description: Array of data items that we are displaying

code: WidgetArgsType & PermutationsSource &40; TArray< ItemType > InArg &41;


description: Default selected item in ItemsSource

module: MediaIOEditor

code: WidgetArgsType & SelectedPermutation &40; TOptional< ItemType > InArg &41;


className: WidgetArgsType

code: typedef FArguments WidgetArgsType


className: FArguments

code: struct FArguments : public [TSlateBaseNamedArgs< ThisClass >](API\Runtime\SlateCore\Widgets\TSlateBaseNamedArgs)


description: A unique ID for this property, so that it can be saved and restored.

code: WidgetArgsType & ColumnName &40; FName InArg &41;


description: Delegate to invoke when build the column and check the visibility.

code: WidgetArgsType & IsColumnVisible &40; const FIsColumnVisible & InDelegate &41;


description: Text to use as the Column header.

code: WidgetArgsType & Label &40; const TAttribute< FText > & InAttribute &41;


description: Text to use as the Column tooltip.

code: WidgetArgsType & Tooltip &40; const TAttribute< FText > & InAttribute &41;


code: FColumn &40; const FArguments & InArgs &41;


code: struct FArguments : public [TSlateBaseNamedArgs< FColumn >](API\Runtime\SlateCore\Widgets\TSlateBaseNamedArgs)


className: FColumn

description: Describes a single column

code: class FColumn

ColumnName

type: FName

IsColumnVisible

type: FIsColumnVisibl...

Label

type: TAttribute<FTe...

description: Text to use as the Column header.

Tooltip

description: Text to use as the Column tooltip.

Widget

type: TSharedPtr<SWi...

description: Widget created by this menu.


className: FIsColumnVisible

description: A delegate type invoked when we fill a column and wants to check if it should be visible.

code: typedef TBaseDelegate_TwoParams< bool, [FName](API\Runtime\Core\UObject\FName), const [TArray](API\Runtime\Core\Containers\TArray)< ItemType > & > FIsColumnVisible


className: FOnGetExtensions

description: A delegate called to add additional widgets to the left of the apply button.

code: typedef TBaseDelegate_OneParam< void, [TArray](API\Runtime\Core\Containers\TArray)< [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > > & > FOnGetExtensions


className: FOnSelectionChanged

description: A delegate type invoked when the selection changes.

code: typedef TBaseDelegate_OneParam< void, ItemType > FOnSelectionChanged


description: Get a copy of the current selected item.

code: ItemType GetSelectedItem() const


className: SMediaPermutationsSelector

code: template<typename ItemType, typename ItemBuilder> class SMediaPermutationsSelector : public [SCompoundWidget](API\Runtime\SlateCore\Widgets\SCompoundWidget)


className: ThisClass

code: typedef [SMediaPermutationsSelector](API\Plugins\MediaIOEditor\Widgets\SMediaPermutationsSelector)< ItemType, ItemBuilder > ThisClass


code: static [FText](API\Runtime\Core\Internationalization\FText) GetLabel ( [FName](API\Runtime\Core\UObject\FName) ColumnName, ItemType Item )


code: static [FText](API\Runtime\Core\Internationalization\FText) GetTooltip ( [FName](API\Runtime\Core\UObject\FName) ColumnName, ItemType Item )


code: static bool IdenticalProperty ( [FName](API\Runtime\Core\UObject\FName) ColumnName, ItemType Left, ItemType Right )


code: static bool Less ( [FName](API\Runtime\Core\UObject\FName) ColumnName, ItemType Left, ItemType Right )


className: TMediaPermutationsSelectorBuilder

code: template<typename ItemType> class TMediaPermutationsSelectorBuilder


description: Called to allow the movie streamer to cleanup any resources once there are no movies left to play.

module: MediaMovieStreamer

code: virtual void Cleanup()


description: Forces the movie streamer to cancel what it's streaming and close.

code: virtual void ForceCompletion()


description: Gets the aspect ratio of the movie frames being streamed.

code: virtual float GetAspectRatio() const


description: Returns the current MediaSoundComponent


description: Returns the name of the movie currently being played


code: virtual FTexture2DRHIRef GetTexture()


description: Gets a viewport interface which will be used to draw the movie.

code: virtual [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< class [ISlateViewport](API\Runtime\SlateCore\Rendering\ISlateViewport) > GetViewportInterface()


description: Returns true if the movie being played in the last one in the play list

code: virtual bool IsLastMovieInPlaylist()


description: Called from UMediaMovieAssets when the media ends.

code: void OnMediaEnd()


description: Tells the movie streamer about the viewport interface that was active before us.

code: virtual void PreviousViewportInterface ( const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [ISlateViewport](API\Runtime\SlateCore\Rendering\ISlateViewport) > & PreviousViewportInterface )


description: This also means thatFMediaMovieStreamerwill no longer clean up the assets when it is done. You will have to call SetMediaPlayer, SetMediaSoundComponent, etc with nullptr when you are done soFMediaMovieStreamerwill no longer keep its hold on them.

code: void SetIsMediaControlledExternally ( bool bInIsMediaControlledExternally )


description: Sets what media sound component we are using.

code: void SetMediaSoundComponent ( [UMediaSoundComponent](API\Runtime\MediaAssets\UMediaSoundComponent) * InMediaSoundComponent )


description: Sets which media player should be playing.

code: void SetMediaPlayer ( [UMediaPlayer](API\Runtime\MediaAssets\UMediaPlayer) * InMediaPlayer )


description: Sets what to play.

code: void SetMediaSource ( [UMediaSource](API\Runtime\MediaAssets\UMediaSource) * InMediaSource )


description: Sets what media texture we are using.

code: void SetMediaTexture ( [UMediaTexture](API\Runtime\MediaAssets\UMediaTexture) * InMediaTexture )


description: IMovieStreamerinterface

code: virtual bool Init ( const [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & InMoviePaths, [TEnumAsByte](API\Runtime\Core\Containers\TEnumAsByte)< EMoviePlaybackType > InPlaybackType )


description: Code run every tick for any additional per tick handling of playing the movie. Returns true if done.

code: virtual bool Tick ( float DeltaTime )


description: Called after the engine ticks.

code: virtual void TickPostEngine()


description: Called after rendering is finished.

code: virtual void TickPostRender()


description: Called before the engine tick.

code: virtual void TickPreEngine()


code: ~FMediaMovieStreamer()


className: FMediaMovieStreamer

description: Movie streamer that allows you to use MediaFramework during level loading, etc.

code: class FMediaMovieStreamer : public [IMovieStreamer](API\Runtime\MoviePlayer\IMovieStreamer)

MovieStreamerPostEngineTick

type: FMovieStreamerE...


className: bStartedModule

code: static bool bStartedModule = false;


description: Call this to get the MovieAssets.

code: static UMediaMovieAssets * GetMovieAssets()


description: Call this to get the MovieStreamer.

code: static const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FMediaMovieStreamer](API\Plugins\MediaMovieStreamer\FMediaMovieStreamer), ESPMode::ThreadSafe > GetMovieStreamer()


description: Called before the module is unloaded, right before the module object is destroyed. During normal shutdown, this is called in reverse order that modules finishStartupModule(). This means that, as long as a module references dependent modules in it'sStartupModule(), it can safely reference those dependencies inShutdownModule()as well.

code: virtual void ShutdownModule()


description: IModuleInterfaceimplementation

code: virtual void StartupModule()


className: FMediaMovieStreamerModule

code: class FMediaMovieStreamerModule : public [IModuleInterface](API\Runtime\Core\Modules\IModuleInterface)


className: FMovieStreamerExternalTick

code: class FMovieStreamerExternalTick : public TBaseMulticastDelegate_NoParams< void >


description: Call this after changing the current material to set it up for media plate.

module: MediaPlate

code: void ApplyCurrentMaterial()


description: Called before destroying the object. This is called immediately upon deciding to destroy the object, to allow the object to begin an asynchronous cleanup process.

code: virtual void BeginDestroy()


description: Get the current static mesh material, at index 0.

code: [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * GetCurrentMaterial() const


code: void ApplyMaterial ( [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * InMaterial )


description: Get the last material assigned to the static mesh, at index 0.

code: [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * GetLastMaterial() const


className: MediaPlateComponentName

description: Name for our media plate component.


description: Called after all the components in the Components array are registered, called both in editor and during gameplay. bHasRegisteredAllComponents must be set true prior to calling this function.


className: MediaTextureName

description: Name for the media texture parameter in the material.


description: Sets up parameters (like the texture) that we use in the material.

code: void SetMIDParameters ( [UMaterialInstanceDynamic](API\Runtime\Engine\Materials\UMaterialInstanceDynamic) * InMaterial )


description: Call this to change the static mesh to use the default media plate material.

code: void UseDefaultMaterial()


code: AMediaPlate ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: AMediaPlate

description: MediaPlate is an actor that can play and show media in the world.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class AMediaPlate : public [AActor](API\Runtime\Engine\GameFramework\AActor)

MediaPlateComponent

type: TObjectPtr<UMe...

StaticMeshComponent

type: TObjectPtr<USt...

description: Holds the mesh.


className: EMediaPlateEventState

code: enum EMediaPlateEventState { Play, Open, Close, Pause, Reverse, Forward, Rewind, MAX, }


description: Called when an actor is done spawning into the world (fromUWorld::SpawnActor), both in the editor and during gameplay For actors with a root component, the location and rotation will have already been set. This is called before calling construction scripts, but after native components have been created

code: virtual void PostActorCreated()


description: Call this to get the media player from a media plate object.

code: [UMediaPlayer](API\Runtime\MediaAssets\UMediaPlayer) * GetMediaPlayer ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object, [UObject](API\Runtime\CoreUObject\UObject\UObject) *& PlayerProxy )


description: Called when Media playback state changed.

code: void OnMediaPlateStateChanged ( const [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & InActorsPathNames, uint8 InEnumState, bool bRemoteBroadcast )


code: virtual void ShutdownModule()


description: IModuleInterfaceimplementation

code: virtual void StartupModule()


className: FMediaPlateModule

code: class FMediaPlateModule : public [IModuleInterface](API\Runtime\Core\Modules\IModuleInterface)

OnMediaPlateApplyMaterial

type: FOnMediaPlateAp...

description: Add to this if you want a callback when a media plate applies a material to itself.


className: FOnMediaPlateApplyMaterial

description: Log category for this module. Callback when a media plate applies a material to itself. Set bCanModify to false if you do not want the media plate to modify the material so it can show the media plate's texture.

code: typedef TMulticastDelegate_ThreeParams< void, [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) *, [AMediaPlate](API\Plugins\MediaPlate\AMediaPlate) *, bool & > FOnMediaPlateApplyMaterial


className: FOnPostEditChangeOwner

code: typedef TBaseDelegate_NoParams< void > FOnPostEditChangeOwner


description: Called when the owner object is modified

code: virtual void PostEditChangeOwner()


className: UMediaPlateAssetUserData

description: AssetUserData for media plate.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class UMediaPlateAssetUserData : public [UAssetUserData](API\Runtime\Engine\Engine\UAssetUserData)

OnPostEditChangeOwner

type: FOnPostEditChan...

description: Bind to this to get a callback when something is changed on the associated component.


code: virtual void BeginDestroy()


description: Begins Play for the component. Called when the owning Actor begins play or when the component is created if the Actor has already begun play. Actor BeginPlay normally happens right after PostInitializeComponents but can be delayed for networked or child actors. Requires component to be registered and initialized.

code: virtual void BeginPlay()


description: Call this to close the media.


description: Call this to get the aspect ratio of the mesh.

code: float GetAspectRatio()


description: Gets the cache settings for the player.

code: virtual const [FMediaSourceCacheSettings](API\Runtime\MediaAssets\FMediaSourceCacheSettings) & GetCacheSettings() const


description: Get the rate to use when we press the forward button.

code: static float GetForwardRate ( [UMediaPlayer](API\Runtime\MediaAssets\UMediaPlayer) * MediaPlayer )


description: Gets whether automatic aspect ratio is enabled.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Media|MediaPlateComponent") bool GetIsAspectRatioAuto() const


description: Call this to get the aspect ratio of the screen.


description: Call this to see if we want to loop.


description: Call this get our media player.


description: Call this get our media texture.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Media|MediaPlateComponent") [UMediaTexture](API\Runtime\MediaAssets\UMediaTexture) * GetMediaTexture ( int32 Index )


description: Return the arc size in degrees used for visible mips and tiles calculations, specific to the sphere.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Media|MediaPlateComponent") FVector2D GetMeshRange() const


description: Get the desired playback rate. Note that this is not necessarily the actual rate of the player, merely the desired rate the user wants.

code: virtual float GetProxyRate() const


description: Get the rate to use when we press the reverse button.

code: static float GetReverseRate ( [UMediaPlayer](API\Runtime\MediaAssets\UMediaPlayer) * MediaPlayer )


description: Call this to get the mip tile calculations mesh mode.


description: Call this to see if this plate wants to play when it becomes visible.

code: bool GetWantsToPlayWhenVisible() const


description:
Call this to see if you can control the media player, or if the owning object is using it.
True if you can control the player.

code: virtual bool IsExternalControlAllowed()


description: Call this to see if the media plate is playing.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintGetter) bool IsMediaPlatePlaying() const


className: MediaComponentName

description: Name for our media component.


className: MediaPlaylistName

description: Name for our playlist.


description: returns True if it played something.

code: bool Next()


description: Called when a component is registered, after Scene is set, but before CreateRenderState_Concurrent or OnCreatePhysicsState are called.

code: virtual void OnRegister()


description: Called when a component is unregistered. Called after DestroyRenderState_Concurrent and OnDestroyPhysicsState are called.

code: virtual void OnUnregister()


description: Call this to open the media.


description: Call this to pause playback. Play can be called to resume playback.


description: Call this to start playing. Open must be called before this.


description: Called when a property on this object has been modified externally

code: virtual void PostEditChangeProperty ( [FPropertyChangedEvent](API\Runtime\CoreUObject\UObject\FPropertyChangedEvent) & PropertyChangedEvent )


description: Do any object-specific cleanup required immediately after loading an object. This is not called for newly-created objects, and by default will always execute on the game thread.

code: virtual void PostLoad()


description: returns True if it played something.

code: bool Previous()


description: Get the media source for a given index.

code: virtual [UMediaSource](API\Runtime\MediaAssets\UMediaSource) * ProxyGetMediaSourceFromIndex ( int32 Index ) const


description: Get a media texture that we can assign a media player to.

code: virtual [UMediaTexture](API\Runtime\MediaAssets\UMediaTexture) * ProxyGetMediaTexture ( int32 LayerIndex, int32 TextureIndex )


description: Release a media texture that was retrieved from ProxyGetMediaTexture.

code: virtual void ProxyReleaseMediaTexture ( int32 LayerIndex, int32 TextureIndex )


description:
This should be called every frame until it returns true. It might take a few frames to discover what the aspect ratio is. Also some proxies might not support aspect ratios, so they will also return true so you do not call this endlessly.
True if you no longer need to call this.

code: virtual bool ProxySetAspectRatio ( [UMediaPlayer](API\Runtime\MediaAssets\UMediaPlayer) * InMediaPlayer )


description: Set the blend value for a texture that was retrieved from ProxyGetMediaTexture.

code: virtual void ProxySetTextureBlend ( int32 LayerIndex, int32 TextureIndex, float Blend )


description:
This is the same as seeking to zero time.
True if rewinding, false otherwise.


description:
Call this to seek to the specified playback time.
True on success, false otherwise.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Media|MediaPlateComponent") bool Seek ( const [FTimespan](API\Runtime\Core\Misc\FTimespan) & Time )


description: Call this to set the aspect ratio of the mesh.

code: void SetAspectRatio ( float AspectRatio )


description: Sets whether automatic aspect ratio is enabled.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Media|MediaPlateComponent") void SetIsAspectRatioAuto ( bool bInIsAspectRatioAuto )


description: Call this to set the aspect ratio of the screen.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Media|MediaPlateComponent") void SetLetterboxAspectRatio ( float AspectRatio )


description: Call this enable/disable looping.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintSetter) void SetLoop ( bool bInLoop )


description: Set the arc size in degrees used for visible mips and tiles calculations, specific to the sphere.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Media|MediaPlateComponent") void SetMeshRange ( FVector2D InMeshRange )


description: Called fromAMediaPlateto set how many media textures the material needs.

code: void SetNumberOfTextures ( int32 NumTextures )


description: Call this to set bPlayOnlyWhenVisible.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Media|MediaPlateComponent") void SetPlayOnlyWhenVisible ( bool bInPlayOnlyWhenVisible )


description:
Changes the desired playback rate.
True on success, false otherwise.

code: virtual bool SetProxyRate ( float Rate )


description: Call this to set the mip tile calculations mesh mode. (Note: restarts playback to apply changes.)

code: void SetVisibleMipsTilesCalculations ( EMediaTextureVisibleMipsTiles InVisibleMipsTilesCalculations )


description: Called whenever a button was pressed locally or on a remote endpoint.

code: void SwitchStates ( [EMediaPlateEventState](API\Plugins\MediaPlate\EMediaPlateEventState) State )


description: Function called every frame on this ActorComponent. Override this function to implement custom logic to be executed every frame. Only executes if the component is registered, and also PrimaryComponentTick.bCanEverTick must be set to true.

code: virtual void TickComponent ( float DeltaTime, enum ELevelTick TickType, [FActorComponentTickFunction](API\Runtime\Engine\Engine\FActorComponentTickFunction) * ThisTickFunction )


description: Called from the media clock.

code: void TickOutput()


code: UMediaPlateComponent ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UMediaPlateComponent

description: This is a component forAMediaPlatethat can play and show media in the world.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class UMediaPlateComponent : public [UActorComponent](API\Runtime\Engine\Components\UActorComponent), public [IMediaPlayerProxyInterface](API\Runtime\MediaAssets\IMediaPlayerProxyInterface)

bAutoPlay

type: bool

description: If set then start playing when this object is active.

bEnableAudio

description: If set then enable audio.

bPlayOnOpen

description: If set then play when opening the media.

CacheSettings

type: FMediaSourceCac...

description: Override the default cache settings.

Letterboxes

type: TArray<TObject...

description: Holds the component for the mesh.

MediaPlaylist

description: What media playlist to play.

PlaylistIndex

description: The current index of the source in the play list being played.

SoundComponent

description: Holds the component to play sound.

StartTime

type: float

description: What time to start playing from (in seconds).

StaticMeshComponent

description: Holds the component for the mesh.


description: Return the stat id to use for this tickable

module: MediaPlateEditor

code: virtual [TStatId](API\Runtime\Core\Stats\TStatId) GetStatId() const


description: Call this when a media plate starts playing so we can track it.

code: void MediaPlateStartedPlayback ( [TObjectPtr](API\Runtime\Core\Delegates\TObjectPtr)< [UMediaPlateComponent](API\Plugins\MediaPlate\UMediaPlateComponent) > MediaPlate )


description: Called before the module is unloaded, right before the module object is destroyed. During normal shutdown, this is called in reverse order that modules finishStartupModule(). This means that, as long as a module references dependent modules in it'sStartupModule(), it can safely reference those dependencies inShutdownModule()as well.

code: virtual void ShutdownModule()


description:
Call this if you want to check if your media source is a drag and drop media source. If it is, then this will remove it from this module and you can then change the outer (as it will be transient.)
True if it is a drag and drop media source.

code: bool RemoveMediaSourceFromDragDropCache ( [UMediaSource](API\Runtime\MediaAssets\UMediaSource) * MediaSource )


description: IModuleInterfaceimplementation

code: virtual void StartupModule()


description: FTickableEditorObjectinterface

code: virtual void Tick ( float DeltaTime )


className: FMediaPlateEditorModule

description: Log category for this module.

code: class FMediaPlateEditorModule : public [IModuleInterface](API\Runtime\Core\Modules\IModuleInterface), public [FTickableEditorObject](API\Editor\UnrealEd\FTickableEditorObject)


description: Returns true if this class can be used as a filter in the content browser

module: MediaPlayerEditor

code: virtual bool CanFilter()


description: Returns additional tooltip information for the specified asset, if it has any (otherwise return the null widget)

code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetAssetDescription ( const [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) & AssetData ) const


description: Returns the categories that this asset type appears in. The return value is one or more flags from EAssetTypeCategories.

code: virtual uint32 GetCategories()


description: Returns the name of this type

code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetName() const


description: Get the supported class of this type.

code: virtual [UClass](API\Runtime\CoreUObject\UObject\UClass) * GetSupportedClass() const


className: FMediaSourceActions

description: Implements an action forUMediaSourceassets.

code: class FMediaSourceActions : public [FAssetTypeActions_Base](API\Developer\AssetTools\FAssetTypeActions_Base)


description: Optionally returns a custom widget to overlay on top of this assets' thumbnail

code: virtual [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< class [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > GetThumbnailOverlay ( const [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) & AssetData ) const


description: Returns the color associated with this type

code: virtual [FColor](API\Runtime\Core\Math\FColor) GetTypeColor() const


description: Opens the asset editor for the specified objects. If EditWithinLevelEditor is valid, the world-centric editor will be used.

code: virtual void OpenAssetEditor ( const [TArray](API\Runtime\Core\Containers\TArray)< [UObject](API\Runtime\CoreUObject\UObject\UObject) * > & InObjects, [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IToolkitHost](API\Editor\EditorFramework\Toolkits\IToolkitHost) > EditWithinLevelEditor )


description: Get the style used by this module.


className: IMediaPlayerEditorModule

description: Interface for the MediaPlayerEditor module.

code: class IMediaPlayerEditorModule : public [IModuleInterface](API\Runtime\Core\Modules\IModuleInterface)


description: Construct this widget

code: void Construct ( const [FArguments](API\Plugins\MediaPlayerEditor\Widgets\SMediaImage\FArguments) & InArgs, [UTexture](API\Runtime\Engine\Engine\UTexture) * InTexture )


code: WidgetArgsType & BrushImageSize &40; const TAttribute< FVector2D > & InAttribute &41;


className: FArguments

code: struct FArguments : public [TSlateBaseNamedArgs< SMediaImage >](API\Runtime\SlateCore\Widgets\TSlateBaseNamedArgs)


className: WidgetArgsType

code: typedef FArguments WidgetArgsType


description: Tick this widget

code: virtual void Tick ( const [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) & InAllottedGeometry, const double InCurrentTime, const float InDeltaTime )


description: Default constructor.

code: SMediaImage()


className: SMediaImage

code: class SMediaImage : public [SCompoundWidget](API\Runtime\SlateCore\Widgets\SCompoundWidget)


description: Construct this widget.

code: void Construct ( const [FArguments](API\Plugins\MediaPlayerEditor\Widgets\SMediaPlayerEditorMediaDetails\FArguments) & InArgs, [UMediaPlayer](API\Runtime\MediaAssets\UMediaPlayer) * InMediaPlate, [UMediaTexture](API\Runtime\MediaAssets\UMediaTexture) * InMediaTexture )


code: struct FArguments : public [TSlateBaseNamedArgs< SMediaPlayerEditorMediaDetails >](API\Runtime\SlateCore\Widgets\TSlateBaseNamedArgs)


description: Ticks this widget with Geometry. Override in derived classes, but always call the parent implementation.

code: virtual void Tick ( const [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) & AllottedGeometry, const double InCurrentTime, const float InDeltaTime )


className: SMediaPlayerEditorMediaDetails

description: Implements the media details panel of the MediaPlayer asset editor.

code: class SMediaPlayerEditorMediaDetails : public [SCompoundWidget](API\Runtime\SlateCore\Widgets\SCompoundWidget)


description: Construct this widget

code: void Construct ( const [FArguments](API\Plugins\MediaPlayerEditor\Widgets\SMediaPlayerEditorViewer\FArguments) & InArgs, [UMediaPlayer](API\Runtime\MediaAssets\UMediaPlayer) & InMediaPlayer, [UMediaTexture](API\Runtime\MediaAssets\UMediaTexture) * InMediaTexture, const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [ISlateStyle](API\Runtime\SlateCore\Styling\ISlateStyle) > & InStyle, bool bInIsSoundEnabled )


description: Enables/disables using the mouse to control the viewport.

code: void EnableMouseControl ( bool bIsEnabled )


description: If the url should be shown.

code: WidgetArgsType & bShowUrl &40; bool InArg &41;


code: struct FArguments : public [TSlateBaseNamedArgs< SMediaPlayerEditorViewer >](API\Runtime\SlateCore\Widgets\TSlateBaseNamedArgs)


description: Populate a menu from the given capture device information.

code: void MakeCaptureDeviceMenu ( [TArray](API\Runtime\Core\Containers\TArray)< [FMediaCaptureDeviceInfo](API\Runtime\Media\FMediaCaptureDeviceInfo) > & DeviceInfos, [FMenuBuilder](API\Runtime\Slate\Framework\MultiBox\FMenuBuilder) & MenuBuilder )


description:
The concession is to return a can_handled/cannot_handle boolean rather than a fullFReply.
A reply that indicated whether the contents of the DragDropEvent can potentially be processed by this widget.

code: virtual void OnDragEnter ( const [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) & MyGeometry, const [FDragDropEvent](API\Runtime\SlateCore\Input\FDragDropEvent) & DragDropEvent )


description: Called during drag and drop when the drag leaves a widget.

code: virtual void OnDragLeave ( const [FDragDropEvent](API\Runtime\SlateCore\Input\FDragDropEvent) & DragDropEvent )


description:
Called during drag and drop when the the mouse is being dragged over a widget.
A reply that indicated whether this event was handled.

code: virtual [FReply](API\Runtime\SlateCore\Input\FReply) OnDragOver ( const [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) & MyGeometry, const [FDragDropEvent](API\Runtime\SlateCore\Input\FDragDropEvent) & DragDropEvent )


description:
Called when the user is dropping something onto a widget; terminates drag and drop.
A reply that indicated whether this event was handled.

code: virtual [FReply](API\Runtime\SlateCore\Input\FReply) OnDrop ( const [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) & MyGeometry, const [FDragDropEvent](API\Runtime\SlateCore\Input\FDragDropEvent) & DragDropEvent )


description: Open the specified media URL.

code: void OpenUrl ( const [FText](API\Runtime\Core\Internationalization\FText) & TextUrl )


description: Set the name of the desired native media player.

code: void SetDesiredPlayerName ( [FName](API\Runtime\Core\UObject\FName) PlayerName )


description: Default constructor.

code: SMediaPlayerEditorViewer()


description: Destructor.

code: ~SMediaPlayerEditorViewer()


description: Adds a blank entry to the playlist.

code: void AddToPlaylist()


className: SMediaPlayerEditorViewer

description: Implements the contents of the viewer tab in theUMediaPlayerasset editor.

code: class SMediaPlayerEditorViewer : public [SCompoundWidget](API\Runtime\SlateCore\Widgets\SCompoundWidget)


description: Construct this widget

code: void Construct ( const [FArguments](API\Plugins\MediaPlayerEditor\Widgets\SMediaPlaylistEditorTracks\FArguments) & InArgs, [UMediaPlaylist](API\Runtime\MediaAssets\UMediaPlaylist) * InMediaPlaylist, const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [ISlateStyle](API\Runtime\SlateCore\Styling\ISlateStyle) > & InStyle )


code: typedef FArguments WidgetArgsType


code: struct FArguments : public [TSlateBaseNamedArgs< SMediaPlaylistEditorTracks >](API\Runtime\SlateCore\Widgets\TSlateBaseNamedArgs)


description: Gets the object path for the media source object.

code: [FString](API\Runtime\Core\Containers\FString) GetMediaSourcePath ( int32 Index ) const


description: Called when the media source widget changes.

code: void OnMediaSourceChanged ( const [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) & AssetData, int32 Index )


description: Engine callback to detect when the media is changed.

code: void OnObjectTransacted ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object, const [FTransactionObjectEvent](API\Runtime\CoreUObject\Misc\FTransactionObjectEvent) & TransactionObjectEvent )


description: This should be called when the playlist changes so we can update the UI.

code: void RefreshPlaylist()


code: virtual ~SMediaPlaylistEditorTracks()


className: SMediaPlaylistEditorTracks

description: Implements the tracks view of the MediaPlaylist.

code: class SMediaPlaylistEditorTracks : public [SCompoundWidget](API\Runtime\SlateCore\Widgets\SCompoundWidget)

MediaPlaylistPtr

type: TWeakObjectPtr<...

description: Pointer to the MediaPlaylist asset that is being viewed.

SourcesContainer

type: TSharedPtr<SVe...

description: Pointer to the container for the media sources.


module: MegascansPlugin

code: void DataReceived ( const [FString](API\Runtime\Core\Containers\FString) DataFromBridge )


className: FAssetsImportController

description: No constructors are accessible with public or protected access.

code: class FAssetsImportController


code: static [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FAssetsImportController](API\Plugins\MegascansPlugin\FAssetsImportController) > Get()


className: Instance

code: static [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FBridgeDragDropImpl](API\Plugins\MegascansPlugin\FBridgeDragDropImpl) > Instance;


className: FBridgeDragDrop

code: class FBridgeDragDrop


code: void SetOnAddProgressiveStageData ( [FOnAddProgressiveStageDataCallback](API\Plugins\MegascansPlugin\FOnAddProgressiveStageDataCallba-) InDelegate )


className: FBridgeDragDropImpl

code: class FBridgeDragDropImpl : public [TSharedFromThis< FBridgeDragDropImpl >](API\Runtime\Core\Templates\TSharedFromThis)

OnAddProgressiveStageDataDelegate

type: FOnAddProgressi...


className: FOnAddProgressiveStageDataCallback

code: typedef TBaseDelegate_ThreeParams< void, [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) AssetData, [FString](API\Runtime\Core\Containers\FString) AssetId, [AStaticMeshActor](API\Runtime\Engine\Engine\AStaticMeshActor) *SpawnedActor > FOnAddProgressiveStageDataCallback


code: void HandleIncomingSocket ( [FSocket](API\Runtime\Sockets\FSocket) * IncomingConnection )


code: bool HandleListenerConnectionAccepted ( class [FSocket](API\Runtime\Sockets\FSocket) * ClientSocket, const [FIPv4Endpoint](API\Runtime\Networking\Interfaces\IPv4\FIPv4Endpoint) & ClientEndpoint )


className: ImportQueue

code: static [TQueue](API\Runtime\Core\Containers\TQueue)< [FString](API\Runtime\Core\Containers\FString) > ImportQueue;


description: Exit

code: virtual bool Init()


description: Exit

code: virtual uint32 Run()


code: bool RecvMessage ( [FSocket](API\Runtime\Sockets\FSocket) * Socket, uint32 DataSize, [FString](API\Runtime\Core\Containers\FString) & Message )


description: Exit

code: virtual void Stop()


className: FTCPServer

code: class FTCPServer : public [FRunnable](API\Runtime\Core\HAL\FRunnable)

Clients

type: TArray< classF...

ListenerSocket

type: FSocket*

LocalHostIP

type: FString


code: static [IMegascansLiveLinkModule](API\Plugins\MegascansPlugin\IMegascansLiveLinkModule) & Get()


code: static bool IsAvailable()


className: IMegascansLiveLinkModule

code: class IMegascansLiveLinkModule : public [IModuleInterface](API\Runtime\Core\Modules\IModuleInterface)


code: static void OpenSettingsWindow()


code: static void SaveSettings ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWindow](API\Runtime\SlateCore\Widgets\SWindow) > & Window, [UMegascansSettings](API\Plugins\MegascansPlugin\UMegascansSettings) * MegascansSettings )


className: MegascansSettingsWindow

code: class MegascansSettingsWindow


code: UMaterialAssetSettings ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UMaterialAssetSettings

code: class UMaterialAssetSettings : public [UObject](API\Runtime\CoreUObject\UObject\UObject)


code: UMaterialBlendSettings ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UMaterialBlendSettings

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Config=Editor) class UMaterialBlendSettings : public [UObject](API\Runtime\CoreUObject\UObject\UObject)

BlendedMaterialName

description: Package name for Material Blend instance.

BlendedMaterialPath

type: FDirectoryPath

description: Destination path for Material Blend instance.


description: Called when a property on this object has been modified externally

code: virtual void PostEditChangeProperty ( [FPropertyChangedEvent](API\Runtime\CoreUObject\UObject\FPropertyChangedEvent) & PropertyChangedEvent )


className: UMaterialPresetsSettings

code: class UMaterialPresetsSettings : public [UObject](API\Runtime\CoreUObject\UObject\UObject)

type: TLazyObjectPtr<...

description: Replace default master material with your own custom master material for all 3D assets.

MasterMaterialPlant

description: Replace default master material with your own custom master material for all 3D Plants.

MasterMaterialSurface

description: Replace default master material with your own custom master material for all Surfaces.


code: UMaterialPresetsSettings ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


code: UMegascansSettings ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UMegascansSettings

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Config=Editor) class UMegascansSettings : public [UObject](API\Runtime\CoreUObject\UObject\UObject)

bApplyToSelection

type: *bool

description: Apply imported Surface on selected Actors in Editor.

bBatchImportPrompt

description: Ask for confirmation when importing more than 10 assets.

bCreateFoliage

description: Populate Foliage Editor with Foliage Types for 3D Plants.


className: FCollectionInfo

description: “MemQuery Collection” will list memory consumption based on assets discovered that have a path matching the one described in the ini file. Matching supports Wildcards. e.g.

module: MemoryUsageQueries

BudgetMB

description: Budget in MB.

Excludes

type: TArray<FString...

description: Paths of asset package paths to exclude from the results.

Includes

description: Collection of substrings to include whne matching against asset package paths.

Name

description: Name of the collection.


code: virtual void GetAllAssetsWithSize ( [TMap](API\Runtime\Core\Containers\TMap)< [FName](API\Runtime\Core\UObject\FName), uint64 > & OutAssets, [FOutputDevice](API\Runtime\Core\Misc\FOutputDevice) * ErrorOutput ) const


code: virtual uint64 GetAssetMemoryUsage ( [FName](API\Runtime\Core\UObject\FName) Asset, [FOutputDevice](API\Runtime\Core\Misc\FOutputDevice) * ErrorOutput ) const


code: virtual uint64 GetAssetsMemoryUsageWithSize ( const [TSet](API\Runtime\Core\Containers\TSet)< [FName](API\Runtime\Core\UObject\FName) > & Assets, [TMap](API\Runtime\Core\Containers\TMap)< [FName](API\Runtime\Core\UObject\FName), uint64 > & OutSizes, [FOutputDevice](API\Runtime\Core\Misc\FOutputDevice) * ErrorOutput ) const


code: virtual uint64 GetAssetsMemoryUsage ( const [TSet](API\Runtime\Core\Containers\TSet)< [FName](API\Runtime\Core\UObject\FName) > & Assets, [FOutputDevice](API\Runtime\Core\Misc\FOutputDevice) * ErrorOutput ) const


className: FMemoryUsageInfoProviderLLM

code: class FMemoryUsageInfoProviderLLM : public [IMemoryUsageInfoProvider](API\Plugins\MemoryUsageQueries\IMemoryUsageInfoProvider)


description: Called before the module is unloaded, right before the module object is destroyed. During normal shutdown, this is called in reverse order that modules finishStartupModule(). This means that, as long as a module references dependent modules in it'sStartupModule(), it can safely reference those dependencies inShutdownModule()as well.

code: virtual void ShutdownModule()


description: IModuleInterfaceimplementation

code: virtual void StartupModule()


className: FMemoryUsageQueriesModule

code: class FMemoryUsageQueriesModule : public [IModuleInterface](API\Runtime\Core\Modules\IModuleInterface)


code: void GetAllAssetsWithSize ( [TMap](API\Runtime\Core\Containers\TMap)< [FName](API\Runtime\Core\UObject\FName), uint64 > & OutAssets, [FOutputDevice](API\Runtime\Core\Misc\FOutputDevice) * ErrorOutput ) const


code: uint64 GetAssetMemoryUsage ( [FName](API\Runtime\Core\UObject\FName) Asset, [FOutputDevice](API\Runtime\Core\Misc\FOutputDevice) * ErrorOutput ) const


code: uint64 GetAssetsMemoryUsageWithSize ( const [TSet](API\Runtime\Core\Containers\TSet)< [FName](API\Runtime\Core\UObject\FName) > & Assets, [TMap](API\Runtime\Core\Containers\TMap)< [FName](API\Runtime\Core\UObject\FName), uint64 > & OutSizes, [FOutputDevice](API\Runtime\Core\Misc\FOutputDevice) * ErrorOutput ) const


code: uint64 GetAssetsMemoryUsage ( const [TSet](API\Runtime\Core\Containers\TSet)< [FName](API\Runtime\Core\UObject\FName) > & Assets, [FOutputDevice](API\Runtime\Core\Misc\FOutputDevice) * ErrorOutput ) const


className: IMemoryUsageInfoProvider

code: class IMemoryUsageInfoProvider


code: namespace MemoryUsageQueries { void MemoryUsageQueries::RegisterConsoleAutoCompleteEntries ( [TArray](API\Runtime\Core\Containers\TArray)< [FAutoCompleteCommand](API\Runtime\EngineSettings\FAutoCompleteCommand) > & AutoCompleteList ) }


className: UMemoryUsageQueriesConfig

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Config=MemoryUsageQueries) class UMemoryUsageQueriesConfig : public [UObject](API\Runtime\CoreUObject\UObject\UObject)

Collections

type: TArray<FCollec...

SavingsPresets

type: TMap<FString, ...


module: MeshLODToolset


description: IModuleInterfaceimplementation


className: FMeshLODToolsetModule

code: class FMeshLODToolsetModule : public [IModuleInterface](API\Runtime\Core\Modules\IModuleInterface)

RegisteredAssetTypeActions

type: TArray<TShared...

description: Registered asset actions


code: enum EGenerateStaticMeshLODProcess_MeshGeneratorModes { Solidify = 0, SolidifyAndClose = 1, CleanAndSimplify = 2, ConvexHull = 3, }


code: enum EGenerateStaticMeshLODSimpleCollisionGeometryType { AlignedBoxes, OrientedBoxes, MinimalSpheres, Capsules, ConvexHulls, SweptHulls, MinVolume, None, }


className: EGenerateStaticMeshLODBakeResolution

code: enum EGenerateStaticMeshLODBakeResolution { Resolution16 = 16, Resolution32 = 32, Resolution64 = 64, Resolution128 = 128, Resolution256 = 256, Resolution512 = 512, Resolution1024 = 1024, Resolution2048 = 2048, Resolution4096 = 4096, Resolution8192 = 8192, }


code: enum EGenerateStaticMeshLODProcess_AutoUVMethod { PatchBuilder = 0, UVAtlas = 1, XAtlas = 2, }


code: enum EGenerateStaticMeshLODProcess_NormalsMethod { FromAngleThreshold = 0, PerVertex = 1, PerTriangle = 2, }


code: enum EGenerateStaticMeshLODProcess_SimplifyMethod { TriangleCount = 0, VertexCount = 1, TrianglePercentage = 2, GeometricTolerance = 3, }


code: enum EGenerateStaticMeshLODProjectedHullAxisMode { X = 0, Y = 1, Z = 2, SmallestBoxDimension = 3, SmallestVolume = 4, }


code: void AppendMultiTextureBakeNode ( const [TMap](API\Runtime\Core\Containers\TMap)< int32, [UE::GeometryFlow::TSafeSharedPtr](API\Plugins\GeometryFlowCore\TSafeSharedPtr)< [UE::Geometry::TImageBuilder](API\Runtime\GeometryCore\Image\TImageBuilder)< FVector4f >>> & SourceMaterialImages )


code: int32 AppendTextureBakeNode ( const [UE::Geometry::TImageBuilder](API\Runtime\GeometryCore\Image\TImageBuilder)< FVector4f > & SourceImage, const [FString](API\Runtime\Core\Containers\FString) & Identifier )


description: Initialize the LOD generation graph.

code: void BuildGraph ( const [FDynamicMesh3](API\Runtime\GeometryCore\DynamicMesh\FDynamicMesh3) * SourceMeshHint )


className: ECoreMeshGeneratorMode

code: enum ECoreMeshGeneratorMode { Solidify = 0, SolidifyAndClose = 1, SimplifyOnly = 2, ConvexHull = 3, }


code: void EvaluateResult ( [FDynamicMesh3](API\Runtime\GeometryCore\DynamicMesh\FDynamicMesh3) & ResultMesh, [UE::Geometry::FMeshTangentsd](API\Runtime\GeometryCore\DynamicMesh\FMeshTangentsd) & ResultTangents, [UE::Geometry::FSimpleShapeSet3d](API\Plugins\DynamicMesh\ShapeApproximation\FSimpleShapeSet3d) & ResultCollision, [UE::GeometryFlow::FNormalMapImage](API\Plugins\GeometryFlowMeshProcessing\DataTypes\FNormalMapImage) & NormalMap, [TArray](API\Runtime\Core\Containers\TArray)< [TUniquePtr](API\Runtime\Core\Templates\TUniquePtr)< [UE::GeometryFlow::FTextureImage](API\Plugins\GeometryFlowMeshProcessing\DataTypes\FTextureImage) >> & TextureImages, [UE::GeometryFlow::FTextureImage](API\Plugins\GeometryFlowMeshProcessing\DataTypes\FTextureImage) & MultiTextureImage, [FProgressCancel](API\Runtime\GeometryCore\Util\FProgressCancel) * Progress )


className: FBakeTextureGraphInfo

code: struct FBakeTextureGraphInfo


code: const [FMeshLODGraphPreFilterSettings](API\Plugins\MeshLODToolset\Graphs\FMeshLODGraphPreFilterSettings) & GetCurrentPreFilterSettings() const


code: void SetSourceMesh ( const [FDynamicMesh3](API\Runtime\GeometryCore\DynamicMesh\FDynamicMesh3) & SourceMesh )


code: void UpdateAutoUVSettings ( const [UE::GeometryFlow::FMeshAutoGenerateUVsSettings](API\Plugins\GeometryFlowMeshProcessingEditor\MeshProcessingNodes\FMeshAutoGenerat-_2) & AutoUVSettings )


code: void UpdateBakeCacheSettings ( const [UE::GeometryFlow::FMeshMakeBakingCacheSettings](API\Plugins\GeometryFlowMeshProcessing\DataTypes\FMeshMakeBakingCacheSettings) & BakeCacheSettings )


code: void UpdateCollisionGroupLayerName ( const [FName](API\Runtime\Core\UObject\FName) & CollisionGroupLayerName )


code: void UpdateCoreMeshGeneratorMode ( [ECoreMeshGeneratorMode](API\Plugins\MeshLODToolset\Graphs\FGenerateMeshLODGraph\ECoreMeshGeneratorMode) NewMode )


code: void UpdateGenerateSimpleCollisionSettings ( const [UE::GeometryFlow::FGenerateSimpleCollisionSettings](API\Plugins\GeometryFlowMeshProcessing\PhysicsNodes\FGenerateSimpleC-_1) & SimpleCollisionSettings )


code: void UpdateGenerateConvexHullMeshSettings ( const [UE::GeometryFlow::FGenerateConvexHullMeshSettings](API\Plugins\GeometryFlowMeshProcessing\MeshProcessingNodes\FGenerateConvexH-_2) & ConvexHullSettings )


code: void UpdateMeshCleaningSettings ( const [UE::GeometryFlow::FMeshMakeCleanGeometrySettings](API\Plugins\GeometryFlowMeshProcessing\MeshProcessingNodes\FMeshMakeCleanGe-_2) & CleaningSettings )


code: void UpdateMorphologySettings ( const [UE::GeometryFlow::FVoxClosureSettings](API\Plugins\GeometryFlowMeshProcessing\MeshProcessingNodes\FVoxClosureSettings) & MorphologySettings )


code: void UpdateNormalsSettings ( const [UE::GeometryFlow::FMeshNormalsSettings](API\Plugins\GeometryFlowMeshProcessing\MeshProcessingNodes\FMeshNormalsSettings) & NormalsSettings )


code: void UpdatePreFilterSettings ( const [FMeshLODGraphPreFilterSettings](API\Plugins\MeshLODToolset\Graphs\FMeshLODGraphPreFilterSettings) & PreFilterSettings )


code: void UpdateSimplifySettings ( const [UE::GeometryFlow::FMeshSimplifySettings](API\Plugins\GeometryFlowMeshProcessing\MeshProcessingNodes\FMeshSimplifySettings) & SimplifySettings )


code: void UpdateThickenSettings ( const [UE::GeometryFlow::FMeshThickenSettings](API\Plugins\GeometryFlowMeshProcessing\MeshProcessingNodes\FMeshThickenSettings) & ThickenSettings )


code: void UpdateSolidifySettings ( const [UE::GeometryFlow::FMeshSolidifySettings](API\Plugins\GeometryFlowMeshProcessing\MeshProcessingNodes\FMeshSolidifySettings) & SolidifySettings )


code: void UpdateThickenWeightMap ( const [TArray](API\Runtime\Core\Containers\TArray)< float > & ThickenWeightMap )


className: FGenerateMeshLODGraph

code: class FGenerateMeshLODGraph

BakeTextureNodes

type: TArray<FBakeTe...

CollisionGroupLayerName

type: FName

CurrentCoreMeshGeneratorMode

type: ECoreMeshGenera...

CurrentPreFilterSettings

type: FMeshLODGraphPr...

RepackUVNode

description: UE::GeometryFlow::FGraph::FHandleRecomputeUVNode;UE::GeometryFlow::FGraph::FHandleRecomputeUVSettingsNode;


bIsThickenAmountEnabled

type: bool

description: Transient property, not exposed to the user.

FilterGroupLayer

description: NOTE: Customization of widgets for these properties happens inFAutoLODToolDetails::CustomizeDetails().

ThickenAmount

type: float

description: Amount to thicken the mesh prior to Solidifying.

ThickenWeightMapName

description: TODO When ThickenWeightMapName is empty the behavior should be that the given ThickenAmount is applied to the entire mesh.


CurvatureAlignment

description: This parameter controls alignment of the initial patches to creases in the mesh

SmoothingAlpha

description: Smoothing parameter; larger values result in faster smoothing in each step.

SmoothingSteps

type: int

description: Number of smoothing steps to apply; this slightly increases distortion but produces more stable results.


className: FGenerateStaticMeshLODProcessSettings

bPrefilterVertices

description: Whether to subsample input vertices using a regular grid before computing the convex hull

EditConditionHides

description: Target number of voxels along the maximum dimension for Solidify operation

MeshGenerator

type: EGenerateStatic...

description: Method used to generate the initial mesh for AutoLOD processing

PrefilterGridResolution

description: Grid resolution (along the maximum-length axis) for subsampling before computing the convex hull


bSimplifyPolygons

description: Whether to simplify polygons used for swept convex hulls

CollisionGroupLayerName

description: Transient property, not set directly by the user.

CollisionType

description: Type of simple collision objects to produce

EditConditionHides

description: Target triangle count for each convex hull after simplification

SweepAxis

description: Which axis to sweep along when computing swept convex hulls


code: static int32 MapMethodType ( int32 From, bool bProcessToGraph )


Angle

description: Split Normals (ie sharp edge) will be created along mesh edges with opening angles above this threshold

Method

description: Type of Normals to generate


description: Method used to simplify the mesh created in the Mesh Generation step

TargetCount

description: Target triangle/vertex count after simplification

Tolerance

description: Deviation in World Units (Centimeters)


BakeResolution

description: Resolution for normal map and texture baking

BakeThickness

description: How far away from the output mesh to search for input mesh during baking

bCombineTextures

description: Generate an atlassed texture where multiple textures are combined into a single output texture


MaxAngleDeviation

description: UV islands will not be merged if their average face normals deviate by larger than this amount

MergingThreshold

description: Distortion/Stretching Threshold for island merging - larger values increase the allowable UV stretching

NumInitialPatches

description: Number of initial patches mesh will be split into before computing island merging

NumUVAtlasCharts

description: Maximum number of charts to create in UVAtlas

PatchBuilder

type: FGenerateStatic...


className: FMeshLODGraphPreFilterSettings

code: struct FMeshLODGraphPreFilterSettings


description: Given the above configuration, run the Generator to compute the derived Meshes and Textures

code: bool ComputeDerivedSourceData ( [FProgressCancel](API\Runtime\GeometryCore\Util\FProgressCancel) * Progress )


className: ETextureBakingConstraint

code: enum ETextureBakingConstraint { NoConstraint = 0, UseExistingTexture = 1, }


className: EMaterialBakingConstraint

code: enum EMaterialBakingConstraint { NoConstraint = 0, UseExistingMaterial = 1, }


className: FDerivedMaterialInfo

description: Information about an output Material.

code: struct FDerivedMaterialInfo

DerivedMaterial

type: FStaticMaterial

DerivedTextures

type: TArray<FTextur...


className: FPreviewMaterials

code: struct FPreviewMaterials

Materials

type: TArray<UMateri...

Textures

type: TArray<UTextur...


className: FSourceMaterialInfo

description: Information about one of the input StaticMesh Materials. Computed inInitialize()and not modified afterwards.

code: struct FSourceMaterialInfo

Constraint

type: EMaterialBaking...


className: FTextureInfo

code: struct FTextureInfo

type: ETextureBakingC...


description: Settings Objects for various stages of the Generator Process

code: const [FGenerateStaticMeshLODProcess_PreprocessSettings](API\Plugins\MeshLODToolset\Graphs\FGenerateStaticM-) & GetCurrentPreprocessSettings() const


code: const [FGenerateStaticMeshLODProcessSettings](API\Plugins\MeshLODToolset\Graphs\FGenerateStaticMeshLODProcessSet-) & GetCurrentSettings() const


code: const [FGenerateStaticMeshLODProcess_TextureSettings](API\Plugins\MeshLODToolset\Graphs\FGenerateStaticMeshLODProcess_Te-) & GetCurrentTextureSettings() const


code: const [FGenerateStaticMeshLODProcess_SimplifySettings](API\Plugins\MeshLODToolset\Graphs\FGenerateStaticMeshLODProcess_Si-) & GetCurrentSimplifySettings() const


code: const [FGenerateStaticMeshLODProcess_UVSettings](API\Plugins\MeshLODToolset\Graphs\FGenerateStaticMeshLODProcess_UV-) & GetCurrentUVSettings() const


code: const [FString](API\Runtime\Core\Containers\FString) & GetDerivedAssetName() const


description: Collision geometry for the Generated Mesh

code: const [UE::Geometry::FSimpleShapeSet3d](API\Plugins\DynamicMesh\ShapeApproximation\FSimpleShapeSet3d) & GetDerivedCollision() const


description: The Generated Mesh

code: const [FDynamicMesh3](API\Runtime\GeometryCore\DynamicMesh\FDynamicMesh3) & GetDerivedLOD0Mesh() const


code: const [FGenerateStaticMeshLODProcess_NormalsSettings](API\Plugins\MeshLODToolset\Graphs\FGenerateStaticMeshLODProcess_No-) & GetCurrentNormalsSettings() const


description: Tangents for the Generated Mesh

code: const [UE::Geometry::FMeshTangentsd](API\Runtime\GeometryCore\DynamicMesh\FMeshTangentsd) & GetDerivedLOD0MeshTangents() const


description: Set of Materials and Textures to be applied to the Generated Mesh

code: void GetDerivedMaterialsPreview ( [FPreviewMaterials](API\Plugins\MeshLODToolset\Graphs\UGenerateStaticMeshLODProcess\FPreviewMaterials) & MaterialSetOut )


code: const [FString](API\Runtime\Core\Containers\FString) & GetSourceAssetFolder() const


code: const [FString](API\Runtime\Core\Containers\FString) & GetSourceAssetName() const


code: const [FString](API\Runtime\Core\Containers\FString) & GetSourceAssetPath() const


description:
Material Queries and Constraints
the set of Materials that were identified on the Source Asset

code: [TArray](API\Runtime\Core\Containers\TArray)< [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * > GetSourceBakeMaterials() const


description:
Texture Queries and Constraints
the set of Textures that were identified as being parameters to the Source Materials, that are identified as potentially needing to be baked to the Derived Asset UVs

code: [TArray](API\Runtime\Core\Containers\TArray)< [UTexture2D](API\Runtime\Engine\Engine\UTexture2D) * > GetSourceBakeTextures() const


description: the sourceUStaticMeshpassed toInitialize()

code: [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * GetSourceStaticMesh() const


description: the converted source MeshDescription as a FDynamicMesh3, valid afterInitialize()finishes

code: const [FDynamicMesh3](API\Runtime\GeometryCore\DynamicMesh\FDynamicMesh3) & GetSourceMesh() const


description: Initialize the Process, this will:

code: bool Initialize ( [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * SourceMesh, [FProgressCancel](API\Runtime\GeometryCore\Util\FProgressCancel) * Progress )


code: bool InitializeGenerator()


description: Return true if the given path corresponds to a material or texture in SourceMaterials.

code: bool IsSourceAsset ( const [FString](API\Runtime\Core\Containers\FString) & AssetPath ) const


code: int SelectTextureToBake ( const [TArray](API\Runtime\Core\Containers\TArray)< [FTextureInfo](API\Plugins\MeshLODToolset\Graphs\UGenerateStaticMeshLODProcess\FTextureInfo) > & TextureInfos ) const


code: void UpdateCollisionSettings ( const [FGenerateStaticMeshLODProcess_CollisionSettings](API\Plugins\MeshLODToolset\Graphs\FGenerateStaticMeshLODProcess_Co-) & NewSettings )


description: Output Path / Naming / etc Configuration Configure the output Name and Suffix for the Mesh Asset. The various strings below will be computed based on this input

code: void UpdateDerivedPathName ( const [FString](API\Runtime\Core\Containers\FString) & NewAssetBaseName, const [FString](API\Runtime\Core\Containers\FString) & NewAssetSuffix )


code: void UpdateMaterialTextureParameters ( [UMaterialInstanceConstant](API\Runtime\Engine\Materials\UMaterialInstanceConstant) * Material, [FDerivedMaterialInfo](API\Plugins\MeshLODToolset\Graphs\UGenerateStaticMeshLODProcess\FDerivedMaterial-) & DerivedMaterialInfo )


code: void UpdateNormalsSettings ( const [FGenerateStaticMeshLODProcess_NormalsSettings](API\Plugins\MeshLODToolset\Graphs\FGenerateStaticMeshLODProcess_No-) & NewSettings )


code: void UpdateSettings ( const [FGenerateStaticMeshLODProcessSettings](API\Plugins\MeshLODToolset\Graphs\FGenerateStaticMeshLODProcessSet-) & NewSettings )


code: void UpdatePreprocessSettings ( const [FGenerateStaticMeshLODProcess_PreprocessSettings](API\Plugins\MeshLODToolset\Graphs\FGenerateStaticM-) & NewSettings )


code: void UpdateSimplifySettings ( const [FGenerateStaticMeshLODProcess_SimplifySettings](API\Plugins\MeshLODToolset\Graphs\FGenerateStaticMeshLODProcess_Si-) & NewSettings )


description: Update the inputUStaticMeshAsset (ie the asset passed to Initialize)

code: virtual void UpdateSourceAsset ( bool bSetNewHDSourceAsset )


description: Configure the constraint on the specified Source Material

code: void UpdateSourceBakeMaterialConstraint ( [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * Material, [EMaterialBakingConstraint](API\Plugins\MeshLODToolset\Graphs\UGenerateStaticMeshLODProcess\EMaterialBakingC-) Constraint )


code: void UpdateSourceStaticMeshAsset ( bool bSetNewHDSourceAsset )


description: Configure the constraint on the specified Source Texture

code: void UpdateSourceBakeTextureConstraint ( [UTexture2D](API\Runtime\Engine\Engine\UTexture2D) * Texture, [ETextureBakingConstraint](API\Plugins\MeshLODToolset\Graphs\UGenerateStaticMeshLODProcess\ETextureBakingCo-) Constraint )


code: void UpdateTextureSettings ( const [FGenerateStaticMeshLODProcess_TextureSettings](API\Plugins\MeshLODToolset\Graphs\FGenerateStaticMeshLODProcess_Te-) & NewSettings )


code: void UpdateUVSettings ( const [FGenerateStaticMeshLODProcess_UVSettings](API\Plugins\MeshLODToolset\Graphs\FGenerateStaticMeshLODProcess_UV-) & NewSettings )


description: Final Output Options Creates newUStaticMeshAsset, Material Instances, and Textures

code: virtual bool WriteDerivedAssetData()


code: void UpdateMaterialTextureParameters ( [UMaterialInstanceDynamic](API\Runtime\Engine\Materials\UMaterialInstanceDynamic) * Material, const [FSourceMaterialInfo](API\Plugins\MeshLODToolset\Graphs\UGenerateStaticMeshLODProcess\FSourceMaterialI-) & SourceMaterialInfo, const [TMap](API\Runtime\Core\Containers\TMap)< [UTexture2D](API\Runtime\Engine\Engine\UTexture2D) *, [UTexture2D](API\Runtime\Engine\Engine\UTexture2D) * > & PreviewTextures, [UTexture2D](API\Runtime\Engine\Engine\UTexture2D) * PreviewNormalMap )


code: void WriteDerivedMaterials ( bool bCreatingNewStaticMeshAsset )


code: void WriteDerivedStaticMeshAsset()


code: bool WriteDerivedTexture ( [UTexture2D](API\Runtime\Engine\Engine\UTexture2D) * SourceTexture, [UTexture2D](API\Runtime\Engine\Engine\UTexture2D) * DerivedTexture, bool bCreatingNewStaticMeshAsset )


code: bool WriteDerivedTexture ( [UTexture2D](API\Runtime\Engine\Engine\UTexture2D) * DerivedTexture, [FString](API\Runtime\Core\Containers\FString) BaseTexName, bool bCreatingNewStaticMeshAsset )


code: void WriteDerivedTextures ( bool bCreatingNewStaticMeshAsset )


className: UGenerateStaticMeshLODProcess

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Transient) class UGenerateStaticMeshLODProcess : public [UObject](API\Runtime\CoreUObject\UObject\UObject)

AllDerivedTextures

type: TSet<TObjectPt...

description: This list is for accumulating derivedUTexture2D's created duringWriteDerivedTextures().

bUsingHiResSource

description: If true, we are building new LOD0 from the StaticMesh HiRes SourceModel, instead of from the mesh in LOD0

DerivedAssetFolder

type: FString

DerivedAssetGUIDKey

description: This value will be stored in Asset Metadata for each generated Asset Texture, Material/MIC, and StaticMesh, under the key StaticMeshLOD.GenerationGUID.

DerivedMaterials

type: TArray<FDerive...

description: List of generated/Derived Materials. Length is the same as SourceMaterials and indices correspond, however some Derived Materials may not be initialized (if Source is reusable or generated)

DerivedMultiTextureBakeResult

type: TObjectPtr<UTe...

DerivedNormalMapImage

description: Texture set potentially required by output Material set.

DerivedNormalMapTex

description: Derived Normal Map.

DerivedTextureImages

type: TArray<TUnique...

Generator

type: TUniquePtr<FGe...

GraphEvalCriticalSection

type: FCriticalSectio...

description: This FCriticalSection is used to co-ordinate evaluation of the internal compute graph by external classes.

MultiTextureParameterName

type: TMap< int32,FN...

description: For each material participating in multi-texture baking, the parameter name of the texture.

SourceMaterials

type: TArray<FSource...

description: List of initial Source Materials, length equivalent to StaticMesh.StaticMaterials

SourceMesh

description: SourceMeshDescription converted to FDynamicMesh3.

SourceMeshDescription

type: TSharedPtr<FMe...

description: Copy of input MeshDescription with autogenerated attributes computed

SourceStaticMesh

type: TObjectPtr<USt...


description: Called when details should be customized

code: virtual void CustomizeDetails ( [IDetailLayoutBuilder](API\Editor\PropertyEditor\IDetailLayoutBuilder) & DetailBuilder )


code: static [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IDetailCustomization](API\Editor\PropertyEditor\IDetailCustomization) > MakeInstance()


className: FAutoLODToolDetails

description: Detail customization forUGenerateStaticMeshLODAssetTool(AKA AutoLOD) properties

code: class FAutoLODToolDetails : public [IDetailCustomization](API\Editor\PropertyEditor\IDetailCustomization)


className: EGenerateLODAssetToolPresetAction

code: enum EGenerateLODAssetToolPresetAction { ReadFromPreset, WriteToPreset, }


className: EGenerateLODAssetOutputMode

code: enum EGenerateLODAssetOutputMode { CreateNewAsset = 0, UpdateExistingAsset = 1, }


code: enum EGenerateStaticMeshLOD_BakeConstraint { NoConstraint = 0, DoNotBake = 1, }


className: ELODManagerToolActions

code: enum ELODManagerToolActions { NoAction, MoveHiResToLOD0, DeleteHiResSourceModel, RemoveUnreferencedMaterials, }


code: bool operator== ( const [FGenerateStaticMeshLOD_MaterialConfig](API\Plugins\MeshLODToolset\Tools\FGenerateStaticMeshLOD_MaterialC-) & Other ) const


Constraint

type: EGenerateStatic...

Material

type: TObjectPtr<UMa...


code: bool operator== ( const [FGenerateStaticMeshLOD_TextureConfig](API\Plugins\MeshLODToolset\Tools\FGenerateStaticMeshLOD_TextureCo-) & Other ) const


description: true if this Tool is currently in a state where it can be Accepted. This may be false if for example there was an error in the Tool.

code: virtual bool CanAccept() const


description: true if this Tool support being Accepted, ie calling Shutdown(EToolShutdownType::Accept)

code: virtual bool HasAccept() const


description: true if this Tool support being Cancelled, ie calling Shutdown(EToolShutdownType::Cancel)

code: virtual bool HasCancel() const


code: void OnPresetSelectionChanged()


code: virtual void OnShutdown ( EToolShutdownType ShutdownType )


description: Allow the Tool to do any necessary processing on Tick

code: virtual void OnTick ( float DeltaTime )


code: virtual void RequestPresetAction ( [EGenerateLODAssetToolPresetAction](API\Plugins\MeshLODToolset\Tools\EGenerateLODAssetToolPresetActio-) ActionType )


description: Enable restrictive mode. Must be called before Setup.

code: virtual void SetRestrictiveMode ( bool bEnable )


description: Called by ToolManager to initialize the ToolafterToolBuilder::BuildTool() has been called

code: virtual void Setup()


description: Enable UI Customization for running this Tool in the Static Mesh Asset Editor. Must be called before Setup.

code: virtual void SetUseAssetEditorMode ( bool bEnable )


code: void UpdateExistingAsset()


className: UGenerateStaticMeshLODAssetTool

description: Simple tool to combine multiple meshes into a single mesh asset

BasicProperties

type: TObjectPtr<UGe...

bIsInAssetEditorMode

type: bool

CollisionPreview

type: TObjectPtr<UPr...

CollisionVizSettings

type: TObjectPtr<UCo...

ObjectData

type: TObjectPtr<UPh...

PreviewMaterials

type: TArray<TObject...

PreviewWithBackgroundCompute

type: TObjectPtr<UMe...


code: bool ValidateSettings() const


description: new Tool instance. Override this in subclasses to build a different Tool class type

code: virtual [UMultiSelectionMeshEditingTool](API\Plugins\ModelingComponents\BaseTools\UMultiSelectionMeshEditingTool) * CreateNewTool ( const [FToolBuilderState](API\Runtime\InteractiveToolsFramework\FToolBuilderState) & SceneState ) const


description:
Check if, given the current scene state, a new instance of this builder's Tool can be created
true if mesh sources can be found in the active selection

code: virtual bool CanBuildTool ( const [FToolBuilderState](API\Runtime\InteractiveToolsFramework\FToolBuilderState) & SceneState ) const


description: Gives the target requirements of the associated tool. Usually, it is the tool builder will use this function in CanBuildTool and BuildTool to find and create any necessary targets.

code: virtual const [FToolTargetTypeRequirements](API\Runtime\InteractiveToolsFramework\ToolTargets\FToolTargetTypeRequirements) & GetTargetRequirements() const


bSaveInputAsHiResSource

description: If the Asset doesn't already have a HiRes source, store the input mesh as the HiRes source

bShowOutputMode

description: If false, then OutputMode will not be shown in DetailsView panels (otherwise no effect)

GeneratedSuffix

type: FString

description: Suffix to append to newly-generated Asset (Meshes, Textures, Materials, etc)

NewAssetName

description: Base name for newly-generated asset

OutputMode

type: EGenerateLODAss...

description: Whether to modify the static mesh in place or create a new one.


className: UGenerateStaticMeshLODAssetToolBuilder

description: Tool builder


code: void Initialize ( [UGenerateStaticMeshLODAssetTool](API\Plugins\MeshLODToolset\Tools\UGenerateStaticMeshLODAssetTool) * ParentToolIn )


code: virtual void PostAction ( [EGenerateLODAssetToolPresetAction](API\Plugins\MeshLODToolset\Tools\EGenerateLODAssetToolPresetActio-) Action )


description: Read the current Tool settings from the Preset Asset

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(CallInEditor, Category=Preset, Meta=(DisplayPriority=0)) void ReadFromPreset()


description: Save the current Tool settings to the Preset Asset

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(CallInEditor, Category=Preset, Meta=(DisplayPriority=1)) void WriteToPreset()


ParentTool

type: TWeakObjectPtr<...

Preset

description: Preset Asset represents a set of Saved Settings for this Tool


description: Standard properties

CollisionGroupLayerName

type: FName

description: Code copied fromUPolygroupLayersPropertiesGroup layer to use for partitioning the mesh for simple collision generation

GroupLayersList

type: TArray<FString...

description: Internal list used to implement above

MeshGeneration

type: FGenerateStatic...


description: This function is called provide set of available group layers


code: void InitializeGroupLayers ( const [FDynamicMesh3](API\Runtime\GeometryCore\DynamicMesh\FDynamicMesh3) * Mesh )


Materials

type: TArray<FGenera...


code: void Initialize ( [ULODManagerTool](API\Plugins\MeshLODToolset\Tools\ULODManagerTool) * ParentToolIn )


className: ULODManagerActionPropertySet


code: void PostAction ( [ELODManagerToolActions](API\Plugins\MeshLODToolset\Tools\ELODManagerToolActions) Action )


description: Delete the HiRes Source Model

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(CallInEditor, Category=HiResSourceModel, Meta=(DisplayPriority=1)) void Delete()


description: Move the HiRes Source Model to LOD0

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(CallInEditor, Category=HiResSourceModel, Meta=(DisplayPriority=0)) void MoveToLOD0()


className: ULODManagerHiResSourceModelActions


className: ULODManagerLODProperties

HiResSource

type: TArray<FLODMan...

type: TArray<FStatic...

PercentTriangles

type: float


description: Discard any Materials that are not referenced by any LOD

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(CallInEditor, Category=MaterialSet, Meta=(DisplayPriority=0)) void CleanMaterials()


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)() const [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & GetLODNamesFunc() const


className: ULODManagerMaterialActions


code: bool CacheLODMesh ( const [FString](API\Runtime\Core\Containers\FString) & Name, [FLODName](API\Plugins\MeshLODToolset\Tools\ULODManagerTool\FLODName) LODName )


className: ULODManagerPreviewLODProperties

bShowSeams

description: Control whether mesh borders are displayed

VisibleLOD

description: LOD to visualise.


description: true if this Tool is currently in a state where it can be Accepted. This may be false if for example there was an error in the Tool.

code: virtual bool CanAccept() const


className: FLODMeshInfo

code: struct FLODMeshInfo

BoundaryEdges

type: TArray< int >


code: bool IsDefault&40;&41; const


description: true if this Tool support being Cancelled, ie calling Shutdown(EToolShutdownType::Cancel)

code: virtual bool HasCancel() const


code: virtual void OnShutdown ( EToolShutdownType ShutdownType )


description: Allow the Tool to do any necessary processing on Tick

code: virtual void OnTick ( float DeltaTime )


description: true if this Tool support being Accepted, ie calling Shutdown(EToolShutdownType::Accept)

code: virtual bool HasAccept() const


code: virtual void RequestAction ( [ELODManagerToolActions](API\Plugins\MeshLODToolset\Tools\ELODManagerToolActions) ActionType )


description: Called by ToolManager to initialize the ToolafterToolBuilder::BuildTool() has been called

code: virtual void Setup()


code: void UpdatePreviewLines ( [FLODMeshInfo](API\Plugins\MeshLODToolset\Tools\ULODManagerTool\FLODMeshInfo) & LODMeshInfo )


className: ULODManagerTool

description: Mesh Attribute Editor Tool

ActiveLODNames

type: TMap<FString, ...

bLODInfoValid

type: bool

HiResSourceModelActions

type: TObjectPtr<ULO...

PendingAction

type: ELODManagerTool...


description: new Tool instance. Override this in subclasses to build a different Tool class type

code: virtual [UMultiSelectionMeshEditingTool](API\Plugins\ModelingComponents\BaseTools\UMultiSelectionMeshEditingTool) * CreateNewTool ( const [FToolBuilderState](API\Runtime\InteractiveToolsFramework\FToolBuilderState) & SceneState ) const


description:
Check if, given the current scene state, a new instance of this builder's Tool can be created
true if mesh sources can be found in the active selection

code: virtual bool CanBuildTool ( const [FToolBuilderState](API\Runtime\InteractiveToolsFramework\FToolBuilderState) & SceneState ) const


description: Gives the target requirements of the associated tool. Usually, it is the tool builder will use this function in CanBuildTool and BuildTool to find and create any necessary targets.

code: virtual const [FToolTargetTypeRequirements](API\Runtime\InteractiveToolsFramework\ToolTargets\FToolTargetTypeRequirements) & GetTargetRequirements() const


description:
Create a new object by class.
The new object.

code: virtual [UObject](API\Runtime\CoreUObject\UObject\UObject) * FactoryCreateNew ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * InClass, [UObject](API\Runtime\CoreUObject\UObject\UObject) * InParent, [FName](API\Runtime\Core\UObject\FName) InName, EObjectFlags Flags, [UObject](API\Runtime\CoreUObject\UObject\UObject) * Context, [FFeedbackContext](API\Runtime\Core\Misc\FFeedbackContext) * Warn )


description: Returns a new starting point name for newly created assets in the content browser

code: virtual [FString](API\Runtime\Core\Containers\FString) GetDefaultNewAssetName() const


description: When shown in menus, this is the category containing this factory. Return type is a BitFlag mask using EAssetTypeCategories.

code: virtual uint32 GetMenuCategories() const


description: Returns the name of the factory for menus

code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetDisplayName() const


description: Returns true if this factory should be shown in the New Asset menu (by default calls CanCreateNew).

code: virtual bool ShouldShowInNewMenu() const


code: UStaticMeshLODGenerationSettingsFactory ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UStaticMeshLODGenerationSettingsFactory

description: Asset Factory forUStaticMeshLODGenerationSettings, which is used to save settings for the AutoLOD Tool/Process as an Asset in the Editor

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(MinimalAPI, HideCategories=Object) class UStaticMeshLODGenerationSettingsFactory : public [UFactory](API\Editor\UnrealEd\Factories\UFactory)


className: UStaticMeshLODGenerationSettings

description: The Tool uses these serialized settings as a 'Preset', ie the user can save a set of configured settings, or load previously-saved settings.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Blueprintable) class UStaticMeshLODGenerationSettings : public [UObject](API\Runtime\CoreUObject\UObject\UObject)


description: Asset Definition forUStaticMeshLODGenerationSettingsAssets


module: MeshModelingTools

code: virtual bool CanExecuteCommandForSelection ( [UGeometrySelectionEditCommandArguments](API\Plugins\ModelingComponents\Selection\UGeometrySelectionEditCommandArg-) * Arguments )


code: virtual void ExecuteCommandForSelection ( [UGeometrySelectionEditCommandArguments](API\Plugins\ModelingComponents\Selection\UGeometrySelectionEditCommandArg-) * Arguments, [UInteractiveCommandResult](API\Runtime\InteractiveToolsFramework\UInteractiveCommandResult) ** Result )


description: a short text string that can be used for the command in (eg) Editor transaction/undo toasts

code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetCommandShortString() const


className: UDeleteGeometrySelectionCommand

description: UDeleteGeometrySelectionCommanddeletes the geometric elements identified by the Selection. Currently only supports mesh selections (Triangle and Polygroup types) Deletes selected faces, or faces connected to selected edges, or faces connected to selected vertices.


className: UDisconnectGeometrySelectionCommand

description: UDisconnectGeometrySelectionCommanddisconnects the geometric elements identified by the Selection. Currently only supports mesh selections (Triangle and Polygroup types) Disconnects selected faces, or faces connected to selected edges, or faces connected to selected vertices.


description: Command to Expand the current Selection to all connected geometry


code: virtual bool AllowEmptySelection() const


description: Command to Invert the current Selection, only considering connected geometry


className: EModificationType

code: enum EModificationType { SelectAll = 0, ExpandToConnected = 1, Invert = 10, InvertConnected = 11, Expand = 20, Contract = 21, }


code: virtual bool IsModifySelectionCommand() const


className: UModifyGeometrySelectionCommand

description: UModifyGeometrySelectionCommandupdates/edits the current selection in various ways. Default operation is to Select All. Subclasses below can be used in situations where specific per-modification types are needed.


description: Command to Contract the current Selection by a one-ring


description: Command to Expand the current Selection by a one-ring


description: Command to Invert the current Selection


className: URetriangulateGeometrySelectionCommand

description: URetriangulateGeometrySelectionCommand


className: EDrawPolygonDrawMode

description: Polygon tool draw type

code: enum EDrawPolygonDrawMode { Freehand, Circle, Square, Rectangle, RoundedRectangle, Ring, }


className: EDrawPolygonExtrudeMode

description: How the drawn polygon gets extruded

code: enum EDrawPolygonExtrudeMode { Flat, Fixed, Interactive, }


className: EEditMeshPolygonsToolActions

code: enum EEditMeshPolygonsToolActions { NoAction, AcceptCurrent, CancelCurrent, Extrude, PushPull, Offset, Inset, Outset, BevelFaces, InsertEdge, InsertEdgeLoop, Complete, PlaneCut, Merge, Delete, CutFaces, RecalculateNormals, FlipNormals, Retriangulate, Decompose, Disconnect, Duplicate, CollapseEdge, WeldEdges, StraightenEdge, FillHole, BridgeEdges, BevelEdges, SimplifyAlongEdges, PlanarProjectionUV, SimplifyByGroups, RegenerateExtraCorners, PokeSingleFace, SplitSingleEdge, FlipSingleEdge, CollapseSingleEdge, BevelAuto, }


className: EEditMeshPolygonsToolSelectionMode

code: enum EEditMeshPolygonsToolSelectionMode { Faces, Edges, Vertices, Loops, Rings, FacesEdgesVertices, }


className: ELocalFrameMode

code: enum ELocalFrameMode { FromObject, FromGeometry, }


className: EMakeMeshPivotLocation

description: Placement Pivot Location

code: enum EMakeMeshPivotLocation { Base, Centered, Top, }


className: EMakeMeshPlacementType

description: Placement Target Types

code: enum EMakeMeshPlacementType { GroundPlane = 0, OnScene = 1, }


className: EMakeMeshPolygroupMode

description: PolyGroup mode for shape

code: enum EMakeMeshPolygroupMode { PerShape, PerFace, PerQuad, }


className: EProceduralDiscType

code: enum EProceduralDiscType { Disc, PuncturedDisc, }


className: EProceduralRectType

code: enum EProceduralRectType { Rectangle, RoundedRectangle, }


className: EProceduralSphereType

code: enum EProceduralSphereType { LatLong, Box, }


className: EProceduralStairsType

code: enum EProceduralStairsType { Linear, Floating, Curved, Spiral, }


className: EUVProjectionToolActions

code: enum EUVProjectionToolActions { NoAction, AutoFit, AutoFitAlign, Reset, }


className: EUVProjectionToolInitializationMode

code: enum EUVProjectionToolInitializationMode { Default, UsePrevious, AutoFit, AutoFitAlign, }


description: true if this Change has Expired, ie it will no longer have any effect and could be skipped by undo/redo

code: virtual bool HasExpired ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object ) const


description: Makes the change to the object

code: virtual void Apply ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object )


description: Reverts change to the object

code: virtual void Revert ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object )


description: Describes this change (for debugging)

code: virtual [FString](API\Runtime\Core\Containers\FString) ToString() const


code: FDrawPolygonStateChange ( int32 CurveTimestampIn, const [TArray](API\Runtime\Core\Containers\TArray)< FVector3d > & FixedVertexPointsIn, const [TArray](API\Runtime\Core\Containers\TArray)< FVector3d > & PolyPointsIn )


className: FDrawPolygonStateChange

description: Change event used by DrawPolygonTool to undo draw state. Currently does not redo.

code: class FDrawPolygonStateChange : public [FToolCommandChange](API\Runtime\InteractiveToolsFramework\FToolCommandChange)

FixedVertexPoints

type: constTArray< F...


code: FEditMeshPolygonsToolMeshChange ( [TUniquePtr](API\Runtime\Core\Templates\TUniquePtr)< [UE::Geometry::FDynamicMeshChange](API\Runtime\GeometryCore\DynamicMesh\FDynamicMeshChange) > MeshChangeIn )


description: Called before the module is unloaded, right before the module object is destroyed. During normal shutdown, this is called in reverse order that modules finishStartupModule(). This means that, as long as a module references dependent modules in it'sStartupModule(), it can safely reference those dependencies inShutdownModule()as well.

code: virtual void ShutdownModule()


className: FEditMeshPolygonsToolMeshChange

description: Wraps a FDynamicMeshChange so that it can be expired and so that other data structures in the tool can be updated. On apply/revert, the topology is rebuilt using stored extra corner vids.

code: class FEditMeshPolygonsToolMeshChange : public [FToolCommandChange](API\Runtime\InteractiveToolsFramework\FToolCommandChange)

ExtraCornerVidsAfter

type: TSet< int32 >


description: IModuleInterfaceimplementation

code: virtual void StartupModule()


className: FMeshModelingToolsModule

code: class FMeshModelingToolsModule : public [IModuleInterface](API\Runtime\Core\Modules\IModuleInterface)


code: FPolyEditActivityStartChange ( int32 ActivityTimestampIn )


className: FPolyEditActivityStartChange

description: FPolyEditActivityStartChangeis used to cancel out of an active action on Undo. No action is taken on Redo, ie we do not re-start the Tool on Redo.

code: class FPolyEditActivityStartChange : public [FToolCommandChange](API\Runtime\InteractiveToolsFramework\FToolCommandChange)


className: EMeshEditingMaterialModes

code: enum EMeshEditingMaterialModes { ExistingMaterial, Diffuse, Grey, Soft, Transparent, TangentNormal, VertexColor, CustomImage, Custom, }


className: ERevolvePropertiesCapFillMode

code: enum ERevolvePropertiesCapFillMode { None, CenterFan, Delaunay, EarClipping, }


className: ERevolvePropertiesPolygroupMode

code: enum ERevolvePropertiesPolygroupMode { PerShape, PerFace, PerRevolveStep, PerPathSegment, }


className: ERevolvePropertiesQuadSplit

code: enum ERevolvePropertiesQuadSplit { Uniform, Compact, }


code: [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * GetActiveOverrideMaterial() const


className: ESetMeshMaterialMode

description: Standard material modes for tools that need to set custom materials for visualization

code: enum ESetMeshMaterialMode { Original, Checkerboard, Override, }


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)() const [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & GetUVChannelNamesFunc() const


description: Needs custom restore in order to call setup.

code: virtual void RestoreProperties ( [UInteractiveTool](API\Runtime\InteractiveToolsFramework\UInteractiveTool) * RestoreToTool, const [FString](API\Runtime\Core\Containers\FString) & CacheIdentifier )


className: UExistingMeshMaterialProperties

description: Standard material property settings for tools that visualize materials on existing meshes (e.g. to help show UVs)

CheckerMaterial

type: TObjectPtr<UMa...

MaterialMode

type: ESetMeshMateria...

description: Material that will be used on the mesh

meta

description: Number of checkerboard tiles within the 0 to 1 range; only available when Checkerboard is selected as material mode

OverrideMaterial

description: Material to use instead of the original material; only available when Override is selected as material mode


code: void UpdateUVChannels ( int32 UVChannelIndex, const [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & UVChannelNames, bool bUpdateSelection )


className: UMeshEditingViewProperties

bShowWireframe

description: Toggle drawing of wireframe overlay on/off [Alt+W]

bTwoSided

description: Although a two-sided transparent material causes rendering issues with overlapping faces, it is still frequently useful to see the shape when sculpting around other objects.

Color

type: FLinearColor

description: Main Color of Material

CustomMaterial

type: TWeakObjectPtr<...

EditCondition

description: Toggle flat shading on/off

Image

type: TObjectPtr<UTe...

description: Image used in Image-Based Material

MaterialMode

type: EMeshEditingMat...

description: Set which material to use on object

Opacity

type: double

description: Opacity of transparent material


description: selected UV channel index, or -1 if invalid selection, or 0 if invalid selection and bool bForceToZeroOnFailure = true

code: int32 GetSelectedChannelIndex ( bool bForceToZeroOnFailure )


code: void Initialize ( int32 NumUVChannels, bool bInitializeSelection )


code: void Initialize ( const [FMeshDescription](API\Runtime\MeshDescription\FMeshDescription) * MeshDescription, bool bInitializeSelection )


code: void Initialize ( const FDynamicMesh3 * Mesh, bool bInitializeSelection )


description:
Verify that the UV channel selection is valid
true if selection in UVChannel is an entry in UVChannelNamesList.

code: bool ValidateSelection ( bool bUpdateIfInvalid )


className: UMeshUVChannelProperties

UVChannel

type: FString

description: Select UV channel in the mesh

UVChannelNamesList

type: TArray<FString...


code: UNewMeshMaterialProperties()


description: CurveSweepOpOut.ProfileCurve and CurveSweepOpOut.bProfileCurveIsClosed must be initialized in advance.

code: void ApplyToCurveSweepOp ( const [UNewMeshMaterialProperties](API\Plugins\MeshModelingTools\Properties\UNewMeshMaterialProperties) & MaterialProperties, const FVector3d & RevolutionAxisOrigin, const FVector3d & RevolutionAxisDirection, [UE::Geometry::FCurveSweepOp](API\Plugins\ModelingOperators\CompositionOps\FCurveSweepOp) & CurveSweepOpOut ) const


className: UNewMeshMaterialProperties

description: Standard material property settings for tools that generate new meshes.

bShowExtendedOptions

description: If true, extended options are available

bShowWireframe

description: If true, overlays preview with wireframe

bWorldSpaceUVScale

description: If true, UV scale will be relative to world space.

Material

description: Material for new mesh

UVScale

type: float

description: Scale factor for generated UVs


className: URevolveProperties

description: Common properties for revolving a PolyPath to create a mesh.

AxisWeldTolerance

description: If welding vertices on the axis, the distance that a vertex can be from the axis and still be welded.

bExplicitSteps

description: If true, the number of steps can be specified explicitly via Steps.

bFlipMesh

description: Flips the mesh inside out.

bFlipVs

description: If true, UV coordinates will be flipped in the V direction.

bPathAtMidpointOfStep

description: If true, the path is placed at the midpoint of each step instead of at the start and/or end of a step.

bReverseRevolutionDirection

description: Bydefault, revolution is done counterclockwise if looking down the revolution axis.

bSharpNormals

description: If true, normals are not averaged or shared between triangles beyond the Sharp Normals Degree Threshold.

bUVsSkipFullyWeldedEdges

description: If true, UV layout is not affected by segments of the path that do not result in any triangles.

bWeldFullRevolution

description: /** Determines how end caps are created. This is not relevant if the end caps are not visible or if the path is not closed. */

bWeldVertsOnAxis

description: If true, vertices close to the axis will not be replicated, instead reusing the same vertex for any adjacent triangles.

EditCondition

description: Revolution extent in degrees.

HeightOffsetPerDegree

description: How far to move each step along the revolution axis per degree.

PolygroupMode

type: ERevolvePropert...

description: How PolyGroups are assigned to shape primitives.

QuadSplitCompactTolerance

description: EditCondition = "QuadSplitMode == ERevolvePropertiesQuadSplit::Compact"))

QuadSplitMode

description: How generated quads are split into triangles.

RevolveDegrees

type: EditConditionHi...

RevolveDegreesOffset

description: The angle by which to rotate the path around the axis before beginning the revolve.

StepsMaxDegrees

description: Implicitly defines the number of steps in the revolution such that each step moves the revolution no more than the given number of degrees.


className: EEdgeLoopInsertionMode

code: enum EEdgeLoopInsertionMode { Retriangulate, PlaneCut, }


className: EEdgeLoopPositioningMode

code: enum EEdgeLoopPositioningMode { Even, ProportionOffset, DistanceOffset, }


className: EGroupEdgeInsertionMode

code: enum EGroupEdgeInsertionMode { Retriangulate, PlaneCut, }


className: EPolyEditCutPlaneOrientation

code: enum EPolyEditCutPlaneOrientation { FaceNormals, ViewDirection, }


className: EPolyEditExtrudeDirection

code: enum EPolyEditExtrudeDirection { SelectionNormal, WorldX, WorldY, WorldZ, LocalX, LocalY, LocalZ, }


className: EPolyEditExtrudeDistanceMode

code: enum EPolyEditExtrudeDistanceMode { ClickInViewport, Fixed, }


className: EPolyEditExtrudeModeOptions

description: There is a lot of overlap in the options for Extrude, Offset, and Push/Pull, and they map to the same op behind the scenes. However, we want to keep them as separate buttons to keep some amount of shallowness in the UI, to make it more likely that new users will find the setting they are looking for. A couple of settings are entirely replicated: namely, doing an offset or "extrude" with SelectedTriangleNormals or SelectedTriangleNormalsEven as the movement direction is actually equivalent. Properly speaking, these two should only be options under Offset, not Extrude, but we keep them as (non-default) options in both because an "extrude along local normals" is a common operation that some users are likely to look for under extrude, regardless of it not lining up with the physical meaning of extrusion. We use different property set objects so that we can customize category names, etc, as well as have different defaults and saved settings.

code: enum EPolyEditExtrudeModeOptions { SingleDirection = static_cast<int>(UE::Geometry::FExtrudeOp::EDirectionMode::SingleDirection), SelectedTriangleNormals = static_cast<int>(UE::Geometry::FExtrudeOp::EDirectionMode::SelectedTriangleNormals), SelectedTriangleNormalsEven = static_cast<int>(UE::Geometry::FExtrudeOp::EDirectionMode::SelectedTriangleNormalsEven), }


className: EPolyEditOffsetModeOptions

code: enum EPolyEditOffsetModeOptions { VertexNormals = static_cast<int>(UE::Geometry::FExtrudeOp::EDirectionMode::VertexNormals), SelectedTriangleNormals = static_cast<int>(UE::Geometry::FExtrudeOp::EDirectionMode::SelectedTriangleNormals), SelectedTriangleNormalsEven = static_cast<int>(UE::Geometry::FExtrudeOp::EDirectionMode::SelectedTriangleNormalsEven), }


className: EPolyEditPushPullModeOptions

code: enum EPolyEditPushPullModeOptions { SelectedTriangleNormals = static_cast<int>(EPolyEditOffsetModeOptions::SelectedTriangleNormals), SelectedTriangleNormalsEven = static_cast<int>(UE::Geometry::FExtrudeOp::EDirectionMode::SelectedTriangleNormalsEven), SingleDirection = static_cast<int>(UE::Geometry::FExtrudeOp::EDirectionMode::SingleDirection), VertexNormals = static_cast<int>(UE::Geometry::FExtrudeOp::EDirectionMode::VertexNormals), }


description: Makes the change to the object

code: virtual void Apply ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object )


description: true if this Change has Expired, ie it will no longer have any effect and could be skipped by undo/redo

code: virtual bool HasExpired ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object ) const


description: Reverts change to the object

code: virtual void Revert ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object )


description: Describes this change (for debugging)

code: virtual [FString](API\Runtime\Core\Containers\FString) ToString() const


code: FGroupEdgeInsertionFirstPointChange ( int32 CurrentChangeStamp )


className: FGroupEdgeInsertionFirstPointChange

description: This should get emitted when selecting the first point in an edge insertion so that we can undo it.

code: class FGroupEdgeInsertionFirstPointChange : public [FToolCommandChange](API\Runtime\InteractiveToolsFramework\FToolCommandChange)

bHaveDoneUndo

type: bool


code: FPolyEditCutFacesActivityFirstPointChange ( int32 CurrentActivityStamp )


description: This should get emitted when setting the first point so that we can undo it.

code: class FPolyEditCutFacesActivityFirstPointChange : public [FToolCommandChange](API\Runtime\InteractiveToolsFramework\FToolCommandChange)


className: UEdgeLoopInsertionProperties

bHighlightProblemGroups

description: When true, non-quad-like groups that stop the loop will be highlighted, with X's marking the corners.

EditCondition

description: How many loops to insert at a time.

InsertionMode

type: EEdgeLoopInsert...

description: Determines how edge loops are added to the geometry

PositionMode

type: EEdgeLoopPositi...

description: Determines how edge loops position themselves vertically relative to loop direction.

VertexTolerance

description: How close a new loop edge needs to pass next to an existing vertex to use that vertex rather than creating a new one.


code: namespace UE { namespace Geometry { namespace PolyEditActivityUtil { enum EPreviewMaterialType { SourceMaterials, PreviewMaterial, UVMaterial, } } } }


code: namespace UE { namespace Geometry { namespace PolyEditActivityUtil { [UPolyEditPreviewMesh](API\Plugins\ModelingComponents\Drawing\UPolyEditPreviewMesh) * UE::Geometry::PolyEditActivityUtil::CreatePolyEditPreviewMesh ( [UInteractiveTool](API\Runtime\InteractiveToolsFramework\UInteractiveTool) & Tool, const [UPolyEditActivityContext](API\Plugins\MeshModelingTools\ToolActivities\UPolyEditActivityContext) & ActivityContext ) } } }


code: namespace UE { namespace Geometry { namespace PolyEditActivityUtil { void UE::Geometry::PolyEditActivityUtil::UpdatePolyEditPreviewMaterials ( [UInteractiveTool](API\Runtime\InteractiveToolsFramework\UInteractiveTool) & Tool, const [UPolyEditActivityContext](API\Plugins\MeshModelingTools\ToolActivities\UPolyEditActivityContext) & ActivityContext, [UPolyEditPreviewMesh](API\Plugins\ModelingComponents\Drawing\UPolyEditPreviewMesh) & EditPreviewMesh, [EPreviewMaterialType](API\Plugins\MeshModelingTools\ToolActivities\UE__Geometry__Po-) MaterialType ) } } }


className: UGroupEdgeInsertionProperties

bContinuousInsertion

description: If true, edge insertions are chained together so that each end point becomes the new start point

InsertionMode

type: EGroupEdgeInser...

description: Determines how group edges are added to the geometry

description: How close a new loop edge needs to pass next to an existing vertex to use that vertex rather than creating a new one (used for plane cut).


className: UPolyEditActivityContext

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class UPolyEditActivityContext : public [UObject](API\Runtime\CoreUObject\UObject\UObject)

CommonProperties

type: TObjectPtr<UPo...

CurrentMesh

description: The CurrentMesh is the authoritative current version of the mesh, which would be baked back to the asset on accept.

CurrentTopology

description: The activity should update CurrentTopology and MeshSpatial if it alters CurrentMesh.

EmitActivityStart

type: TUniqueFunction...

description: If an activity starts running, it should use this function to have the host emit an appropriate undoable transaction with the given transaction label.

EmitCurrentMeshChangeAndUpdate

description: Given a change to CurrentMesh (already applied and stored in MeshChangeIn), use this function to properly emit it from the host.

OnUndoRedo

type: FOnUndoRedo

Preview

type: TObjectPtr<UMe...

description: The mesh stored in the preview is not authoritative.

SelectionMechanic

description: The activity may use the selection mechanic to get (or alter) the current selection, though if selection is just being changed at the end of the activity, it should probably be done through EmitCurrentMeshChangeAndUpdate so that it is lumped with the same undo transaction.


className: FOnUndoRedo

description: Gets broadcast when the CurrentMesh is modified by an undo/redo transaction emitted via EmitCurrentMeshChangeAndUpdate. Only activities that issue multiple transactions via EmitCurrentMeshChangeAndUpdate during the same invocation need to use this, since a transaction that ends immediately after the call will not have to deal with the undo.

code: typedef TMulticastDelegate_OneParam< void, bool bGroupTopologyChanged > FOnUndoRedo


description: IHoverBehaviorTargetimplementation.

code: virtual [FInputRayHit](API\Runtime\InteractiveToolsFramework\FInputRayHit) BeginHoverSequenceHitTest ( const [FInputDeviceRay](API\Runtime\InteractiveToolsFramework\FInputDeviceRay) & PressPos )


description: If true, calling End with EToolShutdownType::Accept will result in a valid completion of the activity. It's up to the tool whether to respect this or not, sinceEnd()should still end the activity.

code: virtual bool CanAccept() const


description: Check whether aStart()call will result in a success.

code: virtual bool CanStart() const


description: Force an end to the activity.

code: virtual [EToolActivityEndResult](API\Plugins\ModelingComponents\EToolActivityEndResult) End ( EToolShutdownType )


description: IClickBehaviorTargetAPI.

code: virtual [FInputRayHit](API\Runtime\InteractiveToolsFramework\FInputRayHit) IsHitByClick ( const [FInputDeviceRay](API\Runtime\InteractiveToolsFramework\FInputDeviceRay) & ClickPos )


description: Check whether the activity is running (though the tool can just check the result ofStart()itself).

code: virtual bool IsRunning() const


description: Initialize hover sequence at given position

code: virtual void OnBeginHover ( const [FInputDeviceRay](API\Runtime\InteractiveToolsFramework\FInputDeviceRay) & DevicePos )


description: Notify Target that click ocurred

code: virtual void OnClicked ( const [FInputDeviceRay](API\Runtime\InteractiveToolsFramework\FInputDeviceRay) & ClickPos )


description: Terminate active hover sequence

code: virtual void OnEndHover()


description: Update active hover sequence with new input position

code: virtual bool OnUpdateHover ( const [FInputDeviceRay](API\Runtime\InteractiveToolsFramework\FInputDeviceRay) & DevicePos )


description: If the activity is running, should be called from the tool'sRender()

code: virtual void Render ( [IToolsContextRenderAPI](API\Runtime\InteractiveToolsFramework\IToolsContextRenderAPI) * RenderAPI )


description: IInteractiveToolActivity.

code: virtual void Setup ( [UInteractiveTool](API\Runtime\InteractiveToolsFramework\UInteractiveTool) * ParentTool )


description: Should be called during a tool's Shutdown()Should be called during a tool's Shutdown()

code: virtual void Shutdown ( EToolShutdownType ShutdownType )


description: Attempt to start the activity.


description: If the activity is running, should be called from the tool'sOnTick()

code: virtual void Tick ( float DeltaTime )