code: [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * OutputPin() const


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

module: CustomizableObjectEditor

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


description: Perform any fixups (deep copies of associated data, etc...) necessary after a node has been pasted in the editor

code: virtual void PostPasteNode()


description: Perform any steps necessary prior to copying a node into the paste buffer

code: virtual void PrepareForCopying()


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 )


className: TextureLayerLayersData

description: This struct will store the information of each textue layer node when its destroyed, to be able to recover theUCustomizableObjectNodeTextureLayer::Layersdata in a post paste operation. Otherwise, this information is lost.

code: struct TextureLayerLayersData

Graph

type: UEdGraph*

Layers

type: TArray<FCustom...

Name

type: FString


code: UCustomizableObjectNodeTextureLayer()


className: UCustomizableObjectNodeTextureLayer


description: Given the node context (this), create all the required pins.

code: virtual void AllocateDefaultPins ( [UCustomizableObjectNodeRemapPins](API\Plugins\CustomizableObjectEditor\MuCOE\RemapPins\UCustomizableObj-) * RemapPins )


description: Gets the name of this node, shown in title bar

code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetNodeTitle ( [ENodeTitleType::Type](API\Runtime\Engine\EdGraph\ENodeTitleType__Type) TitleType ) const


description: Gets the draw color of a node's title bar

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


description: Gets the tooltip to display when over the node

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


description: Used during compilation process to cache the node for all LODs, or generate it specifically for each of them.

code: virtual bool IsAffectedByLOD() const


className: UCustomizableObjectNodeTextureParameter

DefaultValue

type: TObjectPtr<UTe...

ParamUIMetadata

type: FMutableParamUI...

TextureSizeX

description: Set the width of the Texture when there is no texture reference.

TextureSizeY

description: Set the height of the Texture when there is no texture reference.


code: [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * AngleFadeEndPin() const


code: [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * AngleFadeStartPin() const


description: Add backwards compatible code here. When called, it is guaranteed that all nodes in this graph will have executed the PostLoad function.

code: virtual void BackwardsCompatibleFixup()


code: int32 GetNumOutputs() const


code: int32 GetNumTextures() const


code: [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * MeshMaskPin() const


code: [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * MeshPin() const


code: [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * OutputPins ( int32 Index ) const


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


code: [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * ProjectorPin() const


code: [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * TexturePins ( int32 Index ) const


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


code: UCustomizableObjectNodeTextureProject()


className: UCustomizableObjectNodeTextureProject

bEnableAngleFadeOutForAlpha

type: bool

bEnableTextureSeamCorrection

description: When this is enable, additional operations will happen to correct projections that go over a texture UV seam to prevent interpolation artifacts.

Layout

description: Layout to use for the generated images.

MinFilterMethod

type: ETextureProject...

ReferenceTexture

description: Reference Texture used to decide the texture properties of the mutable-generated textures connected to this material (e.g. LODBias, Size X,...).

TextureSizeX

description: Set the width of the Texture. If greater than zero, it overrides the Reference Texture width.

description: Set the height of the Texture. If greater than zero, it overrides the Reference Texture height.


code: virtual void AllocateDefaultPins ( [UCustomizableObjectNodeRemapPins](API\Plugins\CustomizableObjectEditor\MuCOE\RemapPins\UCustomizableObj-) * RemapPins )


code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetNodeTitle ( [ENodeTitleType::Type](API\Runtime\Engine\EdGraph\ENodeTitleType__Type) TitleType ) const


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


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


code: const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * TexturePin() const


code: const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * XPin() const


code: const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * YPin() const


code: UCustomizableObjectNodeTextureSample()


className: UCustomizableObjectNodeTextureSample


code: [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * GetBaseImagePin() const


code: [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * GetFactorPin() const


className: UCustomizableObjectNodeTextureSaturate


code: virtual void BackwardsCompatibleFixup()


description: Get the output pin catergory. Override.

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


description: Get the ouput pin name. Override.

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


description: Get the pin prefix. Used for retrocompatibility. Override.

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


className: UCustomizableObjectNodeTextureSwitch


code: [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * APin() const


code: [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * BPin() const


code: [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * GPin() const


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

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


code: [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * InputPin() const


code: [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * RPin() const


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


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


code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetNodeTitle ( [ENodeTitleType::Type](API\Runtime\Engine\EdGraph\ENodeTitleType__Type) TitleType ) const


code: virtual void AllocateDefaultPins ( [UCustomizableObjectNodeRemapPins](API\Plugins\CustomizableObjectEditor\MuCOE\RemapPins\UCustomizableObj-) * RemapPins )


code: [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * GetOffsetXPin() const


code: [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * GetOffsetYPin() const


code: [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * GetRotationPin() const


code: [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * GetScaleXPin() const


code: [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * GetScaleYPin() const


className: UCustomizableObjectNodeTextureTransform

AddressMode

type: ETextureTransfo...


code: [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * DefaultPin() const


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


code: int32 GetNumVariations() const


code: [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * OutputPin() const


code: [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * VariationPin ( int Index ) const


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


className: UCustomizableObjectNodeTextureVariation


className: UCustomizableObjectNodeEditLayoutBlocks

BlockIds

type: TArray<FGuid>

description: Selected blocks.


code: virtual void BackwardsCompatibleFixup()


description: Virtual implementation of RemovePin. Allows to do work before removing a pin. Use this function instead of RemovePin. RemovePin does not removes possible attached PinData.

code: virtual bool CustomRemovePin ( [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) & Pin )


description: Return the node which this interface belongs to.

code: virtual [UCustomizableObjectNode](API\Plugins\CustomizableObjectEditor\MuCOE\Nodes\UCustomizableObjectNode) & GetNode()


description: Returns the Parented Material interface this node belongs to.


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


description: Return the PinsParameter map which this interface belongs to.

code: virtual [TMap](API\Runtime\Core\Containers\TMap)< [FGuid](API\Runtime\Core\Misc\FGuid), [FEdGraphPinReference](API\Runtime\Engine\EdGraph\FEdGraphPinReference) > & GetPinsParameter()


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


description:
Returns the Image mask pin of the given Image that will be edited.
Always returns a valid pin if EditsImage(const FGuid&) returns true.

code: const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * GetUsedImageMaskPin ( const [FGuid](API\Runtime\Core\Misc\FGuid) & ImageId ) const


description: If returns true, only a single link can go out of every output pin. False by default.

code: virtual bool IsSingleOutputNode() const


description: Get the output material pin.

code: virtual [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * OutputPin() const


description: Called when the connection list of one of the pins of this node is changed in the editor

code: virtual void PinConnectionListChanged ( [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * Pin )


description: Add post load work here. When called, it is guaranteed that all nodes in this graph will have executed the BackwardsCompatibleFixup function.


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: Function to select all the layout blocks. Called when a parameter is reset (ParentMaterial, ParentLayoutIndex)

code: void SelectAllLayoutBlocks()


code: virtual void SetLayoutIndex ( const int32 LayoutIndex )


className: UCustomizableObjectNodeEditMaterial


description: Save the parent node reference.

code: virtual void SetParentNode ( [UCustomizableObject](API\Plugins\CustomizableObject\MuCO\UCustomizableObject) * Object, [FGuid](API\Runtime\Core\Misc\FGuid) NodeId )


code: virtual void AddAttachedErrorData ( const [FAttachedErrorDataView](API\Plugins\CustomizableObjectEditor\MuCOE\Nodes\UCustomizableObjectNode\FAttachedErrorDa-) & )


description: Allocates the default pins using the empty remap pins action. Usually called from CreateNode.

code: virtual void AllocateDefaultPins()


description: Attach data to a given pin.

code: void AddPinData ( const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) & Pin, [UCustomizableObjectNodePinData](API\Plugins\CustomizableObjectEditor\MuCOE\Nodes\UCustomizableObjectNodePinData) & PinData )


description: Given the node context (this), create all the required pins.

code: virtual void AllocateDefaultPins ( [UCustomizableObjectNodeRemapPins](API\Plugins\CustomizableObjectEditor\MuCOE\RemapPins\UCustomizableObj-) * RemapPins )


description: Add backwards compatible code here. When called, it is guaranteed that all nodes in this graph will have executed the PostLoad function.

code: virtual void BackwardsCompatibleFixup()


description: Called at the beginning of the node lifecycle.

code: virtual void BeginConstruct()


description: Custom post duplicate function. Called at the beginning of duplication, before the nodes have their Guid updated.

code: virtual void BeginPostDuplicate ( bool bDuplicateForPIE )


description: Autowire a newly created node.

code: virtual void AutowireNewNode ( [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * FromPin )


description: Called when a new connection is perform. Used to break an specific existing connectoin. Empty default implementation. This method can be overridden.

code: virtual void BreakExistingConnectionsPostConnection ( [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * InputPin, [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * OutputPin )


description: Return true if a pin can be hidden. Override it to have a custom behaivour.

code: virtual bool CanPinBeHidden ( const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) & Pin ) const


description:
Check if two pins can be connected.
True if the pin types match and if the other node is not one of the Blocklisted types.

code: virtual bool CanConnect ( const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * InOwnedInputPin, const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * InOutputPin, bool & bOutIsOtherNodeBlocklisted, bool & bOutArePinsCompatible ) const


description: Override a if a node requires an specialized remap pins by name.

code: virtual [UCustomizableObjectNodeRemapPinsByName](API\Plugins\CustomizableObjectEditor\MuCOE\RemapPins\UCustomizableObj-_1) * CreateRemapPinsByName() const


description: Override a if a node requires an specialized remap pins by position.


description: Bydefault all nodes remap by name. Override if a node requires a diferent default remap pins action.

code: virtual [UCustomizableObjectNodeRemapPins](API\Plugins\CustomizableObjectEditor\MuCOE\RemapPins\UCustomizableObj-) * CreateRemapPinsDefault() const


description: Wrapper of the pin creation method, to cope with multiple Unreal Engine versions.

code: [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * CustomCreatePin ( EEdGraphPinDirection Direction, const [FName](API\Runtime\Core\UObject\FName) & Type, const [FName](API\Runtime\Core\UObject\FName) & Name, bool bIsArray )


description: Create pin with attached data.

code: [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * CustomCreatePin ( EEdGraphPinDirection Direction, const [FName](API\Runtime\Core\UObject\FName) & Type, const [FName](API\Runtime\Core\UObject\FName) & Name, [UCustomizableObjectNodePinData](API\Plugins\CustomizableObjectEditor\MuCOE\Nodes\UCustomizableObjectNodePinData) * PinData )


description: Returns pin custom details. Override if required.

code: virtual [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > CustomizePinDetails ( [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) & Pin )


description: Virtual implementation of RemovePin. Allows to do work before removing a pin. Use this function instead of RemovePin. RemovePin does not removes possible attached PinData.

code: virtual bool CustomRemovePin ( [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) & Pin )


description: Destroy the specified node

code: virtual void DestroyNode()


className: FAttachedErrorDataView

code: struct FAttachedErrorDataView

UnassignedUVs

type: TArrayView< con...


description: Gets all non orphan pins this node owns.

code: [TArray](API\Runtime\Core\Containers\TArray)< [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * > GetAllNonOrphanPins() const


description: Gets all orphan pins this node owns.

code: [TArray](API\Runtime\Core\Containers\TArray)< [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * > GetAllOrphanPins() const


description: Get the CustomizableObject graph that owns this node.


code: void GetInputPins ( [TArray](API\Runtime\Core\Containers\TArray)< class [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * > & OutInputPins ) const


code: [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< class [ICustomizableObjectEditor](API\Plugins\CustomizableObjectEditor\MuCOE\ICustomizableObjectEditor) > GetGraphEditor() const


description: Return the LOD which this node belongs to. Return -1 if it is not connected (directly or indirectly) to a LOD pin.

code: int32 GetLOD() const


code: [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * GetOutputPin ( int32 OutputIndex ) const


code: void GetOutputPins ( [TArray](API\Runtime\Core\Containers\TArray)< class [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * > & OutOutputPins ) const


description: See GetPinData(const FEdGraphPinReference&).

code: [UCustomizableObjectNodePinData](API\Plugins\CustomizableObjectEditor\MuCOE\Nodes\UCustomizableObjectNodePinData) * GetPinData ( const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) & Pin ) const


description: If a Object node is connected through a LOD pin, it has to match the given LOD.

code: [TArray](API\Runtime\Core\Containers\TArray)< [UCustomizableObjectNodeObject](API\Plugins\CustomizableObjectEditor\MuCOE\Nodes\UCustomizableObjectNodeObject) * > GetParentObjectNodes ( int LOD ) const


description:
Given a pin which has attached data, get the typed pin data.
Pin data already typed.

code: template<typename T> T & GetPinData ( const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) & Pin ) const


description: Used during compilation process to cache the node for all LODs, or generate it specifically for each of them.

code: virtual bool IsAffectedByLOD() const


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


code: virtual bool IsPinRelevant ( const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * ) const


description: If returns true, only a single link can go out of every output pin. False by default.

code: virtual bool IsSingleOutputNode() const


description: Called when something external to this node has changed the connection list of any of the pins in the node


description: Called when the connection list of one of the pins of this node is changed in the editor

code: virtual void PinConnectionListChanged ( [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * Pin )


description: Add post load work here. When called, it is guaranteed that all nodes in this graph will have executed the BackwardsCompatibleFixup function.


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

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


description: Called after the C++ constructor and after the properties have been initialized, including those loaded from config. This is called before any serialization or other setup has happened.

code: virtual void PostInitProperties()


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

code: virtual void PostLoad()


code: virtual bool ProvidesCustomPinRelevancyTest() const


description: Specialization of ReconstructNodeUEdGraphNodefunction.

code: virtual void ReconstructNode ( [UCustomizableObjectNodeRemapPins](API\Plugins\CustomizableObjectEditor\MuCOE\RemapPins\UCustomizableObj-) * RemapPinsMode )


description: Reconstructs the node using its default remap pins action.

code: virtual void ReconstructNode()


description: Allows to perform work when remapping a pin.

code: virtual void RemapPins ( const [TMap](API\Runtime\Core\Containers\TMap)< [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) *, [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * > & PinsToRemap )


code: virtual void RemapPinsData ( const [TMap](API\Runtime\Core\Containers\TMap)< [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) *, [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * > & PinsToRemap )


code: void RemoveWarnings()


code: virtual void ResetAttachedErrorData()


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: Set a pin to be hidden or not.

code: void SetPinHidden ( [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) & Pin, bool bHidden )


description: Set an array of pins to be hidden or not.

code: void SetPinHidden ( const [TArray](API\Runtime\Core\Containers\TArray)< [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * > & Pins, bool bHidden )


description: Used to replace Ids of referenced nodes by their new ids after duplicating the CustomizableObject.

code: virtual void UpdateReferencedNodeId ( const [FGuid](API\Runtime\Core\Misc\FGuid) & NewGuid )


description: Some nodes are added manually in the graph editor code and don't need to do this.

code: virtual bool ShouldAddToContextMenu ( [FText](API\Runtime\Core\Internationalization\FText) & OutCategory ) const


description:
When creating a new connection, break all previous connections. This method can be overridden.
false by default.

code: virtual bool ShouldBreakExistingConnections ( const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * InputPin, const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * OutputPin ) const


description: Given the node context (this), create all the required pins.

code: virtual void AllocateDefaultPins ( [UCustomizableObjectNodeRemapPins](API\Plugins\CustomizableObjectEditor\MuCOE\RemapPins\UCustomizableObj-) * RemapPins )


code: void SetRefreshNodeWarning()


description: Override the default behaivour of remap pins. Use remap pins by position by default.

code: virtual [UCustomizableObjectNodeRemapPins](API\Plugins\CustomizableObjectEditor\MuCOE\RemapPins\UCustomizableObj-) * CreateRemapPinsDefault() const


className: UCustomizableObjectNode

description: A node can only be modified when a node is reconstructed (i.e., inside the ReconstructNode, AllocateDefaultPins functions). Exceptionally, a pin can also be created inside the BeginConstruct. We consider that a node has been modified if one of the following things happen:

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Abstract) class UCustomizableObjectNode : public [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode)

DestroyNodeDelegate

type: FDestroyNodeDel...

NodeConnectionListChangedDelegate

type: FNodeConnection...

PinConnectionListChangedDelegate

type: FPinConnectionL...

PostEditChangePropertyDelegate

type: FPostEditChange...

PostReconstructNodeDelegate

type: FPostReconstruc...

RemapPinsDelegate

type: FRemapPinsDeleg...


code: [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * CurvePins ( int32 Index ) const


code: int32 GetNumCurvePins() const


description: Gets the draw color of a node's title bar

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


description: Gets the name of this node, shown in title bar

code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetNodeTitle ( [ENodeTitleType::Type](API\Runtime\Engine\EdGraph\ENodeTitleType__Type) TitleType ) const


description: Gets the tooltip to display when over the node

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


code: [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * InputPin() const


code: virtual bool IsPinRelevant ( const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * Pin ) const


description: Used during compilation process to cache the node for all LODs, or generate it specifically for each of them.

code: virtual bool IsAffectedByLOD() const


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

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


code: UCustomizableObjectNodeCurve()


code: virtual bool ProvidesCustomPinRelevancyTest() const


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


className: UCustomizableObjectNodeCurve

CurveAsset

type: TObjectPtr<UCu...


description:
Check if two pins can be connected.
True if the pin types match and if the other node is not one of the Blocklisted types.

code: virtual bool CanConnect ( const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * InOwnedInputPin, const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * InOutputPin, bool & bOutIsOtherNodeBlocklisted, bool & bOutArePinsCompatible ) const


description: Return the Expose Pin Node expose pin name.


className: UCustomizableObjectNodeExposePin

OnNameChangedDelegate

type: FOnNameChangedD...

description: Boradcasted when the UPROPERTY Name changes.

PinType

type: FName

description: This is actually PinCategory.


code: virtual void AllocateDefaultPins ( [UCustomizableObjectNodeRemapPins](API\Plugins\CustomizableObjectEditor\MuCOE\RemapPins\UCustomizableObj-) * RemapPins )


description: Add backwards compatible code here. When called, it is guaranteed that all nodes in this graph will have executed the PostLoad function.

code: virtual void BackwardsCompatibleFixup()


description: Allow only one connection to a single BaseObjec node. There can be multiple conections to NodeCopyMaterial nodes.

code: virtual void BreakExistingConnectionsPostConnection ( [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * InputPin, [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * OutputPin )


description: Return true if a pin can be hidden. Override it to have a custom behaivour.

code: virtual bool CanPinBeHidden ( const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) & Pin ) const


description: Bydefault all nodes remap by name. Override if a node requires a diferent default remap pins action.

code: virtual [UCustomizableObjectNodeRemapPinsByName](API\Plugins\CustomizableObjectEditor\MuCOE\RemapPins\UCustomizableObj-_1) * CreateRemapPinsDefault() const


description: Returns pin custom details. Override if required.

code: virtual [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > CustomizePinDetails ( [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) & Pin )


description: Create a visual widget to represent this node in a graph editor or graph panel. If not implemented, the default node factory will be used.

code: virtual [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [SGraphNode](API\Editor\GraphEditor\SGraphNode) > CreateVisualWidget()


description:
Returns the reference texture assigned to a Material Texture Parameter.
nullptr if it does not have one assigned.

code: [UTexture2D](API\Runtime\Engine\Engine\UTexture2D) * GetImageReferenceTexture ( int32 ImageIndex ) const


description: Virtual implementation of RemovePin. Allows to do work before removing a pin. Use this function instead of RemovePin. RemovePin does not removes possible attached PinData.

code: virtual bool CustomRemovePin ( [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) & Pin )


description: Get the Material Texture Parameter UV index.

code: int32 GetImageUVLayout ( int32 ImageIndex ) const


description: Returns the Texture set in the Material Texture Parameter.

code: [UTexture2D](API\Runtime\Engine\Engine\UTexture2D) * GetImageValue ( int32 ImageIndex ) const


code: virtual [TArray](API\Runtime\Core\Containers\TArray)< class [UCustomizableObjectLayout](API\Plugins\CustomizableObjectEditor\MuCOE\UCustomizableObjectLayout) * > GetLayouts()


code: [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * GetMaterialAssetPin() const


code: virtual [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * GetMeshPin() const


description: Gets the name of this node, shown in title bar

code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetNodeTitle ( [ENodeTitleType::Type](API\Runtime\Engine\EdGraph\ENodeTitleType__Type) TitleType ) const


description: Returns the Material Parameter id.

code: [FGuid](API\Runtime\Core\Misc\FGuid) GetParameterId ( EMaterialParameterType Type, int32 ParameterIndex ) const


description: Gets the draw color of a node's title bar

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


description: Returns the number of Material Parameters.

code: int32 GetNumParameters ( EMaterialParameterType Type ) const


description:
Get the Material Parameter layer index.
INDEX_NONE for global parameters.

code: int32 GetParameterLayerIndex ( EMaterialParameterType Type, int32 ParameterIndex ) const


description:
Get the Vector pin for the given Material Vector Parameter. Not all parameters have pin.
Can return nullptr.

code: const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * GetParameterPin ( EMaterialParameterType Type, int32 ParameterIndex ) const


description: Get the Material Parameter layer name.

code: [FText](API\Runtime\Core\Internationalization\FText) GetParameterLayerName ( EMaterialParameterType Type, int32 ParameterIndex ) const


description: Returns the Material Parameter name.

code: [FName](API\Runtime\Core\UObject\FName) GetParameterName ( EMaterialParameterType Type, int32 ParameterIndex ) const


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


description: Gets the tooltip to display when over the node

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


description: Returns true if the Material contains the given Material Parameter.

code: bool HasParameter ( const [FGuid](API\Runtime\Core\Misc\FGuid) & ParameterId ) const


description: Returns true if the Material Texture Parameter goes through Mutable.

code: bool IsImageMutableMode ( int32 ImageIndex ) const


description: Given an Image pin, returns true if the Material Texture Parameter goes through Mutable.

code: bool IsImageMutableMode ( const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) & Pin ) const


code: virtual bool IsPinRelevant ( const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * Pin ) const


description: This method should be overidden in all derived classes.

code: virtual [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * OutputPin() const


className: ParameterTypes

code: static const [TArray](API\Runtime\Core\Containers\TArray)< EMaterialParameterType > ParameterTypes = { EMaterialParameterType::Texture, EMaterialParameterType::Vector, EMaterialParameterType::Scalar };


description: Called when the connection list of one of the pins of this node is changed in the editor

code: virtual void PinConnectionListChanged ( [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * Pin )


description: Add post load work here. When called, it is guaranteed that all nodes in this graph will have executed the BackwardsCompatibleFixup function.


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

code: virtual void PostLoad()


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

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


description: Perform any fixups (deep copies of associated data, etc...) necessary after a node has been pasted in the editor

code: virtual void PostPasteNode()


description: Return true if a Material Parameter has changed on which we had a pin connected or data saved.

code: bool RealMaterialDataHasChanged() const


code: virtual bool ProvidesCustomPinRelevancyTest() const


description: Specialization of ReconstructNodeUEdGraphNodefunction.

code: virtual void ReconstructNode ( [UCustomizableObjectNodeRemapPins](API\Plugins\CustomizableObjectEditor\MuCOE\RemapPins\UCustomizableObj-) * RemapPinsMode )


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: Update all Material Texture Parameters Mode.

code: void UpdateAllImagesPinMode()


description: Update a Material Texture Parameter Mode.

code: void UpdateImagePinMode ( const [FGuid](API\Runtime\Core\Misc\FGuid) ParameterId )


code: void UpdateImagePinMode ( const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) & Pin )


className: UCustomizableObjectNodeMaterial

bReuseMaterialBetweenLODs

description: Reuse material between LODs when using the LODStrategy - Automatic from mesh.

Material

type: TObjectPtr<UMa...

MeshComponentIndex

description: Selects which Mesh component of the Instance this material belongs to

PostImagePinModeChangedDelegate

type: FPostImagePinMo...

description: Delegate called when a Texture Parameter Pin Mode changes.

Tags

type: TArray<FString...

TextureParametersMode

type: ENodePinMode


code: virtual [UTexture2D](API\Runtime\Engine\Engine\UTexture2D) * FindTextureForPin ( const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * Pin ) const


description: Returns the input Layout pin associated to the given LODIndex, SectionIndex and LayoutIndex. Override.

code: virtual [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * GetLayoutPin ( int32 LODIndex, int32 SectionIndex, int32 LayoutIndex ) const


description: Returns the multiple Layouts of a given Mesh pin. A pin can have multiple Layouts since it can have multiple UVs. Override.

code: virtual [TArray](API\Runtime\Core\Containers\TArray)< [UCustomizableObjectLayout](API\Plugins\CustomizableObjectEditor\MuCOE\UCustomizableObjectLayout) * > GetLayouts ( const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) & OutPin ) const


description: Returns the Unreal mesh (e.g.,USkeletalMesh,UStaticMesh...).

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


description: Returns the output Mesh pin associated to the given LODIndex and SectionIndex. Override.

code: virtual [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * GetMeshPin ( int32 LOD, int32 SectionIndex ) const


description: Will always return a valid result. The result can be valid but out of sync with respect the Unreal mesh asset. In other words, the pin still represents a LOD 3 but the asset no longer has this third LOD.

code: virtual void GetPinSection ( const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) & Pin, int32 & OutLODIndex, int32 & OutSectionIndex, int32 & OutLayoutIndex ) const


code: virtual void GetUVChannelForPin ( const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * Pin, [TArray](API\Runtime\Core\Containers\TArray)< FVector2f > & OutSegments, int32 UVIndex ) const


className: UCustomizableObjectNodeMesh


code: [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * FactorPin() const


description: Given the node context (this), create all the required pins.

code: virtual void AllocateDefaultPins ( [UCustomizableObjectNodeRemapPins](API\Plugins\CustomizableObjectEditor\MuCOE\RemapPins\UCustomizableObj-) * RemapPins )


description: Gets the name of this node, shown in title bar

code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetNodeTitle ( [ENodeTitleType::Type](API\Runtime\Engine\EdGraph\ENodeTitleType__Type) TitleType ) const


description: Gets the draw color of a node's title bar

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


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


description: Gets the tooltip to display when over the node

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


code: [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * MeshPin() const


description: Called when the connection list of one of the pins of this node is changed in the editor

code: virtual void PinConnectionListChanged ( [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * Pin )


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


code: UCustomizableObjectNodeMeshMorph()


className: UCustomizableObjectNodeMeshMorph

BonesToDeform

type: TArray<FMeshRe...

description: Array with selected bones that will be deformed

bReshapePhysicsVolumes

type: bool

description: Enable the deformation of physics volumes of the base mesh

bReshapeSkeleton

description: Enable the deformation of the skeleton of the base mesh.

MorphTargetName

type: FString

PhysicsBodiesToDeform

description: Array with bones with physics bodies that will be deformed

PhysicsSelectionMethod

type: EBoneDeformSele...

SelectionMethod

description: Bone Reshape Selection Method


description: Add backwards compatible code here. When called, it is guaranteed that all nodes in this graph will have executed the PostLoad function.

code: virtual void BackwardsCompatibleFixup()


description: Whether or not this node can be safely duplicated (via copy/paste, etc...) in the graph

code: virtual bool CanDuplicateNode() const


description: Whether or not this node can be deleted by user action

code: virtual bool CanUserDeleteNode() const


code: [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * ChildrenPin() const


className: ChildrenPinName

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


description: Return the LOD which a LOD pin references to. Retrun -1 if a pin does not belong to any LOD.

code: int32 GetLOD ( [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * Pin ) const


description: Get all Material Nodes int his Customizable Object which belong to the given LOD.

code: [TArray](API\Runtime\Core\Containers\TArray)< [UCustomizableObjectNodeMaterial](API\Plugins\CustomizableObjectEditor\MuCOE\Nodes\UCustomizableObjectNodeMaterial) * > GetMaterialNodes ( int LOD ) const


code: int32 GetNumLODPins() const


description: If returns true, only a single link can go out of every output pin. False by default.

code: virtual bool IsSingleOutputNode() const


code: [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * LODPin ( int32 LODIndex ) const


className: LODPinNamePrefix

code: static const TCHAR * LODPinNamePrefix = TEXT("LOD ");


code: [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * OutputPin() const


className: OutputPinName

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


description: Add post load work here. When called, it is guaranteed that all nodes in this graph will have executed the BackwardsCompatibleFixup function.


description: Called after duplication & serialization and before PostLoad. Used to e.g. make sureUStaticMesh'sUModelgets copied as well. Note: NOT called on components on actor duplication (alt-drag or copy-paste). Use PostEditImport as well to cover that case.

code: virtual void PostDuplicate ( bool bDuplicateForPIE )


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

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


description: Perform any fixups (deep copies of associated data, etc...) necessary after a node has been pasted in the editor

code: virtual void PostPasteNode()


description: Perform any steps necessary prior to copying a node into the paste buffer

code: virtual void PrepareForCopying()


code: void SetMeshComponentNumFromParent ( int32 MeshComponentNum )


code: void SetParentObject ( [UCustomizableObject](API\Plugins\CustomizableObject\MuCO\UCustomizableObject) * CustomizableParentObject )


code: UCustomizableObjectNodeObject()


className: UCustomizableObjectNodeObject

AutoLODStrategy

type: ECustomizableOb...

ComponentSettings

type: TArray<FCompon...

description: Array of bones to remove from the mesh.All influences assigned to these bones will be transferred to the closest valid bone.

CurrentComponent

description: Node Details Support.

Identifier

type: FGuid

IdentifierVerification

description: To avoid any no properly saved GUIDs.

ParamUIMetadata

type: FMutableParamUI...

RealTimeMorphSelectionOverrides

type: TArray<FRealTi...

description: Information about the realtime morph targets usage.

ReferencedSkeletalMeshes

type: TArray<FSoftOb...

description: Soft references SkeletalMeshes found in the previous compilation.

States

type: TArray<FCustom...


description: Virtual function used to copy pin data when remapping pins.

code: virtual void Copy ( const [UCustomizableObjectNodePinData](API\Plugins\CustomizableObjectEditor\MuCOE\Nodes\UCustomizableObjectNodePinData) & Other )


description: Virtual function used to perform comparision between differentUCustomizableObjectNodePinDatainherited types.

code: virtual bool Equals ( const [UCustomizableObjectNodePinData](API\Plugins\CustomizableObjectEditor\MuCOE\Nodes\UCustomizableObjectNodePinData) & Other ) const


description: False if inherited types are different.

code: bool operator== ( const [UCustomizableObjectNodePinData](API\Plugins\CustomizableObjectEditor\MuCOE\Nodes\UCustomizableObjectNodePinData) & Other ) const


code: virtual bool operator!= ( const [UCustomizableObjectNodePinData](API\Plugins\CustomizableObjectEditor\MuCOE\Nodes\UCustomizableObjectNodePinData) & Other ) const


code: UCustomizableObjectNodePinData()


className: UCustomizableObjectNodePinData

description: Abstract base class for all pin data.

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


description: Given the node context (this), create all the required pins.

code: virtual void AllocateDefaultPins ( [UCustomizableObjectNodeRemapPins](API\Plugins\CustomizableObjectEditor\MuCOE\RemapPins\UCustomizableObj-) * RemapPins )


description: Create a visual widget to represent this node in a graph editor or graph panel. If not implemented, the default node factory will be used.

code: virtual [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [SGraphNode](API\Editor\GraphEditor\SGraphNode) > CreateVisualWidget()


code: [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * GetInputPin() const


description: Gets the name of this node, shown in title bar

code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetNodeTitle ( [ENodeTitleType::Type](API\Runtime\Engine\EdGraph\ENodeTitleType__Type) TitleType ) const


code: [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * GetOutputPin() const


description: Gets the overridden name for the specified pin, if any

code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetPinNameOverride ( const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) & Pin ) const


description: Gets the tooltip to display when over the node

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


code: virtual bool IsSingleOutputNode() const


code: void NotifyPinConnectionListChanged ( [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * Pin )


description: Called when this node is being renamed after a successful name validation

code: virtual void OnRenameNode ( const [FString](API\Runtime\Core\Containers\FString) & NewName )


description: Specialization of ReconstructNodeUEdGraphNodefunction.

code: virtual void ReconstructNode ( [UCustomizableObjectNodeRemapPins](API\Plugins\CustomizableObjectEditor\MuCOE\RemapPins\UCustomizableObj-) * RemapPinsMode )


description: Called when the connection list of one of the pins of this node is changed in the editor

code: virtual void PinConnectionListChanged ( [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * Pin )


description:
Returns whether to draw this node as a control point only (knot/reroute node). Note that this means that the node should only have on input and output pin.
Whether or not to draw this node as a control point.

code: virtual bool ShouldDrawNodeAsControlPointOnly ( int32 & OutInputPinIndex, int32 & OutOutputPinIndex ) const


className: UCustomizableObjectNodeReroute

description: Code based onUK2Node_Knot.


description: Whether or not this node should be given the chance to override pin names. If this returns true, thenGetPinNameOverride()will be called for each pin, each frame

code: virtual bool ShouldOverridePinNames() const


description: Add backwards compatible code here. When called, it is guaranteed that all nodes in this graph will have executed the PostLoad function.

code: virtual void BackwardsCompatibleFixup()


description: Changes the image mode of a pin bSetDefault param: if true sets the pin to be equal to the default mode (same as node)

code: void ChangeImagePinMode ( [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * Pin, bool bSetDefault )


description: Returns the reference Texture parameter from a Material.

code: [UTexture2D](API\Runtime\Engine\Engine\UTexture2D) * FindReferenceTextureParameter ( const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * Pin, [FString](API\Runtime\Core\Containers\FString) ParameterImageName ) const


description: Functions to generate the names of a mutable table's column.

code: [FString](API\Runtime\Core\Containers\FString) GenerateSkeletalMeshMutableColumName ( const [FString](API\Runtime\Core\Containers\FString) & PinName, int32 LODIndex, int32 MaterialIndex ) const


description: Bydefault all nodes remap by name. Override if a node requires a diferent default remap pins action.

code: virtual [UCustomizableObjectNodeTableRemapPins](API\Plugins\CustomizableObjectEditor\MuCOE\Nodes\UCustomizableObj-_62) * CreateRemapPinsDefault() const


description: Get the anim blueprint and anim slot columns related to a mesh.

code: void GetAnimationColumns ( const [FString](API\Runtime\Core\Containers\FString) & ColumnName, [FString](API\Runtime\Core\Containers\FString) & AnimBPColumnName, [FString](API\Runtime\Core\Containers\FString) & AnimSlotColumnName, [FString](API\Runtime\Core\Containers\FString) & AnimTagColumnName ) const


code: [FString](API\Runtime\Core\Containers\FString) GenerateStaticMeshMutableColumName ( const [FString](API\Runtime\Core\Containers\FString) & PinName, int32 MaterialIndex ) const


code: [TSoftClassPtr](API\Runtime\CoreUObject\UObject\TSoftClassPtr)< [UAnimInstance](API\Runtime\Engine\Animation\UAnimInstance) > GetAnimInstanceAt ( const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * Pin, const [FName](API\Runtime\Core\UObject\FName) & RowName ) const


code: template<class T> T * GetColumnDefaultAssetByType ( [FString](API\Runtime\Core\Containers\FString) ColumnName ) const


code: template<class T> T * GetColumnDefaultAssetByType ( const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * Pin ) const


description: Returns the name of the table column related to a pin.

code: [FString](API\Runtime\Core\Containers\FString) GetColumnNameByPin ( const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * Pin ) const


description: Returns the image mode of the column.

code: [ETableTextureType](API\Plugins\CustomizableObjectEditor\MuCOE\Nodes\ETableTextureType) GetColumnImageMode ( const [FString](API\Runtime\Core\Containers\FString) & ColumnName ) const


code: [TArray](API\Runtime\Core\Containers\TArray)< [UCustomizableObjectLayout](API\Plugins\CustomizableObjectEditor\MuCOE\UCustomizableObjectLayout) * > GetLayouts ( const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * Pin ) const


description: Returns the name of a Mesh Mutable Column from its LOD and pin (Only for AutomaticFromMesh LOD Strategy)

code: [FString](API\Runtime\Core\Containers\FString) GetMutableColumnName ( const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * Pin, const int32 & LOD ) const


description: Gets the draw color of a node's title bar

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


description: Gets the name of this node, shown in title bar

code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetNodeTitle ( [ENodeTitleType::Type](API\Runtime\Engine\EdGraph\ENodeTitleType__Type) TitleType ) const


description: Returns the LOD of the mesh associated to the input pin.

code: void GetPinLODAndSection ( const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * Pin, int32 & LODIndex, int32 & SectionIndex ) const


description: Returns the mesh type of the Pin.

code: [ETableMeshPinType](API\Plugins\CustomizableObjectEditor\MuCOE\Nodes\ETableMeshPinType) GetPinMeshType ( const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * Pin ) const


description: Return the name of the enabled rows in the data table. Returns the name if the row has a bool column set as false (true == disabled)

code: [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > GetRowNames() const


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


description: We should do this in a template!

code: [USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) * GetSkeletalMeshAt ( const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * Pin, const [FName](API\Runtime\Core\UObject\FName) & RowName ) const


description: Gets the tooltip to display when over the node

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


description: Methods to get the UVs of the skeletal mesh.

code: void GetUVChannelForPin ( const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * Pin, [TArray](API\Runtime\Core\Containers\TArray)< FVector2f > & OutSegments, int32 UVChannel ) const


code: void GetUVChannel ( const [UCustomizableObjectLayout](API\Plugins\CustomizableObjectEditor\MuCOE\UCustomizableObjectLayout) * CurrentLayout, [TArray](API\Runtime\Core\Containers\TArray)< FVector2f > & OutSegments ) const


description: Returns true if the pin is a texture array pin.

code: bool IsImageArrayPin ( [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * Pin )


description: Returns true if the pin is in the default mode (same as node)

code: bool IsImagePinDefault ( [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * Pin )


code: virtual bool IsPinRelevant ( const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * Pin ) const


description: Callback called when the Table property or its contents has changed.

code: void OnTableChanged()


description: Called when the connection list of one of the pins of this node is changed in the editor

code: virtual void PinConnectionListChanged ( [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * Pin )


description: Add post load work here. When called, it is guaranteed that all nodes in this graph will have executed the BackwardsCompatibleFixup function.


description: This alternate version of PostEditChange is called when properties inside structs are modified. The property that was actually modified is located at the tail of the list. The head of the list of theFStructPropertymember variable that contains the property that was modified.

code: virtual void PostEditChangeChainProperty ( [FPropertyChangedChainEvent](API\Runtime\CoreUObject\UObject\FPropertyChangedChainEvent) & PropertyChangedEvent )


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

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


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

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


code: virtual bool ProvidesCustomPinRelevancyTest() const


code: virtual void RemapPinsData ( const [TMap](API\Runtime\Core\Containers\TMap)< [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) *, [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * > & PinsToRemap )


description: Methods to provide the Layouts to the Layout block editors.

code: void SetLayoutInLayoutEditor ( [UCustomizableObjectLayout](API\Plugins\CustomizableObjectEditor\MuCOE\UCustomizableObjectLayout) * CurrentLayout )


className: UCustomizableObjectNodeTable

bAddNoneOption

description: If true, adds a "None" parameter option

bDisableCheckedRows

description: If there is a bool column in the table, checked rows will not be compiled

DefaultImageMode

type: ETableTextureTy...

description: Decides the default type of the texture pins (passtrhough or mutable) Right click on a non-linked image pin to customize its image mode

ParameterName

description: Name of the property parameter.

Table

type: TObjectPtr<UDa...

description: Pointer to the Data Table Asset represented in this node.


description: Add backwards compatible code here. When called, it is guaranteed that all nodes in this graph will have executed the PostLoad function.

code: virtual void BackwardsCompatibleFixup()


description: Given the node context (this), create all the required pins.

code: virtual void AllocateDefaultPins ( [UCustomizableObjectNodeRemapPins](API\Plugins\CustomizableObjectEditor\MuCOE\RemapPins\UCustomizableObj-) * RemapPins )


description: Gets the name of this node, shown in title bar

code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetNodeTitle ( [ENodeTitleType::Type](API\Runtime\Engine\EdGraph\ENodeTitleType__Type) TitleType ) const


description: Gets the draw color of a node's title bar

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


description: Gets the tooltip to display when over the node

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


className: UCustomizableObjectNodeTexture


className: OrphanPin

description: Allows to perform work when orphaning a pin.

code: void OrphanPin ( [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) & Pin )


description: Use MovePersistentDataFromOldPin from this file to copy the links from the old node to the new node.

code: virtual void RemapPins ( const [UCustomizableObjectNode](API\Plugins\CustomizableObjectEditor\MuCOE\Nodes\UCustomizableObjectNode) & Node, const [TArray](API\Runtime\Core\Containers\TArray)< [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * > & OldPins, const [TArray](API\Runtime\Core\Containers\TArray)< [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * > & NewPins, [TMap](API\Runtime\Core\Containers\TMap)< [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) *, [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * > & PinsToRemap, [TArray](API\Runtime\Core\Containers\TArray)< [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * > & PinsToOrphan )


className: UCustomizableObjectNodeRemapPins

description: Do not implement any functions or members directly, use inheritance. As an example, seeUCustomizableObjectNodeRemapPinsByNameclass. If data needs to be passed between ReconstructNode and AllocateDefaultPins, use the derived class context to save it.

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


code: virtual bool Equal ( const [UCustomizableObjectNode](API\Plugins\CustomizableObjectEditor\MuCOE\Nodes\UCustomizableObjectNode) & Node, const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) & OldPin, const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) & NewPin ) const


className: UCustomizableObjectNodeRemapPinsByName

description: Use inheritance is a node requires a set of special rules when remapping by name.


description: If a default pin is given, remap it to the first pin. Otherwise, remap pins by name as usual.

DefaultPin

type: UEdGraphPin...

description: Default pin to remap with.


description: Use inheritance is a node requires a set of special rules when remapping by position.


className: RemoveRestrictedChars

code: void RemoveRestrictedChars ( [FString](API\Runtime\Core\Containers\FString) & String )


description: Construct the widget

code: void Construct ( const [FArguments](API\Plugins\CustomizableObjectEditor\MuCOE\SCustomizableInstanceProperties\FArguments) & InArgs )


code: WidgetArgsType & CustomInstance &40; TWeakObjectPtr< UCustomizableObjectInstance > InArg &41;


code: WidgetArgsType & InstanceDetails &40; TWeakPtr< FCustomizableInstanceDetails > InArg &41;


className: WidgetArgsType

code: typedef FArguments WidgetArgsType


className: FArguments

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


code: const [UCustomizableObjectInstance](API\Plugins\CustomizableObject\MuCO\UCustomizableObjectInstance) * GetInstance() const


description: Redraws the Instance Properties Widget

code: void ResetParamBox()


code: void SetNoInstanceMessage ( const [FText](API\Runtime\Core\Internationalization\FText) & Message )


description: Set SimplifiedProjectorInterface bool value - Deprecated

code: void SetSimplifiedProjectorInterface ( bool Enabled )


className: SCustomizableInstanceProperties

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

bShouldResetParamBox

description: Bool to Redraw the Instance Properties Widget


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

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


code: void Construct ( const [FArguments](API\Plugins\CustomizableObjectEditor\MuCOE\SCustomizableObj-\FArguments) & InArgs )


code: WidgetArgsType & Viewport &40; TSharedPtr< class SEditorViewport > InArg &41;


code: WidgetArgsType & ViewportTapBody &40; TSharedPtr< class SCustomizableObjectEditorViewportTabBody > InArg &41;


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


code: class SCustomizableObjectEditorTransformViewportToolbar : public [SViewportToolBar](API\Editor\UnrealEd\SViewportToolBar)

UICommandList

type: TSharedPtr< cla...

description: Command list for the widgets to be added to the toolbar

Viewport

type: TWeakPtr< class...

description: The editor viewport that we are in

ViewportTapBody

description: Viewport we are in - derived class


description: Constructs this widget from its declaration Function to open color picker window when selected from context menu Callback function for decreasing color brightness Callback function for increasing color brightness Callback function which determines whether this widget is enabled The viewport hosting this widget Constructs this widget from its declaration Callback function for decreasing size Callback function for increasing size Callback function which determines whether this widget is enabled The viewport hosting this widget

code: void Construct ( const [FArguments](API\Plugins\CustomizableObjectEditor\MuCOE\SCustomizableObj-_1\FArguments) & InArgs, [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< class SCustomizableObjectEditorViewportTabBody > InViewport, [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< class [SEditorViewport](API\Editor\UnrealEd\SEditorViewport) > InRealViewport )


description: A level viewport toolbar widget that is placed in a viewport

code: class SCustomizableObjectEditorViewportToolBar : public [SViewportToolBar](API\Editor\UnrealEd\SViewportToolBar)


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


description: UObjectimplementation.

code: virtual void BeginDestroy()


description: BeginUThumbnailRendererObject.

code: virtual void Draw ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object, int32 X, int32 Y, uint32 Width, uint32 Height, [FRenderTarget](API\Runtime\Engine\FRenderTarget) *, [FCanvas](API\Runtime\Engine\FCanvas) * Canvas, bool bAdditionalViewFamily )


code: UCustomizableObjectThumbnailRenderer()


className: UCustomizableObjectThumbnailRenderer


code: UCustomizableObjectEditorSettings()


className: UCustomizableObjectEditorSettings

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

bCompileObjectsSynchronously

description: If true, AutomaticCompilation will happen synchronously.

bCompileRootObjectsOnStartPIE

description: If true, Root Customizable Objects in memory will be compiled, if needed, before starting a PIE session.

bDisableMutableCompileInEditor

description: If true, Mutable won't compile any COs in the Editor.

bEnableAutomaticCompilation

description: If true, Mutable will automatically compile, if needed, COs being used by Actors.


className: UCustomizableObjectExtensionNode

description: Customizable Object graph nodes that output ExtensionData should implement this interface

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


className: UCustomizableObjectFactory

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

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


code: void NotifyNodeIdChanged ( const [FGuid](API\Runtime\Core\Misc\FGuid) & OldGuid, const [FGuid](API\Runtime\Core\Misc\FGuid) & NewGuid )


description: Called after duplication & serialization and before PostLoad. Used to e.g. make sureUStaticMesh'sUModelgets copied as well. Note: NOT called on components on actor duplication (alt-drag or copy-paste). Use PostEditImport as well to cover that case.

code: virtual void PostDuplicate ( bool bDuplicateForPIE )


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

code: virtual void PostLoad()


description: Called at the end ofRename(), but only if the rename was actually carried out

code: virtual void PostRename ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * OldOuter, const [FName](API\Runtime\Core\UObject\FName) OldName )


code: UCustomizableObjectGraph()


className: UCustomizableObjectGraph

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


description: Return a quaternion which aligns this actor type to the specified surface normal

code: virtual FQuat AlignObjectToSurfaceNormal ( const FVector & InSurfaceNormal, const FQuat & ActorRotation ) const


code: [FGuid](API\Runtime\Core\Misc\FGuid) RequestNotificationForNodeIdChange ( const [FGuid](API\Runtime\Core\Misc\FGuid) & OldGuid, const [FGuid](API\Runtime\Core\Misc\FGuid) & NodeToNotifyGuid )


code: virtual bool CanCreateActorFrom ( const [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) & AssetData, [FText](API\Runtime\Core\Internationalization\FText) & OutErrorMsg )


description: Given an instance of an actor, find the wrapped asset object which can be used to create a validFAssetData. Returns nullptr if the given ActorInstance is not valid for this factory. Override this function if the factory actor is a different class than the asset data's class which this factory operates on. For example, if this is the static mesh actor factory, the class of the asset data isUStaticMesh, but the actor factory's class isAStaticMeshActor

code: virtual [UObject](API\Runtime\CoreUObject\UObject\UObject) * GetAssetFromActorInstance ( [AActor](API\Runtime\Engine\GameFramework\AActor) * ActorInstance )


code: int32 GetNumberOfComponents ( class [UCustomizableObjectInstance](API\Plugins\CustomizableObject\MuCO\UCustomizableObjectInstance) * COInstance )


code: [USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) * GetSkeletalMeshFromAsset ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Asset, int32 ComponentIndex ) const


description: Override this in derived factory classes if needed. This is called after a blueprint is created by this factory to update the blueprint's CDO properties with state from the asset for this factory. IMPORTANT: If you override this, you should usually also overridePostSpawnActor()!

code: virtual void PostCreateBlueprint ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Asset, [AActor](API\Runtime\Engine\GameFramework\AActor) * CDO )


description: Subclasses may implement this to modify the actor after it has been spawned IMPORTANT: If you override this, you should usually also overridePostCreateBlueprint()!

code: virtual void PostSpawnActor ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Asset, [AActor](API\Runtime\Engine\GameFramework\AActor) * NewActor )


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


description: Get a block index in the array from its id. Return -1 if not found.

code: int32 FindBlock ( const [FGuid](API\Runtime\Core\Misc\FGuid) & InId ) const


className: UCustomizableObjectInstanceFactory

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(MinimalAPI, Config=Editor) class UCustomizableObjectInstanceFactory : public [UActorFactory](API\Editor\UnrealEd\ActorFactories\UActorFactory)


code: void GenerateBlocksFromUVs()


code: int32 GetFirstLODToIgnoreWarnings()


code: FIntPoint GetGridSize() const


code: int32 GetLOD() const


code: int32 GetMaterial() const


code: FIntPoint GetMaxGridSize() const


code: [UObject](API\Runtime\CoreUObject\UObject\UObject) * GetMesh() const


code: int32 GetUVChannel() const


code: void GetUVChannel ( [TArray](API\Runtime\Core\Containers\TArray)< FVector2f > & UVs, int32 UVChannelIndex ) const


code: void SetGridSize ( FIntPoint Size )


code: void SetBlockReductionMethod ( [ECustomizableObjectLayoutBlockReductionMethod](API\Plugins\CustomizableObjectEditor\MuCOE\ECustomizableObj-_1) Method )


code: void SetIgnoreVertexLayoutWarnings ( bool bValue )


code: void SetIgnoreWarningsLOD ( int32 LODValue )


description: Sets the layout parameters.

code: void SetLayout ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * InMesh, int32 LODIndex, int32 MatIndex, int32 UVIndex )


code: void SetMaxGridSize ( FIntPoint Size )


code: void SetLayoutName ( [FString](API\Runtime\Core\Containers\FString) Name )


code: void SetPackingStrategy ( [ECustomizableObjectTextureLayoutPackingStrategy](API\Plugins\CustomizableObjectEditor\MuCOE\ECustomizableObj-) Strategy )


code: UCustomizableObjectLayout()


className: UCustomizableObjectLayout

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

UnassignedUVs

type: TArray<TArray<...


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


description: Utility to create a node creating action

code: static [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FCustomizableObjectSchemaAction_NewNode](API\Plugins\CustomizableObjectEditor\MuCOE\FCustomizableObj-_9) > AddNewNodeAction ( [FGraphActionListBuilderBase](API\Runtime\Engine\EdGraph\FGraphActionListBuilderBase) & ContextMenuBuilder, const [FString](API\Runtime\Core\Containers\FString) & Category, const [FText](API\Runtime\Core\Internationalization\FText) & MenuDesc, const [FText](API\Runtime\Core\Internationalization\FText) & Tooltip, const int32 Grouping, const [FString](API\Runtime\Core\Containers\FString) & Keywords )


description: Breaks the link between two nodes.

code: virtual void BreakSinglePinLink ( [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * SourcePin, [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * TargetPin ) const


description: Breaks all links from/to a single pin

code: virtual void BreakPinLinks ( [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) & TargetPin, bool bSendsNodeNotifcation ) const


description:
Determine if a connection can be created between two pins.
An empty string if the connection is legal, otherwise a message describing why the connection would fail.

code: virtual const [FPinConnectionResponse](API\Runtime\Engine\EdGraph\FPinConnectionResponse) CanCreateConnection ( const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * A, const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * B ) const


description: Called when asset(s) are dropped onto a graph background.

code: virtual void DroppedAssetsOnGraph ( const [TArray](API\Runtime\Core\Containers\TArray)< [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) > & Assets, const FVector2D & GraphPosition, [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * Graph ) const


className: ESpawnableObjectType

description: Enum containing all the object types that we are able to convert onto a node when dragging and dropping and asset of that type onto the CO graph. Each value of this enumeration will, in practice, have a CO node to be represented by.

code: enum ESpawnableObjectType { None = -1, UTexture2D, USkeletalMesh, UStaticMesh, UMaterialInterface, }


description: Allows schema to generate a tooltip (icon & message) when the specified asset(s) are dragged over the specified graph

code: virtual void GetAssetsGraphHoverMessage ( const [TArray](API\Runtime\Core\Containers\TArray)< [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) > & Assets, const [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * HoverGraph, [FString](API\Runtime\Core\Containers\FString) & OutTooltipText, bool & OutOkIcon ) const


code: void GetBreakLinkToSubMenuActions ( class [FMenuBuilder](API\Runtime\Slate\Framework\MultiBox\FMenuBuilder) & MenuBuilder, [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * InGraphPin ) const


code: void GetContextMenuActionsReconstructAllChildNodes ( [UToolMenu](API\Developer\ToolMenus\UToolMenu) * Menu, [TWeakObjectPtr](API\Runtime\Core\UObject\TWeakObjectPtr)< [UGraphNodeContextMenuContext](API\Runtime\Engine\EdGraph\UGraphNodeContextMenuContext) > Context ) const


code: static [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< class [ICustomizableObjectEditor](API\Plugins\CustomizableObjectEditor\MuCOE\ICustomizableObjectEditor) > GetCustomizableObjectEditor ( const class [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * ParentGraph )


description: Gets actions that should be added to the right-click context menu for a node or pin

code: virtual void GetContextMenuActions ( [UToolMenu](API\Developer\ToolMenus\UToolMenu) * Menu, [UGraphNodeContextMenuContext](API\Runtime\Engine\EdGraph\UGraphNodeContextMenuContext) * Context ) const


description: Get all actions that can be performed when right clicking on a graph or drag-releasing on a graph from a pin

code: virtual void GetGraphContextActions ( [FGraphContextMenuBuilder](API\Runtime\Engine\EdGraph\FGraphContextMenuBuilder) & ContextMenuBuilder ) const


description: Given a Material parameter type, returns the Mutable pin category.

code: static const [FName](API\Runtime\Core\UObject\FName) & GetPinCategory ( EMaterialParameterType Type )


description:
Gets the draw color of a pin based on it's type.
The color representing the passed in type.

code: virtual [FLinearColor](API\Runtime\Core\Math\FLinearColor) GetPinTypeColor ( const [FEdGraphPinType](API\Runtime\Engine\EdGraph\FEdGraphPinType) & PinType ) const


description: Given a pin category name, get its friendly name (user readable).

code: static [FText](API\Runtime\Core\Internationalization\FText) GetPinCategoryName ( const [FName](API\Runtime\Core\UObject\FName) & PinCategory )


code: [FLinearColor](API\Runtime\Core\Math\FLinearColor) GetPinTypeColor ( const [FName](API\Runtime\Core\UObject\FName) & PinType ) const


description:
All possible object types that we can convert onto mutable nodes must be defined here.
True if the asset can be used to spawn a mutable node, false if not.

code: bool IsSpawnableAsset ( const [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) & InAsset, ESpawnableObjectType & OutObjectType ) const


description: Handles double-clicking on a pin<->pin connection

code: virtual void OnPinConnectionDoubleCicked ( [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * PinA, [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * PinB, const FVector2D & GraphPosition ) const


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


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


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


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


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


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


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


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


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


description: Allowable PinType.PinCategory values.

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


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


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


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


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


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


description: If we should disallow viewing and editing of the supplied pin

code: virtual bool ShouldHidePinDefaultValue ( [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * Pin ) const


description: Break non allowed connections once the connection has been created. Allows the nodes to have greater connectivity granularity than simply forbidding to create a connection withUEdGraphSchema_CustomizableObject::CanCreateConnection.

code: virtual bool TryCreateConnection ( [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * PinA, [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * PinB ) const


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


module: CustomizableObjectPopulation

code: bool IsValidSampler() const


code: namespace CustomizableObjectPopulation { enum EPopulationSamplerType { NONE, BOOL, OPTION, UNIFORM_FLOAT, RANGE, CURVE, UNIFORM_CURVE_COLOR, CONSTANT_COLOR, } }


code: FBoolSampler ( [FBoolSampler](API\Plugins\CustomizableObjectPopulation\MuCOP\FBoolSampler) && )


code: bool Sample ( [FRandomStream](API\Runtime\Core\Math\FRandomStream) & Rand ) const


className: FBoolSampler

code: class FBoolSampler


code: FBoolSampler ( int32 TrueWeight, int32 FalseWeight )


className: FClassWeightPair

Class

type: TObjectPtr<UCu...

ClassWeight

type: int

description: Influence of this class over all the classes of a population


code: [FLinearColor](API\Runtime\Core\Math\FLinearColor) Sample ( [FRandomStream](API\Runtime\Core\Math\FRandomStream) & Rand ) const


code: FColorCurveUniformSampler()


code: FColorCurveUniformSampler ( [UCurveLinearColor](API\Runtime\Engine\Curves\UCurveLinearColor) & InCurve, const float InMin, const float InMax )


code: FColorCurveUniformSampler ( [FColorCurveUniformSampler](API\Plugins\CustomizableObjectPopulation\MuCOP\FColorCurveUniformSampler) && )


code: FClassWeightPair()


className: FColorCurveUniformSampler

code: class FColorCurveUniformSampler


code: FConstraintIndex ( const int32 SamplerIndex, const [EPopulationSamplerType](API\Plugins\CustomizableObjectPopulation\MuCOP\CustomizableObje-) SamplerType )


code: FConstraintIndex()


className: FConstraintIndex

code: struct FConstraintIndex

SamplerType

type: EPopulationSamp...


code: const [FConstraintIndex](API\Plugins\CustomizableObjectPopulation\MuCOP\FConstraintIndex) & GetSamplerID ( int32 SamplerIndex ) const


code: FConstraintSampler()


code: FConstraintSampler ( [FConstraintSampler](API\Plugins\CustomizableObjectPopulation\MuCOP\FConstraintSampler) && )


code: FConstraintSampler ( const [TArray](API\Runtime\Core\Containers\TArray)< int32 > & OptionWeights, const [FString](API\Runtime\Core\Containers\FString) & ParameterName, const [TArray](API\Runtime\Core\Containers\TArray)< [FConstraintIndex](API\Plugins\CustomizableObjectPopulation\MuCOP\FConstraintIndex) > & Samplers )


className: BinAreaSampleResolution

code: static constexpr int32 BinAreaSampleResolution = 32;


code: bool IsValidSampler() const


className: FConstraintSampler

ParameterName

type: FString

Samplers

type: TArray<FConstr...


code: float Sample ( [FRandomStream](API\Runtime\Core\Math\FRandomStream) & Rand ) const


code: FCurveSampler()


code: FCurveSampler ( [FCurveSampler](API\Plugins\CustomizableObjectPopulation\MuCOP\FCurveSampler) && )


className: FCurveSampler

code: class FCurveSampler


code: void GenerateParameters ( [FRandomStream](API\Runtime\Core\Math\FRandomStream) & Rand, [UCustomizableObjectInstance](API\Plugins\CustomizableObject\MuCO\UCustomizableObjectInstance) * Instance )


BoolSamplers

type: TArray<FBoolSa...

description: Bool samplers.

ConstantColors

type: TArray<FLinear...

ConstraintSamplers

description: Characteristic samplers.

CurveSamplers

type: TArray<FCurveS...

IntSamplers

type: TArray<FOption...

description: Int samplers.

RangesSamplers

type: TArray<FRanges...

UniformColorSamplers

type: TArray<FColorC...

description: Color samplers.

UniformFloatSamplers

type: TArray<FFloatU...

description: Float samplers.


className: GUID

description: The GUID for this custom version number.

code: static const [FGuid](API\Runtime\Core\Misc\FGuid) GUID;


className: Type

code: enum Type { BeforeCustomVersionWasAdded = 0, VersionPlusOne, LatestVersion = VersionPlusOne - 1, }


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


bPopulationCompiledForCook

type: bool

ClassGenerators

type: TArray<FCustom...

ClassSampler

type: FPopulationClas...


code: [FDiscreteImportanceSampler](API\Plugins\CustomizableObjectPopulation\MuCOP\FDiscreteImportanceSampler) & operator= ( const [FDiscreteImportanceSampler](API\Plugins\CustomizableObjectPopulation\MuCOP\FDiscreteImportanceSampler) & )


code: int32 Sample ( [FRandomStream](API\Runtime\Core\Math\FRandomStream) & Rand ) const


code: FCurveSampler ( const [FRichCurve](API\Runtime\Engine\Curves\FRichCurve) & InCurve, const int32 NumBins )


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


code: FDiscreteImportanceSampler()


code: FDiscreteImportanceSampler ( [FDiscreteImportanceSampler](API\Plugins\CustomizableObjectPopulation\MuCOP\FDiscreteImportanceSampler) && )


className: FDiscreteImportanceSampler

code: class FDiscreteImportanceSampler


code: FFloatUniformSampler ( [FFloatUniformSampler](API\Plugins\CustomizableObjectPopulation\MuCOP\FFloatUniformSampler) && )


code: FFloatUniformSampler ( const float InMin, const float InMax )


className: FFloatUniformSampler

code: class FFloatUniformSampler


code: const [FString](API\Runtime\Core\Containers\FString) & GetOptionName ( int32 OptionIndex ) const


code: FOptionSampler()


code: FOptionSampler ( [FOptionSampler](API\Plugins\CustomizableObjectPopulation\MuCOP\FOptionSampler) && )


code: FOptionSampler ( const [TArray](API\Runtime\Core\Containers\TArray)< int32 > & OptionWeights, const [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & OptionNames )


className: FOptionSampler


className: FPopulationClassParameter

ParameterOptions

type: TMap<FString, ...

description: Map of options available for a parameter can have and their tags

Tags

type: TArray<FString...

description: List of tags of a parameter


className: FPopulationClassParameterOptions

description: List of tags of a Parameter Option


code: [FPopulationClassSampler](API\Plugins\CustomizableObjectPopulation\MuCOP\FPopulationClassSampler) & operator= ( const [FPopulationClassSampler](API\Plugins\CustomizableObjectPopulation\MuCOP\FPopulationClassSampler) & )


code: FPopulationClassSampler ( [FPopulationClassSampler](API\Plugins\CustomizableObjectPopulation\MuCOP\FPopulationClassSampler) && )


code: FPopulationClassSampler()


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


className: FPopulationClassSampler

description: friendFArchive& operator<<(FArchive& Ar, FFloatSampler& Sampler); };


code: float Sample ( [FRandomStream](API\Runtime\Core\Math\FRandomStream) & Rand ) const


code: bool IsValidSampler() const


code: FRangesSampler()


code: FRangesSampler ( [FRangesSampler](API\Plugins\CustomizableObjectPopulation\MuCOP\FRangesSampler) && )


code: FRangesSampler ( const [TArray](API\Runtime\Core\Containers\TArray)< int32 > & RangesWeights, const [TArray](API\Runtime\Core\Containers\TArray)< [TTuple](API\Runtime\Core\Misc\TTuple)< float, float >> & RangesValues )


className: FRangesSampler

code: class FRangesSampler


code: int32 GeneratePopulation ( [TArray](API\Runtime\Core\Containers\TArray)< [UCustomizableObjectInstance](API\Plugins\CustomizableObject\MuCO\UCustomizableObjectInstance) * > & OutInstances, int32 NumInstancesToGenerate ) const


code: void Init ( [TArray](API\Runtime\Core\Containers\TArray)< [UCustomizableObject](API\Plugins\CustomizableObject\MuCO\UCustomizableObject) * > _PopulationObjects, [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FCustomizableObjectPopulationGeneratorPrivate](API\Plugins\CustomizableObjectPopulation\MuCOP\FCustomizableObj-_2) > _Private )


code: bool IsCompiledForCook()


code: void RegeneratePopulation ( int32 Seed, [TArray](API\Runtime\Core\Containers\TArray)< [UCustomizableObjectInstance](API\Plugins\CustomizableObject\MuCO\UCustomizableObjectInstance) * > & OutInstances, int32 NumInstancesToGenerate ) const


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 )


className: UCustomizableObjectPopulationGenerator

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


description: Starts caching of platform specific data for the target platform Called when cooking before serialization so that object can prepare platform specific data Not called during normal loading of objects

code: virtual void BeginCacheForCookedPlatformData ( const [ITargetPlatform](API\Developer\TargetPlatform\Interfaces\ITargetPlatform) * TargetPlatform )


code: void CompilePopulation ( [UCustomizableObjectPopulationGenerator](API\Plugins\CustomizableObjectPopulation\MuCOP\UCustomizableObj-) * NewGenerator )


description: Returns the seed that was used to create instances in this call of the GeneratePopulation. Returns -1 if no generator was found.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="CustomizablePopulation") int32 GeneratePopulation ( [TArray](API\Runtime\Core\Containers\TArray)< [UCustomizableObjectInstance](API\Plugins\CustomizableObject\MuCO\UCustomizableObjectInstance) * > & OutInstances, int32 NumInstancesToGenerate ) const


code: bool HasGenerator() const


description: Have we finished loading all the cooked platform data for the target platforms requested in BeginCacheForCookedPlatformData

code: virtual bool IsCachedCookedPlatformDataLoaded ( const [ITargetPlatform](API\Developer\TargetPlatform\Interfaces\ITargetPlatform) * TargetPlatform )


code: UCustomizableObjectPopulation()


description: Allows the compilation of this population only if all its classes exist

code: bool IsValidPopulation() const


description: Returns false if no generator was found.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="CustomizablePopulation") bool RegeneratePopulation ( int32 Seed, [TArray](API\Runtime\Core\Containers\TArray)< [UCustomizableObjectInstance](API\Plugins\CustomizableObject\MuCO\UCustomizableObjectInstance) * > & OutInstances, int32 NumInstancesToGenerate ) const


className: UCustomizableObjectPopulation

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

ClassWeights

type: TArray<FClassW...

description: List of Pupulation classes that define this population

Name

description: Name of the customizable object population


className: UCustomizableObjectPopulationClass

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

Allowlist

description: Map of parameters available for the Customizable Object and their tags List of parameter tags available for this class

Blocklist

description: List of parameter tags forbidden for this class

Characteristics

type: TArray< FCustom...

description: Additional options to take into account for some parameters

CustomizableObject

type: TObjectPtr< cla...

description: Customizable Object that defines this class

CustomizableObjectInstance

description: Customizable Object Instance for UI purposes

EditorCurve

description: UCurve for UI purposes

description: Name of the Customizable Object Population Class

Tags

description: Array with all the tags deffined for this population class


description: Initialize commands

module: CustomizableObjectPopulationEditor

code: virtual void RegisterCommands()


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

GenerateInstances

type: TSharedPtr<FUI...


description: Retrieves the current custom asset.


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


description: Public interface to Static Mesh Editor

code: class ICustomizableObjectPopulationClassEditor : public [FAssetEditorToolkit](API\Editor\UnrealEd\Toolkits\FAssetEditorToolkit)


description: Set the current custom asset.

code: virtual void SetCustomAsset ( [UCustomizableObjectPopulationClass](API\Plugins\CustomizableObjectPopulation\MuCOP\UCustomizableObjectPopulationCla-) * InCustomAsset )


description: Set the current custom asset.

code: virtual void SetCustomAsset ( [UCustomizableObjectPopulation](API\Plugins\CustomizableObjectPopulation\MuCOP\UCustomizableObjectPopulation) * InCustomAsset )


className: ICustomizableObjectPopulationEditor

description: Public interface to Static Mesh Editor

code: class ICustomizableObjectPopulationEditor : public [FAssetEditorToolkit](API\Editor\UnrealEd\Toolkits\FAssetEditorToolkit)


description: Creates a new customizable object population editor.

code: [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [ICustomizableObjectPopulationEditor](API\Plugins\CustomizableObjectPopulationEdit-\MuCOPE\ICustomizableObj-_1) > CreateCustomizableObjectPopulationEditor ( const [EToolkitMode::Type](API\Editor\EditorFramework\Toolkits\EToolkitMode__Type) Mode, const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IToolkitHost](API\Editor\EditorFramework\Toolkits\IToolkitHost) > & InitToolkitHost, [UCustomizableObjectPopulation](API\Plugins\CustomizableObjectPopulation\MuCOP\UCustomizableObjectPopulation) * CustomizablePopulation )


code: [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [ICustomizableObjectPopulationClassEditor](API\Plugins\CustomizableObjectPopulationEdit-\MuCOPE\ICustomizableObj-) > CreateCustomizableObjectPopulationClassEditor ( const [EToolkitMode::Type](API\Editor\EditorFramework\Toolkits\EToolkitMode__Type) Mode, const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IToolkitHost](API\Editor\EditorFramework\Toolkits\IToolkitHost) > & InitToolkitHost, [UCustomizableObjectPopulationClass](API\Plugins\CustomizableObjectPopulation\MuCOP\UCustomizableObjectPopulationCla-) * CustomizablePopulationClass )


description: Customizable object population editor module interface

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


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

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


className: UCustomizableObjectPopulationFactory

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


className: ECustomSequencerTrackType

module: CustomizableSequencerTracks

code: enum ECustomSequencerTrackType { RootTrack, ObjectTrack, }


code: FSequencerTrackInstanceInput()


className: FSequencerTrackInstanceInput

Context

type: FMovieSceneCont...

Section

type: TObjectPtr<USe...


code: virtual void ImportEntityImpl &40; UMovieSceneEntitySystemLinker &42; EntityLinker, const FEntityImportParams & Params, FImportedEntity &42; OutImportedEntity &41;


code: USequencerSectionBP ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjInit )


className: USequencerSectionBP

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Blueprintable, Abstract, DisplayName=SequencerSection) class USequencerSectionBP : public [UMovieSceneSection](API\Runtime\MovieScene\UMovieSceneSection), public [IMovieSceneEntityProvider](API\Runtime\MovieScene\EntitySystem\IMovieSceneEntityProvider)


description: Add a section to this track.

code: virtual void AddSection ( [UMovieSceneSection](API\Runtime\MovieScene\UMovieSceneSection) & Section )


description:
Generates a new section suitable for use with this track.
a new section suitable for use with this track.

code: virtual [UMovieSceneSection](API\Runtime\MovieScene\UMovieSceneSection) * CreateNewSection()


description:
Called when all the sections of the track need to be retrieved.
List of all the sections in the track.

code: virtual const [TArray](API\Runtime\Core\Containers\TArray)< [UMovieSceneSection](API\Runtime\MovieScene\UMovieSceneSection) * > & GetAllSections() const


description: Gathers a list of asset registry searchable tags which are name/value pairs with some type information This only needs to be implemented for asset objects

code: virtual void GetAssetRegistryTags ( [TArray](API\Runtime\Core\Containers\TArray)< [FAssetRegistryTag](API\Runtime\CoreUObject\UObject\UObject\FAssetRegistryTag) > & OutTags ) const


description:
Checks to see if the section is in this track.
True if the section is in this track.

code: virtual bool HasSection ( const [UMovieSceneSection](API\Runtime\MovieScene\UMovieSceneSection) & Section ) const


description: Whether or not this track has any data in it.

code: virtual bool IsEmpty() const


description: Removes a section from this track.

code: virtual void RemoveSection ( [UMovieSceneSection](API\Runtime\MovieScene\UMovieSceneSection) & Section )


description: Removes a section from this track at a particular index

code: virtual void RemoveSectionAt ( int32 SectionIndex )


code: virtual EMovieSceneTrackEasingSupportFlags SupportsEasing ( [FMovieSceneSupportsEasingParams](API\Runtime\MovieScene\FMovieSceneSupportsEasingParams) & Params ) const


description: Whether or not this track supports multiple row indices.

code: virtual bool SupportsMultipleRows() const


description:
Does this track support this section class type?
Whether this track supports this section class type

code: virtual bool SupportsType ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UMovieSceneSection](API\Runtime\MovieScene\UMovieSceneSection) > SectionClass ) const


className: USequencerTrackBP

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Blueprintable, Abstract, DisplayName=SequencerTrack) class USequencerTrackBP : public [UMovieSceneNameableTrack](API\Runtime\MovieScene\UMovieSceneNameableTrack)

DefaultSectionType

type: TSubclassOf<US...

Icon

type: FSlateBrush

SupportedObjectType

type: TObjectPtr<UCl...

SupportedSections

type: TArray<TSubcla...

TrackType

type: ECustomSequence...


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(Category="Sequencer", BlueprintCallable) [UObject](API\Runtime\CoreUObject\UObject\UObject) * GetAnimatedObject() const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(Category="Sequencer", BlueprintCallable, BlueprintPure=false) [FSequencerTrackInstanceInput](API\Plugins\CustomizableSequencerTracks\FSequencerTrackInstanceInput) GetInput ( int32 Index ) const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(Category="Sequencer", BlueprintCallable) int32 GetNumInputs() const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(Category="Sequencer", DisplayName="OnDestroyed", BlueprintImplementableEvent, Meta=(CallInEditor=true)) void K2_OnDestroyed()


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(Category="Sequencer", DisplayName="OnInitialize", BlueprintImplementableEvent, Meta=(CallInEditor=true)) void K2_OnInitialize()


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(Category="Sequencer", DisplayName="OnInputAdded", BlueprintImplementableEvent, Meta=(CallInEditor=true)) void K2_OnInputAdded ( [FSequencerTrackInstanceInput](API\Plugins\CustomizableSequencerTracks\FSequencerTrackInstanceInput) Input )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(Category="Sequencer", DisplayName="OnUpdate", BlueprintImplementableEvent, Meta=(CallInEditor=true)) void K2_OnUpdate()


className: USequencerTrackInstanceBP

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Blueprintable, Abstract, DisplayName=SequencerTrackInstance) class USequencerTrackInstanceBP : public [UMovieSceneTrackInstance](API\Runtime\MovieScene\EntitySystem\TrackInstance\UMovieSceneTrackInstance)


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(Category="Sequencer", DisplayName="OnInputRemoved", BlueprintImplementableEvent, Meta=(CallInEditor=true)) void K2_OnInputRemoved ( [FSequencerTrackInstanceInput](API\Plugins\CustomizableSequencerTracks\FSequencerTrackInstanceInput) Input )


className: FCustomMeshTriangle

module: CustomMeshComponent

type: FVector


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

code: static [ICustomMeshComponentPlugin](API\Plugins\CustomMeshComponent\ICustomMeshComponentPlugin) & Get()


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

code: static bool IsAvailable()


className: ICustomMeshComponentPlugin

description: The public interface to this module

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


description: Add to the geometry to use on this triangle mesh. This may cause an allocation. UseSetCustomMeshTriangles()instead when possible to reduce allocations.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Components|CustomMesh") void AddCustomMeshTriangles ( const [TArray](API\Runtime\Core\Containers\TArray)< [FCustomMeshTriangle](API\Plugins\CustomMeshComponent\FCustomMeshTriangle) > & Triangles )


description: Removes all geometry from this triangle mesh. Does not deallocate memory, allowing new geometry to reuse the existing allocation.


description: Set the geometry to use on this triangle mesh

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Components|CustomMesh") bool SetCustomMeshTriangles ( const [TArray](API\Runtime\Core\Containers\TArray)< [FCustomMeshTriangle](API\Plugins\CustomMeshComponent\FCustomMeshTriangle) > & Triangles )


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


className: UCustomMeshComponent

description: Component that allows you to specify custom triangle mesh geometry

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(HideCategories=(Object, LOD, Physics, Collision), EditInlineNew, Meta=(BlueprintSpawnableComponent), ClassGroup=Rendering) class UCustomMeshComponent : public [UMeshComponent](API\Runtime\Engine\Components\UMeshComponent)


module: DatabaseSupport

code: bool operator== ( const [FDatabaseColumnInfo](API\Plugins\DatabaseSupport\FDatabaseColumnInfo) & OtherFDatabaseColumnInfo ) const


description: Default constructor

code: FDatabaseColumnInfo()


className: FDatabaseColumnInfo

description: This struct holds info relating to a column. Specifically, we need to get back certain meta info from a RecordSet so we can "Get" data from it.

code: struct FDatabaseColumnInfo

ColumnName

type: FString

description: The name of the column

DataType

type: EDataBaseUnreal...

description: This is the type of data in this column. (e.g. so you can do GetFloat or GetInt on the column


description: Closes connection to database.

code: virtual void Close()