code: static [ULidarPointCloud](API\Plugins\LidarPointCloudRuntime\ULidarPointCloud) * CreateFromData ( const TArray64< [FLidarPointCloudPoint](API\Plugins\LidarPointCloudRuntime\FLidarPointCloudPoint) > & Points, const [FLidarPointCloudAsyncParameters](API\Plugins\LidarPointCloudRuntime\FLidarPointCloudAsyncParameters) & AsyncParameters )


description: Returns new Point Cloud object created from the data provided. Warning: If using Async, make sure the data does not get invalidated during processing!

module: LidarPointCloudRuntime

code: static [ULidarPointCloud](API\Plugins\LidarPointCloudRuntime\ULidarPointCloud) * CreateFromData ( const [TArray](API\Runtime\Core\Containers\TArray)< [FLidarPointCloudPoint](API\Plugins\LidarPointCloudRuntime\FLidarPointCloudPoint) > & Points, const [FLidarPointCloudAsyncParameters](API\Plugins\LidarPointCloudRuntime\FLidarPointCloudAsyncParameters) & AsyncParameters )


code: static [ULidarPointCloud](API\Plugins\LidarPointCloudRuntime\ULidarPointCloud) * CreateFromData ( [TArray](API\Runtime\Core\Containers\TArray)< [FLidarPointCloudPoint](API\Plugins\LidarPointCloudRuntime\FLidarPointCloudPoint) * > & Points, const bool & bUseAsync )


code: static [ULidarPointCloud](API\Plugins\LidarPointCloudRuntime\ULidarPointCloud) * CreateFromData ( TArray64< [FLidarPointCloudPoint](API\Plugins\LidarPointCloudRuntime\FLidarPointCloudPoint) * > & Points, const bool & bUseAsync )


code: static [ULidarPointCloud](API\Plugins\LidarPointCloudRuntime\ULidarPointCloud) * CreateFromData ( [TArray](API\Runtime\Core\Containers\TArray)< [FLidarPointCloudPoint](API\Plugins\LidarPointCloudRuntime\FLidarPointCloudPoint) * > & Points, const [FLidarPointCloudAsyncParameters](API\Plugins\LidarPointCloudRuntime\FLidarPointCloudAsyncParameters) & AsyncParameters )


code: static [ULidarPointCloud](API\Plugins\LidarPointCloudRuntime\ULidarPointCloud) * CreateFromData ( TArray64< [FLidarPointCloudPoint](API\Plugins\LidarPointCloudRuntime\FLidarPointCloudPoint) * > & Points, const [FLidarPointCloudAsyncParameters](API\Plugins\LidarPointCloudRuntime\FLidarPointCloudAsyncParameters) & AsyncParameters )


code: template<typename T> static [ULidarPointCloud](API\Plugins\LidarPointCloudRuntime\ULidarPointCloud) * CreateFromData ( T Points, const int64 & Count, const [FLidarPointCloudAsyncParameters](API\Plugins\LidarPointCloudRuntime\FLidarPointCloudAsyncParameters) & AsyncParameters )


description: Returns new Point Cloud object imported using the settings provided. Use nullptr as ImportSettings parameter to use default set of settings instead.

code: static [ULidarPointCloud](API\Plugins\LidarPointCloudRuntime\ULidarPointCloud) * CreateFromFile ( const [FString](API\Runtime\Core\Containers\FString) & Filename, [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< struct [FLidarPointCloudImportSettings](API\Plugins\LidarPointCloudRuntime\IO\FLidarPointCloudImportSettings) > ImportSettings, [UObject](API\Runtime\CoreUObject\UObject\UObject) * InParent, [FName](API\Runtime\Core\UObject\FName) InName, EObjectFlags Flags )


code: static [ULidarPointCloud](API\Plugins\LidarPointCloudRuntime\ULidarPointCloud) * CreateFromFile ( const [FString](API\Runtime\Core\Containers\FString) & Filename, const [FLidarPointCloudAsyncParameters](API\Plugins\LidarPointCloudRuntime\FLidarPointCloudAsyncParameters) & AsyncParameters, [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< struct [FLidarPointCloudImportSettings](API\Plugins\LidarPointCloudRuntime\IO\FLidarPointCloudImportSettings) > ImportSettings, [UObject](API\Runtime\CoreUObject\UObject\UObject) * InParent, [FName](API\Runtime\Core\UObject\FName) InName, EObjectFlags Flags )


code: void DeleteSelected()


description: Executes the provided action on each of the points.

code: void ExecuteActionOnAllPoints ( [TFunction](API\Runtime\Core\GenericPlatform\TFunction)< void([FLidarPointCloudPoint](API\Plugins\LidarPointCloudRuntime\FLidarPointCloudPoint) *)> Action, const bool & bVisibleOnly )


description: Executes the provided action on the first point hit by the given ray.

code: void ExecuteActionOnFirstPointByRay ( [TFunction](API\Runtime\Core\GenericPlatform\TFunction)< void([FLidarPointCloudPoint](API\Plugins\LidarPointCloudRuntime\FLidarPointCloudPoint) *)> Action, const [FLidarPointCloudRay](API\Plugins\LidarPointCloudRuntime\FLidarPointCloudRay) & Ray, const float & Radius, bool bVisibleOnly )


description: Executes the provided action on each of the points hit by the given ray.

code: void ExecuteActionOnPointsByRay ( [TFunction](API\Runtime\Core\GenericPlatform\TFunction)< void([FLidarPointCloudPoint](API\Plugins\LidarPointCloudRuntime\FLidarPointCloudPoint) *)> Action, const [FLidarPointCloudRay](API\Plugins\LidarPointCloudRuntime\FLidarPointCloudRay) & Ray, const float & Radius, bool bVisibleOnly )


code: void ExecuteActionOnPointsInBox ( [TFunction](API\Runtime\Core\GenericPlatform\TFunction)< void([FLidarPointCloudPoint](API\Plugins\LidarPointCloudRuntime\FLidarPointCloudPoint) *)> Action, const FBox & Box, const bool & bVisibleOnly )


description: Executes the provided action on each of the points within the given box.

code: void ExecuteActionOnPointsInBox ( [TFunction](API\Runtime\Core\GenericPlatform\TFunction)< void([FLidarPointCloudPoint](API\Plugins\LidarPointCloudRuntime\FLidarPointCloudPoint) *)> Action, const FVector & Center, const FVector & Extent, const bool & bVisibleOnly )


code: void ExecuteActionOnPointsInSphere ( [TFunction](API\Runtime\Core\GenericPlatform\TFunction)< void([FLidarPointCloudPoint](API\Plugins\LidarPointCloudRuntime\FLidarPointCloudPoint) *)> Action, FSphere Sphere, const bool & bVisibleOnly )


description: Executes the provided action on each of the points within the given sphere.

code: void ExecuteActionOnPointsInSphere ( [TFunction](API\Runtime\Core\GenericPlatform\TFunction)< void([FLidarPointCloudPoint](API\Plugins\LidarPointCloudRuntime\FLidarPointCloudPoint) *)> Action, const FVector & Center, const float & Radius, const bool & bVisibleOnly )


description: Exports this Point Cloud to the given filename. Consult supported export formats. Returns true if successful

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Lidar Point Cloud") bool Export ( const [FString](API\Runtime\Core\Containers\FString) & Filename )


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

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


description: Returns the number of polygons in the collider or 0 if no collider is built

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Lidar Point Cloud") int32 GetColliderPolys() const


code: [TArray](API\Runtime\Core\Containers\TArray)< uint8 > GetClassificationsImported()


description: Returns the amount of memory in MB used to store the point cloud.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Lidar Point Cloud") int32 GetDataSize() const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Lidar Point Cloud") float GetEstimatedPointSpacing() const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Lidar Point Cloud") int32 GetNumLODs() const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Lidar Point Cloud") int32 GetNumNodes() const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Lidar Point Cloud") int64 GetNumPoints() const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Lidar Point Cloud") FBox GetBounds ( bool bUseOriginalCoordinates ) const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Lidar Point Cloud") int64 GetNumVisiblePoints() const


description:
Interface for retrieving triangle mesh collision data from the implementing object
true if successful, false if unable to successfully fill in data structure

code: virtual bool GetPhysicsTriMeshData ( [FTriMeshCollisionData](API\Runtime\PhysicsCore\FTriMeshCollisionData) * CollisionData, bool InUseAllTriData )


description: Populates the given array with points from the tree

code: void GetPoints ( [TArray](API\Runtime\Core\Containers\TArray)< [FLidarPointCloudPoint](API\Plugins\LidarPointCloudRuntime\FLidarPointCloudPoint) * > & Points, int64 StartIndex, int64 Count )


code: void GetPoints ( TArray64< [FLidarPointCloudPoint](API\Plugins\LidarPointCloudRuntime\FLidarPointCloudPoint) * > & Points, int64 StartIndex, int64 Count )


description: Returns an array with copies of points from the tree If ReturnWorldSpace is selected, the points' locations will be converted into absolute value, otherwise they will be relative to the center of the cloud.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Lidar Point Cloud") [TArray](API\Runtime\Core\Containers\TArray)< [FLidarPointCloudPoint](API\Plugins\LidarPointCloudRuntime\FLidarPointCloudPoint) > GetPointsAsCopies ( bool bReturnWorldSpace, int32 StartIndex, int32 Count ) const


code: void GetPointsAsCopies ( [TArray](API\Runtime\Core\Containers\TArray)< [FLidarPointCloudPoint](API\Plugins\LidarPointCloudRuntime\FLidarPointCloudPoint) > & Points, bool bReturnWorldSpace, int64 StartIndex, int64 Count ) const


code: void GetPointsAsCopies ( TArray64< [FLidarPointCloudPoint](API\Plugins\LidarPointCloudRuntime\FLidarPointCloudPoint) > & Points, bool bReturnWorldSpace, int64 StartIndex, int64 Count ) const


description: Populates the array with the list of points within the given box.

code: void GetPointsInBox ( [TArray](API\Runtime\Core\Containers\TArray)< [FLidarPointCloudPoint](API\Plugins\LidarPointCloudRuntime\FLidarPointCloudPoint) * > & SelectedPoints, const FBox & Box, const bool & bVisibleOnly )


code: void GetPointsInBox ( TArray64< [FLidarPointCloudPoint](API\Plugins\LidarPointCloudRuntime\FLidarPointCloudPoint) * > & SelectedPoints, const FBox & Box, const bool & bVisibleOnly )


description: Returns an array with copies of points within the given box If ReturnWorldSpace is selected, the points' locations will be converted into absolute value, otherwise they will be relative to the center of the cloud.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Lidar Point Cloud") [TArray](API\Runtime\Core\Containers\TArray)< [FLidarPointCloudPoint](API\Plugins\LidarPointCloudRuntime\FLidarPointCloudPoint) > GetPointsInBoxAsCopies ( FVector Center, FVector Extent, bool bVisibleOnly, bool bReturnWorldSpace )


code: void GetPointsInBoxAsCopies ( [TArray](API\Runtime\Core\Containers\TArray)< [FLidarPointCloudPoint](API\Plugins\LidarPointCloudRuntime\FLidarPointCloudPoint) > & SelectedPoints, const FBox & Box, const bool & bVisibleOnly, bool bReturnWorldSpace ) const


code: void GetPointsInBoxAsCopies ( TArray64< [FLidarPointCloudPoint](API\Plugins\LidarPointCloudRuntime\FLidarPointCloudPoint) > & SelectedPoints, const FBox & Box, const bool & bVisibleOnly, bool bReturnWorldSpace ) const


description: Populates the array with the list of points within the given convex volume. The volume is assumed to include the LocationOffset of the asset

code: void GetPointsInConvexVolume ( [TArray](API\Runtime\Core\Containers\TArray)< [FLidarPointCloudPoint](API\Plugins\LidarPointCloudRuntime\FLidarPointCloudPoint) * > & SelectedPoints, const [FConvexVolume](API\Runtime\Engine\FConvexVolume) & ConvexVolume, const bool & bVisibleOnly )


code: void GetPointsInConvexVolume ( TArray64< [FLidarPointCloudPoint](API\Plugins\LidarPointCloudRuntime\FLidarPointCloudPoint) * > & SelectedPoints, const [FConvexVolume](API\Runtime\Engine\FConvexVolume) & ConvexVolume, const bool & bVisibleOnly )


description: Deprecated* Use GetPointsInConvexVolume instead.

code: void GetPointsInFrustum ( TArray64< [FLidarPointCloudPoint](API\Plugins\LidarPointCloudRuntime\FLidarPointCloudPoint) * > & SelectedPoints, const [FConvexVolume](API\Runtime\Engine\FConvexVolume) & Frustum, const bool & bVisibleOnly )


code: void GetPointsInFrustum ( [TArray](API\Runtime\Core\Containers\TArray)< [FLidarPointCloudPoint](API\Plugins\LidarPointCloudRuntime\FLidarPointCloudPoint) * > & SelectedPoints, const [FConvexVolume](API\Runtime\Engine\FConvexVolume) & Frustum, const bool & bVisibleOnly )


description: Populates the array with the list of points within the given sphere.

code: void GetPointsInSphere ( TArray64< [FLidarPointCloudPoint](API\Plugins\LidarPointCloudRuntime\FLidarPointCloudPoint) * > & SelectedPoints, const FSphere & Sphere, const bool & bVisibleOnly )


description: Returns an array with copies of points within the given sphere If ReturnWorldSpace is selected, the points' locations will be converted into absolute value, otherwise they will be relative to the center of the cloud.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Lidar Point Cloud") [TArray](API\Runtime\Core\Containers\TArray)< [FLidarPointCloudPoint](API\Plugins\LidarPointCloudRuntime\FLidarPointCloudPoint) > GetPointsInSphereAsCopies ( FVector Center, float Radius, bool bVisibleOnly, bool bReturnWorldSpace )


code: void GetPointsInSphereAsCopies ( [TArray](API\Runtime\Core\Containers\TArray)< [FLidarPointCloudPoint](API\Plugins\LidarPointCloudRuntime\FLidarPointCloudPoint) > & SelectedPoints, const FSphere & Sphere, const bool & bVisibleOnly, bool bReturnWorldSpace ) const


code: void GetPointsInSphereAsCopies ( TArray64< [FLidarPointCloudPoint](API\Plugins\LidarPointCloudRuntime\FLidarPointCloudPoint) > & SelectedPoints, const FSphere & Sphere, const bool & bVisibleOnly, bool bReturnWorldSpace ) const


code: void GetPointsInSphere ( [TArray](API\Runtime\Core\Containers\TArray)< [FLidarPointCloudPoint](API\Plugins\LidarPointCloudRuntime\FLidarPointCloudPoint) * > & SelectedPoints, const FSphere & Sphere, const bool & bVisibleOnly )


code: void GetSelectedPointsAsCopies ( TArray64< [FLidarPointCloudPoint](API\Plugins\LidarPointCloudRuntime\FLidarPointCloudPoint) > & SelectedPoints, FTransform Transform ) const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Lidar Point Cloud") [FString](API\Runtime\Core\Containers\FString) GetSourcePath() const


description:
Returns an estimate of how much data would be retrieved by GetPhysicsTriMeshData.
true if successful, false if unable to successfully fill in data structure

code: virtual bool GetTriMeshSizeEstimates ( struct [FTriMeshCollisionDataEstimates](API\Runtime\PhysicsCore\FTriMeshCollisionDataEstimates) & OutTriMeshEstimates, bool bInUseAllTriData ) const


description: Returns true, if the Octree has collision built

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Lidar Point Cloud") bool HasCollisionData() const


description: Returns true if there are any points hit by the given ray.

code: bool HasPointsByRay ( const [FLidarPointCloudRay](API\Plugins\LidarPointCloudRuntime\FLidarPointCloudRay) & Ray, float Radius, bool bVisibleOnly ) const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Lidar Point Cloud") bool HasPointsByRay ( FVector Origin, FVector Direction, float Radius, bool bVisibleOnly ) const


description: Returns true if there are any points within the given box.

code: bool HasPointsInBox ( const FBox & Box, bool bVisibleOnly ) const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Lidar Point Cloud") bool HasPointsInBox ( FVector Center, FVector Extent, bool bVisibleOnly ) const


description: Returns true if there are any points within the given sphere.

code: bool HasPointsInSphere ( const FSphere & Sphere, bool bVisibleOnly ) const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Lidar Point Cloud") bool HasPointsInSphere ( FVector Center, float Radius, bool bVisibleOnly ) const


code: bool HasSelectedPoints() const


description: Marks all points hidden

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Lidar Point Cloud") void HideAll()


description: Re-initializes the asset with new bounds. Warning: Will erase all currently held data!

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Lidar Point Cloud") void Initialize ( const FBox & NewBounds )


description: Inserts the given point into the Octree structure. If bRefreshPointsBounds is set to false, make sure you callRefreshBounds()manually or cloud centering may not work correctly.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Lidar Point Cloud") void InsertPoint ( const [FLidarPointCloudPoint](API\Plugins\LidarPointCloudRuntime\FLidarPointCloudPoint) & Point, [ELidarPointCloudDuplicateHandling](API\Plugins\LidarPointCloudRuntime\ELidarPointCloudDuplicateHandlin-) DuplicateHandling, bool bRefreshPointsBounds, const FVector & Translation )


code: void HideSelected()


description: Inserts group of points into the Octree structure, multi-threaded. If bRefreshPointsBounds is set to false, make sure you callRefreshBounds()manually or cloud centering may not work correctly.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Lidar Point Cloud") void InsertPoints ( const [TArray](API\Runtime\Core\Containers\TArray)< [FLidarPointCloudPoint](API\Plugins\LidarPointCloudRuntime\FLidarPointCloudPoint) > & Points, [ELidarPointCloudDuplicateHandling](API\Plugins\LidarPointCloudRuntime\ELidarPointCloudDuplicateHandlin-) DuplicateHandling, bool bRefreshPointsBounds, const FVector & Translation )


code: bool InsertPoints ( const [FLidarPointCloudPoint](API\Plugins\LidarPointCloudRuntime\FLidarPointCloudPoint) * InPoints, const int64 & Count, [ELidarPointCloudDuplicateHandling](API\Plugins\LidarPointCloudRuntime\ELidarPointCloudDuplicateHandlin-) DuplicateHandling, bool bRefreshPointsBounds, const FVector & Translation, [FThreadSafeBool](API\Runtime\Core\HAL\FThreadSafeBool) * bCanceled, [TFunction](API\Runtime\Core\GenericPlatform\TFunction)< void(float)> ProgressCallback )


description: Inserts group of points into the Octree structure, multi-threaded. If bRefreshPointsBounds is set to false, make sure you callRefreshBounds()manually or cloud centering may not work correctly. Can be optionally passed a cancellation pointer - if it ever becomes non-null with value of true, process will be canceled. May also provide progress callback, called approximately every 1% of progress. Returns false if canceled.

code: bool InsertPoints ( [FLidarPointCloudPoint](API\Plugins\LidarPointCloudRuntime\FLidarPointCloudPoint) * InPoints, const int64 & Count, [ELidarPointCloudDuplicateHandling](API\Plugins\LidarPointCloudRuntime\ELidarPointCloudDuplicateHandlin-) DuplicateHandling, bool bRefreshPointsBounds, const FVector & Translation, [FThreadSafeBool](API\Runtime\Core\HAL\FThreadSafeBool) * bCanceled, [TFunction](API\Runtime\Core\GenericPlatform\TFunction)< void(float)> ProgressCallback )


code: bool InsertPoints ( [FLidarPointCloudPoint](API\Plugins\LidarPointCloudRuntime\FLidarPointCloudPoint) ** InPoints, const int64 & Count, [ELidarPointCloudDuplicateHandling](API\Plugins\LidarPointCloudRuntime\ELidarPointCloudDuplicateHandlin-) DuplicateHandling, bool bRefreshPointsBounds, const FVector & Translation, [FThreadSafeBool](API\Runtime\Core\HAL\FThreadSafeBool) * bCanceled, [TFunction](API\Runtime\Core\GenericPlatform\TFunction)< void(float)> ProgressCallback )


code: bool InsertPoints_NoLock ( [FLidarPointCloudPoint](API\Plugins\LidarPointCloudRuntime\FLidarPointCloudPoint) * InPoints, const int64 & Count, [ELidarPointCloudDuplicateHandling](API\Plugins\LidarPointCloudRuntime\ELidarPointCloudDuplicateHandlin-) DuplicateHandling, bool bRefreshPointsBounds, const FVector & Translation, [FThreadSafeBool](API\Runtime\Core\HAL\FThreadSafeBool) * bCanceled, [TFunction](API\Runtime\Core\GenericPlatform\TFunction)< void(float)> ProgressCallback )


code: bool InsertPoints_NoLock ( const [FLidarPointCloudPoint](API\Plugins\LidarPointCloudRuntime\FLidarPointCloudPoint) * InPoints, const int64 & Count, [ELidarPointCloudDuplicateHandling](API\Plugins\LidarPointCloudRuntime\ELidarPointCloudDuplicateHandlin-) DuplicateHandling, bool bRefreshPointsBounds, const FVector & Translation, [FThreadSafeBool](API\Runtime\Core\HAL\FThreadSafeBool) * bCanceled, [TFunction](API\Runtime\Core\GenericPlatform\TFunction)< void(float)> ProgressCallback )


code: bool InsertPoints_NoLock ( [FLidarPointCloudPoint](API\Plugins\LidarPointCloudRuntime\FLidarPointCloudPoint) ** InPoints, const int64 & Count, [ELidarPointCloudDuplicateHandling](API\Plugins\LidarPointCloudRuntime\ELidarPointCloudDuplicateHandlin-) DuplicateHandling, bool bRefreshPointsBounds, const FVector & Translation, [FThreadSafeBool](API\Runtime\Core\HAL\FThreadSafeBool) * bCanceled, [TFunction](API\Runtime\Core\GenericPlatform\TFunction)< void(float)> ProgressCallback )


description: Returns true, if the cloud has been centered.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Lidar Point Cloud") bool IsCentered() const


code: void InvertSelection()


description: Returns true, if the cloud is fully and persistently loaded.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Lidar Point Cloud") bool IsFullyLoaded() const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Lidar Point Cloud") bool IsOptimizedForDynamicData() const


code: bool LineTraceMulti ( const [FLidarPointCloudRay](API\Plugins\LidarPointCloudRuntime\FLidarPointCloudRay) & Ray, const float & Radius, bool bVisibleOnly, [TArray](API\Runtime\Core\Containers\TArray)< [FLidarPointCloudPoint](API\Plugins\LidarPointCloudRuntime\FLidarPointCloudPoint) * > & OutHits )


code: bool LineTraceMulti ( const [FLidarPointCloudRay](API\Plugins\LidarPointCloudRuntime\FLidarPointCloudRay) & Ray, const float & Radius, bool bVisibleOnly, bool bReturnWorldSpace, [TArray](API\Runtime\Core\Containers\TArray)< [FLidarPointCloudPoint](API\Plugins\LidarPointCloudRuntime\FLidarPointCloudPoint) > & OutHits )


description: Performs a raycast test against the point cloud. Populates OutHits array with the results. If ReturnWorldSpace is selected, the points' locations will be converted into absolute value, otherwise they will be relative to the center of the cloud. Returns true it anything has been hit.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Lidar Point Cloud", Meta=(Keywords="raycast")) bool LineTraceMulti ( FVector Origin, FVector Direction, float Radius, bool bVisibleOnly, bool bReturnWorldSpace, [TArray](API\Runtime\Core\Containers\TArray)< [FLidarPointCloudPoint](API\Plugins\LidarPointCloudRuntime\FLidarPointCloudPoint) > & OutHits )


code: [FLidarPointCloudPoint](API\Plugins\LidarPointCloudRuntime\FLidarPointCloudPoint) * LineTraceSingle ( const [FLidarPointCloudRay](API\Plugins\LidarPointCloudRuntime\FLidarPointCloudRay) & Ray, const float & Radius, const bool & bVisibleOnly )


description: Performs a raycast test against the point cloud. Returns the pointer if hit or nullptr otherwise.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Lidar Point Cloud", Meta=(Keywords="raycast")) bool LineTraceSingle ( FVector Origin, FVector Direction, float Radius, bool bVisibleOnly, [FLidarPointCloudPoint](API\Plugins\LidarPointCloudRuntime\FLidarPointCloudPoint) & PointHit )


description: Persistently loads all nodes.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Lidar Point Cloud") void LoadAllNodes()


description: This should to be called if any manual modification to individual points' visibility has been made. If not marked dirty, the rendering may work sub-optimally.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Lidar Point Cloud") void MarkPointVisibilityDirty()


code: void Merge ( [TArray](API\Runtime\Core\Containers\TArray)< [ULidarPointCloud](API\Plugins\LidarPointCloudRuntime\ULidarPointCloud) * > PointCloudsToMerge, [TFunction](API\Runtime\Core\GenericPlatform\TFunction)< void(void)> ProgressCallback )


description: Merges this point cloud with the one provided

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Lidar Point Cloud") void MergeSingle ( [ULidarPointCloud](API\Plugins\LidarPointCloudRuntime\ULidarPointCloud) * PointCloudToMerge )


code: int64 NumSelectedPoints() const


className: PointCloudFileGUID

description: Required for file versioning

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


description: Merges this point cloud with the ones provided

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Lidar Point Cloud") void Merge ( [TArray](API\Runtime\Core\Containers\TArray)< [ULidarPointCloud](API\Plugins\LidarPointCloudRuntime\ULidarPointCloud) * > PointCloudsToMerge )


className: PointCloudFileVersion

code: static const int32 PointCloudFileVersion;


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

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


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

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


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: Recalculates and updates points bounds.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Lidar Point Cloud") void RefreshBounds()


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Lidar Point Cloud") void RefreshRendering()


description: Re-imports the cloud from it's original source file, overwriting any current point information.

code: void Reimport ( const [FLidarPointCloudAsyncParameters](API\Plugins\LidarPointCloudRuntime\FLidarPointCloudAsyncParameters) & AsyncParameters )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Lidar Point Cloud", Meta=(Latent, WorldContext="WorldContextObject", LatentInfo="LatentInfo", ExpandEnumAsExecs="AsyncMode")) void Reimport ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, bool bUseAsync, [FLatentActionInfo](API\Runtime\Engine\Engine\FLatentActionInfo) LatentInfo, [ELidarPointCloudAsyncMode](API\Plugins\LidarPointCloudRuntime\ELidarPointCloudAsyncMode) & AsyncMode, float & Progress )


description: Removes collision mesh from the cloud.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Lidar Point Cloud") void RemoveCollision()


code: void RemoveFirstPointByRay ( const [FLidarPointCloudRay](API\Plugins\LidarPointCloudRuntime\FLidarPointCloudRay) & Ray, const float & Radius, bool bVisibleOnly )


description: Removes the first point hit by the given ray

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Lidar Point Cloud") void RemoveFirstPointByRay ( FVector Origin, FVector Direction, float Radius, bool bVisibleOnly )


description: Attempts to remove the given point.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Lidar Point Cloud") void RemovePoint ( [FLidarPointCloudPoint](API\Plugins\LidarPointCloudRuntime\FLidarPointCloudPoint) Point )


description: Removes all hidden points

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Lidar Point Cloud") void RemoveHiddenPoints()


code: void RemovePoint ( const [FLidarPointCloudPoint](API\Plugins\LidarPointCloudRuntime\FLidarPointCloudPoint) * Point )


description: Removes points in bulk

code: void RemovePoints ( [TArray](API\Runtime\Core\Containers\TArray)< [FLidarPointCloudPoint](API\Plugins\LidarPointCloudRuntime\FLidarPointCloudPoint) * > & Points )


code: void RemovePoints ( TArray64< [FLidarPointCloudPoint](API\Plugins\LidarPointCloudRuntime\FLidarPointCloudPoint) * > & Points )


code: void RemovePointsByRay ( const [FLidarPointCloudRay](API\Plugins\LidarPointCloudRuntime\FLidarPointCloudRay) & Ray, const float & Radius, const bool & bVisibleOnly )


description: Removes all points hit by the given ray

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Lidar Point Cloud") void RemovePointsByRay ( FVector Origin, FVector Direction, float Radius, bool bVisibleOnly )


code: void RemovePointsInBox ( const FBox & Box, const bool & bVisibleOnly )


description: Removes all points within the given box

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Lidar Point Cloud") void RemovePointsInBox ( FVector Center, FVector Extent, bool bVisibleOnly )


code: void RemovePointsInSphere ( FSphere Sphere, const bool & bVisibleOnly )


description: Removes all points within the given sphere

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Lidar Point Cloud") void RemovePointsInSphere ( FVector Center, float Radius, bool bVisibleOnly )


code: void RemovePoints_NoLock ( [TArray](API\Runtime\Core\Containers\TArray)< [FLidarPointCloudPoint](API\Plugins\LidarPointCloudRuntime\FLidarPointCloudPoint) * > & Points )


code: void RemovePoints_NoLock ( TArray64< [FLidarPointCloudPoint](API\Plugins\LidarPointCloudRuntime\FLidarPointCloudPoint) * > & Points )


code: void RemovePoint_NoLock ( [FLidarPointCloudPoint](API\Plugins\LidarPointCloudRuntime\FLidarPointCloudPoint) Point )


code: void RemovePoint_NoLock ( const [FLidarPointCloudPoint](API\Plugins\LidarPointCloudRuntime\FLidarPointCloudPoint) * Point )


description: Set of editor helper functions

code: void SelectByConvexVolume ( [FConvexVolume](API\Runtime\Engine\FConvexVolume) ConvexVolume, bool bAdditive, bool bApplyLocationOffset, bool bVisibleOnly )


description: Restores original coordinates

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Lidar Point Cloud") void RestoreOriginalCoordinates()


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

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


code: void SelectBySphere ( FSphere Sphere, bool bAdditive, bool bApplyLocationOffset, bool bVisibleOnly )


code: bool SetData ( [TArray](API\Runtime\Core\Containers\TArray)< [FLidarPointCloudPoint](API\Plugins\LidarPointCloudRuntime\FLidarPointCloudPoint) * > & Points )


description: Reinitializes the cloud with the new set of data.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Lidar Point Cloud") bool SetData ( const [TArray](API\Runtime\Core\Containers\TArray)< [FLidarPointCloudPoint](API\Plugins\LidarPointCloudRuntime\FLidarPointCloudPoint) > & Points )


code: bool SetData ( const TArray64< [FLidarPointCloudPoint](API\Plugins\LidarPointCloudRuntime\FLidarPointCloudPoint) > & Points )


code: bool SetData ( const [FLidarPointCloudPoint](API\Plugins\LidarPointCloudRuntime\FLidarPointCloudPoint) * Points, const int64 & Count, [TFunction](API\Runtime\Core\GenericPlatform\TFunction)< void(float)> ProgressCallback )


code: bool SetData ( TArray64< [FLidarPointCloudPoint](API\Plugins\LidarPointCloudRuntime\FLidarPointCloudPoint) * > & Points )


code: bool SetData ( [FLidarPointCloudPoint](API\Plugins\LidarPointCloudRuntime\FLidarPointCloudPoint) ** Points, const int64 & Count, [TFunction](API\Runtime\Core\GenericPlatform\TFunction)< void(float)> ProgressCallback )


description: Applies given offset to this point cloud.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Lidar Point Cloud") void SetLocationOffset ( FVector Offset )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Lidar Point Cloud") void SetOptimalCollisionError()


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Lidar Point Cloud") void SetOptimizedForDynamicData ( bool bNewOptimizedForDynamicData )


code: void SetVisibilityOfFirstPointByRay ( const bool & bNewVisibility, const [FLidarPointCloudRay](API\Plugins\LidarPointCloudRuntime\FLidarPointCloudRay) & Ray, const float & Radius )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Lidar Point Cloud") void SetSourcePath ( const [FString](API\Runtime\Core\Containers\FString) & NewSourcePath )


description: Sets visibility of the first point hit by the given ray.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Lidar Point Cloud") void SetVisibilityOfFirstPointByRay ( bool bNewVisibility, FVector Origin, FVector Direction, float Radius )


code: void SetVisibilityOfPointsByRay ( const bool & bNewVisibility, const [FLidarPointCloudRay](API\Plugins\LidarPointCloudRuntime\FLidarPointCloudRay) & Ray, const float & Radius )


description: Sets visibility of points hit by the given ray.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Lidar Point Cloud") void SetVisibilityOfPointsByRay ( bool bNewVisibility, FVector Origin, FVector Direction, float Radius )


code: void SetVisibilityOfPointsInBox ( const bool & bNewVisibility, const FBox & Box )


description: Sets visibility of points within the given box.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Lidar Point Cloud") void SetVisibilityOfPointsInBox ( bool bNewVisibility, FVector Center, FVector Extent )


code: void SetVisibilityOfPointsInSphere ( const bool & bNewVisibility, FSphere Sphere )


description: Marks all points visible

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Lidar Point Cloud") void UnhideAll()


description: Sets visibility of points within the given sphere.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Lidar Point Cloud") void SetVisibilityOfPointsInSphere ( bool bNewVisibility, FVector Center, float Radius )


code: ULidarPointCloud()


description: Do we want to create a negative version of this mesh

code: virtual bool WantsNegXTriMesh()


className: ULidarPointCloud

description: Represents the Point Cloud asset

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(BlueprintType, AutoExpandCategories=("Performance", "Rendering|Sprite"), AutoCollapseCategories=("Import Settings")) class ULidarPointCloud : public [UObject](API\Runtime\CoreUObject\UObject\UObject), public [IInterface_CollisionDataProvider](API\Runtime\Engine\Interfaces\IInterface_CollisionDataProvider)

CollisionRendering

type: FLidarPointClou...

ImportSettings

type: TSharedPtr< str...

description: Holds pointer to the Import Settings used for the import.

LocationOffset

type: FVector

description: Contains an offset to be added to all points when rendering

MaxCollisionError

type: float

description: Determines the maximum error (in cm) of the collision for this point cloud.

NormalsNoiseTolerance

description: Higher values are less susceptible to noise, but will most likely lose finer details, especially around hard edges.

NormalsQuality

description: Higher values will generally result in more accurate calculations, at the expense of time

OriginalCoordinates

description: Stores the original offset as a double.


description: Aligns provided clouds based on the relative offset between their Original Coordinates. Retains overall centering of the group.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Lidar Point Cloud") static void AlignClouds ( [TArray](API\Runtime\Core\Containers\TArray)< [ULidarPointCloud](API\Plugins\LidarPointCloudRuntime\ULidarPointCloud) * > PointCloudsToAlign )


description: Applies the given color to the first point hit by the given ray

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Lidar Point Cloud", Meta=(WorldContext="WorldContextObject")) static void ApplyColorToFirstPointByRay ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, [FColor](API\Runtime\Core\Math\FColor) NewColor, FVector Origin, FVector Direction, float Radius, bool bVisibleOnly )


description: Applies the given color to all points within the sphere

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Lidar Point Cloud", Meta=(WorldContext="WorldContextObject")) static void ApplyColorToPointsInSphere ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, [FColor](API\Runtime\Core\Math\FColor) NewColor, FVector Center, float Radius, bool bVisibleOnly )


description: Applies the given color to all points within the box

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Lidar Point Cloud", Meta=(WorldContext="WorldContextObject")) static void ApplyColorToPointsInBox ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, [FColor](API\Runtime\Core\Math\FColor) NewColor, FVector Center, FVector Extent, bool bVisibleOnly )


description: Applies the given color to all points hit by the given ray

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Lidar Point Cloud", Meta=(WorldContext="WorldContextObject")) static void ApplyColorToPointsByRay ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, [FColor](API\Runtime\Core\Math\FColor) NewColor, FVector Origin, FVector Direction, float Radius, bool bVisibleOnly )


description: Returns true if there are any points hit by the given ray.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Lidar Point Cloud", Meta=(WorldContext="WorldContextObject")) static bool ArePointsByRay ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, FVector Origin, FVector Direction, float Radius, bool bVisibleOnly )


description: Returns true if there are any points within the given box.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Lidar Point Cloud", Meta=(WorldContext="WorldContextObject")) static bool ArePointsInBox ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, FVector Center, FVector Extent, bool bVisibleOnly )


description: Returns true if there are any points within the given sphere.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Lidar Point Cloud", Meta=(WorldContext="WorldContextObject")) static bool ArePointsInSphere ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, FVector Center, float Radius, bool bVisibleOnly )


description: Converts a Lidar Point Cloud Normal to a Vector

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Meta=(DisplayName="Normal to Vector", CompactNodeTitle="->", BlueprintAutocast), Category="Lidar Point Cloud") static FVector Conv_LidarPointCloudNormalToVector ( const [FLidarPointCloudNormal](API\Plugins\LidarPointCloudRuntime\FLidarPointCloudNormal) & Normal )


description: Converts a Vector to a Lidar Point Cloud Normal

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Meta=(DisplayName="Vector to Normal", CompactNodeTitle="->", BlueprintAutocast), Category="Lidar Point Cloud") static [FLidarPointCloudNormal](API\Plugins\LidarPointCloudRuntime\FLidarPointCloudNormal) Conv_VectorToLidarPointCloudNormal ( const FVector & Vector )


description: Returns new, empty Point Cloud object.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Lidar Point Cloud", Meta=(DisplayName="Create Empty Lidar Point Cloud")) static [ULidarPointCloud](API\Plugins\LidarPointCloudRuntime\ULidarPointCloud) * CreatePointCloudEmpty()


description: Returns new Point Cloud object imported using default settings. If using Async, the process runs in the background without blocking the game thread.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Lidar Point Cloud", Meta=(Latent, WorldContext="WorldContextObject", LatentInfo="LatentInfo", ExpandEnumAsExecs="AsyncMode", DisplayName="Create Lidar Point Cloud From File")) static void CreatePointCloudFromFile ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, const [FString](API\Runtime\Core\Containers\FString) & Filename, bool bUseAsync, [FLatentActionInfo](API\Runtime\Engine\Engine\FLatentActionInfo) LatentInfo, [ELidarPointCloudAsyncMode](API\Plugins\LidarPointCloudRuntime\ELidarPointCloudAsyncMode) & AsyncMode, float & Progress, [ULidarPointCloud](API\Plugins\LidarPointCloudRuntime\ULidarPointCloud) *& PointCloud )


code: static void CreatePointCloudFromFile ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, const [FString](API\Runtime\Core\Containers\FString) & Filename, bool bUseAsync, [FLatentActionInfo](API\Runtime\Engine\Engine\FLatentActionInfo) LatentInfo, [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< struct [FLidarPointCloudImportSettings](API\Plugins\LidarPointCloudRuntime\IO\FLidarPointCloudImportSettings) > ImportSettings, [ELidarPointCloudAsyncMode](API\Plugins\LidarPointCloudRuntime\ELidarPointCloudAsyncMode) & AsyncMode, float & Progress, [ULidarPointCloud](API\Plugins\LidarPointCloudRuntime\ULidarPointCloud) *& PointCloud )


description: Returns new Point Cloud object created from the data provided. Warning: If using Async, make sure the data does not get invalidated during processing!

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Lidar Point Cloud", Meta=(Latent, WorldContext="WorldContextObject", LatentInfo="LatentInfo", ExpandEnumAsExecs="AsyncMode", DisplayName="Create Lidar Point Cloud From Data")) static void CreatePointCloudFromData ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, const [TArray](API\Runtime\Core\Containers\TArray)< [FLidarPointCloudPoint](API\Plugins\LidarPointCloudRuntime\FLidarPointCloudPoint) > & Points, bool bUseAsync, [FLatentActionInfo](API\Runtime\Engine\Engine\FLatentActionInfo) LatentInfo, [ELidarPointCloudAsyncMode](API\Plugins\LidarPointCloudRuntime\ELidarPointCloudAsyncMode) & AsyncMode, float & Progress, [ULidarPointCloud](API\Plugins\LidarPointCloudRuntime\ULidarPointCloud) *& PointCloud )


description: Returns an array with copies of points within the given box

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Lidar Point Cloud", Meta=(WorldContext="WorldContextObject")) static void GetPointsInBoxAsCopies ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, [TArray](API\Runtime\Core\Containers\TArray)< [FLidarPointCloudPoint](API\Plugins\LidarPointCloudRuntime\FLidarPointCloudPoint) > & SelectedPoints, FVector Center, FVector Extent, const bool & bVisibleOnly )


description: Exports the Point Cloud to the given filename. Consult supported export formats. Returns true if successful

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Lidar Point Cloud") static bool ExportPointCloudToFile ( [ULidarPointCloud](API\Plugins\LidarPointCloudRuntime\ULidarPointCloud) * PointCloud, const [FString](API\Runtime\Core\Containers\FString) & Filename )


description: Returns an array with copies of points within the given sphere

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Lidar Point Cloud", Meta=(WorldContext="WorldContextObject")) static void GetPointsInSphereAsCopies ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, [TArray](API\Runtime\Core\Containers\TArray)< [FLidarPointCloudPoint](API\Plugins\LidarPointCloudRuntime\FLidarPointCloudPoint) > & SelectedPoints, FVector Center, float Radius, bool bVisibleOnly )


description: Does a collision trace along the given line and returns the first blocking hit encountered.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Lidar Point Cloud", Meta=(WorldContext="WorldContextObject", DisplayName="LineTraceForLidarPointCloud", Keywords="raycast")) static bool LineTraceSingle ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, FVector Origin, FVector Direction, float Radius, bool bVisibleOnly, [FLidarPointCloudTraceHit](API\Plugins\LidarPointCloudRuntime\FLidarPointCloudTraceHit) & Hit )


description: Does a collision trace along the given line and returns all hits encountered up to and including the first blocking hit.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Lidar Point Cloud", Meta=(WorldContext="WorldContextObject", DisplayName="LineTraceMultiForLidarPointCloud", Keywords="raycast")) static bool LineTraceMulti ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, FVector Origin, FVector Direction, float Radius, bool bVisibleOnly, [TArray](API\Runtime\Core\Containers\TArray)< [FLidarPointCloudTraceHit](API\Plugins\LidarPointCloudRuntime\FLidarPointCloudTraceHit) > & Hits )


description: Sets the given normal using provided vector

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Lidar Point Cloud") static void NormalFromVector ( [FLidarPointCloudNormal](API\Plugins\LidarPointCloudRuntime\FLidarPointCloudNormal) & Normal, FVector Vector )


description: Removes the first point hit by the given ray

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Lidar Point Cloud", Meta=(WorldContext="WorldContextObject")) static void RemoveFirstPointByRay ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, FVector Origin, FVector Direction, float Radius, bool bVisibleOnly )


description: Removes all points hit by the given ray

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Lidar Point Cloud", Meta=(WorldContext="WorldContextObject")) static void RemovePointsByRay ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, FVector Origin, FVector Direction, float Radius, bool bVisibleOnly )


description: Removes all points within the given box

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Lidar Point Cloud", Meta=(WorldContext="WorldContextObject")) static void RemovePointsInBox ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, FVector Center, FVector Extent, bool bVisibleOnly )


description: Removes all points within the given sphere

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Lidar Point Cloud", Meta=(WorldContext="WorldContextObject")) static void RemovePointsInSphere ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, FVector Center, float Radius, bool bVisibleOnly )


description: Sets visibility of the first point hit by the given ray.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Lidar Point Cloud", Meta=(WorldContext="WorldContextObject")) static void SetVisibilityOfFirstPointByRay ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, bool bNewVisibility, FVector Origin, FVector Direction, float Radius )


description: Sets visibility of points within the given box.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Lidar Point Cloud", Meta=(WorldContext="WorldContextObject")) static void SetVisibilityOfPointsInBox ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, bool bNewVisibility, FVector Center, FVector Extent )


description: Sets visibility of points within the given sphere.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Lidar Point Cloud", Meta=(WorldContext="WorldContextObject")) static void SetVisibilityOfPointsInSphere ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, bool bNewVisibility, FVector Center, float Radius )


description: Sets visibility of points hit by the given ray.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Lidar Point Cloud", Meta=(WorldContext="WorldContextObject")) static void SetVisibilityOfPointsByRay ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, bool bNewVisibility, FVector Origin, FVector Direction, float Radius )


code: static void AddReferencedObjects ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * InThis, [FReferenceCollector](API\Runtime\CoreUObject\UObject\FReferenceCollector) & Collector )


className: ULidarPointCloudBlueprintLibrary

description: Blueprint library for the Point Cloud assets


code: void ApplyColorToFirstPointByRay ( const [FColor](API\Runtime\Core\Math\FColor) & NewColor, [FLidarPointCloudRay](API\Plugins\LidarPointCloudRuntime\FLidarPointCloudRay) Ray, float Radius, bool bVisibleOnly )


description: Applies the given color to the first point hit by the given ray

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Lidar Point Cloud") void ApplyColorToFirstPointByRay ( [FColor](API\Runtime\Core\Math\FColor) NewColor, FVector Origin, FVector Direction, float Radius, bool bVisibleOnly )


code: void ApplyColorToPointsInSphere ( const [FColor](API\Runtime\Core\Math\FColor) & NewColor, const FSphere & Sphere, const bool & bVisibleOnly )


description: Applies the given color to all points within the sphere

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Lidar Point Cloud") void ApplyColorToPointsInSphere ( [FColor](API\Runtime\Core\Math\FColor) NewColor, FVector Center, float Radius, bool bVisibleOnly )


code: void ApplyColorToPointsInBox ( const [FColor](API\Runtime\Core\Math\FColor) & NewColor, const FBox & Box, const bool & bVisibleOnly )


description: Applies the given color to all points within the box

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Lidar Point Cloud") void ApplyColorToPointsInBox ( [FColor](API\Runtime\Core\Math\FColor) NewColor, FVector Center, FVector Extent, bool bVisibleOnly )


code: void ApplyColorToPointsByRay ( const [FColor](API\Runtime\Core\Math\FColor) & NewColor, [FLidarPointCloudRay](API\Plugins\LidarPointCloudRuntime\FLidarPointCloudRay) Ray, float Radius, bool bVisibleOnly )


description: Applies the given color to all points hit by the given ray

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Lidar Point Cloud") void ApplyColorToPointsByRay ( [FColor](API\Runtime\Core\Math\FColor) NewColor, FVector Origin, FVector Direction, float Radius, bool bVisibleOnly )


code: void ClearSelection()


description: Applies specified rendering parameters (Brightness, Saturation, etc) to the selected material


description: Executes the provided action on the first point hit by the given ray.

code: void ExecuteActionOnFirstPointByRay ( [TFunction](API\Runtime\Core\GenericPlatform\TFunction)< void([FLidarPointCloudPoint](API\Plugins\LidarPointCloudRuntime\FLidarPointCloudPoint) *)> Action, [FLidarPointCloudRay](API\Plugins\LidarPointCloudRuntime\FLidarPointCloudRay) Ray, float Radius, bool bVisibleOnly )


code: void DeleteSelected()


description: Executes the provided action on each of the points within the given sphere.

code: void ExecuteActionOnPointsInSphere ( [TFunction](API\Runtime\Core\GenericPlatform\TFunction)< void([FLidarPointCloudPoint](API\Plugins\LidarPointCloudRuntime\FLidarPointCloudPoint) *)> Action, const FVector & Center, const float & Radius, const bool & bVisibleOnly )


code: void ExecuteActionOnPointsInBox ( [TFunction](API\Runtime\Core\GenericPlatform\TFunction)< void([FLidarPointCloudPoint](API\Plugins\LidarPointCloudRuntime\FLidarPointCloudPoint) *)> Action, const FBox & Box, const bool & bVisibleOnly )


description: Executes the provided action on each of the points within the given box.

code: void ExecuteActionOnPointsInBox ( [TFunction](API\Runtime\Core\GenericPlatform\TFunction)< void([FLidarPointCloudPoint](API\Plugins\LidarPointCloudRuntime\FLidarPointCloudPoint) *)> Action, const FVector & Center, const FVector & Extent, const bool & bVisibleOnly )


description: Executes the provided action on each of the points hit by the given ray.

code: void ExecuteActionOnPointsByRay ( [TFunction](API\Runtime\Core\GenericPlatform\TFunction)< void([FLidarPointCloudPoint](API\Plugins\LidarPointCloudRuntime\FLidarPointCloudPoint) *)> Action, [FLidarPointCloudRay](API\Plugins\LidarPointCloudRuntime\FLidarPointCloudRay) Ray, float Radius, bool bVisibleOnly )


description: Return the BodySetup to use for this PrimitiveComponent (single body case)

code: virtual [UBodySetup](API\Runtime\Engine\PhysicsEngine\UBodySetup) * GetBodySetup()


description:
Returns the material used by the element at the specified index
the material used by the indexed element of this mesh.

code: virtual [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * GetMaterial ( int32 ElementIndex ) const


description: Return number of material elements in this primitive

code: virtual int32 GetNumMaterials() const


code: void ExecuteActionOnPointsInSphere ( [TFunction](API\Runtime\Core\GenericPlatform\TFunction)< void([FLidarPointCloudPoint](API\Plugins\LidarPointCloudRuntime\FLidarPointCloudPoint) *)> Action, const FSphere & Sphere, const bool & bVisibleOnly )


code: [TWeakPtr](API\Runtime\Core\Templates\TWeakPtr)< [FViewportClient](API\Runtime\Engine\FViewportClient) > GetOwningViewportClient() const


description: Returns the current Point Shape


code: void GetPointsInBox ( [TArray](API\Runtime\Core\Containers\TArray)< [FLidarPointCloudPoint](API\Plugins\LidarPointCloudRuntime\FLidarPointCloudPoint) * > & SelectedPoints, const FBox & Box, const bool & bVisibleOnly )


code: void GetPointsInBox ( TArray64< [FLidarPointCloudPoint](API\Plugins\LidarPointCloudRuntime\FLidarPointCloudPoint) * > & SelectedPoints, const FBox & Box, const bool & bVisibleOnly )


description: Populates the array with the list of points within the given box.

code: void GetPointsInBox ( [TArray](API\Runtime\Core\Containers\TArray)< [FLidarPointCloudPoint](API\Plugins\LidarPointCloudRuntime\FLidarPointCloudPoint) * > & SelectedPoints, const FVector & Center, const FVector & Extent, const bool & bVisibleOnly )


code: void GetPointsInBox ( TArray64< [FLidarPointCloudPoint](API\Plugins\LidarPointCloudRuntime\FLidarPointCloudPoint) * > & SelectedPoints, const FVector & Center, const FVector & Extent, const bool & bVisibleOnly )


description: Populates the array with copies of points within the given box. If ReturnWorldSpace is selected, the points' locations will be converted into absolute value, otherwise they will be relative to the center of the cloud.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Lidar Point Cloud") [TArray](API\Runtime\Core\Containers\TArray)< [FLidarPointCloudPoint](API\Plugins\LidarPointCloudRuntime\FLidarPointCloudPoint) > GetPointsInBoxAsCopies ( FVector Center, FVector Extent, bool bVisibleOnly, bool bReturnWorldSpace )


code: void GetPointsInBoxAsCopies ( [TArray](API\Runtime\Core\Containers\TArray)< [FLidarPointCloudPoint](API\Plugins\LidarPointCloudRuntime\FLidarPointCloudPoint) > & SelectedPoints, const FBox & Box, const bool & bVisibleOnly, const bool & bReturnWorldSpace )


code: void GetPointsInBoxAsCopies ( TArray64< [FLidarPointCloudPoint](API\Plugins\LidarPointCloudRuntime\FLidarPointCloudPoint) > & SelectedPoints, const FBox & Box, const bool & bVisibleOnly, const bool & bReturnWorldSpace )


code: void GetPointsInSphereAsCopies ( [TArray](API\Runtime\Core\Containers\TArray)< [FLidarPointCloudPoint](API\Plugins\LidarPointCloudRuntime\FLidarPointCloudPoint) > & SelectedPoints, const FSphere & Sphere, const bool & bVisibleOnly, const bool & bReturnWorldSpace )


description: Populates the array with copies of points within the given sphere. If ReturnWorldSpace is selected, the points' locations will be converted into absolute value, otherwise they will be relative to the center of the cloud.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Lidar Point Cloud") [TArray](API\Runtime\Core\Containers\TArray)< [FLidarPointCloudPoint](API\Plugins\LidarPointCloudRuntime\FLidarPointCloudPoint) > GetPointsInSphereAsCopies ( FVector Center, float Radius, bool bVisibleOnly, bool bReturnWorldSpace )


code: void GetPointsInSphereAsCopies ( TArray64< [FLidarPointCloudPoint](API\Plugins\LidarPointCloudRuntime\FLidarPointCloudPoint) > & SelectedPoints, const FSphere & Sphere, const bool & bVisibleOnly, const bool & bReturnWorldSpace )


code: void GetPointsInSphere ( [TArray](API\Runtime\Core\Containers\TArray)< [FLidarPointCloudPoint](API\Plugins\LidarPointCloudRuntime\FLidarPointCloudPoint) * > & SelectedPoints, const FSphere & Sphere, const bool & bVisibleOnly )


code: void GetPointsInSphere ( TArray64< [FLidarPointCloudPoint](API\Plugins\LidarPointCloudRuntime\FLidarPointCloudPoint) * > & SelectedPoints, const FSphere & Sphere, const bool & bVisibleOnly )


description: Populates the array with the list of points within the given sphere.

code: void GetPointsInSphere ( [TArray](API\Runtime\Core\Containers\TArray)< [FLidarPointCloudPoint](API\Plugins\LidarPointCloudRuntime\FLidarPointCloudPoint) * > & SelectedPoints, const FVector & Center, const float & Radius, const bool & bVisibleOnly )


code: void GetPointsInSphere ( TArray64< [FLidarPointCloudPoint](API\Plugins\LidarPointCloudRuntime\FLidarPointCloudPoint) * > & SelectedPoints, const FVector & Center, const float & Radius, const bool & bVisibleOnly )


code: void GetSelectedPointsAsCopies ( TArray64< [FLidarPointCloudPoint](API\Plugins\LidarPointCloudRuntime\FLidarPointCloudPoint) > & SelectedPoints )


description: Returns true if there are any points hit by the given ray.

code: bool HasPointsByRay ( const [FLidarPointCloudRay](API\Plugins\LidarPointCloudRuntime\FLidarPointCloudRay) & Ray, float Radius, bool bVisibleOnly ) const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Lidar Point Cloud") bool HasPointsByRay ( FVector Origin, FVector Direction, float Radius, bool bVisibleOnly ) const


description: Returns true if there are any points within the given box.

code: bool HasPointsInBox ( const FBox & Box, bool bVisibleOnly ) const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Lidar Point Cloud") bool HasPointsInBox ( FVector Center, FVector Extent, bool bVisibleOnly ) const


description: Returns true if there are any points within the given sphere.

code: bool HasPointsInSphere ( const FSphere & Sphere, bool bVisibleOnly ) const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Lidar Point Cloud") bool HasPointsInSphere ( FVector Center, float Radius, bool bVisibleOnly ) const


code: void InvertSelection()


code: void HideSelected()


code: bool IsOwnedByEditor() const


code: bool LineTraceMulti ( [FLidarPointCloudRay](API\Plugins\LidarPointCloudRuntime\FLidarPointCloudRay) Ray, float Radius, bool bVisibleOnly, [TArray](API\Runtime\Core\Containers\TArray)< [FLidarPointCloudPoint](API\Plugins\LidarPointCloudRuntime\FLidarPointCloudPoint) * > & OutHits )


description: Performs a raycast test against the point cloud. Populates OutHits array with the results. If ReturnWorldSpace is selected, the points' locations will be converted into absolute value, otherwise they will be relative to the center of the cloud. Returns true it anything has been hit.

code: bool LineTraceMulti ( [FLidarPointCloudRay](API\Plugins\LidarPointCloudRuntime\FLidarPointCloudRay) Ray, float Radius, bool bVisibleOnly, bool bReturnWorldSpace, [TArray](API\Runtime\Core\Containers\TArray)< [FLidarPointCloudPoint](API\Plugins\LidarPointCloudRuntime\FLidarPointCloudPoint) > & OutHits )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Lidar Point Cloud", Meta=(Keywords="raycast")) bool LineTraceMulti ( FVector Origin, FVector Direction, float Radius, bool bVisibleOnly, bool bReturnWorldSpace, [TArray](API\Runtime\Core\Containers\TArray)< [FLidarPointCloudPoint](API\Plugins\LidarPointCloudRuntime\FLidarPointCloudPoint) > & OutHits )


description: Performs a raycast test against the point cloud. Returns the pointer if hit or nullptr otherwise.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Lidar Point Cloud", Meta=(Keywords="raycast")) bool LineTraceSingle ( FVector Origin, FVector Direction, float Radius, bool bVisibleOnly, [FLidarPointCloudPoint](API\Plugins\LidarPointCloudRuntime\FLidarPointCloudPoint) & PointHit )


code: [FLidarPointCloudPoint](API\Plugins\LidarPointCloudRuntime\FLidarPointCloudPoint) * LineTraceSingle ( [FLidarPointCloudRay](API\Plugins\LidarPointCloudRuntime\FLidarPointCloudRay) Ray, float Radius, bool bVisibleOnly )


code: int64 NumSelectedPoints()


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: Called after importing property values for this object (paste, duplicate or .t3d import) Allow the object to perform any cleanup for properties which shouldn't be duplicated or are unsupported by the script serialization

code: virtual void PostEditImport()


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

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


code: void RemoveFirstPointByRay ( const [FLidarPointCloudRay](API\Plugins\LidarPointCloudRuntime\FLidarPointCloudRay) & Ray, const float & Radius, bool bVisibleOnly )


description: Removes the first point hit by the given ray

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Lidar Point Cloud") void RemoveFirstPointByRay ( FVector Origin, FVector Direction, float Radius, bool bVisibleOnly )


code: void RemovePointsByRay ( [FLidarPointCloudRay](API\Plugins\LidarPointCloudRuntime\FLidarPointCloudRay) Ray, float Radius, const bool & bVisibleOnly )


code: void RemovePointsInBox ( const FBox & Box, const bool & bVisibleOnly )


description: Removes all points hit by the given ray

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Lidar Point Cloud") void RemovePointsByRay ( FVector Origin, FVector Direction, float Radius, bool bVisibleOnly )


description: Removes all points within the given box

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Lidar Point Cloud") void RemovePointsInBox ( FVector Center, FVector Extent, bool bVisibleOnly )


code: void RemovePointsInSphere ( const FSphere & Sphere, const bool & bVisibleOnly )


description: Removes all points within the given sphere

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Lidar Point Cloud") void RemovePointsInSphere ( FVector Center, float Radius, bool bVisibleOnly )


code: void SelectByConvexVolume ( [FConvexVolume](API\Runtime\Engine\FConvexVolume) ConvexVolume, bool bAdditive, bool bVisibleOnly )


code: void SelectBySphere ( FSphere Sphere, bool bAdditive, bool bVisibleOnly )


description:
Changes the material applied to an element of the mesh.
the material used by the indexed element of this mesh.

code: virtual void SetMaterial ( int32 ElementIndex, [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * Material )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Components|LidarPointCloud") void SetPointCloud ( [ULidarPointCloud](API\Plugins\LidarPointCloudRuntime\ULidarPointCloud) * InPointCloud )


code: void SetVisibilityOfFirstPointByRay ( bool bNewVisibility, [FLidarPointCloudRay](API\Plugins\LidarPointCloudRuntime\FLidarPointCloudRay) Ray, float Radius )


description: Sets new Point Shape

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Components|LidarPointCloud") void SetPointShape ( [ELidarPointCloudSpriteShape](API\Plugins\LidarPointCloudRuntime\ELidarPointCloudSpriteShape) NewPointShape )


description: Sets visibility of the first point hit by the given ray.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Lidar Point Cloud") void SetVisibilityOfFirstPointByRay ( bool bNewVisibility, FVector Origin, FVector Direction, float Radius )


code: void SetVisibilityOfPointsInSphere ( const bool & bNewVisibility, const FSphere & Sphere )


description: Sets visibility of points within the given sphere.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Lidar Point Cloud") void SetVisibilityOfPointsInSphere ( bool bNewVisibility, FVector Center, float Radius )


code: void SetVisibilityOfPointsInBox ( const bool & bNewVisibility, const FBox & Box )


description: Sets visibility of points within the given box.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Lidar Point Cloud") void SetVisibilityOfPointsInBox ( bool bNewVisibility, FVector Center, FVector Extent )


code: void SetVisibilityOfPointsByRay ( bool bNewVisibility, [FLidarPointCloudRay](API\Plugins\LidarPointCloudRuntime\FLidarPointCloudRay) Ray, float Radius )


description: Returns true if the component should be rendered facing normals

code: bool ShouldRenderFacingNormals() const


code: ULidarPointCloudComponent()


description: Sets visibility of points hit by the given ray.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Lidar Point Cloud") void SetVisibilityOfPointsByRay ( bool bNewVisibility, FVector Origin, FVector Direction, float Radius )


className: ULidarPointCloudComponent

description: Component that allows you to render specified point cloud section

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(ClassGroup=Rendering, ShowCategories=(Rendering), HideCategories=(Object, LOD, Physics, Activation, Materials, Cooking, Input, HLOD, Mobile), Meta=(BlueprintSpawnableComponent)) class ULidarPointCloudComponent : public [UMeshComponent](API\Runtime\Engine\Components\UMeshComponent)

bDrawNodeBounds

type: bool

description: Enabling this will cause the visible nodes to render their bounds.

bUseFrustumCulling

description: If enabled, points outside of the visible frustum will not be rendered.

ClassificationColors

type: TMap< int32,FL...

description: Used with the Classification source. Maps the given classification ID to a color.

ColorSource

type: ELidarPointClou...

description: Specifies which source to use for point colors.

ColorTint

type: FLinearColor

description: Specifies the tint to apply to the points.

ElevationColorBottom

description: Specifies the bottom color of the elevation-based gradient.

ElevationColorTop

description: Specifies the top color of the elevation-based gradient.

Gain

description: Affects the emissive strength of the color. Useful to create Bloom and light bleed effects.

IntensityInfluence

description: Specifies the influence of Intensity data, if available, on the overall color.

MaxDepth

description: Maximum Depth to which the nodes should be rendered. -1 to disable.

MinDepth

description: Minimum Depth from which the nodes should be rendered. 0 to disable.

Offset

description: Applied additively, 0 being neutral.

PointOrientation

description: Affects the orientation of points.

PointSize

description: Use to tweak the size of the points. Set to 0 to switch to 1 pixel points.

PointSizeBias

description: Larger values will help mask LOD transition areas, but too large values will lead to loss of detail.

ScalingMethod

description: Determines how the points will be scaled


className: ULidarPointCloudSettings

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

bAutoBuildCollisionOnImport

description: If enabled, the assets will automatically build collision upon their successful import.

bAutoCalculateNormalsOnImport

description: If enabled, the assets will automatically calculate normals upon their successful import.

bAutoCenterOnImport

description: Automatically centers the cloud on import.

bEnableLidarRayTracing

description: If enabled, Lidar assets will become visible to Ray Tracing.

bPrioritizeActiveViewport

description: Enabling this will allocate larger portion of the available point budget to the viewport with focus.

bReleaseAssetAfterCooking

description: Enabling this will automatically release memory used by the asset once it's cooked Helpful when dealing with very large data sets to avoid memory blocking

bReleaseAssetAfterSaving

description: Enabling this will automatically release memory used by the asset once it's saved Helpful when dealing with very large data sets to avoid memory blocking

bUseAsyncImport

description: Enabling this will allow editor to import the point clouds in the background, without blocking the main thread.

bUseFastRendering

description: Enabling this will greatly improve runtime performance at a cost of quadrupling VRAM use

bUseRenderDataSmoothing

description: If enabled, the render data generation will be spread across multiple frames to avoid freezes

CachedNodeLifetime

description: Sets how long the nodes wil be kept in RAM after they are no longer visible.

DuplicateHandling

description: Determines how to handle duplicate points (distance < 0.0001).

ExportScale

description: Scale to apply during export. In most cases, this should be equal to an inverted ImportScale

ImportScale

description: Scale to apply during import

MaxBucketSize

description: Maximum number of unallocated points to keep inside the node before they need to be converted in to a full child node.

MaxDistanceForDuplicate

description: Maximum distance between points, within which they are considered to be duplicates

MeshingBatchSize

description: Affects the size of per-thread data for the meshing algorithm.

MultithreadingInsertionBatchSize

description: Determines the maximum amount of points to process in a single batch when using multi-threading.

NodeGridResolution

description: Virtual grid resolution to divide the node into.

RenderDataSmoothingMaxFrametime

description: If UseRenderDataSmoothing is enabled, this will determine how much of the frame time can be spent on render data generation.


code: ULidarPointCloudSettings()


className: ScalableConeGizmoType

module: LightGizmos

code: static [FString](API\Runtime\Core\Containers\FString) ScalableConeGizmoType = TEXT("ScalableConeGizmoType");


description: IModuleInterfaceimplementation

code: virtual void OnLevelEditorCreated ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [ILevelEditor](API\Editor\LevelEditor\ILevelEditor) > InLevelEditor )


className: PointLightGizmoType

description: Identifiers for the different light gizmo types

code: static [FString](API\Runtime\Core\Containers\FString) PointLightGizmoType = TEXT("PointLightGizmoType");


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()


className: DirectionalLightGizmoType

code: static [FString](API\Runtime\Core\Containers\FString) DirectionalLightGizmoType = TEXT("DirectionalLightGizmoType");


className: SpotLightGizmoType

code: static [FString](API\Runtime\Core\Containers\FString) SpotLightGizmoType = TEXT("SpotLightGizmoType");


className: FLightGizmosModule

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


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


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


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


className: UDirectionalLightGizmoFactory

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


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

code: virtual void StartupModule()


className: UPointLightGizmoFactory

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


description: Do hover hit-test

code: virtual [FInputRayHit](API\Runtime\InteractiveToolsFramework\FInputRayHit) BeginHoverSequenceHitTest ( const [FInputDeviceRay](API\Runtime\InteractiveToolsFramework\FInputDeviceRay) & PressPos )


code: virtual void OnBeginDrag ( const [FInputDeviceRay](API\Runtime\InteractiveToolsFramework\FInputDeviceRay) & Ray )


description: Check if the input ray hits the cone. The hit testable parts of the cone currently is just the circle at its base

code: bool HitTest ( const FRay & Ray, [FHitResult](API\Runtime\Engine\Engine\FHitResult) & OutHit, FVector & OutAxis, FTransform & OutTransform )


description: Initialize hover sequence at given position

code: virtual void OnBeginHover ( const [FInputDeviceRay](API\Runtime\InteractiveToolsFramework\FInputDeviceRay) & DevicePos )


code: virtual void OnEndDrag ( const [FInputDeviceRay](API\Runtime\InteractiveToolsFramework\FInputDeviceRay) & Ray )


description: Terminate active hover sequence

code: virtual void OnEndHover()


code: virtual void OnUpdateDrag ( const [FInputDeviceRay](API\Runtime\InteractiveToolsFramework\FInputDeviceRay) & Ray )


description: Allow the Gizmo to do any custom drawing (ie via PDI/RHI)

code: virtual void Render ( [IToolsContextRenderAPI](API\Runtime\InteractiveToolsFramework\IToolsContextRenderAPI) * RenderAPI )


description: Update active hover sequence with new input position

code: virtual bool OnUpdateHover ( const [FInputDeviceRay](API\Runtime\InteractiveToolsFramework\FInputDeviceRay) & DevicePos )


code: void SetLength ( float InLength )


description: Gettors and Settors for the Angle and Length.

code: void SetAngleDegrees ( float InAngle )


description: Set the target to attach the gizmo to.

code: virtual void SetTarget ( [UTransformProxy](API\Runtime\InteractiveToolsFramework\BaseGizmos\UTransformProxy) * InTarget )


description: Called by GizmoManager to initialize the GizmoafterGizmoBuilder::BuildGizmo() has been called

code: virtual void Setup()


className: UScalableConeGizmo

description: UScalableConeGizmoprovides a cone that can be scaled (changing its angle) by dragging the base of the cone outwards/inwards

ConeColor

type: FColor

description: The color of the cone.

HitErrorThreshold

description: The error threshold for hit detection with the cone.

MaxAngle

description: The maximum angle the cone can be stretched to.

MinAngle

description: The minimum angle the cone can be stretched to.

TransactionDescription

type: FText

description: The text that will be used as the transaction description for undo/redo.

UpdateAngleFunc

type: TFunction< void...

description: Called when the Angle of the cone is changed. Sends new angle as parameter.


description:
Create a new instance of this builder's Gizmo
a new instance of the Gizmo, or nullptr on error/failure

code: virtual [UInteractiveGizmo](API\Runtime\InteractiveToolsFramework\UInteractiveGizmo) * BuildGizmo ( const [FToolBuilderState](API\Runtime\InteractiveToolsFramework\FToolBuilderState) & SceneState ) const


description: Called afterWantsCapture()returns a capture request that was accepted

code: virtual [FInputCaptureUpdate](API\Runtime\InteractiveToolsFramework\FInputCaptureUpdate) BeginCapture ( const [FInputDeviceState](API\Runtime\InteractiveToolsFramework\FInputDeviceState) & InputState, EInputCaptureSide eSide )


description: If this is called, the Behavior has forcibly lost capture (eg due to app losing focus for example) and needs to clean up accordingly

code: virtual void ForceEndCapture ( const [FInputCaptureData](API\Runtime\InteractiveToolsFramework\FInputCaptureData) & CaptureData )


description: The priority is used to resolve situations where multiple behaviors want the same capture


code: virtual void Initialize ( [UScalableConeGizmo](API\Plugins\LightGizmos\UScalableConeGizmo) * Gizmo )


description: Called for each new input event during a capture sequence. Return Continue to keep capturing, or End to finish capturing.

code: virtual [FInputCaptureUpdate](API\Runtime\InteractiveToolsFramework\FInputCaptureUpdate) UpdateCapture ( const [FInputDeviceState](API\Runtime\InteractiveToolsFramework\FInputDeviceState) & InputState, const [FInputCaptureData](API\Runtime\InteractiveToolsFramework\FInputCaptureData) & CaptureData )


description: Given the input state, does this Behavior want to begin capturing some input devices?

code: virtual [FInputCaptureRequest](API\Runtime\InteractiveToolsFramework\FInputCaptureRequest) WantsCapture ( const [FInputDeviceState](API\Runtime\InteractiveToolsFramework\FInputDeviceState) & InputState )


className: UScalableConeGizmoInputBehavior

description: A behavior that forwards clicking and dragging to the gizmo.

Gizmo

type: UScalableConeGi...

LastWorldRay

type: FRay


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 [EAssetEditorGizmoFactoryPriority](API\Plugins\GizmoEdMode\EAssetEditorGizmoFactoryPriority) GetPriority() const


className: USpotLightGizmoFactory

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


module: LightMixer

code: static [FLightMixerModule](API\Plugins\LightMixer\FLightMixerModule) & Get()


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


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


code: static void OpenProjectSettings()


code: virtual void RegisterSettings() const


code: virtual void SetupMenuItemVariables()


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: virtual void UnregisterSettings() const


className: FLightMixerModule

code: class FLightMixerModule : public [FObjectMixerEditorModule](API\Plugins\ObjectMixerEditor\FObjectMixerEditorModule)


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


className: ULightMixerEditorSettings

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

bHideObjectMixerMenuItem

description: If true, the Object Mixer menu item will be disabled and removed.


description: Specify a list of property names corresponding to columns you want to show by default. For example, you can specify "Intensity" and "LightColor" to show only those property columns by default in the UI. Columns not specified will not be shown by default but can be enabled by the user in the UI.

code: virtual [TSet](API\Runtime\Core\Containers\TSet)< [FName](API\Runtime\Core\UObject\FName) > GetColumnsToShowByDefault() const


description: Specify a list of property names found in parent classes you want to show that aren't in the specified classes. Note that properties specified here do not override the properties specified inGetColumnsToExclude(), but do override the supported property tests so these will appear even if ShouldIncludeUnsupportedProperties returns false. For example, aULightComponentdisplays "LightColor" in the editor's details panel, butULightComponentitself doesn't have a property named "LightColor". Instead it's in its parent class,ULightComponentBase. In this scenario,ULightComponentis specified and PropertyInheritanceInclusionOptions is None, so "LightColor" won't appear by default. Specify "LightColor" in this function to ensure that "LightColor" will appear as a column as long as the property is accessible to one of the specified classes regardless of which parent class it comes from.

code: virtual [TSet](API\Runtime\Core\Containers\TSet)< [FName](API\Runtime\Core\UObject\FName) > GetForceAddedColumns() const


description: EndUObjectoverrides Return the basic object types you want to filter for in your level. For example, if you want to work with Lights, returnULightComponentBase. If you also want to see the properties for parent or child classes, override the GetObjectMixerPropertyInheritanceInclusionOptions and GetForceAddedColumns functions.

code: virtual [TSet](API\Runtime\Core\Containers\TSet)< [UClass](API\Runtime\CoreUObject\UObject\UClass) * > GetObjectClassesToFilter() const


description: Return the basic actor types you want to be able to place using the Add button. Note that only subclasses ofAActorare supported and only those which have a registered factory. This includes most engine actor types.

code: virtual [TSet](API\Runtime\Core\Containers\TSet)< [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [AActor](API\Runtime\Engine\GameFramework\AActor) > > GetObjectClassesToPlace() const


description: Specify whether we should return only the specified classes or the parent and child classes in placement mode. Defaults to 'None' which only considers the specified classes.


description: Specify whether we should return only the properties of the specified classes or the properties of parent and child classes. Defaults to 'None' which only considers the properties of the specified classes. If you're not seeing all the properties you expected, try overloading this function.


description: Determines if transient objects (such as Sequencer Spawnables) should be shown in the list. False by default.

code: virtual bool GetShowTransientObjects() const


description: If true, properties that are not visible in the details panel and properties not supported by SSingleProperty will be selectable. Defaults to false.

code: virtual bool ShouldIncludeUnsupportedProperties() const


className: ULightMixerObjectFilter

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(BlueprintType, EditInlineNew) class ULightMixerObjectFilter : public [UObjectMixerObjectFilter](API\Plugins\ObjectMixerEditor\ObjectFilter\UObjectMixerObjectFilter)


description: Adds new menu options related to LWIs.

module: LightWeightInstancesEditor

code: void AddLevelViewportMenuExtender()


description: Converts InActors to light weight instances. InActors must all be the same type or conversion won't occur.

code: void ConvertActorsToLWIsUIAction ( const [TArray](API\Runtime\Core\Containers\TArray)< [AActor](API\Runtime\Engine\GameFramework\AActor) * > InActors ) const


code: [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FExtender](API\Runtime\Slate\Framework\MultiBox\FExtender) > CreateLevelViewportContextMenuExtender ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FUICommandList](API\Runtime\Slate\Framework\Commands\FUICommandList) > CommandList, const [TArray](API\Runtime\Core\Containers\TArray)< [AActor](API\Runtime\Engine\GameFramework\AActor) * > InActors )


description: Cleanup menu options related to LWIs.

code: void RemoveLevelViewportMenuExtender()


code: virtual void ShutdownModule()


description: IModuleInterfaceimplementation

code: virtual void StartupModule()


className: FLightWeightInstancesEditorModule

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

LevelViewportExtenderHandle

type: FDelegateHandle

description: Delegates.


className: FDropTimecode

description: Hold a frame of a Linear Timecode Frame

module: LinearTimecode

bColorFraming

description: Sync is in phase with color burst

bNewFrame

description: Is a new timecode frame

bRunningForward

description: When timecode is reading forward

FrameRate

description: Guess at incoming frame rate

Timecode

type: FTimecode

description: Decoded Timecode


description: Tries to calculate the number of clocks per bit.

code: int32 AdjustCycles ( int32 InClock ) const


code: void DecodeBitStream ( uint16 * InBitStream, [EDecodePattern](API\Plugins\LinearTimecode\FLinearTimecodeDecoder\EDecodePattern) * InDecodePatern, int32 InForward, [FDropTimecode](API\Plugins\LinearTimecode\FDropTimecode) & OutTimeCode )


code: bool DecodeFrame ( uint16 * InBitStream, [FDropTimecode](API\Plugins\LinearTimecode\FDropTimecode) & OutTimeCode )


className: EDecodeType

code: enum EDecodeType { Hours, Minutes, Seconds, Frames, DropFrame, ColorFrame, FrameRate, End, }


className: EDecodePattern

description: Used to extract timecode from bit stream

code: struct EDecodePattern

Type

type: EDecodeType


description: Flush internal state of timecode reader

code: void Reset()


code: bool HasCompleteFrame ( uint16 * InBitStream ) const


description:
Analyze a single sample, looking for a time code pattern
true if sample was last in a timecode frame

code: bool Sample ( float InSample, [FDropTimecode](API\Plugins\LinearTimecode\FDropTimecode) & OutTimeCode )


description: Add bit to decoded stream.

code: void ShiftAndInsert ( uint16 * InBitStream, bool InBit ) const


description: TimeCode structure used by reader

code: FLinearTimecodeDecoder()


className: FLinearTimecodeDecoder

description: Process audio samples to extract Linear Timecode Signal

code: class FLinearTimecodeDecoder

bCurrent

description: Helper to detect zero crossings/edges of the input signal.

bFlip

description: Indicates that we're expecting the second half of a logical 1.

Center

description: Sample value to detect zero crossings/edges of the input signal.

Clock

description: Counts number of samples since last edge.

Cycles

description: Estimates number of samples for a logical 1 in the LTC stream.

FrameMax

description: Keeps track of largest frame value received, helps estimate FrameRate.

FrameRate

description: Tries to infer FrameRate based on frame value rollovers.

MaxSamplesPerEdge

description: Maximum allowable samples per edge in the signal. Helps filter out noise.

MinSamplesPerEdge

description: Minimum allowable samples per edge in the signal. Helps filter out noise.

TimecodeBits

description: Holds the stream to be decoded as bits come in.


className: FOnTimecodeChange

code: class FOnTimecodeChange


className: UDropTimecodeToStringConversion

description: Extend type conversions to handleFDropTimecodestructure


description: Deactivates the SceneComponent.

code: virtual void Deactivate()


description: Activates the SceneComponent, should be overridden by native child classes.

code: virtual void Activate ( bool bReset )


code: static double FrameRateToFrameDelta ( int32 InFrameRate, int32 InDrop )


description:
Get the Frame Number
Frame Number

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


description: Convert a drop timecode into a frame number

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Media") static void GetDropTimeCodeFrameNumber ( const [FDropTimecode](API\Plugins\LinearTimecode\FDropTimecode) & Timecode, int32 & FrameNumber )


code: void ProcessAudio ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FMediaAudioSampleQueue](API\Runtime\MediaUtils\FMediaAudioSampleQueue), ESPMode::ThreadSafe > SampleQueue )


description: Convert frame number into a drop timecode

code: static void SetDropTimecodeFrameNumber ( const [FDropTimecode](API\Plugins\LinearTimecode\FDropTimecode) & Timecode, int32 FrameNumber, [FDropTimecode](API\Plugins\LinearTimecode\FDropTimecode) & OutTimecode )


description: Function called every frame on this ActorComponent. Override this function to implement custom logic to be executed every frame. Only executes if the component is registered, and also PrimaryComponentTick.bCanEverTick must be set to true.

code: virtual void TickComponent ( float DeltaTime, enum ELevelTick TickType, [FActorComponentTickFunction](API\Runtime\Engine\Engine\FActorComponentTickFunction) * ThisTickFunction )


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


className: ULinearTimecodeComponent

description: Implements a Linear timecode decoder.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(ClassGroup=Media, EditInlineNew, Meta=(BlueprintSpawnableComponent)) class ULinearTimecodeComponent : public [USceneComponent](API\Runtime\Engine\Components\USceneComponent)

CurrentPlayerFacade

type: TWeakPtr<FMedi...

description: The player facade that's currently providing audio samples.

DropTimecode

type: FDropTimecode

MediaPlayer

type: TObjectPtr<UMe...

description: The media player asset associated with this component.

OnTimecodeChange

type: FOnTimecodeChan...

description: Called when the timecode changes

SampleQueue

type: TSharedPtr<FMe...

description: Audio sample queue.

TimecodeDecoder

type: TSharedPtr<FLi...

description: The Actual decoder


className: ELiveLinkTimecodeProviderEvaluationType

module: LiveLink

code: enum ELiveLinkTimecodeProviderEvaluationType { Lerp, Nearest, Latest, }


description: Deprecated*FLiveLinkClient::AddVirtualSubject(FName)is deprecated. Please use AddVirtualSubject(FName, TSubClass) instead!

code: void AddVirtualSubject ( [FName](API\Runtime\Core\UObject\FName) NewVirtualSubjectName )


description: Add a new live link source to the client

code: virtual [FGuid](API\Runtime\Core\Misc\FGuid) AddSource ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [ILiveLinkSource](API\Runtime\LiveLinkInterface\ILiveLinkSource) > Source )


description: Add a new virtual subject to the client

code: virtual bool AddVirtualSubject ( const [FLiveLinkSubjectKey](API\Runtime\LiveLinkInterface\FLiveLinkSubjectKey) & VirtualSubjectKey, [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [ULiveLinkVirtualSubject](API\Runtime\LiveLinkInterface\ULiveLinkVirtualSubject) > VirtualSubjectClass )


description: Deprecated*FLiveLinkClient::AddVirtualSubject(FLiveLinkSubjectName, TSubclassOf)is deprecated. Please use bool AddVirtualSubject(FLiveLinkSubjectKey, TSubClass) instead!

code: void AddVirtualSubject ( [FLiveLinkSubjectName](API\Runtime\LiveLinkInterface\FLiveLinkSubjectName) VirtualSubjectName, [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [ULiveLinkVirtualSubject](API\Runtime\LiveLinkInterface\ULiveLinkVirtualSubject) > VirtualSubjectClass )


description: Add a new live link VirtualSubject source to the client

code: virtual [FGuid](API\Runtime\Core\Misc\FGuid) AddVirtualSubjectSource ( [FName](API\Runtime\Core\UObject\FName) SourceName )


description: Function for Deprecation

code: virtual void AquireLock_Deprecation()


description: Clear all subjects frames


code: virtual void ClearFrames_Deprecation ( const [FLiveLinkSubjectKey](API\Runtime\LiveLinkInterface\FLiveLinkSubjectKey) & SubjectKey )


description: Clear the stored frames associated with the enabled subject

code: virtual void ClearSubjectsFrames_AnyThread ( [FLiveLinkSubjectName](API\Runtime\LiveLinkInterface\FLiveLinkSubjectName) SubjectName )


description: Clear the stored frames associated with the subject

code: virtual void ClearSubjectsFrames_AnyThread ( const [FLiveLinkSubjectKey](API\Runtime\LiveLinkInterface\FLiveLinkSubjectKey) & SubjectKey )


description: Create from the factory a new live link source and add it to the client. The settings will be duplicated.

code: virtual bool CreateSource ( const [FLiveLinkSourcePreset](API\Runtime\LiveLinkInterface\FLiveLinkSourcePreset) & SourcePreset )


description: Create and add a new live link subject to the client

code: virtual bool CreateSubject ( const [FLiveLinkSubjectPreset](API\Runtime\LiveLinkInterface\FLiveLinkSubjectPreset) & SubjectPreset )


description: Whether a subject support a particular role, either directly or through a translator

code: virtual bool DoesSubjectSupportsRole_AnyThread ( const [FLiveLinkSubjectKey](API\Runtime\LiveLinkInterface\FLiveLinkSubjectKey) & SubjectKey, [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [ULiveLinkRole](API\Runtime\LiveLinkInterface\ULiveLinkRole) > SupportedRole ) const


code: virtual bool DoesSubjectSupportsRole_AnyThread ( [FLiveLinkSubjectName](API\Runtime\LiveLinkInterface\FLiveLinkSubjectName) SubjectName, [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [ULiveLinkRole](API\Runtime\LiveLinkInterface\ULiveLinkRole) > SupportedRole ) const


description: ULiveLinkSourceSettings

code: virtual bool EvaluateFrameAtSceneTime_AnyThread ( [FLiveLinkSubjectName](API\Runtime\LiveLinkInterface\FLiveLinkSubjectName) SubjectName, const [FQualifiedFrameTime](API\Runtime\Core\Misc\FQualifiedFrameTime) & SceneTime, [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [ULiveLinkRole](API\Runtime\LiveLinkInterface\ULiveLinkRole) > DesiredRole, [FLiveLinkSubjectFrameData](API\Runtime\LiveLinkInterface\FLiveLinkSubjectFrameData) & OutFrame )


description: ULiveLinkSourceSettings

code: virtual bool EvaluateFrameAtWorldTime_AnyThread ( [FLiveLinkSubjectName](API\Runtime\LiveLinkInterface\FLiveLinkSubjectName) SubjectName, double WorldTime, [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [ULiveLinkRole](API\Runtime\LiveLinkInterface\ULiveLinkRole) > DesiredRole, [FLiveLinkSubjectFrameData](API\Runtime\LiveLinkInterface\FLiveLinkSubjectFrameData) & OutFrame )


description: The prefer method is EvaluateFrame_AnyThread this method should be used for diagnostic or replication.

code: virtual bool EvaluateFrameFromSource_AnyThread ( const [FLiveLinkSubjectKey](API\Runtime\LiveLinkInterface\FLiveLinkSubjectKey) & SubjectKey, [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [ULiveLinkRole](API\Runtime\LiveLinkInterface\ULiveLinkRole) > Role, [FLiveLinkSubjectFrameData](API\Runtime\LiveLinkInterface\FLiveLinkSubjectFrameData) & OutFrame )


description: ULiveLinkSourceSettings

code: virtual bool EvaluateFrame_AnyThread ( [FLiveLinkSubjectName](API\Runtime\LiveLinkInterface\FLiveLinkSubjectName) SubjectName, [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [ULiveLinkRole](API\Runtime\LiveLinkInterface\ULiveLinkRole) > Role, [FLiveLinkSubjectFrameData](API\Runtime\LiveLinkInterface\FLiveLinkSubjectFrameData) & OutFrame )


description: Performs an internalTick(). This is to be used when we want to run live link outside of the normal engine tick workflow, for example when we need to export data that requires live link evaluation during the export process.

code: virtual void ForceTick()