description: Measures the min/max and average closest-point distances between two meshes.

code: static [UDynamicMesh](API\Runtime\GeometryFramework\UDynamicMesh) * MeasureDistancesBetweenMeshes ( [UDynamicMesh](API\Runtime\GeometryFramework\UDynamicMesh) * TargetMesh, [UDynamicMesh](API\Runtime\GeometryFramework\UDynamicMesh) * OtherMesh, [FGeometryScriptMeasureMeshDistanceOptions](API\Plugins\GeometryScriptingCore\GeometryScript\FGeometryScriptM-) Options, double & MaxDistance, double & MinDistance, double & AverageDistance, double & RootMeanSqrDeviation, [UGeometryScriptDebug](API\Plugins\GeometryScriptingCore\GeometryScript\UGeometryScriptDebug) * Debug )


description: Extract the triangles identified by Selection from TargetMesh and copy/add them to StoreToSubmesh

module: GeometryScriptingCore

code: static [UDynamicMesh](API\Runtime\GeometryFramework\UDynamicMesh) * CopyMeshSelectionToMesh ( [UDynamicMesh](API\Runtime\GeometryFramework\UDynamicMesh) * TargetMesh, [UDynamicMesh](API\Runtime\GeometryFramework\UDynamicMesh) * StoreToSubmesh, [FGeometryScriptMeshSelection](API\Plugins\GeometryScriptingCore\GeometryScript\FGeometryScriptMeshSelection) Selection, [UDynamicMesh](API\Runtime\GeometryFramework\UDynamicMesh) *& StoreToSubmeshOut, bool bAppendToExisting, bool bPreserveGroupIDs, [UGeometryScriptDebug](API\Plugins\GeometryScriptingCore\GeometryScript\UGeometryScriptDebug) * Debug )


description: Set CopyToMesh to be the same mesh as CopyFromMesh

code: static [UDynamicMesh](API\Runtime\GeometryFramework\UDynamicMesh) * CopyMeshToMesh ( [UDynamicMesh](API\Runtime\GeometryFramework\UDynamicMesh) * CopyFromMesh, [UDynamicMesh](API\Runtime\GeometryFramework\UDynamicMesh) * CopyToMesh, [UDynamicMesh](API\Runtime\GeometryFramework\UDynamicMesh) *& CopyToMeshOut, [UGeometryScriptDebug](API\Plugins\GeometryScriptingCore\GeometryScript\UGeometryScriptDebug) * Debug )


description: CopyMeshSelectionToMesh should be used instead of this function

code: static [UDynamicMesh](API\Runtime\GeometryFramework\UDynamicMesh) * GetSubMeshFromMesh ( [UDynamicMesh](API\Runtime\GeometryFramework\UDynamicMesh) * TargetMesh, [UDynamicMesh](API\Runtime\GeometryFramework\UDynamicMesh) * StoreToSubmesh, [FGeometryScriptIndexList](API\Plugins\GeometryScriptingCore\GeometryScript\FGeometryScriptIndexList) TriangleList, [UDynamicMesh](API\Runtime\GeometryFramework\UDynamicMesh) *& StoreToSubmeshOut, [UGeometryScriptDebug](API\Plugins\GeometryScriptingCore\GeometryScript\UGeometryScriptDebug) * Debug )


description: Create a new Mesh for each Connected Component of TargetMesh. New meshes are drawn from MeshPool if it is provided, otherwise newUDynamicMeshinstances are allocated

code: static [UDynamicMesh](API\Runtime\GeometryFramework\UDynamicMesh) * SplitMeshByComponents ( [UDynamicMesh](API\Runtime\GeometryFramework\UDynamicMesh) * TargetMesh, [TArray](API\Runtime\Core\Containers\TArray)< [UDynamicMesh](API\Runtime\GeometryFramework\UDynamicMesh) * > & ComponentMeshes, [UDynamicMeshPool](API\Runtime\GeometryFramework\UDynamicMeshPool) * MeshPool, [UGeometryScriptDebug](API\Plugins\GeometryScriptingCore\GeometryScript\UGeometryScriptDebug) * Debug )


description: Create a new Mesh for each MaterialID of TargetMesh. New meshes are drawn from MeshPool if it is provided, otherwise newUDynamicMeshinstances are allocated

code: static [UDynamicMesh](API\Runtime\GeometryFramework\UDynamicMesh) * SplitMeshByMaterialIDs ( [UDynamicMesh](API\Runtime\GeometryFramework\UDynamicMesh) * TargetMesh, [TArray](API\Runtime\Core\Containers\TArray)< [UDynamicMesh](API\Runtime\GeometryFramework\UDynamicMesh) * > & ComponentMeshes, [TArray](API\Runtime\Core\Containers\TArray)< int > & ComponentMaterialIDs, [UDynamicMeshPool](API\Runtime\GeometryFramework\UDynamicMeshPool) * MeshPool, [UGeometryScriptDebug](API\Plugins\GeometryScriptingCore\GeometryScript\UGeometryScriptDebug) * Debug )


description: Create a new Mesh for each Polygroup of TargetMesh. Note that this may be alargenumber of meshes! New meshes are drawn from MeshPool if it is provided, otherwise newUDynamicMeshinstances are allocated

code: static [UDynamicMesh](API\Runtime\GeometryFramework\UDynamicMesh) * SplitMeshByPolygroups ( [UDynamicMesh](API\Runtime\GeometryFramework\UDynamicMesh) * TargetMesh, [FGeometryScriptGroupLayer](API\Plugins\GeometryScriptingCore\GeometryScript\FGeometryScriptGroupLayer) GroupLayer, [TArray](API\Runtime\Core\Containers\TArray)< [UDynamicMesh](API\Runtime\GeometryFramework\UDynamicMesh) * > & ComponentMeshes, [TArray](API\Runtime\Core\Containers\TArray)< int > & ComponentPolygroups, [UDynamicMeshPool](API\Runtime\GeometryFramework\UDynamicMeshPool) * MeshPool, [UGeometryScriptDebug](API\Plugins\GeometryScriptingCore\GeometryScript\UGeometryScriptDebug) * Debug )


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.

module: GeometryScriptingEditor

code: virtual void ShutdownModule()


description: IModuleInterfaceimplementation

code: virtual void StartupModule()


className: FGeometryScriptingEditorModule

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


description: Attempt to copy Actor Properties from a StaticMeshActor. Optionally copy DynamicMeshComponent material list to the StaticMeshComponent. This function is useful when (eg) swapping from a StaticMeshActor to a DynamicMeshActor as it will allow many configured Actor settings to be preserved (like assigned DataLayers, etc)

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=DynamicMeshActor) void CopyPropertiesFromStaticMesh ( [AStaticMeshActor](API\Runtime\Engine\Engine\AStaticMeshActor) * StaticMeshActor, bool bCopyComponentMaterials )


description: Attempt to copy Actor Properties to a StaticMeshActor. Optionally copy DynamicMeshComponent material list to the StaticMeshComponent. This function is useful when (eg) swapping from a DynamicMeshActor to a StaticMeshActor as it will allow many configured Actor settings to be preserved (like assigned DataLayers, etc)

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=DynamicMeshActor) void CopyPropertiesToStaticMesh ( [AStaticMeshActor](API\Runtime\Engine\Engine\AStaticMeshActor) * StaticMeshActor, bool bCopyComponentMaterials )


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

code: virtual void Destroyed()


description: This function will fire the OnRebuildGeneratedMesh event if the actor has been marked for a pending rebuild (eg via OnConstruction)


description: Call this function from within OnRebuildGeneratedMesh to update progress tracking.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="DynamicMeshActor|Progress") void IncrementProgress ( int NumSteps, [FString](API\Runtime\Core\Containers\FString) Message )


description: Mark this Actor as modified so that OnRebuildGeneratedMesh runs

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="DynamicMeshActor") void MarkForMeshRebuild ( bool bImmediate, bool bImmediateEvenIfFrozen )


description: Called when an instance of this class is placed (in editor) or spawned.

code: virtual void OnConstruction ( const FTransform & Transform )


description: This event will be fired to notify the BP that the generated Mesh should be rebuilt. GeneratedDynamicMeshActor BP subclasses should rebuild their meshes on this event, instead of doing so directly from the Construction Script.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintImplementableEvent, CallInEditor, Category="Events") void OnRebuildGeneratedMesh ( [UDynamicMesh](API\Runtime\GeometryFramework\UDynamicMesh) * TargetMesh )


description: Called when an actor is done spawning into the world (fromUWorld::SpawnActor), both in the editor and during gameplay For actors with a root component, the location and rotation will have already been set. This is called before calling construction scripts, but after native components have been created

code: virtual void PostActorCreated()


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

code: virtual void PostLoad()


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

code: virtual void PostEditUndo()


description: Called after all currently registered components are cleared


description: These are called when Actor exists in a sublevel that is hidden/shown

code: virtual void PreRegisterAllComponents()


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


code: virtual ~AGeneratedDynamicMeshActor()


description: Return the stat id to use for this tickable

code: virtual [TStatId](API\Runtime\Core\Stats\TStatId) GetStatId() const


className: AGeneratedDynamicMeshActor

description: AGeneratedDynamicMeshActoris an Editor-only subclass ofADynamicMeshActorthat provides special support for dynamic procedural generation of meshes in the Editor, eg via Blueprints. Expensive procedural generation implemented via BP can potentially cause major problems in the Editor, in particular with interactive performance.AGeneratedDynamicMeshActorprovides special infrastructure for this use case. Essentially, instead of doing procedural generation in the Construction Script, a BP-implementable event OnRebuildGeneratedMesh is available, and doing the procedural mesh regeneration when that function fires will generally provide better in-Editor interactive performance.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class AGeneratedDynamicMeshActor : public [ADynamicMeshActor](API\Runtime\GeometryFramework\ADynamicMeshActor)

ActiveSlowTask

type: FScopedSlowTask...

bEnableRebuildProgress

type: bool

description: Support for progress dialog display during OnRebuildGeneratedMesh.

bFrozen

description: If true, the DynamicMeshComponent will be "Frozen" in its current state, and automatic rebuilding will be disabled.

bGeneratedMeshRebuildPending

description: This internal flag is set in OnConstruction, and will cause ExecuteRebuildGeneratedMesh to fire the OnRebuildGeneratedMesh event, after which the flag will be cleared

bIsRegisteredWithGenerationManager

description: Indicates that this Actor is registered with theUEditorGeometryGenerationSubsystem, which is where the mesh rebuilds are executed

bResetOnRebuild

description: If true, the DynamicMeshComponent will be cleared before the OnRebuildGeneratedMesh event is executed.

DialogDelay

type: float

description: Delay in seconds before the progress dialog is shown, if enabled

NumProgressSteps

type: int

description: Number of progress steps/ticks that the progress bar will be subdivided into

ProgressMessage

type: FString

description: The default progress message


description:
Virtual that can be overloaded by the inheriting class. It is used to determine whether an object will ever be able to tick, and if not, it will not get added to the tickable objects array. If the tickable tick type is Conditional then the virtual IsTickable will be called to determine whether to tick the object on each given frame
true if object will ever want to be ticked, false otherwise.

code: virtual ETickableTickType GetTickableTickType() const


code: virtual void RegisterGeneratedMeshActor ( [AGeneratedDynamicMeshActor](API\Plugins\GeometryScriptingEditor\GeometryActors\AGeneratedDynamicMeshActor) * Actor )


description:
Virtual that can be overloaded by the inheriting class. It is used to determine whether an object is ready to be ticked. This is required for example for allUObjectderived classes as they might be loaded async and therefore won't be ready immediately.
true if object is ready to be ticked, false otherwise.

code: virtual bool IsTickable() const


code: virtual void Shutdown()


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

code: virtual void Tick ( float DeltaTime )


code: virtual void UnregisterGeneratedMeshActor ( [AGeneratedDynamicMeshActor](API\Plugins\GeometryScriptingEditor\GeometryActors\AGeneratedDynamicMeshActor) * Actor )


className: UEditorGeometryGenerationManager

description: UEditorGeometryGenerationManageris a class used byUEditorGeometryGenerationSubsystemto store registrations and provide aTick()

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class UEditorGeometryGenerationManager : public [UObject](API\Runtime\CoreUObject\UObject\UObject), public [FTickableEditorObject](API\Editor\UnrealEd\FTickableEditorObject)

ActiveGeneratedActors

type: TSet<AGenerate...


className: bIsShuttingDown

code: static bool bIsShuttingDown = false;


description: Implement this for deinitialization of instances of the system

code: virtual void Deinitialize()


description: Implement this for initialization of instances of the system

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


description: Callback connected to engine/editor shutdown events to set bIsShuttingDown, which disables the subsystem static functions above

code: virtual void OnShutdown()


description: Static functions that simplify registration of an Actor w/ the Subsystem

code: static bool RegisterGeneratedMeshActor ( [AGeneratedDynamicMeshActor](API\Plugins\GeometryScriptingEditor\GeometryActors\AGeneratedDynamicMeshActor) * Actor )


code: static void UnregisterGeneratedMeshActor ( [AGeneratedDynamicMeshActor](API\Plugins\GeometryScriptingEditor\GeometryActors\AGeneratedDynamicMeshActor) * Actor )


className: UEditorGeometryGenerationSubsystem

description: AGeneratedDynamicMeshActors register themselves with this Subsystem, and allow the Subsystem to tell them when they should regenerate themselves (if necessary). The current behavior is to run all pending generations on a Tick, however in future this regeneration will be more carefully managed via throttling / timeslicing / etc.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class UEditorGeometryGenerationSubsystem : public [UEditorSubsystem](API\Editor\EditorSubsystem\UEditorSubsystem)

GenerationManager

type: TObjectPtr<UEd...


className: EGeometryScriptReadGammaSpace

code: enum EGeometryScriptReadGammaSpace { FromTextureSettings = 0, Linear = 1, SRGB = 2, }


className: EGeometryScriptRGBAChannel

code: enum EGeometryScriptRGBAChannel { R = 0, G = 1, B = 2, A = 3, }


className: FDynamicMeshChangeContainer

description: FDynamicMeshChangeContaineris a temporary struct usable in Blueprints to emit "change" transactions for aUDynamicMesh. The internals are hidden and this type is only intended to be used with the BeginTrackedMeshChange() and EmitTrackedMeshChange() functions

ChangeInternals

type: TSharedPtr< UE:...

description: Internals are only available inside the cpp file and are likely to change

TargetMesh

type: UDynamicMesh&#...

description: This is only used as a token to ensure that the ChangeContainer is not applied to a differentUDynamicMesh, so it is not a uproperty/etc


className: FGeometryScriptChannelPackResult

Output

type: TObjectPtr<UTe...


bUseMeshBoneProportions

description: If true, will use the skeleton proportions (if availabale) stored in the dynamic mesh.

Materials

type: TMap<FName,TO...


className: FGeometryScriptChannelPackSource

Channel

type: EGeometryScript...

description: If Texture is not null, this determines which channel is read/sourced

DefaultValue

description: If Texture is null, this value is read/sourced and the Channel and ReadGammaSpace values are ignored

ReadGammaSpace

description: If Texture is not null, this determines how the color data will be read/sourced

Texture

description: The Texture which should be read/sourced. If null then the DefaultValue is used instead


CollisionMode

type: TEnumAsByte< EC...

NaniteProxyTrianglePercent

description: Replaced NaniteProxyTrianglePercent with usage of EngineFMeshNaniteSettings, use NaniteSettings property instead

NaniteSettings

type: FMeshNaniteSett...

description: Nanite settings to set on new StaticMesh Asset


bOverwriteIfExists

description: If true, overwrite any existing texture assets using the same AssetPathAndName


VolumeType

type: TSubclassOf< cl...


className: FGeometryScriptUniqueAssetNameOptions


description: Create a new SkeletalMesh asset from a DynamicMesh and a Skeleton. Save the asset at the AssetPathAndName location.

code: static [USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) * CreateNewSkeletalMeshAssetFromMesh ( [UDynamicMesh](API\Runtime\GeometryFramework\UDynamicMesh) * FromDynamicMesh, [USkeleton](API\Runtime\Engine\Animation\USkeleton) * InSkeleton, [FString](API\Runtime\Core\Containers\FString) AssetPathAndName, [FGeometryScriptCreateNewSkeletalMeshAssetOptions](API\Plugins\GeometryScriptingEditor\GeometryScript\FGeometryScriptC-_2) Options, [EGeometryScriptOutcomePins](API\Plugins\GeometryScriptingCore\GeometryScript\EGeometryScriptOutcomePins) & Outcome, [UGeometryScriptDebug](API\Plugins\GeometryScriptingCore\GeometryScript\UGeometryScriptDebug) * Debug )


description: Create a new SkeletalMesh asset from a collection of LODs represented by an array of DynamicMeshes and a Skeleton. Save the asset at the AssetPathAndName location.

code: static [USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) * CreateNewSkeletalMeshAssetFromMeshLODs ( [TArray](API\Runtime\Core\Containers\TArray)< [UDynamicMesh](API\Runtime\GeometryFramework\UDynamicMesh) * > FromDynamicMeshLODs, [USkeleton](API\Runtime\Engine\Animation\USkeleton) * InSkeleton, [FString](API\Runtime\Core\Containers\FString) AssetPathAndName, [FGeometryScriptCreateNewSkeletalMeshAssetOptions](API\Plugins\GeometryScriptingEditor\GeometryScript\FGeometryScriptC-_2) Options, [EGeometryScriptOutcomePins](API\Plugins\GeometryScriptingCore\GeometryScript\EGeometryScriptOutcomePins) & Outcome, [UGeometryScriptDebug](API\Plugins\GeometryScriptingCore\GeometryScript\UGeometryScriptDebug) * Debug )


description: Create a new StaticMesh asset from a DynamicMesh. Save the asset at the AssetPathAndName location.

code: static [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * CreateNewStaticMeshAssetFromMesh ( [UDynamicMesh](API\Runtime\GeometryFramework\UDynamicMesh) * FromDynamicMesh, [FString](API\Runtime\Core\Containers\FString) AssetPathAndName, [FGeometryScriptCreateNewStaticMeshAssetOptions](API\Plugins\GeometryScriptingEditor\GeometryScript\FGeometryScriptC-_3) Options, [EGeometryScriptOutcomePins](API\Plugins\GeometryScriptingCore\GeometryScript\EGeometryScriptOutcomePins) & Outcome, [UGeometryScriptDebug](API\Plugins\GeometryScriptingCore\GeometryScript\UGeometryScriptDebug) * Debug )


description: Create a new StaticMesh asset from a collection of LODs represented by an array of DynamicMeshes. Save the asset at the AssetPathAndName location.

code: static [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * CreateNewStaticMeshAssetFromMeshLODs ( [TArray](API\Runtime\Core\Containers\TArray)< [UDynamicMesh](API\Runtime\GeometryFramework\UDynamicMesh) * > FromDynamicMesh, [FString](API\Runtime\Core\Containers\FString) AssetPathAndName, [FGeometryScriptCreateNewStaticMeshAssetOptions](API\Plugins\GeometryScriptingEditor\GeometryScript\FGeometryScriptC-_3) Options, [EGeometryScriptOutcomePins](API\Plugins\GeometryScriptingCore\GeometryScript\EGeometryScriptOutcomePins) & Outcome, [UGeometryScriptDebug](API\Plugins\GeometryScriptingCore\GeometryScript\UGeometryScriptDebug) * Debug )


code: static [UTexture2D](API\Runtime\Engine\Engine\UTexture2D) * CreateNewTexture2DAsset ( [UTexture2D](API\Runtime\Engine\Engine\UTexture2D) * FromTexture, [FString](API\Runtime\Core\Containers\FString) AssetPathAndName, [FGeometryScriptCreateNewTexture2DAssetOptions](API\Plugins\GeometryScriptingEditor\GeometryScript\FGeometryScriptC-_4) Options, [EGeometryScriptOutcomePins](API\Plugins\GeometryScriptingCore\GeometryScript\EGeometryScriptOutcomePins) & Outcome, [UGeometryScriptDebug](API\Plugins\GeometryScriptingCore\GeometryScript\UGeometryScriptDebug) * Debug )


code: static [AVolume](API\Runtime\Engine\GameFramework\AVolume) * CreateNewVolumeFromMesh ( [UDynamicMesh](API\Runtime\GeometryFramework\UDynamicMesh) * FromDynamicMesh, [UWorld](API\Runtime\Engine\Engine\UWorld) * CreateInWorld, FTransform ActorTransform, [FString](API\Runtime\Core\Containers\FString) BaseActorName, [FGeometryScriptCreateNewVolumeFromMeshOptions](API\Plugins\GeometryScriptingEditor\GeometryScript\FGeometryScriptC-_5) Options, [EGeometryScriptOutcomePins](API\Plugins\GeometryScriptingCore\GeometryScript\EGeometryScriptOutcomePins) & Outcome, [UGeometryScriptDebug](API\Plugins\GeometryScriptingCore\GeometryScript\UGeometryScriptDebug) * Debug )


code: static void CreateUniqueNewAssetPathName ( [FString](API\Runtime\Core\Containers\FString) AssetFolderPath, [FString](API\Runtime\Core\Containers\FString) BaseAssetName, [FString](API\Runtime\Core\Containers\FString) & UniqueAssetPathAndName, [FString](API\Runtime\Core\Containers\FString) & UniqueAssetName, [FGeometryScriptUniqueAssetNameOptions](API\Plugins\GeometryScriptingEditor\GeometryScript\FGeometryScriptU-) Options, [EGeometryScriptOutcomePins](API\Plugins\GeometryScriptingCore\GeometryScript\EGeometryScriptOutcomePins) & Outcome, [UGeometryScriptDebug](API\Plugins\GeometryScriptingCore\GeometryScript\UGeometryScriptDebug) * Debug )


description: Save current state of TargetMesh so that an undoable/redoable Change can be emitted after TargetMesh is modified, usingEmitTrackedMeshChange().

code: static [UDynamicMesh](API\Runtime\GeometryFramework\UDynamicMesh) * BeginTrackedMeshChange ( [UDynamicMesh](API\Runtime\GeometryFramework\UDynamicMesh) * TargetMesh, [FDynamicMeshChangeContainer](API\Plugins\GeometryScriptingEditor\GeometryScript\FDynamicMeshChangeContainer) & ChangeTracker )


description: Emit an undo/redo Change for a modified TargetMesh, based on the ChangeTracker information that was saved (via call to BeginTrackedMeshChange) before TargetMesh was modified. This function must be called in the context of a Transaction (ie BeginTransaction / EndTransaction pair)

code: static [UDynamicMesh](API\Runtime\GeometryFramework\UDynamicMesh) * EmitTrackedMeshChange ( [UDynamicMesh](API\Runtime\GeometryFramework\UDynamicMesh) * TargetMesh, [FDynamicMeshChangeContainer](API\Plugins\GeometryScriptingEditor\GeometryScript\FDynamicMeshChangeContainer) & ChangeTracker )


description: Fetch a debug FDynamicMesh3 saved with DebugMeshName from the global debug mesh storage and copy to ToTargetMesh. If DebugMeshName does not exist, a cube will be returned.

code: static [UDynamicMesh](API\Runtime\GeometryFramework\UDynamicMesh) * FetchDebugMesh ( [FString](API\Runtime\Core\Containers\FString) DebugMeshName, [UDynamicMesh](API\Runtime\GeometryFramework\UDynamicMesh) * ToTargetMesh, bool bClearDebugMesh, bool & bDebugMeshExists )


description: This function stores the mesh in a global data structure, the caller must take care to avoid storing large numbers of debug meshes

code: static [UDynamicMesh](API\Runtime\GeometryFramework\UDynamicMesh) * StashDebugMesh ( [UDynamicMesh](API\Runtime\GeometryFramework\UDynamicMesh) * TargetMesh, [FString](API\Runtime\Core\Containers\FString) DebugMeshName )


code: static [UDynamicMesh](API\Runtime\GeometryFramework\UDynamicMesh) * ApplyPolygroupCatmullClarkSubD ( [UDynamicMesh](API\Runtime\GeometryFramework\UDynamicMesh) * FromDynamicMesh, int32 Subdivisions, [FGeometryScriptGroupLayer](API\Plugins\GeometryScriptingCore\GeometryScript\FGeometryScriptGroupLayer) GroupLayer, [UGeometryScriptDebug](API\Plugins\GeometryScriptingCore\GeometryScript\UGeometryScriptDebug) * Debug )


code: static [UDynamicMesh](API\Runtime\GeometryFramework\UDynamicMesh) * ApplyTriangleLoopSubD ( [UDynamicMesh](API\Runtime\GeometryFramework\UDynamicMesh) * FromDynamicMesh, int32 Subdivisions, [UGeometryScriptDebug](API\Plugins\GeometryScriptingCore\GeometryScript\UGeometryScriptDebug) * Debug )


description: In case you want to change the Origin or CRS definition properties during application execution, you need to call this function to update the internal transformation cache. Note this is not a recommended practice, because it will not move the level actors accordingly. Can be useful though if you rebase your actors yourself, or if you want to change one CRS used for displaying coordinates.

module: GeoReferencing

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="GeoReferencing|Misc", Meta=(DisplayName="Apply Runtime Changes")) void ApplySettings()


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

code: virtual void BeginDestroy()


description: Deprecated*FCartesianCoordinatesis deprecated : Use the version that uses a FVector instead.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="GeoReferencing|Transformations", Meta=(DeprecatedFunction, DeprecationMessage="FCartesianCoordinates is deprecated : Use the version that uses a FVector instead.")) void ECEFToEngine ( const [FCartesianCoordinates](API\Plugins\GeoReferencing\FCartesianCoordinates) & ECEFCoordinates, FVector & EngineCoordinates )


description: Convert a Vector expressed in ECEF CRS to ENGINE space

code: void ECEFToEngine ( const FVector & ECEFCoordinates, FVector & EngineCoordinates )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="GeoReferencing|Transformations", Meta=(DeprecatedFunction, DeprecationMessage="FCartesianCoordinates is deprecated : Use the version that uses a FVector instead.")) void ECEFToGeographic ( const [FCartesianCoordinates](API\Plugins\GeoReferencing\FCartesianCoordinates) & ECEFCoordinates, [FGeographicCoordinates](API\Plugins\GeoReferencing\FGeographicCoordinates) & GeographicCoordinates )


description: Convert a Coordinate expressed in ECEF CRS to GEOGRAPHIC CRS

code: void ECEFToGeographic ( const FVector & ECEFCoordinates, [FGeographicCoordinates](API\Plugins\GeoReferencing\FGeographicCoordinates) & GeographicCoordinates )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="GeoReferencing|Transformations", Meta=(DeprecatedFunction, DeprecationMessage="FCartesianCoordinates is deprecated : Use the version that uses a FVector instead.")) void ECEFToProjected ( const [FCartesianCoordinates](API\Plugins\GeoReferencing\FCartesianCoordinates) & ECEFCoordinates, [FCartesianCoordinates](API\Plugins\GeoReferencing\FCartesianCoordinates) & ProjectedCoordinates )


description: Convert a Coordinate expressed in ECEF CRS to PROJECTED CRS

code: void ECEFToProjected ( const FVector & ECEFCoordinates, FVector & ProjectedCoordinates )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="GeoReferencing|Transformations", Meta=(DeprecatedFunction, DeprecationMessage="FCartesianCoordinates is deprecated : Use the version that uses a FVector instead.")) void EngineToECEF ( const FVector & EngineCoordinates, [FCartesianCoordinates](API\Plugins\GeoReferencing\FCartesianCoordinates) & ECEFCoordinates )


description: Convert a Vector expressed in ENGINE space to the ECEF CRS

code: void EngineToECEF ( const FVector & EngineCoordinates, FVector & ECEFCoordinates )


description: Convert a Vector expressed in ENGINE space to the GEOGRAPHIC CRS

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="GeoReferencing|Transformations") void EngineToGeographic ( const FVector & EngineCoordinates, [FGeographicCoordinates](API\Plugins\GeoReferencing\FGeographicCoordinates) & GeographicCoordinates )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="GeoReferencing|Transformations", Meta=(DeprecatedFunction, DeprecationMessage="FCartesianCoordinates is deprecated : Use the version that uses a FVector instead.")) PRAGMA_DISABLE_DEPRECATION_WARNINGSvoid EngineToProjected ( const FVector & EngineCoordinates, [FCartesianCoordinates](API\Plugins\GeoReferencing\FCartesianCoordinates) & ProjectedCoordinates )


description: Convert a Vector expressed in ENGINE space to the PROJECTED CRS

code: void EngineToProjected ( const FVector & EngineCoordinates, FVector & ProjectedCoordinates )


code: void DeInitPROJLibrary&40;&41;


code: bool GetEllipsoid &40; FString CRSString, FEllipsoid & Ellipsoid &41;


code: PJ &42; GetPROJProjection &40; FString SourceCRS, FString DestinationCRS &41;


code: FMatrix GetWorldFrameToECEFFrame &40; const FEllipsoid & Ellipsoid, const FVector & ECEFLocation &41;


code: void InitPROJLibrary&40;&41;


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="GeoReferencing|Transformations", Meta=(DeprecatedFunction, DeprecationMessage="FCartesianCoordinates is deprecated : Use the version that uses a FVector instead.")) void GeographicToECEF ( const [FGeographicCoordinates](API\Plugins\GeoReferencing\FGeographicCoordinates) & GeographicCoordinates, [FCartesianCoordinates](API\Plugins\GeoReferencing\FCartesianCoordinates) & ECEFCoordinates )


className: FGeoReferencingSystemInternals

code: class FGeoReferencingSystemInternals

ECEFFrameToWorldFrame

type: FMatrix

GeographicEllipsoid

type: FEllipsoid

ProjContext

type: PJ_CONTEXT *...

ProjGeographicToECEF

type: PJ *

WorldOriginLocationProjected

type: FVector


description: Convert a Coordinate expressed in GEOGRAPHIC CRS to ECEF CRS

code: void GeographicToECEF ( const [FGeographicCoordinates](API\Plugins\GeoReferencing\FGeographicCoordinates) & GeographicCoordinates, FVector & ECEFCoordinates )


description: Convert a Vector expressed in GEOGRAPHIC CRS to ENGINE space

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="GeoReferencing|Transformations") void GeographicToEngine ( const [FGeographicCoordinates](API\Plugins\GeoReferencing\FGeographicCoordinates) & GeographicCoordinates, FVector & EngineCoordinates )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="GeoReferencing|Transformations", Meta=(DeprecatedFunction, DeprecationMessage="FCartesianCoordinates is deprecated : Use the version that uses a FVector instead.")) void GeographicToProjected ( const [FGeographicCoordinates](API\Plugins\GeoReferencing\FGeographicCoordinates) & GeographicCoordinates, [FCartesianCoordinates](API\Plugins\GeoReferencing\FCartesianCoordinates) & ProjectedCoordinates )


description: Convert a Coordinate expressed in GEOGRAPHIC CRS to PROJECTED CRS

code: void GeographicToProjected ( const [FGeographicCoordinates](API\Plugins\GeoReferencing\FGeographicCoordinates) & GeographicCoordinates, FVector & ProjectedCoordinates )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="GeoReferencing|ENU", Meta=(DeprecatedFunction, DeprecationMessage="FCartesianCoordinates is deprecated : Use the version that uses a FVector instead.")) void GetECEFENUVectorsAtECEFLocation ( const [FCartesianCoordinates](API\Plugins\GeoReferencing\FCartesianCoordinates) & ECEFCoordinates, FVector & ECEFEast, FVector & ECEFNorth, FVector & ECEFUp )


description: Get the East North Up vectors at a specific location - Not in engine frame, but in pure ECEF Frame !

code: void GetECEFENUVectorsAtECEFLocation ( const FVector & ECEFCoordinates, FVector & ECEFEast, FVector & ECEFNorth, FVector & ECEFUp )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="GeoReferencing|ENU", Meta=(DeprecatedFunction, DeprecationMessage="FCartesianCoordinates is deprecated : Use the version that uses a FVector instead.")) void GetENUVectorsAtECEFLocation ( const [FCartesianCoordinates](API\Plugins\GeoReferencing\FCartesianCoordinates) & ECEFCoordinates, FVector & East, FVector & North, FVector & Up )


description: Get the East North Up vectors at a specific location

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="GeoReferencing|ENU") void GetENUVectorsAtEngineLocation ( const FVector & EngineCoordinates, FVector & East, FVector & North, FVector & Up )


code: void GetENUVectorsAtECEFLocation ( const FVector & ECEFCoordinates, FVector & East, FVector & North, FVector & Up )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="GeoReferencing|ENU") void GetENUVectorsAtGeographicLocation ( const [FGeographicCoordinates](API\Plugins\GeoReferencing\FGeographicCoordinates) & GeographicCoordinates, FVector & East, FVector & North, FVector & Up )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="GeoReferencing|ENU", Meta=(DeprecatedFunction, DeprecationMessage="FCartesianCoordinates is deprecated : Use the version that uses a FVector instead.")) void GetENUVectorsAtProjectedLocation ( const [FCartesianCoordinates](API\Plugins\GeoReferencing\FCartesianCoordinates) & ProjectedCoordinates, FVector & East, FVector & North, FVector & Up )


code: void GetENUVectorsAtProjectedLocation ( const FVector & ProjectedCoordinates, FVector & East, FVector & North, FVector & Up )


description: Find the underlying Geographic CRS Ellipsoid and return its maximum radius


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="GeoReferencing", Meta=(WorldContext="WorldContextObject")) static [AGeoReferencingSystem](API\Plugins\GeoReferencing\AGeoReferencingSystem) * GetGeoReferencingSystem ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject )


description: Find the underlying Geographic CRS Ellipsoid and return its minimum radius


description: Set this transform to an Ellipsoid to have it positioned tangent to the origin.


description: Find the underlying Projected CRS Ellipsoid and return its maximum radius


description: Find the underlying Projected CRS Ellipsoid and return its minimum radius


description: Deprecated*FCartesianCoordinatesis deprecated : Use the version that uses a FVector instead.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="GeoReferencing|TangentTransforms", Meta=(DeprecatedFunction, DeprecationMessage="FCartesianCoordinates is deprecated : Use the version that uses a FVector instead.")) FTransform GetTangentTransformAtProjectedLocation ( const [FCartesianCoordinates](API\Plugins\GeoReferencing\FCartesianCoordinates) & ProjectedCoordinates )


description: Get the the transform to locate an object tangent to Ellipsoid at a specific location

code: FTransform GetTangentTransformAtProjectedLocation ( const FVector & ProjectedCoordinates )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="GeoReferencing|TangentTransforms", Meta=(DeprecatedFunction, DeprecationMessage="FCartesianCoordinates is deprecated : Use the version that uses a FVector instead.")) FTransform GetTangentTransformAtECEFLocation ( const [FCartesianCoordinates](API\Plugins\GeoReferencing\FCartesianCoordinates) & ECEFCoordinates )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="GeoReferencing|TangentTransforms") FTransform GetTangentTransformAtEngineLocation ( const FVector & EngineCoordinates )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="GeoReferencing|TangentTransforms") FTransform GetTangentTransformAtGeographicLocation ( const [FGeographicCoordinates](API\Plugins\GeoReferencing\FGeographicCoordinates) & GeographicCoordinates )


description: Check if the string corresponds to a valid CRS descriptor

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="GeoReferencing|Misc") bool IsCRSStringValid ( [FString](API\Runtime\Core\Containers\FString) CRSString, [FString](API\Runtime\Core\Containers\FString) & Error )


description: Convert a Vector expressed in ECEF CRS to ENGINE space

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="GeoReferencing|Transformations", Meta=(DisplayName="ECEF To Engine")) void K2_ECEFToEngine ( const FVector & ECEFCoordinates, FVector & EngineCoordinates )


code: FTransform GetTangentTransformAtECEFLocation ( const FVector & ECEFCoordinates )


description: Convert a Coordinate expressed in ECEF CRS to GEOGRAPHIC CRS

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="GeoReferencing|Transformations", Meta=(DisplayName="ECEF To Geographic")) void K2_ECEFToGeographic ( const FVector & ECEFCoordinates, [FGeographicCoordinates](API\Plugins\GeoReferencing\FGeographicCoordinates) & GeographicCoordinates )


description: Convert a Coordinate expressed in ECEF CRS to PROJECTED CRS

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="GeoReferencing|Transformations", Meta=(DisplayName="ECEF To Projected")) void K2_ECEFToProjected ( const FVector & ECEFCoordinates, FVector & ProjectedCoordinates )


description: Convert a Vector expressed in ENGINE space to the ECEF CRS

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="GeoReferencing|Transformations", Meta=(DisplayName="Engine To ECEF")) void K2_EngineToECEF ( const FVector & EngineCoordinates, FVector & ECEFCoordinates )


description: We want to keep the same function names, but with a change in some argument types. UBT doesn't support that unless we create the new functions with a K2_ prefix and use the meta/Displayname tag to keep the same name. To allow for a simple C++ usage too, we keep the C++ functions doing the actual work separately Convert a Vector expressed in ENGINE space to the PROJECTED CRS

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="GeoReferencing|Transformations", Meta=(DisplayName="Engine To Projected")) void K2_EngineToProjected ( const FVector & EngineCoordinates, FVector & ProjectedCoordinates )


description: Convert a Coordinate expressed in GEOGRAPHIC CRS to ECEF CRS

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="GeoReferencing|Transformations", Meta=(DisplayName="Geographic To ECEF")) void K2_GeographicToECEF ( const [FGeographicCoordinates](API\Plugins\GeoReferencing\FGeographicCoordinates) & GeographicCoordinates, FVector & ECEFCoordinates )


description: Convert a Coordinate expressed in GEOGRAPHIC CRS to PROJECTED CRS

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="GeoReferencing|Transformations", Meta=(DisplayName="Geographic To Projected")) void K2_GeographicToProjected ( const [FGeographicCoordinates](API\Plugins\GeoReferencing\FGeographicCoordinates) & GeographicCoordinates, FVector & ProjectedCoordinates )


description: Get the East North Up vectors at a specific location - Not in engine frame, but in pure ECEF Frame !

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="GeoReferencing|ENU", Meta=(DisplayName="Get ECEF ENU Vectors At ECEF Location")) void K2_GetECEFENUVectorsAtECEFLocation ( const FVector & ECEFCoordinates, FVector & ECEFEast, FVector & ECEFNorth, FVector & ECEFUp )


description: Get the East North Up vectors at a specific location

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="GeoReferencing|ENU", Meta=(DisplayName="Get ENU Vectors At Projected Location")) void K2_GetENUVectorsAtProjectedLocation ( const FVector & ProjectedCoordinates, FVector & East, FVector & North, FVector & Up )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="GeoReferencing|ENU", Meta=(DisplayName="Get ENU Vectors At ECEF Location")) void K2_GetENUVectorsAtECEFLocation ( const FVector & ECEFCoordinates, FVector & East, FVector & North, FVector & Up )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="GeoReferencing|TangentTransforms", Meta=(DisplayName="Get Tangent Transform At Projected Location")) FTransform K2_GetTangentTransformAtProjectedLocation ( const FVector & ProjectedCoordinates )


description: Convert a Coordinate expressed in PROJECTED CRS to ECEF CRS

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="GeoReferencing|Transformations", Meta=(DisplayName="Projected To ECEF")) void K2_ProjectedToECEF ( const FVector & ProjectedCoordinates, FVector & ECEFCoordinates )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="GeoReferencing|TangentTransforms", Meta=(DisplayName="Get Tangent Transform At ECEFLocation")) FTransform K2_GetTangentTransformAtECEFLocation ( const FVector & ECEFCoordinates )


description: Convert a Vector expressed in PROJECTED CRS to ENGINE space

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="GeoReferencing|Transformations", Meta=(DisplayName="Projected To Engine")) void K2_ProjectedToEngine ( const FVector & ProjectedCoordinates, FVector & EngineCoordinates )


description: Called when an actor is done spawning into the world (fromUWorld::SpawnActor), both in the editor and during gameplay For actors with a root component, the location and rotation will have already been set. This is called before calling construction scripts, but after native components have been created

code: virtual void PostActorCreated()


description: Convert a Coordinate expressed in PROJECTED CRS to GEOGRAPHIC CRS

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="GeoReferencing|Transformations", Meta=(DisplayName="Projected To Geographic")) void K2_ProjectedToGeographic ( const FVector & ProjectedCoordinates, [FGeographicCoordinates](API\Plugins\GeoReferencing\FGeographicCoordinates) & GeographicCoordinates )


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

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


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

code: virtual void PostLoad()


description: Deprecated*FCartesianCoordinatesis deprecated : Use the version that uses a FVector instead.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="GeoReferencing|Transformations", Meta=(DeprecatedFunction, DeprecationMessage="FCartesianCoordinates is deprecated : Use the version that uses a FVector instead.")) void ProjectedToECEF ( const [FCartesianCoordinates](API\Plugins\GeoReferencing\FCartesianCoordinates) & ProjectedCoordinates, [FCartesianCoordinates](API\Plugins\GeoReferencing\FCartesianCoordinates) & ECEFCoordinates )


code: void ProjectedToECEF ( const FVector & ProjectedCoordinates, FVector & ECEFCoordinates )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="GeoReferencing|Transformations", Meta=(DeprecatedFunction, DeprecationMessage="FCartesianCoordinates is deprecated : Use the version that uses a FVector instead.")) void ProjectedToEngine ( const [FCartesianCoordinates](API\Plugins\GeoReferencing\FCartesianCoordinates) & ProjectedCoordinates, FVector & EngineCoordinates )


code: void ProjectedToEngine ( const FVector & ProjectedCoordinates, FVector & EngineCoordinates )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="GeoReferencing|Transformations", Meta=(DeprecatedFunction, DeprecationMessage="FCartesianCoordinates is deprecated : Use the version that uses a FVector instead.")) void ProjectedToGeographic ( const [FCartesianCoordinates](API\Plugins\GeoReferencing\FCartesianCoordinates) & ProjectedCoordinates, [FGeographicCoordinates](API\Plugins\GeoReferencing\FGeographicCoordinates) & GeographicCoordinates )


code: void ProjectedToGeographic ( const FVector & ProjectedCoordinates, [FGeographicCoordinates](API\Plugins\GeoReferencing\FGeographicCoordinates) & GeographicCoordinates )


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


className: AGeoReferencingSystem

description: This AInfos enable you to define a correspondance between the UE origin and an actual geographic location on a planet Once done it offers different functions to convert coordinates between UE and Geographic coordinates

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(HideCategories=(Transform, Replication, Actor, Cooking)) class AGeoReferencingSystem : public [AInfo](API\Runtime\Engine\GameFramework\AInfo)

bOriginAtPlanetCenter

type: bool

description: If true, the UE origin is located at the Planet Center, otherwise, the UE origin is assuming to be defined at one specific point of the planet surface, defined by the properties below.

bOriginLocationInProjectedCRS

description: If true, the UE origin georeference is expressed in the PROJECTED CRS.

GeographicCRS

description: String that describes the GEOGRAPHIC CRS of choice.

OriginAltitude

type: double

description: Altitude of UE Origin on planet

OriginLatitude

description: Latitude of UE Origin on planet

OriginLongitude

description: Longitude of UE Origin on planet

OriginProjectedCoordinatesEasting

description: Easting position of UE Origin on planet, express in the Projected CRS Frame

OriginProjectedCoordinatesNorthing

description: Northing position of UE Origin on planet, express in the Projected CRS Frame

OriginProjectedCoordinatesUp

description: Up position of UE Origin on planet, express in the Projected CRS Frame

PlanetShape

type: EPlanetShape

description: This mode has to be set consistently with the way you authored your ground geometry.

ProjectedCRS

description: String that describes the PROJECTED CRS of choice.


description: Overridable native event for when play begins for this actor.

code: virtual void BeginPlay()


description: Decrease the Speed Scalar - MouseWheel Down equivalent


description: Begin a smooth camera flight to the given ECEF destination such that the camera ends at the specified yaw and pitch. The flight can be enforced or canceled if the user moves the pawn

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="FlyToLocation") void FlyToLocationECEF ( const FVector & ECEFDestination, double YawAtDestination, double PitchAtDestination, bool CanInterruptByMoving )


description: Begin a smooth camera flight to the given Latitude/Longitude destination such that the camera ends at the specified yaw and pitch. The flight can be enforced or canceled if the user moves the pawn

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="FlyToLocation") void FlyToLocationGeographic ( const [FGeographicCoordinates](API\Plugins\GeoReferencing\FGeographicCoordinates) & GeographicDestination, double YawAtDestination, double PitchAtDestination, bool CanInterruptByMoving )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="FlyToLocation") void FlyToLocationLatitudeLongitudeAltitude ( const double & InLatitude, const double & InLongitude, const double & InAltitude, double YawAtDestination, double PitchAtDestination, bool CanInterruptByMoving )


description: Don't return the controller rotation but a transformed rotation to consider planet roundness.

code: virtual FRotator GetBaseAimRotation() const


code: virtual FRotator GetViewRotation() const


description: Increase the Speed Scalar - MouseWheel Up equivalent


description: Stop the current Fly To Location motion


description: APawn::AddMovementInput()

code: virtual void MoveForward ( float Val )


description: APawn::AddMovementInput()

code: virtual void MoveRight ( float Val )


description: APawn::AddMovementInput()

code: virtual void MoveUp_World ( float Val )


description: Called when an instance of this class is placed (in editor) or spawned.

code: virtual void OnConstruction ( const FTransform & Transform )


description: Adds to the default pawn the Mouse Wheel inputs to tune the speed scalar

code: virtual void SetupPlayerInputComponent ( [UInputComponent](API\Runtime\Engine\Components\UInputComponent) * InInputComponent )


description: Reset the Speed Scalar to its default value - Middle-mouse button click equivalent


description: Function called every frame on this Actor. Override this function to implement custom logic to be executed every frame. Note that Tick is disabled by default, and you will need to check PrimaryActorTick.bCanEverTick is set to true to enable it.

code: virtual void Tick ( float DeltaSeconds )


className: ARoundPlanetPawn

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

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class ARoundPlanetPawn : public [ADefaultPawn](API\Runtime\Engine\GameFramework\ADefaultPawn)

Altitude

type: float

description: The distance between the geographic ellipsoid surface and the pawn

AltitudeProfileCurve

type: TObjectPtr<UCu...

description: This curve dictates what percentage of the max altitude the pawn should take at a given time on the curve.

BaseSpeedKmh

description: The Reference maximum speed for the pawn, before being altered by any Scalar modifier or by altitude curve ActualMaxSpeed = BaseSpeedKmh * SpeedScalar * AltitudeSpeedModifierCurve(Altitude)

FlyDuration

description: Fly to Location duration (in seconds)

GeoReferencingSystem

type: TObjectPtr<AGe...

GranularityDegrees

description: The granularity in degrees with which keypoints should be generated for the Fly to Location interpolation.

HAT

description: Height Above Terrain. The distance between the ground and the pawn

MaximumAltitudeCurve

description: This curve is used to pick up a reference the maximum altitude when flying to a location.

MaximumAltitudeValue

description: In case MaximumAltitudeCurve is not defined, the AltitudeProfileCurve will use this Maximum altitude value for the flight, whatever the travel distance.

MaximumStepCount

description: Make sure we don't get crazy in case of large flights with small granularity

MinimumStepCount

description: The minimum linear steps for the FlyTolocation motion.

OrbitalMotion

description: If True, the motion Forward/Right motion of the pawn are relative to Planet tangent, meaning the altitude will approximately be kept, whatever the pawn camera orientation

ProgressCurve

description: This curve is used to ease in an out the Fly to Location speed.

SpeedByHATModifierCurve

description: When being very high and moving around the planet, we have to dynamically increase the speed based on Height above terrain to accelerate movement This curve adds a multiplying factor to the maximum speed depending on HAT.

SpeedScalar

description: Scalar modifier for the base speed ActualMaxSpeed = BaseSpeedKmh * SpeedScalar * AltitudeSpeedModifierCurve(Altitude)

SpeedScalarIncrement

description: Multiplier/Divider for increasing/decreasing the speed scalar


code: [FText](API\Runtime\Core\Internationalization\FText) ToCompactText ( int32 IntegralDigits )


code: [FText](API\Runtime\Core\Internationalization\FText) ToFullText ( int32 IntegralDigits )


code: void ToFloatApproximation ( float & OutX, float & OutY, float & OutZ )


code: void ToSeparateTexts ( [FText](API\Runtime\Core\Internationalization\FText) & OutX, [FText](API\Runtime\Core\Internationalization\FText) & OutY, [FText](API\Runtime\Core\Internationalization\FText) & OutZ, int32 IntegralDigits )


description: Deprecated* UseFCartesianCoordinates::ToVector()instead.


code: FCartesianCoordinates ( const FVector & Coordinates )


className: EPlanetShape

description: Double precision structures.

code: enum EPlanetShape { FlatPlanet, RoundPlanet, }


code: FCartesianCoordinates ( double InX, double InY, double InZ )


description: Deprecated* UseFCartesianCoordinates(const FVector& Coordinates)instead.

code: FCartesianCoordinates ( const FVector4d & Coordinates )


code: FVector GeodeticSurfaceNormal ( const FVector & ECEFLocation ) const


className: FCartesianCoordinates


code: FVector GeodeticSurfaceNormal ( const [FGeographicCoordinates](API\Plugins\GeoReferencing\FGeographicCoordinates) & GeographicCoordinates ) const


code: FEllipsoid ( const FVector & InRadii )


code: FEllipsoid ( double RadiusX, double RadiusY, double RadiusZ )


code: [FText](API\Runtime\Core\Internationalization\FText) ToCompactText ( int32 IntegralDigitsLatLon, int32 IntegralDigitsAlti, bool bAsDMS )


className: FEllipsoid


code: [FText](API\Runtime\Core\Internationalization\FText) ToFullText ( int32 IntegralDigitsLatLon, int32 IntegralDigitsAlti, bool bAsDMS )


code: void ToSeparateTexts ( [FText](API\Runtime\Core\Internationalization\FText) & OutLatitude, [FText](API\Runtime\Core\Internationalization\FText) & OutLongitude, [FText](API\Runtime\Core\Internationalization\FText) & OutAltitude, int32 IntegralDigitsLatLon, int32 IntegralDigitsAlti, bool bAsDMS )


code: FGeographicCoordinates ( const FVector & LatLongAltVector )


code: FGeographicCoordinates ( double InLongitude, double InLatitude, double InAltitude )


className: FGeographicCoordinates


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()


code: static static PROJ_FunctionTable;


className: FGeoReferencingModule

description: FGeoReferencingModule

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


className: UCartesianCoordinatesFunctionLibrary


className: UGeographicCoordinatesFunctionLibrary


className: UGeoReferencingBFL

description: Blueprint function library to convert geospatial coordinates to text

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class UGeoReferencingBFL : public [UBlueprintFunctionLibrary](API\Runtime\Engine\Kismet\UBlueprintFunctionLibrary)


className: UGeoReferencingEditorBPLibrary

module: GeoReferencingEditor


className: EAssetEditorGizmoFactoryPriority

module: GizmoEdMode

code: enum EAssetEditorGizmoFactoryPriority { Default, Normal, High, }


description: IModuleInterfaceimplementation

code: virtual void OnPostEngineInit()


className: FGizmoEdModeModule

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


code: [TArray](API\Runtime\Core\Containers\TArray)< [UInteractiveGizmo](API\Runtime\InteractiveToolsFramework\UInteractiveGizmo) * > BuildGizmoForSelection ( [FEditorModeTools](API\Editor\UnrealEd\FEditorModeTools) * ModeTools, [UInteractiveGizmoManager](API\Runtime\InteractiveToolsFramework\UInteractiveGizmoManager) * GizmoManager ) const


code: bool CanBuildGizmoForSelection ( [FEditorModeTools](API\Editor\UnrealEd\FEditorModeTools) * ModeTools ) const


code: void ConfigureGridSnapping ( bool bGridEnabled, bool bRotGridEnabled, const [TArray](API\Runtime\Core\Containers\TArray)< [UInteractiveGizmo](API\Runtime\InteractiveToolsFramework\UInteractiveGizmo) * > & Gizmos ) const


className: IAssetEditorGizmoFactory

code: class IAssetEditorGizmoFactory


code: virtual [EAssetEditorGizmoFactoryPriority](API\Plugins\GizmoEdMode\EAssetEditorGizmoFactoryPriority) GetPriority() const


className: UAssetEditorGizmoFactory

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


code: virtual [TArray](API\Runtime\Core\Containers\TArray)< [UInteractiveGizmo](API\Runtime\InteractiveToolsFramework\UInteractiveGizmo) * > BuildGizmoForSelection ( [FEditorModeTools](API\Editor\UnrealEd\FEditorModeTools) * ModeTools, [UInteractiveGizmoManager](API\Runtime\InteractiveToolsFramework\UInteractiveGizmoManager) * GizmoManager ) const


code: virtual bool CanBuildGizmoForSelection ( [FEditorModeTools](API\Editor\UnrealEd\FEditorModeTools) * ModeTools ) const


code: virtual void ConfigureGridSnapping ( bool bGridEnabled, bool bRotGridEnabled, const [TArray](API\Runtime\Core\Containers\TArray)< [UInteractiveGizmo](API\Runtime\InteractiveToolsFramework\UInteractiveGizmo) * > & Gizmos ) const


className: UDefaultAssetEditorGizmoFactory

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class UDefaultAssetEditorGizmoFactory : public [UObject](API\Runtime\CoreUObject\UObject\UObject), public [IAssetEditorGizmoFactory](API\Plugins\GizmoEdMode\IAssetEditorGizmoFactory)


description: True if this mode uses a toolkit mode (eventually they all should)

code: virtual bool UsesToolkits() const


code: void AddFactory ( [TScriptInterface](API\Runtime\CoreUObject\UObject\TScriptInterface)< [IAssetEditorGizmoFactory](API\Plugins\GizmoEdMode\IAssetEditorGizmoFactory) > GizmoFactory )


className: UGizmoEdMode

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


className: UGizmoEdModeSettings

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


module: GLTFCore

code: bool CheckAccessorTypeForDataType ( [EDataType](API\Plugins\GLTFCore\FAccessor\EDataType) DataType, bool bMorphTargetProperty ) const


code: bool CheckNonQuantizedComponentTypeForDataType ( [EDataType](API\Plugins\GLTFCore\FAccessor\EDataType) DataType, bool bMorphTargetProperty ) const


code: bool CheckQuantizedComponentTypeForDataType ( [EDataType](API\Plugins\GLTFCore\FAccessor\EDataType) DataType, bool bMorphTargetProperty ) const


className: EComponentType

code: enum EComponentType { None, S8, U8, S16, U16, U32, F32, Count, }


className: EDataType

code: enum EDataType { Position, Normal, Tangent, Texcoord, Color, Joints, Weights, }


className: EType

code: enum EType { Unknown, Scalar, Vec2, Vec3, Vec4, Mat2, Mat3, Mat4, Count, }


code: FIndices &40; uint32 InCount, const FBufferView & InBufferView, uint64 InByteOffset, EComponentType InComponentType &41;


className: FIndices

description:
FIndices(
uint32 InCount,constFBufferView& InBufferView,uint64 InByteOffset,EComponentTypeInComponentType)

code: struct FIndices


code: FValues &40; const FBufferView & InBufferView, uint64 InByteOffset &41;


className: FValues

description:
FValues(
constFBufferView& InBufferView,uint64 InByteOffset)

code: struct FValues


code: FSparse &40; uint32 InCount, const FBufferView & InIndicesBufferView, uint64 InIndicesByteOffset, EComponentType InIndicesComponentType, const FBufferView & InValuesBufferView, uint64 InValuesByteOffset &41;


className: FSparse

code: struct FSparse

Count

type: const uint32


description: Performs axis conversion for vec3s(i.e. from glTF right-handed and Y-up to left-handed and Z-up).

code: void GetCoordArray ( FVector3f * Buffer ) const


code: virtual float GetFloat ( uint32 Index ) const


code: void GetFloatArray ( [TArray](API\Runtime\Core\Containers\TArray)< float > & Buffer ) const


code: virtual void GetFloatArray ( float * Buffer ) const


code: void GetCoordArray ( [TArray](API\Runtime\Core\Containers\TArray)< FVector3f > & Buffer ) const


code: virtual FMatrix GetMat4 ( uint32 Index ) const


code: void GetMat4Array ( [TArray](API\Runtime\Core\Containers\TArray)< FMatrix44f > & Buffer ) const


code: virtual void GetMat4Array ( FMatrix44f * Buffer ) const


description: Performs axis conversion for quaternion(i.e. from glTF right-handed and Y-up to left-handed and Z-up).

code: void GetQuatArray ( [TArray](API\Runtime\Core\Containers\TArray)< FVector4f > & Buffer ) const


code: void GetQuatArray ( FVector4f * Buffer ) const


code: virtual uint32 GetUnsignedInt ( uint32 Index ) const


code: virtual void GetUnsignedInt16x4 ( uint32 Index, uint16 Values ) const


code: void GetUnsignedIntArray ( [TArray](API\Runtime\Core\Containers\TArray)< uint32 > & Buffer ) const


code: virtual void GetUnsignedIntArray ( uint32 * Buffer ) const


code: virtual FVector2D GetVec2 ( uint32 Index ) const


code: void GetVec2Array ( [TArray](API\Runtime\Core\Containers\TArray)< FVector2f > & Buffer ) const


code: virtual void GetVec2Array ( FVector2f * Buffer ) const


code: virtual FVector GetVec3 ( uint32 Index ) const


code: void GetVec3Array ( [TArray](API\Runtime\Core\Containers\TArray)< FVector3f > & Buffer ) const


code: virtual void GetVec3Array ( FVector3f * Buffer ) const


code: virtual FVector4 GetVec4 ( uint32 Index ) const


code: void GetVec4Array ( [TArray](API\Runtime\Core\Containers\TArray)< FVector4f > & Buffer ) const


code: virtual void GetVec4Array ( FVector4f * Buffer ) const


code: bool IsValidDataType ( [EDataType](API\Plugins\GLTFCore\FAccessor\EDataType) DataType, bool bMorphTargetProperty ) const


code: FAccessor ( uint32 InCount, [EType](API\Plugins\GLTFCore\FAccessor\EType) InType, [EComponentType](API\Plugins\GLTFCore\FAccessor\EComponentType) InComponentType, bool bInNormalized, const [FSparse](API\Plugins\GLTFCore\FAccessor\FSparse) & InSparse )


className: FAccessor

code: struct FAccessor

bNormalized

type: const bool

ComponentType

type: constEComponen...

Sparse

type: constFSparse

Type

type: constEType


className: EInterpolation

code: enum EInterpolation { Linear, Step, CubicSpline, }


className: EPath

code: enum EPath { Translation, Rotation, Scale, Weights, }


code: FChannel &40; const FNode & Node &41;


className: FChannel

code: struct FChannel

Sampler

description: The index of a sampler in this animation used to compute the value for the target.

Target

type: FTarget

description: The index of the node and TRS property to target.


code: FSampler &40; const FAccessor & Input, const FAccessor & Output &41;


className: FSampler

code: struct FSampler

Input

type: constFAccessor...

description: The accessor containing keyframe input values, e.g., time. Always float and seconds.

Interpolation

type: EInterpolation

Output

description: The accessor containing keyframe output values.


className: FTarget

code: struct FTarget

Node

type: constFNode&

Path

type: EPath


code: FTarget &40; const FNode & Node &41;


className: FAnimation

code: struct FAnimation

Channels

type: TArray<FChanne...

Name

type: FString

Samplers

type: TArray<FSample...


description: Only reserves buffers if they had any existing data.

code: void Clear ( uint32 BinBufferKBytes, uint32 ExtraBinBufferKBytes )


className: EValidationCheck

code: enum EValidationCheck { Valid, InvalidMeshPresent = 0x1, InvalidNodePresent = 0x2, }


description: Will generate names for any entities(nodes, meshes, etc.) that have the name field missing. Is called fromGLTF::FFileReader::ReadFile

code: void GenerateNames ( const [FString](API\Runtime\Core\Containers\FString) & Prefix )


description: Finds the indices for the nodes which are root nodes.

code: void GetRootNodes ( [TArray](API\Runtime\Core\Containers\TArray)< int32 > & NodeIndices )


className: SupportedExtensions

code: static const [TSet](API\Runtime\Core\Containers\TSet)< [EExtension](API\Plugins\GLTFCore\GLTF__EExtension) > SupportedExtensions = { GLTF::EExtension::KHR_MaterialsPbrSpecularGlossiness, GLTF::EExtension::KHR_MaterialsUnlit, GLTF::EExtension::KHR_LightsPunctual, GLTF::EExtension::KHR_MaterialsClearCoat, GLTF::EExtension::KHR_MaterialsTransmission, GLTF::EExtension::KHR_MaterialsSheen, GLTF::EExtension::KHR_MaterialsVariants, GLTF::EExtension::KHR_MaterialsSpecular, GLTF::EExtension::KHR_MaterialsIOR };


description: Returns EValidationCheck::Valid if the asset passes the post-import validation checks.


className: FAsset

code: struct FAsset : public [FNoncopyable](API\Runtime\Core\Templates\FNoncopyable)

Accessors

type: TArray<FValidA...

Animations

type: TArray<FAnimat...

Buffers

type: TArray<FBuffer...

Cameras

type: TArray<FCamera...

ExtensionsRequired

type: TArray<FString...

Images

type: TArray<FImage...

Lights

type: TArray<FLight...

Materials

type: TArray<FMateri...

Meshes

type: TArray<FMesh>

Metadata

type: FMetadata

Nodes

type: TArray<FNode>

ProcessedExtensions

type: TSet<EExtensio...

Scenes

type: TArray<FScene...

Skins

type: TArray<FSkinIn...

Textures

type: TArray<FTextur...


code: const [TArray](API\Runtime\Core\Containers\TArray)< [FLogMessage](API\Plugins\GLTFCore\FLogMessage) > & GetLogMessages() const


className: FBaseLogger

code: class FBaseLogger

Messages

type: TArray<FLogMes...


code: const uint8 * DataAt ( uint64 Offset ) const


className: FBuffer

code: struct FBuffer

ByteLength

type: const uint64

Data

type: const uint8 ...


code: FBufferView ( const [FBuffer](API\Plugins\GLTFCore\FBuffer) & InBuffer, uint64 InOffset, uint64 InLength, uint32 InStride )


className: FBufferView

code: struct FBufferView

Buffer

type: constFBuffer&

ByteStride

type: const uint32

description: If zero then accessor elements are tightly packed, i.e., effective stride equals the size of the element


className: FOrthographic

code: struct FOrthographic

XMagnification

type: float

description: Horizontal magnification of the view

YMagnification

description: Vertical magnification of the view


className: FPerspective

code: struct FPerspective

AspectRatio

description: Aspect ratio of the field of view

Fov

description: Vertical field of view in radians


className: FCamera

code: struct FCamera

type: union GLTF::FCa...

bIsPerspective

type: bool

Name

type: FString

Node

type: constFNode&

Orthographic

type: FOrthographic

Perspective

type: FPerspective


code: FCamera ( const [FNode](API\Plugins\GLTFCore\FNode) & Node )


description: Loads the contents of a glTF file into the given asset.

code: void ReadFile ( const [FString](API\Runtime\Core\Containers\FString) & InFilePath, bool bInLoadImageData, bool bInLoadMetadata, [GLTF::FAsset](API\Plugins\GLTFCore\FAsset) & OutAsset )


className: FFileReader

code: class FFileReader : public [GLTF::FBaseLogger](API\Plugins\GLTFCore\FBaseLogger)


className: EFormat

code: enum EFormat { Unknown, PNG, JPEG, }


className: FImage

code: struct FImage

DataByteLength

description: Image data is kept encoded in Format, to be decoded when needed by Unreal.

Format

type: EFormat


code: FJointInfluence ( const FVector4 & InWeight )


className: FJointInfluence

code: struct FJointInfluence


className: EType

code: enum EType { Directional, Point, Spot, }


code: FLight ( const [FNode](API\Plugins\GLTFCore\FNode) * Node )


className: FLight

code: struct FLight

Color

type: FVector

Node

type: constFNode...

Spot

type: FSpot

Type

type: EType


className: FLogMessage

code: typedef [TTuple](API\Runtime\Core\Misc\TTuple)< [EMessageSeverity](API\Plugins\GLTFCore\GLTF__EMessageSeverity), [FString](API\Runtime\Core\Containers\FString) > FLogMessage


className: EAlphaMode

code: enum EAlphaMode { Opaque, Mask, Blend, }


className: EPackingFlags

code: enum EPackingFlags { None = 0x0, NormalRG = 0x1, OcclusionRoughnessMetallic = 0x2, RoughnessMetallicOcclusion = 0x4, NormalRoughnessMetallic = NormalRG | 0x8, }


className: EShadingModel

code: enum EShadingModel { MetallicRoughness, SpecularGlossiness, }


className: FClearCoat

code: struct FClearCoat

ClearCoatMap

type: FTextureMap


className: FMetallicRoughness

code: struct FMetallicRoughness


className: FPacking

code: struct FPacking

Flags

type: int


className: FSheen

code: struct FSheen


className: FSpecular

code: struct FSpecular


className: FSpecularGlossiness

description: "pbrSpecularGlossiness" extension Implements a specular glossiness shading model and is mutually exclusive with "specular" extension, which uses metallic roughness model

code: struct FSpecularGlossiness


className: FTransmission

code: struct FTransmission


code: FMaterial ( const [FString](API\Runtime\Core\Containers\FString) & Name )


className: FMaterial

code: struct FMaterial

AlphaMode

type: EAlphaMode

BaseColor

description: PBR properties.

bIsDoubleSided

description: Material properties

ClearCoat

type: FClearCoat

MetallicRoughness

type: FMetallicRoughn...

Normal

description: Base properties

Packing

type: FPacking

description: Extension properties

ShadingModel

type: EShadingModel

Sheen

type: FSheen

Specular

type: FSpecular

SpecularGlossiness

type: FSpecularGlossi...

Transmission

type: FTransmission


code: template<typename T> T * AddMaterialExpression()


code: template<> [FMaterialExpressionScalar](API\Plugins\GLTFCore\FMaterialExpressionScalar) * AddMaterialExpression()


code: template<> [FMaterialExpressionColor](API\Plugins\GLTFCore\FMaterialExpressionColor) * AddMaterialExpression()


code: template<> [FMaterialExpressionTexture](API\Plugins\GLTFCore\FMaterialExpressionTexture) * AddMaterialExpression()


code: template<> [FMaterialExpressionGeneric](API\Plugins\GLTFCore\FMaterialExpressionGeneric) * AddMaterialExpression()


code: [FMaterialExpression](API\Plugins\GLTFCore\FMaterialExpression) * AddMaterialExpression ( [EMaterialExpressionType](API\Plugins\GLTFCore\GLTF__EMaterialExpressionType) ExpressionType )


code: [FMaterialExpression](API\Plugins\GLTFCore\FMaterialExpression) * GetExpression ( int32 Index )


code: int32 GetExpressionsCount() const


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


code: void SetBlendMode ( int InBlendMode )


code: void SetGLTFMaterialHash ( [FMD5Hash](API\Runtime\Core\Misc\FMD5Hash) Hash )


code: void SetIsThinSurface ( bool bIsThinSurface )


code: void SetShadingModel ( [EGLTFMaterialShadingModel](API\Plugins\GLTFCore\GLTF__EGLTFMaterialShadingModel) InShadingModel )


code: void SetTwoSided ( bool bTwoSided )


code: void SetTranslucencyLightingMode ( int InLightingMode )


code: FMaterialElement ( const [FString](API\Runtime\Core\Containers\FString) & Name )


className: FMaterialElement

code: class FMaterialElement

AmbientOcclusion

type: FMaterialExpres...

bIsFinal

type: bool

Expressions

type: TArray<FMateri...

Name

type: FString


code: void ConnectExpression ( [FMaterialExpressionInput](API\Plugins\GLTFCore\FMaterialExpressionInput) & ExpressionInput, int32 OutputIndex )


code: virtual [FMaterialExpressionInput](API\Plugins\GLTFCore\FMaterialExpressionInput) * GetInput ( int32 Index )


code: virtual int32 GetInputCount() const


code: template<[EMaterialExpressionType](API\Plugins\GLTFCore\GLTF__EMaterialExpressionType) T> bool IsA() const


code: FMaterialExpression ( const [FMaterialExpression](API\Plugins\GLTFCore\FMaterialExpression) & Expr )


code: FMaterialExpression ( int Type )


className: FMaterialExpression

code: class FMaterialExpression

Type

type: EMaterialExpres...


code: const [FLinearColor](API\Runtime\Core\Math\FLinearColor) & GetColor() const


className: Type

code: enum { Type = (int)EMaterialExpressionType::ConstantColor }


className: FMaterialExpressionColor

code: class FMaterialExpressionColor : public [GLTF::FMaterialExpressionParameter](API\Plugins\GLTFCore\FMaterialExpressionParameter)


code: const TCHAR * GetFunctionPathName() const


code: void SetFunctionPathName ( const TCHAR * InFunctionPathName )


code: FMaterialExpressionFunctionCall()


className: FMaterialExpressionFunctionCall

code: class FMaterialExpressionFunctionCall : public [GLTF::FMaterialExpression](API\Plugins\GLTFCore\FMaterialExpression)


code: const [TMap](API\Runtime\Core\Containers\TMap)< [FString](API\Runtime\Core\Containers\FString), bool > & GetBoolProperties() const


code: const TCHAR * GetExpressionName() const


code: const [TMap](API\Runtime\Core\Containers\TMap)< [FString](API\Runtime\Core\Containers\FString), float > & GetFloatProperties() const


code: void SetBoolProperty ( const TCHAR * Name, bool Value )


code: void SetExpressionName ( const TCHAR * InExpressionName )


code: enum { Type = (int)EMaterialExpressionType::FunctionCall }


code: void SetFloatProperty ( const TCHAR * Name, float Value )


code: enum { Type = (int)EMaterialExpressionType::Generic }


className: FMaterialExpressionGeneric

code: class FMaterialExpressionGeneric : public [GLTF::FMaterialExpression](API\Plugins\GLTFCore\FMaterialExpression)


code: const [FMaterialExpression](API\Plugins\GLTFCore\FMaterialExpression) * GetExpression() const


className: FMaterialExpressionInput

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

code: class FMaterialExpressionInput


code: const TCHAR * GetGroupName() const


code: void SetGroupName ( const TCHAR * GroupName )


code: void SetName ( const TCHAR * Name )


code: FMaterialExpressionParameter ( int Type )


code: virtual ~FMaterialExpressionParameter()


className: FMaterialExpressionParameter

code: class FMaterialExpressionParameter : public [GLTF::FMaterialExpression](API\Plugins\GLTFCore\FMaterialExpression)


code: enum { Type = (int)EMaterialExpressionType::ConstantScalar }


className: FMaterialExpressionScalar

code: class FMaterialExpressionScalar : public [GLTF::FMaterialExpressionParameter](API\Plugins\GLTFCore\FMaterialExpressionParameter)


code: virtual [FMaterialExpressionInput](API\Plugins\GLTFCore\FMaterialExpressionInput) * GetInput ( int32 Index )


code: [ITextureElement](API\Plugins\GLTFCore\ITextureElement) * GetTexture() const


code: virtual int32 GetInputCount() const


code: void SetTexture ( [ITextureElement](API\Plugins\GLTFCore\ITextureElement) * InTexture )


code: enum { Type = (int)EMaterialExpressionType::Texture }


className: FMaterialExpressionTexture

code: class FMaterialExpressionTexture : public [GLTF::FMaterialExpressionParameter](API\Plugins\GLTFCore\FMaterialExpressionParameter)


code: int32 GetCoordinateIndex() const


code: void SetCoordinateIndex ( int32 InCoordinateIndex )


code: enum { Type = (int)EMaterialExpressionType::TextureCoordinate }


className: FMaterialExpressionTextureCoordinate

code: class FMaterialExpressionTextureCoordinate : public [GLTF::FMaterialExpression](API\Plugins\GLTFCore\FMaterialExpression)


code: FMaterialExpressionTextureCoordinate()


code: const [TArray](API\Runtime\Core\Containers\TArray)< [FMaterialElement](API\Plugins\GLTFCore\FMaterialElement) * > & CreateMaterials ( const [GLTF::FAsset](API\Plugins\GLTFCore\FAsset) & Asset, [UObject](API\Runtime\CoreUObject\UObject\UObject) * ParentPackage, EObjectFlags Flags )


code: const [TArray](API\Runtime\Core\Containers\TArray)< [FLogMessage](API\Plugins\GLTFCore\FLogMessage) > & GetLogMessages() const


code: const [TArray](API\Runtime\Core\Containers\TArray)< [FMaterialElement](API\Plugins\GLTFCore\FMaterialElement) * > & GetMaterials() const


code: FMaterialFactory ( [IMaterialElementFactory](API\Plugins\GLTFCore\IMaterialElementFactory) * MaterialElementFactory, [ITextureFactory](API\Plugins\GLTFCore\ITextureFactory) * TextureFactory )


className: FMaterialFactory

code: class FMaterialFactory


code: void GenerateIsValidCache ( bool GenerateIsValidCacheForPrimitives )


code: bool HasTexCoords ( uint32 Index ) const


className: FMesh

code: struct FMesh

MorphTargetNames

type: TArray<FString...

MorphTargetWeights

type: TArray< float >

Primitives

type: TArray<FPrimit...


code: void FillMeshDescription ( const [GLTF::FMesh](API\Plugins\GLTFCore\FMesh) & Mesh, const FTransform & MeshGlobalTransform, [FMeshDescription](API\Runtime\MeshDescription\FMeshDescription) * MeshDescription, const [TArray](API\Runtime\Core\Containers\TArray)< float > & MorphTargetWeights )


className: FIndexVertexIdMap

code: typedef [TMap](API\Runtime\Core\Containers\TMap)< int32, [FVertexID](API\Runtime\MeshDescription\FVertexID) > FIndexVertexIdMap


code: [TArray](API\Runtime\Core\Containers\TArray)< [FMeshFactory::FIndexVertexIdMap](API\Plugins\GLTFCore\FMeshFactory\FIndexVertexIdMap) > & GetPositionIndexToVertexIdPerPrim() const


code: void SetUniformScale ( float Scale )


code: void SetReserveSize ( uint32 Size )


code: const [FExtraData](API\Plugins\GLTFCore\FMetadata\FExtraData) * GetExtraData ( const [FString](API\Runtime\Core\Containers\FString) & Name ) const


className: FExtraData

code: struct FExtraData


className: FMetadata

code: struct FMetadata

Extras

type: TArray<FExtraD...

Version

type: float


code: void GetColorDeltas ( [TArray](API\Runtime\Core\Containers\TArray)< FVector4f > & Buffer ) const


code: void GetNormalDisplacements ( [TArray](API\Runtime\Core\Containers\TArray)< FVector3f > & Buffer ) const


code: int32 GetNumberOfColorDeltas() const


code: int32 GetNumberOfTexCoordDisplacements ( uint32 Index ) const


code: void GetPositionDisplacements ( [TArray](API\Runtime\Core\Containers\TArray)< FVector3f > & Buffer ) const


code: void GetTangentDisplacements ( [TArray](API\Runtime\Core\Containers\TArray)< FVector4f > & Buffer ) const


code: void GetTexCoordDisplacements ( uint32 Index, [TArray](API\Runtime\Core\Containers\TArray)< FVector2f > & Buffer ) const


code: bool HasPositionDisplacements() const


code: bool HasNormalDisplacements() const


code: bool HasTangentDisplacements() const


code: bool HasTexCoordDisplacements ( uint32 Index ) const


code: FMorphTarget ( const [FAccessor](API\Plugins\GLTFCore\FAccessor) & InPositionDisplacements, const [FAccessor](API\Plugins\GLTFCore\FAccessor) & InNormalDisplacements, const [FAccessor](API\Plugins\GLTFCore\FAccessor) & InTangentDisplacements, const [FAccessor](API\Plugins\GLTFCore\FAccessor) & InTexCoord0Displacements, const [FAccessor](API\Plugins\GLTFCore\FAccessor) & InTexCoord1Displacements, const [FAccessor](API\Plugins\GLTFCore\FAccessor) & InColor0Deltas )


className: EType

code: enum EType { None, Transform, Joint, Mesh, MeshSkinned, Camera, Light, }


description: Edge case Scenario which is currently not supported: Where multiple skins use the same Joint. Currently expected bad outcome if the different skins have different inversebindmatrices on the joint.

code: FNode()


className: FNode

code: struct FNode

Children

type: TArray< int32 >

LocalBindPose

type: FTransform

Skindex

description: Skindex is the skin used by the mesh at this node. It's not the joints belongingtoa skin

SkinIndexToGlobalInverseBindTransform

type: TMap< int, FTra...

Type

type: EType


className: EMode

code: enum EMode { Points = 0, Lines = 1, LineLoop = 2, LineStrip = 3, Triangles = 4, TriangleStrip = 5, TriangleFan = 6, Unknown = 7, }


code: void GetColors ( [TArray](API\Runtime\Core\Containers\TArray)< FVector4f > & Buffer ) const


code: void GetJointInfluences ( [TArray](API\Runtime\Core\Containers\TArray)< [FJointInfluence](API\Plugins\GLTFCore\FJointInfluence) > & Buffer ) const


code: void GetNormals ( [TArray](API\Runtime\Core\Containers\TArray)< FVector3f > & Buffer ) const


code: void GetTangents ( [TArray](API\Runtime\Core\Containers\TArray)< FVector4f > & Buffer ) const


code: void GetPositions ( [TArray](API\Runtime\Core\Containers\TArray)< FVector3f > & Buffer ) const


code: void GetTexCoords ( uint32 Index, [TArray](API\Runtime\Core\Containers\TArray)< FVector2f > & Buffer ) const


code: void GetTriangleIndices ( [TArray](API\Runtime\Core\Containers\TArray)< uint32 > & Buffer ) const


code: bool HasTexCoords ( uint32 Index ) const


code: [FTriangle](API\Plugins\GLTFCore\FTriangle) TriangleVerts ( uint32 T ) const


code: FPrimitive ( [EMode](API\Plugins\GLTFCore\FPrimitive\EMode) InMode, int32 InMaterial, const [FAccessor](API\Plugins\GLTFCore\FAccessor) & InIndices, const [FAccessor](API\Plugins\GLTFCore\FAccessor) & InPosition, const [FAccessor](API\Plugins\GLTFCore\FAccessor) & InNormal, const [FAccessor](API\Plugins\GLTFCore\FAccessor) & InTangent, const [FAccessor](API\Plugins\GLTFCore\FAccessor) & InTexCoord0, const [FAccessor](API\Plugins\GLTFCore\FAccessor) & InTexCoord1, const [FAccessor](API\Plugins\GLTFCore\FAccessor) & InColor0, const [FAccessor](API\Plugins\GLTFCore\FAccessor) & InJoints0, const [FAccessor](API\Plugins\GLTFCore\FAccessor) & InWeights0 )


className: FPrimitive

code: struct FPrimitive

MaterialIndex

type: const int32

Mode

type: constEMode

MorphTargets

type: TArray<FMorphT...

VariantMappings

type: TArray<FVarian...


className: DefaultSampler

code: static const [FSampler](API\Plugins\GLTFCore\FSampler) DefaultSampler;


className: EFilter

code: enum EFilter { Nearest = 9728, Linear = 9729, NearestMipmapNearest = 9984, LinearMipmapNearest = 9985, NearestMipmapLinear = 9986, LinearMipmapLinear = 9987, }


className: EWrap

code: enum EWrap { Repeat = 10497, MirroredRepeat = 33648, ClampToEdge = 33071, }


description: Spec defines no default min/mag filter.

code: FSampler()


className: FSampler

code: struct FSampler

MagFilter

type: EFilter

WrapS

type: EWrap


className: FScene

code: struct FScene

Name

type: FString


code: FSkinInfo ( const [FAccessor](API\Plugins\GLTFCore\FAccessor) & InverseBindMatrices )


className: FSkinInfo

code: struct FSkinInfo

InverseBindMatrices

type: constFAccessor...


className: FTexture

code: struct FTexture

Sampler

type: constFSampler...

Source

type: constFImage&


className: FTextureMap

code: struct FTextureMap

bHasTextureTransform

type: bool

TextureTransform

type: FTextureTransfo...


code: FTexture ( const [FString](API\Runtime\Core\Containers\FString) & InName, const [FImage](API\Plugins\GLTFCore\FImage) & InSource, const [FSampler](API\Plugins\GLTFCore\FSampler) & InSampler )


className: FTextureTransform

code: struct FTextureTransform

Rotation

type: float


className: FTriangle

description: For storing triangle indices as a unit

code: struct FTriangle


code: virtual float GetFloat ( uint32 Index ) const


code: const uint8 * DataAt ( uint32 Index ) const


code: virtual void GetFloatArray ( float * Buffer ) const


code: virtual [FMD5Hash](API\Runtime\Core\Misc\FMD5Hash) GetHash() const


code: virtual FMatrix GetMat4 ( uint32 Index ) const


code: virtual void GetMat4Array ( FMatrix44f * Buffer ) const


code: virtual uint32 GetUnsignedInt ( uint32 Index ) const


code: virtual void GetUnsignedInt16x4 ( uint32 Index, uint16 Values ) const


code: virtual FVector2D GetVec2 ( uint32 Index ) const


code: virtual void GetUnsignedIntArray ( uint32 * Buffer ) const


code: virtual void GetVec2Array ( FVector2f * Buffer ) const


code: virtual FVector GetVec3 ( uint32 Index ) const


code: virtual void GetVec3Array ( FVector3f * Buffer ) const


code: virtual FVector4 GetVec4 ( uint32 Index ) const


code: virtual void GetVec4Array ( FVector4f * Buffer ) const


code: template<typename ItemType, uint32 ItemElementCount> void UpdateArrayWithSparse ( ItemType * Data ) const


code: void UpdateFloatArrayWithSparse ( float * Data ) const


code: void UpdateFloatWithSparse ( uint32 Index, float & Data ) const


code: void UpdateMat4WithSparse ( uint32 Index, FMatrix & Data ) const


code: void UpdateUnsignedIntArrayWithSparse ( uint32 * Data ) const


code: void UpdateUnsignedInt16x4WithSparse ( uint32 Index, uint16 Data ) const


description: Sparse related helpers:

code: void UpdateUnsignedIntWithSparse ( uint32 Index, uint32 & Data ) const


code: void UpdateVec2WithSparse ( uint32 Index, FVector2D & Data ) const


code: void UpdateVec3WithSparse ( uint32 Index, FVector & Data ) const


code: void UpdateVec4WithSparse ( uint32 Index, FVector4 & Data ) const


code: FValidAccessor ( [FBufferView](API\Plugins\GLTFCore\FBufferView) & InBufferView, uint64 InOffset, uint32 InCount, [EType](API\Plugins\GLTFCore\FAccessor\EType) InType, [EComponentType](API\Plugins\GLTFCore\FAccessor\EComponentType) InCompType, bool bInNormalized, const [FSparse](API\Plugins\GLTFCore\FAccessor\FSparse) & InSparse )


className: FValidAccessor

code: struct FValidAccessor : public [GLTF::FAccessor](API\Plugins\GLTFCore\FAccessor)

BufferView

type: constFBufferVi...

ByteOffset

type: const uint64

ByteStride

type: const uint32


code: virtual [FMD5Hash](API\Runtime\Core\Misc\FMD5Hash) GetHash() const


className: FVariantMapping

code: struct FVariantMapping

VariantIndices

type: TArray< int32 >


code: static [FVoidBufferView](API\Plugins\GLTFCore\FVoidBufferView) & GetVoidBufferView()


className: FVoidBufferView

code: struct FVoidBufferView : public [GLTF::FBufferView](API\Plugins\GLTFCore\FBufferView)


code: namespace GLTF { enum EExtension { KHR_MaterialsPbrSpecularGlossiness, KHR_MaterialsUnlit, KHR_MaterialsClearCoat, KHR_MaterialsTransmission, KHR_MaterialsSheen, KHR_MaterialsVariants, KHR_MaterialsIOR, KHR_MaterialsSpecular, KHR_MaterialsEmissiveStrength, KHR_TextureTransform, KHR_DracoMeshCompression, KHR_LightsPunctual, KHR_Lights, KHR_Blend, MSFT_TextureDDS, MSFT_PackingNormalRoughnessMetallic, MSFT_PackingOcclusionRoughnessMetallic, KHR_MeshQuantization, Count, } }


code: namespace GLTF { enum EMaterialExpressionType { ConstantColor, ConstantScalar, FunctionCall, Generic, Texture, TextureCoordinate, } }


code: namespace GLTF { enum EGLTFMaterialShadingModel { DefaultLit, Subsurface, ClearCoat, ThinTranslucent, Unlit, } }


code: namespace GLTF { enum EMessageSeverity { Display, Warning, Error, } }


className: FVoidAccessor

code: struct FVoidAccessor : public [GLTF::FAccessor](API\Plugins\GLTFCore\FAccessor)


code: namespace GLTF { enum ETextureMode { Color, Grayscale, Normal, } }


code: namespace GLTF { const TCHAR * GLTF::ToString ( [EExtension](API\Plugins\GLTFCore\GLTF__EExtension) Extension ) }


description:
Singleton-like access to IGLTFCore
Returns IGLTFCore singleton instance, loading the module on demand if needed

code: static [IGLTFCoreModule](API\Plugins\GLTFCore\IGLTFCoreModule) & Get()


className: IGLTFCoreModule

description: The public interface of the GLTFCore module

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


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()


code: [FMaterialElement](API\Plugins\GLTFCore\FMaterialElement) * CreateMaterial ( const TCHAR * Name, [UObject](API\Runtime\CoreUObject\UObject\UObject) * ParentPackage, EObjectFlags Flags )


code: virtual ~IMaterialElementFactory()


className: IMaterialElementFactory

code: class IMaterialElementFactory


className: ITextureElement

code: class ITextureElement


code: [ITextureElement](API\Plugins\GLTFCore\ITextureElement) * CreateTexture ( const [GLTF::FTexture](API\Plugins\GLTFCore\FTexture) & Texture, [UObject](API\Runtime\CoreUObject\UObject\UObject) * ParentPackage, EObjectFlags Flags, [GLTF::ETextureMode](API\Plugins\GLTFCore\GLTF__ETextureMode) TextureMode )


className: ITextureFactory

code: class ITextureFactory


module: GLTFExporter

code: template<class ElementType> [FGLTFJsonBufferView](API\Plugins\GLTFExporter\Json\FGLTFJsonBufferView) * AddBufferView ( const [TArray](API\Runtime\Core\Containers\TArray)< ElementType > & Array, [EGLTFJsonBufferTarget](API\Plugins\GLTFExporter\Json\EGLTFJsonBufferTarget) BufferTarget, uint8 DataAlignment )


code: [FGLTFJsonBufferView](API\Plugins\GLTFExporter\Json\FGLTFJsonBufferView) * AddBufferView ( const void * RawData, uint64 ByteLength, [EGLTFJsonBufferTarget](API\Plugins\GLTFExporter\Json\EGLTFJsonBufferTarget) BufferTarget, uint8 DataAlignment )


code: const [FGLTFMemoryArchive](API\Plugins\GLTFExporter\Builders\FGLTFMemoryArchive) * GetBufferData() const


code: FGLTFBufferBuilder ( const [FString](API\Runtime\Core\Containers\FString) & FileName, const [UGLTFExportOptions](API\Plugins\GLTFExporter\Options\UGLTFExportOptions) * ExportOptions )


code: TextureFilter GetBakeFilterForMaterialProperty ( const [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * Material, [EGLTFMaterialPropertyGroup](API\Plugins\GLTFExporter\UserData\EGLTFMaterialPropertyGroup) PropertyGroup ) const


code: TextureAddress GetBakeTilingForMaterialProperty ( const [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * Material, [EGLTFMaterialPropertyGroup](API\Plugins\GLTFExporter\UserData\EGLTFMaterialPropertyGroup) PropertyGroup ) const


className: FGLTFBufferBuilder

code: class FGLTFBufferBuilder : public [FGLTFJsonBuilder](API\Plugins\GLTFExporter\Builders\FGLTFJsonBuilder)


code: void ResolveProxies ( [TArray](API\Runtime\Core\Containers\TArray)< const [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * > & Materials ) const


code: const [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * ResolveProxy ( const [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * Material ) const


code: int32 SanitizeLOD ( const [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * StaticMesh, const [UStaticMeshComponent](API\Runtime\Engine\Components\UStaticMeshComponent) * StaticMeshComponent, int32 LODIndex ) const


code: int32 SanitizeLOD ( const [USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) * SkeletalMesh, const [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * SkeletalMeshComponent, int32 LODIndex ) const


code: FIntPoint GetBakeSizeForMaterialProperty ( const [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * Material, [EGLTFMaterialPropertyGroup](API\Plugins\GLTFExporter\UserData\EGLTFMaterialPropertyGroup) PropertyGroup ) const


code: FGLTFBuilder ( const [FString](API\Runtime\Core\Containers\FString) & FileName, const [UGLTFExportOptions](API\Plugins\GLTFExporter\Options\UGLTFExportOptions) * ExportOptions )


className: FGLTFBuilder

code: class FGLTFBuilder

bIsGLB

type: const bool

ExportOptions

type: constUGLTFExpo...

FileName

type: constFString


code: void GetAllFiles ( [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & OutFilePaths, const [FString](API\Runtime\Core\Containers\FString) & DirPath ) const


code: bool WriteAllFiles ( const [FString](API\Runtime\Core\Containers\FString) & DirPath, uint32 WriteFlags )


code: bool WriteAllFiles ( const [FString](API\Runtime\Core\Containers\FString) & DirPath, [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & OutFilePaths, uint32 WriteFlags )


code: bool WriteGlbArchive ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Archive )


code: bool WriteInternalArchive ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Archive )


code: FGLTFContainerBuilder ( const [FString](API\Runtime\Core\Containers\FString) & FileName, const [UGLTFExportOptions](API\Plugins\GLTFExporter\Options\UGLTFExportOptions) * ExportOptions, const [TSet](API\Runtime\Core\Containers\TSet)< [AActor](API\Runtime\Engine\GameFramework\AActor) * > & SelectedActors )


className: FGLTFContainerBuilder

code: class FGLTFContainerBuilder : public [FGLTFConvertBuilder](API\Plugins\GLTFExporter\Builders\FGLTFConvertBuilder)


code: [FGLTFJsonAnimation](API\Plugins\GLTFExporter\Json\FGLTFJsonAnimation) * AddUniqueAnimation ( const [ALevelSequenceActor](API\Runtime\LevelSequence\ALevelSequenceActor) * LevelSequenceActor )


code: [FGLTFJsonAnimation](API\Plugins\GLTFExporter\Json\FGLTFJsonAnimation) * AddUniqueAnimation ( [FGLTFJsonNode](API\Plugins\GLTFExporter\Json\FGLTFJsonNode) * RootNode, const [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * SkeletalMeshComponent )


code: [FGLTFJsonAnimation](API\Plugins\GLTFExporter\Json\FGLTFJsonAnimation) * AddUniqueAnimation ( const [ULevel](API\Runtime\Engine\Engine\ULevel) * Level, const [ULevelSequence](API\Runtime\LevelSequence\ULevelSequence) * LevelSequence )


code: [FGLTFJsonAnimation](API\Plugins\GLTFExporter\Json\FGLTFJsonAnimation) * AddUniqueAnimation ( [FGLTFJsonNode](API\Plugins\GLTFExporter\Json\FGLTFJsonNode) * RootNode, const [USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) * SkeletalMesh, const [UAnimSequence](API\Runtime\Engine\Animation\UAnimSequence) * AnimSequence )


code: [FGLTFJsonCamera](API\Plugins\GLTFExporter\Json\FGLTFJsonCamera) * AddUniqueCamera ( const [UCameraComponent](API\Runtime\Engine\Camera\UCameraComponent) * CameraComponent )


code: [FGLTFJsonAccessor](API\Plugins\GLTFExporter\Json\FGLTFJsonAccessor) * AddUniqueColorAccessor ( const [FGLTFMeshSection](API\Plugins\GLTFExporter\Converters\FGLTFMeshSection) * MeshSection, const [FColorVertexBuffer](API\Runtime\Engine\Rendering\FColorVertexBuffer) * VertexBuffer )


code: [FGLTFJsonImage](API\Plugins\GLTFExporter\Json\FGLTFJsonImage) * AddUniqueImage ( [TGLTFSharedArray](API\Plugins\GLTFExporter\Converters\TGLTFSharedArray)< [FColor](API\Runtime\Core\Math\FColor) > & Pixels, FIntPoint Size, bool bIgnoreAlpha, const [FString](API\Runtime\Core\Containers\FString) & Name )


code: [FGLTFJsonAccessor](API\Plugins\GLTFExporter\Json\FGLTFJsonAccessor) * AddUniqueIndexAccessor ( const [FGLTFMeshSection](API\Plugins\GLTFExporter\Converters\FGLTFMeshSection) * MeshSection )


code: [FGLTFJsonAccessor](API\Plugins\GLTFExporter\Json\FGLTFJsonAccessor) * AddUniqueJointAccessor ( const [FGLTFMeshSection](API\Plugins\GLTFExporter\Converters\FGLTFMeshSection) * MeshSection, const [FSkinWeightVertexBuffer](API\Runtime\Engine\Rendering\FSkinWeightVertexBuffer) * VertexBuffer, int32 InfluenceOffset )


code: [FGLTFJsonLight](API\Plugins\GLTFExporter\Json\FGLTFJsonLight) * AddUniqueLight ( const [ULightComponent](API\Runtime\Engine\Components\ULightComponent) * LightComponent )


code: [FGLTFJsonMaterial](API\Plugins\GLTFExporter\Json\FGLTFJsonMaterial) * AddUniqueMaterial ( const [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * Material, const [FGLTFMeshData](API\Plugins\GLTFExporter\Converters\FGLTFMeshData) * MeshData, const [FGLTFIndexArray](API\Plugins\GLTFExporter\Converters\FGLTFIndexArray) & SectionIndices )


code: [FGLTFJsonMaterial](API\Plugins\GLTFExporter\Json\FGLTFJsonMaterial) * AddUniqueMaterial ( const [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * Material, const [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * StaticMesh, int32 LODIndex, int32 MaterialIndex )


code: [FGLTFJsonMaterial](API\Plugins\GLTFExporter\Json\FGLTFJsonMaterial) * AddUniqueMaterial ( const [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * Material, const [USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) * SkeletalMesh, int32 LODIndex, int32 MaterialIndex )


code: [FGLTFJsonMaterial](API\Plugins\GLTFExporter\Json\FGLTFJsonMaterial) * AddUniqueMaterial ( const [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * Material, const [UMeshComponent](API\Runtime\Engine\Components\UMeshComponent) * MeshComponent, int32 LODIndex, int32 MaterialIndex )


code: [FGLTFJsonMaterial](API\Plugins\GLTFExporter\Json\FGLTFJsonMaterial) * AddUniqueMaterial ( const [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * Material, const [UStaticMeshComponent](API\Runtime\Engine\Components\UStaticMeshComponent) * StaticMeshComponent, int32 LODIndex, int32 MaterialIndex )


code: [FGLTFJsonMaterial](API\Plugins\GLTFExporter\Json\FGLTFJsonMaterial) * AddUniqueMaterial ( const [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * Material, const [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * SkeletalMeshComponent, int32 LODIndex, int32 MaterialIndex )


code: [FGLTFJsonMaterialVariant](API\Plugins\GLTFExporter\Json\FGLTFJsonMaterialVariant) * AddUniqueMaterialVariant ( const [UVariant](API\Plugins\VariantManagerContent\UVariant) * Variant )


code: [FGLTFJsonMesh](API\Plugins\GLTFExporter\Json\FGLTFJsonMesh) * AddUniqueMesh ( const [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * StaticMesh, const [FGLTFMaterialArray](API\Plugins\GLTFExporter\Converters\FGLTFMaterialArray) & Materials, int32 LODIndex )


code: [FGLTFJsonMesh](API\Plugins\GLTFExporter\Json\FGLTFJsonMesh) * AddUniqueMesh ( const [USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) * SkeletalMesh, const [FGLTFMaterialArray](API\Plugins\GLTFExporter\Converters\FGLTFMaterialArray) & Materials, int32 LODIndex )


code: [FGLTFJsonMesh](API\Plugins\GLTFExporter\Json\FGLTFJsonMesh) * AddUniqueMesh ( const [UMeshComponent](API\Runtime\Engine\Components\UMeshComponent) * MeshComponent, const [FGLTFMaterialArray](API\Plugins\GLTFExporter\Converters\FGLTFMaterialArray) & Materials, int32 LODIndex )


code: [FGLTFJsonMesh](API\Plugins\GLTFExporter\Json\FGLTFJsonMesh) * AddUniqueMesh ( const [UStaticMeshComponent](API\Runtime\Engine\Components\UStaticMeshComponent) * StaticMeshComponent, const [FGLTFMaterialArray](API\Plugins\GLTFExporter\Converters\FGLTFMaterialArray) & Materials, int32 LODIndex )


code: [FGLTFJsonMesh](API\Plugins\GLTFExporter\Json\FGLTFJsonMesh) * AddUniqueMesh ( const [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * SkeletalMeshComponent, const [FGLTFMaterialArray](API\Plugins\GLTFExporter\Converters\FGLTFMaterialArray) & Materials, int32 LODIndex )


code: const [FGLTFMeshData](API\Plugins\GLTFExporter\Converters\FGLTFMeshData) * AddUniqueMeshData ( const [USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) * SkeletalMesh, const [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * SkeletalMeshComponent, int32 LODIndex )


code: const [FGLTFMeshData](API\Plugins\GLTFExporter\Converters\FGLTFMeshData) * AddUniqueMeshData ( const [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * StaticMesh, const [UStaticMeshComponent](API\Runtime\Engine\Components\UStaticMeshComponent) * StaticMeshComponent, int32 LODIndex )