description: Pushes this input component onto the stack to be processed by this subsystem's tick function

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Input|Editor") void PushInputComponent ( [UInputComponent](API\Runtime\Engine\Components\UInputComponent) * InInputComponent )


description: Start the consumption of input messages in this subsystem. This is required to have any Input Action delegates be fired.

module: InputEditor


description: Removes all the default mapping contexts from theUEnhancedInputEditorSettings

code: void RemoveDefaultMappingContexts()


description: Tells this subsystem to stop ticking and consuming any input. This will stop any Input Action Delegates from being called.


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: Pure virtual that must be overloaded by the inheriting class. It will be called from within LevelTick.cpp after ticking all actors or from the rendering thread (depending on bIsRenderingThreadObject)

code: virtual void Tick ( float DeltaTime )


className: UEnhancedInputEditorSubsystem

description: This allows you to hook up Input Action delegates in Editor Utilities to make editor tools driven by input.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class UEnhancedInputEditorSubsystem : public [UEditorSubsystem](API\Editor\EditorSubsystem\UEditorSubsystem), public [IEnhancedInputSubsystemInterface](API\Plugins\EnhancedInput\IEnhancedInputSubsystemInterface), public [FTickableGameObject](API\Runtime\Engine\FTickableGameObject)


description: Opens a dialog to configure the factory properties. Return false if user opted out of configuring properties

code: virtual bool ConfigureProperties()


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

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


code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class UInputAction_Factory : public [UFactory](API\Editor\UnrealEd\Factories\UFactory)

InputActionClass

type: TSubclassOf<UI...


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


description: Set the array of initial actions that the resulting IMC should be populated with

code: void SetInitialActions ( [TArray](API\Runtime\Core\Containers\TArray)< [TWeakObjectPtr](API\Runtime\Core\UObject\TWeakObjectPtr)< [UInputAction](API\Plugins\EnhancedInput\UInputAction) >> InInitialActions )


code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class UInputMappingContext_Factory : public [UFactory](API\Editor\UnrealEd\Factories\UFactory)

InitialActions

type: TArray<TWeakOb...

description: An array of Input Actions that the mapping context should be populated with upon creation

InputMappingContextClass

type: TSubclassOf< cl...


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


className: EInterchangeCurveInterpMode

description: If using Cubic, this enum describes how the tangents should be controlled.

module: InterchangeCommonParser

code: enum EInterchangeCurveInterpMode { Linear, Constant, Cubic, None, }


className: EInterchangeCurveTangentWeightMode

description: Enumerates tangent weight modes.

code: enum EInterchangeCurveTangentWeightMode { WeightedNone, WeightedArrive, WeightedLeave, WeightedBoth, }


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


description: Conversions:

code: void CalculateDataFor ( const [EInterchangeAnimationPayLoadType](API\Plugins\InterchangeNodes\EInterchangeAnimationPayLoadType) & ToType, const FTransform & DefaultTransform )


code: FAnimationPayloadData ( const [EInterchangeAnimationPayLoadType](API\Plugins\InterchangeNodes\EInterchangeAnimationPayLoadType) & InType )


code: static bool IsAvailable()


code: static [FInterchangeCommonParserModule](API\Plugins\InterchangeCommonParser\FInterchangeCommonParserModule) & Get()


className: FAnimationPayloadData

code: struct FAnimationPayloadData

AdditionalSupportedType

type: EInterchangeAni...

BakeFrequency

type: double

description: BAKED TRANSFORMS.

StepCurves

type: TArray<FInterc...

description: STEP CURVE.

Transforms

type: TArray< FTransf...

Type

description: TYPE.


className: EInterchangeCurveTangentMode

description: If using Cubic interpolation mode, this enum describes how the tangents should be controlled.

code: enum EInterchangeCurveTangentMode { Auto, User, Break, None, }


className: FInterchangeCommonParserModule

description: This module is used to add common structure between the translators and the parsers (i.e. payload temporary structure)

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


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


className: FInterchangeCurveKey

description: This struct contains only the key data, this is only used to pass animation data from translators to factories

ArriveTangent

type: float

description: If RCIM_Cubic, the arriving tangent at this key

ArriveTangentWeight

description: If RCTWM_WeightedArrive or RCTWM_WeightedBoth, the weight of the left tangent

InterpMode

type: EInterchangeCur...

description: Interpolation mode between this key and the next

LeaveTangent

description: If RCIM_Cubic, the leaving tangent at this key

LeaveTangentWeight

description: If RCTWM_WeightedLeave or RCTWM_WeightedBoth, the weight of the right tangent

TangentMode

description: Mode for tangents at this key

TangentWeightMode

description: If either tangent at this key is 'weighted'

Time

description: Time at this key

Value

description: Value at this key


code: void RemoveRedundantKeys ( float Threshold )


className: FInterchangeStepCurve

description: This struct contains only the key data, this is only used to pass animation data from translators to factories.

BooleanKeyValues

type: TOptional<TArr...

KeyTimes

type: TArray< float >


module: InterchangeDispatcher

code: static bool FromString ( const [FString](API\Runtime\Core\Containers\FString) & VersionStr, int32 & OutMajor, int32 & OutMinor, int32 & OutPatch, bool & bOutLWCDisabled )


className: FInterchangeCurve

description: This struct contains only the key data, this is only used to pass animation data from interchange worker process translators to factories.


description: LWCDisabled version tell if the code was compile with serialization compatibility.

code: static bool GetLWCDisabled()


description: Major version should be updated when there is an existing API that has been change.

code: static int32 GetMajor()


description: Minor version must be updated when there is an addition to the API.

code: static int32 GetMinor()


description: Patch version should be update if there is some bug fixes in the private code.

code: static int32 GetPatch()


description:
We consider having the same major and minor version will make the API fully compatible. Patch is only a hint in case you need a particular fixes
true if Major and Minor version equal the compile one, InPatch is only there in case we need it in a future release

code: static bool IsAPICompatible ( int32 Major, int32 Minor, int32 Patch, bool bLWCDisabled )


description: Return the version in string format "Major.Minor.Patch"


code: virtual [ECommandId](API\Plugins\InterchangeDispatcher\UE__Interchange__ECommandId) GetType() const


className: DispatcherCommandVersion

code: class DispatcherCommandVersion


className: FBackPingCommand

code: class FBackPingCommand : public [UE::Interchange::ICommand](API\Plugins\InterchangeDispatcher\ICommand)


code: void Disconnect ( double Timeout_s )


code: [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [ICommand](API\Plugins\InterchangeDispatcher\ICommand) > GetNextCommand ( double Timeout_s )


code: bool SendCommand ( [ICommand](API\Plugins\InterchangeDispatcher\ICommand) & Commmand, double Timeout_s )


code: void SetNetworkInterface ( [FNetworkNode](API\Plugins\InterchangeDispatcher\FNetworkNode) * InNetworkInterface )


className: FCommandQueue

code: class FCommandQueue


code: virtual void SerializeImpl ( [FArchive](API\Runtime\Core\Serialization\FArchive) & )


className: FTaskProgressData

code: struct FTaskProgressData

TaskState

type: ETaskState


code: FCompletedQueryTaskProgressCommand()


className: FCompletedQueryTaskProgressCommand

code: class FCompletedQueryTaskProgressCommand : public [UE::Interchange::ICommand](API\Plugins\InterchangeDispatcher\ICommand)

TaskStates

type: TArray<FTaskPr...


className: FCompletedTaskCommand

code: class FCompletedTaskCommand : public [UE::Interchange::ICommand](API\Plugins\InterchangeDispatcher\ICommand)

JSonMessages

type: TArray<FString...

JSonResult

type: FString


className: FErrorCommand

code: class FErrorCommand : public [UE::Interchange::ICommand](API\Plugins\InterchangeDispatcher\ICommand)


code: int32 AddTask ( const [FString](API\Runtime\Core\Containers\FString) & JsonDescription, [FInterchangeDispatcherTaskCompleted](API\Plugins\InterchangeDispatcher\FInterchangeDispatcherTaskComple-) TaskCompledDelegate )


code: int32 AddTask ( const [FString](API\Runtime\Core\Containers\FString) & JsonDescription )


code: [TOptional](API\Runtime\Core\IO\TOptional)< [FTask](API\Plugins\InterchangeDispatcher\FTask) > GetNextTask()


code: void GetTaskState ( int32 TaskIndex, [ETaskState](API\Plugins\InterchangeDispatcher\UE__Interchange__ETaskState) & TaskState, double & TaskRunningStateStartTime )


code: void GetTaskState ( int32 TaskIndex, [ETaskState](API\Plugins\InterchangeDispatcher\UE__Interchange__ETaskState) & TaskState, [FString](API\Runtime\Core\Containers\FString) & JsonResult, [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & JSonMessages )


code: void SetInterchangeWorkerFatalError ( [FString](API\Runtime\Core\Containers\FString) & ErrorMessage )


code: void SetTaskState ( int32 TaskIndex, [ETaskState](API\Plugins\InterchangeDispatcher\UE__Interchange__ETaskState) TaskState, const [FString](API\Runtime\Core\Containers\FString) & JsonResult, const [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & JSonMessages )


code: void StartProcess()


code: void StopProcess ( bool bBlockUntilTerminated )


code: void TerminateProcess()


code: void WaitAllTaskToCompleteExecution()


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


code: ~FInterchangeDispatcher()


className: FInterchangeDispatcher

description: Handle a list of tasks, and a set of external workers to consume them.

code: class FInterchangeDispatcher


code: static [FInterchangeDispatcherModule](API\Plugins\InterchangeDispatcher\FInterchangeDispatcherModule) & Get()


code: static bool IsAvailable()


className: FInterchangeDispatcherModule

description: This module allow out of process interchange translator in case a third party SDK is not thread safe.

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


className: FInterchangeDispatcherTaskCompleted

code: typedef TBaseDelegate_OneParam< void, int32 TaskIndex > FInterchangeDispatcherTaskCompleted


className: EWorkerErrorState

code: enum EWorkerErrorState { Ok, ConnectionFailed_NotBound, ConnectionFailed_NoClient, ConnectionLost, ConnectionLost_SendFailed, WorkerProcess_CantCreate, WorkerProcess_Lost, }


className: EWorkerState

code: enum EWorkerState { Uninitialized, Processing, Closing, Terminated, }


code: void ProcessCommand ( [ICommand](API\Plugins\InterchangeDispatcher\ICommand) & Command )


code: bool IsPingCommandReceived()


code: bool IsAlive() const


code: void ProcessCommand &40; FCompletedQueryTaskProgressCommand & CompletedQueryTaskProgressCommand &41;


code: void ProcessCommand &40; FCompletedTaskCommand & RunTaskCommand &41;


code: void ProcessCommand &40; FErrorCommand & ErrorCommand &41;


code: void ProcessCommand &40; FPingCommand & PingCommand &41;


code: void StopBlocking()


code: FInterchangeWorkerHandler ( [FInterchangeDispatcher](API\Plugins\InterchangeDispatcher\FInterchangeDispatcher) & InDispatcher, [FString](API\Runtime\Core\Containers\FString) & InResultFolder )


code: ~FInterchangeWorkerHandler()


className: FInterchangeWorkerHandler

description: Handle a Worker by socket communication.

code: class FInterchangeWorkerHandler

OnWorkerHandlerExitLoop

type: FSimpleMulticas...


description: Return false if the JsonString do not match the command, true otherwise.

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


code: double GetBakeFrequency() const


code: double GetRangeEndTime() const


code: double GetRangeStartTime() const


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


code: FJsonFetchAnimationBakeTransformPayloadCmd ( const [FString](API\Runtime\Core\Containers\FString) & InTranslatorID, const [FString](API\Runtime\Core\Containers\FString) & InPayloadKey, double InBakeFrequency, double InRangeStartTime, double InRangeEndTime )


description: Animation transform payload require transform to be bake by the translator The anim sequence API is not yet using curve to describe bone track animation

code: class FJsonFetchAnimationBakeTransformPayloadCmd : public [UE::Interchange::FJsonFetchPayloadCmd](API\Plugins\InterchangeDispatcher\FJsonFetchPayloadCmd)


code: FJsonFetchMeshPayloadCmd()


code: FJsonFetchMeshPayloadCmd ( const [FString](API\Runtime\Core\Containers\FString) & InTranslatorID, const [FString](API\Runtime\Core\Containers\FString) & InPayloadKey, const FTransform & InMeshGlobalTransform )


className: FJsonFetchMeshPayloadCmd

description: Mesh payload require a transform to bake the mesh to avoid degenerate triangle when importing a small mesh scale by a scene node.

code: class FJsonFetchMeshPayloadCmd : public [UE::Interchange::FJsonFetchPayloadCmd](API\Plugins\InterchangeDispatcher\FJsonFetchPayloadCmd)

MeshGlobalTransform

type: FTransform


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


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


code: bool FromJson &40; const FString & JsonString &41;


code: FString GetResultFilename&40;&41; const


code: void SetResultFilename &40; const FString & InResultFilename &41;


code: FString ToJson&40;&41; const


className: JsonResultParser

description: Use this class helper to create the cmd result json string and to read it

code: class JsonResultParser


code: FJsonFetchPayloadCmd ( const [FString](API\Runtime\Core\Containers\FString) & InTranslatorID, const [FString](API\Runtime\Core\Containers\FString) & InPayloadKey )


code: FJsonFetchPayloadCmd()


className: FJsonFetchPayloadCmd

code: class FJsonFetchPayloadCmd : public [UE::Interchange::IJsonCmdBase](API\Plugins\InterchangeDispatcher\IJsonCmdBase)

PayloadKey

description: A dynamically sizeable string.


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


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


code: FJsonLoadSourceCmd()


code: FJsonLoadSourceCmd ( const [FString](API\Runtime\Core\Containers\FString) & InTranslatorID, const [FString](API\Runtime\Core\Containers\FString) & InSourceFilename )


className: FJsonLoadSourceCmd

code: class FJsonLoadSourceCmd : public [UE::Interchange::IJsonCmdBase](API\Plugins\InterchangeDispatcher\IJsonCmdBase)


className: FMessageHeader

code: struct FMessageHeader


className: FNetworkClientNode

description: Create, Connect sequence.

code: class FNetworkClientNode : public [UE::Interchange::FNetworkNode](API\Plugins\InterchangeDispatcher\FNetworkNode)


code: bool Connect ( const [FString](API\Runtime\Core\Containers\FString) & Description, int32 ServerPort, double Timeout_s )


code: [FSocket](API\Runtime\Sockets\FSocket) * CreateInternalSocket ( const [FString](API\Runtime\Core\Containers\FString) & Description )


className: FMessage

code: struct FMessage

Content

type: TArray< uint8 >

Header

type: FMessageHeader


code: void CloseSocket ( [FSocket](API\Runtime\Sockets\FSocket) *& Socket )


code: bool IsValid() const


description: Receive a byte buffer as an atomic message returns true when a message is fetched. In that case, OutBuffer contains the message.

code: bool ReceiveMessage ( [TArray](API\Runtime\Core\Containers\TArray)< uint8 > & OutBuffer, double Timeout_s )


description: Send a byte buffer as an atomic message returns true when a message is successfully sent

code: bool SendMessage ( const [TArray](API\Runtime\Core\Containers\TArray)< uint8 > & Buffer, double Timeout_s )


code: virtual ~FNetworkNode()


className: FNetworkNode

code: class FNetworkNode

bReadError

type: bool

ConnectedSocket

type: FSocket*

ConnectedSocketError

type: SocketErrorCode

IncommingMessage

type: FMessage

SendReceiveCriticalSection

type: FCriticalSectio...


code: bool Accept ( const [FString](API\Runtime\Core\Containers\FString) & Description, double Timeout_s )


code: int32 GetListeningPort()


code: FNetworkServerNode()


code: ~FNetworkServerNode()


className: FNetworkServerNode

description: Create, Bind, Listen, Accept sequence.

code: class FNetworkServerNode : public [UE::Interchange::FNetworkNode](API\Plugins\InterchangeDispatcher\FNetworkNode)


className: FPingCommand

code: class FPingCommand : public [UE::Interchange::ICommand](API\Plugins\InterchangeDispatcher\ICommand)


code: virtual [ECommandId](API\Plugins\InterchangeDispatcher\UE__Interchange__ECommandId) GetType() const


code: FQueryTaskProgressCommand()


code: virtual void SerializeImpl ( [FArchive](API\Runtime\Core\Serialization\FArchive) & )


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


className: FQueryTaskProgressCommand

code: class FQueryTaskProgressCommand : public [UE::Interchange::ICommand](API\Plugins\InterchangeDispatcher\ICommand)

TaskIndexes

type: TArray< int32 >


code: FRunTaskCommand ( const [FTask](API\Plugins\InterchangeDispatcher\FTask) & Task )


className: FRunTaskCommand

code: class FRunTaskCommand : public [UE::Interchange::ICommand](API\Plugins\InterchangeDispatcher\ICommand)


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


className: FTask

code: struct FTask

OnTaskCompleted

type: FInterchangeDis...

RunningStateStartTime

type: double


className: FTerminateCommand

code: class FTerminateCommand : public [UE::Interchange::ICommand](API\Plugins\InterchangeDispatcher\ICommand)


code: virtual ~ICommand()


className: ICommand

code: class ICommand


code: bool FromJson ( const [FString](API\Runtime\Core\Containers\FString) & JsonString )


code: virtual ~IJsonCmdBase()


className: IJsonCmdBase

description: Json cmd helper to be able to read and write aFTask::JsonDescription

code: class IJsonCmdBase

bIsDataInitialize

description: Use this member to know if the data is initialize before using it.


description: Interchange namespace.

code: namespace UE { namespace Interchange { enum ETaskState { Unknown, Running, UnTreated, ProcessOk, ProcessFailed, } } }


description: Interchange namespace.

code: namespace UE { namespace Interchange { enum ECommandId { Invalid, Error, Ping, BackPing, RunTask, NotifyEndTask, QueryTaskProgress, CompletedQueryTaskProgress, Terminate, Last, } } }


description: Interchange namespace.

code: namespace UE { namespace Interchange { enum SocketErrorCode { NoError = 0, Error_Create, Error_Bind, Error_Listen, UnableToReadOnSocket, UnableToSendData, CouldNotStartWSA, UnableToGetLocalAddress, ConnectionToServerFailed, } } }


module: InterchangeEditor

code: static [FInterchangeEditorModule](API\Plugins\InterchangeEditor\FInterchangeEditorModule) & Get()


className: FInterchangeEditorModule

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


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

module: InterchangeEditorPipelines


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


className: IInterchangeEditorPipelinesModule

description: The public interface to this module

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

type: TSharedPtr< FAs...

ClassesToUnregisterOnShutdown

type: TArray<FName>


description: This function tell the interchange manager if we can execute this pipeline in async mode. If it return false, the ScriptedExecuteImportPipeline will be call on the main thread (GameThread), if true it will be run in a background thread and possibly in parallel. If there is multiple import process in same time.

code: virtual bool CanExecuteOnAnyThread ( EInterchangePipelineTask PipelineTask )


description: This function is called after the translation is done. It should create any factory node representing unreal assets to be imported by the factories

code: virtual void ExecutePipeline ( [UInterchangeBaseNodeContainer](API\Runtime\InterchangeCore\Nodes\UInterchangeBaseNodeContainer) * BaseNodeContainer, const [TArray](API\Runtime\Core\Containers\TArray)< [UInterchangeSourceData](API\Runtime\InterchangeCore\UInterchangeSourceData) * > & SourceDatas )


description: This pipeline must never be save into any asset import data

code: virtual bool SupportReimport() const


className: UInterchangeGraphInspectorPipeline

description: UPROPERTY possible meta values:  ImportOnly - Boolean, the property is use only when we import not when we re-import. Cannot be mix with ReimportOnly!  ReimportOnly - Boolean, the property is use only when we re-import not when we import. Cannot be mix with ImportOnly!  MeshType - String, the property is for static or skeletal or both (static | skeletal) mesh type. If not specified it will apply to all mesh type.


description: This function show a dialog use to configure pipeline stacks and return a stack name that tell the caller the user choice.

code: virtual EInterchangePipelineConfigurationDialogResult ShowPipelineConfigurationDialog ( [TArray](API\Runtime\Core\Containers\TArray)< [FInterchangeStackInfo](API\Runtime\InterchangeEngine\FInterchangeStackInfo) > & PipelineStacks, [TArray](API\Runtime\Core\Containers\TArray)< [UInterchangePipelineBase](API\Runtime\InterchangeCore\UInterchangePipelineBase) * > & OutPipelines, [TWeakObjectPtr](API\Runtime\Core\UObject\TWeakObjectPtr)< [UInterchangeSourceData](API\Runtime\InterchangeCore\UInterchangeSourceData) > SourceData )


code: virtual EInterchangePipelineConfigurationDialogResult ShowReimportPipelineConfigurationDialog ( [TArray](API\Runtime\Core\Containers\TArray)< [FInterchangeStackInfo](API\Runtime\InterchangeEngine\FInterchangeStackInfo) > & PipelineStacks, [TArray](API\Runtime\Core\Containers\TArray)< [UInterchangePipelineBase](API\Runtime\InterchangeCore\UInterchangePipelineBase) * > & OutPipelines, [TWeakObjectPtr](API\Runtime\Core\UObject\TWeakObjectPtr)< [UInterchangeSourceData](API\Runtime\InterchangeCore\UInterchangeSourceData) > SourceData )


code: virtual EInterchangePipelineConfigurationDialogResult ShowScenePipelineConfigurationDialog ( [TArray](API\Runtime\Core\Containers\TArray)< [FInterchangeStackInfo](API\Runtime\InterchangeEngine\FInterchangeStackInfo) > & PipelineStacks, [TArray](API\Runtime\Core\Containers\TArray)< [UInterchangePipelineBase](API\Runtime\InterchangeCore\UInterchangePipelineBase) * > & OutPipelines, [TWeakObjectPtr](API\Runtime\Core\UObject\TWeakObjectPtr)< [UInterchangeSourceData](API\Runtime\InterchangeCore\UInterchangeSourceData) > SourceData )


code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(BlueprintType, EditInlineNew, Experimental) class UInterchangePipelineConfigurationGeneric : public [UInterchangePipelineConfigurationBase](API\Runtime\InterchangeEngine\UInterchangePipelineConfiguratio-)


module: InterchangeEditorUtilities


className: IInterchangeEditorUtilitiesModule

description: The public interface to this module

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


description: This function must set OutFilename with a valid file that can be import to create the specified TranslatorAssetType. We expect the user to see a file picker dialog when the editor is available.

code: virtual bool FilePickerForTranslatorAssetType ( const EInterchangeTranslatorAssetType TranslatorAssetType, [FInterchangeFilePickerParameters](API\Runtime\InterchangeEngine\FInterchangeFilePickerParameters) & Parameters, [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & OutFilenames )


description: This function must set OutFilename with a valid file that can be import to create the specified TranslatorType. We expect the user to see a file picker dialog when the editor is available.

code: virtual bool FilePickerForTranslatorType ( const EInterchangeTranslatorType TranslatorType, [FInterchangeFilePickerParameters](API\Runtime\InterchangeEngine\FInterchangeFilePickerParameters) & Parameters, [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & OutFilenames )


className: UInterchangeFilePickerGeneric

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(BlueprintType, Blueprintable) class UInterchangeFilePickerGeneric : public [UInterchangeFilePickerBase](API\Runtime\InterchangeEngine\UInterchangeFilePickerBase)


module: InterchangeExport

code: static [IInterchangeExportModule](API\Plugins\InterchangeExport\IInterchangeExportModule) & Get()


className: IInterchangeExportModule

description: The public interface to this module

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


description:
Export all nodes of type FTextureNode hold by the BaseNodeContainer
true if the writer can export the nodes, false otherwise.

code: virtual bool Export ( [UInterchangeBaseNodeContainer](API\Runtime\InterchangeCore\Nodes\UInterchangeBaseNodeContainer) * BaseNodeContainer ) const


className: UInterchangeTextureWriter

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(BlueprintType, Experimental) class UInterchangeTextureWriter : public [UInterchangeWriterBase](API\Runtime\InterchangeCore\UInterchangeWriterBase)


className: EInterchangeSkeletalMeshContentType

module: InterchangeFactoryNodes

code: enum EInterchangeSkeletalMeshContentType { All, Geometry, SkinningWeights, MAX, }


code: static const [FAttributeKey](API\Runtime\InterchangeCore\Types\FAttributeKey) & GetAnimatedAttributeCurveNamesKey()


code: static const [FAttributeKey](API\Runtime\InterchangeCore\Types\FAttributeKey) & GetAnimatedAttributeStepCurveNamesKey()


code: static const [FAttributeKey](API\Runtime\InterchangeCore\Types\FAttributeKey) & GetAnimatedMaterialCurveSuffixesKey()


code: static const [FAttributeKey](API\Runtime\InterchangeCore\Types\FAttributeKey) & GetAnimatedMorphTargetDependenciesKey()


code: static const [FAttributeKey](API\Runtime\InterchangeCore\Types\FAttributeKey) & GetMorphTargetNodePayloadKeyUidMapKey()


code: static const [FAttributeKey](API\Runtime\InterchangeCore\Types\FAttributeKey) & GetSceneNodeAnimationPayloadKeyUidMapKey()


code: static const [FAttributeKey](API\Runtime\InterchangeCore\Types\FAttributeKey) & GetSceneNodeAnimationPayloadKeyTypeMapKey()


code: static const [FAttributeKey](API\Runtime\InterchangeCore\Types\FAttributeKey) & GetMorphTargetNodePayloadKeyTypeMapKey()


className: FAnimSequenceNodeStaticData

code: struct FAnimSequenceNodeStaticData : public [UE::Interchange::FBaseNodeStaticData](API\Runtime\InterchangeCore\Nodes\FBaseNodeStaticData)


className: FMeshFactoryNodeStaticData

code: struct FMeshFactoryNodeStaticData : public [UE::Interchange::FBaseNodeStaticData](API\Runtime\InterchangeCore\Nodes\FBaseNodeStaticData)


code: static const [FAttributeKey](API\Runtime\InterchangeCore\Types\FAttributeKey) & GetLodDependenciesBaseKey()


code: static const [FAttributeKey](API\Runtime\InterchangeCore\Types\FAttributeKey) & GetSlotMaterialDependencyBaseKey()


code: static const [FAttributeKey](API\Runtime\InterchangeCore\Types\FAttributeKey) & GetMeshUidsBaseKey()


className: FSkeletalMeshNodeLodDataStaticData

code: struct FSkeletalMeshNodeLodDataStaticData : public [UE::Interchange::FBaseNodeStaticData](API\Runtime\InterchangeCore\Nodes\FBaseNodeStaticData)


code: static const [FAttributeKey](API\Runtime\InterchangeCore\Types\FAttributeKey) & GetCapsuleCollisionMeshUidsBaseKey()


code: static const [FAttributeKey](API\Runtime\InterchangeCore\Types\FAttributeKey) & GetBoxCollisionMeshUidsBaseKey()


code: static const [FAttributeKey](API\Runtime\InterchangeCore\Types\FAttributeKey) & GetConvexCollisionMeshUidsBaseKey()


className: FStaticMeshNodeLodDataStaticData

code: struct FStaticMeshNodeLodDataStaticData : public [UE::Interchange::FBaseNodeStaticData](API\Runtime\InterchangeCore\Nodes\FBaseNodeStaticData)


code: static const [FAttributeKey](API\Runtime\InterchangeCore\Types\FAttributeKey) & GetSphereCollisionMeshUidsBaseKey()


code: static const [FAttributeKey](API\Runtime\InterchangeCore\Types\FAttributeKey) & GetSocketUidsBaseKey()


className: FStaticMeshNodeStaticData

code: struct FStaticMeshNodeStaticData : public [UE::Interchange::FBaseNodeStaticData](API\Runtime\InterchangeCore\Nodes\FBaseNodeStaticData)


code: static const [FAttributeKey](API\Runtime\InterchangeCore\Types\FAttributeKey) & GetBaseSourceBlocksKey()


code: struct FTexture2DFactoryNodeStaticData : public [UE::Interchange::FBaseNodeStaticData](API\Runtime\InterchangeCore\Nodes\FBaseNodeStaticData)


code: static [IInterchangeFactoryNodesModule](API\Plugins\InterchangeFactoryNodes\IInterchangeFactoryNodesModule) & Get()


code: static bool IsAvailable()


className: IInterchangeFactoryNodesModule

description: The public interface to this module

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


description: Copies all the attributes from SourceNode to this node.

code: virtual void CopyWithObject ( const [UInterchangeFactoryBaseNode](API\Runtime\InterchangeCore\Nodes\UInterchangeFactoryBaseNode) * SourceNode, [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | ActorFactory") bool GetCustomActorClassName ( [FString](API\Runtime\Core\Containers\FString) & AttributeValue ) const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | ActorFactory") bool GetCustomMobility ( uint8 & AttributeValue ) const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | ActorFactory") bool GetCustomGlobalTransform ( FTransform & AttributeValue ) const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | ActorFactory") bool SetCustomActorClassName ( const [FString](API\Runtime\Core\Containers\FString) & AttributeValue )


description: Return theUClassof the object we represent so we can find factory/writer

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


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | ActorFactory") bool SetCustomGlobalTransform ( const FTransform & AttributeValue, bool bAddApplyDelegate )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | ActorFactory") bool SetCustomMobility ( const uint8 & AttributeValue, bool bAddApplyDelegate )


className: UInterchangeActorFactoryNode


description: Add one track dependency to this object.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | AnimationTrackSetFactory") bool AddCustomAnimationTrackUid ( const [FString](API\Runtime\Core\Containers\FString) & AnimationTrackUid )


description: This function allow to retrieve the number of track dependencies for this object.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | AnimationTrackSetFactory") int32 GetCustomAnimationTrackUidCount() const


description: This function allow to retrieve one track dependency for this object.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | AnimationTrackSetFactory") void GetCustomAnimationTrackUid ( const int32 Index, [FString](API\Runtime\Core\Containers\FString) & OutAnimationTrackUid ) const


description: This function allow to retrieve the track dependency for this object.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | AnimationTrackSetFactory") void GetCustomAnimationTrackUids ( [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & OutAnimationTrackUids ) const


description: Get the frame rate for the animations in the level sequence.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | AnimationTrackSetFactory") bool GetCustomFrameRate ( float & AttributeValue ) const


description: Get the class this node want to create

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | AnimationTrackSetFactory") virtual [UClass](API\Runtime\CoreUObject\UObject\UClass) * GetObjectClass() const


description: Return the node type name of the class, we use this when reporting errors

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


description: Remove one track dependency from this object.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | AnimationTrackSetFactory") bool RemoveCustomAnimationTrackUid ( const [FString](API\Runtime\Core\Containers\FString) & AnimationTrackUid )


description: Set the frame rate for the animations in the level sequence.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | AnimationTrackSetFactory") bool SetCustomFrameRate ( const float & AttributeValue )


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


description: Morph target curve API EndReturn how many animated attribute curve names this anim sequence drive (curve areFRichCurveof type float).

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | AnimSequence") int32 GetAnimatedAttributeCurveNamesCount() const


description: Get all animated attribute curve names.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | AnimSequence") void GetAnimatedAttributeCurveNames ( [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & OutAttributeCurveNames ) const


description: Get an animated attribute curve name point by the specified index.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | AnimSequence") void GetAnimatedAttributeCurveName ( const int32 Index, [FString](API\Runtime\Core\Containers\FString) & OutAttributeCurveName ) const


description: Material curve API EndReturn how many animated attribute step curve names this anim sequence drive.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | AnimSequence") int32 GetAnimatedAttributeStepCurveNamesCount() const


description: Get all animated attribute step curve names.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | AnimSequence") void GetAnimatedAttributeStepCurveNames ( [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & OutAttributeStepCurveNames ) const


description: Get an animated attribute step curve name point by the specified index.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | AnimSequence") void GetAnimatedAttributeStepCurveName ( const int32 Index, [FString](API\Runtime\Core\Containers\FString) & OutAttributeStepCurveName ) const


description: Return how many animated material curve suffixes this anim sequence drive (curve areFRichCurveof type float).

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | AnimSequence") int32 GetAnimatedMaterialCurveSuffixesCount() const


description: Get all animated material curve suffixes.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | AnimSequence") void GetAnimatedMaterialCurveSuffixes ( [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & OutMaterialCurveSuffixes ) const


description: Get an animated material curve suffixe point by the specified index.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | AnimSequence") void GetAnimatedMaterialCurveSuffixe ( const int32 Index, [FString](API\Runtime\Core\Containers\FString) & OutMaterialCurveSuffixe ) const


description: Note - If value is true, do not import if it doesn't have any value other than zero. This is to avoid dirtying the skeleton on import.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | AnimSequence") bool GetCustomAddCurveMetadataToSkeleton ( bool & AttributeValue ) const


description: Note - If true, all previous custom attribute curves will be deleted when doing a re-import.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | AnimSequence") bool GetCustomDeleteExistingCustomAttributeCurves ( bool & AttributeValue ) const


description: Note - If true, all previous moprh target curves will be deleted when doing a re-import.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | AnimSequence") bool GetCustomDeleteExistingMorphTargetCurves ( bool & AttributeValue ) const


description: Note - If value is true, do not import if it doesn't have any value other than zero. This is to avoid adding extra curves to evaluate.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | AnimSequence") bool GetCustomDoNotImportCurveWithZero ( bool & AttributeValue ) const


description: Note - If true, all previous non-curve custom attributes will be deleted when doing a re-import.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | AnimSequence") bool GetCustomDeleteExistingNonCurveCustomAttributes ( bool & AttributeValue ) const


description: Return false if the attribute is not set.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | AnimSequence") bool GetCustomImportAttributeCurves ( bool & AttributeValue ) const


description: Note - Return false if the attribute is not set. Return true if the attribute exist and can be query.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | AnimSequence") bool GetCustomImportBoneTracks ( bool & AttributeValue ) const


description: Get the import bone tracks sample rate. Return false if the attribute is not set.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | AnimSequence") bool GetCustomImportBoneTracksSampleRate ( double & AttributeValue ) const


description: Get the import bone tracks start time in second. Return false if the attribute is not set.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | AnimSequence") bool GetCustomImportBoneTracksRangeStart ( double & AttributeValue ) const


description: Get the import bone tracks end time in second. Return false if the attribute is not set.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | AnimSequence") bool GetCustomImportBoneTracksRangeStop ( double & AttributeValue ) const


description: Get the custom attribute RemoveCurveRedundantKeys, return false if the attribute is not set.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | AnimSequence") bool GetCustomRemoveCurveRedundantKeys ( bool & AttributeValue ) const


description: Note - If true, Set Material Curve Type for all custom attributes that exists.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | AnimSequence") bool GetCustomMaterialDriveParameterOnCustomAttribute ( bool & AttributeValue ) const


description: Get the skeleton factory node unique id. Return false if the attribute is not set.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | AnimSequence") bool GetCustomSkeletonFactoryNodeUid ( [FString](API\Runtime\Core\Containers\FString) & AttributeValue ) const


description: Query the optional existingUSkeletonthis anim must use. The anim sequence factory will use this skeleton instead of the imported one (from GetCustomSkeletonFactoryNodeUid) if this attribute is set and the skeleton pointer is valid. Pipeline set this attribute in case the user want to specify an existing skeleton. Return false if the attribute was not set.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | AnimSequence") bool GetCustomSkeletonSoftObjectPath ( [FSoftObjectPath](API\Runtime\CoreUObject\UObject\FSoftObjectPath) & AttributeValue ) const


description: UI that inspect node attribute call this to give a readable name to attribute key

code: virtual [FString](API\Runtime\Core\Containers\FString) GetKeyDisplayName ( const [UE::Interchange::FAttributeKey](API\Runtime\InterchangeCore\Types\FAttributeKey) & NodeAttributeKey ) const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | SkeletalAnimationTrack") void GetMorphTargetNodeAnimationPayloadKeys ( [TMap](API\Runtime\Core\Containers\TMap)< [FString](API\Runtime\Core\Containers\FString), [FInterchangeAnimationPayLoadKey](API\Plugins\InterchangeNodes\FInterchangeAnimationPayLoadKey) > & OutMorphTargetNodeAnimationPayloads ) const


description: Get the class this node want to create

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | AnimSequence") virtual [UClass](API\Runtime\CoreUObject\UObject\UClass) * GetObjectClass() const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | SkeletalAnimationTrack") void GetSceneNodeAnimationPayloadKeys ( [TMap](API\Runtime\Core\Containers\TMap)< [FString](API\Runtime\Core\Containers\FString), [FInterchangeAnimationPayLoadKey](API\Plugins\InterchangeNodes\FInterchangeAnimationPayLoadKey) > & OutSceneNodeAnimationPayloadKeys ) const


description: Return the node type name of the class, we use this when reporting error

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


description: Initialize node data

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | AnimSequence") void InitializeAnimSequenceNode ( const [FString](API\Runtime\Core\Containers\FString) & UniqueID, const [FString](API\Runtime\Core\Containers\FString) & DisplayLabel )


description: Remove one animated attribute curve name.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | AnimSequence") bool RemoveAnimatedAttributeCurveName ( const [FString](API\Runtime\Core\Containers\FString) & AttributeCurveName )


description: Remove one animated attribute step curve name.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | AnimSequence") bool RemoveAnimatedAttributeStepCurveName ( const [FString](API\Runtime\Core\Containers\FString) & AttributeStepCurveName )


description: Remove one animated material curve suffixe.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | AnimSequence") bool RemoveAnimatedMaterialCurveSuffixe ( const [FString](API\Runtime\Core\Containers\FString) & MaterialCurveSuffixe )


description: Override serialize to restore SlotMaterialDependencies on load.

code: virtual void Serialize ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar )


description: Add an animated attribute curve name.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | AnimSequence") bool SetAnimatedAttributeCurveName ( const [FString](API\Runtime\Core\Containers\FString) & AttributeCurveName )


description: Add an animated attribute step curve name.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | AnimSequence") bool SetAnimatedAttributeStepCurveName ( const [FString](API\Runtime\Core\Containers\FString) & AttributeStepCurveName )


description: Add an animated material curve suffixe.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | AnimSequence") bool SetAnimatedMaterialCurveSuffixe ( const [FString](API\Runtime\Core\Containers\FString) & MaterialCurveSuffixe )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | SkeletalAnimationTrack") void SetAnimationPayloadKeysForSceneNodeUids ( const [TMap](API\Runtime\Core\Containers\TMap)< [FString](API\Runtime\Core\Containers\FString), [FString](API\Runtime\Core\Containers\FString) > & SceneNodeAnimationPayloadKeyUids, const [TMap](API\Runtime\Core\Containers\TMap)< [FString](API\Runtime\Core\Containers\FString), uint8 > & SceneNodeAnimationPayloadKeyTypes )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | SkeletalAnimationTrack") void SetAnimationPayloadKeysForMorphTargetNodeUids ( const [TMap](API\Runtime\Core\Containers\TMap)< [FString](API\Runtime\Core\Containers\FString), [FString](API\Runtime\Core\Containers\FString) > & MorphTargetAnimationPayloadKeyUids, const [TMap](API\Runtime\Core\Containers\TMap)< [FString](API\Runtime\Core\Containers\FString), uint8 > & MorphTargetAnimationPayloadKeyTypes )


description: Note - If value is true, do not import if it doesn't have any value other than zero. This is to avoid dirtying the skeleton on import.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | AnimSequence") bool SetCustomAddCurveMetadataToSkeleton ( const bool & AttributeValue )


description: Note - If true, all previous moprh target curves will be deleted when doing a re-import.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | AnimSequence") bool SetCustomDeleteExistingMorphTargetCurves ( const bool & AttributeValue )


description: Note - If true, all previous custom attribute curves will be deleted when doing a re-import.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | AnimSequence") bool SetCustomDeleteExistingCustomAttributeCurves ( const bool & AttributeValue )


description: Note - If true, all previous non-curve custom attributes will be deleted when doing a re-import.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | AnimSequence") bool SetCustomDeleteExistingNonCurveCustomAttributes ( const bool & AttributeValue )


description: Note - If value is true, do not import if it doesn't have any value other than zero. This is to avoid adding extra curves to evaluate.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | AnimSequence") bool SetCustomDoNotImportCurveWithZero ( const bool & AttributeValue )


description: Set the import attribute curves state. Return false if the attribute cannot be set.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | AnimSequence") bool SetCustomImportAttributeCurves ( const bool & AttributeValue )


description: Set the import bone tracks state. Pass true to import bone tracks, false to not import bone tracks.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | AnimSequence") bool SetCustomImportBoneTracks ( const bool & AttributeValue )


description: Set the import bone tracks end time in second. Return false if the attribute cannot be set.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | AnimSequence") bool SetCustomImportBoneTracksRangeStop ( const double & AttributeValue )


description: Set the import bone tracks sample rate. Return false if the attribute cannot be set.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | AnimSequence") bool SetCustomImportBoneTracksSampleRate ( const double & AttributeValue )


description: Note - If true, Set Material Curve Type for all custom attributes that exists.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | AnimSequence") bool SetCustomMaterialDriveParameterOnCustomAttribute ( const bool & AttributeValue )


description: Set the import bone tracks start time in second. Return false if the attribute cannot be set.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | AnimSequence") bool SetCustomImportBoneTracksRangeStart ( const double & AttributeValue )


description: Set the custom attribute RemoveCurveRedundantKeys. Return false if the attribute cannot be set.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | AnimSequence") bool SetCustomRemoveCurveRedundantKeys ( const bool & AttributeValue )


description: Set the skeleton factory node unique id. Return false if the attribute cannot be set.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | AnimSequence") bool SetCustomSkeletonFactoryNodeUid ( const [FString](API\Runtime\Core\Containers\FString) & AttributeValue )


description: Set the optional existingUSkeletonthis anim must use. The AnimSequence factory will use this skeleton instead of the imported one (from GetCustomSkeletonFactoryNodeUid) if this attribute is set and the skeleton pointer is valid. Pipeline set this attribute in case the user want to specify an existing skeleton.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | AnimSequence") bool SetCustomSkeletonSoftObjectPath ( const [FSoftObjectPath](API\Runtime\CoreUObject\UObject\FSoftObjectPath) & AttributeValue )


code: UInterchangeAnimSequenceFactoryNode()


description: Copies all the attributes from SourceNode to this node.

code: virtual void CopyWithObject ( const [UInterchangeFactoryBaseNode](API\Runtime\InterchangeCore\Nodes\UInterchangeFactoryBaseNode) * SourceNode, [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object )


className: UInterchangeAnimSequenceFactoryNode


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | LightFactory") bool GetCustomLightColor ( [FColor](API\Runtime\Core\Math\FColor) & AttributeValue ) const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | LightFactory") bool GetCustomIntensity ( float & AttributeValue ) const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | LightFactory") bool GetCustomTemperature ( float & AttributeValue ) const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | LightFactory") bool SetCustomIntensity ( float AttributeValue, bool bAddApplyDelegate )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | LightFactory") bool GetCustomUseTemperature ( bool & AttributeValue ) const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | LightFactory") bool SetCustomLightColor ( const [FColor](API\Runtime\Core\Math\FColor) & AttributeValue, bool bAddApplyDelegate )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | LightFactory") bool SetCustomTemperature ( float AttributeValue, bool bAddApplyDelegate )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | LightFactory") bool SetCustomUseTemperature ( bool AttributeValue, bool bAddApplyDelegate )


className: UInterchangeBaseLightFactoryNode


code: static [FString](API\Runtime\Core\Containers\FString) GetMaterialFactoryNodeUidFromMaterialNodeUid ( const [FString](API\Runtime\Core\Containers\FString) & TranslatedNodeUid )


className: UInterchangeBaseMaterialFactoryNode


description: The pipelines that want to modify the common data shoiuld ensure they create the unique common pipeline node.

code: static [UInterchangeCommonPipelineDataFactoryNode](API\Plugins\InterchangeFactoryNodes\UInterchangeCommonPipelineDataFa-) * FindOrCreateUniqueInstance ( [UInterchangeBaseNodeContainer](API\Runtime\InterchangeCore\Nodes\UInterchangeBaseNodeContainer) * NodeContainer )


description: Return the Bake Meshes set by the pipelines.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | Common Pipeline Data") bool GetBakeMeshes ( bool & AttributeValue ) const


description: Return the global offset transform set by the pipelines.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | Common Pipeline Data") bool GetCustomGlobalOffsetTransform ( FTransform & AttributeValue ) const


description: If the unique instance doesn't exist it will return nullptr. This function should be use by the factories, to avoid creating a node.

code: static [UInterchangeCommonPipelineDataFactoryNode](API\Plugins\InterchangeFactoryNodes\UInterchangeCommonPipelineDataFa-) * GetUniqueInstance ( const [UInterchangeBaseNodeContainer](API\Runtime\InterchangeCore\Nodes\UInterchangeBaseNodeContainer) * NodeContainer )


description: Pipeline can set Bake Meshes, factories will use this to identify if Global transforms should be applied to Meshes/Skeletals.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | Common Pipeline Data") bool SetBakeMeshes ( const [UInterchangeBaseNodeContainer](API\Runtime\InterchangeCore\Nodes\UInterchangeBaseNodeContainer) * NodeContainer, const bool & AttributeValue )


description: Pipeline can set a global transform, factories will use this global offset when importing asset.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | Common Pipeline Data") bool SetCustomGlobalOffsetTransform ( const [UInterchangeBaseNodeContainer](API\Runtime\InterchangeCore\Nodes\UInterchangeBaseNodeContainer) * NodeContainer, const FTransform & AttributeValue )


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


className: UInterchangeDirectionalLightFactoryNode


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | LightFactory") bool GetCustomAttenuationRadius ( float & AttributeValue ) const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | LightFactory") bool GetCustomIESTexture ( [FString](API\Runtime\Core\Containers\FString) & AttributeValue ) const


code: virtual void CopyWithObject ( const [UInterchangeFactoryBaseNode](API\Runtime\InterchangeCore\Nodes\UInterchangeFactoryBaseNode) * SourceNode, [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | LightFactory") bool GetCustomIntensityUnits ( ELightUnits & AttributeValue ) const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | LightFactory") bool SetCustomAttenuationRadius ( float AttributeValue, bool bAddApplyDelegate )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | LightFactory") bool SetCustomIESTexture ( const [FString](API\Runtime\Core\Containers\FString) & AttributeValue )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | LightFactory") bool SetCustomIntensityUnits ( ELightUnits AttributeValue, bool bAddApplyDelegate )


className: UInterchangeLightFactoryNode


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | Material") bool GetCustomMaterialFunctionDependency ( [FString](API\Runtime\Core\Containers\FString) & AttributeValue ) const


description: Set the unique ID of the material function that the function call expression is referring to. Note that a call to AddFactoryDependencyUid is made to guarantee that the material function is created before the function call expression

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | Material") bool SetCustomMaterialFunctionDependency ( const [FString](API\Runtime\Core\Containers\FString) & AttributeValue )


description: Return the node type name of the class, we use this when reporting error

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


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | Material") bool GetCustomExpressionClassName ( [FString](API\Runtime\Core\Containers\FString) & AttributeValue ) const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | Material") bool SetCustomExpressionClassName ( const [FString](API\Runtime\Core\Containers\FString) & AttributeValue )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | MaterialFactory") bool ConnectOutputToBaseColor ( const [FString](API\Runtime\Core\Containers\FString) & ExpressionNodeUid, const [FString](API\Runtime\Core\Containers\FString) & OutputName )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | MaterialFactory") bool ConnectOutputToClearCoat ( const [FString](API\Runtime\Core\Containers\FString) & ExpressionNodeUid, const [FString](API\Runtime\Core\Containers\FString) & OutputName )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | MaterialFactory") bool ConnectOutputToClearCoatRoughness ( const [FString](API\Runtime\Core\Containers\FString) & ExpressionNodeUid, const [FString](API\Runtime\Core\Containers\FString) & OutputName )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | MaterialFactory") bool ConnectOutputToClearCoatNormal ( const [FString](API\Runtime\Core\Containers\FString) & ExpressionNodeUid, const [FString](API\Runtime\Core\Containers\FString) & OutputName )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | MaterialFactory") bool ConnectOutputToFuzzColor ( const [FString](API\Runtime\Core\Containers\FString) & ExpressionNodeUid, const [FString](API\Runtime\Core\Containers\FString) & OutputName )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | MaterialFactory") bool ConnectOutputToCloth ( const [FString](API\Runtime\Core\Containers\FString) & ExpressionNodeUid, const [FString](API\Runtime\Core\Containers\FString) & OutputName )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | MaterialFactory") bool ConnectOutputToEmissiveColor ( const [FString](API\Runtime\Core\Containers\FString) & ExpressionNodeUid, const [FString](API\Runtime\Core\Containers\FString) & OutputName )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | MaterialFactory") bool ConnectOutputToAnisotropy ( const [FString](API\Runtime\Core\Containers\FString) & ExpressionNodeUid, const [FString](API\Runtime\Core\Containers\FString) & OutputName )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | MaterialFactory") bool ConnectOutputToNormal ( const [FString](API\Runtime\Core\Containers\FString) & ExpressionNodeUid, const [FString](API\Runtime\Core\Containers\FString) & OutputName )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | MaterialFactory") bool ConnectOutputToOpacity ( const [FString](API\Runtime\Core\Containers\FString) & ExpressionNodeUid, const [FString](API\Runtime\Core\Containers\FString) & OutputName )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | MaterialFactory") bool ConnectOutputToOcclusion ( const [FString](API\Runtime\Core\Containers\FString) & ExpressionNodeUid, const [FString](API\Runtime\Core\Containers\FString) & OutputName )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | MaterialFactory") bool ConnectOutputToRoughness ( const [FString](API\Runtime\Core\Containers\FString) & ExpressionNodeUid, const [FString](API\Runtime\Core\Containers\FString) & OutputName )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | MaterialFactory") bool ConnectOutputToSpecular ( const [FString](API\Runtime\Core\Containers\FString) & ExpressionNodeUid, const [FString](API\Runtime\Core\Containers\FString) & OutputName )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | MaterialFactory") bool ConnectOutputToSubsurface ( const [FString](API\Runtime\Core\Containers\FString) & ExpressionNodeUid, const [FString](API\Runtime\Core\Containers\FString) & OutputName )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | MaterialFactory") bool ConnectOutputToRefraction ( const [FString](API\Runtime\Core\Containers\FString) & ExpressionNodeUid, const [FString](API\Runtime\Core\Containers\FString) & OutputName )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | MaterialFactory") bool ConnectOutputToTangent ( const [FString](API\Runtime\Core\Containers\FString) & ExpressionNodeUid, const [FString](API\Runtime\Core\Containers\FString) & OutputName )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | MaterialFactory") bool ConnectOutputToTransmissionColor ( const [FString](API\Runtime\Core\Containers\FString) & ExpressionNodeUid, const [FString](API\Runtime\Core\Containers\FString) & OutputName )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | MaterialFactory") bool ConnectToAnisotropy ( const [FString](API\Runtime\Core\Containers\FString) & ExpressionNodeUid )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | MaterialFactory") bool ConnectToBaseColor ( const [FString](API\Runtime\Core\Containers\FString) & AttributeValue )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | MaterialFactory") bool ConnectToClearCoat ( const [FString](API\Runtime\Core\Containers\FString) & AttributeValue )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | MaterialFactory") bool ConnectToClearCoatNormal ( const [FString](API\Runtime\Core\Containers\FString) & AttributeValue )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | MaterialFactory") bool ConnectOutputToMetallic ( const [FString](API\Runtime\Core\Containers\FString) & ExpressionNodeUid, const [FString](API\Runtime\Core\Containers\FString) & OutputName )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | MaterialFactory") bool ConnectToClearCoatRoughness ( const [FString](API\Runtime\Core\Containers\FString) & AttributeValue )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | MaterialFactory") bool ConnectToCloth ( const [FString](API\Runtime\Core\Containers\FString) & AttributeValue )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | MaterialFactory") bool ConnectToEmissiveColor ( const [FString](API\Runtime\Core\Containers\FString) & ExpressionNodeUid )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | MaterialFactory") bool ConnectToMetallic ( const [FString](API\Runtime\Core\Containers\FString) & AttributeValue )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | MaterialFactory") bool ConnectToFuzzColor ( const [FString](API\Runtime\Core\Containers\FString) & AttributeValue )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | MaterialFactory") bool ConnectToOcclusion ( const [FString](API\Runtime\Core\Containers\FString) & AttributeValue )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | MaterialFactory") bool ConnectToNormal ( const [FString](API\Runtime\Core\Containers\FString) & ExpressionNodeUid )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | MaterialFactory") bool ConnectToOpacity ( const [FString](API\Runtime\Core\Containers\FString) & AttributeValue )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | MaterialFactory") bool ConnectToRefraction ( const [FString](API\Runtime\Core\Containers\FString) & AttributeValue )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | MaterialFactory") bool ConnectToRoughness ( const [FString](API\Runtime\Core\Containers\FString) & ExpressionNodeUid )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | MaterialFactory") bool ConnectToSubsurface ( const [FString](API\Runtime\Core\Containers\FString) & ExpressionNodeUid )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | MaterialFactory") bool ConnectToSpecular ( const [FString](API\Runtime\Core\Containers\FString) & ExpressionNodeUid )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | MaterialFactory") bool ConnectToTangent ( const [FString](API\Runtime\Core\Containers\FString) & ExpressionNodeUid )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | MaterialFactory") bool ConnectToTransmissionColor ( const [FString](API\Runtime\Core\Containers\FString) & AttributeValue )


description: Material Inputs.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | MaterialFactory") bool GetBaseColorConnection ( [FString](API\Runtime\Core\Containers\FString) & ExpressionNodeUid, [FString](API\Runtime\Core\Containers\FString) & OutputName ) const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | MaterialFactory") bool GetAnisotropyConnection ( [FString](API\Runtime\Core\Containers\FString) & ExpressionNodeUid, [FString](API\Runtime\Core\Containers\FString) & OutputName ) const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | MaterialFactory") bool GetClearCoatConnection ( [FString](API\Runtime\Core\Containers\FString) & ExpressionNodeUid, [FString](API\Runtime\Core\Containers\FString) & OutputName ) const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | MaterialFactory") bool GetClearCoatNormalConnection ( [FString](API\Runtime\Core\Containers\FString) & ExpressionNodeUid, [FString](API\Runtime\Core\Containers\FString) & OutputName ) const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | MaterialFactory") bool GetClearCoatRoughnessConnection ( [FString](API\Runtime\Core\Containers\FString) & ExpressionNodeUid, [FString](API\Runtime\Core\Containers\FString) & OutputName ) const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | Material") bool GetCustomBlendMode ( [TEnumAsByte](API\Runtime\Core\Containers\TEnumAsByte)< EBlendMode > & AttributeValue ) const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | MaterialFactory") bool GetClothConnection ( [FString](API\Runtime\Core\Containers\FString) & ExpressionNodeUid, [FString](API\Runtime\Core\Containers\FString) & OutputName ) const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | Material") bool GetCustomOpacityMaskClipValue ( float & AttributeValue ) const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | Material") bool GetCustomRefractionMethod ( [TEnumAsByte](API\Runtime\Core\Containers\TEnumAsByte)< ERefractionMode > & AttributeValue ) const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | Material") bool GetCustomScreenSpaceReflections ( bool & AttributeValue ) const


description: Material parameters.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | Material") bool GetCustomShadingModel ( [TEnumAsByte](API\Runtime\Core\Containers\TEnumAsByte)< EMaterialShadingModel > & AttributeValue ) const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | Material") bool GetCustomTranslucencyLightingMode ( [TEnumAsByte](API\Runtime\Core\Containers\TEnumAsByte)< ETranslucencyLightingMode > & AttributeValue ) const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | Material") bool GetCustomTwoSided ( bool & AttributeValue ) const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | MaterialFactory") bool GetEmissiveColorConnection ( [FString](API\Runtime\Core\Containers\FString) & ExpressionNodeUid, [FString](API\Runtime\Core\Containers\FString) & OutputName ) const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | MaterialFactory") bool GetFuzzColorConnection ( [FString](API\Runtime\Core\Containers\FString) & ExpressionNodeUid, [FString](API\Runtime\Core\Containers\FString) & OutputName ) const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | MaterialFactory") bool GetMetallicConnection ( [FString](API\Runtime\Core\Containers\FString) & ExpressionNodeUid, [FString](API\Runtime\Core\Containers\FString) & OutputName ) const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | MaterialFactory") bool GetNormalConnection ( [FString](API\Runtime\Core\Containers\FString) & ExpressionNodeUid, [FString](API\Runtime\Core\Containers\FString) & OutputName ) const


description: Return theUClassof the object we represent so we can find factory/writer

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | MaterialFactory") virtual [UClass](API\Runtime\CoreUObject\UObject\UClass) * GetObjectClass() const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | MaterialFactory") bool GetOcclusionConnection ( [FString](API\Runtime\Core\Containers\FString) & ExpressionNodeUid, [FString](API\Runtime\Core\Containers\FString) & OutputName ) const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | MaterialFactory") bool GetOpacityConnection ( [FString](API\Runtime\Core\Containers\FString) & ExpressionNodeUid, [FString](API\Runtime\Core\Containers\FString) & OutputName ) const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | MaterialFactory") bool GetRoughnessConnection ( [FString](API\Runtime\Core\Containers\FString) & ExpressionNodeUid, [FString](API\Runtime\Core\Containers\FString) & OutputName ) const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | MaterialFactory") bool GetRefractionConnection ( [FString](API\Runtime\Core\Containers\FString) & ExpressionNodeUid, [FString](API\Runtime\Core\Containers\FString) & OutputName ) const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | MaterialFactory") bool GetSpecularConnection ( [FString](API\Runtime\Core\Containers\FString) & ExpressionNodeUid, [FString](API\Runtime\Core\Containers\FString) & OutputName ) const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | MaterialFactory") bool GetSubsurfaceConnection ( [FString](API\Runtime\Core\Containers\FString) & ExpressionNodeUid, [FString](API\Runtime\Core\Containers\FString) & OutputName ) const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | MaterialFactory") bool GetTangentConnection ( [FString](API\Runtime\Core\Containers\FString) & ExpressionNodeUid, [FString](API\Runtime\Core\Containers\FString) & OutputName ) const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | MaterialFactory") bool GetTransmissionColorConnection ( [FString](API\Runtime\Core\Containers\FString) & ExpressionNodeUid, [FString](API\Runtime\Core\Containers\FString) & OutputName ) const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | Material") bool SetCustomBlendMode ( const [TEnumAsByte](API\Runtime\Core\Containers\TEnumAsByte)< EBlendMode > & AttributeValue, bool bAddApplyDelegate )


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


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | Material") bool SetCustomOpacityMaskClipValue ( const float & AttributeValue, bool bAddApplyDelegate )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | Material") bool SetCustomRefractionMethod ( const [TEnumAsByte](API\Runtime\Core\Containers\TEnumAsByte)< ERefractionMode > & AttributeValue, bool bAddApplyDelegate )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | Material") bool SetCustomScreenSpaceReflections ( const bool & AttributeValue )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | Material") bool SetCustomShadingModel ( const [TEnumAsByte](API\Runtime\Core\Containers\TEnumAsByte)< EMaterialShadingModel > & AttributeValue, bool bAddApplyDelegate )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | Material") bool SetCustomTranslucencyLightingMode ( const [TEnumAsByte](API\Runtime\Core\Containers\TEnumAsByte)< ETranslucencyLightingMode > & AttributeValue, bool bAddApplyDelegate )


description: Sets if this shader graph should be rendered two sided or not. Defaults to off.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | Material") bool SetCustomTwoSided ( const bool & AttributeValue, bool bAddApplyDelegate )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | MaterialFactory") bool GetInputConnection ( const [FString](API\Runtime\Core\Containers\FString) & InputName, [FString](API\Runtime\Core\Containers\FString) & ExpressionNodeUid, [FString](API\Runtime\Core\Containers\FString) & OutputName ) const


className: UInterchangeMaterialFactoryNode


className: UInterchangeMaterialFunctionFactoryNode


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | MaterialFactory") virtual [UClass](API\Runtime\CoreUObject\UObject\UClass) * GetObjectClass() const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | MaterialInstanceFactory") bool GetCustomInstanceClassName ( [FString](API\Runtime\Core\Containers\FString) & AttributeValue ) const


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


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | MaterialInstanceFactory") bool GetCustomParent ( [FString](API\Runtime\Core\Containers\FString) & AttributeValue ) const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | MaterialInstanceFactory") bool SetCustomParent ( const [FString](API\Runtime\Core\Containers\FString) & AttributeValue )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | MaterialInstanceFactory") bool SetCustomInstanceClassName ( const [FString](API\Runtime\Core\Containers\FString) & AttributeValue )


className: UInterchangeMaterialInstanceFactoryNode


description: Get the Animation Asset To Play by this Scene Node.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | SkeletalMesh") bool GetCustomAnimationAssetUidToPlay ( [FString](API\Runtime\Core\Containers\FString) & AttributeValue ) const


description: Allow to retrieve the correspondence table between slot names and assigned materials for this object.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | StaticMesh") void GetSlotMaterialDependencies ( [TMap](API\Runtime\Core\Containers\TMap)< [FString](API\Runtime\Core\Containers\FString), [FString](API\Runtime\Core\Containers\FString) > & OutMaterialDependencies ) const


description: Allow to retrieve one Material dependency for a given slot of this object.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | StaticMesh") bool GetSlotMaterialDependencyUid ( const [FString](API\Runtime\Core\Containers\FString) & SlotName, [FString](API\Runtime\Core\Containers\FString) & OutMaterialDependency ) const


description: Remove the Material dependency associated with the given slot name from this object.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | StaticMesh") bool RemoveSlotMaterialDependencyUid ( const [FString](API\Runtime\Core\Containers\FString) & SlotName )


description: Set the Animation Asset To Play by this Scene Node. (only relevant for SkeletalMeshActors (SceneNodes that are instantiating Skeletal Meshes))

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | SkeletalMesh") bool SetCustomAnimationAssetUidToPlay ( const [FString](API\Runtime\Core\Containers\FString) & AttributeValue )


description: Override serialize to restore SlotMaterialDependencies on load.

code: virtual void Serialize ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | FactoryNode | Mesh") bool AddLodDataUniqueId ( const [FString](API\Runtime\Core\Containers\FString) & LodDataUniqueId )


description: Add one Material dependency to a specific slot name of this object.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | StaticMesh") bool SetSlotMaterialDependencyUid ( const [FString](API\Runtime\Core\Containers\FString) & SlotName, const [FString](API\Runtime\Core\Containers\FString) & MaterialDependencyUid )


className: UInterchangeMeshActorFactoryNode


code: UInterchangeMeshActorFactoryNode()


code: bool ApplyCustomComputeWeightedNormalsToAsset ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Asset ) const


code: bool ApplyCustomRecomputeTangentsToAsset ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Asset ) const


code: bool ApplyCustomRemoveDegeneratesToAsset ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Asset ) const


code: bool ApplyCustomUseFullPrecisionUVsToAsset ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Asset ) const


code: bool ApplyCustomUseBackwardsCompatibleF16TruncUVsToAsset ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Asset ) const


code: bool ApplyCustomUseHighPrecisionTangentBasisToAsset ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Asset ) const


code: bool ApplyCustomUseMikkTSpaceToAsset ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Asset ) const


code: bool ApplyCustomRecomputeNormalsToAsset ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Asset ) const


description: Copies all the attributes from SourceNode to this node.

code: virtual void CopyWithObject ( const [UInterchangeFactoryBaseNode](API\Runtime\InterchangeCore\Nodes\UInterchangeFactoryBaseNode) * SourceNode, [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object )


code: bool FillCustomComputeWeightedNormalsFromAsset ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Asset )


code: bool FillCustomRecomputeTangentsFromAsset ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Asset )


code: bool FillCustomRecomputeNormalsFromAsset ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Asset )


code: bool FillCustomUseBackwardsCompatibleF16TruncUVsFromAsset ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Asset )


code: bool FillCustomRemoveDegeneratesFromAsset ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Asset )


code: bool FillCustomUseFullPrecisionUVsFromAsset ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Asset )


code: bool FillCustomUseHighPrecisionTangentBasisFromAsset ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Asset )


description: Query whether normals recompute will use the surface area and the corner angle of the triangle as a ratio when computing the normals.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | FactoryNode | Mesh") bool GetCustomComputeWeightedNormals ( bool & AttributeValue ) const


code: bool FillCustomUseMikkTSpaceFromAsset ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Asset )


description: Query whether normals in the imported mesh are ignored and recomputed. When normals are recomputed the tangents are also recomputed.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | FactoryNode | Mesh") bool GetCustomLODGroup ( [FName](API\Runtime\Core\UObject\FName) & AttributeValue ) const


description: Query whether tangents in the imported mesh are ignored and recomputed.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | FactoryNode | Mesh") bool GetCustomRecomputeTangents ( bool & AttributeValue ) const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | FactoryNode | Mesh") bool GetCustomRecomputeNormals ( bool & AttributeValue ) const


description: Query whether UVs will be stored at full floating point precision.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | FactoryNode | Mesh") bool GetCustomUseBackwardsCompatibleF16TruncUVs ( bool & AttributeValue ) const


description: Query whether degenerate triangles will be removed.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | FactoryNode | Mesh") bool GetCustomRemoveDegenerates ( bool & AttributeValue ) const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | FactoryNode | Mesh") bool GetCustomUseFullPrecisionUVs ( bool & AttributeValue ) const


description: Query whether Tangents will be stored at 16 bit vs 8 bit precision.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | FactoryNode | Mesh") bool GetCustomUseHighPrecisionTangentBasis ( bool & AttributeValue ) const


description: Query whether tangents recompute will use mikkt space if tangents are recomputed.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | FactoryNode | Mesh") bool GetCustomUseMikkTSpace ( bool & AttributeValue ) const


description: Query whether the static mesh factory should replace the vertex color. Return false if the attribute was not set.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | FactoryNode | Mesh") bool GetCustomVertexColorReplace ( bool & AttributeValue ) const


description: Query whether the static mesh factory should ignore the vertex color. Return false if the attribute was not set.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | FactoryNode | Mesh") bool GetCustomVertexColorIgnore ( bool & AttributeValue ) const


description: Return The number of LOD this static mesh has.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | FactoryNode | Mesh") int32 GetLodDataCount() const


description: Query whether the static mesh factory should override the vertex color. Return false if the attribute was not set.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | FactoryNode | Mesh") bool GetCustomVertexColorOverride ( [FColor](API\Runtime\Core\Math\FColor) & AttributeValue ) const


description: UI that inspect node attribute call this to give a readable name to attribute key

code: virtual [FString](API\Runtime\Core\Containers\FString) GetKeyDisplayName ( const [UE::Interchange::FAttributeKey](API\Runtime\InterchangeCore\Types\FAttributeKey) & NodeAttributeKey ) const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | FactoryNode | Mesh") void GetLodDataUniqueIds ( [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & OutLodDataUniqueIds ) const


description: Allow to retrieve the correspondence table between slot names and assigned materials for this object.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | FactoryNode | Mesh") void GetSlotMaterialDependencies ( [TMap](API\Runtime\Core\Containers\TMap)< [FString](API\Runtime\Core\Containers\FString), [FString](API\Runtime\Core\Containers\FString) > & OutMaterialDependencies ) const


description: Allow to retrieve one Material dependency for a given slot of this object.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | FactoryNode | Mesh") bool GetSlotMaterialDependencyUid ( const [FString](API\Runtime\Core\Containers\FString) & SlotName, [FString](API\Runtime\Core\Containers\FString) & OutMaterialDependency ) const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | FactoryNode | Mesh") bool RemoveLodDataUniqueId ( const [FString](API\Runtime\Core\Containers\FString) & LodDataUniqueId )


description: Remove the Material dependency associated with the given slot name from this object.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | FactoryNode | Mesh") bool RemoveSlotMaterialDependencyUid ( const [FString](API\Runtime\Core\Containers\FString) & SlotName )


description: Set whether normals recompute will use the surface area and the corner angle of the triangle as a ratio when computing the normals.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | FactoryNode | Mesh") bool SetCustomComputeWeightedNormals ( const bool & AttributeValue, bool bAddApplyDelegate )


description: Override serialize to restore SlotMaterialDependencies on load.

code: virtual void Serialize ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar )


description: Set whether normals in the imported mesh are ignored and recomputed. When normals are recomputed the tangents are also recomputed.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | FactoryNode | Mesh") bool SetCustomLODGroup ( const [FName](API\Runtime\Core\UObject\FName) & AttributeValue, bool bAddApplyDelegate )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | FactoryNode | Mesh") bool SetCustomRecomputeNormals ( const bool & AttributeValue, bool bAddApplyDelegate )


description: Set whether degenerate triangles will be removed.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | FactoryNode | Mesh") bool SetCustomRemoveDegenerates ( const bool & AttributeValue, bool bAddApplyDelegate )


description: Set whether tangents in the imported mesh are ignored and recomputed.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | FactoryNode | Mesh") bool SetCustomRecomputeTangents ( const bool & AttributeValue, bool bAddApplyDelegate )


description: Set whether UVs will be stored at full floating point precision.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | FactoryNode | Mesh") bool SetCustomUseFullPrecisionUVs ( const bool & AttributeValue, bool bAddApplyDelegate )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | FactoryNode | Mesh") bool SetCustomUseBackwardsCompatibleF16TruncUVs ( const bool & AttributeValue, bool bAddApplyDelegate )


description: Set whether Tangents will be stored at 16 bit vs 8 bit precision.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | FactoryNode | Mesh") bool SetCustomUseHighPrecisionTangentBasis ( const bool & AttributeValue, bool bAddApplyDelegate )


description: Set whether tangents recompute will use mikkt space if tangents are recomputed.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | FactoryNode | Mesh") bool SetCustomUseMikkTSpace ( const bool & AttributeValue, bool bAddApplyDelegate )


description: Set whether the static mesh factory should replace the vertex color. Return false if the attribute cannot be set.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | FactoryNode | Mesh") bool SetCustomVertexColorReplace ( const bool & AttributeValue )


description: Set whether the static mesh factory should override the vertex color. Return false if the attribute cannot be set.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | FactoryNode | Mesh") bool SetCustomVertexColorOverride ( const [FColor](API\Runtime\Core\Math\FColor) & AttributeValue )


description: Set whether the static mesh factory should ignore the vertex color. Return false if the attribute cannot be set.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | FactoryNode | Mesh") bool SetCustomVertexColorIgnore ( const bool & AttributeValue )


description: Add one Material dependency to a specific slot name of this object.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | FactoryNode | Mesh") bool SetSlotMaterialDependencyUid ( const [FString](API\Runtime\Core\Containers\FString) & SlotName, const [FString](API\Runtime\Core\Containers\FString) & MaterialDependencyUid )


className: UInterchangeMeshFactoryNode

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(BlueprintType, Experimental, Abstract) class UInterchangeMeshFactoryNode : public [UInterchangeFactoryBaseNode](API\Runtime\InterchangeCore\Nodes\UInterchangeFactoryBaseNode)


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | CameraFactory") bool GetCustomFocalLength ( float & AttributeValue ) const


description: Copies all the attributes from SourceNode to this node.

code: virtual void CopyWithObject ( const [UInterchangeFactoryBaseNode](API\Runtime\InterchangeCore\Nodes\UInterchangeFactoryBaseNode) * SourceNode, [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object )


code: UInterchangeMeshFactoryNode()


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | CameraFactory") bool GetCustomSensorHeight ( float & AttributeValue ) const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | CameraFactory") bool GetCustomSensorWidth ( float & AttributeValue ) const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | CameraFactory") bool GetCustomFocusMethod ( ECameraFocusMethod & AttributeValue ) const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | CameraFactory") bool SetCustomFocalLength ( const float & AttributeValue, bool bAddApplyDelegate )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | CameraFactory") bool SetCustomSensorHeight ( const float & AttributeValue, bool bAddApplyDelegate )