description: Generic Save/Load methods to write/read compiled data

code: void SaveCompiledData ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar, bool bSkipEditorOnlyData )


description: Objects created from within PreSave will NOT have PreSave called on them!!!

module: CustomizableObject

code: virtual void PreSave ( [FObjectPreSaveContext](API\Runtime\CoreUObject\UObject\FObjectPreSaveContext) SaveContext )


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


description: Handles reading, writing, and reference collecting usingFArchive. This implementation handles allFPropertyserialization, but can be overridden for native variables.

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


code: void SerializeClothingDerivedData ( [FMemoryWriter64](API\Runtime\Core\Serialization\FMemoryWriter64) & Ar )


code: void SetBoneNamesArray ( const [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & BoneNames )


code: void SetModel ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [mu::Model](API\Plugins\MutableRuntime\MuR\Model), ESPMode::ThreadSafe > Model )


description: Remove skeletons that have been destroyed by the garbage collector from the cache.

code: void UnCacheInvalidSkeletons()


description: Call after having used Mutable's Projector testing with mask out features. It should be unloaded because it can spend quite a lot of memory.


description: Rebuild HashToStreamableBlocks and ParameterProperties from the current compiled model.

code: void UpdateCompiledDataFromModel()


description: Create new GUID for this CO.

code: void UpdateVersionId()


className: UCustomizableObject

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

AlwaysLoadedExtensionData

type: TArray<FCustom...

description: mu::ExtensionData::Indexis an index into this array whenmu::ExtensionData::Originis ConstantAlwaysLoaded

AnimBPAssetsMap

type: TMap<FString, ...

description: Stores theUAnimBlueprintassets gathered from the SkeletalMesh nodes during compilation, to be used in mesh generation in-game

AnimBpOverridePhysiscAssetsInfo

type: TArray<FAnimBp...

type: bool

description: TODO: Enable 16 bit weights.

bEnableUseRefSkeletalMeshAsPlaceholder

description: Use the SkeletalMesh of reference as a placeholder until the custom mesh is ready to use.

bIsChildObject

description: True if this object references a parent object.

CachedPlatformsData

description: Map of PlatformName to CachedPlatformData. Only valid while cooking.

CompilationState

type: ECustomizableOb...

CompileOptions

type: FCompilationOpt...

description: Compilation options to use in editor and for packaging for this object.

ContributingMorphTargetsInfo

type: TArray< FMorphT...

CustomizableObjectClassTags

type: TArray<FString...

description: Customizable Object Population data start ------------------------------------------------.

CustomizableObjectGuidsInCompilation

type: TSet<FGuid>

description: Set of all the guids of all the CustomizableObjects in the compilation.

CustomizableObjectParametersTags

description: Map of parameters available for the Customizable Object and their tags

CustomizableObjectPathMap

description: Map to identify what CustomizableObject owns a parameter.

HashToStreamableBlock

type: TMap< uint64,F...

description: Map of Hash to Streaming blocks, used to stream a block of data representing a resource from the BulkData

Identifier

type: FGuid

description: Unique Identifier - used to locate Model and Streamable data on disk. Should not be modified.

ImageProperties

type: TArray<FMutabl...

InstancePropertiesProfiles

type: TArray<FProfil...

LODSettings

type: FMutableLODSett...

LowPriorityTextures

type: TArray<FName>

description: Textures marked as low priority will generate defaulted resident mips (if texture streaming is enabled).

MaskOutCache

type: TSoftObjectPtr<...

description: Stores the textures that will be used to mask-out areas in projectors.

MeshCompileType

type: EMutableCompile...

description: Options when compiling this customizable object (see EMutableCompileMeshType declaration for info)

MorphTargetReconstructionData

type: TArray<FMorphT...

NumMeshComponentsInRoot

description: Amount of components in this CO. Set at the end of the model compilation process.

ParameterUIDataMap

description: Stores all the parameter UI metadata information for all the dependencies of this Customizable Object

PhysicsAssetsMap

description: Stores the physics assets gathered from the SkeletalMesh nodes during compilation, to be used in mesh generation in-game

PopulationClassTags

description: Array to strore all the Population Class tags

PostCompileDelegate

type: FPostCompileDel...

ReferencedMaterials

type: TArray<TSoftOb...

description: List of Materials referenced by this or any child customizable object.

ReferencedMaterialSlotNames

description: List of Material slot names for the materials referenced by this or any child customizable object.

ReferencedSkeletons

description: List of skeletons referenced by any of the parts of this customizable object.

ReferenceSkeletalMeshes

type: TArray<TObject...

description: All the SkeletalMeshes generated for this CustomizableObject instances will use the Reference Skeletal Mesh properties for everything that Mutable doesn't create or modify.

Relevancy

description: Hide this property because it is not used yet.

SocketArray

description: Stores the sockets provided by the part skeletal meshes, to be merged in the generated meshes

Source

type: TObjectPtr<UEd...

description: Editor graph.

StateUIDataMap

description: Stores all the state UI metadata information for all the dependencies of this Customizable Object

StreamedExtensionData

description: mu::ExtensionData::Indexis an index into this array whenmu::ExtensionData::Originis ConstantStreamed

VersionId

description: Used to verify the derived data matches this version of the Customizable Object.

WorkingSet

description: Array of elements to use with compile option CompileType = WorkingSet.


description: These should typically match the name of the package, but with a different extension.

code: virtual void CookAdditionalFilesOverride ( const TCHAR * PackageFilename, const [ITargetPlatform](API\Developer\TargetPlatform\Interfaces\ITargetPlatform) * TargetPlatform, [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< void(const TCHAR *Filename, void *[Data](API\Plugins\PCG\EPCGComponentDirtyFlag), int64Size)> WriteAdditionalFile )


description: Creates and returns an array with IAsyncReadFileHandles for each BulkData file. Used by Mutable to stream in resources when generating instances. Must be deleted by the caller.

code: [TArray](API\Runtime\Core\Containers\TArray)< [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IAsyncReadFileHandle](API\Runtime\Core\Async\IAsyncReadFileHandle) > > GetAsyncReadFileHandles() const


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

code: virtual void PostLoad()


description: Compute the number of files and sizes the BulkData will be split into and fix up HashToStreamableBlock's FileIndices and Offsets.

code: void PrepareBulkData ( [UCustomizableObject](API\Plugins\CustomizableObject\MuCO\UCustomizableObject) * InCustomizableObject, const [ITargetPlatform](API\Developer\TargetPlatform\Interfaces\ITargetPlatform) * TargetPlatform )


className: UCustomizableObjectBulk

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


description: Returns the pins that this extension adds to Object nodes

code: virtual [TArray](API\Runtime\Core\Containers\TArray)< [FObjectNodeInputPin](API\Plugins\CustomizableObject\MuCO\FObjectNodeInputPin) > GetAdditionalObjectNodePins() const


description: Returns any new pin types that are defined by this extension

code: virtual [TArray](API\Runtime\Core\Containers\TArray)< [FCustomizableObjectPinType](API\Plugins\CustomizableObject\MuCO\FCustomizableObjectPinType) > GetPinTypes() const


description: Called when a Skeletal Mesh asset is created

code: virtual void OnSkeletalMeshCreated ( const [TArray](API\Runtime\Core\Containers\TArray)< [FInputPinDataContainer](API\Plugins\CustomizableObject\MuCO\FInputPinDataContainer) > & InputPinData, int32 ComponentIndex, [USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) * SkeletalMesh ) const


className: UCustomizableObjectExtension

description: To create a new extension, make a subclass of this class and register it by callingICustomizableObjectModule::Get().RegisterExtension().

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


description: A simple container that's used to store theFCustomizableObjectStreamedExtensionDatain a package

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

Data

type: FCustomizableOb...


code: void AdditionalAssetsAsyncLoaded ( FGraphEventRef CompletionEvent )


description: Adds/removes a texture channel coverage query to the instance update process. Every material updated by mutable with a channel named TextureName will be checked It only works properly when the Instance is in a state with texture compression disabled.

code: void AddQueryTextureCoverage ( const [FString](API\Runtime\Core\Containers\FString) & TextureName, const [FString](API\Runtime\Core\Containers\FString) * MaskOutChannelName )


description: Increases the range of values of the float with ParamName, returns the index of the new float value, -1 otherwise. The added value is initialized with 0.5f and is the last one of the range.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=CustomizableObjectInstance) int32 AddValueToFloatRange ( const [FString](API\Runtime\Core\Containers\FString) & ParamName )


description: Increases the range of values of the integer with ParamName, returns the index of the new integer value, -1 otherwise. The added value is initialized with the first integer option and is the last one of the range.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=CustomizableObjectInstance) int32 AddValueToIntRange ( const [FString](API\Runtime\Core\Containers\FString) & ParamName )


description: Increases the range of values of the projector with ParamName, returns the index of the new projector value, -1 otherwise. The added value is initialized with the default projector as set up in the editor and is the last one of the range.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=CustomizableObjectInstance) int32 AddValueToProjectorRange ( const [FString](API\Runtime\Core\Containers\FString) & ParamName )


code: void AnimInstanceFixup ( [UAnimInstance](API\Runtime\Engine\Animation\UAnimInstance) * AnimInstance ) const


code: bool AnimInstanceNeedsFixup ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UAnimInstance](API\Runtime\Engine\Animation\UAnimInstance) > AnimInstance ) const


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

code: virtual void BeginDestroy()


description:
Called by the editor to query whether a property of this object is allowed to be modified. The property editor uses this to disable controls for properties that should not be changed. When overriding this function you should always call the parent implementation first.
true if the property can be modified in the editor, otherwise false

code: virtual bool CanEditChange ( const [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * InProperty ) const


description: Return true if the instance is not locked and if it's compiled

code: bool CanUpdateInstance() const


description: Clones the instance creating a new identical transient instance.


description: Clones the instance creating a new identical static instance.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=CustomizableObjectInstance) [UCustomizableObjectInstance](API\Plugins\CustomizableObject\MuCO\UCustomizableObjectInstance) * CloneStatic ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Outer )


description: Save the Min and Max LOD that will be used for the update.

code: void CommitMinMaxLOD()


description: Copy parameters from input instance.

code: void CopyParametersFromInstance ( [UCustomizableObjectInstance](API\Plugins\CustomizableObject\MuCO\UCustomizableObjectInstance) * Instance )


description:
Given Multilayer Projector name, create a new Multilayer Projector Helper (if non-existent). SeeFMultilayerProjector.
ture if successfully created (or was already created).

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=CustomizableObjectInstance) bool CreateMultiLayerProjector ( const [FName](API\Runtime\Core\UObject\FName) & ProjectorParamName )


description: Immediately destroy the Mutable Core Live Update Instance attached to this (if exists).

code: void DestroyLiveUpdateInstance()


description: Update Skeletal Mesh asynchronously. Immersive function. Once the update reaches this function, the update has been considered started and must complete all the update flow. Starting at this function, all Update code paths must end up in FinishUpdateGlobal!

code: void DoUpdateSkeletalMesh ( bool bIsCloseDistTick, bool bOnlyUpdateIfNotGenerated, bool bIgnoreCloseDist, bool bForceHighPriority, const [EUpdateRequired](API\Plugins\CustomizableObject\MuCO\EUpdateRequired) * OptionalUpdateRequired, [FInstanceUpdateDelegate](API\Plugins\CustomizableObject\MuCO\FInstanceUpdateDelegate) * UpdateCallback )


description: Finds in BoolParameters a parameter with name ParamName, returns the index if found, -1 otherwise.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=CustomizableObjectInstance) int32 FindBoolParameterNameIndex ( const [FString](API\Runtime\Core\Containers\FString) & ParamName ) const


description: Finds in FloatParameters a parameter with name ParamName, returns the index if found, -1 otherwise.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=CustomizableObjectInstance) int32 FindFloatParameterNameIndex ( const [FString](API\Runtime\Core\Containers\FString) & ParamName ) const


description: Finds in IntParameters a parameter with name ParamName, returns the index if found, -1 otherwise.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=CustomizableObjectInstance) int32 FindIntParameterNameIndex ( const [FString](API\Runtime\Core\Containers\FString) & ParamName ) const


description: Finds in ProjectorParameters a parameter with name ParamName, returns the index if found, -1 otherwise.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=CustomizableObjectInstance) int32 FindProjectorParameterNameIndex ( const [FString](API\Runtime\Core\Containers\FString) & ParamName ) const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=CustomizableObjectInstance) void ForEachAnimInstance ( int32 ComponentIndex, [FEachComponentAnimInstanceClassDelegate](API\Plugins\CustomizableObject\MuCO\FEachComponentAnimInstanceClassD-) Delegate ) const


description: Finds in VectorParameters a parameter with name ParamName, returns the index if found, -1 otherwise.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=CustomizableObjectInstance) int32 FindVectorParameterNameIndex ( const [FString](API\Runtime\Core\Containers\FString) & ParamName ) const


description: Common end point of all updates. Even those which failed.

code: void FinishUpdate ( [EUpdateResult](API\Plugins\CustomizableObject\MuCO\EUpdateResult) UpdateResult, const [FDescriptorRuntimeHash](API\Plugins\CustomizableObject\MuCO\FDescriptorRuntimeHash) & UpdatedHash )


code: void ForEachAnimInstance ( int32 ComponentIndex, [FEachComponentAnimInstanceClassNativeDelegate](API\Plugins\CustomizableObject\MuCO\FEachComponentAnimInstanceClassN-) Delegate ) const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=CustomizableObjectInstance) const [FGameplayTagContainer](API\Runtime\GameplayTags\FGameplayTagContainer) & GetAnimationGameplayTags() const


description: Returns the animation BP for the parameter component and slot, gathered from all the meshes that compose this instance.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=CustomizableObjectInstance) [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UAnimInstance](API\Runtime\Engine\Animation\UAnimInstance) > GetAnimBP ( int32 ComponentIndex, const [FName](API\Runtime\Core\UObject\FName) & Slot ) const


description: Sets the bool value "BoolValue" of a bool parameter with name "BoolParamName".

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=CustomizableObjectInstance) bool GetBoolParameterSelectedOption ( const [FString](API\Runtime\Core\Containers\FString) & BoolParamName ) const


code: const [TArray](API\Runtime\Core\Containers\TArray)< [FCustomizableObjectBoolParameterValue](API\Plugins\CustomizableObject\MuCO\FCustomizableObjectBoolParameter-) > & GetBoolParameters() const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=CustomizableObjectInstance, Meta=(DeprecatedFunction, DeprecationMessage="Parameter decorations have been removed. This method will be removed in future versions.")) bool GetBuildParameterDecorations() const


description: Gets the value of a color parameter with name "ColorParamName".

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=CustomizableObjectInstance) [FLinearColor](API\Runtime\Core\Math\FLinearColor) GetColorParameterSelectedOption ( const [FString](API\Runtime\Core\Containers\FString) & ColorParamName ) const


description: Return the Max LOD this Instance is using (from the beginning of an update. If an update fails this value will be incorrect).

code: int32 GetCurrentMaxLOD() const


description: Return the Min LOD this Instance is using (from the beginning of an update. If an update fails this value will be incorrect).

code: int32 GetCurrentMinLOD() const


description: Get the current CustomizableObject.


description: Return a one line description of an object for viewing in the thumbnail view of the generic browser


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=CustomizableObjectInstance) bool GetBuildParameterRelevancy() const


code: const [FCustomizableObjectInstanceDescriptor](API\Plugins\CustomizableObject\MuCO\FCustomizableObjectInstanceDescr-) & GetDescriptor() const


description: Return the UCustomizableObjectInstance::Descriptor hash on the last update request.


description: Gets the value of a float parameter with name "FloatParamName".

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=CustomizableObjectInstance) float GetFloatParameterSelectedOption ( const [FString](API\Runtime\Core\Containers\FString) & FloatParamName, int32 RangeIndex ) const


code: const [TArray](API\Runtime\Core\Containers\TArray)< [FCustomizableObjectFloatParameterValue](API\Plugins\CustomizableObject\MuCO\FCustomizableObjectFloatParamete-) > & GetFloatParameters() const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=CustomizableObjectInstance) int32 GetFloatValueRange ( const [FString](API\Runtime\Core\Containers\FString) & ParamName ) const


description: DEPRECATED: Use the method in the CustomizableObject instead which takes an index among all parameters Returns how many possible options an int parameter has int32 GetIntParameterNumOptions(int32 IntParamIndex); DEPRECATED: Use the method in the CustomizableObject instead which takes an index among all parameters Gets the Name of the option at position K in the list of available options for the int parameter. Useful to enumerate the int parameter's possible options (Ex: "Hat1", "Hat2", "Cap", "Nothing") constFString& GetIntParameterAvailableOption(int32 IntParamIndex, int32 K);

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=CustomizableObjectInstance) const [FString](API\Runtime\Core\Containers\FString) & GetIntParameterSelectedOption ( const [FString](API\Runtime\Core\Containers\FString) & ParamName, int32 RangeIndex ) const


code: const [TArray](API\Runtime\Core\Containers\TArray)< [FCustomizableObjectIntParameterValue](API\Plugins\CustomizableObject\MuCO\FCustomizableObjectIntParameterV-) > & GetIntParameters() const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=CustomizableObjectInstance) int32 GetIntValueRange ( const [FString](API\Runtime\Core\Containers\FString) & ParamName ) const


code: int32 GetMaxLODToLoad() const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=CustomizableObjectInstance) int32 GetMinLODToLoad() const


code: float GetMinSquareDistToPlayer() const


code: int32 GetNumComponents() const


code: int32 GetNumLODsAvailable() const


description: Returns de description texture (ex: color bar) for this parameter and DescIndex This will only be valid if bBuildParameterDecorations was set to true before the last update.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=CustomizableObjectInstance, Meta=(DeprecatedFunction, DeprecationMessage="Parameter decorations have been removed. This method will be removed in future versions.")) [UTexture2D](API\Runtime\Engine\Engine\UTexture2D) * GetParameterDescription ( const [FString](API\Runtime\Core\Containers\FString) & ParamName, int32 DescIndex )


code: UCustomizableInstancePrivateData * GetPrivate() const


description: SeeFCustomizableObjectInstanceDescriptor::GetProjector.

code: [FCustomizableObjectProjector](API\Plugins\CustomizableObject\MuCO\FCustomizableObjectProjector) GetProjector ( const [FString](API\Runtime\Core\Containers\FString) & ParamName, int32 RangeIndex ) const


description: Get the current cylindrical projector angle for the parameter with the given name.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=CustomizableObjectInstance) float GetProjectorAngle ( const [FString](API\Runtime\Core\Containers\FString) & ParamName, int32 RangeIndex ) const


description: Get the current projector direction vector for the parameter with the given name.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=CustomizableObjectInstance) FVector GetProjectorDirection ( const [FString](API\Runtime\Core\Containers\FString) & ParamName, int32 RangeIndex ) const


code: const [TArray](API\Runtime\Core\Containers\TArray)< [FCustomizableObjectProjectorParameterValue](API\Plugins\CustomizableObject\MuCO\FCustomizableObjectProjectorPara-) > & GetProjectorParameters() const


description: Get the current projector type for the parameter with the given name.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=CustomizableObjectInstance) [ECustomizableObjectProjectorType](API\Plugins\CustomizableObject\MuCO\ECustomizableObjectProjectorType) GetProjectorParameterType ( const [FString](API\Runtime\Core\Containers\FString) & ParamName, int32 RangeIndex ) const


description: Get the current projector position for the parameter with the given name.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=CustomizableObjectInstance) FVector GetProjectorPosition ( const [FString](API\Runtime\Core\Containers\FString) & ParamName, int32 RangeIndex ) const


description: Get the current projector scale for the parameter with the given name.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=CustomizableObjectInstance) FVector GetProjectorScale ( const [FString](API\Runtime\Core\Containers\FString) & ParamName, int32 RangeIndex ) const


code: [EProjectorState::Type](API\Plugins\CustomizableObject\MuCO\Type_1) GetProjectorState ( const [FString](API\Runtime\Core\Containers\FString) & ParamName, int32 RangeIndex ) const


description: Get the current projector up vector for the parameter with the given name.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=CustomizableObjectInstance) FVector GetProjectorUp ( const [FString](API\Runtime\Core\Containers\FString) & ParamName, int32 RangeIndex ) const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=CustomizableObjectInstance) int32 GetProjectorValueRange ( const [FString](API\Runtime\Core\Containers\FString) & ParamName ) const


code: void GetProjectorValueF ( const [FString](API\Runtime\Core\Containers\FString) & ProjectorParamName, FVector3f & Pos, FVector3f & Direction, FVector3f & Up, FVector3f & Scale, float & Angle, [ECustomizableObjectProjectorType](API\Plugins\CustomizableObject\MuCO\ECustomizableObjectProjectorType) & Type, int32 RangeIndex ) const


description: Returns the result of a texture coverage query previously registered with AddQueryTextureCoverage. The query is run during an update of the instance. It only works properly when the Instance is in a state with texture compression disabled.

code: float GetQueryResultTextureCoverage ( const [FString](API\Runtime\Core\Containers\FString) & TextureName )


description: Get the projector values of a projector parameter with index "ProjectorParamIndex".

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=CustomizableObjectInstance) void GetProjectorValue ( const [FString](API\Runtime\Core\Containers\FString) & ProjectorParamName, FVector & OutPos, FVector & OutDirection, FVector & OutUp, FVector & OutScale, float & OutAngle, [ECustomizableObjectProjectorType](API\Plugins\CustomizableObject\MuCO\ECustomizableObjectProjectorType) & OutType, int32 RangeIndex ) const


code: float GetQueryResultTextureCoverageMasked ( const [FString](API\Runtime\Core\Containers\FString) & TextureName )


code: const [TArray](API\Runtime\Core\Containers\TArray)< uint16 > & GetRequestedLODsPerComponent() const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=CustomizableObjectInstance) [USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) * GetSkeletalMesh ( int32 ComponentIndex ) const


code: int32 GetState() const


code: const [TArray](API\Runtime\Core\Containers\TArray)< [FCustomizableObjectTextureParameterValue](API\Plugins\CustomizableObject\MuCO\FCustomizableObjectTextureParame-) > & GetTextureParameters() const


description: Gets the value of a texture parameter with name "TextureParamName".

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=CustomizableObjectInstance) [FName](API\Runtime\Core\UObject\FName) GetTextureParameterSelectedOption ( const [FString](API\Runtime\Core\Containers\FString) & TextureParamName, int32 RangeIndex ) const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=CustomizableObjectInstance) int32 GetTextureValueRange ( const [FString](API\Runtime\Core\Containers\FString) & ParamName ) const


description: Return the UCustomizableObjectInstance::Descriptor hash on the last successful update.


description: Returns the priority an update issued by DoUpdateSkeletalMesh would get in the current instance configuration and state

code: [EQueuePriorityType](API\Plugins\CustomizableObject\MuCO\EQueuePriorityType) GetUpdatePriority ( bool bIsCloseDistTick, bool bOnlyUpdateIfNotGenerated, bool bIgnoreCloseDist, bool bForceHighPriority ) const


code: const [TArray](API\Runtime\Core\Containers\TArray)< [FCustomizableObjectVectorParameterValue](API\Plugins\CustomizableObject\MuCO\FCustomizableObjectVectorParamet-) > & GetVectorParameters() const


description: SeeFCustomizableObjectInstanceDescriptor::HasAnyParameters.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=CustomizableObjectInstance) bool HasAnyParameters() const


description:
Called during saving to determine if the object is forced to be editor only or not
true if this object should never be loaded outside the editor

code: virtual bool IsEditorOnly() const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=CustomizableObjectInstance) bool HasAnySkeletalMesh() const


code: bool IsParameterRelevant ( int32 ParameterIndex ) const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=CustomizableObjectInstance) bool IsParameterRelevant ( const [FString](API\Runtime\Core\Containers\FString) & ParamName ) const


description:
Called to check if the object is ready for FinishDestroy. This is called after BeginDestroy to check the completion of the potentially asynchronous object cleanup.
True if the object's asynchronous cleanup has completed and it is ready for FinishDestroy to be called.

code: virtual bool IsReadyForFinishDestroy()


description: SeeFCustomizableObjectInstanceDescriptor::LoadDescriptor.

code: void LoadDescriptor ( [FArchive](API\Runtime\Core\Serialization\FArchive) & CustomizableObjectDescriptor )


description: Utilities to manage saving and loading parameters from profiles.

code: bool LoadParametersFromProfile ( int32 ProfileIndex )


code: bool MigrateProfileParametersToCurrentInstance ( int32 ProfileIndex )


description: SeeFMultilayerProjector::NumLayers.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=CustomizableObjectInstance) int32 MultilayerProjectorNumLayers ( const [FName](API\Runtime\Core\UObject\FName) & ProjectorParamName ) const


description: SeeFMultilayerProjector::GetVirtualLayer.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=CustomizableObjectInstance) [FMultilayerProjectorVirtualLayer](API\Plugins\CustomizableObject\MuCO\FMultilayerProjectorVirtualLayer) MultilayerProjectorGetVirtualLayer ( const [FName](API\Runtime\Core\UObject\FName) & ProjectorParamName, const [FName](API\Runtime\Core\UObject\FName) & Id ) const


description: SeeFMultilayerProjector::UpdateVirtualLayer.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=CustomizableObjectInstance) void MultilayerProjectorUpdateVirtualLayer ( const [FName](API\Runtime\Core\UObject\FName) & ProjectorParamName, const [FName](API\Runtime\Core\UObject\FName) & Id, const [FMultilayerProjectorVirtualLayer](API\Plugins\CustomizableObject\MuCO\FMultilayerProjectorVirtualLayer) & Layer )


description: SeeFMultilayerProjector::RemoveLayerAt.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=CustomizableObjectInstance) void MultilayerProjectorRemoveLayerAt ( const [FName](API\Runtime\Core\UObject\FName) & ProjectorParamName, int32 Index )


description: SeeFMultilayerProjector::CreateLayer.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=CustomizableObjectInstance) void MultilayerProjectorCreateLayer ( const [FName](API\Runtime\Core\UObject\FName) & ProjectorParamName, int32 Index )


description: SeeFMultilayerProjector::GetLayer.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=CustomizableObjectInstance) [FMultilayerProjectorLayer](API\Plugins\CustomizableObject\MuCO\FMultilayerProjectorLayer) MultilayerProjectorGetLayer ( const [FName](API\Runtime\Core\UObject\FName) & ProjectorParamName, int32 Index ) const


description: SeeFMultilayerProjector::GetVirtualLayers.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=CustomizableObjectInstance) [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > MultilayerProjectorGetVirtualLayers ( const [FName](API\Runtime\Core\UObject\FName) & ProjectorParamName ) const


description: See FMultilayerProjector::VirtualLayer.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=CustomizableObjectInstance) void MultilayerProjectorCreateVirtualLayer ( const [FName](API\Runtime\Core\UObject\FName) & ProjectorParamName, const [FName](API\Runtime\Core\UObject\FName) & Id )


description: SeeFMultilayerProjector::FindOrCreateVirtualLayer.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=CustomizableObjectInstance) [FMultilayerProjectorVirtualLayer](API\Plugins\CustomizableObject\MuCO\FMultilayerProjectorVirtualLayer) MultilayerProjectorFindOrCreateVirtualLayer ( const [FName](API\Runtime\Core\UObject\FName) & ProjectorParamName, const [FName](API\Runtime\Core\UObject\FName) & Id )


description: SeeFMultilayerProjector::RemoveVirtualLayer.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=CustomizableObjectInstance) void MultilayerProjectorRemoveVirtualLayer ( const [FName](API\Runtime\Core\UObject\FName) & ProjectorParamName, const [FName](API\Runtime\Core\UObject\FName) & Id )


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

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


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

code: virtual void PostLoad()


description: SeeFMultilayerProjector::UpdateLayer.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=CustomizableObjectInstance) void MultilayerProjectorUpdateLayer ( const [FName](API\Runtime\Core\UObject\FName) & ProjectorParamName, int32 Index, const [FMultilayerProjectorLayer](API\Plugins\CustomizableObject\MuCO\FMultilayerProjectorLayer) & Layer )


description: This is called when a property is about to be modified externally

code: virtual void PreEditChange ( [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * PropertyAboutToChange )


description: Releases all the mutable resources this instance holds, should only be called when it is not going to be used any more.

code: void ReleaseMutableResources ( bool bCalledFromBeginDestroy )


description: Given Multilayer Projector name, remove a Multilayer Projector Helper. SeeFMultilayerProjector.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=CustomizableObjectInstance) void RemoveMultilayerProjector ( const [FName](API\Runtime\Core\UObject\FName) & ProjectorParamName )


code: void RemoveQueryTextureCoverage ( const [FString](API\Runtime\Core\Containers\FString) & TextureName )


description: Remove the last of the float range of values from the parameter ParamName, returns the index of the last valid float, -1 if no values left.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=CustomizableObjectInstance) int32 RemoveValueFromFloatRange ( const [FString](API\Runtime\Core\Containers\FString) & ParamName )


description: Remove the RangeIndex element of the float range of values from the parameter ParamName, returns the index of the last valid float, -1 if no values left.

code: int32 RemoveValueFromFloatRange ( const [FString](API\Runtime\Core\Containers\FString) & ParamName, int32 RangeIndex )


description: Remove the last of the integer range of values from the parameter ParamName, returns the index of the last valid integer, -1 if no values left.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=CustomizableObjectInstance) int32 RemoveValueFromIntRange ( const [FString](API\Runtime\Core\Containers\FString) & ParamName )


description: Remove the RangeIndex element of the integer range of values from the parameter ParamName, returns the index of the last valid integer, -1 if no values left.

code: int32 RemoveValueFromIntRange ( const [FString](API\Runtime\Core\Containers\FString) & ParamName, int32 RangeIndex )


description: Remove the last of the projector range of values from the parameter ParamName, returns the index of the last valid projector, -1 if no values left.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=CustomizableObjectInstance) int32 RemoveValueFromProjectorRange ( const [FString](API\Runtime\Core\Containers\FString) & ParamName )


description: Remove the RangeIndex element of the projector range of values from the parameter ParamName, returns the index of the last valid projector, -1 if no values left.

code: int32 RemoveValueFromProjectorRange ( const [FString](API\Runtime\Core\Containers\FString) & ParamName, int32 RangeIndex )


code: void ResetProjectorStates()


description: SeeFCustomizableObjectInstanceDescriptor::SaveDescriptor.

code: void SaveDescriptor ( [FArchive](API\Runtime\Core\Serialization\FArchive) & CustomizableObjectDescriptor, bool bUseCompactDescriptor )


code: bool SaveParametersToProfile ( int32 ProfileIndex )


description: Handles reading, writing, and reference collecting usingFArchive. This implementation handles allFPropertyserialization, but can be overridden for native variables.

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


description: Sets the bool value "BoolValue" of a bool parameter with name "BoolParamName".

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=CustomizableObjectInstance) void SetBoolParameterSelectedOption ( const [FString](API\Runtime\Core\Containers\FString) & BoolParamName, bool BoolValue )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=CustomizableObjectInstance, Meta=(DeprecatedFunction, DeprecationMessage="Parameter decorations have been removed. This method will be removed in future versions.")) void SetBuildParameterDecorations ( bool Value )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=CustomizableObjectInstance) void SetBuildParameterRelevancy ( bool Value )


description: Sets the color value "ColorValue" of a color parameter with index "ColorParamIndex".

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=CustomizableObjectInstance) void SetColorParameterSelectedOption ( const [FString](API\Runtime\Core\Containers\FString) & ColorParamName, const [FLinearColor](API\Runtime\Core\Math\FLinearColor) & ColorValue )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=CustomizableObjectInstance) void SetCurrentState ( const [FString](API\Runtime\Core\Containers\FString) & StateName )


code: void SetDescriptor ( const [FCustomizableObjectInstanceDescriptor](API\Plugins\CustomizableObject\MuCO\FCustomizableObjectInstanceDescr-) & InDescriptor )


description: Sets the float value "FloatValue" of a float parameter with index "FloatParamIndex".

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=CustomizableObjectInstance) void SetFloatParameterSelectedOption ( const [FString](API\Runtime\Core\Containers\FString) & FloatParamName, float FloatValue, int32 RangeIndex )


description: Sets the selected option of an int parameter by the option's name.

code: void SetIntParameterSelectedOption ( int32 IntParamIndex, const [FString](API\Runtime\Core\Containers\FString) & SelectedOption, int32 RangeIndex )


description: Sets the selected option of an int parameter, by the option's name.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=CustomizableObjectInstance) void SetIntParameterSelectedOption ( const [FString](API\Runtime\Core\Containers\FString) & ParamName, const [FString](API\Runtime\Core\Containers\FString) & SelectedOptionName, int32 RangeIndex )


description: The following methods should only be used in an LOD management class.

code: void SetIsBeingUsedByComponentInPlay ( bool bIsUsedByComponent )


code: void SetIsDiscardedBecauseOfTooManyInstances ( bool bIsDiscarded )


code: void SetIsPlayerOrNearIt ( bool NewValue )


description: Deprecated* Use SetRequestedLODs instead.

code: void SetMinMaxLODToLoad ( [FMutableInstanceUpdateMap](API\Plugins\CustomizableObject\MuCO\FMutableInstanceUpdateMap) & InOutRequestedUpdates, int32 NewMinLOD, int32 NewMaxLOD, bool bLimitLODUpgrades )


code: void SetMinSquareDistToPlayer ( float NewValue )


description: Set only the projector position.

code: void SetProjectorPosition ( const [FString](API\Runtime\Core\Containers\FString) & ProjectorParamName, const FVector3f & Pos, int32 RangeIndex )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=CustomizableObjectInstance) void SetObject ( [UCustomizableObject](API\Plugins\CustomizableObject\MuCO\UCustomizableObject) * InObject )


description: Control the display of support widgets to edit projectors of this instance.

code: void SetProjectorState ( const [FString](API\Runtime\Core\Containers\FString) & ParamName, int32 RangeIndex, [EProjectorState::Type](API\Plugins\CustomizableObject\MuCO\Type_1) state )


description: Sets the projector values of a projector parameter with index "ProjectorParamIndex".

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=CustomizableObjectInstance) void SetProjectorValue ( const [FString](API\Runtime\Core\Containers\FString) & ProjectorParamName, const FVector & OutPos, const FVector & OutDirection, const FVector & OutUp, const FVector & OutScale, float OutAngle, int32 RangeIndex )


description: Set random values to the parameters. Useful for testing only.


description: Set random values to the parameters using a seed. Useful for testing only.

code: void SetRandomValues ( const int32 InRandomizationSeed )


description: Enable physics asset replacement so that generated skeletal meshes have the merged physics assets of their skeletal mesh parts and reference mesh.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=CustomizableObjectInstance) void SetReplacePhysicsAssets ( bool bReplaceEnabled )


description: Sets an array of LODs to generate per component. Mutable will generate those plus the currently generated LODs (if any). Requires mutable.EnableOnlyGenerateRequestedLODs and CurrentInstanceLODManagement->IsOnlyGenerateRequestedLODLevelsEnabled() to be true.

code: void SetRequestedLODs ( int32 InMinLOD, int32 InMaxLOD, const [TArray](API\Runtime\Core\Containers\TArray)< uint16 > & InRequestedLODsPerComponent, [FMutableInstanceUpdateMap](API\Plugins\CustomizableObject\MuCO\FMutableInstanceUpdateMap) & InOutRequestedUpdates )


description: Enables the reuse of all possible textures when the instance is updated without any changes in geometry or state (the first update after creation doesn't reuse any) It will only work if the textures aren't compressed, so set the instance to a Mutable state with texture compression disabled WARNING! If texture reuse is enabled, do NOT keep external references to the textures of the instance. The instance owns the textures.

code: void SetReuseInstanceTextures ( bool bTextureReuseEnabled )


code: void SetSelectedParameterProfileDirty()


code: void SetState ( int32 InState )


description: Sets the texture value "TextureValue" of a texture parameter with index "TextureParamIndex".

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=CustomizableObjectInstance) void SetTextureParameterSelectedOption ( const [FString](API\Runtime\Core\Containers\FString) & TextureParamName, const [FString](API\Runtime\Core\Containers\FString) & TextureValue, int32 RangeIndex )


description: Deprecated* Use SetTextureParameterSelectedOption instead.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=CustomizableObjectInstance) void SetTextureParameterSelectedOptionT ( const [FString](API\Runtime\Core\Containers\FString) & TextureParamName, [UTexture2D](API\Runtime\Engine\Engine\UTexture2D) * TextureValue, int32 RangeIndex )


description: Sets the vector value "VectorValue" of a bool parameter with index "VectorParamIndex".

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=CustomizableObjectInstance) void SetVectorParameterSelectedOption ( const [FString](API\Runtime\Core\Containers\FString) & VectorParamName, const [FLinearColor](API\Runtime\Core\Math\FLinearColor) & VectorValue )


description: Update Skeletal Mesh asynchronously.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=CustomizableObjectInstance) void UpdateSkeletalMeshAsync ( bool bIgnoreCloseDist, bool bForceHighPriority )


description: Update Skeletal Mesh asynchronously. Callback will be called once the update finishes, even if it fails.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=CustomizableObjectInstance) void UpdateSkeletalMeshAsyncResult ( [FInstanceUpdateDelegate](API\Plugins\CustomizableObject\MuCO\FInstanceUpdateDelegate) Callback, bool bIgnoreCloseDist, bool bForceHighPriority )


code: UCustomizableObjectInstance()


className: UCustomizableObjectInstance

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Blueprintable, BlueprintType, HideCategories=(CustomizableObjectInstance)) class UCustomizableObjectInstance : public [UObject](API\Runtime\CoreUObject\UObject\UObject)

AvoidResetProjectorVisibilityForNonNode

type: bool

description: TEMP VARIABLE to avoid the projector selection being reset after pasting transform.

bEditorPropertyChanged

description: Flag to know if a property of this instance changed in the editor

BeginDestroyDelegate

type: FBeginDestroyDe...

description: Broadcast whenUObject::BeginDestroyis being called.

BeginDestroyNativeDelegate

type: FBeginDestroyNa...

BeginUpdateDelegate

type: FBeginUpdateDel...

description: Broadcast at the beginning of an Instance update.

BeginUpdateNativeDelegate

type: FBeginUpdateNat...

LastSelectedProjectorParameter

type: FString

description: If there's a projector parameter pending to be hidden, name of that projector parameter

LastSelectedProjectorParameterWithIndex

description: For the case of projector parameter in several layers (the name of the projector is the same and only the index will change

LastUpdateMutableRuntimeCycles

description: During editor, always remember the duration of the last update in the mutable runtime, for profiling.

NearestToActor

type: TWeakObjectPtr<...

description: TEMP VARIABLE to check the Min desired LODs for this instance.

ParametersSearchFilter

type: FText

description: Preview Instance Properties search box filter.

ParamNameToExpandedMap

type: TMap<FString, ...

PreUpdateSkeletalMeshStatus

description: Will store the previous status description to avoid losing notifications with partial updates.

ProjectorAlphaChange

description: Flag to avoid resetting projector state when editing the alpha value of a layer

ProjectorLayerChange

description: Flag to ease detect a projector layer change event in FCustomizableObjectEditor::OnObjectModified

ProjectorStateChangedDelegate

type: FProjectorState...

RemovedProjectorParameterNameWithIndex

description: Tag required to avoid updating the wrong projector parameter range index once removed.

SelectedProfileIndex

description: Profile index the instance parameters are in and if the profile needs to be refreshed

SkeletalMeshes

description: The generated skeletal meshes for this Instance, one for each component

SkeletalMeshStatus

description: Will store status description of current skeletal mesh generation (for instance, "EmptyLOD0" or "EmptyMesh".

TempProjectorParameterName

description: TEMP VARIABLE to verify the projector parameter with transform modified by Paste Transform is set as selected.

TempUpdateGizmoInViewport

description: TEMP VARIABLE to ease updating the gizmo in the editor after pasting a new projector's transform information.

UnselectProjector

description: Flag to unselect the projector

UpdatedDelegate

type: FObjectInstance...

description: Broadcast when the Customizable Object Instance is updated.


code: void AddPendingReleaseSkeletalMesh ( [USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) * SkeletalMesh )


description: Show a warning on-screen and via a notification (if in Editor) and log an error when a CustomizableObject is being used and it's not compiled. Callers can add additional information to the error log.

code: void AddUncompiledCOWarning ( const [UCustomizableObject](API\Plugins\CustomizableObject\MuCO\UCustomizableObject) & InObject, [FString](API\Runtime\Core\Containers\FString) const * OptionalLogInfo )


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

code: virtual void BeginDestroy()


description: [Texture Parameters] Interface to actually cache Images in the Mutable system and make them availabe at run-time. Any cached image has to be registered by an Image provider before caching it. Have in mind that once an image has been cached, it will spend memory according to its size, except in the case of images of typeUCustomizableSystemImageProvider::ValueType::Unreal_Deferred, where only a very small amount of memory is used and the real texel data is loaded when needed during an update and then immediately discarded [Texture Parameters] Cache an image which has to have been previously registered by an Image provider with the parameter id.

code: void CacheImage ( [FName](API\Runtime\Core\UObject\FName) ImageId )


description:
Checks if there are any outstading disk or mip update operations in flight for the parameter Customizable Object that may make it unsafe to compile at the moment.
true if there are operations in flight and it's not safe to compile

code: bool CheckIfDiskOrMipUpdateOperationsPending ( const [UCustomizableObject](API\Plugins\CustomizableObject\MuCO\UCustomizableObject) & Object ) const


code: void ClearCurrentMutableOperation()


description: [Texture Parameters] Remove all images from the cache.

code: void ClearImageCache()


description: Unprotect the resources in the instances of this object of being garbage collector while an instance is being built or updated, so that they can be reused.

code: void ClearResourceCacheProtected()


description: Called whenever the Mutable Editor Settings change, copying the new value of the current needed settings to the Customizable Object System.

code: void EditorSettingsChanged ( const [FEditorCompileSettings](API\Plugins\CustomizableObject\MuCO\FEditorCompileSettings) & InEditorSettings )


description: Enables the collection of internal mutabe performance data. It has a performance cost.

code: void EnableBenchmark()


description: Writes the benchmark results.

code: void EndBenchmark()


description: Return a one line description of an object for viewing in the thumbnail view of the generic browser


description: Return the average build/update time of an instance in ms.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=Status) int32 GetAverageBuildTime() const


description: Get the singleton object. It will be created if it doesn't exist yet.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, BlueprintPure, Category=Status) static [UCustomizableObjectSystem](API\Plugins\CustomizableObject\MuCO\UCustomizableObjectSystem) * GetInstance()


description: Creates a new Customizable Object Compiler (Only does real work in editor builds). The caller is responsible for freeing the new compiler.


description: Get the maximum size a chunk can have on a specific platform. If unspecified return MUTABLE_STREAMED_DATA_MAXCHUNKSIZE.

code: uint64 GetMaxChunkSizeForPlatform ( const [ITargetPlatform](API\Developer\TargetPlatform\Interfaces\ITargetPlatform) * InTargetPlatform )


description: Get the number of instances waiting to be updated.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=Status) int32 GetNumPendingInstances() const


description: Get the number of instances built and alive.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=Status) int32 GetNumInstances() const


description: Initialize (if was not already) and get the default image provider.


description: Find out the version of the plugin.


description: Give access to the internal object data.

code: const FCustomizableObjectSystemPrivate * GetPrivate() const


code: const FCustomizableObjectSystemPrivate * GetPrivateChecked() const


description: Get the amount of memory in use for textures generated by mutable.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=Status) int32 GetTextureMemoryUsed() const


description: [Texture Parameters] Get a list of all the possible values for external texture parameters according to the various providers registered with RegisterImageProvider.


description: Get the total number of instances includingbuilt and not built.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=Status) int32 GetTotalInstances() const


description: If true, uncompiled Customizable Objects will be compiled synchronously.

code: bool IsAutoCompilationSync() const


description: If true, uncompiled Customizable Objects will be compiled whenever an instance update is required.

code: bool IsAutoCompileEnabled() const


description: If compilation is disabled, Customizable Objects won't be compiled in the editor.

code: bool IsCompilationDisabled() const


description: Return true if the singleton has been created. It is different than GetInstance in that GetInstance will create it if it doesn't exist.

code: static bool IsCreated()


description: Lock a CustomizableObjects, preventing the generation or update of any of its instances Will return true if successful, false if it fails to lock because an update is already underway This is usually only used in the editor

code: bool LockObject ( const class [UCustomizableObject](API\Plugins\CustomizableObject\MuCO\UCustomizableObject) * )


description: Show data about allUCustomizableObjectInstanceexisting elements.

code: void LogShowData ( bool bFullInfo, bool ShowMaterialInfo ) const


code: void PurgePendingReleaseSkeletalMesh()


code: void RecompileCustomizableObjectAsync ( const [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) & InAssetData, const [UCustomizableObject](API\Plugins\CustomizableObject\MuCO\UCustomizableObject) * InObject )


code: void RecompileCustomizableObjects ( const [TArray](API\Runtime\Core\Containers\TArray)< [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) > & InObjects )


description: [Texture Parameters] Add a new image provider to the CustomizableObject System. This will be queried for when an external image ID is provided to mutable in an Texture Parameter node.

code: void RegisterImageProvider ( [UCustomizableSystemImageProvider](API\Plugins\CustomizableObject\MuCO\UCustomizableSystemImageProvider) * Provider )


description: Pass a null ptr to reset to the default InstanceLODManagement.

code: void SetInstanceLODManagement ( [UCustomizableInstanceLODManagementBase](API\Plugins\CustomizableObject\MuCO\UCustomizableInstanceLODManageme-_1) * NewInstanceLODManagement )


code: void SetNewCompilerFunc ( [FCustomizableObjectCompilerBase](API\Plugins\CustomizableObject\MuCO\FCustomizableObjectCompilerBase) *(*)() NewCompilerFunc )


code: void SetOnlyGenerateRequestedLODsEnabled ( bool bIsEnabled )


code: void SetProgressiveMipStreamingEnabled ( bool bIsEnabled )


description: If set to true, Mutable will release Mutable-generated textures immediately when they are no longer used without waiting for GC IMPORTANT!!! Do NOT keep references to any Mutable generated textures or skeletal meshes if this is enabled, they are owned by Mutable and will be destroyed without notice

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=Status) void SetReleaseMutableTexturesImmediately ( bool bReleaseTextures )


code: void SetReplaceDiscardedWithReferenceMeshEnabled ( bool bIsEnabled )


code: void UnlockObject ( const class [UCustomizableObject](API\Plugins\CustomizableObject\MuCO\UCustomizableObject) * )


description: [Texture Parameters] Remove an image from the cache.

code: void UnCacheImage ( [FName](API\Runtime\Core\UObject\FName) ImageId )


description: [Texture Parameters] Remove a previously registered provider.

code: void UnregisterImageProvider ( [UCustomizableSystemImageProvider](API\Plugins\CustomizableObject\MuCO\UCustomizableSystemImageProvider) * Provider )


code: UCustomizableObjectSystem()


className: UCustomizableObjectSystem

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

CurrentInstanceLODManagement

type: TObjectPtr<UCu...

EditorSettings

type: FEditorCompileS...

description: Copy of the Mutable Editor Settings tied to CO compilation. They are updated whenever changed.

ProtectedCachedTextures

description: Array where textures are added temporarily while the mutable thread may want to reused them for some instance under construction.


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

code: virtual void BeginDestroy()


description: Common end point of all updates. Even those which failed.

code: void Callbacks() const


code: void EditorUpdateComponent()


code: [USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) * GetAttachedSkeletalMesh() const


code: [USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) * GetSkeletalMesh() const


code: void SetPhysicsAsset ( class [UPhysicsAsset](API\Runtime\Engine\PhysicsEngine\UPhysicsAsset) * PhysicsAsset )


code: void SetSkeletalMesh ( [USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) * SkeletalMesh, bool bReinitPose, bool bForceClothReset )


code: void SetVisibilityOfSkeletalMeshSectionWithMaterialName ( bool bVisible, const [FString](API\Runtime\Core\Containers\FString) & MaterialName, int32 LOD )


code: void UpdateDistFromComponentToPlayer ( const [AActor](API\Runtime\Engine\GameFramework\AActor) *const Pawn, bool bForceEvenIfNotBegunPlay )


description: Used to generate instances outside the CustomizableObject editor and PIE.

code: void UpdateDistFromComponentToLevelEditorCamera ( const FVector & CameraPosition )


description: Update Skeletal Mesh asynchronously.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=CustomizableObject) void UpdateSkeletalMeshAsync ( bool bNeverSkipUpdate )


description: Update Skeletal Mesh asynchronously. Callback will be called once the update finishes, even if it fails.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=CustomizableObjectInstance) void UpdateSkeletalMeshAsyncResult ( [FInstanceUpdateDelegate](API\Plugins\CustomizableObject\MuCO\FInstanceUpdateDelegate) Callback, bool bIgnoreCloseDist, bool bForceHighPriority )


className: UCustomizableSkeletalComponent

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Blueprintable, BlueprintType, ClassGroup=(CustomizableObject), Meta=(BlueprintSpawnableComponent)) class UCustomizableSkeletalComponent : public [USceneComponent](API\Runtime\Engine\Components\USceneComponent)

bPendingSetSkeletalMesh

description: Used to replace the SkeletalMesh of the parent component by the ReferenceSkeletalMesh or the generated SkeletalMesh.

bSkipSetReferenceSkeletalMesh

description: Used to avoid replacing the SkeletalMesh of the parent component by the ReferenceSkeletalMesh if bPendingSetSkeletalMesh is true.

PreUpdateDelegate

type: FCustomizableSk...

SkippedLastRenderTime

type: float


code: UCustomizableSkeletalComponent()


description: In case IsTextureParameterValueUnreal returns false, this will be used to query the texture size data.

code: virtual FIntVector GetTextureParameterValueSize ( const [FName](API\Runtime\Core\UObject\FName) & ID )


description: In case IsTextureParameterValueUnreal returns false, this will be used to query the texture data that must be copied in the preallocated buffer. The pixel format is assumed to be 4-channel RGBA, uint8_t per channel.

code: virtual void GetTextureParameterValueData ( const [FName](API\Runtime\Core\UObject\FName) & ID, uint8 * OutData )


description: In case IsTextureParameterValueUnreal returns true, this will be used to query the texture.

code: virtual [UTexture2D](API\Runtime\Engine\Engine\UTexture2D) * GetTextureParameterValue ( const [FName](API\Runtime\Core\UObject\FName) & ID )


description: Used in the editor to show the list of available options. Only necessary if the images are required in editor previews.

code: virtual void GetTextureParameterValues ( [TArray](API\Runtime\Core\Containers\TArray)< [FCustomizableObjectExternalTexture](API\Plugins\CustomizableObject\MuCO\FCustomizableObjectExternalTextu-) > & OutValues )


description: Query that Mutable will run to find out if a texture will be provided as an UnrealUTexture2D, or as a raw data blob.

code: virtual [ValueType](API\Plugins\CustomizableObject\MuCO\UCustomizableSystemImageProvider\ValueType) HasTextureParameterValue ( const [FName](API\Runtime\Core\UObject\FName) & ID )


className: ValueType

code: enum ValueType { None, Raw, Unreal, Unreal_Deferred, Count, }


className: UCustomizableSystemImageProvider

description: Base class for Image provider.

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


description: Add a Texture to the provider.

code: [FString](API\Runtime\Core\Containers\FString) Add ( [UTexture2D](API\Runtime\Engine\Engine\UTexture2D) * Texture )


description: Remove a Texture from the provider.

code: void Remove ( [UTexture2D](API\Runtime\Engine\Engine\UTexture2D) * Texture )


className: UDefaultImageProvider

description: Allows the reuse ofUTexture2D.


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintImplementableEvent, Category="DGGUI") void SetCustomizableSkeletalComponent ( class [UCustomizableSkeletalComponent](API\Plugins\CustomizableObject\MuCO\UCustomizableSkeletalComponent) * CustomizableSkeletalComponent )


code: static bool CloseExistingDGGUI ( const [UWorld](API\Runtime\Engine\Engine\UWorld) * CurrentWorld )


code: static void OpenDGGUI ( const int32 SlotID, [UCustomizableSkeletalComponent](API\Plugins\CustomizableObject\MuCO\UCustomizableSkeletalComponent) * SelectedCustomizableSkeletalComponent, const [UWorld](API\Runtime\Engine\Engine\UWorld) * CurrentWorld, const int32 PlayerIndex )


className: UDGGUI

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Abstract, BlueprintType, Blueprintable) class UDGGUI : public [UUserWidget](API\Runtime\UMG\Blueprint\UUserWidget)


className: UMutableMaskOutCache

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


description: Create aFTextureMipDataProviderto handle a single StreamIn mip operation. The object lifetime will be managed byFRenderAssetUpdate.

code: virtual [FTextureMipDataProvider](API\Runtime\Engine\Streaming\FTextureMipDataProvider) * AllocateMipDataProvider ( [UTexture](API\Runtime\Engine\Engine\UTexture) * Asset )


description: Returns true if TextureMipDataProviders allocated by this factory can provide MipData by themselves, even without loading from disk at all, so streaming can be enabled for their textures.

code: virtual bool WillProvideMipDataWithoutDisk() const


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


description: Read a byte buffer

code: virtual void Read ( void * pData, uint64 size )


className: UMutableTextureMipDataProviderFactory

CustomizableObjectInstance

description: Todo: Simplify by replacing the reference to the Instance with some static parametrization or hash with enough info to reconstruct the texture.

ImageRef

type: FMutableImageRe...

UpdateContext

type: TSharedPtr<FMu...


code: UnrealMutableInputStream ( [FArchive](API\Runtime\Core\Serialization\FArchive) & ar )


className: UnrealMutableInputStream

code: class UnrealMutableInputStream : public [mu::InputStream](API\Plugins\MutableRuntime\MuR\InputStream)


description: Write a byte buffer

code: virtual void Write ( const void * pData, uint64 size )


code: UnrealMutableOutputStream ( [FArchive](API\Runtime\Core\Serialization\FArchive) & ar )


className: UnrealMutableOutputStream

code: class UnrealMutableOutputStream : public [mu::OutputStream](API\Plugins\MutableRuntime\MuR\OutputStream)


description: Fixed Layout reduction methods.

module: CustomizableObjectEditor

code: enum ECustomizableObjectLayoutBlockReductionMethod { Halve = 0, Unitary = 1, }


code: enum ECustomizableObjectTextureLayoutPackingStrategy { Resizable = 0, Fixed = 1, }


className: ELoggerSpamBin

description: Notification spam prevention bins. Each bin will only show a limited amount of messages of its type, after which it will simply state "and X more BINNAME warnings/errors"

code: enum ELoggerSpamBin { TagsNotFound = 0, ShowAll, }


description:
Method designed to serve as a way to add a new message to the collection of messages the compiler has produced as part of the compilation process.
True if the message is new and had not been added before. If it returns false it means it has not been logged again.

code: bool AddMessage ( const [FText](API\Runtime\Core\Internationalization\FText) & InMessage, const [TArray](API\Runtime\Core\Containers\TArray)< const [UCustomizableObjectNode](API\Plugins\CustomizableObjectEditor\MuCOE\Nodes\UCustomizableObjectNode) * > & InArrayNode, const [EMessageSeverity::Type](API\Runtime\Core\Logging\EMessageSeverity__Type) MessageSeverity, const [ELoggerSpamBin](API\Plugins\CustomizableObjectEditor\MuCOE\ELoggerSpamBin) SpamBin )


className: ELoggerCategory

description: Notification categories.

code: enum ELoggerCategory { General, GraphSearch, Compilation, }


description: Clear the counters that show how many errors and warnings the array contains

code: void ClearMessageCounters()


description:
Provides the caller with the amount of messages cached as errors
Amount of error messages cached.

code: uint32 GetErrorCount() const


description: Clear the array of logs

code: void ClearMessagesArray()


description:
Provides the caller with the amount of messages ignored because they were too similar even if not identical.
Amount of error messages ignored.

code: uint32 GetIgnoredCount() const


description: Performance warnings are considered warnings so they get returned

code: void GetMessages ( [TArray](API\Runtime\Core\Containers\TArray)< [FText](API\Runtime\Core\Internationalization\FText) > & OutWarningMessages, [TArray](API\Runtime\Core\Containers\TArray)< [FText](API\Runtime\Core\Internationalization\FText) > & OutErrorMessages ) const


description:
Provides with the amount of messages cached as warnings
Amount of warning messages cached.

code: uint32 GetWarningCount ( bool bIncludePerformanceWarnings ) const


code: FCompilationMessageCache()


className: FCompilationMessageCache

description: Class designed to allow easy access to the logs produced during the compilation of a Customizable Object

code: class FCompilationMessageCache


description: Add Light Component to the scene

code: void AddLightToScene ( class [ULightComponent](API\Runtime\Engine\Components\ULightComponent) * AddedLight )


description: FGCObjectinterface

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


description: Returns true if any projector node is currently selected (in the case of the Customizable Object Editor)

code: bool AnyProjectorNodeSelected()


description: Callback for baking the current instance. If nullptr is passed, the instance in the editor will be taken.

code: void BakeInstance()


code: void BakeInstance ( class [UCustomizableObjectInstance](API\Plugins\CustomizableObject\MuCO\UCustomizableObjectInstance) * Instance )


description: Returns in ArrayBoxSize and ArrayBoxColor the data for drawing the visual clue of the performance for the state enter and update test

code: void BuildMeanTimesBoxSizes ( float MaxWidth, [TArray](API\Runtime\Core\Containers\TArray)< float > & ArrayData, [TArray](API\Runtime\Core\Containers\TArray)< float > & ArrayBoxSize, [TArray](API\Runtime\Core\Containers\TArray)< [FLinearColor](API\Runtime\Core\Math\FLinearColor) > & ArrayBoxColor )


description: Returns in BoxSize and BoxColor the data for drawing the visual clue of the performance test for state enter and parameter update

code: void BuildMeanTimesBoxSize ( const float MinValue, const float MaxValue, const float MeanValue, const float MaxWidth, const float Data, float & BoxSize, [FLinearColor](API\Runtime\Core\Math\FLinearColor) & BoxColor ) const


description: Whether or not the new widget mode can be set in this viewport

code: virtual bool CanSetWidgetMode ( [UE::Widget::EWidgetMode](API\Editor\EditorFramework\UE__Widget__EWidgetMode) NewMode ) const


description: Updates the origin data of this gizmo proxy with the information present inGizmoRTSProxy::Value

code: void CopyTransformFromOriginData()


description: FViewElementDrawerinterface

code: virtual void Draw ( const [FSceneView](API\Runtime\Engine\FSceneView) * View, [FPrimitiveDrawInterface](API\Runtime\Engine\FPrimitiveDrawInterface) * PDI )


code: virtual void Draw ( [FViewport](API\Runtime\Engine\FViewport) * Viewport, [FCanvas](API\Runtime\Engine\FCanvas) * Canvas )


description: Debug draw a partial cylinder, given by MaxAngle in [0, 2PI]

code: void DrawCylinderArc ( [FPrimitiveDrawInterface](API\Runtime\Engine\FPrimitiveDrawInterface) * PDI, const FMatrix & CylToWorld, const FVector & Base, const FVector & XAxis, const FVector & YAxis, const FVector & ZAxis, float Radius, float HalfHeight, uint32 Sides, const [FMaterialRenderProxy](API\Runtime\Engine\Materials\FMaterialRenderProxy) * MaterialRenderProxy, uint8 DepthPriority, [FColor](API\Runtime\Core\Math\FColor) Color, float MaxAngle )


description: Draws Mesh Bones in foreground (From:FAnimationViewportClient)

code: void DrawMeshBones ( [UDebugSkelMeshComponent](API\Editor\UnrealEd\Animation\UDebugSkelMeshComponent) * MeshComponent, [FPrimitiveDrawInterface](API\Runtime\Engine\FPrimitiveDrawInterface) * PDI )


description: Helper method to draw shadowed string on viewport

code: void DrawShadowedString ( [FCanvas](API\Runtime\Engine\FCanvas) * Canvas, float StartX, float StartY, const [FLinearColor](API\Runtime\Core\Math\FLinearColor) & Color, float TextScale, [FString](API\Runtime\Core\Containers\FString) String )


description: Draws the UV overlay for the current LOD.

code: void DrawUVs ( [FViewport](API\Runtime\Engine\FViewport) * InViewport, [FCanvas](API\Runtime\Engine\FCanvas) * InCanvas, int32 InTextYPos, const [FString](API\Runtime\Core\Containers\FString) & MaterialName )


description: Returns the desired target of the camera

code: FSphere GetCameraTarget()


description: The background color of the viewport

code: virtual [FLinearColor](API\Runtime\Core\Math\FLinearColor) GetBackgroundColor() const


description: Getter of viewport's environment visibility

code: bool GetEnvironmentMeshVisibility()


description: Getter of viewport's floor visibility

code: bool GetFloorVisibility()


description: Returns the floor height offset

code: float GetFloorOffset() const


description: Getter for LevelViewportClient::GizmoProxy::AssignedDataIsFromNode

code: bool GetGizmoAssignedDataIsFromNode()


description: Getter for LevelViewportClient::GizmoProxy::HasAssignedData

code: bool GetGizmoHasAssignedData()


description: Getter ofGizmoRTSProxy::IsProjectorParameterSelected


description: Getter for LevelViewportClient::GizmoProxy::ProjectorParameterName


description: Getter for LevelViewportClient::GizmoProxy::ProjectorParameterNameWithIndex


code: const [GizmoRTSProxy](API\Plugins\CustomizableObjectEditor\MuCOE\GizmoRTSProxy) & GetGizmoProxy()


description: Getter of viewport's grid visibility

code: bool GetGridVisibility()


description: Getter for bManipulating

code: bool GetIsManipulating()


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

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


description: Getter for StateChangeShowDataFlag

code: bool GetStateChangeShowDataFlag()


description: Get associated texture parameter names for the material given as parameter

code: [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > GetTextureParameterNames ( [UMaterial](API\Runtime\Engine\Materials\UMaterial) * Material )


description: Returns false if the resource has already been duplicated, otherwise, returns true and an unique ResourceName.

code: bool GetUniqueResourceName ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * InResource, [FString](API\Runtime\Core\Containers\FString) & InOutResourceName, [TArray](API\Runtime\Core\Containers\TArray)< [UObject](API\Runtime\CoreUObject\UObject\UObject) * > & InCachedObjects, [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & InCachedObjectNames )


description: The coordinate system space (world or local) to display the widget in

code: virtual ECoordSystem GetWidgetCoordSystemSpace() const


description: The current coordinate system for drawing and input of the transform widget. For world coordiante system return the identity matrix

code: virtual FMatrix GetWidgetCoordSystem() const


description: The world space location of the transform widget

code: virtual FVector GetWidgetLocation() const


description: Getter for WidgetVisibility

code: bool GetWidgetVisibility()


description:
Check a key event received by the viewport. If the viewport client uses the event, it should return true to consume it.
True to consume the key event, false to pass it on.

code: virtual bool InputKey ( const [FInputKeyEventArgs](API\Runtime\Engine\FInputKeyEventArgs) & EventArgs )


description: Called to give the viewport client a chance to handle widgets being moved

code: virtual bool InputWidgetDelta ( [FViewport](API\Runtime\Engine\FViewport) * InViewport, [EAxisList::Type](API\Runtime\Core\Math\EAxisList__Type) CurrentAxis, FVector & Drag, FRotator & Rot, FVector & Scale )


code: bool IsNodeMeshClipMorphSelected()


description: Returns camera mode

code: bool IsOrbitalCameraActive() const


description: Callback for checking the UV overlay show flag.

code: bool IsSetDrawUVOverlayChecked() const


description: Callback for checking the bounds show flag.

code: bool IsSetShowBoundsChecked() const


description: The current display mode for transform widget

code: virtual [UE::Widget::EWidgetMode](API\Editor\EditorFramework\UE__Widget__EWidgetMode) GetWidgetMode() const


description: Callback for checking the collision geometry show flag.

code: bool IsSetShowCollisionChecked() const


description: Callback for checking the grid show flag.

code: bool IsSetShowGridChecked() const


description: Callback for checking the pivot show flag.

code: bool IsSetShowPivotChecked() const


description: Callback for checking the sky show flag.

code: bool IsSetShowSkyChecked() const


description: If baking files that already exist, ask the user for permission to overwirte them.

code: bool ManageBakingAction ( const [FString](API\Runtime\Core\Containers\FString) & Path, const [FString](API\Runtime\Core\Containers\FString) & Name )


description: To notify of changes in any parameter projector node property in case is the one being used, currently just the projector type parameter is taken into account

code: void ProjectorParameterChanged ( [UCustomizableObjectNodeProjectorParameter](API\Plugins\CustomizableObjectEditor\MuCOE\Nodes\UCustomizableObj-_47) * Node )


description: Delegate for preview profile is changed (used for updating show flags)

code: void OnAssetViewerSettingsChanged ( const [FName](API\Runtime\Core\UObject\FName) & InPropertyName )


code: void ProjectorParameterChanged ( [UCustomizableObjectNodeProjectorConstant](API\Plugins\CustomizableObjectEditor\MuCOE\Nodes\UCustomizableObj-_46) * Node )


description: Returns true if bones are vibile in viewport

code: bool IsShowingBones() const


description: Set again the animation saved in AnimationBeingPlayed (if any)

code: void ReSetAnimation()


description: Point the camera to the Skeletal Mesh Components.

code: void ResetCamera()


description: Remove Light component from the scene. use destroy component instead?

code: void RemoveLightFromScene ( class [ULightComponent](API\Runtime\Engine\Components\ULightComponent) * RemovedLight )


code: void ResetProjectorVisibility()


description: Sets up the ShowFlag according to the current preview scene profile

code: void SetAdvancedShowFlagsForScene ( const bool bAdvancedShowFlags )


code: void SetAnimation ( class [UAnimationAsset](API\Runtime\Engine\Animation\UAnimationAsset) * Animation, [EAnimationMode::Type](API\Runtime\Engine\Components\EAnimationMode__Type) AnimationType )


description: Setter of AssetRegistryLoaded

code: void SetAssetRegistryLoaded ( bool Value )


description: Sets camera mode

code: void SetCameraMode ( bool Value )


code: void SetClipMeshVisibility ( bool bVisible, [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * ClipMesh, [UCustomizableObjectNodeMeshClipWithMesh](API\Plugins\CustomizableObjectEditor\MuCOE\Nodes\UCustomizableObj-_33) * ClipMeshNode )


code: void SetClipMorphPlaneVisibility ( bool bVisible, [UCustomizableObjectNodeMeshClipMorph](API\Plugins\CustomizableObjectEditor\MuCOE\Nodes\UCustomizableObj-_32) * ClipPlainNode )


code: void SetClipMorphPlaneVisibility ( bool bVisible, const FVector & Origin, const FVector & Normal, float MorphLength, const FBoxSphereBounds & Bounds, float InRadius1, float InRadius2, float InRotationAngle )


description: Setter of CustomizableObject

code: void SetCustomizableObject ( [UCustomizableObject](API\Plugins\CustomizableObject\MuCO\UCustomizableObject) * CustomizableObjectParameter )


description: Set the material index whose UVs will be drawn.

code: void SetDrawUVOverlayMaterial ( const [FString](API\Runtime\Core\Containers\FString) & MaterialName, [FString](API\Runtime\Core\Containers\FString) UVChannel )


description: Callback for toggling the UV overlay show flag.

code: void SetDrawUVOverlay()


description: Setter of viewport's environment visibility

code: void SetEnvironmentMeshVisibility ( uint32 Value )


description: Sets the floor height offset, saves it to config and invalidates the viewport so it shows up immediately

code: void SetFloorOffset ( float NewValue )


description: Setter of viewport's floor visibility

code: void SetFloorVisibility ( bool Value )


code: void SetPreviewComponent ( [UStaticMeshComponent](API\Runtime\Engine\Components\UStaticMeshComponent) * InPreviewStaticMeshComponent )


description: Setter for LevelViewportClient::GizmoProxy::CallUpdateSkeletalMesh

code: void SetGizmoCallUpdateSkeletalMesh ( bool Value )


code: void SetPreviewComponents ( const [TArray](API\Runtime\Core\Containers\TArray)< [UDebugSkelMeshComponent](API\Editor\UnrealEd\Animation\UDebugSkelMeshComponent) * > & InPreviewSkeletalMeshComponents )


code: void SetProjectorParameterVisibility ( bool bVisible, [UCustomizableObjectNodeProjectorParameter](API\Plugins\CustomizableObjectEditor\MuCOE\Nodes\UCustomizableObj-_47) * InProjectorParameter )


code: void SetProjectorType ( bool bVisible, [FString](API\Runtime\Core\Containers\FString) ProjectorParameterName, [FString](API\Runtime\Core\Containers\FString) ProjectorParameterNameWithIndex, int32 ProjectorRangeIndex, const [FCustomizableObjectProjector](API\Plugins\CustomizableObject\MuCO\FCustomizableObjectProjector) & Data, int32 ProjectorParameterIndex )


code: void SetProjectorVisibility ( bool bVisible, [UCustomizableObjectNodeProjectorConstant](API\Plugins\CustomizableObjectEditor\MuCOE\Nodes\UCustomizableObj-_46) * Projector )


code: void SetProjectorVisibility ( bool bVisible, [FString](API\Runtime\Core\Containers\FString) ProjectorParameterName, [FString](API\Runtime\Core\Containers\FString) ProjectorParameterNameWithIndex, int32 ProjectorRangeIndex, const [FCustomizableObjectProjector](API\Plugins\CustomizableObject\MuCO\FCustomizableObjectProjector) & Data, int32 ProjectorParameterIndex )


description: Sets an informative message in the viewport warning the user that the CustomizableObject has no reference mesh

code: void SetReferenceMeshMissingWarningMessage ( bool bVisible )


code: void SetProjectorWidgetMode ( [UE::Widget::EWidgetMode](API\Editor\EditorFramework\UE__Widget__EWidgetMode) InMode )


description: Select/Unselect lights, selected lights can be edited using gizmos

code: void SetSelectedLight ( class [ULightComponent](API\Runtime\Engine\Components\ULightComponent) * SelectedLight )


description: Sets the skeletal mesh bones visibility

code: void SetShowBones()


description: Callback for toggling the bounds show flag.

code: void SetShowBounds()


description: Callback for toggling the collision geometry show flag.

code: void SetShowCollision()


description: Callback for toggling the grid show flag.

code: void SetShowGrid()


description: Callback for toggling the pivot show flag.

code: void SetShowPivot()


description: Callback for toggling the sky show flag.

code: void SetShowSky()


description: Setter for StateChangeShowDataFlag

code: void SetStateChangeShowDataFlag ( bool Value )


description: Set the viewport type of the client

code: virtual void SetViewportType ( ELevelViewportType InViewportType )


code: void SetVisibilityForWireframeMode ( bool bIsWireframeMode )


description: Sets the coordinate system space to use

code: virtual void SetWidgetCoordSystemSpace ( ECoordSystem NewCoordSystem )


description: Show pero LOD geometric information of the instance

code: void ShowInstanceGeometryInformation ( [FCanvas](API\Runtime\Engine\FCanvas) * InCanvas )


description: Callback to show / hide instance geometry data.

code: void StateChangeShowGeometryData()


description: Ticks this viewport client

code: virtual void Tick ( float DeltaSeconds )


description: Called when mouse movement tracking begins

code: virtual void TrackingStarted ( const struct [FInputEventState](API\Editor\UnrealEd\FInputEventState) & InInputState, bool bIsDraggingWidget, bool bNudge )


description: Called when mouse movement tracking stops

code: virtual void TrackingStopped()


code: void UpdateFloor()


code: void UpdateCameraSetup()


description: Update the current gizmo data to its corresponding data origin

code: void UpdateGizmoDataToOrigin()


code: FCustomizableObjectEditorViewportClient ( [TWeakPtr](API\Runtime\Core\Templates\TWeakPtr)< class [ICustomizableObjectInstanceEditor](API\Plugins\CustomizableObjectEditor\MuCOE\ICustomizableObjectInstanceEdito-) > InCustomizableObjectEditor, [FPreviewScene](API\Runtime\Engine\FPreviewScene) * InPreviewScene )


className: FCustomizableObjectEditorViewportClient

description: Viewport Client for the preview viewport

code: class FCustomizableObjectEditorViewportClient : public [FEditorViewportClient](API\Editor\UnrealEd\FEditorViewportClient), public [TSharedFromThis< FCustomizableObjectEditorViewportClient >](API\Runtime\Core\Templates\TSharedFromThis)

ConfigOption

type: UPersonaOptions...

description: Persona config options


description: Initialize commands

code: virtual void RegisterCommands()


code: class FCustomizableObjectEditorViewportCommands : public [TCommands< FCustomizableObjectEditorViewportCommands >](API\Runtime\Slate\Framework\Commands\TCommands)

BakeInstance

type: TSharedPtr<FUI...

SetShowNormals

description: View Menu Commands.


description: Registers our commands with the binding system


description: Class containing commands for persona viewport LOD actions

code: class FCustomizableObjectEditorViewportLODCommands : public [TCommands< FCustomizableObjectEditorViewportLODCommands >](API\Runtime\Slate\Framework\Commands\TCommands)

FreeCamera

description: Sets the camera mode to free camera

HighResScreenshot

description: Opens the control panel for high resolution screenshots

description: LOD 0

LODAuto

description: LOD Auto

OrbitalCamera

description: Sets the camera mode to orbital camera

RotateMode

description: Rotate mode

RotationGridSnap

description: Enables or disables snapping objects to a rotation grid

ScaleMode

description: Scale mode

ShowBones

description: Shows/Hide the bones of the skeletal mesh

TranslateMode

description: Translate mode


description: Class containing commands for viewport menu actions

code: class FCustomizableObjectEditorViewportMenuCommands : public [TCommands< FCustomizableObjectEditorViewportMenuCommands >](API\Runtime\Slate\Framework\Commands\TCommands)

AnimSetDrawUVs

description: Draw UV mapping to viewport

SetCPUSkinning

description: Open settings for the preview scene Select camera follow Show vertex normals

SetShowBinormals

description: Show vertex binormals

SetShowNormals

description: Show vertex normals

SetShowTangents

description: Show vertex tangents


description: Called when the children of the property should be customized or extra rows added

code: virtual void CustomizeChildren ( [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< class [IPropertyHandle](API\Editor\PropertyEditor\IPropertyHandle) > PropertyHandle, class [IDetailChildrenBuilder](API\Editor\PropertyEditor\IDetailChildrenBuilder) & ChildBuilder, [IPropertyTypeCustomizationUtils](API\Editor\PropertyEditor\IPropertyTypeCustomizationUtils) & CustomizationUtils )


description: IPropertyTypeCustomizationinterface

code: virtual void CustomizeHeader ( [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< class [IPropertyHandle](API\Editor\PropertyEditor\IPropertyHandle) > StructPropertyHandle, class [FDetailWidgetRow](API\Editor\PropertyEditor\FDetailWidgetRow) & HeaderRow, [IPropertyTypeCustomizationUtils](API\Editor\PropertyEditor\IPropertyTypeCustomizationUtils) & StructCustomizationUtils )


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


code: class FCustomizableObjectIdentifierCustomization : public [IPropertyTypeCustomization](API\Editor\PropertyEditor\IPropertyTypeCustomization)


description: Unreal StaticMesh editor actions

code: class FCustomizableObjectInstanceEditorCommands : public [TCommands< FCustomizableObjectInstanceEditorCommands >](API\Runtime\Slate\Framework\Commands\TCommands)

SetShowNormals

description: View Menu Commands.

ShowParentCO

description: Toolbar Commands.


description: UCustomizableObjectNodeExtendMaterialDeprecated, do not use!


description: UCustomizableObjectNodeEditMaterialDeprecated, do not use!


description: UCustomizableObjectNodeSkeletalMeshDeprecated, do not use!

ImagePinsRef

type: TArray<FEdGrap...

MeshPinRef

type: FEdGraphPinRefe...


description: GC.

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


description: Reimplementaiton of EdGraphSchema::CreateNode(...). Performs the overlap calculation before calling AutowireNewNode(...). AutowireNewNode can induce a call to a ReconstrucNode() which removes pins required for the calculation.

code: static [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * CreateNode ( class [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * ParentGraph, [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * FromPin, const FVector2D Location, class [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * InNodeTemplate )


code: template<typename NodeType> static NodeType * InstantSpawn ( class [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * ParentGraph, NodeType * InTemplateNode, const FVector2D Location )


description: Execute this action, given the graph and schema, and possibly a pin that we were dragged from. Returns a node that was created by this action (if any).

code: virtual [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * PerformAction ( class [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * ParentGraph, [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * FromPin, const FVector2D Location, bool bSelectNewNode )


code: virtual [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * PerformAction ( class [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * ParentGraph, [TArray](API\Runtime\Core\Containers\TArray)< [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * > & FromPins, const FVector2D Location, bool bSelectNewNode )


code: FCustomizableObjectSchemaAction_NewNode ( const [FString](API\Runtime\Core\Containers\FString) & InNodeCategory, const [FText](API\Runtime\Core\Internationalization\FText) & InMenuDesc, const [FText](API\Runtime\Core\Internationalization\FText) & InToolTip, const int32 InGrouping, const [FText](API\Runtime\Core\Internationalization\FText) & InKeywords, int32 InSectionID )


description: Action to add a node to the graph

code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)() struct FCustomizableObjectSchemaAction_NewNode : public [FEdGraphSchemaAction](API\Runtime\Engine\EdGraph\FEdGraphSchemaAction)

NodeTemplate

type: TObjectPtr< cla...

description: Template of node we want to create


description: Initialize commands


code: FCustomizableObjectEditorCommands()


className: FCustomizableObjectEditorCommands

code: class FCustomizableObjectEditorCommands : public [TCommands< FCustomizableObjectEditorCommands >](API\Runtime\Slate\Framework\Commands\TCommands)


description: Create a new log.

code: static [FLogParameters](API\Plugins\CustomizableObjectEditor\MuCOE\FLogParameters) CreateLog ( const [FText](API\Runtime\Core\Internationalization\FText) & Text )


description: Create a new log.

code: static [FLogParameters](API\Plugins\CustomizableObjectEditor\MuCOE\FLogParameters) CreateLog ( [FText](API\Runtime\Core\Internationalization\FText) && Text )


description: Dismiss a fixed notification.

code: static void DismissNotification ( [ELoggerCategory](API\Plugins\CustomizableObjectEditor\MuCOE\ELoggerCategory) Category )


description: Display the log. Equivalent toFLogParameters::Log().

code: void Log ( [FLogParameters](API\Plugins\CustomizableObjectEditor\MuCOE\FLogParameters) & LogParameters )


code: static const [FName](API\Runtime\Core\UObject\FName) LOG_NAME = "Mutable";


code: static const float NOTIFICATION_DURATION = 14.0f;


className: FCustomizableObjectEditorLogger

description: Avoids bombarding the user with many notifications. The Logger will only shows a notification per category. Any new notification will override the previous one.

code: class FCustomizableObjectEditorLogger


className: CustomizableObjectEditorStyleInstance

code: static [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< class [FSlateStyleSet](API\Runtime\SlateCore\Styling\FSlateStyleSet) > CustomizableObjectEditorStyleInstance;


description: The Slate style set for niagara editor widgets

code: static const [ISlateStyle](API\Runtime\SlateCore\Styling\ISlateStyle) & Get()


description: Creates and Registers the plugin SlateStyle.

code: static void Initialize()


code: static [FString](API\Runtime\Core\Containers\FString) RelativePathToPluginPath ( const [FString](API\Runtime\Core\Containers\FString) & RelativePath, const ANSICHAR * Extension )


description: Unregisters the plugin SlateStyle.

code: static void Shutdown()


className: FCustomizableObjectEditorStyle

description: Manages the style which provides resources for niagara editor widgets.

code: class FCustomizableObjectEditorStyle


code: FCustomizableObjectLayoutBlock()


className: FCustomizableObjectLayoutBlock

bUseSymmetry

type: bool

Id

type: FGuid

description: Unique unchangeable id used to reference this block from other nodes.

Max

type: FIntPoint


className: FCustomizableObjectNodeMaterialImage

description: UCustomizableObjectNodeMaterialDeprecated, do not use!

Name

type: FString

ReferenceTexture

type: TObjectPtr<UTe...


className: FCustomizableObjectNodeMaterialScalar

description: Deprecated, do not use!


className: FCustomizableObjectNodeMaterialVector

description: Deprecated, do not use!


className: FCustomizableObjectNodeSkeletalMeshLOD

description: Deprecated, do not use!

Materials

type: TArray<FCustom...


code: virtual [FName](API\Runtime\Core\UObject\FName) GetTypeId() const


code: virtual [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * PerformAction ( class [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * ParentGraph, [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * FromPin, const FVector2D Location, bool bSelectNewNode )


description: Simple type info.


code: FCustomizableObjectSchemaAction_Paste ( const [FText](API\Runtime\Core\Internationalization\FText) & InNodeCategory, const [FText](API\Runtime\Core\Internationalization\FText) & InMenuDesc, const [FString](API\Runtime\Core\Containers\FString) & InToolTip, const int32 InGrouping )


description: Action to paste clipboard contents into the graph

code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)() struct FCustomizableObjectSchemaAction_Paste : public [FEdGraphSchemaAction](API\Runtime\Engine\EdGraph\FEdGraphSchemaAction)


description: Serializes the widget references so they don't get garbage collected.

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


description: Only some modes support Absolute Translation Movement


code: enum { AXIS_ARROW_SEGMENTS = 16 }


className: EWidgetMode

code: enum EWidgetMode { WM_None = -1, WM_Translate, WM_Rotate, WM_Scale, WM_TranslateRotateZ, WM_Max, }


description: The axis currently being moused over.


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

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


code: FVector2D GetOrigin() const


description: Returns whether we are actively dragging

code: bool IsDragging() const


code: void Render ( const [FSceneView](API\Runtime\Engine\FSceneView) * View, [FPrimitiveDrawInterface](API\Runtime\Engine\FPrimitiveDrawInterface) * PDI )


description:
Draws an arrow head line for a specific axis.
Draws an arrow head line for a specific axis.

code: void Render_Axis ( const [FSceneView](API\Runtime\Engine\FSceneView) * View, [FPrimitiveDrawInterface](API\Runtime\Engine\FPrimitiveDrawInterface) * PDI, [EAxisList::Type](API\Runtime\Core\Math\EAxisList__Type) InAxis, FMatrix & InMatrix, [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * InMaterial, FVector2D & OutAxisEnd, float InScale, bool bDrawWidget, bool bCubeHead )


description: Draws a cube

code: void Render_Cube ( [FPrimitiveDrawInterface](API\Runtime\Engine\FPrimitiveDrawInterface) * PDI, const FMatrix & InMatrix, const [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * InMaterial, float InScale )


code: void Render_Quad ( [FPrimitiveDrawInterface](API\Runtime\Engine\FPrimitiveDrawInterface) * PDI, const FMatrix & InMatrix, const [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * InMaterial, const [FColor](API\Runtime\Core\Math\FColor) * InColor, FVector2D InScale )


description: Draws the rotation widget.

code: void Render_Rotate ( const [FSceneView](API\Runtime\Engine\FSceneView) * View, [FPrimitiveDrawInterface](API\Runtime\Engine\FPrimitiveDrawInterface) * PDI, const FVector & InLocation, bool bDrawWidget )


description: Draws the scaling widget.

code: void Render_Scale ( const [FSceneView](API\Runtime\Engine\FSceneView) * View, [FPrimitiveDrawInterface](API\Runtime\Engine\FPrimitiveDrawInterface) * PDI, const FVector & InLocation, bool bDrawWidget )


description: Draws the Translate & Rotate Z widget.

code: void Render_TranslateRotateZ ( const [FSceneView](API\Runtime\Engine\FSceneView) * View, [FPrimitiveDrawInterface](API\Runtime\Engine\FPrimitiveDrawInterface) * PDI, const FVector & InLocation, bool bDrawWidget )


description: Draws the translation widget.

code: void Render_Translate ( const [FSceneView](API\Runtime\Engine\FSceneView) * View, [FPrimitiveDrawInterface](API\Runtime\Engine\FPrimitiveDrawInterface) * PDI, const FVector & InLocation, bool bDrawWidget )


description: Converts mouse movement on the screen to widget axis movement/rotation. Absolute Translation conversion from mouse movement on the screen to widget axis movement/rotation. Grab the initial offset again first time input is captured

code: void ResetInitialTranslationOffset()