description: Returns the significance manager for the specified World.

code: static [USignificanceManager](API\Plugins\SignificanceManager\USignificanceManager) * Get ( const [UWorld](API\Runtime\Engine\Engine\UWorld) * World )


description: Templated convenience function to return a significance manager cast to a known type.

module: SignificanceManager

code: template<class T> static T * Get ( const [UWorld](API\Runtime\Engine\Engine\UWorld) * World )


description: Returns the managed object for the passed-in object, if any. Otherwise returns nullptr.

code: [USignificanceManager::FManagedObjectInfo](API\Plugins\SignificanceManager\USignificanceManager\FManagedObjectInfo) * GetManagedObject ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object ) const


code: const [USignificanceManager::FManagedObjectInfo](API\Plugins\SignificanceManager\USignificanceManager\FManagedObjectInfo) * GetManagedObject ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object ) const


description: Returns objects of specified tag, Tag must be specified or else an empty array will be returned.

code: const [TArray](API\Runtime\Core\Containers\TArray)< [FManagedObjectInfo](API\Plugins\SignificanceManager\USignificanceManager\FManagedObjectInfo) * > & GetManagedObjects ( [FName](API\Runtime\Core\UObject\FName) Tag ) const


description: Returns all managed objects regardless of tag.

code: void GetManagedObjects ( [TArray](API\Runtime\Core\Containers\TArray)< [FManagedObjectInfo](API\Plugins\SignificanceManager\USignificanceManager\FManagedObjectInfo) * > & OutManagedObjects, bool bInSignificanceOrder ) const


description: Returns the significance value for a given object, returns 0 if object is not managed.

code: float GetSignificance ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object ) const


description: Returns the list of viewpoints currently being represented by the significance manager.

code: const [TArray](API\Runtime\Core\Containers\TArray)< FTransform > & GetViewpoints() const


description: Returns true if the object is being tracked, placing the significance value in OutSignificance (or 0 if object is not managed)

code: bool QuerySignificance ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object, float & OutSignificance ) const


description: Internal function that takes the managed object info and registers it with the significance manager.

code: void RegisterManagedObject ( [FManagedObjectInfo](API\Plugins\SignificanceManager\USignificanceManager\FManagedObjectInfo) * ObjectInfo )


description: Overridable function used to register an object as managed by the significance manager.

code: virtual void RegisterObject ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object, [FName](API\Runtime\Core\UObject\FName) Tag, [FManagedObjectSignificanceFunction](API\Plugins\SignificanceManager\USignificanceManager\FManagedObjectSi-) SignificanceFunction, [EPostSignificanceType](API\Plugins\SignificanceManager\USignificanceManager\EPostSignificanceType) InPostSignificanceType, [FManagedObjectPostSignificanceFunction](API\Plugins\SignificanceManager\USignificanceManager\FManagedObjectPo-) InPostSignificanceFunction )


description: Overridable function used to unregister an object as managed by the significance manager.

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


description: Unregisters all objects with the specified tag.

code: void UnregisterAll ( [FName](API\Runtime\Core\UObject\FName) Tag )


description: Overridable function to update the managed objects' significance.

code: virtual void Update ( [TArrayView](API\Runtime\Core\Containers\TArrayView)< const FTransform > Viewpoints )


code: virtual [UWorld](API\Runtime\Engine\Engine\UWorld) * GetWorld() const


code: USignificanceManager()


className: USignificanceManager

description: Each user of the significance manager is expected to call the Update function from the appropriate location in the game code. GameViewportClient::Tick may often serve as a good place to do this.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Config=Engine, defaultconfig) class USignificanceManager : public [UObject](API\Runtime\CoreUObject\UObject\UObject)

bCreateOnClient

type: uint32: 1

description: Whether the significance manager should be created on a client. Only used from CDO and.

bCreateOnServer

description: Whether the significance manager should be created on the server.

bSortSignificanceAscending

description: Whether the significance sort should sort high values to the end of the list.

Viewpoints

type: TArray< FTransf...

description: The cached viewpoints for significance for calculating when a new object is registered.


description:
Singleton-like access to this module's interface. This is just for convenience! Beware of calling this during the shutdown phase, though. Your module might have been unloaded already.
Returns singleton instance, loading the module on demand if needed

module: SimpleHMD

code: static [ISimpleHMDPlugin](API\Plugins\SimpleHMD\ISimpleHMDPlugin) & Get()


className: ISimpleHMDPlugin

description: The public interface to this module. In most cases, this interface is only public to sibling modules within this plugin.

code: class ISimpleHMDPlugin : public [IHeadMountedDisplayModule](API\Runtime\HeadMountedDisplay\IHeadMountedDisplayModule)


description:
Checks to see if this module is loaded and ready. It is only valid to callGet()ifIsAvailable()returns true.
True if the module is loaded and ready to use

code: static bool IsAvailable()


module: SkeletalMerging

code: FSkeletalMeshMergeParams()


className: FSkeletalMeshMergeParams

description: Struct containing all parameters used to perform a Skeletal Mesh merge.

bNeedsCpuAccess

description: Whether or not the resulting mesh needs to be accessed by the CPU for any reason (e.g. for spawning particle effects).

bSkeletonBefore

description: Update skeleton before merge. Otherwise, update after. Skeleton must also be provided.

MeshesToMerge

type: TArray<TObject...

description: The list of skeletal meshes to merge.

MeshSectionMappings

type: TArray<FSkelMe...

description: An optional array to map sections from the source meshes to merged section entries.

Skeleton

type: TObjectPtr<USk...

description: Skeleton that will be used for the merged mesh. Leave empty if the generated skeleton is OK.

StripTopLODS

description: The number of high LODs to remove from input meshes.

UVTransformsPerMesh

description: An optional array to transform the UVs in each mesh.


className: FSkeletonMergeParams

description: Struct containing all parameters used to perform a Skeleton merge.

bCheckSkeletonsCompatibility

type: bool

description: Whether or not to check if there are invalid parent chains or shared bones with different reference transforms.

bMergeAnimSlotGroups

description: Whether or not to include Animation Slot Group (names) when merging the Skeletons.

bMergeBlendProfiles

description: Whether or not to include Blend Profiles when merging the Skeletons.

bMergeCurveNames

description: Whether or not to include (Animation) Curve names when merging the Skeletons.

bMergeSockets

description: Whether or not to include Sockets when merging the Skeletons.

bMergeVirtualBones

description: Whether or not to include Virtual Bones when merging the Skeletons.

SkeletonsToMerge

description: The list of skeletons to merge.


code: static void AddAnimationSlotGroups ( [USkeleton](API\Runtime\Engine\Animation\USkeleton) * InSkeleton, const [TMap](API\Runtime\Core\Containers\TMap)< [FName](API\Runtime\Core\UObject\FName), [TSet](API\Runtime\Core\Containers\TSet)< [FName](API\Runtime\Core\UObject\FName) >> & InSlotGroupsNames )


code: static void AddBlendProfiles ( [USkeleton](API\Runtime\Engine\Animation\USkeleton) * InSkeleton, const [TMap](API\Runtime\Core\Containers\TMap)< [FName](API\Runtime\Core\UObject\FName), [TArray](API\Runtime\Core\Containers\TArray)< const class [UBlendProfile](API\Runtime\Engine\Animation\UBlendProfile) * >> & InBlendProfiles )


code: static void AddCurveNames ( [USkeleton](API\Runtime\Engine\Animation\USkeleton) * InSkeleton, const [TMap](API\Runtime\Core\Containers\TMap)< [FName](API\Runtime\Core\UObject\FName), const struct [FCurveMetaData](API\Runtime\Engine\Animation\FCurveMetaData) * > & InCurves )


code: static void AddSockets ( [USkeleton](API\Runtime\Engine\Animation\USkeleton) * InSkeleton, const [TArray](API\Runtime\Core\Containers\TArray)< [TObjectPtr](API\Runtime\Core\Delegates\TObjectPtr)< class [USkeletalMeshSocket](API\Runtime\Engine\Engine\USkeletalMeshSocket) >> & InSockets )


code: static void AddVirtualBones ( [USkeleton](API\Runtime\Engine\Animation\USkeleton) * InSkeleton, const [TArray](API\Runtime\Core\Containers\TArray)< const struct [FVirtualBone](API\Runtime\Engine\Animation\FVirtualBone) * > InVirtualBones )


description:
Merges the given meshes into a single mesh.
The merged mesh (will be invalid if the merge failed).

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Mesh Merge", Meta=(UnsafeDuringActorConstruction="true")) static [USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) * MergeMeshes ( const [FSkeletalMeshMergeParams](API\Plugins\SkeletalMerging\FSkeletalMeshMergeParams) & Params )


className: USkeletalMergingLibrary

description: Component that can be used to perform Skeletal Mesh merges from Blueprints.


description:
Merges the skeletons for the provided meshes into a single skeleton.
The merged Skeleton

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Skeleton Merge", Meta=(UnsafeDuringActorConstruction="true")) static [USkeleton](API\Runtime\Engine\Animation\USkeleton) * MergeSkeletons ( const [FSkeletonMergeParams](API\Plugins\SkeletalMerging\FSkeletonMergeParams) & Params )


module: SkeletalMeshModifiers

code: FTransform MirrorTransform ( const FTransform & InGlobalTransform ) const


code: FVector MirrorVector ( const FVector & InVector ) const


className: FMirrorOptions

description: FMirrorOptions

LeftString

type: FString

MirrorAxis

type: TEnumAsByte<EA...


code: FTransform OrientTransform ( const FVector & InPrimaryTarget, const FTransform & InTransform ) const


className: FOrientOptions

description: FOrientOptions

SecondaryTarget

type: FVector


className: FSkeletalMeshModifiersModule

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


description: IModuleInterfaceimplementation

code: virtual void StartupModule()


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()


code: const FTransform & GetGlobalTransform ( const uint32 Index )


className: FTransformComposer

code: struct FTransformComposer

RefSkeleton

type: constFReferenc...

TransformCached

type: TBitArray


description:
Creates a new bone in the skeleton hierarchy at desired transform
`true_ if the operation succeeded, false otherwise.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Skeleton") bool AddBone ( const [FName](API\Runtime\Core\UObject\FName) InBoneName, const [FName](API\Runtime\Core\UObject\FName) InParentName, const FTransform & InTransform )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Skeleton") bool AddBones ( const [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & InBonesName, const [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & InParentsName, const [TArray](API\Runtime\Core\Containers\TArray)< FTransform > & InTransforms )


description:
Actually applies the skeleton modifications to the skeletal mesh.
true if commit succeeded.


code: void ExternalUpdate ( const [FReferenceSkeleton](API\Runtime\Engine\FReferenceSkeleton) & InRefSkeleton, const [TArray](API\Runtime\Core\Containers\TArray)< int32 > & InIndexTracker )


description:
Get All Bone Names
`All_ bone names list

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Skeleton") [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > GetAllBoneNames() const


code: const [TArray](API\Runtime\Core\Containers\TArray)< int32 > & GetBoneIndexTracker() const


code: void Invalidate ( const uint32 Index )


code: FTransformComposer ( const [FReferenceSkeleton](API\Runtime\Engine\FReferenceSkeleton) & InRefSkeleton )


description:
Get Children Names
`The_ children names list

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Skeleton") [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > GetChildrenNames ( const [FName](API\Runtime\Core\UObject\FName) InBoneName, const bool bRecursive ) const


description:
Get Bone Transform
`The_ current bone's transform

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Skeleton") FTransform GetBoneTransform ( const [FName](API\Runtime\Core\UObject\FName) InBoneName, const bool bGlobal ) const


description:
Get Parent Name
`The_ current bone's parent name

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Skeleton") [FName](API\Runtime\Core\UObject\FName) GetParentName ( const [FName](API\Runtime\Core\UObject\FName) InBoneName ) const


code: const [FReferenceSkeleton](API\Runtime\Engine\FReferenceSkeleton) & GetReferenceSkeleton() const


code: [FName](API\Runtime\Core\UObject\FName) GetUniqueName ( const [FName](API\Runtime\Core\UObject\FName) InBoneName, const [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & InBoneNames ) const


code: const FTransform & GetTransform ( const int32 InBoneIndex, const bool bGlobal ) const


description:
Mirror bones
`true_ if the operation succeeded, false otherwise.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Skeleton") bool MirrorBone ( const [FName](API\Runtime\Core\UObject\FName) InBoneName, const [FMirrorOptions](API\Plugins\SkeletalMeshModifiers\FMirrorOptions) & InOptions )


description: FMirrorOptions

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Skeleton") bool MirrorBones ( const [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & InBonesName, const [FMirrorOptions](API\Plugins\SkeletalMeshModifiers\FMirrorOptions) & InOptions )


description:
Align bones
`true_ if the operation succeeded, false otherwise.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Skeleton") bool OrientBone ( const [FName](API\Runtime\Core\UObject\FName) InBoneName, const [FOrientOptions](API\Plugins\SkeletalMeshModifiers\FOrientOptions) & InOptions )


description: FOrientOptions

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Skeleton") bool OrientBones ( const [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & InBoneNames, const [FOrientOptions](API\Plugins\SkeletalMeshModifiers\FOrientOptions) & InOptions )


description:
Parent bones
`true_ if the operation succeeded, false otherwise.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Skeleton") bool ParentBone ( const [FName](API\Runtime\Core\UObject\FName) InBoneName, const [FName](API\Runtime\Core\UObject\FName) InParentName )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Skeleton") bool ParentBones ( const [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & InBoneNames, const [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & InParentNames )


description:
Remove a bone in the skeleton hierarchy
`true_ if the operation succeeded, false otherwise.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Skeleton") bool RemoveBone ( const [FName](API\Runtime\Core\UObject\FName) InBoneName, const bool bRemoveChildren )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Skeleton") bool RemoveBones ( const [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & InBoneNames, const bool bRemoveChildren )


description:
Rename bones
`true_ if the operation succeeded, false otherwise.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Skeleton") bool RenameBone ( const [FName](API\Runtime\Core\UObject\FName) InOldBoneName, const [FName](API\Runtime\Core\UObject\FName) InNewBoneName )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Skeleton") bool SetBonesTransforms ( const [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & InBoneNames, const [TArray](API\Runtime\Core\Containers\TArray)< FTransform > & InNewTransforms, const bool bMoveChildren )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Skeleton") bool RenameBones ( const [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & InOldBoneNames, const [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & InNewBoneNames )


description:
Sets the bone the desired local transform
`true_ if the operation succeeded, false otherwise.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Skeleton") bool SetBoneTransform ( const [FName](API\Runtime\Core\UObject\FName) InBoneName, const FTransform & InNewTransform, const bool bMoveChildren )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Mesh") bool SetSkeletalMesh ( [USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) * InSkeletalMesh )


className: USkeletonModifier

description: FSkeletalMeshSkeletonModifier

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


description:
Actually applies the weight modifications to the skeletal mesh. This action creates an undo transaction. The skeletal mesh asset will be dirtied, but it is up to the user to save the asset if required.
true if weights were applied to a skeletal mesh, false otherwise


description:
Strips out smallest influences to ensure each vertex does not have weight on more influences than MaxInfluences. Influences with the smallest weight are culled first.
true if influences were removed, false otherwise

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Weights") bool EnforceMaxInfluences ( const int32 MaxInfluences )


description:
Get an array of all bone names in the skeletal mesh.
array of bone names

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Mesh Query") [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > GetAllBoneNames()


description:
Get the total number of vertices in the skeletal mesh.
int, number of vertices

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Mesh Query") int32 GetNumVertices()


description:
Get a reference to the skeletal mesh that was loaded
USkeletalMesh* - the mesh that was loaded, or null


description:
Get all bone weights for a single vertex.
a map of Bone Name to weight values for all bones that influence the specified vertex.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Weights") [TMap](API\Runtime\Core\Containers\TMap)< [FName](API\Runtime\Core\UObject\FName), float > GetVertexWeights ( const int32 VertexID )


className: LODIndex

code: static constexpr int32 LODIndex = 0;


description:
Normalize weights on all vertices in the mesh.
true if normalization was performed, false otherwise


description:
Normalize weights on the specified vertex.
true if normalization was performed, false otherwise

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Weights") bool NormalizeVertexWeights ( const int32 VertexID )


description:
Remove all weights below the given threshold value, on all vertices.
true if influences were removed, false otherwise

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Weights") bool PruneAllWeights ( const float WeightThreshold )


description:
Remove all weights below the given threshold value, on the given vertex. Influences that are pruned will no longer receive weight from normalization.
true if influences were removed, false otherwise

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Weights") bool PruneVertexWeights ( const int32 VertexID, const float WeightThreshold )


description:
Call this first to load the weights for a skeletal mesh for fast editing.
bool - true if the mesh weights were successfully loaded.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Mesh") bool SetSkeletalMesh ( [USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) * InMesh )


description: Set bone weights for a single vertex. The weights are stored as supplied and not normalized until either "CommitWeightsToSkeletalMesh()" or "NormalizeVertexWeights()" is called.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Weights") bool SetVertexWeights ( const int32 VertexID, const [TMap](API\Runtime\Core\Containers\TMap)< [FName](API\Runtime\Core\UObject\FName), float > & InWeights, const bool bReplaceAll )


className: USkinWeightModifier

description: Though it may be useful to normalize while editing.

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


description:
Checks to see if this module is loaded and ready. It is only valid to callGet()ifIsAvailable()returns true.
True if the module is loaded and ready to use

module: SkeletalMeshReduction

code: static bool IsAvailable()


description:
Singleton-like access to this module's interface. This is just for convenience! Beware of calling this during the shutdown phase, though. Your module might have been unloaded already.
Returns singleton instance, loading the module on demand if needed

code: static [ISkeletalMeshReduction](API\Plugins\SkeletalMeshReduction\ISkeletalMeshReduction) & Get()


className: ISkeletalMeshReduction

description: The public interface to this module. In most cases, this interface is only public to sibling modules within this plugin.

code: class ISkeletalMeshReduction : public [IMeshReductionModule](API\Developer\MeshReductionInterface\IMeshReductionModule)


description: Get this module and load it if required.

module: SlateScreenReader

code: static [ISlateScreenReaderModule](API\Plugins\SlateScreenReader\ISlateScreenReaderModule) & Get()


description: Gets the custom screen reader builder set by the user for building Slate screen readers. If the user did not set a custom screen reader builder, this returns nullptr.


description: Returns the defaultIScreenReaderBuilderused to construct Slate screen readers. There will always be a valid screen reader builder for Slate screen readers.


description: Sets a custom screen reader builder to build Slate screen readers.

code: void SetCustomScreenReaderBuilder ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IScreenReaderBuilder](API\Plugins\ScreenReader\GenericPlatform\IScreenReaderBuilder) > & InBuilder )


code: virtual ~ISlateScreenReaderModule()


className: ISlateScreenReaderModule

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


description: Activates a screen reader user and fulfill requests for accessibility services such as text to speech that clients can make. When screen reader users are first registered with a screen reader, they are deactivated by default. Users must explicitly activate the screen reader user. If the passed in user Id does not correspond to a registered screen reader user, nothing will happen.FScreenReaderReply::Handled()if the screen reader user is successfully activated. ElseFScreenReaderReply::Unhandled()is returned.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="SlateScreenReader") [FScreenReaderReply](API\Plugins\ScreenReader\GenericPlatform\FScreenReaderReply) ActivateUser ( UPARAM(DisplayName="Screen Reader User Id") int32 InUserId )


description: Deactivates the underlying screen reader and prevents screen reader users from getting any accessible feedback via text to speech or using any other screen reader services. Note: When the screen reader is deactivated, none of the registered screen reader users will be unregistered or cleared. This allows you to deactivate the screen reader to prevent accessible services such as text to speech from triggering and then activate the screen reader again to continue those services.


description: Deactivates the screen reader and disables all announcement and text to speech services making them do nothing. If the passed in user Id does not correspond to a registered screen reader user, nothing will happen.FScreenReaderReply::Handled()if the screen reader user is successfully deactivated. ElseFScreenReaderReply::Unhandled()is returned.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="SlateScreenReader") [FScreenReaderReply](API\Plugins\ScreenReader\GenericPlatform\FScreenReaderReply) DeactivateUser ( UPARAM(DisplayName="Screen Reader User Id") int32 InUserId )


description: Implement this for deinitialization of instances of the system

code: virtual void Deinitialize()


description: Convenience method to retrieve the screen reader engine subsystem.

code: static [USlateScreenReaderEngineSubsystem](API\Plugins\SlateScreenReader\USlateScreenReaderEngineSubsyste-) & Get()


description: Returns the underlying screen reader

code: [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FScreenReaderBase](API\Plugins\ScreenReader\GenericPlatform\FScreenReaderBase) > GetScreenReader() const


description: Returns the rate text to speech will be speaking at for a screen reader user. Value is between 0.0f and 1.0f. If the provided user Id doesn't exist, 0.0f will be returned.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="SlateScreenReader") float GetSpeechRate ( UPARAM(DisplayName="Screen Reader User Id") int32 InUserId ) const


description: Returns the volume text to speech will be speaking at for a screen reader user. Value is between 0.0f and 1.0f. If the provided user Id doesn't exist, 0.0f will be returned.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="SlateScreenReader") float GetSpeechVolume ( UPARAM(DisplayName="Screen Reader User Id") int32 InUserId ) const


description: UEngineSubsystem.

code: virtual void Initialize ( [FSubsystemCollectionBase](API\Runtime\Engine\Subsystems\FSubsystemCollectionBase) & Collection )


description: Returns true if the screen reader is currently active and accessibility services such as text to speech can be used by the screen reader users. Otherwise, it returns false.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="SlateScreenReader") bool IsScreenReaderActive() const


description: Returns true if the screen reader is speaking text to a particular user. Returns false if no no announcements are being spoken to the user or if the user Id is not registered.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="SlateScreenReader") bool IsSpeaking ( UPARAM(DisplayName="Screen Reader User Id") int32 InUserId ) const


description: Returns true if text to speech for a screen reader user is muted. Otherwise false is returned. If the provided user Id doesn't exist, false will be returned.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="SlateScreenReader") bool IsSpeechMuted ( UPARAM(DisplayName="Screen Reader User Id") int32 InUserId ) const


description: Returns true if the passed in screen reader user Id is already registered. Else false is returned.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="SlateScreenReader") bool IsUserRegistered ( UPARAM(DisplayName="Screen Reader User Id") int32 InUserId ) const


description: Mutes the text to speech for a screen reader user. If the provided user Id doesn't exist, nothing will happen.FScreenReaderReply::Handled()is returned if the screen reader user is successfully muted. Otherwise,FScreenReaderReply::Unhandled()is returned.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="SlateScreenReader") [FScreenReaderReply](API\Plugins\ScreenReader\GenericPlatform\FScreenReaderReply) MuteSpeech ( UPARAM(DisplayName="Screen Reader User Id") int32 InUserId )


description: Activates the underlying screen reader. Use this to allow screen reader users to register with the screen reader and receive accessible feedback via text to speech and get access to other screen reader services. A basic workflow with activation would be: ActivateScreenReader() ->RegisterScreenReaderUser()->ActivateScreenReaderUser()/**


description: ActivateUser()

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="SlateScreenReader") [FScreenReaderReply](API\Plugins\ScreenReader\GenericPlatform\FScreenReaderReply) RegisterUser ( UPARAM(DisplayName="Screen Reader User Id") int32 InUserId )


description: Requests the information about the accessibility widget a user is focused on to be read out. If nothing is currently being focused on by the screen reader user, nothing will be read out. The same guarantees about the announcement being spoken inRequestSpeak()apply for this function. Nothing will happen if the passed in user Id is not already registered with the screen reader.FScreenReaderReply::Handled()if the user's focused widget's information is successfully spoken. ElseFScreenReaderReply::Unhandled()is returned.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="SlateScreenReader") [FScreenReaderReply](API\Plugins\ScreenReader\GenericPlatform\FScreenReaderReply) RequestSpeakFocusedWidget ( UPARAM(DisplayName="Screen Reader User Id") int32 InUserId )


description: FScreenReaderAnnouncementInfo

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="SlateScreenReader") [FScreenReaderReply](API\Plugins\ScreenReader\GenericPlatform\FScreenReaderReply) RequestSpeak ( UPARAM(DisplayName="Screen Reader User Id") int32 InUserId, UPARAM(DisplayName="Announcement") FScreenReaderAnnouncement InAnnouncement )


description: Sets the volume text to speech will be speaking at for a screen reader user. If the provided user Id doesn't exist, nothing will happen.FScreenReaderReply::Handled()is returned if the speech volume is successfully set for the screen reader user. Otherwise,FScreenReaderReply::Unhandled()is returned.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="SlateScreenReader") [FScreenReaderReply](API\Plugins\ScreenReader\GenericPlatform\FScreenReaderReply) SetSpeechVolume ( UPARAM(DisplayName="Screen Reader User Id") int32 InUserId, UPARAM(DisplayName="Volume") float InVolume )


description: Sets the rate text to speech will be speaking at for a screen reader user. If the provided user Id doesn't exist, nothing will happen.FScreenReaderReply::Handled()is returned if the speech rate is successfully set for the screen reader user. Otherwise,FScreenReaderReply::Unhandled()is returned.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="SlateScreenReader") [FScreenReaderReply](API\Plugins\ScreenReader\GenericPlatform\FScreenReaderReply) SetSpeechRate ( UPARAM(DisplayName="Screen Reader User Id") int32 InUserId, UPARAM(DisplayName="Rate") float InRate )


description: Note: This function is called on the CDO prior to instances being created!

code: virtual bool ShouldCreateSubsystem ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Outer ) const


description:
Immediately stops speaking any currently spoken announcement for a particular screen reader user. Does nothing if there is no announcement currently being spoken for the user or if the user Id is not registered with the screen reader.
FScreenReader::Handled() if the request to stop speaking is successfully processed. ElseFScreenReaderReply::Unhandled()is returned.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="SlateScreenReader") [FScreenReaderReply](API\Plugins\ScreenReader\GenericPlatform\FScreenReaderReply) StopSpeaking ( UPARAM(DisplayName="Screen Reader User Id") int32 InUserId )


description: Unmutes the text to speech for a screen reader user. If the provided user Id doesn't exist, nothing will happen.FScreenReaderReply::Handled()is returned if the screen reader user is successfully unmuted. Otherwise,FScreenReaderReply::Unhandled()is returned.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="SlateScreenReader") [FScreenReaderReply](API\Plugins\ScreenReader\GenericPlatform\FScreenReaderReply) UnmuteSpeech ( UPARAM(DisplayName="Screen Reader User Id") int32 InUserId )


code: USlateScreenReaderEngineSubsystem()


description: Unregisters a provided user Id from the screen reader framework and deactivates the user. The unregistered user will no longer receive or respond to accessible events and input. Nothing will happen if the provided user Id has not been registered with the screen reader.FScreenReaderReply::Handled()if the screen reader user is successfully unregistered. ElseFScreenReaderReply::Unhandled()is returned.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="SlateScreenReader") [FScreenReaderReply](API\Plugins\ScreenReader\GenericPlatform\FScreenReaderReply) UnregisterUser ( UPARAM(DisplayName="Screen Reader User Id") int32 InUserId )


className: USlateScreenReaderEngineSubsystem

description: FScreenReaderAnnouncement

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


className: FCanExecuteCommand

description: Exposing FCanExecuteAction as dynamic

module: SlateScriptingCommands

code: class FCanExecuteCommand


className: FExecuteCommand

description: Exposing FExecuteAction as dynamic

code: class FExecuteCommand


description: Builds a full name in the format context.set.command_name to avoid conflicts with commands registered in different contexts/sets


description: Registers a new UICommandInfo in the associated context through the binding manager. At this point, the command is exposed to the manager but not mapped to any command list.

code: [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FUICommandInfo](API\Runtime\Slate\Framework\Commands\FUICommandInfo) > MakeUICommandInfo() const


code: bool operator== ( const [FScriptingCommand](API\Plugins\SlateScriptingCommands\FScriptingCommand) & Other ) const


code: bool operator== ( const [FName](API\Runtime\Core\UObject\FName) OtherName ) const


code: bool operator!= ( const [FScriptingCommand](API\Plugins\SlateScriptingCommands\FScriptingCommand) & Other ) const


code: bool operator!= ( const [FName](API\Runtime\Core\UObject\FName) OtherName ) const


description: Unregisters this command's UICommandInfo from its associated context through the binding manager

code: bool UnregisterUICommandInfo() const


code: FScriptingCommand()


code: FScriptingCommand ( const [FScriptingCommandInfo](API\Plugins\SlateScriptingCommands\FScriptingCommandInfo) & InCommandInfo, const FExecuteAction InOnExecuteAction, const FCanExecuteAction InOnCanExecuteAction )


description: Compares this command info with the given one per context, set, name and optionally input chord

code: bool Equals ( const [FScriptingCommandInfo](API\Plugins\SlateScriptingCommands\FScriptingCommandInfo) & InCommandInfo, const bool bCheckInputChord ) const


className: FScriptingCommand

description: All the internal data related to a scripting command as well as methods to easily expose the command to the binding manager

CommandInfo

type: FScriptingComma...

description: The command definition

OnCanExecuteAction

type: FCanExecuteActi...

description: The delegate to call to check whether the command can be executed

OnExecuteAction

type: FExecuteAction

description: The delegate to call when executing the command


className: FScriptingCommandInfo

description: The data defining a scripting command. At the exception of its delegates.

ContextName

type: FName

description: The editor context this command is bound to

Description

type: FText

description: The description of the command

InputChord

type: FInputChord

description: The input chord to bound to the command

Label

description: The command label or what name will be displayed for it

Name

description: The command name. Must be unique in its set.

Set

description: The command set this command belongs to.


description: Maps all commands existing within this context to the given command list

code: void MapAllCommands ( [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FUICommandList](API\Runtime\Slate\Framework\Commands\FUICommandList) > CommandList )


description: Maps the given command to all the command lists of this context

code: bool MapCommand ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FScriptingCommand](API\Plugins\SlateScriptingCommands\FScriptingCommand) > ScriptingCommand )


description: Registers a command list in this context then map to it all commands existing within this context

code: bool RegisterCommandList ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FUICommandList](API\Runtime\Slate\Framework\Commands\FUICommandList) > CommandList )


description: Unmaps all commands existing within this context from the given command list

code: void UnmapAllCommands ( [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FUICommandList](API\Runtime\Slate\Framework\Commands\FUICommandList) > CommandList )


description: Unmaps the given command from all the command lists of this context

code: bool UnmapCommand ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FScriptingCommand](API\Plugins\SlateScriptingCommands\FScriptingCommand) > ScriptingCommand )


description: Unregisters command list from this context then unmap from it all commands existing within this context

code: bool UnregisterCommandList ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FUICommandList](API\Runtime\Slate\Framework\Commands\FUICommandList) > CommandList )


code: FScriptingCommandsContext()


code: FScriptingCommandsContext ( const [FName](API\Runtime\Core\UObject\FName) InContextName )


className: FScriptingCommandSet

description: To avoid conflicts between scripts, each command is associated to a command set which must be registered manually.

bCanExecuteCommands

description: Whether the commands in this set are enabled

ScriptingCommands

type: TArray<TShared...

description: The commands in this set


className: FScriptingCommandsContext

description: The list of commands and UI Command Lists associated with a context. This enables easier management of commands within registered contexts and their UI Command Lists.

CommandLists

type: TArray<TWeakPt...

description: An array of command list associated to the given context

ContextName

description: The context these command lists are bound to

description: The commands bound in these command lists


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: FModuleManager::Get().LoadModuleChecked(TEXT("HTTP"));

code: virtual void StartupModule()


className: FSlateScriptingCommandsModule

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


description: Checks whether commands registered in the subsystem can be executed

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Editor Scripting | Commands | Global") bool CanExecuteCommands() const


description: Checks whether commands in the given set can be executed. This will also check CanExecuteCommands at a global scope

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Editor Scripting | Commands | Sets", Meta=(DisplayName="Can Execute Commands")) bool CanSetExecuteCommands ( const [FName](API\Runtime\Core\UObject\FName) SetName ) const


description: USubsystemInterface: handles deinitialization of instances of the system

code: virtual void Deinitialize()


description: Retrieves the list of names for all contexts currently registered in the subsystem. This does not check whether the contexts are bound to any UI Command List.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Editor Scripting | Commands | Contexts") [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > GetAvailableContexts() const


description: Retrieves the number of UI Command Lists registered within this context through the subsystem. UI Command Lists are typically used to bind the list of commands associated with a single UI (i.e. a single viewport).

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Editor Scripting | Commands | Contexts") int GetBindingCountForContext ( [FName](API\Runtime\Core\UObject\FName) ContextName )


description: Retrieves the list of command info for all commands currently registered in the subsystem

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Editor Scripting | Commands | Global") [TArray](API\Runtime\Core\Containers\TArray)< [FScriptingCommandInfo](API\Plugins\SlateScriptingCommands\FScriptingCommandInfo) > GetRegisteredCommands() const


description: To expose command lists from external systems to this subsystem, callFInputBindingManager::RegisterCommandListfrom the external system. The binding manager will then broadcast the registered command list to all subscribers.

code: virtual void Initialize ( [FSubsystemCollectionBase](API\Runtime\Engine\Subsystems\FSubsystemCollectionBase) & Collection )


description: Checks whether the given command is registered within the subsystem. Using name, set and context for comparison

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Editor Scripting | Commands |") bool IsCommandRegistered ( [FScriptingCommandInfo](API\Plugins\SlateScriptingCommands\FScriptingCommandInfo) CommandInfo, bool bCheckInputChord ) const


description: Checks whether the given set is currently registered in the subsystem

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Editor Scripting | Commands | Sets") bool IsCommandSetRegistered ( [FName](API\Runtime\Core\UObject\FName) SetName ) const


description: Checks whether the context with the given name is currently registered in the subsystem This does not check whether the context is bound to any UI Command List.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Editor Scripting | Commands | Contexts") bool IsContextRegistered ( [FName](API\Runtime\Core\UObject\FName) ContextName ) const


description:
Registers a command within the given context and set. The set must be registered beforehand.
Whether the command was succesfully registered

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Editor Scripting | Commands |") bool RegisterCommand ( [FScriptingCommandInfo](API\Plugins\SlateScriptingCommands\FScriptingCommandInfo) CommandInfo, [FExecuteCommand](API\Plugins\SlateScriptingCommands\FExecuteCommand) OnExecuteCommand, bool bOverrideExisting )


description: Checks whether the given input chord is already mapped to a command in the given context. This includes commands not registered through the subsystem.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Editor Scripting | Commands | Contexts") bool IsInputChordMapped ( [FName](API\Runtime\Core\UObject\FName) ContextName, [FInputChord](API\Runtime\Slate\Framework\Commands\FInputChord) InputChord ) const


description:
Registers a command within the given context and set. The set must be registered beforehand.
Whether the command was successfully registered

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Editor Scripting | Commands |") bool RegisterCommandChecked ( [FScriptingCommandInfo](API\Plugins\SlateScriptingCommands\FScriptingCommandInfo) CommandInfo, [FExecuteCommand](API\Plugins\SlateScriptingCommands\FExecuteCommand) OnExecuteCommand, [FCanExecuteCommand](API\Plugins\SlateScriptingCommands\FCanExecuteCommand) OnCanExecuteCommand, bool bOverrideExisting )


description: This should be called by modules and tools looking to expose there command lists to the subsystem

code: void RegisterCommandListForContext ( const [FName](API\Runtime\Core\UObject\FName) ContextName, [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FUICommandList](API\Runtime\Slate\Framework\Commands\FUICommandList) > CommandList )


description:
Registers a new command set
Whether the set did not already exist and was successfully registered

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Editor Scripting | Commands | Sets") bool RegisterCommandSet ( [FName](API\Runtime\Core\UObject\FName) SetName )


description: Sets whether commands registered in the subsystem can be executed

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Editor Scripting | Commands | Global") void SetCanExecuteCommands ( bool bShouldExecuteCommands )


description: Enables or disables execution of commands registered within the given set

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Editor Scripting | Commands | Sets", Meta=(DisplayName="Set Can Execute Commands")) void SetCanSetExecuteCommands ( [FName](API\Runtime\Core\UObject\FName) SetName, bool bShouldExecuteCommands )


description: this will unregister all commands currently registered by this subsystem

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Editor Scripting | Commands | Global") void UnregisterAllSets()


description: Unregisters a command list from the given context.

code: void UnregisterCommandListForContext ( const [FName](API\Runtime\Core\UObject\FName) ContextName, [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FUICommandList](API\Runtime\Slate\Framework\Commands\FUICommandList) > CommandList )


description:
Unregisters a command previously registered. The command name, set and context will be used for comparison.
Whether the command was successfully unregistered.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Editor Scripting | Commands |") bool UnregisterCommand ( [FScriptingCommandInfo](API\Plugins\SlateScriptingCommands\FScriptingCommandInfo) CommandInfo )


description:
Unregisters the corresponding command set with all commands registered within it
Whether the command set existed and was successfully unregistered

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Editor Scripting | Commands | Sets") bool UnregisterCommandSet ( [FName](API\Runtime\Core\UObject\FName) SetName )


description: Unregisters all command lists from the given context.

code: bool UnregisterContext ( const [FName](API\Runtime\Core\UObject\FName) ContextName )


className: UUICommandsScriptingSubsystem

description: UEditorInputSubsystem Subsystem for dynamically registering editor commands through scripting

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


description: Pure virtual that must be overloaded by the inheriting class. Use this method to serialize any UObjects contained that you wish to keep around.

module: SmartObjectsEditorModule

code: virtual void AddReferencedObjects ( [FReferenceCollector](API\Runtime\CoreUObject\UObject\FReferenceCollector) & Collector )


code: virtual [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FEditorViewportClient](API\Editor\UnrealEd\FEditorViewportClient) > CreateEditorViewportClient() const


description: Overload this method to report a name for your referencer

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


description: Called when this toolkit is being closed

code: virtual void OnClose()


description: Perform any initialization that should happen after the basic toolkit needs are created for the asset editor. For example, if you would like to activate a mode that is not the default from a mode manager, do that here.

code: virtual void PostInitAssetEditor()


description: Signal that client should run any PostRedo code

code: virtual void PostRedo ( bool bSuccess )


description: Signal that client should run any PostUndo code

code: virtual void PostUndo ( bool bSuccess )


className: PreviewSettingsTabID

description: Additional Tab to select mesh/actor to add a 3D preview in the scene.

code: static const [FName](API\Runtime\Core\UObject\FName) PreviewSettingsTabID;


description: IToolkitinterface

code: virtual void RegisterTabSpawners ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< class [FTabManager](API\Runtime\Slate\Framework\Docking\FTabManager) > & TabManager )


className: SceneViewportTabID

code: static const [FName](API\Runtime\Core\UObject\FName) SceneViewportTabID;


code: FSmartObjectAssetToolkit ( [UAssetEditor](API\Editor\UnrealEd\Tools\UAssetEditor) * InOwningAssetEditor )


className: FSmartObjectAssetToolkit

code: class FSmartObjectAssetToolkit : public [FBaseAssetToolkit](API\Editor\UnrealEd\Tools\FBaseAssetToolkit), public [FSelfRegisteringEditorUndoClient](API\Editor\UnrealEd\FSelfRegisteringEditorUndoClient), public [FGCObject](API\Runtime\CoreUObject\UObject\FGCObject)


description:
Singleton-like access to this module's interface. This is just for convenience! Beware of calling this during the shutdown phase, though. Your module might have been unloaded already.
Returns singleton instance, loading the module on demand if needed

code: static [ISmartObjectsEditorModule](API\Plugins\SmartObjectsEditorModule\ISmartObjectsEditorModule) & Get()


description:
Checks to see if this module is loaded and ready. It is only valid to callGet()ifIsAvailable()returns true.
True if the module is loaded and ready to use

code: static bool IsAvailable()


className: ISmartObjectsEditorModule

description: The public interface to this module

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


code: virtual [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FBaseAssetToolkit](API\Editor\UnrealEd\Tools\FBaseAssetToolkit) > CreateToolkit()


code: virtual void GetObjectsToEdit ( [TArray](API\Runtime\Core\Containers\TArray)< [UObject](API\Runtime\CoreUObject\UObject\UObject) * > & OutObjectsToEdit )


code: void SetObjectToEdit ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * InObject )


className: USmartObjectAssetEditor

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Transient) class USmartObjectAssetEditor : public [UAssetEditor](API\Editor\UnrealEd\Tools\UAssetEditor)


code: static EEditorBuildResult BuildCollections ( [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld, [FName](API\Runtime\Core\UObject\FName) BuildOption )


code: virtual [ELoadingMode](API\Editor\UnrealEd\WorldPartition\UWorldPartitionBuilder\ELoadingMode) GetLoadingMode() const


code: static bool CanBuildCollections ( const [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld, [FName](API\Runtime\Core\UObject\FName) BuildOption )


description: Overridable method for derived classes to perform operations when world builder process completes. This is called after loading all data (e.g. data layers, editor cells) and after calling `RunInternal_ for all editor cells.

code: virtual bool PostRun ( [UWorld](API\Runtime\Engine\Engine\UWorld) * World, [FPackageSourceControlHelper](API\Editor\UnrealEd\FPackageSourceControlHelper) & PackageHelper, const bool bInRunSuccess )


description: Overridable method for derived classes to perform operations when world builder process starts. This is called before loading data (e.g. data layers, editor cells) and before calling `RunInternal_.

code: virtual bool PreRun ( [UWorld](API\Runtime\Engine\Engine\UWorld) * World, [FPackageSourceControlHelper](API\Editor\UnrealEd\FPackageSourceControlHelper) & PackageHelper )


code: virtual bool RequiresCommandletRendering() const


code: virtual bool RunInternal ( [UWorld](API\Runtime\Engine\Engine\UWorld) * World, const [FCellInfo](API\Editor\UnrealEd\WorldPartition\FCellInfo) & InCellInfo, [FPackageSourceControlHelper](API\Editor\UnrealEd\FPackageSourceControlHelper) & PackageHelper )


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


description: WorldPartitionBuilder dedicated to collect all smart object components from a world and store them in the collection.

NumSmartObjectsBefore

type: TArray< uint32 ...

SmartObjectReferences

type: TArray< FWorldP...


description: Removes all entries from the collection.

module: SmartObjectsModule

code: void ClearCollection()


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()


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


description: Actor holding smart object persistent data

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Deprecated, NotBlueprintable, HideCategories=(Rendering, Replication, Collision, Input, HLOD, Actor, LOD, Cooking, WorldPartition), NotPlaceable, Meta=(DeprecationMessage="SmartObjectCollection class is deprecated. Please use SmartObjectPersistentCollection instead.")) class ADEPRECATED_SmartObjectCollection : public [AActor](API\Runtime\Engine\GameFramework\AActor)

bIgnoreLevelTesting

description: If set to true will result in letting the level-less SmartObjects to register.

Bounds

type: FBox

CollectionEntries

type: TArray<FSmartO...

Definitions

type: TArray<TObject...

RegisteredIdToObjectMap

type: TMap<FSmartObj...


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

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


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


className: AGenericSmartObject

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

RenderingComponent

type: TObjectPtr<USm...


description: Methods to override to draw 3D visualization of the annotation.

code: virtual void DrawVisualization ( [FSmartObjectVisualizationContext](API\Plugins\SmartObjectsModule\FSmartObjectVisualizationContext) & VisContext ) const


className: ESmartObjectEntrancePriority

description: Enum used to define a entrance selection priority. Highest priority is preferred, but when the priority is the same the selection method (distance) is used to decide which entrance is chosen.

code: enum ESmartObjectEntrancePriority { Lowest, Lower, Low, BelowNormal, Normal, AboveNormal, High, Higher, Highest, MIN = Lowest, MAX = Highest, }


code: virtual void GetColliders ( const [FSmartObjectUserCapsuleParams](API\Plugins\SmartObjectsModule\FSmartObjectUserCapsuleParams) & UserCapsule, const FTransform & SlotTransform, [TArray](API\Runtime\Core\Containers\TArray)< [FSmartObjectAnnotationCollider](API\Plugins\SmartObjectsModule\FSmartObjectAnnotationCollider) > & OutColliders ) const


description: Methods to override to draw canvas visualization of the annotation.

code: virtual void DrawVisualizationHUD ( [FSmartObjectVisualizationContext](API\Plugins\SmartObjectsModule\FSmartObjectVisualizationContext) & VisContext ) const


description: Annotation to check if a smart object user can stand on the slot without overlaps. Uses validation filter to get the user capsule for collisions testing, or use specific capsule defined in the annotation.

code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)(Meta=(DisplayName="Slot User Collision")) struct FSmartObjectAnnotation_SlotUserCollision : public [FSmartObjectSlotAnnotation](API\Plugins\SmartObjectsModule\FSmartObjectSlotAnnotation)

bUseUserCapsuleSize

type: bool

description: If true, the user capsule size is got from validation filter and used for testing.

Capsule

type: FSmartObjectUse...

description: Dimensions of the capsule to test at the slot location.


description: Called in editor to adjust the transform of the annotation.

code: virtual void AdjustWorldTransform ( const FTransform & SlotTransform, const FVector & DeltaTranslation, const FRotator & DeltaRotation )


description:
Returns the world space transform of the annotation.
World space transform of the annotation.

code: virtual FTransform GetAnnotationWorldTransform ( const FTransform & SlotTransform ) const


description: array of colliders that should free of collisions with world for this entrance to be used.

code: virtual void GetTrajectoryColliders ( const FTransform & SlotTransform, [TArray](API\Runtime\Core\Containers\TArray)< [FSmartObjectAnnotationCollider](API\Plugins\SmartObjectsModule\FSmartObjectAnnotationCollider) > & OutColliders ) const


code: virtual FRotator GetWorldRotation ( const FTransform & SlotTransform ) const


code: virtual FVector GetWorldLocation ( const FTransform & SlotTransform ) const


code: [FSmartObjectSlotEntranceAnnotation](API\Plugins\SmartObjectsModule\Annotations\FSmartObjectSlotEntranceAnnotati-) & operator= ( const [FSmartObjectSlotEntranceAnnotation](API\Plugins\SmartObjectsModule\Annotations\FSmartObjectSlotEntranceAnnotati-) & )


description: true if the the annotation has transform. Annotations with transforms can be selected and edited in the editor viewport.

code: virtual bool HasTransform() const


code: void PostSerialize ( const [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar )


description: Macro needed to avoid deprecation errors with "Tag" being copied or created in the default methods.


code: FSmartObjectSlotEntranceAnnotation ( const [FSmartObjectSlotEntranceAnnotation](API\Plugins\SmartObjectsModule\Annotations\FSmartObjectSlotEntranceAnnotati-) & )


code: FSmartObjectSlotEntranceAnnotation ( [FSmartObjectSlotEntranceAnnotation](API\Plugins\SmartObjectsModule\Annotations\FSmartObjectSlotEntranceAnnotati-) && )


className: FSmartObjectSlotEntranceAnnotation

description: Annotation to define a entrance locations for a Smart Object Slot. This can be used to add multiple entry points to a slot, or to validate the entries against navigation data.

bCheckTransitionTrajectory

type: uint8:  1

description: If set to true, collisions will be checked between the transition from navigation location and slot location.

bIsEntry

description: Set to true if the entry can be used to enter the slot.

bIsExit

description: Set to true if the entry can be used to exit the slot.

bTraceGroundLocation

description: If set to true, ground location will be adjusted using a line trace.

Offset

description: Local space offset of the entry.

Rotation

description: Local space rotation of the entry.

SelectionPriority

type: ESmartObjectEnt...

description: During entrance selection, the highest priority entrance is selected.

Tags

type: FGameplayTagCon...

description: Tags that can be used to identify the entry.

TrajectorySlotHeightOffset

type: float

description: Height offset at slot location of the transition collision check.

TrajectoryStartHeightOffset

description: Height offset at start of the transition collision check.

TransitionCheckRadius

description: Radius of the transition trajectory check.


description: Methods to override to draw 3D visualization of the annotation.


className: FSmartObjectSlotLinkAnnotation

description: Annotation to allow to find slots based on a Gameplay Tag. This can be used to reuse same behavior on different slots, allowing to use a tag to identify a related slot.

code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)(Meta=(DisplayName="Slot Link")) struct FSmartObjectSlotLinkAnnotation : public [FSmartObjectSlotAnnotation](API\Plugins\SmartObjectsModule\FSmartObjectSlotAnnotation)

LinkedSlot

type: FSmartObjectSlo...

description: The slot the annotation points at.

Tag

type: FGameplayTag

description: Tag to identify this slot.


className: WithPostSerialize

code: enum &123; WithPostSerialize = true &125;


code: template<> struct TStructOpsTypeTraits< FSmartObjectSlotEntranceAnnotation > : public [TStructOpsTypeTraitsBase2< FSmartObjectSlotEntranceAnnotation >](API\Runtime\CoreUObject\UObject\TStructOpsTypeTraitsBase2)


description: Adds contents of InComponents to the stored SmartObjectContainer. Note that function does not clear out the existing contents of SmartObjectContainer. Call ClearCollection or RebuildCollection if that is required.

code: void AppendToCollection ( const TConstArrayView< [USmartObjectComponent](API\Plugins\SmartObjectsModule\USmartObjectComponent) * > InComponents )


description: Removes all entries from the collection.


description: Called when this actor is explicitly being destroyed during gameplay or in the editor, not called during level streaming or gameplay ending

code: virtual void Destroyed()


description: Overridable function called whenever this actor is being removed from a level

code: virtual void EndPlay ( const [EEndPlayReason::Type](API\Runtime\Engine\Engine\EEndPlayReason__Type) EndPlayReason )


code: const FBox & GetBounds() const


code: const [FSmartObjectContainer](API\Plugins\SmartObjectsModule\FSmartObjectContainer) & GetSmartObjectContainer() const


code: bool IsRegistered() const


code: void OnSmartObjectComponentChanged ( const [USmartObjectComponent](API\Plugins\SmartObjectsModule\USmartObjectComponent) & Instance )


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: Called after applying a transaction to the object. Default implementation simply calls PostEditChange.

code: virtual void PostEditUndo()


code: const [TArray](API\Runtime\Core\Containers\TArray)< [FSmartObjectCollectionEntry](API\Plugins\SmartObjectsModule\FSmartObjectCollectionEntry) > & GetEntries() const


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: Called after all currently registered components are cleared


description: Called before all the components in the Components array are registered, called both in editor and during gameplay

code: virtual void PreRegisterAllComponents()


code: virtual bool RegisterWithSubsystem ( const [FString](API\Runtime\Core\Containers\FString) & Context )


description: Rebuild entries in the collection using all the SmartObjectComponents currently loaded in the level.


code: void ResetCollection ( const int32 ExpectedNumElements )


code: void SetBounds ( const FBox & InBounds )


code: bool ShouldDebugDraw() const


code: virtual bool UnregisterWithSubsystem ( const [FString](API\Runtime\Core\Containers\FString) & Context )


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


className: ESmartObjectChangeReason

description: Describes how Smart Object or slot was changed.

code: enum ESmartObjectChangeReason { None, OnEvent, OnTagAdded, OnTagRemoved, OnClaimed, OnOccupied, OnReleased, OnSlotEnabled, OnSlotDisabled, OnObjectEnabled, OnObjectDisabled, }


className: ASmartObjectPersistentCollection

description: Actor holding smart object persistent data

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(NotBlueprintable, HideCategories=(Rendering, Replication, Collision, Input, HLOD, Actor, LOD, Cooking, WorldPartition)) class ASmartObjectPersistentCollection : public [AActor](API\Runtime\Engine\GameFramework\AActor)

SmartObjectContainer

type: FSmartObjectCon...

SpriteComponent

type: TObjectPtr<UBi...


description: Result code indicating if the Collection was successfully registered or why it was not.

code: enum ESmartObjectCollectionRegistrationResult { Failed_InvalidCollection, Failed_AlreadyRegistered, Failed_NotFromPersistentLevel, Succeeded, }


className: ESmartObjectRegistrationType

code: enum ESmartObjectRegistrationType { None, WithCollection, Dynamic, }


className: ESmartObjectSlotShape

description: Indicates how Tags from slots and parent object are combined to be evaluated by a TagQuery from a find request.

code: enum ESmartObjectSlotShape { Circle, Rectangle, }


className: ESmartObjectSlotNavigationLocationType

description: Enum indicating if we're looking for a location to enter or exit the Smart Object slot.

code: enum ESmartObjectSlotNavigationLocationType { Entry, Exit, }


className: ESmartObjectSlotState

description: Enumeration to represent the runtime state of a slot

code: enum ESmartObjectSlotState { Invalid, Free, Claimed, Occupied, }


className: ESmartObjectTagFilteringPolicy

description: Indicates how TagQueries from slots and parent object will be processed against Tags from a find request.

code: enum ESmartObjectTagFilteringPolicy { NoFilter, Combine, Override, }


className: ESmartObjectTraceType

code: enum ESmartObjectTraceType { ByChannel, ByProfile, ByObjectTypes, }


className: ESmartObjectTagMergingPolicy

code: enum ESmartObjectTagMergingPolicy { Combine, Override, }


className: ESmartObjectUnregistrationType

code: enum ESmartObjectUnregistrationType { RegularProcess, ForceRemove, }


className: FOnMainCollectionEvent

description: Called when an event related to the main collection occured.

code: typedef TMulticastDelegate_NoParams< void > FOnMainCollectionEvent


className: FOnSlotInvalidated

description: Runtime data holding the final slot transform (i.e. parent transform applied on slot local offset and rotation)Delegate to notify when a given slot gets invalidated and the interaction must be aborted

code: typedef TBaseDelegate_TwoParams< void, const [FSmartObjectClaimHandle](API\Plugins\SmartObjectsModule\FSmartObjectClaimHandle) &, [ESmartObjectSlotState](API\Plugins\SmartObjectsModule\ESmartObjectSlotState) > FOnSlotInvalidated


className: FOnSmartObjectEvent

description: Delegate called when Smart Object or Slot is changed.

code: typedef TMulticastDelegate_OneParam< void, const [FSmartObjectEventData](API\Plugins\SmartObjectsModule\FSmartObjectEventData) & > FOnSmartObjectEvent


className: FOnSmartObjectTagChanged

description: Delegate fired when a given tag is added or removed. Tags on smart object are not using reference counting so count will be 0 or 1

code: typedef TBaseDelegate_TwoParams< void, const [FGameplayTag](API\Runtime\GameplayTags\FGameplayTag), int32 > FOnSmartObjectTagChanged


code: FSmartObjectActorUserData()


code: FSmartObjectActorUserData ( const [AActor](API\Runtime\Engine\GameFramework\AActor) * InUserActor )


className: FSmartObjectActorUserData

description: The struct can also be used to be added to a Smart Object slot when it gets claimed. e.g. Claim(SlotHandle, FConstStructView::Make(FSmartObjectActorUserData(Pawn)));

UserActor

type: TWeakObjectPtr<...


code: FSmartObjectAnnotationGameplayDebugContext ( [FGameplayDebuggerCategory](API\Runtime\GameplayDebugger\FGameplayDebuggerCategory) & InCategory, const [USmartObjectDefinition](API\Plugins\SmartObjectsModule\USmartObjectDefinition) & InDefinition )


description: Context passed to CollectDataForGameplayDebugger to show gameplay debugger information.

Category

type: FGameplayDebugg...

DebugActor

type: constAActor&#...

Definition

type: constUSmartObj...

SlotTransform

type: FTransform

ViewDirection

type: FVector


className: InvalidHandle

code: static const [FSmartObjectClaimHandle](API\Plugins\SmartObjectsModule\FSmartObjectClaimHandle) InvalidHandle = {};


description: Indicates that the handle was properly assigned by a call to 'Claim' but doesn't guarantee that the associated object and slot are still registered in the simulation. This information requires a call to `USmartObjectSubsystem::IsClaimedObjectValid_ using the handle.

code: bool IsValid() const


className: FSmartObjectAnnotationCollider

description: Struct defining a collider in world space.

code: struct FSmartObjectAnnotationCollider

CollisionShape

type: FCollisionShape

description: Shape of the collider.

Location

description: Location of the collision shape.

Rotation

type: FQuat

description: Rotation of the collision shape.


code: bool operator== ( const [FSmartObjectClaimHandle](API\Plugins\SmartObjectsModule\FSmartObjectClaimHandle) & Other ) const


code: bool operator!= ( const [FSmartObjectClaimHandle](API\Plugins\SmartObjectsModule\FSmartObjectClaimHandle) & Other ) const


code: FSmartObjectClaimHandle()


code: FSmartObjectClaimHandle ( const [FSmartObjectHandle](API\Plugins\SmartObjectsModule\FSmartObjectHandle) InSmartObjectHandle, const [FSmartObjectSlotHandle](API\Plugins\SmartObjectsModule\FSmartObjectSlotHandle) InSlotHandle, const [FSmartObjectUserHandle](API\Plugins\SmartObjectsModule\FSmartObjectUserHandle) & InUser )


className: FSmartObjectClaimHandle

description: Struct describing a reservation between a user and a smart object slot.

SlotHandle

description: Handle of the claimed slot.

SmartObjectHandle

type: FSmartObjectHan...

description: Handle to the Smart Object where the claimed slot belongs to.

UserHandle

type: FSmartObjectUse...

description: Handle describing the user which claimed the slot.


code: const FBox & GetBounds() const


code: [USmartObjectComponent](API\Plugins\SmartObjectsModule\USmartObjectComponent) * GetComponent() const


code: uint32 GetDefinitionIndex() const


code: const [FSmartObjectHandle](API\Plugins\SmartObjectsModule\FSmartObjectHandle) & GetHandle() const


code: const [FSoftObjectPath](API\Runtime\CoreUObject\UObject\FSoftObjectPath) & GetPath() const


code: const [FGameplayTagContainer](API\Runtime\GameplayTags\FGameplayTagContainer) & GetTags() const


code: FTransform GetTransform() const


code: FBox GetWorldBounds() const


description: Created newFSmartObjectHandlebased on entry's contents. Required due to changes in how the handle is calculated.

code: void RecreateHandle ( const [UWorld](API\Runtime\Engine\Engine\UWorld) & World )


code: void SetDefinitionIndex ( const uint32 InDefinitionIndex )


code: FSmartObjectCollectionEntry()


code: FSmartObjectCollectionEntry ( const [FSmartObjectHandle](API\Plugins\SmartObjectsModule\FSmartObjectHandle) SmartObjectHandle, const [USmartObjectComponent](API\Plugins\SmartObjectsModule\USmartObjectComponent) & SmartObjectComponent, const uint32 DefinitionIndex )


className: FSmartObjectCollectionEntry

description: Struct representing a unique registered component in the collection actor

Bounds

type: FBox

FSmartObjectContainer

type: friend

description: Only the collection can access the path since the way we reference the component might change to better support streaming so keeping this as encapsulated as possible

Path

type: FSoftObjectPath


code: typedef TMulticastDelegate_TwoParams< void, const [FSmartObjectEventData](API\Plugins\SmartObjectsModule\FSmartObjectEventData) &EventData, const [AActor](API\Runtime\Engine\GameFramework\AActor) *Interactor > FSmartObjectComponentEventNativeSignature


className: FSmartObjectComponentEventSignature


description: Applies this component instance data to the supplied component

code: virtual void ApplyToComponent ( [UActorComponent](API\Runtime\Engine\Components\UActorComponent) * Component, const ECacheApplyPhase CacheApplyPhase )


description: Determines if any instance data was actually saved.

code: virtual bool ContainsData() const


code: [USmartObjectDefinition](API\Plugins\SmartObjectsModule\USmartObjectDefinition) * GetDefinitionAsset() const


code: FSmartObjectComponentInstanceData()


code: FSmartObjectComponentInstanceData ( const [USmartObjectComponent](API\Plugins\SmartObjectsModule\USmartObjectComponent) * SourceComponent, [USmartObjectDefinition](API\Plugins\SmartObjectsModule\USmartObjectDefinition) * Asset )


className: FSmartObjectComponentInstanceData

description: Used to store SmartObjectComponent data during RerunConstructionScripts

code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)() struct FSmartObjectComponentInstanceData : public [FActorComponentInstanceData](API\Runtime\Engine\FActorComponentInstanceData)

DefinitionAsset

type: TObjectPtr<USm...


description:
Creates a new entry for a given component.
Pointer to the created or existing entry. An unset value indicates a registration error.

code: [FSmartObjectCollectionEntry](API\Plugins\SmartObjectsModule\FSmartObjectCollectionEntry) * AddSmartObject ( [USmartObjectComponent](API\Plugins\SmartObjectsModule\USmartObjectComponent) & SOComponent, bool & bOutAlreadyInCollection )


description: Assumes SOComponent to not be part of the collection yet

code: [FSmartObjectCollectionEntry](API\Plugins\SmartObjectsModule\FSmartObjectCollectionEntry) * AddSmartObjectInternal ( const [FSmartObjectHandle](API\Plugins\SmartObjectsModule\FSmartObjectHandle) Handle, const [USmartObjectDefinition](API\Plugins\SmartObjectsModule\USmartObjectDefinition) & Definition, const [USmartObjectComponent](API\Plugins\SmartObjectsModule\USmartObjectComponent) & SOComponent )


code: void Append ( const [FSmartObjectContainer](API\Plugins\SmartObjectsModule\FSmartObjectContainer) & Other )


code: const FBox & GetBounds() const


code: const [USmartObjectDefinition](API\Plugins\SmartObjectsModule\USmartObjectDefinition) * GetDefinitionForEntry ( const [FSmartObjectCollectionEntry](API\Plugins\SmartObjectsModule\FSmartObjectCollectionEntry) & Entry ) const


code: TConstArrayView< [FSmartObjectCollectionEntry](API\Plugins\SmartObjectsModule\FSmartObjectCollectionEntry) > GetEntries() const


code: [USmartObjectComponent](API\Plugins\SmartObjectsModule\USmartObjectComponent) * GetSmartObjectComponent ( const [FSmartObjectHandle](API\Plugins\SmartObjectsModule\FSmartObjectHandle) SmartObjectHandle ) const


code: int32 Remove ( const [FSmartObjectContainer](API\Plugins\SmartObjectsModule\FSmartObjectContainer) & Other )


code: bool RemoveSmartObject ( [USmartObjectComponent](API\Plugins\SmartObjectsModule\USmartObjectComponent) & SOComponent )


code: void SetBounds ( const FBox & InBounds )


description:
If SOComponent is already contained by thisFSmartObjectContainerinstance then data relating to it will get updated
whether this container instance contains SOComponent

code: bool UpdateSmartObject ( const [USmartObjectComponent](API\Plugins\SmartObjectsModule\USmartObjectComponent) & SOComponent )


code: void ValidateDefinitions()


code: FSmartObjectContainer ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * InOwner )


className: FSmartObjectContainer

CollectionEntries

type: TArray<FSmartO...

Definitions

type: TArray<TObject...

Owner

type: TObjectPtr< con...

description: Used for reporting and debugging

RegisteredIdToObjectMap

type: TMap<FSmartObj...


description: Every derived class should override these functions

code: virtual uint32 GetMemoryFootprint() const


description:
Determines the relevance of this primitive's elements to the given view. Called in the rendering thread.
The relevance of the primitive's elements to the view.

code: virtual [FPrimitiveViewRelevance](API\Runtime\Engine\FPrimitiveViewRelevance) GetViewRelevance ( const [FSceneView](API\Runtime\Engine\FSceneView) * View ) const


className: FSmartObjectDebugSceneProxy

description: Simple DebugRenderSceneProxy that gets relevant when associated component is shown and view flag is active (if specified on construction)

code: class FSmartObjectDebugSceneProxy : public [FDebugRenderSceneProxy](API\Runtime\Engine\FDebugRenderSceneProxy)


code: FSmartObjectDebugSceneProxy ( const [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) & InComponent, const [EDrawType](API\Runtime\Engine\FDebugRenderSceneProxy\EDrawType) InDrawType, const TCHAR * InViewFlagName )


className: FSmartObjectDefinitionPreviewData

description: Data used for previewing in the Smart Object editor.

ObjectActorClass

type: TSoftClassPtr< ...

description: Actor class used as the object for previewing the definition in the asset editor.

ObjectMeshPath

description: Path of the static mesh used as the object for previewing the definition in the asset editor.

UserActorClass

description: Actor class used for previewing the smart object user actor in the asset editor.

UserValidationFilterClass

description: Validation filter used for previewing the smart object user in the asset editor.


className: FSmartObjectEventData

description: Strict describing a change in Smart Object or Slot.

EventPayload

type: FConstStructVie...

description: Event payload.

Reason

type: ESmartObjectCha...

description: Change reason.

SlotHandle

type: FSmartObjectSlo...

description: Handle to the changed slot, if invalid, the event is for the object.

SmartObjectHandle

description: Handle to the changed Smart Object.

Tag

type: FGameplayTag

description: Added/Removed tag, or event tag, depending on Reason.


className: Invalid

code: static const [FSmartObjectHandle](API\Plugins\SmartObjectsModule\FSmartObjectHandle) Invalid;


className: DynamicIdsBitMask

description: All Ids with this bit set were assigned for dynamic ('D') entries that rely on the component lifetime. Otherwise their Ids are from persistent collections ('P').

code: static constexpr uint64 DynamicIdsBitMask = 1ULL << 63;


className: InvalidID

code: static constexpr uint64 InvalidID = 0;


description: Indicates that the handle was properly assigned but doesn't guarantee that the associated object is still accessible. This information requires a call to `USmartObjectSubsystem::IsObjectValid_ using the handle.

code: bool IsValid() const


code: bool operator== ( const [FSmartObjectHandle](API\Plugins\SmartObjectsModule\FSmartObjectHandle) Other ) const


description: Has meaning only for sorting purposes

code: bool operator< ( const [FSmartObjectHandle](API\Plugins\SmartObjectsModule\FSmartObjectHandle) Other ) const


code: bool operator!= ( const [FSmartObjectHandle](API\Plugins\SmartObjectsModule\FSmartObjectHandle) Other ) const


code: FSmartObjectHandle &40; const uint64 InID &41;


className: FSmartObjectHandle

description: Handle to a registered smartobject.


code: typedef [THierarchicalHashGrid2D](API\Runtime\AIModule\THierarchicalHashGrid2D)< 2, 4, [FSmartObjectHandle](API\Plugins\SmartObjectsModule\FSmartObjectHandle) > FSmartObjectHashGrid2D


className: FSmartObjectHashGridEntryData

code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)() struct FSmartObjectHashGridEntryData : public [FSmartObjectSpatialEntryData](API\Plugins\SmartObjectsModule\FSmartObjectSpatialEntryData)

CellLoc

type: FSmartObjectHas...


description: Remove node

code: void RemoveNode ( const [FOctreeElementId2](API\Runtime\Core\Math\FOctreeElementId2) & Id )


description: Add new node and initialize using SmartObject runtime data

code: void AddNode ( const [FBoxCenterAndExtent](API\Runtime\Core\Math\FBoxCenterAndExtent) & Bounds, const [FSmartObjectHandle](API\Plugins\SmartObjectsModule\FSmartObjectHandle) SmartObjectHandle, const [FSmartObjectOctreeIDSharedRef](API\Plugins\SmartObjectsModule\FSmartObjectOctreeIDSharedRef) & SharedOctreeID )


description: Updates element bounds remove/add operation

code: void UpdateNode ( const [FOctreeElementId2](API\Runtime\Core\Math\FOctreeElementId2) & Id, const FBox & NewBounds )


code: FSmartObjectOctree ( const FVector & Origin, float Radius )


code: virtual ~FSmartObjectOctree()


className: FSmartObjectOctree

code: struct FSmartObjectOctree : public [TOctree2< FSmartObjectOctreeElement, FSmartObjectOctreeSemantics >](API\Runtime\Core\Math\TOctree2)


className: FSmartObjectOctreeElement

code: struct FSmartObjectOctreeElement

Bounds

type: FBoxCenterAndEx...

SharedOctreeID

type: FSmartObjectOct...


code: FSmartObjectOctreeElement ( const [FBoxCenterAndExtent](API\Runtime\Core\Math\FBoxCenterAndExtent) & Bounds, const [FSmartObjectHandle](API\Plugins\SmartObjectsModule\FSmartObjectHandle) SmartObjectHandle, const [FSmartObjectOctreeIDSharedRef](API\Plugins\SmartObjectsModule\FSmartObjectOctreeIDSharedRef) & SharedOctreeID )


code: FSmartObjectOctreeEntryData()


className: FSmartObjectOctreeEntryData

code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)() struct FSmartObjectOctreeEntryData : public [FSmartObjectSpatialEntryData](API\Plugins\SmartObjectsModule\FSmartObjectSpatialEntryData)


className: FSmartObjectOctreeID

code: struct FSmartObjectOctreeID : public [TSharedFromThis< FSmartObjectOctreeID, ESPMode::ThreadSafe >](API\Runtime\Core\Templates\TSharedFromThis)

ID

type: FOctreeElementI...


className: FSmartObjectOctreeIDSharedRef

code: typedef [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< struct [FSmartObjectOctreeID](API\Plugins\SmartObjectsModule\FSmartObjectOctreeID), ESPMode::ThreadSafe > FSmartObjectOctreeIDSharedRef


code: static bool AreElementsEqual ( const [FSmartObjectOctreeElement](API\Plugins\SmartObjectsModule\FSmartObjectOctreeElement) & A, const [FSmartObjectOctreeElement](API\Plugins\SmartObjectsModule\FSmartObjectOctreeElement) & B )


className: ElementAllocator

code: typedef TInlineAllocator< MaxElementsPerLeaf > ElementAllocator


className: MaxElementsPerLeaf

code: enum { MaxElementsPerLeaf = 16 }


code: static const [FBoxCenterAndExtent](API\Runtime\Core\Math\FBoxCenterAndExtent) & GetBoundingBox ( const [FSmartObjectOctreeElement](API\Plugins\SmartObjectsModule\FSmartObjectOctreeElement) & Element )


className: MaxNodeDepth

code: enum { MaxNodeDepth = 12 }


code: static void SetElementId ( const [FSmartObjectOctreeElement](API\Plugins\SmartObjectsModule\FSmartObjectOctreeElement) & Element, [FOctreeElementId2](API\Runtime\Core\Math\FOctreeElementId2) Id )


className: MinInclusiveElementsPerNode

code: enum { MinInclusiveElementsPerNode = 7 }


className: FSmartObjectOctreeSemantics

code: struct FSmartObjectOctreeSemantics


code: FSmartObjectRequest ( const FBox & InQueryBox, const [FSmartObjectRequestFilter](API\Plugins\SmartObjectsModule\FSmartObjectRequestFilter) & InFilter )


className: FSmartObjectRequest

description: Struct used to find a smart object within a specific search range and with optional filtering

Filter

type: FSmartObjectReq...

description: Struct used to filter out some results (all results allowed by default)

QueryBox

type: FBox

description: Box defining the search range


code: [FSmartObjectRequestFilter](API\Plugins\SmartObjectsModule\FSmartObjectRequestFilter) & operator= ( const [FSmartObjectRequestFilter](API\Plugins\SmartObjectsModule\FSmartObjectRequestFilter) & )


code: [FSmartObjectRequestFilter](API\Plugins\SmartObjectsModule\FSmartObjectRequestFilter) & operator= ( [FSmartObjectRequestFilter](API\Plugins\SmartObjectsModule\FSmartObjectRequestFilter) && )


description: Macro needed to avoid deprecation errors with BehaviorDefinitionClass_DEPRECATED being copied or created in the default methods.


code: FSmartObjectRequestFilter ( const [FSmartObjectRequestFilter](API\Plugins\SmartObjectsModule\FSmartObjectRequestFilter) & )


code: FSmartObjectRequestFilter ( [FSmartObjectRequestFilter](API\Plugins\SmartObjectsModule\FSmartObjectRequestFilter) && )


className: FSmartObjectRequestFilter

description: Struct that can be used to filter results of a smart object request when trying to find or claim a smart object

ActivityRequirements

type: FGameplayTagQue...

description: Only return slots whose activity tags are matching this query.

BehaviorDefinitionClasses

type: TArray<TSubcla...

description: If set, will filter out any SmartObject that uses different BehaviorDefinition classes.

bShouldEvaluateConditions

type: bool

description: If true will evaluate the slot and object conditions, otherwise will skip them.

Predicate

type: TFunction< bool...

description: Is set, will filter out any SmartObject that does not pass the predicate.

UserTags

type: FGameplayTagCon...

description: Gameplay tags of the Actor or Entity requesting the Smart Object slot.


code: bool operator== ( const [FSmartObjectRequestResult](API\Plugins\SmartObjectsModule\FSmartObjectRequestResult) & Other ) const


code: bool operator!= ( const [FSmartObjectRequestResult](API\Plugins\SmartObjectsModule\FSmartObjectRequestResult) & Other ) const


code: FSmartObjectRequestResult()


code: FSmartObjectRequestResult ( const [FSmartObjectHandle](API\Plugins\SmartObjectsModule\FSmartObjectHandle) InSmartObjectHandle, const [FSmartObjectSlotHandle](API\Plugins\SmartObjectsModule\FSmartObjectSlotHandle) InSlotHandle )


className: FSmartObjectRequestResult

description: Struct that holds the object and slot selected by processing a smart object request.

SmartObjectHandle

type: FSmartObjectHan...


code: const [USmartObjectDefinition](API\Plugins\SmartObjectsModule\USmartObjectDefinition) & GetDefinition() const


description: reference to the Smart Object event delegate.

code: const [FOnSmartObjectEvent](API\Plugins\SmartObjectsModule\FOnSmartObjectEvent) & GetEventDelegate() const


description: Pointer to owner actor if present.

code: [AActor](API\Runtime\Engine\GameFramework\AActor) * GetOwnerActor() const


description: mutable reference to the Smart Object event delegate.


code: [FSmartObjectRuntimeSlot](API\Plugins\SmartObjectsModule\FSmartObjectRuntimeSlot) & GetMutableSlot ( const int32 Index )


description: handle of the specified slot.

code: const [FSmartObjectRuntimeSlot](API\Plugins\SmartObjectsModule\FSmartObjectRuntimeSlot) & GetSlot ( const int32 Index ) const


code: TConstArrayView< [FSmartObjectRuntimeSlot](API\Plugins\SmartObjectsModule\FSmartObjectRuntimeSlot) > GetSlots() const


description: Deprecated* You can access the slots directly viaGetSlots().

code: [FSmartObjectSlotHandle](API\Plugins\SmartObjectsModule\FSmartObjectSlotHandle) GetSlotHandle ( const int32 Index ) const


description: Returns delegate that is invoked whenever a tag is added or removed


code: const FTransform & GetTransform() const


description: Returns all tags assigned to the smart object instance

code: const [FGameplayTagContainer](API\Runtime\GameplayTags\FGameplayTagContainer) & GetTags() const


description: Indicates that this instance is still part of the simulation (space partition) but should not be considered valid by queries

code: bool IsDisabled() const


description: True of the Smart Object is enabled.

code: bool IsEnabled() const


description: Provide default constructor to be able to compile template instantiation 'UScriptStruct::TCppStructOps' Also public to pass void 'UScriptStruct::TCppStructOps::ConstructForTests(void *)'

code: FSmartObjectRuntime()


code: FSmartObjectRuntime &40; const USmartObjectDefinition & Definition &41;


className: FSmartObjectRuntime

description: Struct to store and manage state of a runtime instance associated to a given smart object definition


description: True if the slot can be claimed.

code: bool CanBeClaimed() const


code: bool Claim ( const [FSmartObjectUserHandle](API\Plugins\SmartObjectsModule\FSmartObjectUserHandle) & InUser )


code: FVector3f GetSlotOffset() const


code: FRotator3f GetSlotRotation() const


code: FTransform GetSlotWorldTransform ( const FTransform & OwnerTransform ) const


description: Current claim state of the slot.


code: const [FInstancedStructContainer](API\Plugins\StructUtils\FInstancedStructContainer) & GetStateData() const


description: the runtime gameplay tags of the slot.


description: User data struct that can be associated to the slot when claimed or used.


description: true if both the slot and its parent smart object are enabled.


code: bool Release ( const [FSmartObjectClaimHandle](API\Plugins\SmartObjectsModule\FSmartObjectClaimHandle) & ClaimHandle, const bool bAborted )


code: FSmartObjectRuntimeSlot()


description: Called in editor to adjust the transform of the annotation.

code: virtual void AdjustWorldTransform ( const FTransform & SlotTransform, const FVector & DeltaTranslation, const FRotator & DeltaRotation )


description: Methods to override to draw 3D visualization of the annotation.

code: virtual void DrawVisualization ( [FSmartObjectVisualizationContext](API\Plugins\SmartObjectsModule\FSmartObjectVisualizationContext) & VisContext ) const


description: Methods to override to draw canvas visualization of the annotation.

code: virtual void DrawVisualizationHUD ( [FSmartObjectVisualizationContext](API\Plugins\SmartObjectsModule\FSmartObjectVisualizationContext) & VisContext ) const


description:
Returns the world space transform of the annotation.
World space transform of the annotation.

code: virtual FTransform GetAnnotationWorldTransform ( const FTransform & SlotTransform ) const


description: Deprecated* UseHasTransform()andGetWorldTransform()instead.

code: virtual [TOptional](API\Runtime\Core\IO\TOptional)< FTransform > GetWorldTransform ( const FTransform & SlotTransform ) const


description: true if the the annotation has transform. Annotations with transforms can be selected and edited in the editor viewport.

code: virtual bool HasTransform() const


code: virtual ~FSmartObjectSlotAnnotation()


className: FSmartObjectRuntimeSlot

description: Struct to store and manage state of a runtime instance associated to a given slot definition

bObjectEnabled

type: uint8:  1

description: True if the parent smart object is enabled

bSlotEnabled

description: True if the slot is enabled

Offset

description: Offset of the slot relative to the Smart Object.

OnSlotInvalidatedDelegate

type: FOnSlotInvalida...

description: Delegate used to notify when a slot gets invalidated. See RegisterSlotInvalidationCallback

PreconditionState

type: FWorldCondition...

description: World condition runtime state.

Rotation

description: Rotation of the slot relative to the Smart Object.

State

type: ESmartObjectSlo...

description: Current availability state of the slot

StateData

type: FInstancedStruc...

description: Slot state data that can be added at runtime.

Tags

description: Runtime tags associated with this slot.

User

type: FSmartObjectUse...

description: Handle to the user that reserves or uses the slot

UserData

description: Struct used to store contextual data of the user when claiming or using a slot.


className: FSmartObjectSlotAnnotation

description: Base class for Smart Object Slot annotations. Annotation is a specific type of slot definition data that has methods to visualize it.


className: FSmartObjectSlotDefinition

description: Persistent and sharable definition of a smart object slot.

ActivityTags

description: Tags identifying this slot's use case.

BehaviorDefinitions

type: TArray<TObject...

description: All available definitions associated to this slot.

bEnabled

description: Whether the slot is enable initially.

Data

type: TArray<FInstan...

description: Custom data (struct inheriting from SmartObjectSlotDefinitionData) that can be added to the slot definition and accessed through aFSmartObjectSlotView

type: FColor

type: float

ID

type: FGuid

Name

type: FName

Offset

description: Offset relative to the parent object where the slot is located.

Rotation

description: Rotation relative to the parent object.

RuntimeTags

description: Initial runtime tags.

SelectionPreconditions

description: Preconditions that must pass for the slot to be selected.

UserTagFilter

description: This slot is available only for users matching this query.


className: FSmartObjectSlotDefinitionData

description: This is the base struct to inherit from to store custom definition data within the main slot definition


className: EType

code: enum EType { Invalid, Entrance, Slot, }


code: bool operator!= ( const [FSmartObjectSlotEntranceHandle](API\Plugins\SmartObjectsModule\FSmartObjectSlotEntranceHandle) & Other ) const


code: bool operator== ( const [FSmartObjectSlotEntranceHandle](API\Plugins\SmartObjectsModule\FSmartObjectSlotEntranceHandle) & Other ) const


code: FSmartObjectSlotEntranceHandle()


code: FSmartObjectSlotEntranceHandle &40; const FSmartObjectSlotHandle InSlotHandle, const EType InType, const uint8 InIndex &41;


className: FSmartObjectSlotEntranceHandle

description: Handle describing a specific entrance on a Smart Object slot.


className: FSmartObjectSlotEntranceLocationRequest

description: The location validation is done in following order:

bCheckEntranceLocationOverlap

description: If true, check user capsule collisions at the entrance location.

bCheckSlotLocationOverlap

description: If true, check user capsule collisions at the slot location.

bCheckTransitionTrajectory

description: If true, check collisions between navigation location and slot location.

bProjectNavigationLocation

description: If true, try to project the location on navigable area. If projection fails, an entry is discarded.

bTraceGroundLocation

description: If true, try to trace the location on ground. If trace fails, an entry is discarded.

bUseSlotLocationAsFallback

description: If true, include slot location as a candidate if no navigation annotation is present.

LocationType

description: Enum indicating if we're looking for a location to enter or exit the Smart Object slot.

NavigationData

type: TObjectPtr< con...

description: Navigation data to use for the navigation queries.

SearchLocation

type: FVector

description: Search location that may be used to select an entry from multiple candidates.

SelectMethod

type: FSmartObjectSlo...

description: How to select an entry when a slot has multiple entries.

UserActor

description: Actor that is using the smart object slot. (Optional)

UserCapsule

type: TOptional<FSma...

description: Size of the user of the smart object.

ValidationFilter

type: TSubclassOf<US...

description: Filter to use for the validation.


description: true if the result contains valid navigation node reference.

code: bool HasNodeRef() const


code: [FSmartObjectSlotEntranceLocationResult](API\Plugins\SmartObjectsModule\FSmartObjectSlotEntranceLocation-_1) & operator= ( const [FSmartObjectSlotEntranceLocationResult](API\Plugins\SmartObjectsModule\FSmartObjectSlotEntranceLocation-_1) & )


code: [FSmartObjectSlotEntranceLocationResult](API\Plugins\SmartObjectsModule\FSmartObjectSlotEntranceLocation-_1) & operator= ( [FSmartObjectSlotEntranceLocationResult](API\Plugins\SmartObjectsModule\FSmartObjectSlotEntranceLocation-_1) && )


description: Macro needed to avoid deprecation errors with "Tag" being copied or created in the default methods.


description: entry as nav location.


code: FSmartObjectSlotEntranceLocationResult ( const [FSmartObjectSlotEntranceLocationResult](API\Plugins\SmartObjectsModule\FSmartObjectSlotEntranceLocation-_1) & )


code: FSmartObjectSlotEntranceLocationResult ( [FSmartObjectSlotEntranceLocationResult](API\Plugins\SmartObjectsModule\FSmartObjectSlotEntranceLocation-_1) && )


className: FSmartObjectSlotEntranceLocationResult

description: Validated result from FindEntranceLocationForSlot().

EntranceHandle

description: Handle identifying the entrance that was found.

Location

description: The location to enter the slot.

NodeRef

type: NavNodeRef

description: Node reference in navigation data (if requested with bMustBeNavigable).

Rotation

type: FRotator

description: The expected direction to enter the slot.

Tags

type: FGameplayTagCon...

description: Gameplay tags associated with the entrance.


className: FSmartObjectSlotEntrySelectionMethod

description: Defines method for selecting slot entry from multiple candidates.

code: enum FSmartObjectSlotEntrySelectionMethod { First, NearestToSearchLocation, }


code: operator FVector() const