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

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


description: This function allow to retrieve all the VariantSets' unique ids for this object.

module: InterchangeNodes

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


description: This function allow to retrieve one VariantSet's unique id for this object.

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


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

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


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

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


className: UInterchangeSceneNode

description: The scene node represent a transform node in the scene Scene node can have user defined attribute. UseUInterchangeUserDefinedAttributesAPIto get user define attribute data

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


description: Remove one VariantSet's unique id from this object.

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


className: UInterchangeSceneVariantSetsNode

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

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


description: Creates a newUInterchangeShaderGraphNodeand adds it to NodeContainer as a translated node.

code: static [UInterchangeShaderGraphNode](API\Plugins\InterchangeNodes\UInterchangeShaderGraphNode) * Create ( [UInterchangeBaseNodeContainer](API\Runtime\InterchangeCore\Nodes\UInterchangeBaseNodeContainer) * NodeContainer, const FStringView NodeName )


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


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


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


description: Forces two sided even for Transmission materials.

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


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


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


description: Build and return a UID name for a shader graph node.

code: static [FString](API\Runtime\Core\Containers\FString) MakeNodeUid ( const FStringView NodeName )


description: Sets if this shader graph should be considered as a material, false, or a material function, true.

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


description: Shader is transparent or opaque if it's alpha is lower or higher than the clip value.

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


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


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


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

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


className: UInterchangeShaderGraphNode

description: A shader graph has its own set of inputs on which shader nodes can be connected to.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(BlueprintType, Experimental) class UInterchangeShaderGraphNode : public [UInterchangeShaderNode](API\Plugins\InterchangeNodes\UInterchangeShaderNode)


description: Creates a newUInterchangeShaderNodeand adds it to NodeContainer as a translated node.

code: static [UInterchangeShaderNode](API\Plugins\InterchangeNodes\UInterchangeShaderNode) * Create ( [UInterchangeBaseNodeContainer](API\Runtime\InterchangeCore\Nodes\UInterchangeBaseNodeContainer) * NodeContainer, const FStringView NodeName, const FStringView ParentNodeUid )


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


description: Build and return a UID name for a shader node.

code: static [FString](API\Runtime\Core\Containers\FString) MakeNodeUid ( const FStringView NodeName, const FStringView ParentNodeUid )


description: Sets which type of shader this nodes represents. Can be arbitrary or one of the predefined shader types. The material pipeline handling the shader node should be aware of the shader type that is being set here.

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


className: UInterchangeShaderNode

description: A shader node is a named set of inputs and outputs. It can be connected to other shader nodes and finally to a shader graph input.

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


description:
Adds an input connection attribute.
true if the input connection was successfully added to the node.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | Material") static bool ConnectDefaultOuputToInput ( [UInterchangeBaseNode](API\Runtime\InterchangeCore\Nodes\UInterchangeBaseNode) * InterchangeNode, const [FString](API\Runtime\Core\Containers\FString) & InputName, const [FString](API\Runtime\Core\Containers\FString) & ExpressionUid )


description:
Adds an input connection attribute.
true if the input connection was successfully added to the node. OutputIndex is encoded in a string in the following pattern ExpressionUid:OutputByIndex:FString::FromInt(OutputIndex) The index should be retrieved usingUInterchangeShaderPortsAPI::GetOutputIndexFromName

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | Material") static bool ConnectOuputToInputByIndex ( [UInterchangeBaseNode](API\Runtime\InterchangeCore\Nodes\UInterchangeBaseNode) * InterchangeNode, const [FString](API\Runtime\Core\Containers\FString) & InputName, const [FString](API\Runtime\Core\Containers\FString) & ExpressionUid, int32 OutputIndex )


description: Deprecated* This function is replace by ConnectOuputToInputByName.

code: static bool ConnectOuputToInput ( [UInterchangeBaseNode](API\Runtime\InterchangeCore\Nodes\UInterchangeBaseNode) * InterchangeNode, const [FString](API\Runtime\Core\Containers\FString) & InputName, const [FString](API\Runtime\Core\Containers\FString) & ExpressionUid, const [FString](API\Runtime\Core\Containers\FString) & OutputName )


description: Retrieves the names of all the inputs for a given node.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | Material") static void GatherInputs ( const [UInterchangeBaseNode](API\Runtime\InterchangeCore\Nodes\UInterchangeBaseNode) * InterchangeNode, [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & OutInputNames )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | Material") static bool ConnectOuputToInputByName ( [UInterchangeBaseNode](API\Runtime\InterchangeCore\Nodes\UInterchangeBaseNode) * InterchangeNode, const [FString](API\Runtime\Core\Containers\FString) & InputName, const [FString](API\Runtime\Core\Containers\FString) & ExpressionUid, const [FString](API\Runtime\Core\Containers\FString) & OutputName )


description: Retrieves the node unique id and the output name connected to a given input, if any.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | Material") static bool GetInputConnection ( const [UInterchangeBaseNode](API\Runtime\InterchangeCore\Nodes\UInterchangeBaseNode) * InterchangeNode, const [FString](API\Runtime\Core\Containers\FString) & InputName, [FString](API\Runtime\Core\Containers\FString) & OutExpressionUid, [FString](API\Runtime\Core\Containers\FString) & OutputName )


description: For an input with a value, returns the type of the stored value.

code: static [UE::Interchange::EAttributeTypes](API\Runtime\InterchangeCore\Types\UE__Interchange__EAttributeTypes) GetInputType ( const [UInterchangeBaseNode](API\Runtime\InterchangeCore\Nodes\UInterchangeBaseNode) * InterchangeNode, const [FString](API\Runtime\Core\Containers\FString) & InputName )


description: Returns INDEX_NONE if OutputName is not an index.

code: static int32 GetOutputIndexFromName ( const [FString](API\Runtime\Core\Containers\FString) & OutputName )


description: Checks if a particular input exists on a given node.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | Material") static bool HasInput ( const [UInterchangeBaseNode](API\Runtime\InterchangeCore\Nodes\UInterchangeBaseNode) * InterchangeNode, const [FName](API\Runtime\Core\UObject\FName) & InInputName )


className: InputPrefix

code: static const TCHAR * InputPrefix = TEXT("Inputs");


className: InputSeparator

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


description: Returns true if the attribute key is associated with an input (starts with "Inputs:").

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


description: Makes an attribute key to represent a node being connected to an input (ie: Inputs:InputName:Connect).

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


description: Makes an attribute key to represent a value being given to an input (ie: Inputs:InputName:Value).

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


description: From an attribute key associated with an input (ie: Inputs:InputName:Value), retrieves the input name from it.

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


className: OutputByIndex

code: static const TCHAR * OutputByIndex = TEXT("__ByIndex__");


className: UInterchangeShaderPortsAPI

description: The Shader Ports API manages a set of inputs and outputs attributes. This API can be used over any InterchangeBaseNode that wants to support shader ports as attributes.

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


description: Get the animation sample rate. Return false if the attribute is not set.

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


description: Get the animation start time. Return false if the attribute is not set.

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


description: Get the animation stop time. Return false if the attribute is not set.

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


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

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


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


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


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

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


description: Override serialize to restore SlotMaterialDependencies on load.

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


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | SkeletalAnimationTrack") bool SetAnimationPayloadKeyForSceneNodeUid ( const [FString](API\Runtime\Core\Containers\FString) & SceneNodeUid, const [FString](API\Runtime\Core\Containers\FString) & InUniqueId, const [EInterchangeAnimationPayLoadType](API\Plugins\InterchangeNodes\EInterchangeAnimationPayLoadType) & InType )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | SkeletalAnimationTrack") bool SetAnimationPayloadKeyForMorphTargetNodeUid ( const [FString](API\Runtime\Core\Containers\FString) & MorphTargetNodeUid, const [FString](API\Runtime\Core\Containers\FString) & InUniqueId, const [EInterchangeAnimationPayLoadType](API\Plugins\InterchangeNodes\EInterchangeAnimationPayLoadType) & InType )


description: Set the animation sample rate. Return false if the attribute cannot be set.

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


description: Set the animation start time. Return false if the attribute cannot be set.

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


description: Set the animation stop time. Return false if the attribute cannot be set.

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


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

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


className: UInterchangeSkeletalAnimationTrackNode

description: Class to hold onto the relationships between a set of animation tracks and the bones, morph targets of a skeleton.


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


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


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


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


className: UInterchangeSpotLightNode


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


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


description: Field of View in Degrees.

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


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


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | Camera") bool GetCustomProjectionMode ( [EInterchangeCameraProjectionType](API\Plugins\InterchangeNodes\EInterchangeCameraProjectionType) & AttributeValue ) const


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


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


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


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


description: Field of View in Degrees.

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


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


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | Camera") bool SetCustomProjectionMode ( const [EInterchangeCameraProjectionType](API\Plugins\InterchangeNodes\EInterchangeCameraProjectionType) & AttributeValue )


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


className: UInterchangeStandardCameraNode

description: Primarily used for Ortho Camera.


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


code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(BlueprintType, Experimental) class UInterchangeTexture2DArrayNode : public [UInterchangeTextureNode](API\Plugins\InterchangeNodes\UInterchangeTextureNode)


description: Creates a newUInterchangeTexture2DNodeand adds it to NodeContainer as a translated node.

code: static [UInterchangeTexture2DNode](API\Plugins\InterchangeNodes\UInterchangeTexture2DNode) * Create ( [UInterchangeBaseNodeContainer](API\Runtime\InterchangeCore\Nodes\UInterchangeBaseNodeContainer) * NodeContainer, const FStringView TextureNodeName )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | Texture") bool GetCustomWrapU ( [EInterchangeTextureWrapMode](API\Plugins\InterchangeNodes\EInterchangeTextureWrapMode) & AttributeValue ) const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | Texture") bool GetCustomWrapV ( [EInterchangeTextureWrapMode](API\Plugins\InterchangeNodes\EInterchangeTextureWrapMode) & AttributeValue ) const


description: UDIMs begin here UDIM base texture use a different model for the source data Get the source blocks for the texture If the map is empty then the texture will be simply be imported as normal texture using the payload key

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | Texture | UDIMs") [TMap](API\Runtime\Core\Containers\TMap)< int32, [FString](API\Runtime\Core\Containers\FString) > GetSourceBlocks() const


description: Build and return a UID name for a texture 2D node.

code: static [FString](API\Runtime\Core\Containers\FString) MakeNodeUid ( const FStringView NodeName )


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: Override serialize to restore SourceBlocks on load.

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


description: Custom attributes.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | Texture") bool SetCustomWrapU ( const [EInterchangeTextureWrapMode](API\Plugins\InterchangeNodes\EInterchangeTextureWrapMode) & AttributeValue )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | Texture") bool SetCustomWrapV ( const [EInterchangeTextureWrapMode](API\Plugins\InterchangeNodes\EInterchangeTextureWrapMode) & AttributeValue )


description: Set the source blocks Using this will suggest the pipeline to consider this texture as UDIM and it can chose to pass or not these block to the texture factory node.

code: void SetSourceBlocks ( [TMap](API\Runtime\Core\Containers\TMap)< int32, [FString](API\Runtime\Core\Containers\FString) > && InSourceBlocks )


code: void SetSourceBlocks ( const [TMap](API\Runtime\Core\Containers\TMap)< int32, [FString](API\Runtime\Core\Containers\FString) > & InSourceBlocks )


code: static [UInterchangeTextureBlurNode](API\Plugins\InterchangeNodes\UInterchangeTextureBlurNode) * Create ( [UInterchangeBaseNodeContainer](API\Runtime\InterchangeCore\Nodes\UInterchangeBaseNodeContainer) * NodeContainer, const FStringView TextureNodeName )


className: UInterchangeTextureBlurNode

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(BlueprintType, Experimental) class UInterchangeTextureBlurNode : public [UInterchangeTexture2DNode](API\Plugins\InterchangeNodes\UInterchangeTexture2DNode)


className: UInterchangeTextureCubeArrayNode

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(BlueprintType, Experimental) class UInterchangeTextureCubeArrayNode : public [UInterchangeTextureNode](API\Plugins\InterchangeNodes\UInterchangeTextureNode)


className: UInterchangeTextureCubeNode

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(BlueprintType, Experimental) class UInterchangeTextureCubeNode : public [UInterchangeTextureNode](API\Plugins\InterchangeNodes\UInterchangeTextureNode)


code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(BlueprintType, Experimental) class UInterchangeTexture2DNode : public [UInterchangeTextureNode](API\Plugins\InterchangeNodes\UInterchangeTextureNode)

SourceBlocks

description: UDIMs ends here.


className: UInterchangeTextureLightProfileNode

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(BlueprintType, Experimental) class UInterchangeTextureLightProfileNode : public [UInterchangeTextureNode](API\Plugins\InterchangeNodes\UInterchangeTextureNode)


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


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


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


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | Texture") bool GetCustomFilter ( [EInterchangeTextureFilterMode](API\Plugins\InterchangeNodes\EInterchangeTextureFilterMode) & AttributeValue ) const


description: the attribute are sorted by key when building theFSHA1data. The hash will be deterministic for the same data whatever the order we add the attributes. This function interface is pure virtual

code: virtual [FGuid](API\Runtime\Core\Misc\FGuid) GetHash() const


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

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


description: Texture node Interface Begin

code: virtual const [TOptional](API\Runtime\Core\IO\TOptional)< [FString](API\Runtime\Core\Containers\FString) > GetPayLoadKey() const


description: Build and return a UID name for a texture node.

code: static [FString](API\Runtime\Core\Containers\FString) MakeNodeUid ( const FStringView NodeName )


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


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | Texture") bool SetCustomFilter ( const [EInterchangeTextureFilterMode](API\Plugins\InterchangeNodes\EInterchangeTextureFilterMode) & AttributeValue )


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


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | Texture") virtual void SetPayLoadKey ( const [FString](API\Runtime\Core\Containers\FString) & PayloadKey )


className: UInterchangeTextureNode

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


description: Get which channels of this animation should be used. This is a bitmask. See SetCustomUsedChannels for description of bitmask

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | TransformAnimationTrack") bool GetCustomUsedChannels ( int32 & AttributeValue ) const


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


description: Set which channels of this animation should be used. This is a bitwise mask. Bits are interpreted as follow: None = 0x000, TranslationX = 0x001, TranslationY = 0x002, TranslationZ = 0x004, Translation = TranslationX | TranslationY | TranslationZ, RotationX = 0x008, RotationY = 0x010, RotationZ = 0x020, Rotation = RotationX | RotationY | RotationZ, ScaleX = 0x040, ScaleY = 0x080, ScaleZ = 0x100, Scale = ScaleX | ScaleY | ScaleZ, AllTransform = Translation | Rotation | Scale, Weight = 0x200, All = Translation | Rotation | Scale | Weight,

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | TransformAnimationTrack") bool SetCustomUsedChannels ( const int32 & AttributeValue )


className: UInterchangeTransformAnimationTrackNode

description: Class to represent an animation on the transform of a camera, light or scene node


description: Add one translated node's unique id to this VariantSet.

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


description: This function allow to retrieve the number of translated node's unique ids for this VariantSet.

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


description: This function allow to retrieve a specific translated node's unique id for this VariantSet.

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


description: This function allow to retrieve all the translated node's unique ids for this VariantSet.

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


description: This function allow to retrieve the text which is displayed in the UI for this VariantSet.

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


description: Get the payload key needed to retrieve the variants for this VariantSet.

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


description: This function allow to set the text to be displayed in the UI for this VariantSet.

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


description: Remove one translated node's unique id from this VariantSet.

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


description: Set the payload key needed to retrieve the variants for this VariantSet.

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


className: UInterchangeVariantSetNode

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

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


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

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


className: UInterchangeVolumeTextureNode

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(BlueprintType, Experimental) class UInterchangeVolumeTextureNode : public [UInterchangeTextureNode](API\Plugins\InterchangeNodes\UInterchangeTextureNode)


className: EInterchangeForceMeshType

description: Force mesh type, if user want to import all meshes as one type

module: InterchangePipelines

code: enum EInterchangeForceMeshType { IFMT_None, IFMT_StaticMesh, IFMT_SkeletalMesh, IFMT_MAX, }


className: EInterchangeAnimationRange

description: Animation length type when importing

code: enum EInterchangeAnimationRange { Timeline, Animated, SetRange, MAX, }


className: EInterchangeMaterialImportOption

code: enum EInterchangeMaterialImportOption { ImportAsMaterials, ImportAsMaterialInstances, }


className: EInterchangeMaterialXShaders

code: enum EInterchangeMaterialXShaders { StandardSurface, StandardSurfaceTransmission, SurfaceUnlit, UsdPreviewSurface, MaxShaderCount, }


className: EInterchangeVertexColorImportOption

code: enum EInterchangeVertexColorImportOption { IVCIO_Replace, IVCIO_Ignore, IVCIO_Override, IVCIO_MAX, }


className: FInterchangeLodSceneNodeContainer

description: This container exist only because UPROPERTY cannot support nested container. SeeFInterchangeMeshInstance

SceneNodes

type: TArray<TObject...

description: Each scene node here represent a mesh scene node.


code: FInterchangeMeshGeometry()


className: FInterchangeMeshGeometry

description: A mesh geometry is a description of a translated mesh asset node that define a geometry.

AttachedSocketUids

type: TArray<FString...

description: A list of all scene nodes representing sockets attached to this mesh

MeshNode

type: TObjectPtr< con...

description: TheUInterchangeMeshNodepointer represent by this structure.

MeshUid

type: FString

description: Represent the unique id of theUInterchangeMeshNoderepresent by this structure.

ReferencingMeshInstanceUids

description: All mesh instance referencing thisUInterchangeMeshNodepointer.


code: FInterchangeMeshInstance()


className: FInterchangeMeshInstance

description: A mesh instance is a description of a translated scene node that point on a translated mesh asset. A mesh instance pointing on a lod group can have many lods and many scene mesh nodes per lod index. A mesh instance pointing on a mesh node will have only the lod 0 and will point on one scene mesh node.

bHasMorphTargets

type: bool

LodGroupNode

description: If this mesh instance represent a LodGroup this member will not be null, but will be null if the mesh instance do not represent a lod group

MeshInstanceUid

description: This ID represent either 1: a lod group scene node uid or 2: a mesh scene node uid.

ReferencingMeshGeometryUids

description: All mesh geometry referenced by this MeshInstance.

SceneNodePerLodIndex

type: TMap< int32,FI...


code: bool IsSkeletalMeshGeometry ( const [FInterchangeMeshGeometry](API\Plugins\InterchangePipelines\FInterchangeMeshGeometry) & MeshGeometry )


code: bool IsSkeletalMeshInstance ( const [FInterchangeMeshInstance](API\Plugins\InterchangePipelines\FInterchangeMeshInstance) & MeshInstance, [UInterchangeBaseNodeContainer](API\Runtime\InterchangeCore\Nodes\UInterchangeBaseNodeContainer) * BaseNodeContainer )


code: bool IsSkeletalMeshInstance ( const [FInterchangeMeshInstance](API\Plugins\InterchangePipelines\FInterchangeMeshInstance) & MeshInstance, [UInterchangeBaseNodeContainer](API\Runtime\InterchangeCore\Nodes\UInterchangeBaseNodeContainer) * BaseNodeContainer, bool & bOutIsStaticMeshNestedInSkeleton )


code: bool IsStaticMeshGeometry ( const [FInterchangeMeshGeometry](API\Plugins\InterchangePipelines\FInterchangeMeshGeometry) & MeshGeometry )


description: Represent the contextUInterchangePipelineMeshesUtilitieswill use when client query the data

bConvertSkeletalMeshToStaticMesh

description: Convert static mesh to skeletal mesh

bConvertStaticMeshToSkeletalMesh

description: Convert static mesh to skeletal mesh

description: Convert static mesh that has morph target to skeletal mesh

bImportMeshesInBoneHierarchy

description: If checked, meshes nested in bone hierarchies will be imported instead of being converted to bones.

bQueryGeometryOnlyIfNoInstance

description: When querying geometry, this flag will not add MeshGeometry if there is a scene node pointing on a geometry.


code: bool IsStaticMeshInstance ( const [FInterchangeMeshInstance](API\Plugins\InterchangePipelines\FInterchangeMeshInstance) & MeshInstance, [UInterchangeBaseNodeContainer](API\Runtime\InterchangeCore\Nodes\UInterchangeBaseNodeContainer) * BaseNodeContainer )


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 [IInterchangePipelinesModule](API\Plugins\InterchangePipelines\IInterchangePipelinesModule) & 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: IInterchangePipelinesModule

description: The public interface to this module

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


code: namespace UE { namespace Interchange { namespace MeshesUtilities { template<class T> void UE::Interchange::MeshesUtilities::ReorderSlotMaterialDependencies ( T & FactoryNode, const [UInterchangeBaseNodeContainer](API\Runtime\InterchangeCore\Nodes\UInterchangeBaseNodeContainer) & NodeContainer ) } } }


description: Applies material slot dependencies stored in SlotMaterialDependencies to FactoryNode.

code: namespace UE { namespace Interchange { namespace MeshesUtilities { template<class T> void UE::Interchange::MeshesUtilities::ApplySlotMaterialDependencies ( T & FactoryNode, const [TMap](API\Runtime\Core\Containers\TMap)< [FString](API\Runtime\Core\Containers\FString), [FString](API\Runtime\Core\Containers\FString) > & SlotMaterialDependencies, const [UInterchangeBaseNodeContainer](API\Runtime\InterchangeCore\Nodes\UInterchangeBaseNodeContainer) & NodeContainer ) } } }


code: void BuildMaterialInstance ( const [UInterchangeShaderGraphNode](API\Plugins\InterchangeNodes\UInterchangeShaderGraphNode) * ShaderGraphNode, [UInterchangeMaterialInstanceFactoryNode](API\Plugins\InterchangeFactoryNodes\UInterchangeMaterialInstanceFact-) * materialInstanceNode )


className: ExpectedMaterialInstanceIdentifiers

code: static const [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > ExpectedMaterialInstanceIdentifiers = {TEXT("MI_Default_Opaque"), TEXT("MI_Default_Mask"), TEXT("MI_Default_Blend"), TEXT("MI_Unlit_Opaque"), TEXT("MI_Unlit_Mask"), TEXT("MI_Unlit_Blend"), TEXT("MI_ClearCoat_Opaque"), TEXT("MI_ClearCoat_Mask"), TEXT("MI_ClearCoat_Blend"), TEXT("MI_Sheen_Opaque"), TEXT("MI_Sheen_Mask"), TEXT("MI_Sheen_Blend"), TEXT("MI_Transmission"), TEXT("MI_SpecularGlossiness_Opaque"), TEXT("MI_SpecularGlossiness_Mask"), TEXT("MI_SpecularGlossiness_Blend"), TEXT("MI_Default_Opaque_DS"), TEXT("MI_Default_Mask_DS"), TEXT("MI_Default_Blend_DS"), TEXT("MI_Unlit_Opaque_DS"), TEXT("MI_Unlit_Mask_DS"), TEXT("MI_Unlit_Blend_DS"), TEXT("MI_ClearCoat_Opaque_DS"), TEXT("MI_ClearCoat_Mask_DS"), TEXT("MI_ClearCoat_Blend_DS"), TEXT("MI_Sheen_Opaque_DS"), TEXT("MI_Sheen_Mask_DS"), TEXT("MI_Sheen_Blend_DS"), TEXT("MI_Transmission_DS"), TEXT("MI_SpecularGlossiness_Opaque_DS"), TEXT("MI_SpecularGlossiness_Mask_DS"), TEXT("MI_SpecularGlossiness_Blend_DS")};


code: bool IsMaterialParentsEditible()


code: void SetMaterialParentsEditible ( bool bEditible )


code: [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > ValidateMaterialInstancesAndParameters() const


className: UGLTFPipelineSettings

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Config=Interchange, Meta=(DisplayName="Interchange glTF")) class UGLTFPipelineSettings : public [UDeveloperSettings](API\Runtime\DeveloperSettings\Engine\UDeveloperSettings)

MaterialParents

type: TMap<FString, ...


description: Create a UInterchangeSkeletonFactorynode

code: [UInterchangeSkeletonFactoryNode](API\Plugins\InterchangeFactoryNodes\UInterchangeSkeletonFactoryNode) * CreateSkeletonFactoryNode ( [UInterchangeBaseNodeContainer](API\Runtime\InterchangeCore\Nodes\UInterchangeBaseNodeContainer) * BaseNodeContainer, const [FString](API\Runtime\Core\Containers\FString) & RootJointUid )


description: This function should return true if all the pipeline settings are in a valid state to start the import. The Interchange Pipeline Configuration Dialog will call this to know if the Import button can be enable.

code: virtual bool IsSettingsAreValid ( [TOptional](API\Runtime\Core\IO\TOptional)< [FText](API\Runtime\Core\Internationalization\FText) > & OutInvalidReason ) const


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

description: Allow to convert static mesh using morph target to skeletal mesh"

bImportOnlyAnimations

description: Enable this option to only import animation, a valid skeleton must be set to import only the animations.

description: Enable this option to use frame 0 as reference pose

Skeleton

type: TWeakObjectPtr<...

description: Skeleton to use for imported asset.


description: This function is call when before we show the pipeline dialog. Pipeline that override it can change the existing settings according to the re-import type. The function is also call when we import or re-import custom LOD and alternate skinning.

code: virtual void AdjustSettingsForContext ( EInterchangePipelineContext ReimportType, [TObjectPtr](API\Runtime\Core\Delegates\TObjectPtr)< [UObject](API\Runtime\CoreUObject\UObject\UObject) > ReimportAsset )


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

code: virtual bool CanExecuteOnAnyThread ( EInterchangePipelineTask PipelineTask )


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

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


className: UInterchangeGenericAnimationPipeline

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(BlueprintType, HideDropDown) class UInterchangeGenericAnimationPipeline : public [UInterchangePipelineBase](API\Runtime\InterchangeCore\UInterchangePipelineBase)

AnimationRange

type: EInterchangeAni...

description: Which animation range to import.

bAddCurveMetadataToSkeleton

description: Whether to automatically add curve metadata to an animation's skeleton.

bDeleteExistingCustomAttributeCurves

description: If true, all previous node attributes imported as Animation Curves will be deleted when doing a re-import.

bDeleteExistingMorphTargetCurves

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

bDeleteExistingNonCurveCustomAttributes

description: If true, all previous node attributes imported as Animation Attributes will be deleted when doing a re-import.

bDoNotImportCurveWithZero

description: When importing custom attribute or morphtarget as curve, do not import if it doesn't have any value other than zero.

bImportAnimations

description: If enable, import all animation assets find in the sources.

bImportBoneTracks

description: Import bone transform tracks. If false, this will discard any bone transform tracks.

bImportCustomAttribute

description: If true, import node attributes as either Animation Curves or Animation Attributes

bRemoveCurveRedundantKeys

description: When importing custom attribute as curve, remove redundant keys

description: Set Material Curve Type for all custom attributes that exists

bSnapToClosestFrameBoundary

description: If enabled, snaps the animation to the closest frame boundary using the import sampling rate

description: Enable this option to use default sample rate for the imported animation at 30 frames per second

CommonMeshesProperties

description: Common Meshes Properties Settings Pointer.

description: Common SkeletalMeshes And Animations Properties Settings Pointer.

CustomBoneAnimationSampleRate

description: Use this option to specify a sample rate for the imported animation, a value of 0 use the best matching sample rate.

FrameImportRange

description: Frame range used when Set Range is used in Animation Length

MaterialCurveSuffixes

description: Set Material Curve Type for the custom attribute with the following suffixes.

SourceAnimationName

description: Name of source animation that was imported, used to reimport correct animation from the translated source


description: This function is called after the factory create an asset, but before PostEditChange is called. It is always call on the game thread, code inside this function should not wait on other thread. (do not stall the game thread) This is the place to do any change to the unreal asset before PostEditChange is call.

code: virtual void ExecutePostFactoryPipeline ( const [UInterchangeBaseNodeContainer](API\Runtime\InterchangeCore\Nodes\UInterchangeBaseNodeContainer) * BaseNodeContainer, const [FString](API\Runtime\Core\Containers\FString) & NodeKey, [UObject](API\Runtime\CoreUObject\UObject\UObject) * CreatedAsset, bool bIsAReimport )


description: This function is called after the unreal asset is completely import and PostEditChange was called. : Some unreal assets have asynchronous build, its possible they are still compiling.

code: virtual void ExecutePostImportPipeline ( const [UInterchangeBaseNodeContainer](API\Runtime\InterchangeCore\Nodes\UInterchangeBaseNodeContainer) * BaseNodeContainer, const [FString](API\Runtime\Core\Containers\FString) & NodeKey, [UObject](API\Runtime\CoreUObject\UObject\UObject) * CreatedAsset, bool bIsAReimport )


description: FNameorFStringproperties can have a dynamic set of possible values. When displaying a pipeline property in the property editor, this function will be call for allFStringandFNameproperties and will generate a combo box with the PossibleValues if the function return true.

code: virtual bool GetPropertyPossibleValues ( const [FName](API\Runtime\Core\UObject\FName) PropertyPath, [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & PossibleValues )


description: We cannot call ScriptedCanExecuteOnAnyThread for a scripted python pipeline from the task parsing async thread. This function allow us to not call it and force the ScriptedExecutePostImportPipeline to execute on the game thread.

code: virtual bool IsScripted()


description: This function is called before showing the import dialog it is not called doing a re-import.

code: virtual void PreDialogCleanup ( const [FName](API\Runtime\Core\UObject\FName) PipelineStackName )


code: virtual void SetReimportSourceIndex ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * ReimportObjectClass, const int32 SourceFileIndex )


code: UInterchangeGenericAssetsPipeline()


className: UInterchangeGenericAssetsPipeline

description: This pipeline is the generic pipeline option for all meshes type and should be call before specialized Mesh pipeline (like generic static mesh or skeletal mesh pipelines) All shared import options between mesh type should be added here.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(BlueprintType, EditInlineNew) class UInterchangeGenericAssetsPipeline : public [UInterchangePipelineBase](API\Runtime\InterchangeCore\UInterchangePipelineBase)

AnimationPipeline

type: TObjectPtr<UIn...

AssetName

description: If not empty, and there is only one asset and one source data, we will name the asset with this string.

bUseSourceNameForAsset

description: If enable and AssetName is empty and there is only one asset and one source data, we will name the asset like the source data name.

ImportOffsetRotation

type: FRotator

description: Rotation offset applied to meshes and animations.

ImportOffsetTranslation

type: FVector

description: Translation offset applied to meshes and animations.

ImportOffsetUniformScale

type: float

description: Uniform scale offset applied to meshes and animations.

ReimportStrategy

type: EReimportStrate...

description: Allow user to choose the re-import strategy.


bBakeMeshes

description: If enable, meshes will be baked with the scene instance hierarchy transform.

bComputeWeightedNormals

description: If true, we will use the surface area and the corner angle of the triangle as a ratio when computing the normals.

bImportLods

description: If enable, meshes LODs will be imported.

bRecomputeNormals

description: If true, normals in the imported mesh are ignored and recomputed.

bRecomputeTangents

description: If true, tangents in the imported mesh are ignored and recomputed.

bRemoveDegenerates

description: If true, degenerate triangles will be removed.

description: If true, UVs will use backwards-compatible F16 conversion with truncation for legacy meshes.

bUseFullPrecisionUVs

description: If true, UVs will be stored at full floating point precision.

bUseHighPrecisionTangentBasis

description: If true, Tangents will be stored at 16 bit vs 8 bit precision.

bUseMikkTSpace

description: If true, recompute tangents will use mikkt space.

ForceAllMeshAsType

type: EInterchangeFor...

description: Allow to convert mesh to a particular type

VertexColorImportOption

type: EInterchangeVer...

description: Specify how vertex colors should be imported

VertexOverrideColor

type: FColor

description: Specify override color in the case that VertexColorImportOption is set to Override


description: BEGINUInterchangePipelineBaseoverrides

code: virtual void AdjustSettingsForContext ( EInterchangePipelineContext ImportType, [TObjectPtr](API\Runtime\Core\Delegates\TObjectPtr)< [UObject](API\Runtime\CoreUObject\UObject\UObject) > ReimportAsset )


description: Return a new Actor Factory Node to be used for the given SceneNode.

code: virtual [UInterchangeActorFactoryNode](API\Plugins\InterchangeFactoryNodes\UInterchangeActorFactoryNode) * CreateActorFactoryNode ( const [UInterchangeSceneNode](API\Plugins\InterchangeNodes\UInterchangeSceneNode) * SceneNode, const [UInterchangeBaseNode](API\Runtime\InterchangeCore\Nodes\UInterchangeBaseNode) * TranslatedAssetNode ) const


description: ENDUInterchangePipelineBaseoverrides PreImport step called for each translated SceneNode.

code: virtual void ExecuteSceneNodePreImport ( const FTransform & GlobalOffsetTransform, const [UInterchangeSceneNode](API\Plugins\InterchangeNodes\UInterchangeSceneNode) * SceneNode )


description: PreImport step called for each translated SceneVariantSetNode.

code: virtual void ExecuteSceneVariantSetNodePreImport ( const [UInterchangeSceneVariantSetsNode](API\Plugins\InterchangeNodes\UInterchangeSceneVariantSetsNode) & SceneVariantSetNode )


description: Use to set up the given factory node's attributes after its initialization.

code: virtual void SetUpFactoryNode ( [UInterchangeActorFactoryNode](API\Plugins\InterchangeFactoryNodes\UInterchangeActorFactoryNode) * ActorFactoryNode, const [UInterchangeSceneNode](API\Plugins\InterchangeNodes\UInterchangeSceneNode) * SceneNode, const [UInterchangeBaseNode](API\Runtime\InterchangeCore\Nodes\UInterchangeBaseNode) * TranslatedAssetNode ) const


className: UInterchangeGenericLevelPipeline

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(BlueprintType, EditInlineNew) class UInterchangeGenericLevelPipeline : public [UInterchangePipelineBase](API\Runtime\InterchangeCore\UInterchangePipelineBase)

BaseNodeContainer

type: UInterchangeBas...

bDeleteMissingActors

description: Enables or not the deletion of actors which were not part of the translation when re-importing into level.

bDeleteMissingAssets

description: Enables or not the deletion of assets which were not part of the translation when re-importing into level.

bForceReimportDeletedActors

description: Enables or not spawning actors which were deleted in the editor prior to a reimport.

bForceReimportDeletedAssets

description: Enables or not re-creating assets which were deleted in the editor prior to a reimport into level.

description: Disable this option to not convert Standard(Perspective) to Physical Cameras

ReimportPropertyStrategy

description: Allow user to choose the re-import strategy when re-importing into level.

SceneImportFactoryNode

type: UInterchangeSce...

description: Factory node created by the pipeline to later create the SceneImportAsset This factory node must be unique and depends on all the other factory nodes and its factory must be called after all factories Note that this factory node is not created at runtime.


className: EMaterialInputType

code: enum EMaterialInputType { Unknown, Color, Vector, Scalar, }


description: This function is call when before we show the pipeline dialog. Pipeline that override it can change the existing settings according to the re-import type. The function is also call when we import or re-import custom LOD and alternate skinning.

code: virtual void AdjustSettingsForContext ( EInterchangePipelineContext ReimportType, [TObjectPtr](API\Runtime\Core\Delegates\TObjectPtr)< [UObject](API\Runtime\CoreUObject\UObject\UObject) > ReimportAsset )


description: This function is called after the factory create an asset, but before PostEditChange is called. It is always call on the game thread, code inside this function should not wait on other thread. (do not stall the game thread) This is the place to do any change to the unreal asset before PostEditChange is call.


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

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


description: This function is called after the unreal asset is completely import and PostEditChange was called. : Some unreal assets have asynchronous build, its possible they are still compiling.


className: FParameterMaterialInputType

code: typedef [TTuple](API\Runtime\Core\Misc\TTuple)< [FString](API\Runtime\Core\Containers\FString), EMaterialInputType > FParameterMaterialInputType


description: This function should return true if all the pipeline settings are in a valid state to start the import. The Interchange Pipeline Configuration Dialog will call this to know if the Import button can be enable.

code: virtual bool IsSettingsAreValid ( [TOptional](API\Runtime\Core\IO\TOptional)< [FText](API\Runtime\Core\Internationalization\FText) > & OutInvalidReason ) const


description: BEGINUInterchangePipelineBaseoverrides


code: UInterchangeGenericMaterialPipeline()


className: UInterchangeGenericMaterialPipeline

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(BlueprintType, EditInlineNew) class UInterchangeGenericMaterialPipeline : public [UInterchangePipelineBase](API\Runtime\InterchangeCore\UInterchangePipelineBase)

AssetName

description: If not empty, and there is only one asset and one source data, we will name the asset with this string.

BaseNodeContainer

description: ENDUInterchangePipelineBaseoverrides

bImportMaterials

description: If enabled, imports the material assets found in the sources.

MaterialImport

type: EInterchangeMat...

ParentMaterial

type: FSoftObjectPath

description: Optional material used as the parent when importing materials as instances.

SourceDatas

type: TArray< constU...


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

code: virtual bool CanExecuteOnAnyThread ( EInterchangePipelineTask PipelineTask )


description: This function return true if all UPROPERTYs of the  exist in the provided .  UPROPERTY tested must be: not transient, editable

code: static bool DoClassesIncludeAllEditableStructProperties ( const [TArray](API\Runtime\Core\Containers\TArray)< const [UClass](API\Runtime\CoreUObject\UObject\UClass) * > & Classes, const [UStruct](API\Runtime\CoreUObject\UObject\UStruct) * Struct )


description: FNameorFStringproperties can have a dynamic set of possible values. When displaying a pipeline property in the property editor, this function will be call for allFStringandFNameproperties and will generate a combo box with the PossibleValues if the function return true.

code: virtual bool GetPropertyPossibleValues ( const [FName](API\Runtime\Core\UObject\FName) PropertyPath, [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & PossibleValues )


description: Specialize for skeletalmesh

code: void ImplementUseSourceNameForAssetOptionSkeletalMesh ( const int32 MeshesImportedNodeCount, const bool bUseSourceNameForAsset, const [FString](API\Runtime\Core\Containers\FString) & AssetName )


code: virtual void SetReimportSourceIndex ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * ReimportObjectClass, const int32 SourceFileIndex )


description: This function is called before showing the import dialog it is not called doing a re-import.

code: virtual void PreDialogCleanup ( const [FName](API\Runtime\Core\UObject\FName) PipelineStackName )


className: UInterchangeGenericMeshPipeline

description: Hide drop down will make sure the class is not showing in the class picker

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(BlueprintType, HideDropDown) class UInterchangeGenericMeshPipeline : public [UInterchangePipelineBase](API\Runtime\InterchangeCore\UInterchangePipelineBase)

bBuildNanite

type: bool

description: If enabled this option will allow you to use Nanite rendering at runtime.

bBuildReversedIndexBuffer

description: If enabled this option will make sure the staticmesh build a reverse index buffer.

bCombineSkeletalMeshes

description: If enable all translated skinned mesh node will be imported has a one skeletal mesh, note that it can still create several skeletal mesh for each different skeleton root joint.

bCombineStaticMeshes

description: If enabled, all translated static mesh nodes will be imported as a single static mesh.

bCreatePhysicsAsset

description: If checked, create new PhysicsAsset if it doesn't have it

bGenerateDistanceFieldAsIfTwoSided

description: Whether to generate the distance field treating every triangle hit as a front face.

bGenerateLightmapUVs

description: If enabled this option will generate lightmap for this staticmesh.

bImportCollision

description: If checked, custom collision will be imported and if there is no custom collision, a generic collision will be automatically generated.

bImportCollisionAccordingToMeshName

description: If enabled, meshes with certain prefixes will be imported as collision primitives for the mesh with the corresponding unprefixed name.

bImportMorphTargets

description: If enable any morph target shape will be imported.

bImportSkeletalMeshes

description: If enable, import the animation asset find in the sources.

bImportStaticMeshes

description: If enabled, import the static mesh asset found in the sources.

bOneConvexHullPerUCX

description: If enabled, each UCX collision mesh will be imported as a single convex hull.

BoneInfluenceLimit

description: The maximum number of bone influences to allow each vertex in this mesh to use.

description: The local scale applied when building the mesh

bUpdateSkeletonReferencePose

description: Enable this option to update Skeleton (of the mesh)'s reference pose.

bUseHighPrecisionSkinWeights

description: If Checked, use 16 bits for skin weights instead of 8 bits.

CommonMeshesProperties

description: Common Meshes Properties Settings Pointer.

description: Common SkeletalMeshes And Animations Properties Settings Pointer.

DistanceFieldResolutionScale

description: Scale to apply to the mesh when allocating the distance field volume texture.

LastSkeletalMeshImportContentType

type: EInterchangeSke...

description: The value of the content type during the last import.

LodGroup

type: FName

description: The LODGroup to associate with this mesh when it is imported

MaxLumenMeshCards

description: Max Lumen mesh cards to generate for this mesh.

MorphThresholdPosition

description: Threshold to compare vertex position equality when computing morph target deltas.

PhysicsAsset

description: If this is set, use this specified PhysicsAsset.

SkeletalMeshImportContentType

description: Re-import partially or totally a skeletal mesh.

ThresholdPosition

description: Threshold use to decide if two vertex position are equal.

ThresholdTangentNormal

description: Threshold use to decide if two normal, tangents or bi-normals are equal.

ThresholdUV

description: Threshold use to decide if two UVs are equal.


code: [UInterchangeTextureFactoryNode](API\Plugins\InterchangeFactoryNodes\UInterchangeTextureFactoryNode) * CreateTextureFactoryNode ( const [UInterchangeTextureNode](API\Plugins\InterchangeNodes\UInterchangeTextureNode) * TextureNode, const [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UInterchangeTextureFactoryNode](API\Plugins\InterchangeFactoryNodes\UInterchangeTextureFactoryNode) > & FactorySubclass )


code: [UInterchangeTextureFactoryNode](API\Plugins\InterchangeFactoryNodes\UInterchangeTextureFactoryNode) * HandleCreationOfTextureFactoryNode ( const [UInterchangeTextureNode](API\Plugins\InterchangeNodes\UInterchangeTextureNode) * TextureNode )


code: void PostImportTextureAssetImport ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * CreatedAsset, bool bIsAReimport )


className: UInterchangeGenericTexturePipeline

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(BlueprintType, EditInlineNew) class UInterchangeGenericTexturePipeline : public [UInterchangePipelineBase](API\Runtime\InterchangeCore\UInterchangePipelineBase)

AssetName

type: FString

description: If not empty, and there is only one asset and one source data, we will name the asset with this string.

bAllowNonPowerOfTwo

description: Should the textures that have a non-power of two resolution be imported

bDetectNormalMapTexture

description: If enable, after a new import a test will be run to see if the texture is a normal map.

bFlipNormalMapGreenChannel

description: If enabled, the texture's green channel will be inverted for normal maps.

bImportTextures

description: If enabled, imports the texture assets found in the sources.

bImportUDIMs

description: If enabled detect if a texture use a UDIM pattern and if so import it as UIDMs.

bPreferCompressedSourceData

description: If true, tell the translator to provide a compressed source data payload when available.

FileExtensionsToImportAsLongLatCubemap

type: TSet<FString>

description: Specify the files type that should be imported as long/lat cubemap


description: This function is call when before we show the pipeline dialog. Pipeline that override it can change the existing settings according to the re-import type. The function is also call when we import or re-import custom LOD and alternate skinning.

code: virtual void AdjustSettingsForContext ( EInterchangePipelineContext ReimportType, [TObjectPtr](API\Runtime\Core\Delegates\TObjectPtr)< [UObject](API\Runtime\CoreUObject\UObject\UObject) > ReimportAsset )


className: UInterchangeGLTFPipeline

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

GLTFPipelineSettings

type: TObjectPtr<UGL...


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

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


className: UInterchangeMaterialXPipeline

MaterialXSettings

type: TObjectPtr<UMa...


description: Get all mesh geometry unique ids.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Pipeline | Meshes") void GetAllMeshGeometry ( [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & MeshGeometryUids ) const


description: Get all not instanced mesh geometry unique ids.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Pipeline | Meshes") void GetAllMeshGeometryNotInstanced ( [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & MeshGeometryUids ) const


description: Get all mesh instance unique ids.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Pipeline | Meshes") void GetAllMeshInstanceUids ( [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & MeshInstanceUids ) const


description: Get all instanced mesh uids using the mesh geometry unique ids.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Pipeline | Meshes") void GetAllMeshInstanceUidsUsingMeshGeometryUid ( const [FString](API\Runtime\Core\Containers\FString) & MeshGeometryUid, [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & MeshInstanceUids ) const


description: Get all skinned mesh instance unique ids.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Pipeline | Meshes") void GetAllSkinnedMeshInstance ( [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & MeshInstanceUids ) const


description: Create an instance ofUInterchangePipelineMeshesUtilities.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Pipeline | Meshes") static [UInterchangePipelineMeshesUtilities](API\Plugins\InterchangePipelines\UInterchangePipelineMeshesUtilit-) * CreateInterchangePipelineMeshesUtilities ( [UInterchangeBaseNodeContainer](API\Runtime\InterchangeCore\Nodes\UInterchangeBaseNodeContainer) * BaseNodeContainer )


description: Get all skinned mesh geometry unique ids.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Pipeline | Meshes") void GetAllSkinnedMeshGeometry ( [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & MeshGeometryUids ) const


description: Get all static mesh instance unique ids.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Pipeline | Meshes") void GetAllStaticMeshInstance ( [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & MeshInstanceUids ) const


description: Get all static mesh geometry unique ids.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Pipeline | Meshes") void GetAllStaticMeshGeometry ( [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & MeshGeometryUids ) const


description: Return a list of skinnedFInterchangeMeshInstanceuid that can be combined together. We cannot create a skinned mesh with multiple skeleton root node, This function return combined MeshInstance per skeleton roots

code: void GetCombinedSkinnedMeshInstances ( [TMap](API\Runtime\Core\Containers\TMap)< [FString](API\Runtime\Core\Containers\FString), [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) >> & OutMeshInstanceUidsPerSkeletonRootUid ) const


description: Return the skeleton root node Uid, this is the uid for aUInterchangeSceneNodethat has a "Joint" specialized type. Return an empty string if the MeshGeometryUid parameter point on nothing.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Pipeline | Meshes") [FString](API\Runtime\Core\Containers\FString) GetMeshGeometrySkeletonRootUid ( const [FString](API\Runtime\Core\Containers\FString) & MeshGeometryUid ) const


description: Get the geometry mesh from the unique ids.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Pipeline | Meshes") const [FInterchangeMeshGeometry](API\Plugins\InterchangePipelines\FInterchangeMeshGeometry) & GetMeshGeometryByUid ( const [FString](API\Runtime\Core\Containers\FString) & MeshGeometryUid ) const


code: [FString](API\Runtime\Core\Containers\FString) GetMeshGeometrySkeletonRootUid ( const [FInterchangeMeshGeometry](API\Plugins\InterchangePipelines\FInterchangeMeshGeometry) & MeshGeometry ) const


description: Get the instanced mesh from the unique ids.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Pipeline | Meshes") const [FInterchangeMeshInstance](API\Plugins\InterchangePipelines\FInterchangeMeshInstance) & GetMeshInstanceByUid ( const [FString](API\Runtime\Core\Containers\FString) & MeshInstanceUid ) const


code: [FString](API\Runtime\Core\Containers\FString) GetMeshInstanceSkeletonRootUid ( const [FInterchangeMeshInstance](API\Plugins\InterchangePipelines\FInterchangeMeshInstance) & MeshInstance ) const


description: Return the skeleton root node Uid, this is the uid for aUInterchangeSceneNodethat has a "Joint" specialized type. Return an empty string if the MeshInstanceUid parameter point on nothing.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Pipeline | Meshes") [FString](API\Runtime\Core\Containers\FString) GetMeshInstanceSkeletonRootUid ( const [FString](API\Runtime\Core\Containers\FString) & MeshInstanceUid ) const


description: Return true if there is an existingFInterchangeMeshGeometrymatching the MeshInstanceUid key.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Pipeline | Meshes") bool IsValidMeshGeometryUid ( const [FString](API\Runtime\Core\Containers\FString) & MeshGeometryUid ) const


description: Return true if there is an existingFInterchangeMeshInstancematching the MeshInstanceUid key.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Pipeline | Meshes") bool IsValidMeshInstanceUid ( const [FString](API\Runtime\Core\Containers\FString) & MeshInstanceUid ) const


description: Iterate all mesh geometry.

code: void IterateAllMeshGeometry ( [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< void(const [FInterchangeMeshGeometry](API\Plugins\InterchangePipelines\FInterchangeMeshGeometry) &)> IterationLambda ) const


description: Iterate all mesh geometry not instanced.

code: void IterateAllMeshGeometryNotIntanced ( [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< void(const [FInterchangeMeshGeometry](API\Plugins\InterchangePipelines\FInterchangeMeshGeometry) &)> IterationLambda ) const


description: Iterate all mesh instance.

code: void IterateAllMeshInstance ( [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< void(const [FInterchangeMeshInstance](API\Plugins\InterchangePipelines\FInterchangeMeshInstance) &)> IterationLambda ) const


description: Iterate all instanced mesh uids using the mesh geometry unique ids.

code: void IterateAllMeshInstanceUsingMeshGeometry ( const [FString](API\Runtime\Core\Containers\FString) & MeshGeometryUid, [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< void(const [FInterchangeMeshInstance](API\Plugins\InterchangePipelines\FInterchangeMeshInstance) &)> IterationLambda ) const


description: Iterate all skinned mesh instance.

code: void IterateAllSkinnedMeshInstance ( [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< void(const [FInterchangeMeshInstance](API\Plugins\InterchangePipelines\FInterchangeMeshInstance) &)> IterationLambda ) const


description: Iterate all skinned mesh geometry.

code: void IterateAllSkinnedMeshGeometry ( [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< void(const [FInterchangeMeshGeometry](API\Plugins\InterchangePipelines\FInterchangeMeshGeometry) &)> IterationLambda ) const


description: Iterate all static mesh instance.

code: void IterateAllStaticMeshInstance ( [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< void(const [FInterchangeMeshInstance](API\Plugins\InterchangePipelines\FInterchangeMeshInstance) &)> IterationLambda ) const


description: Iterate all static mesh geometry.

code: void IterateAllStaticMeshGeometry ( [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< void(const [FInterchangeMeshGeometry](API\Plugins\InterchangePipelines\FInterchangeMeshGeometry) &)> IterationLambda ) const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Pipeline | Meshes") void SetContext ( const [FInterchangePipelineMeshesUtilitiesContext](API\Plugins\InterchangePipelines\FInterchangePipelineMeshesUtilit-) & Context ) const


className: UInterchangePipelineMeshesUtilities

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

CurrentDataContext

type: FInterchangePip...

MeshGeometriesPerMeshUid

type: TMap<FString, ...


code: bool AreRequiredPackagesLoaded()


code: [FString](API\Runtime\Core\Containers\FString) GetAssetPathString ( [EInterchangeMaterialXShaders](API\Plugins\InterchangePipelines\EInterchangeMaterialXShaders) ShaderType ) const


className: StandardSurfaceInputs


className: StandardSurfaceOutputs


className: SurfaceUnlitOutputs

code: static [TSet](API\Runtime\Core\Containers\TSet)< [FName](API\Runtime\Core\UObject\FName) > SurfaceUnlitOutputs { UE::Interchange::Materials::Common::Parameters::EmissiveColor, UE::Interchange::Materials::Common::Parameters::Opacity, TEXT("OpacityMask") };


className: TransmissionSurfaceInputs

code: static [TSet](API\Runtime\Core\Containers\TSet)< [FName](API\Runtime\Core\UObject\FName) > TransmissionSurfaceInputs;


className: TransmissionSurfaceOutputs


className: UsdPreviewSurfaceInputs


className: UsdPreviewSurfaceOutputs


className: UMaterialXPipelineSettings

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Config=Interchange, Meta=(DisplayName="Interchange MaterialX")) class UMaterialXPipelineSettings : public [UDeveloperSettings](API\Runtime\DeveloperSettings\Engine\UDeveloperSettings)

PredefinedSurfaceShaders

type: TMap<EIntercha...


module: InterchangeTestEditor

code: static [FInterchangeTestEditorModule](API\Plugins\InterchangeTestEditor\FInterchangeTestEditorModule) & Get()


code: static bool IsAvailable()


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

code: virtual void ShutdownModule()


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

code: virtual void StartupModule()


className: FInterchangeTestEditorModule

description: Module for implementing the editor for Interchange automation tests

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


className: FInterchangeImportTestData

module: InterchangeTests

code: struct FInterchangeImportTestData

AssetData

type: FAssetData

ImportedAssets

type: TArray<FAssetD...

InterchangeResults

type: UInterchangeRes...

ResultObjects

type: TArray<UObject...

TestPlan

type: UInterchangeImp...


description: Export parameter data from binary to text

code: void ExportParameters()


code: TConstIterator begin&40;&41; const


code: TConstIterator end&40;&41; const


code: FProperty &42; operator&42;&40;&41; const


className: TConstIterator

description: operator++()

code: class TConstIterator


code: TConstIterator &40; const UFunction &42; InFunction, bool bIsEnd &41;


code: FParameters &40; UFunction &42; InFunction &41;


className: FParameters

description: Provide a readable user-facing way of iterating the function parameters of interest. Specifically, the first parameter is ignored (it should be a UObject* pointer to the asset which is being tested). The final parameter is also ignored as it is the return value.

code: class FParameters


description: Return a list of the supported asset classes

code: static [TArray](API\Runtime\Core\Containers\TArray)< [UClass](API\Runtime\CoreUObject\UObject\UClass) * > GetAvailableAssetClasses()


description: Return a list of available functions which can act upon an asset of the given class

code: static [TArray](API\Runtime\Core\Containers\TArray)< [UFunction](API\Runtime\CoreUObject\UObject\UFunction) * > GetAvailableFunctions ( const [UClass](API\Runtime\CoreUObject\UObject\UClass) * Class )


description: Return the class type expected as the first parameter to the function

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


description: Returns the number of parameters which must be bound to this function call

code: int32 GetNumParameters() const


description: Return a proxy object which is used to iterate through function parameters of interest


description: Import a single parameter from text to an existing binary buffer

code: void ImportParameter ( [FStructOnScope](API\Runtime\CoreUObject\UObject\FStructOnScope) & ParamData, [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * Property )


description: Import all parameter data from text to a new binary buffer


description: Call the test function bound with the held parameter values

code: [FInterchangeTestFunctionResult](API\Plugins\InterchangeTests\FInterchangeTestFunctionResult) Invoke ( const [TArray](API\Runtime\Core\Containers\TArray)< [UObject](API\Runtime\CoreUObject\UObject\UObject) * > & AssetsToTest )


description: Return whether the given function is valid or not

code: bool IsValid ( [UFunction](API\Runtime\CoreUObject\UObject\UFunction) * Function ) const


description: Return whether the function takes an array of assets

code: bool RequiresArrayOfAssets() const


className: FInterchangeTestFunction

AssetClass

type: TSubclassOf<UO...

description: Type of the asset being tested

CheckFunction

type: TObjectPtr<UFu...

description: A function to be called to determine whether the result is correct

OptionalAssetName

description: Optional name of the asset to test, if there are various contenders

Parameters

type: TMap<FName,FS...

description: Parameters and their bound values as text


code: void AddError ( [FString](API\Runtime\Core\Containers\FString) Message )


code: void AddInfo ( [FString](API\Runtime\Core\Containers\FString) Message )


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


code: void AddWarning ( [FString](API\Runtime\Core\Containers\FString) Message )


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


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


className: FInterchangeTestFunctionResult


code: static [FInterchangeTestsModule](API\Plugins\InterchangeTests\FInterchangeTestsModule) & Get()


code: static bool IsAvailable()


className: FInterchangeTestsModule

description: Module for implementing Interchange automation tests

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


className: FTestStepResults

code: struct FTestStepResults

bTestStepSuccess

type: bool


code: enum EStaticMeshImportTestGroundTruthBitflags { CheckLodCountEqual = (1 << 0), CheckVertexCountEqual = (1 << 1), CheckTriangleCountEqual = (1 << 2), CheckUVChannelCountEqual = (1 << 3), CheckCollisionPrimitiveCountEqual = (1 << 4), CheckVertexPositionsEqual = (1 << 5), CheckNormalsEqual = (1 << 6), }


className: operator&=

code: [EStaticMeshImportTestGroundTruthBitflags](API\Plugins\InterchangeTests\ImportTestFunctions\EStaticMeshImpor-) & operator&= ( [EStaticMeshImportTestGroundTruthBitflags](API\Plugins\InterchangeTests\ImportTestFunctions\EStaticMeshImpor-) & Lhs, [EStaticMeshImportTestGroundTruthBitflags](API\Plugins\InterchangeTests\ImportTestFunctions\EStaticMeshImpor-) Rhs )


className: operator^=

code: [EStaticMeshImportTestGroundTruthBitflags](API\Plugins\InterchangeTests\ImportTestFunctions\EStaticMeshImpor-) & operator^= ( [EStaticMeshImportTestGroundTruthBitflags](API\Plugins\InterchangeTests\ImportTestFunctions\EStaticMeshImpor-) & Lhs, [EStaticMeshImportTestGroundTruthBitflags](API\Plugins\InterchangeTests\ImportTestFunctions\EStaticMeshImpor-) Rhs )


className: operator!

code: constexpr bool operator! ( [EStaticMeshImportTestGroundTruthBitflags](API\Plugins\InterchangeTests\ImportTestFunctions\EStaticMeshImpor-) E )


description: Check whether the imported actor has the expected class

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(Exec) static [FInterchangeTestFunctionResult](API\Plugins\InterchangeTests\FInterchangeTestFunctionResult) CheckActorClass ( const [AActor](API\Runtime\Engine\GameFramework\AActor) * Actor, [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [AActor](API\Runtime\Engine\GameFramework\AActor) > ExpectedClass )


description: Check whether the expected number of actors with a given class are imported

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(Exec) static [FInterchangeTestFunctionResult](API\Plugins\InterchangeTests\FInterchangeTestFunctionResult) CheckActorClassCount ( const [TArray](API\Runtime\Core\Containers\TArray)< [AActor](API\Runtime\Engine\GameFramework\AActor) * > & Actors, [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [AActor](API\Runtime\Engine\GameFramework\AActor) > Class, int32 ExpectedNumberOfActors )


description: Check whether the generic property (with a given name) in the imported actor has the expected value (or matches with it using regex)

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(Exec) static [FInterchangeTestFunctionResult](API\Plugins\InterchangeTests\FInterchangeTestFunctionResult) CheckActorPropertyValue ( const [AActor](API\Runtime\Engine\GameFramework\AActor) * Actor, const [FString](API\Runtime\Core\Containers\FString) & PropertyName, bool bUseRegexToMatchValue, const [FString](API\Runtime\Core\Containers\FString) & ExpectedValue )


description: Check whether the generic property (with a given name) in the imported actor component (with the given name) has the expected value (or matches with it using regex)

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(Exec) static [FInterchangeTestFunctionResult](API\Plugins\InterchangeTests\FInterchangeTestFunctionResult) CheckComponentPropertyValue ( const [AActor](API\Runtime\Engine\GameFramework\AActor) * Actor, const [FString](API\Runtime\Core\Containers\FString) & ComponentName, const [FString](API\Runtime\Core\Containers\FString) & PropertyName, bool bUseRegexToMatchValue, const [FString](API\Runtime\Core\Containers\FString) & ExpectedValue )


description: Check whether the expected number of actors are imported

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(Exec) static [FInterchangeTestFunctionResult](API\Plugins\InterchangeTests\FInterchangeTestFunctionResult) CheckImportedActorCount ( const [TArray](API\Runtime\Core\Containers\TArray)< [AActor](API\Runtime\Engine\GameFramework\AActor) * > & Actors, int32 ExpectedNumberOfImportedActors )


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


className: UActorImportTestFunctions


description: Check whether the animation length (second) is as expected

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(Exec) static [FInterchangeTestFunctionResult](API\Plugins\InterchangeTests\FInterchangeTestFunctionResult) CheckAnimationLength ( [UAnimSequence](API\Runtime\Engine\Animation\UAnimSequence) * AnimSequence, float ExpectedAnimationLength )


description: Check whether the animation frame number is as expected

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(Exec) static [FInterchangeTestFunctionResult](API\Plugins\InterchangeTests\FInterchangeTestFunctionResult) CheckAnimationFrameNumber ( [UAnimSequence](API\Runtime\Engine\Animation\UAnimSequence) * AnimSequence, int32 ExpectedFrameNumber )


description: Check whether the given curve key arrive tangent for the given curve name has the expected arrive tangent

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(Exec) static [FInterchangeTestFunctionResult](API\Plugins\InterchangeTests\FInterchangeTestFunctionResult) CheckCurveKeyArriveTangent ( [UAnimSequence](API\Runtime\Engine\Animation\UAnimSequence) * AnimSequence, const [FString](API\Runtime\Core\Containers\FString) & CurveName, int32 KeyIndex, float ExpectedCurveKeyArriveTangent )


description: Check whether the given curve key arrive tangent weight for the given curve name has the expected arrive tangent weight

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(Exec) static [FInterchangeTestFunctionResult](API\Plugins\InterchangeTests\FInterchangeTestFunctionResult) CheckCurveKeyArriveTangentWeight ( [UAnimSequence](API\Runtime\Engine\Animation\UAnimSequence) * AnimSequence, const [FString](API\Runtime\Core\Containers\FString) & CurveName, int32 KeyIndex, float ExpectedCurveKeyArriveTangentWeight )


description: Check whether the given curve key leave tangent for the given curve name has the expected leave tangent

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(Exec) static [FInterchangeTestFunctionResult](API\Plugins\InterchangeTests\FInterchangeTestFunctionResult) CheckCurveKeyLeaveTangent ( [UAnimSequence](API\Runtime\Engine\Animation\UAnimSequence) * AnimSequence, const [FString](API\Runtime\Core\Containers\FString) & CurveName, int32 KeyIndex, float ExpectedCurveKeyLeaveTangent )


description: Check whether the given curve key leave tangent weight for the given curve name has the expected leave tangent weight

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(Exec) static [FInterchangeTestFunctionResult](API\Plugins\InterchangeTests\FInterchangeTestFunctionResult) CheckCurveKeyLeaveTangentWeight ( [UAnimSequence](API\Runtime\Engine\Animation\UAnimSequence) * AnimSequence, const [FString](API\Runtime\Core\Containers\FString) & CurveName, int32 KeyIndex, float ExpectedCurveKeyLeaveTangentWeight )


description: Check whether the given curve key value for the given curve name has the expected value

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(Exec) static [FInterchangeTestFunctionResult](API\Plugins\InterchangeTests\FInterchangeTestFunctionResult) CheckCurveKeyValue ( [UAnimSequence](API\Runtime\Engine\Animation\UAnimSequence) * AnimSequence, const [FString](API\Runtime\Core\Containers\FString) & CurveName, int32 KeyIndex, float ExpectedCurveKeyValue )


description: Check whether the given curve key time(sec) for the given curve name has the expected time(sec)

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(Exec) static [FInterchangeTestFunctionResult](API\Plugins\InterchangeTests\FInterchangeTestFunctionResult) CheckCurveKeyTime ( [UAnimSequence](API\Runtime\Engine\Animation\UAnimSequence) * AnimSequence, const [FString](API\Runtime\Core\Containers\FString) & CurveName, int32 KeyIndex, float ExpectedCurveKeyTime )


description: Check whether the expected number of anim sequences are imported

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(Exec) static [FInterchangeTestFunctionResult](API\Plugins\InterchangeTests\FInterchangeTestFunctionResult) CheckImportedAnimSequenceCount ( const [TArray](API\Runtime\Core\Containers\TArray)< [UAnimSequence](API\Runtime\Engine\Animation\UAnimSequence) * > & AnimSequences, int32 ExpectedNumberOfImportedAnimSequences )


className: UAnimationImportTestFunctions


description: Check whether the expected number of metadata for the object are imported

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(Exec) static [FInterchangeTestFunctionResult](API\Plugins\InterchangeTests\FInterchangeTestFunctionResult) CheckImportedMetadataCount ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object, const int32 ExpectedNumberOfMetadataForThisObject )


description: Check whether the expected object metadata key exist.  ExpectedMetadataKey - The object metadata key to pass to the package to retrieve the metadata value

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(Exec) static [FInterchangeTestFunctionResult](API\Plugins\InterchangeTests\FInterchangeTestFunctionResult) CheckMetadataExist ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object, const [FString](API\Runtime\Core\Containers\FString) & ExpectedMetadataKey )


description: Check whether the expected object metadata value is imported.  ExpectedMetadataKey - The object metadata key to pass to the package to retrieve the metadata value  ExpectedMetadataValue - The value to compare the object metadata query with the metadata key

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(Exec) static [FInterchangeTestFunctionResult](API\Plugins\InterchangeTests\FInterchangeTestFunctionResult) CheckMetadataValue ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object, const [FString](API\Runtime\Core\Containers\FString) & ExpectedMetadataKey, const [FString](API\Runtime\Core\Containers\FString) & ExpectedMetadataValue )


className: UAssetImportTestFunctions


description: Determine which of the import test functions classes to use for a given asset class type

code: static [UClass](API\Runtime\CoreUObject\UObject\UClass) * GetImportTestFunctionsClassForAssetType ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * AssetClass )


className: UImportTestFunctionsBase

description: This ensures that default parameters are held as metadata. However these functions are in reality not designed to be called from the console.

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


description: Check whether the specified InterchangeResult was emitted during import

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(Exec) static [FInterchangeTestFunctionResult](API\Plugins\InterchangeTests\FInterchangeTestFunctionResult) CheckIfErrorOrWarningWasGenerated ( [UInterchangeResultsContainer](API\Runtime\InterchangeCore\UInterchangeResultsContainer) * ResultsContainer, [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UInterchangeResult](API\Runtime\InterchangeCore\UInterchangeResult) > ErrorOrWarningClass )


className: UInterchangeResultImportTestFunctions


description: Check whether the expected number of level sequences are imported

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(Exec) static [FInterchangeTestFunctionResult](API\Plugins\InterchangeTests\FInterchangeTestFunctionResult) CheckLevelSequenceCount ( const [TArray](API\Runtime\Core\Containers\TArray)< [ULevelSequence](API\Runtime\LevelSequence\ULevelSequence) * > & LevelSequences, int32 ExpectedNumberOfLevelSequences )


description: Check whether the imported level sequence has the expected number of sections

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(Exec) static [FInterchangeTestFunctionResult](API\Plugins\InterchangeTests\FInterchangeTestFunctionResult) CheckSectionCount ( const [ULevelSequence](API\Runtime\LevelSequence\ULevelSequence) * LevelSequence, int32 ExpectedNumberOfSections )


description: Check whether the imported level sequence has the expected interpolation mode for the given section

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(Exec) static [FInterchangeTestFunctionResult](API\Plugins\InterchangeTests\FInterchangeTestFunctionResult) CheckSectionInterpolationMode ( const [ULevelSequence](API\Runtime\LevelSequence\ULevelSequence) * LevelSequence, int32 SectionIndex, ERichCurveInterpMode ExpectedInterpolationMode )


description: Check whether the level sequence length (second) is as expected

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(Exec) static [FInterchangeTestFunctionResult](API\Plugins\InterchangeTests\FInterchangeTestFunctionResult) CheckSequenceLength ( const [ULevelSequence](API\Runtime\LevelSequence\ULevelSequence) * LevelSequence, float ExpectedLevelSequenceLength )


className: ULevelSequenceImportTestFunctions


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


description: Check whether the imported LevelVariantSets has the expected number of bindings for the given variant in the given set

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(Exec) static [FInterchangeTestFunctionResult](API\Plugins\InterchangeTests\FInterchangeTestFunctionResult) CheckBindingsCount ( [ULevelVariantSets](API\Plugins\VariantManagerContent\ULevelVariantSets) * LevelVariantSets, const [FString](API\Runtime\Core\Containers\FString) & VariantSetName, const [FString](API\Runtime\Core\Containers\FString) & VariantName, int32 ExpectedNumberOfBindings )


description: Check whether the expected number of LevelVariantSets are imported

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(Exec) static [FInterchangeTestFunctionResult](API\Plugins\InterchangeTests\FInterchangeTestFunctionResult) CheckLevelVariantSetsCount ( const [TArray](API\Runtime\Core\Containers\TArray)< [ULevelVariantSets](API\Plugins\VariantManagerContent\ULevelVariantSets) * > & LevelVariantSetsAssets, int32 ExpectedNumberOfLevelVariantSets )