildWorker**: Globally registers a UE::DerivedData::IBuildWorkerFactory instance that runs an executable built by UnrealBuildTool. - **TFunctionRef**: A type that can hold a reference to a function. - **TSteamDeckDevice**: Extends from either Windows or Linux device, since there will be a lot of shared functionality. ### Structs - **FBuildProduct**: Record of a file that was created as part of the build process. - **FInstalledPlatformConfiguration**: Information about a single installed platform configuration. - **FReceiptProperty**: Arbitrary property name/value which metadata from the build scripts can be passed on to downstream tasks. - **FRuntimeDependency**: Information about a file which is required by the target at runtime, and must be moved around with it. - **FTargetInfo**: Information about a target supported by a project. - **FTargetReceipt**: Stores information about a compiled target. Mirror of the TargetReceipt class generated by UBT. ### Interfaces - **IDesktopPlatform**: Interface for functionality supported by desktop platforms. ### Enums - **EFileDialogFlags::Type**: Flags for file dialog operations. - **EFontImportFlags**: Flags for font import operations. - **EInstalledPlatformState**: Represents the state of an installed platform. - **EProjectType**: Forward declaration for project types. ### Functions (Public) - **ENUM_CLASS_FLAGS ( EFontImportFlags )**: Macro for defining enum class flags. - **EProjectType EProjectTypeFromString ( const FString& ProjectTypeName )**: Converts a string to an EProjectType. ### Include Paths - **IDesktopPlatform.h**: Contains the declaration for ENUM_CLASS_FLAGS. - **InstalledPlatformInfo.h**: Contains the declaration for EProjectTypeFromString. ``` -------------------------------- ### Get Start Position - BlendSpacePlayerLibrary Source: https://dev.epicgames.com/documentation/en-us/unreal-engine/python-api/genindex-G_application_version=5 Gets the starting position of a Blend Space player. This is relevant for controlling animation playback within a blend space. ```python unreal.BlendSpacePlayerLibrary.get_start_position() ``` -------------------------------- ### TargetingSystem Plugin Overview Source: https://dev.epicgames.com/documentation/en-us/unreal-engine/API/Plugins/TargetingSystem This section provides an overview of the TargetingSystem plugin, including its location, module build rules, and the main entry point for initiating targeting requests. ```APIDOC ## Targeting System Plugin ### Description Overview of the Targeting System plugin for Unreal Engine, including its location, associated module build file, and the primary subsystem for initiating targeting requests. ### Plugin Details - **Name**: TargetingSystem - **Type**: Plugin - **Part of Plugins**: Targeting System - **Location**: /Engine/Plugins/Experimental/GameplayTargetingSystem/Source/GameplayTargetingSystem/ - **Module Build Rules**: TargetingSystem.Build.cs ### Core Component - **UTargetingSubsystem**: The primary entry point for users to initiate and manage targeting requests within the system. ``` -------------------------------- ### Get Progress Start Source: https://dev.epicgames.com/documentation/en-us/unreal-engine/python-api/genindex-G_application_version=5 Retrieves the progress start value for an AvaSplineSweepModifier. ```Python unreal.AvaSplineSweepModifier.get_progress_start() ``` -------------------------------- ### Unreal Engine: start() Method Source: https://dev.epicgames.com/documentation/en-us/unreal-engine/python-api/genindex-S_application_version=5 Details various 'start()' methods across different Unreal Engine classes, indicating the initiation of an action or process. ```Unreal Engine unreal.CameraShakeSourceComponent.start() ``` ```Unreal Engine unreal.CaptureManagerUnrealEndpointManager.start() ``` ```Unreal Engine unreal.LearningAgentsGymsManager.start() ``` ```Unreal Engine unreal.LiveLinkHubCaptureDevice.start() ``` ```Unreal Engine unreal.MusicClockComponent.start() ``` ```Unreal Engine unreal.SynthComponent.start() ``` -------------------------------- ### Get Installed Content Size Source: https://dev.epicgames.com/documentation/en-us/unreal-engine/python-api/genindex-G_application_version=5 Retrieves the size of installed content from the Mobile Installed Content class. Useful for disk space management. ```unrealscript unreal.MobileInstalledContent.get_installed_content_size() ``` -------------------------------- ### Get Body Setup Source: https://dev.epicgames.com/documentation/en-us/unreal-engine/API/Runtime/GeometryFramework/UDynamicMeshComponent Retrieves the body setup associated with the primitive component. This is typically used for physics-related operations. ```cpp virtual UBodySetup * GetBodySetup () | | Components/DynamicMeshComponent.h | ``` -------------------------------- ### IAudioLinkFactory Overview Source: https://dev.epicgames.com/documentation/en-us/unreal-engine/API/Runtime/AudioLinkEngine/IAudioLinkFactory Details about the IAudioLinkFactory class, including its header file and include path. ```APIDOC ## IAudioLinkFactory Class ### Description Abstract interface for AudioLink factory objects. ### Header File `/Engine/Source/Runtime/AudioLink/AudioLinkEngine/Public/IAudioLinkFactory.h` ### Include Path `#include "IAudioLinkFactory.h"` ### Syntax ```cpp class IAudioLinkFactory : public IModularFeature ``` ``` -------------------------------- ### SkeletonTemplateFrameworkRuntime API Overview Source: https://dev.epicgames.com/documentation/en-us/unreal-engine/API/Plugins/SkeletonTemplateFrameworkRuntime Overview of the SkeletonTemplateFrameworkRuntime API, listing its main components. ```APIDOC ## SkeletonTemplateFrameworkRuntime API ### Description This API provides runtime functionalities for skeleton template frameworks, enabling the definition and management of skeleton attributes and their bindings. ### Classes **USkeletonBinding** - **Description**: A skeleton binding specifies how a skeleton binds to a template. **USkeletonTemplate** - **Description**: A skeleton template specifies a list of attributes that skeletons can contain as well as sets and data mappings. **USkeletonTemplateBaseType** - **Description**: Base type for skeleton template attributes. **USkeletonTemplateBool** - **Description**: Represents a boolean attribute in a skeleton template. **USkeletonTemplateFloat** - **Description**: Represents a float attribute in a skeleton template. **USkeletonTemplateTransform** - **Description**: Represents a transform attribute in a skeleton template. **USkeletonTemplateTranslationRetargetingMode** - **Description**: Represents translation retargeting mode for skeleton templates. ### Structs **FSkeletonAttributeBinding** - **Description**: A skeleton attribute binding. **FSkeletonNamedAttribute** - **Description**: Represents a named attribute for a skeleton. **FSkeletonNamedAttributeMapping** - **Description**: A skeleton named attribute mapping. **FSkeletonNamedAttributeMappingEntry** - **Description**: A struct stored for each entry in a named attribute mapping. **FSkeletonNamedAttributeMappingType** - **Description**: A mapping struct for each named attribute mapping to describe what payload type to store for each unique type of named attribute. **FSkeletonNamedAttributeSet** - **Description**: A set of named attributes for a skeleton. ``` -------------------------------- ### Get Variable by GUID Source: https://dev.epicgames.com/documentation/en-us/unreal-engine/python-api/genindex-G_application_version=5 Retrieves a variable using its GUID. This method is associated with unreal.MovieGraphConfig. ```unrealscript unreal.MovieGraphConfig.get_variable_by_guid() ``` -------------------------------- ### StaticMeshDescription API Overview Source: https://dev.epicgames.com/documentation/en-us/unreal-engine/API/Runtime/StaticMeshDescription This section provides an overview of the StaticMeshDescription API, including its location, module build rules, and a list of its main components. ```APIDOC ## StaticMeshDescription API ### Description This API provides functionalities for working with static mesh data within the Unreal Engine runtime. ### Module Information - **Name**: StaticMeshDescription - **Type**: Runtime - **Location**: /Engine/Source/Runtime/StaticMeshDescription/ - **Module Build Rules**: StaticMeshDescription.Build.cs ### Components This API is organized into the following categories: - **Classes**: Contains core classes for mesh manipulation and data storage. - **Structs**: Defines data structures used within the API. - **Typedefs**: Provides type aliases for common data types. - **Enums**: Enumerations for specific flag and type definitions. - **Variables**: Publicly accessible variables and constants. - **Functions**: Publicly available functions and operators. ``` -------------------------------- ### Get Body Setup for Skeletal Mesh (C++) Source: https://dev.epicgames.com/documentation/en-us/unreal-engine/API/Runtime/Engine/USkeletalMesh Retrieves the body setup object for the skeletal mesh. The body setup is used for physics collision and related properties. ```cpp UBodySetup* GetBodySetup() ``` -------------------------------- ### TargetDeviceServices API Overview Source: https://dev.epicgames.com/documentation/en-us/unreal-engine/API/Developer/TargetDeviceServices Provides an overview of the TargetDeviceServices API, including its location, module build rules, and a summary of its core components like structs, interfaces, and typedefs. ```APIDOC ## TargetDeviceServices API ### Description This API facilitates the management and communication with target devices. It includes structures for handling device states like claiming and discovery, interfaces for interacting with device proxies and services, and type definitions for smart pointers to these services. ### Module Build Rules `TargetDeviceServices.Build.cs` ### Core Components #### Structs - **FTargetDeviceClaimDenied**: Message sent when a device is already claimed. - **FTargetDeviceClaimed**: Message sent when a service claims a device. - **FTargetDeviceServicePing**: Message for discovering target device services. - **FTargetDeviceServicePong**: Response to target device service discovery messages. - **FTargetDeviceServicePowerOff**: Message for powering off a target device. - **FTargetDeviceServicePowerOn**: Message for powering on a target device. - **FTargetDeviceServiceReboot**: Message for rebooting a target device. - **FTargetDeviceServiceTerminateLaunchedProcess**: Message for terminating an application on a device. - **FTargetDeviceUnclaimed**: Message sent when a device is no longer claimed. - **FTargetDeviceVariant**: Struct containing information about a device flavor. #### Interfaces - **ITargetDeviceProxy**: Interface for target device proxies. - **ITargetDeviceProxyManager**: Interface for device proxy managers. - **ITargetDeviceService**: Interface for target device services. - **ITargetDeviceServiceManager**: Interface for target device service managers. - **ITargetDeviceServicesModule**: Interface for target device services modules. #### Typedefs - **ITargetDeviceServicePtr**: `TSharedPtr< class ITargetDeviceService, ESPMode::ThreadSafe >` - Shared pointer to `ITargetDeviceService`. - **ITargetDeviceServiceRef**: `TSharedRef< class ITargetDeviceService, ESPMode::ThreadSafe >` - Shared reference to `ITargetDeviceService`. ### Location `/Engine/Source/Developer/TargetDeviceServices/` ``` -------------------------------- ### Get Start Time - AvaSequence Source: https://dev.epicgames.com/documentation/en-us/unreal-engine/python-api/genindex-G_application_version=5 Retrieves the starting time of an AvaSequence. This is crucial for sequencing events and animations. ```python unreal.AvaSequence.get_start_time() ``` -------------------------------- ### Engine and Installation Information Source: https://dev.epicgames.com/documentation/en-us/unreal-engine/API/Developer/DesktopPlatform/IDesktopPlatform Functions for enumerating and retrieving information about Unreal Engine installations and projects. ```APIDOC ## EnumerateEngineInstallations ### Description Enumerates all registered engine installations. ### Method N/A (Function Signature) ### Endpoint N/A ### Parameters #### Path Parameters N/A #### Query Parameters N/A #### Request Body N/A ### Request Example N/A ### Response #### Success Response (200) N/A #### Response Example N/A --- ## EnumerateLauncherEngineInstallations ### Description Enumerates all registered binary engine installations. ### Method N/A (Function Signature) ### Endpoint N/A ### Parameters #### Path Parameters N/A #### Query Parameters N/A #### Request Body N/A ### Request Example N/A ### Response #### Success Response (200) N/A #### Response Example N/A --- ## EnumerateLauncherSampleInstallations ### Description Enumerates all samples installed by the launcher. ### Method N/A (Function Signature) ### Endpoint N/A ### Parameters #### Path Parameters N/A #### Query Parameters N/A #### Request Body N/A ### Request Example N/A ### Response #### Success Response (200) N/A #### Response Example N/A --- ## EnumerateLauncherSampleProjects ### Description Enumerates all sample projects installed by the launcher. ### Method N/A (Function Signature) ### Endpoint N/A ### Parameters #### Path Parameters N/A #### Query Parameters N/A #### Request Body N/A ### Request Example N/A ### Response #### Success Response (200) N/A #### Response Example N/A --- ## EnumerateProjectsKnownByEngine ### Description Finds all projects that the engine (given by an identifier) has a record of. ### Method N/A (Function Signature) ### Endpoint N/A ### Parameters #### Path Parameters N/A #### Query Parameters N/A #### Request Body N/A ### Request Example N/A ### Response #### Success Response (200) N/A #### Response Example N/A --- ## GetCurrentEngineIdentifier ### Description Gets the identifier for the currently executing engine installation. ### Method N/A (Function Signature) ### Endpoint N/A ### Parameters #### Path Parameters N/A #### Query Parameters N/A #### Request Body N/A ### Request Example N/A ### Response #### Success Response (200) N/A #### Response Example N/A --- ## GetDefaultEngineIdentifier ### Description Gets the identifier for the default engine (the newest installed engine). ### Method N/A (Function Signature) ### Endpoint N/A ### Parameters #### Path Parameters N/A #### Query Parameters N/A #### Request Body N/A ### Request Example N/A ### Response #### Success Response (200) N/A #### Response Example N/A --- ## GetDefaultEngineRootDir ### Description Gets the root directory for the default engine installation. ### Method N/A (Function Signature) ### Endpoint N/A ### Parameters #### Path Parameters N/A #### Query Parameters N/A #### Request Body N/A ### Request Example N/A ### Response #### Success Response (200) N/A #### Response Example N/A --- ## GetDefaultProjectCreationPath ### Description Gets the default folder for creating new projects. ### Method N/A (Function Signature) ### Endpoint N/A ### Parameters #### Path Parameters N/A #### Query Parameters N/A #### Request Body N/A ### Request Example N/A ### Response #### Success Response (200) N/A #### Response Example N/A --- ## GetEngineDescription ### Description Returns a description for the engine with the given identifier. ### Method N/A (Function Signature) ### Endpoint N/A ### Parameters #### Path Parameters N/A #### Query Parameters N/A #### Request Body N/A ### Request Example N/A ### Response #### Success Response (200) N/A #### Response Example N/A --- ## GetEngineIdentifierForProject ### Description Gets the engine association for a project. ### Method N/A (Function Signature) ### Endpoint N/A ### Parameters #### Path Parameters N/A #### Query Parameters N/A #### Request Body N/A ### Request Example N/A ### Response #### Success Response (200) N/A #### Response Example N/A --- ## GetEngineIdentifierFromRootDir ### Description Returns the identifier for the engine with the given root directory. ### Method N/A (Function Signature) ### Endpoint N/A ### Parameters #### Path Parameters N/A #### Query Parameters N/A #### Request Body N/A ### Request Example N/A ### Response #### Success Response (200) N/A #### Response Example N/A --- ## GetEngineRootDirFromIdentifier ### Description Returns the identifier for the engine with the given root directory. ### Method N/A (Function Signature) ### Endpoint N/A ### Parameters #### Path Parameters N/A #### Query Parameters N/A #### Request Body N/A ### Request Example N/A ### Response #### Success Response (200) N/A #### Response Example N/A --- ## GetEngineSavedConfigDirectory ### Description Gets the root directory for the engine's saved config files. ### Method N/A (Function Signature) ### Endpoint N/A ### Parameters #### Path Parameters N/A #### Query Parameters N/A #### Request Body N/A ### Request Example N/A ### Response #### Success Response (200) N/A #### Response Example N/A --- ## GetTargetsForCurrentProject ### Description Gets information about the build targets supported by the current project. ### Method N/A (Function Signature) ### Endpoint N/A ### Parameters #### Path Parameters N/A #### Query Parameters N/A #### Request Body N/A ### Request Example N/A ### Response #### Success Response (200) N/A #### Response Example N/A --- ## GetTargetsForProject ### Description Gets information about the build targets supported by a particular project. ### Method N/A (Function Signature) ### Endpoint N/A ### Parameters #### Path Parameters N/A #### Query Parameters N/A #### Request Body N/A ### Request Example N/A ### Response #### Success Response (200) N/A #### Response Example N/A --- ## GetUserTempPath ### Description Gets the path to the user's temporary directory. ### Method N/A (Function Signature) ### Endpoint N/A ### Parameters #### Path Parameters N/A #### Query Parameters N/A #### Request Body N/A ### Request Example N/A ### Response #### Success Response (200) N/A #### Response Example N/A ``` -------------------------------- ### Get Lighting Guid (C++) Source: https://dev.epicgames.com/documentation/en-us/unreal-engine/API/Runtime/Engine/UMaterialInterface Retrieves the lighting GUID for the material. This identifier is used internally by the engine for lighting calculations and caching. ```cpp const FGuid & GetLightingGuid() ``` -------------------------------- ### Project Launcher API Overview Source: https://dev.epicgames.com/documentation/en-us/unreal-engine/API/Plugins/ProjectLauncher This section outlines the core components of the Project Launcher API, including classes, structs, interfaces, typedefs, and enums. ```APIDOC ## Project Launcher API Components ### Description This API provides functionalities for launching projects within Unreal Engine. It includes various classes for profile building and management, data structures for launch profiles, and interfaces for module interaction. ### Classes - **FBasicProfileTreeBuilder**: Handles basic profile tree building. - **FBasicProfileTreeBuilderFactory**: Factory for creating basic profile tree builders. - **FCustomProfileTreeBuilder**: Handles custom profile tree building. - **FCustomProfileTreeBuilderFactory**: Factory for creating custom profile tree builders. - **FGenericProfileTreeBuilder**: Base class for profile tree builders. - **FLaunchExtension**: Base class for launch extensions. - **FLaunchExtensionInstance**: Base class for launch extension instances. - **FLaunchProfileTreeData**: Represents data for a launch profile tree. - **FLaunchProfileTreeNode**: Represents a node in the launch profile tree. - **FModel**: Represents the data model for the Project Launcher. - **SCustomLaunchBuildTargetCombo**: UI helper for build target selection. - **SCustomLaunchCombo**: UI helper for general combo box selection. - **SCustomLaunchContentSchemeCombo**: UI helper for content scheme selection. - **SCustomLaunchDeviceCombo**: UI helper for device selection. - **SCustomLaunchDeviceListView**: UI element for displaying a list of devices. - **SCustomLaunchDeviceWidgetBase**: Base UI widget for device-related elements. - **SCustomLaunchLexToStringCombo**: UI helper for selecting items with LexToString. - **SCustomLaunchMapListView**: UI element for displaying a list of maps. - **SCustomLaunchPlatformCombo**: UI helper for platform selection. - **SCustomLaunchProjectCombo**: UI helper for project selection. - **SCustomLaunchStringCombo**: UI helper for selecting from a list of strings. ### Structs - **FLaunchLogMessage**: Represents a log message during the launch process. - **FProjectSettings**: Contains project settings relevant to the launcher. ### Interfaces - **ILaunchProfileTreeBuilder**: Interface for profile tree builders. - **ILaunchProfileTreeBuilderFactory**: Interface for profile tree builder factories. - **IProjectLauncherModule**: Interface for the Project Launcher module. ### Typedefs - **FLaunchProfileTreeDataPtr**: Shared pointer to FLaunchProfileTreeData. - **FLaunchProfileTreeDataRef**: Shared reference to FLaunchProfileTreeData. - **FLaunchProfileTreeNodePtr**: Shared pointer to FLaunchProfileTreeNode. - **FLaunchProfileTreeNodeRef**: Shared reference to FLaunchProfileTreeNode. - **FOnBuildTargetChanged**: Delegate for build target change events. - **FOnProfileClicked**: Delegate for profile click events. - **FOnSelectedPlatformChanged**: Delegate for selected platform change events. - **FOnSelectedProfileChanged**: Delegate for selected profile change events. - **FOnSelectedProjectChanged**: Delegate for selected project change events. ### Enums - **ProjectLauncher::EContentScheme**: Enum for content schemes. - **ProjectLauncher::EProfileType**: Enum for profile types. ``` -------------------------------- ### Get Start Tangent - SplineMeshComponent Source: https://dev.epicgames.com/documentation/en-us/unreal-engine/python-api/genindex-G_application_version=5 Fetches the starting tangent of a SplineMeshComponent. This defines the direction and curvature of the spline at its beginning. ```python unreal.SplineMeshComponent.get_start_tangent() ``` -------------------------------- ### FAudioColorMapper Constructor Source: https://dev.epicgames.com/documentation/en-us/unreal-engine/API/Plugins/AudioWidgets/FAudioColorMapper Details for the FAudioColorMapper constructor, including parameters and remarks. ```APIDOC ## FAudioColorMapper Constructor ### Description Initializes a new instance of the FAudioColorMapper class. ### Method Constructor ### Parameters #### Constructor Parameters - **InMinValue** (float) - Required - The minimum value for normalization. - **InMaxValue** (float) - Required - The maximum value for normalization. - **InColorMap** (EAudioColorGradient) - Required - The color gradient to apply. ``` -------------------------------- ### Get Start Offset - MovieSceneAudioSection Source: https://dev.epicgames.com/documentation/en-us/unreal-engine/python-api/genindex-G_application_version=5 Retrieves the starting offset for a MovieSceneAudioSection. This is useful for synchronizing audio with visual elements. ```python unreal.MovieSceneAudioSection.get_start_offset() ``` -------------------------------- ### Specify Live Link Hub Session at Startup Source: https://dev.epicgames.com/documentation/en-us/unreal-engine/unreal-engine-5-6-release-notes This snippet provides instructions on how to specify which Live Link Hub session to load when the application starts, using a command-line argument. ```text [Live Link Hub] Users can specify the session to load at startup via the `-SessionPath="C:\...\MySession.json"` command line argument. ``` -------------------------------- ### Get Start Frame - MovieSceneSection Source: https://dev.epicgames.com/documentation/en-us/unreal-engine/python-api/genindex-G_application_version=5 Retrieves the starting frame of a MovieSceneSection. This is fundamental for timeline manipulation and animation editing. ```python unreal.MovieSceneSection.get_start_frame() ``` -------------------------------- ### Engine Installation and Version Functions Source: https://dev.epicgames.com/documentation/en-us/unreal-engine/API/Developer/DesktopPlatform/IDesktopPlatform These functions handle the management and querying of Unreal Engine installations. They include registering installations, checking for perforce or source distributions, validating directories, and retrieving engine versions. Dependencies include FString and FEngineVersion. ```cpp bool IsPerforceBuild ( const FString& RootDir ) ``` ```cpp bool IsSourceDistribution ( const FString& RootDir ) ``` ```cpp bool IsValidRootDirectory ( const FString& RootDir ) ``` ```cpp bool RegisterEngineInstallation ( const FString& RootDir, FString& OutIdentifier ) ``` ```cpp bool TryGetEngineVersion ( const FString& RootDir, FEngineVersion& OutVersion ) ``` -------------------------------- ### Start Logic and State Management in Unreal Engine Source: https://dev.epicgames.com/documentation/en-us/unreal-engine/python-api/genindex-S_application_version=5 Details methods for initiating logic and managing states within components and systems. ```unrealscript start_logic() start_state ``` -------------------------------- ### Get GUID Attribute in Unreal Engine Source: https://dev.epicgames.com/documentation/en-us/unreal-engine/python-api/genindex-G_application_version=5 Retrieves a GUID attribute from an InterchangeBaseNode. This method is part of the InterchangeBaseNode class. ```python unreal.InterchangeBaseNode.get_guid_attribute() ``` -------------------------------- ### HTNPlanner Plugin Overview Source: https://dev.epicgames.com/documentation/en-us/unreal-engine/API/Plugins/HTNPlanner Provides an overview of the HTNPlanner plugin, its location, and associated module build rules. ```APIDOC ## HTNPlanner Plugin Overview ### Description This section details the HTNPlanner plugin, including its type, location within the engine, and the build file used for modules. ### Plugin Details - **Name**: HTNPlanner - **Type**: Plugin - **Part of Plugins**: HTN planner - **Location**: /Engine/Plugins/AI/HTNPlanner/Source/HTNPlanner/ - **Module Build Rules**: HTNPlanner.Build.cs ``` -------------------------------- ### Get Build Installation Statistics - C++ Source: https://dev.epicgames.com/documentation/en-us/unreal-engine/API/Runtime/BuildPatchServices/IBuildInstaller Retrieves the build statistics for the installation process. This C++ function should only be called after the installation has completed. It returns an FBuildInstallStats object containing detailed information about the process. ```cpp FBuildInstallStats GetBuildStatistics() Copy full snippet ``` -------------------------------- ### HTTPChunkInstaller Plugin Overview Source: https://dev.epicgames.com/documentation/en-us/unreal-engine/API/Plugins/HTTPChunkInstaller Provides an overview of the HTTPChunkInstaller plugin, including its type, parent plugins, and source location. ```APIDOC ## HTTPChunkInstaller Plugin Information ### Plugin Name HTTPChunkInstaller ### Plugin Type Runtime ### Part of Plugins HTTP Chunk Installer ### Location /Engine/Plugins/Runtime/HTTPChunkInstaller/Source/ ### Module Build Rules HTTPChunkInstaller.Build.cs ``` -------------------------------- ### Get Build Installation Percentage Text - C++ Source: https://dev.epicgames.com/documentation/en-us/unreal-engine/API/Runtime/BuildPatchServices/IBuildInstaller Provides a formatted text representation of the current progress percentage for the build installation. This C++ function is useful for displaying the installation's progress to the user. ```cpp FText GetPercentageText() Copy full snippet ``` -------------------------------- ### IFFTAlgorithmFactory Class Documentation Source: https://dev.epicgames.com/documentation/en-us/unreal-engine/API/Runtime/SignalProcessing/IFFTAlgorithmFactory Details of the IFFTAlgorithmFactory class, including its header file, include path, and syntax. ```APIDOC ## Class IFFTAlgorithmFactory ### Description Factory interface for creating FFT algorithms. ### Header File `/Engine/Source/Runtime/SignalProcessing/Public/DSP/FFTAlgorithm.h` ### Include Path `#include "DSP/FFTAlgorithm.h"` ### Syntax ```cpp class IFFTAlgorithmFactory : public IModularFeature ``` ### Destructors * **virtual ~IFFTAlgorithmFactory()** * Remarks: Destroys the IFFTAlgorithmFactory instance. * Header File: DSP/FFTAlgorithm.h ### Functions #### Public Functions * **bool AreFFTSettingsSupported(const FFFTSettings& InSettings) const** * Remarks: Returns true if the input settings are supported by this factory. * Header File: DSP/FFTAlgorithm.h * **bool Expects128BitAlignedArrays()** * Remarks: If true, this implementation requires input and output arrays to be 128 bit aligned. * Header File: DSP/FFTAlgorithm.h * **FName GetFactoryName()** * Remarks: Name of this particular factory. * Header File: DSP/FFTAlgorithm.h * **bool IsHardwareAccelerated()** * Remarks: If true, this implementation uses hardware acceleration. * Header File: DSP/FFTAlgorithm.h * **TUniquePtr< IFFTAlgorithm > NewFFTAlgorithm(const FFFTSettings& InSettings)** * Remarks: Creates a new FFT algorithm. * Header File: DSP/FFTAlgorithm.h #### Static Functions * **static const FName GetModularFeatureName()** * Remarks: Name of modular feature for FFT factory. * Header File: DSP/FFTAlgorithm.h ``` -------------------------------- ### LiveLinkDevice Plugin Overview Source: https://dev.epicgames.com/documentation/en-us/unreal-engine/API/Plugins/LiveLinkDevice This section provides an overview of the LiveLinkDevice plugin, including its type, parent plugins, and source location. ```APIDOC ## LiveLinkDevice Plugin ### Description Provides functionality for managing Live Link devices within Unreal Engine. ### Type Plugin ### Part of Plugins Live Link Device Framework ### Location /Engine/Plugins/Animation/LiveLinkDevice/Source/LiveLinkDevice/ ### Module Build Rules LiveLinkDevice.Build.cs ``` -------------------------------- ### Get Build Installer Pointer Source: https://dev.epicgames.com/documentation/en-us/unreal-engine/API/Runtime/PreLoadScreen/FBuildPatchServicesPreLoadManage- Provides access to the IBuildInstaller interface pointer. This allows for direct interaction with the underlying build installer. ```cpp IBuildInstallerPtr GetInstaller() // Header File: /Engine/Source/Runtime/PreLoadScreen/Public/BuildPatchServicesPreLoadManager.h // Include Path: #include "BuildPatchServicesPreLoadManager.h" ``` -------------------------------- ### UMRMeshComponent Overview Source: https://dev.epicgames.com/documentation/en-us/unreal-engine/API/Runtime/MRMesh/UMRMeshComponent This section provides an overview of the UMRMeshComponent class, its header file, and include path. ```APIDOC ## UMRMeshComponent ### Description Represents a component that manages mesh data for rendering and physics. ### Header File `/Engine/Source/Runtime/MRMesh/Public/MRMeshComponent.h` ### Include Path `#include "MRMeshComponent.h"` ### Syntax ```cpp UCLASS(HideCategories=(Physics), Meta=(BlueprintSpawnableComponent), ClassGroup=Rendering, MinimalAPI) class UMRMeshComponent : public UPrimitiveComponent, public IMRMesh ``` ``` -------------------------------- ### Get Start Seconds - NiagaraSimCache Source: https://dev.epicgames.com/documentation/en-us/unreal-engine/python-api/genindex-G_application_version=5 Retrieves the starting time in seconds for a NiagaraSimCache. This is used for controlling simulation playback and caching. ```python unreal.NiagaraSimCache.get_start_seconds() ``` -------------------------------- ### Editor Utility Run on Start-up Source: https://dev.epicgames.com/documentation/en-us/unreal-engine/unreal-engine-5-6-release-notes Allows editor utilities to opt-in to running on start-up via a 'Run on Start-up' option in Class Defaults. This requires implementing a Run function and waits for the main editor frame and asset registry scan completion. ```blueprint Event BeginPlay() { // Editor utility logic } ``` -------------------------------- ### Get Start Direction - ActorModifierGridArrangeModifier Source: https://dev.epicgames.com/documentation/en-us/unreal-engine/python-api/genindex-G_application_version=5 Obtains the starting direction for grid arrangement in ActorModifierGridArrangeModifier. This is used to define the orientation of the grid. ```python unreal.ActorModifierGridArrangeModifier.get_start_direction() ``` -------------------------------- ### Editor Utility Run on Start-up Source: https://dev.epicgames.com/documentation/en-us/unreal-engine/unreal-engine-5-6-release-notes_application_version=5 Allows editor utilities to opt-in to running on start-up via a 'Run on Start-up' option in Class Defaults. This requires implementing a Run function and waits for the main editor frame and asset registry scan completion. ```blueprint Event BeginPlay() { // Editor utility logic } ``` -------------------------------- ### Get Angle Start (Unreal Engine) Source: https://dev.epicgames.com/documentation/en-us/unreal-engine/python-api/genindex-G_application_version=5 Retrieves the starting angle for cloning layouts. This method is available in unreal.CEClonerCircleLayout and unreal.CEClonerCylinderLayout. ```unrealscript unreal.CEClonerCircleLayout.get_angle_start() ``` ```unrealscript unreal.CEClonerCylinderLayout.get_angle_start() ``` -------------------------------- ### FVirtualShadowMapVisualizationMenuCommands Class Overview Source: https://dev.epicgames.com/documentation/en-us/unreal-engine/API/Editor/CommonMenuExtensions/FVirtualShadowMapVisualizationMe- Provides an overview of the FVirtualShadowMapVisualizationMenuCommands class, its header file, and include path. ```APIDOC ## Class FVirtualShadowMapVisualizationMenuCommands ### Description Represents the commands related to the virtual shadow map visualization menu in the Unreal Engine editor. ### Header File /Engine/Source/Editor/CommonMenuExtensions/Public/VirtualShadowMapVisualizationMenuCommands.h ### Include Path #include "VirtualShadowMapVisualizationMenuCommands.h" ``` -------------------------------- ### Get Build Installation State - C++ Source: https://dev.epicgames.com/documentation/en-us/unreal-engine/API/Runtime/BuildPatchServices/IBuildInstaller This C++ function returns the current status of the build installation process. It returns an EBuildPatchState enum value, indicating whether the installation is pending, running, complete, or failed. ```cpp BuildPatchServices::EBuildPatchState GetState() Copy full snippet ``` -------------------------------- ### Get Start Bone - IKRigController Source: https://dev.epicgames.com/documentation/en-us/unreal-engine/python-api/genindex-G_application_version=5 Fetches the starting bone name from the IKRigController. This is essential for setting up skeletal animation and IK chains. ```python unreal.IKRigController.get_start_bone() ``` -------------------------------- ### FVirtualShadowMapVisualizationData Class Overview Source: https://dev.epicgames.com/documentation/en-us/unreal-engine/API/Runtime/Engine/FVirtualShadowMapVisualizationDa- Provides an overview of the FVirtualShadowMapVisualizationData class, including its header file and include path. ```APIDOC ## Class FVirtualShadowMapVisualizationData ### Description Represents visualization data for virtual shadow maps. ### Header File /Engine/Source/Runtime/Engine/Public/VirtualShadowMapVisualizationData.h ### Include Path ```c++ #include "VirtualShadowMapVisualizationData.h" ``` ``` -------------------------------- ### XRScribe API Overview Source: https://dev.epicgames.com/documentation/en-us/unreal-engine/API/Plugins/XRScribe Provides an overview of the XRScribe runtime plugin and its core components. ```APIDOC ## XRScribe API Documentation ### Overview XRScribe is a runtime plugin for Unreal Engine that provides OpenXR integration capabilities. It includes various classes, structs, and enums to manage XR actions, capture data, and configure developer settings. ### Key Components #### Classes - **FOpenXRActionPoseManager**: Manages action poses. - **FOpenXRCaptureDecoder**: Decodes XR capture data. - **FOpenXRCaptureEncoder**: Encodes XR capture data. - **FOpenXRCaptureLayer**: Represents a capture layer. - **FOpenXREmulationLayer**: Represents an emulation layer. - **UXRScribeDeveloperSettings**: Developer settings for XRScribe. #### Structs A comprehensive list of structs used for OpenXR API packet communication, including: - **FOpenXRAcquireSwapchainImagePacket** - **FOpenXRBeginFramePacket** - **FOpenXRCreateInstancePacket** - **FOpenXRLocateSpacePacket** - **FOpenXRWaitFramePacket** - ... (many more) #### Interfaces - **IOpenXRAPILayer** - **IOpenXRAPILayerManager** #### Enums - **EXRScribeRunMode::Type**: Defines the run mode for XRScribe. - **UE::XRScribe::EOpenXRAPIPacketId**: Enum for OpenXR API packet IDs. - **UE::XRScribe::EOpenXRAPIThreadId**: Enum for OpenXR API thread IDs. #### Functions - **DEFINE_LOG_CATEGORY_STATIC ( LogXRScribeEmulate, Log, All )**: Static log category for XRScribe emulation. ``` -------------------------------- ### Get Start Angle - ActorModifierRadialArrangeModifier Source: https://dev.epicgames.com/documentation/en-us/unreal-engine/python-api/genindex-G_application_version=5 Retrieves the starting angle for radial arrangement in ActorModifierRadialArrangeModifier. This is useful for positioning objects in a circular pattern. ```python unreal.ActorModifierRadialArrangeModifier.get_start_angle() ``` -------------------------------- ### Get Install Progress Source: https://dev.epicgames.com/documentation/en-us/unreal-engine/python-api/genindex-G_application_version=5 Retrieves the installation progress of mobile content from the Mobile Pending Content class. Useful for tracking downloads. ```unrealscript unreal.MobilePendingContent.get_install_progress() ``` -------------------------------- ### FVirtualShadowMapVisualizationMenuCommands Constructors Source: https://dev.epicgames.com/documentation/en-us/unreal-engine/API/Editor/CommonMenuExtensions/FVirtualShadowMapVisualizationMe- Lists the constructors available for the FVirtualShadowMapVisualizationMenuCommands class. ```APIDOC ## Constructors ### FVirtualShadowMapVisualizationMenuCommands() * **Remarks**: Default constructor. * **Include Path**: VirtualShadowMapVisualizationMenuCommands.h ``` -------------------------------- ### Add Preparsing to Config Rules Source: https://dev.epicgames.com/documentation/en-us/unreal-engine/unreal-engine-5-6-release-notes_application_version=5 Introduces preparsing to config rules for faster startup times. Includes a parser mode ('p' command) and new flags for regex optimization and debug offsets. ```cpp Added preparsing to config rules for improved startup timeConfigRulesTool parser mode ('p' command)New -verbose flag for 'p' (regex optimizes) and 'd' commands (offsets for debug) ``` ```cpp Added validation with errors showing line number RegEx optimizer (replaces simple string comparisons) ``` -------------------------------- ### Get Circle Start Angle (AvaPatternModifierCircleTool) Source: https://dev.epicgames.com/documentation/en-us/unreal-engine/python-api/genindex-G_application_version=5 Retrieves the starting angle for the circle pattern modifier. This method is part of the unreal.AvaPatternModifierCircleTool class. ```unreal unreal.AvaPatternModifierCircleTool.get_circle_start_angle(modifier) ``` -------------------------------- ### Get Active Gameplay Effect Start Time Source: https://dev.epicgames.com/documentation/en-us/unreal-engine/python-api/genindex-G_application_version=5 Retrieves the start time of an active gameplay effect. This is a class method of AbilitySystemLibrary. ```unrealscript unreal.AbilitySystemLibrary.get_active_gameplay_effect_start_time() ``` -------------------------------- ### FTargetPlatformSettingsBase Class Overview Source: https://dev.epicgames.com/documentation/en-us/unreal-engine/API/Developer/TargetPlatform/FTargetPlatformSettingsBase Provides an overview of the FTargetPlatformSettingsBase class, including its inheritance and header file information. ```APIDOC ## Class FTargetPlatformSettingsBase ### Description The `FTargetPlatformSettingsBase` class is an abstract base class that defines platform-specific settings for Unreal Engine. ### Header File `/Engine/Source/Developer/TargetPlatform/Public/Common/TargetPlatformSettingsBase.h` ### Include Path `#include "Common/TargetPlatformSettingsBase.h"` ### Inheritance - Inherits from `ITargetPlatformSettings` - Derived classes include `TTar ``` -------------------------------- ### Get Build Installation Error Code - C++ Source: https://dev.epicgames.com/documentation/en-us/unreal-engine/API/Runtime/BuildPatchServices/IBuildInstaller Retrieves the specific error code associated with a failed build installation. This C++ function returns an FString representing the error code and is only valid to call after the installation has completed. ```cpp FString GetErrorCode () Copy full snippet ``` -------------------------------- ### Scriptable Tools: Command Registration and Keybinding Source: https://dev.epicgames.com/documentation/en-us/unreal-engine/unreal-engine-5-6-release-notes Scriptable Tools now supports command registration within the new `ToolkitBuilder` UI. This enables individual tools to be keybound in Editor Preferences, providing a more flexible and customizable user experience for tool invocation. ```python ToolkitBuilder.RegisterCommand(CommandName, FunctionToCall) EditorPreferences.AddKeybinding(InputChord, CommandName) ``` -------------------------------- ### Unreal Engine: start_analyzing_output() Method Source: https://dev.epicgames.com/documentation/en-us/unreal-engine/python-api/genindex-S_application_version=5 Describes the 'start_analyzing_output()' method in the unreal.AudioMixerLibrary class. This method likely initiates the analysis of audio output. ```Unreal Engine unreal.AudioMixerLibrary.start_analyzing_output() ```