Go to the source code of this file.
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enum class | ETaskTag : int32 {
ENone = 0 << 0
, EStaticInit = 1 << 0
, EGameThread = 1 << 1
, ESlateThread = 1 << 2
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UE_DEPRECATED =(5.0, "AudioThread was removed and ETaskTag::EAudioThread is not used anymore. Please remove it.") = 1 << 3
, ERenderingThread = 1 << 4
, ERhiThread = 1 << 5
, EAsyncLoadingThread = 1 << 6
,
ENamedThreadBits = (EAsyncLoadingThread << 1) - 1
, EParallelThread = 1 << 8
, EWorkerThread = 1 << 7 | EParallelThread
, EParallelRenderingThread = ERenderingThread | EParallelThread
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EParallelGameThread = EGameThread | EParallelThread
, EParallelRhiThread = ERhiThread | EParallelThread
} |
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◆ GFirstFrameIntraFrameDebugging
#define GFirstFrameIntraFrameDebugging false |
◆ GIntraFrameDebuggingGameThread
#define GIntraFrameDebuggingGameThread false |
◆ GIsEditor
◆ GIsUCCMakeStandaloneHeaderGenerator
#define GIsUCCMakeStandaloneHeaderGenerator false |
◆ GLog
◆ SCOPED_BOOT_TIMING
◆ UE_SCOPED_ENGINE_ACTIVITY
◆ UE_SET_REQUEST_EXIT_ON_TICK_ONLY
#define UE_SET_REQUEST_EXIT_ON_TICK_ONLY 0 |
Set this to true to only allow setting RequestingExit at the start of the Engine tick This will remove the chance for undefined behaviour when setting RequestExit
This needs to proved out on all platforms/use cases before this can moved to default
Definition at line 355 of file CoreGlobals.h.
◆ ETaskTag
Enumerator |
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ENone | |
EStaticInit | |
EGameThread | |
ESlateThread | |
UE_DEPRECATED | |
ERenderingThread | |
ERhiThread | |
EAsyncLoadingThread | |
ENamedThreadBits | |
EParallelThread | |
EWorkerThread | |
EParallelRenderingThread | |
EParallelGameThread | |
EParallelRhiThread | |
Definition at line 577 of file CoreGlobals.h.
◆ BeginExitIfRequested()
void BeginExitIfRequested |
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This will check if a RequestExit has come in, if it has will set GIsRequestingExit.
◆ BootTimingPoint()
void BootTimingPoint |
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const ANSICHAR * | Message | ) |
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◆ DumpBootTiming()
◆ EnsureRetrievingVTablePtrDuringCtor()
void EnsureRetrievingVTablePtrDuringCtor |
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const TCHAR * | CtorSignature | ) |
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Ensures that current thread is during retrieval of vtable ptr of some UClass.
- Parameters
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CtorSignature | The signature of the ctor currently running to construct proper error message. |
◆ ENUM_CLASS_FLAGS()
◆ GetEmitDrawEvents()
bool GetEmitDrawEvents |
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◆ GetGlobalLogSingleton()
◆ GetRunningCommandletClass()
◆ IsAllowCommandletAudio()
◆ IsAllowCommandletRendering()
Check to see if we should initialise RHI and set up scene for rendering even when running a commandlet.
Definition at line 298 of file CoreGlobals.h.
◆ IsAudioThreadRunning()
bool IsAudioThreadRunning |
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◆ IsEngineExitRequested()
◆ IsInActualRenderingThread()
bool IsInActualRenderingThread |
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- Returns
- True if called from the rendering thread.
◆ IsInAudioThread()
- Returns
- True if called from the audio thread, and not merely a thread calling audio functions.
◆ IsInGameThread()
- Returns
- True if called from the game thread.
◆ IsInParallelGameThread()
bool IsInParallelGameThread |
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- Returns
- True if called from the game thread in a parallel for.
◆ IsInParallelRenderingThread()
bool IsInParallelRenderingThread |
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- Returns
- True if called from the rendering thread, or if called from ANY thread that isn't the game thread, except that during single threaded rendering the game thread is ok too.
◆ IsInParallelRHIThread()
bool IsInParallelRHIThread |
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- Returns
- True if called from any parallel RHI thread, or if called from ANY thread during single threaded rendering
◆ IsInRenderingThread()
bool IsInRenderingThread |
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- Returns
- True if called from the rendering thread, or if called from ANY thread during single threaded rendering
◆ IsInRHIThread()
- Returns
- True if called from the RHI thread, or if called from ANY thread during single threaded rendering
◆ IsInSlateThread()
- Returns
- True if called from the slate thread, and not merely a thread calling slate functions.
◆ IsRHIThreadRunning()
bool IsRHIThreadRunning |
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- Returns
- True if RHI thread is running
◆ IsRunningCommandlet()
Check to see if this executable is running a commandlet (custom command-line processing code in an editor-like environment)
Definition at line 250 of file CoreGlobals.h.
◆ IsRunningCookCommandlet()
Check to see if this executable is running the cookcommandlet
Definition at line 262 of file CoreGlobals.h.
◆ IsRunningCookOnTheFly()
bool IsRunningCookOnTheFly |
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- Returns
- True if running cook-on-the-fly.
◆ IsRunningDLCCookCommandlet()
Check to see if this executable is running the cookcommandlet
Definition at line 274 of file CoreGlobals.h.
◆ NotifyLoadingStateChanged()
FORCEINLINE void NotifyLoadingStateChanged |
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bool | bState, |
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const TCHAR * | Message ) |
◆ RequestEngineExit() [1/2]
void RequestEngineExit |
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const FString & | ReasonString | ) |
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◆ RequestEngineExit() [2/2]
void RequestEngineExit |
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const TCHAR * | ReasonString | ) |
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◆ SetEmitDrawEvents()
void SetEmitDrawEvents |
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bool | EmitDrawEvents | ) |
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◆ TSAN_ATOMIC()
How to print the category in log output.
How to print the verbosity in log output.
◆ UE_DEPRECATED() [1/3]
◆ UE_DEPRECATED() [2/3]
UE_DEPRECATED |
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4. | 25, |
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"This variable is no longer set. Use !GEditor->GetPlayInEditorSessionInfo()->OriginalRequestParams.HasPlayWorldPlacement() instead." | ) |
Whether or not PIE was attempting to play from PlayerStart
◆ UE_DEPRECATED() [3/3]
Thread ID of the the thread we are executing RHI commands on. This could either be a constant dedicated thread or changing every task if we run the rhi thread on tasks.
◆ GAllowActorScriptExecutionInEditor
bool GAllowActorScriptExecutionInEditor |
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allow AActor object to execute script in the editor from specific entry points, such as when running a construction script
◆ GAreScreenMessagesEnabled
bool GAreScreenMessagesEnabled |
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Global value indicating on-screen warnings/message should be displayed. Disabled via console command "DISABLEALLSCREENMESSAGES" Enabled via console command "ENABLEALLSCREENMESSAGES" Toggled via console command "TOGGLEALLSCREENMESSAGES"
◆ GCompatIni
◆ GCompilingBlueprint
Forces use of template names for newly instanced components in a CDO.
◆ GConfig
◆ GCoreComplexObjectPathDebug
UE::CoreUObject::Private::FStoredObjectPath* GCoreComplexObjectPathDebug |
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◆ GCoreObjectArrayForDebugVisualizers
◆ GCoreObjectHandlePackageDebug
◆ GCurrentTraceName
Determines what kind of trace should occur, NAME_None for none.
◆ GCycleStatsShouldEmitNamedEvents
int32 GCycleStatsShouldEmitNamedEvents |
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Whether stats should emit named events for e.g. PIX.
◆ GDebugToolExec
Exec handler for game debugging tool, allowing commands like "editactor"
◆ GDeviceProfilesIni
◆ GEditorIni
Editor per-project ini files - stored per project.
◆ GEditorKeyBindingsIni
◆ GEditorLayoutIni
Editor ini file locations - stored per engine version (shared across all projects). Migrated between versions on first run.
◆ GEditorPerProjectIni
◆ GEditorSettingsIni
◆ GEdSelectionLock
◆ GEnableVREditorHacks
bool GEnableVREditorHacks |
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Enables various editor and HMD hacks that allow the experimental VR editor feature to work, perhaps at the expense of other systems
◆ GEngineIni
◆ GError
◆ GErrorExceptionDescription
TCHAR GErrorExceptionDescription[4096] |
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◆ GErrorHist
◆ GEventDrivenLoaderEnabled
bool GEventDrivenLoaderEnabled |
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◆ GExitPurge
◆ GFalse
◆ GFastPathUniqueNameGeneration
bool GFastPathUniqueNameGeneration |
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when constructing objects, use the fast path on consoles...
◆ GFlushStreamingFunc
void(* GFlushStreamingFunc) (void) |
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Helper function to flush resource streaming.
◆ GForceLoadEditorOnly
bool GForceLoadEditorOnly |
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When saving out of the game, this override allows the game to load editor only properties.
◆ GForeignEngineDir
const TCHAR* GForeignEngineDir |
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◆ GFrameCounter
Steadily increasing frame counter.
◆ GFrameCounterRenderThread
uint64 GFrameCounterRenderThread |
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◆ GFrameNumber
Incremented once per frame before the scene is being rendered. In split screen mode this is incremented once for all views (not for each view).
◆ GFrameNumberRenderThread
uint32 GFrameNumberRenderThread |
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NEED TO RENAME, for RT version of GFrameTime use View.ViewFamily->FrameNumber or pass down from RT from GFrameTime).
◆ GGameIni
◆ GGameplayTagsIni
◆ GGameThreadId
Thread ID of the main/game thread
◆ GGameUserSettingsIni
◆ GHardwareIni
◆ GHitchThresholdMS
Threshold for a frame to be considered a hitch (in milliseconds).
◆ GInputIni
◆ GInputTime
The time input was sampled, in cycles.
◆ GInstallBundleIni
◆ GInternalProjectName
TCHAR GInternalProjectName[64] |
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◆ GIsAutomationTesting
bool GIsAutomationTesting |
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Whether or not a unit test is currently being run.
◆ GIsBuildMachine
These are set when the engine first starts up. This specifies whether the engine was launched as a build machine process.
◆ GIsClient
◆ GIsCookerLoadingPackage
bool GIsCookerLoadingPackage |
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Whether the cooker is currently loading a package or not
◆ GIsCriticalError
◆ GIsDemoMode
Disables some warnings and minor features that would interrupt a demo presentation
◆ GIsDumpingMovie
◆ GIsDuplicatingClassForReinstancing
◆ GIsEditorLoadingPackage
bool GIsEditorLoadingPackage |
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Whether the editor is currently loading a package or not
◆ GIsFirstInstance
Whether we are the first instance of the game running.
◆ GIsGameAgnosticExe
If true, this executable is able to run all games (which are loaded as DLL's).
◆ GIsGameThreadIdInitialized
bool GIsGameThreadIdInitialized |
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Has GGameThreadId been set yet?
◆ GIsGCingAfterBlueprintCompile
bool GIsGCingAfterBlueprintCompile |
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True if we're garbage collecting after a blueprint compilation
◆ GIsGuarded
◆ GIsHighResScreenshot
bool GIsHighResScreenshot |
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◆ GIsInitialLoad
Whether we are still in the initial loading process.
◆ GIsPlayInEditorWorld
bool GIsPlayInEditorWorld |
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Whether GWorld points to the play in editor world
◆ GIsReconstructingBlueprintInstances
bool GIsReconstructingBlueprintInstances |
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True if we're reconstructing blueprint instances. Should never be true on cooked builds
◆ GIsReinstancing
True if actors and objects are being re-instanced.
◆ GIsRenderingThreadSuspended
Whether the rendering thread is suspended (not even processing the tickables)
◆ GIsRetrievingVTablePtr
bool GIsRetrievingVTablePtr |
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true when we are retrieving VTablePtr from UClass
◆ GIsRunningUnattendedScript
bool GIsRunningUnattendedScript |
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◆ GIsServer
◆ GIsSilent
This determines if we should output any log text. If Yes then no log text should be emitted.
◆ GIsSlowTask
◆ GLastGCFrame
GFrameCounter the last time GC was run.
◆ GLightmassIni
◆ GLogConsole
◆ GLongCorePackageName
Name of the core package.
◆ GLongCoreUObjectPackageName
◆ GMakeCacheIDIndex
◆ GNearClippingPlane
◆ GNo
◆ GNone
◆ GPlatformNeedsPowerOfTwoTextures
bool GPlatformNeedsPowerOfTwoTextures |
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true if the runtime needs textures to be powers of two
◆ GPlayInEditorID
◆ GPrintLogTimes
How to print the time in log output.
◆ GPumpingMessages
Whether or not messages are being pumped
◆ GPumpingMessagesOutsideOfMainLoop
bool GPumpingMessagesOutsideOfMainLoop |
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Whether or not messages are being pumped outside of main loop
◆ GRenderingThread
Thread used for rendering
◆ GRenderThreadId
Thread ID of the render thread, if any
◆ GRHIThread_InternalUseOnly
◆ GRuntimeOptionsIni
◆ GSavingCompressionChunkSize
int32 GSavingCompressionChunkSize |
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Size to break up data into when saving compressed data
◆ GScalabilityIni
◆ GScreenMessagesRestoreState
bool GScreenMessagesRestoreState |
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◆ GScreenshotResolutionX
◆ GScreenshotResolutionY
◆ GShouldEmitVerboseNamedEvents
bool GShouldEmitVerboseNamedEvents |
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Whether verbose stats should be also generate external profiler named events. Thread sleep/wait stats or extremely high frequency cycle counting stats are disabled by default. Has no effect if GCycleStatsShouldEmitNamedEvents is 0.
◆ GShouldSuspendRenderingThread
bool GShouldSuspendRenderingThread |
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Whether we want the rendering thread to be suspended, used e.g. for tracing.
◆ GSlateLoadingThreadId
Thread ID of the slate thread, if any
◆ GSlowTaskOccurred
◆ GStartTime
◆ GSystemStartTime
System time at engine init.
◆ GTrue
◆ GUELibraryOverrideSettings
Settings for when using UE as a library
◆ GUndo
◆ GVerifyObjectReferencesOnly
bool GVerifyObjectReferencesOnly |
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Disable loading of objects not contained within script files; used during script compilation
◆ GWarn
◆ GYes
◆ IsAsyncLoading
bool(* IsAsyncLoading) () |
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Whether we're currently in the async loading code path or not
◆ IsAsyncLoadingMultithreaded
bool(* IsAsyncLoadingMultithreaded) () |
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Returns true if async loading is using the async loading thread
◆ IsAsyncLoadingSuspended
bool(* IsAsyncLoadingSuspended) () |
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Suspends async package loading.
◆ IsInAsyncLoadingThread
bool(* IsInAsyncLoadingThread) () |
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- Returns
- True if called from the async loading thread if it's enabled, otherwise if called from game thread while is async loading code.
◆ ResumeAsyncLoading
void(* ResumeAsyncLoading) () |
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Resumes async package loading.
◆ ResumeTextureStreamingRenderTasks
void(* ResumeTextureStreamingRenderTasks) () |
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Resume texture updates caused by completed async IOs.
◆ SuspendAsyncLoading
void(* SuspendAsyncLoading) () |
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Suspends async package loading.
◆ SuspendTextureStreamingRenderTasks
void(* SuspendTextureStreamingRenderTasks) () |
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Suspends texture updates caused by completed async IOs.