description: Delegate will be executed when an actor in the scene was clicked/touched.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintNativeEvent, BlueprintCallable, Category="VirtualCamera | Focus") void SetOnActorClickedDelegate ( const [FOnActorClickedDelegate](API\Plugins\VirtualCamera\FOnActorClickedDelegate) & InDelegate )


module: VirtualCamera

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintNativeEvent, BlueprintCallable, Category="VirtualCamera | Focus") void SetFocusVisualization ( bool bInShowFocusVisualization )


description: Sets whether settings should be saved when stream is stopped.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintNativeEvent, BlueprintCallable, Category="VirtualCamera | Settings") void SetSaveSettingsOnStopStreaming ( bool bShouldSettingsSave )


description: Check whether settings should save when stream is stopped.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintNativeEvent, BlueprintCallable, Category="VirtualCamera | Settings") bool ShouldSaveSettingsOnStopStreaming() const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintNativeEvent, BlueprintCallable, Category="VirtualCamera | Focus") void SetTrackedActorForFocus ( [AActor](API\Runtime\Engine\GameFramework\AActor) * InActorToTrack, const FVector & TrackingPointOffset )


code: virtual bool StartStreaming()


code: virtual bool StopStreaming()


className: IVirtualCameraController

code: class IVirtualCameraController


description:
Returns previously set unit of distance.
DesiredUnits - The unit that is used for distance measures like focus distance

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintNativeEvent, BlueprintCallable, Category="VirtualCamera | Options") EUnit GetDesiredDistanceUnits()


description:
Checks whether or not focus visualization can activate
the current state of touch event visualization

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintNativeEvent, BlueprintCallable, Category="VirtualCamera | Options") bool IsFocusVisualizationAllowed()


description: Sets unit of distance.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintNativeEvent, BlueprintCallable, Category="VirtualCamera | Options") void SetDesiredDistanceUnits ( const EUnit DesiredUnits )


className: IVirtualCameraOptions

code: class IVirtualCameraOptions


description:
Deletes a preset using its name as the key.
the number of values associated with the key

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintNativeEvent, BlueprintCallable, Category="VirtualCamera | Presets") int32 DeletePreset ( const [FString](API\Runtime\Core\Containers\FString) & PresetName )


description:
Returns a sortedTMapof the current presets.
a sortedTMapof settings presets

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintNativeEvent, BlueprintCallable, Category="VirtualCamera | Presets") [TMap](API\Runtime\Core\Containers\TMap)< [FString](API\Runtime\Core\Containers\FString), [FVirtualCameraSettingsPreset](API\Plugins\VirtualCamera\FVirtualCameraSettingsPreset) > GetSettingsPresets()


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintNativeEvent, BlueprintCallable, Category="VirtualCamera | Movement") void SetLiveLinkRepresentation ( const [FLiveLinkSubjectRepresentation](API\Runtime\LiveLinkInterface\FLiveLinkSubjectRepresentation) & InLiveLinkRepresenation )


description:
Loads a preset using its name as a string key.
true if successful, false otherwise

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintNativeEvent, BlueprintCallable, Category="VirtualCamera | Presets") bool LoadPreset ( const [FString](API\Runtime\Core\Containers\FString) & PresetName )


description:
Saves a preset into the list of presets.
the name of the preset

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintNativeEvent, BlueprintCallable, Category="VirtualCamera | Presets") [FString](API\Runtime\Core\Containers\FString) SavePreset ( const bool bSaveCameraSettings, const bool bSaveStabilization, const bool bSaveAxisLocking, const bool bSaveMotionScale )


className: IVirtualCameraPresetContainer

code: class IVirtualCameraPresetContainer


code: FLevelSequenceData ( const [FString](API\Runtime\Core\Containers\FString) InAssetPath, const [FString](API\Runtime\Core\Containers\FString) InDisplayName, const [FDateTime](API\Runtime\Core\Misc\FDateTime) InLastEdited )


className: FLevelSequenceData

AssetPath

type: FString

LastEdited

type: FDateTime


className: FRecordEnabledStateChanged

code: typedef TBaseDelegate_OneParam< void, bool > FRecordEnabledStateChanged


description: Clears the current level sequence player, needed when recording clean takes of something.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="VirtualCamera | Sequencer | Playback") void ClearActiveLevelSequence()


description: the name of the currently selected sequence; returns empty string if no selected sequence

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="VirtualCamera | Sequencer | Playback") [FString](API\Runtime\Core\Containers\FString) GetActiveLevelSequenceName() const


description: the currently selected LevelSequence

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="VirtualCamera | Sequencer | Playback") [ULevelSequence](API\Runtime\LevelSequence\ULevelSequence) * GetActiveLevelSequence()


description: the FrameRate of the currently loaded sequence FrameRate

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="VirtualCamera | Sequencer | Playback") [FFrameRate](API\Runtime\Core\Misc\FFrameRate) GetCurrentSequenceFrameRate() const


description: The FrameNumber of the sequence's start.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="VirtualCamera | Sequencer | Playback") [FFrameNumber](API\Runtime\Core\Misc\FFrameNumber) GetCurrentSequencePlaybackStart() const


description: The FrameNumber of the sequence's end.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="VirtualCamera | Sequencer | Playback") [FFrameNumber](API\Runtime\Core\Misc\FFrameNumber) GetCurrentSequencePlaybackEnd() const


description: the duration of the sequence in FrameNumber

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="VirtualCamera | Sequencer | Playback") [FFrameNumber](API\Runtime\Core\Misc\FFrameNumber) GetCurrentSequenceDuration() const


description: The current Timecode of the sequence playback.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="VirtualCamera | Sequencer | Playback") [FTimecode](API\Runtime\Core\Misc\FTimecode) GetCurrentSequencePlaybackTimecode() const


description: the current FrameTime of the sequence playback.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="VirtualCamera | Sequencer | Playback") [FFrameTime](API\Runtime\Core\Misc\FFrameTime) GetCurrentSequencePlaybackPosition() const


description: Returns the names of each level sequence actor that is present in the level.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="VirtualCamera | Sequencer | Playback") void GetLevelSequences ( [TArray](API\Runtime\Core\Containers\TArray)< [FLevelSequenceData](API\Plugins\VirtualCamera\LevelSequence\FLevelSequenceData) > & OutLevelSequenceNames )


description: true if the active Sequencer is locked to camera cut

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="VirtualCamera | Sequencer | Playback") bool IsSequencerLockedToCameraCut() const


description: true if a valid LevelSequence is being played.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="VirtualCamera | Sequencer | Playback") bool IsSequencePlaybackActive() const


description: Moves the current sequence to a desired playback position

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="VirtualCamera | Sequencer | Playback") void JumpToPlaybackPosition ( const [FFrameNumber](API\Runtime\Core\Misc\FFrameNumber) & InFrameNumber )


description: Pause the currently active sequence

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="VirtualCamera | Sequencer | Playback") void PauseLevelSequence()


description: Starts playing the currently active sequence

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="VirtualCamera | Sequencer | Playback") void PlayLevelSequence()


description: Starts playing the currently active sequence in reverse

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="VirtualCamera | Sequencer | Playback") void PlayLevelSequenceReverse()


description: Sets the current Sequencer perspective to be locked to camera cut

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="VirtualCamera | Sequencer | Playback") void SetSequencerLockedToCameraCut ( bool bLockView )


description: Play to the end of the current sequence and stop

code: void PlayToEnd()


description: Stops playing the currently active sequence

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="VirtualCamera | Sequencer | Playback") void StopLevelSequencePlay()


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


className: ULevelSequencePlaybackController

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

ActiveLevelSequence

type: TObjectPtr<ULe...

description: The sequence to play back

OnRecordEnabledStateChanged

type: FRecordEnabledS...

description: Notify whether recording is enabled or disabled for the current sequence

WeakSequencer

type: TWeakPtr<ISequ...

description: Weak reference to Sequencer associated with the active LevelSequence


description: The asset registry tag that contains the focal length for this meta-data

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


description:
Changes the active level sequence to a new level sequence.
true if a valid LevelSequence was passed and sequencer was successfully found.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="VirtualCamera | Sequencer | Playback") bool SetActiveLevelSequence ( [ULevelSequence](API\Runtime\LevelSequence\ULevelSequence) * InNewLevelSequence )


description: The asset registry tag that contains if the selected state for this meta-data

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


description: The asset registry tag that contains its favorite status

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


description: The asset registry tag that contains whether it was created from a VCam

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


description: The asset registry tag that contains the recorded level name for this meta-data

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


description: The asset registry tag that contains the FrameCountEnd out for this meta-data

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


description: The asset registry tag that contains the LengthInFrames out for this meta-data

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


description: The asset registry tag that contains the FrameCountStart in for this meta-data

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


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


description: The asset registry tag that contains whether this take is good or not

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


description: The asset registry tag that contains whether the clip was recorded with a CineCamera for this meta-data

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


description: The asset registry tag that contains whether this was flagged by a user

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


description: Extend the defaultULevelSequenceasset registry tags

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


description: Called fromULevelSequence::GetAssetRegistryTagMetadatain order to extend its default set of tag meta-data to include any from this meta-data object.

code: virtual void ExtendAssetRegistryTagMetaData ( [TMap](API\Runtime\Core\Containers\TMap)< [FName](API\Runtime\Core\UObject\FName), [FAssetRegistryTagMetadata](API\Runtime\CoreUObject\UObject\UObject\FAssetRegistryTagMetadata) > & OutMetadata ) const


description: The display rate of the clip.


description: The focal length for this clip

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Clips") float GetFocalLength() const


description: The final frame of the clip

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Clips") int GetFrameCountEnd() const


description: The initial frame of the clip

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Clips") int GetFrameCountStart() const


description: Whether the clip was recorded by a CineCameraActor

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Clips") bool GetIsACineCameraRecording() const


description: The length in frames of the clip.


description: The name of the clip's recorded level.


description: Whether or not the clip is selected.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Clips") bool GetSelected() const


description: Set the DisplayRate of the clip used for AssetData calculations.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Clips") void SetDisplayRate ( [FFrameRate](API\Runtime\Core\Misc\FFrameRate) InDisplayRate )


description: Used for tracking. Does not update the StreamedCameraComponent.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Clips") void SetFocalLength ( float InFocalLength )


description: Set the final frame of the clip used for calculating duration.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Clips") void SetFrameCountEnd ( int InFrame )


description: Set the initial frame of the clip used for calculating duration.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Clips") void SetFrameCountStart ( int InFrame )


description: Set if the clip was recorded by a CineCameraActor

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Clips") void SetIsACineCameraRecording ( bool bInIsACineCameraRecording )


description: Set the length in frames of the clip used for AssetData calculations.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Clips") void SetLengthInFrames ( int InLength )


description: Set the name of the level that the clip was recorded in.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Clips") void SetRecordedLevelName ( [FString](API\Runtime\Core\Containers\FString) InLevelName )


description: Set if this clip is 'selected'

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Clips") void SetSelected ( bool bInSelected )


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


className: UVirtualCameraClipsMetaData

description: Clips meta-data that is stored onULevelSequenceassets that are recorded through the virtual camera. Meta-data is retrieved throughULevelSequence::FindMetaData()

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


description: Begins Play for the component. Called when the owning Actor begins play or when the component is created if the Actor has already begun play. Actor BeginPlay normally happens right after PostInitializeComponents but can be delayed for networked or child actors. Requires component to be registered and initialized.

code: virtual void BeginPlay()


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


description: A class to transfer Camera data in MU session

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Deprecated, Blueprintable, ClassGroup=Camera, Meta=(BlueprintSpawnableComponent)) class UDEPRECATED_VirtualCameraConcertCameraComponent : public [UActorComponent](API\Runtime\Engine\Components\UActorComponent)

bHasAuthority

type: bool

description: Is that component sending the camera information or receiving it.

bSendUpdateInEditor

description: When the component has the authority and we are in the editor, we should broadcast the update.

bUpdateCameraComponentTransform

description: Should update the camera component relative location & rotation.

ComponentToTrack

type: TObjectPtr<UCi...

description: The camera component that will be tracked.

TrackingName

type: FName

description: The tracked name used by the multi user system to send the data.


description: Allow camera view updates.

code: void AllowCameraViewUpdates()


description:
Adjust the focal length of the camera to an adjacent preset value.
the new focal length of the camera in mm

code: float ChangeFocalLengthPreset ( const bool bShiftUp )


description:
Get the current aperture value on the camera.
the current aperture of the camera component

code: float GetCurrentAperture() const


description:
Get the name of the current preset filmback option on the camera.
the name of the current preset filmback option


description:
Get the current focal length value on the camera.
the current focal length of the camera being viewed

code: float GetCurrentFocalLength() const


description:
Get the currently used focus method.
the Current focus method


description:
Gets the current focus distance of the camera.
the focal distance of the camera

code: float GetCurrentFocusDistance()


description:
Stores the names of all available filmback presets into an array.
true if operation was successful

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


description:
Returns the current matte aspect ratio.
the current matte setting

code: float GetMatteAspectRatio()


description: Returns the values of all matte options.

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


description:
Adjusts the aperture of the camera to an adjacent preset value.
the new aperture of the camera

code: float ChangeAperturePreset ( const bool bShiftUp )


description: Is focus visualization tools activated on camera.


description: Set the current aperture value on the camera.

code: void SetCurrentAperture ( const float NewAperture )


description: Sets the current focal length of the cinematic camera to a given value.

code: void SetCurrentFocalLength ( const float NewFocalLength )


description: Sets the current focus distance of the camera to a new value.

code: void SetCurrentFocusDistance ( const float NewFocusDistance )


description:
Set the filmback settings to a new filmback preset.
true if operation was successful; false if NewFilmbackPreset is not a valid option

code: bool SetFilmbackPresetOption ( const [FString](API\Runtime\Core\Containers\FString) & NewFilmbackPreset )


description: Sets the focus change rate.

code: void SetFocusChangeSmoothness ( const float NewFocusChangeSmoothness )


description: Toggles focus visualization tools on camera.

code: void SetFocusVisualization ( bool bShowFocusVisualization )


description: Sets the camera focus method.

code: void SetFocusMethod ( const [EVirtualCameraFocusMethod](API\Plugins\VirtualCamera\EVirtualCameraFocusMethod) NewFocusMethod )


description:
Set the matte aspect ratio to a new value.
true if operation was successful; false if NewMattePreset is not a valid input

code: bool SetMatteAspectRatio ( const float NewMatteAspectRatio )


description: Sets tracked actor settings on the camera.

code: void SetTrackedActorForFocus ( [AActor](API\Runtime\Engine\GameFramework\AActor) * ActorToTrack, const FVector TrackingPointOffset )


description: Disable camera view updates.

code: void StopCameraViewUpdates()


description: Updates the camera view to have the desired film format view within the Virtual Camera UI area.

code: void UpdateCameraView()


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


className: UVirtualCameraCineCameraComponent

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Blueprintable, BlueprintType) class UVirtualCameraCineCameraComponent : public [UCineCameraComponent](API\Runtime\CinematicCamera\UCineCameraComponent)

ApertureOptions

type: TArray< float >

description: List of preset aperture options, aperture will always be one of these values

bAllowCameraViewUpdates

description: Whether or not camera view updates should occur

bAutoFocusEnabled

description: Tracks if autofocus is enabled

bCameraViewResetNeeded

description: Tracks whether or not the camera's view needs to be restored

CachedFocusMethod

type: EVirtualCameraF...

description: Saves the current focus method for reset if menus is exited without applying settings

CurrentFilmbackOptionsKey

description: The current filmback option preset being used

CurrentFocusMethod

description: The current focus method

DesiredFilmbackSettings

type: FCameraFilmback...

description: The desired filmback settings to be shown in the viewport within Virtual Camera UI window

FilmbackOptions

type: TMap<FString, ...

description: List of preset filmback options, filmback will always be one of these values

FocalLengthOptions

description: List of preset focal length options, focal length will be one of these values, unless manually zooming

FocusChangeSmoothness

type: float

description: How smooth focus changes are, set by user through UI

FocusPlaneMesh

type: UStaticMesh...

description: Mesh used for the focus plane

MatteAspectRatio

description: The filmback settings to be used for additional letterboxing if desired

MatteOpacity

description: The opacity of the matte in the camera view

MatteOptions

description: List of preset matte options to chose from, UI options will only pull from this, unless a filmback option with a custom matte is selected

ViewSizeRatio

description: The X and Y ratios of Desired View Size to Actual View Size (calculated as Desired/ Actual)


description: Sets the current focus distance to a new value based on current focus settings.

code: void SetFocusDistance ( const float NewFocusDistance )


className: UVirtualCameraController

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


description: Get the unmodified local transform.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Virtual Camera") FTransform GetLocalTransform() const


description: Get the modified transform.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Virtual Camera") FTransform GetTransform() const


description: Remove the axis transform, all scaling factor will be calculated from the origin.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Virtual Camera") void ResetLocalAxis()


description: Set the transform from where the scaling factor will be calculated from.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Virtual Camera") void SetLocalAxis ( const FTransform & InTransform )


description: Set the local transform that will be modified by the scaling factor.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Virtual Camera") void SetLocalTransform ( const FTransform & Transform )


description: Scale the local location of the local transform from the local axis.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Virtual Camera") void SetLocationScale ( FVector LocationScale )


className: UVirtualCameraMovement

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

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


description: Scale the local rotation of the local transform from the local axis.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Virtual Camera") void SetRotationScale ( FRotator RotationScale )


description: APawn::AddMovementInput()

code: virtual void AddInputVector ( FVector WorldVector, bool bForce )


description:
Gets the movement scale for a given axis.
the value of the movement scale for the current axis

code: float GetAxisMovementScale ( const [EVirtualCameraAxis](API\Plugins\VirtualCamera\EVirtualCameraAxis) AxisToRetrieve ) const


description:
Gets the stabilization rate for a given axis. This method returns the stabilization value after undoing the curve applied in SetAxisStabiliaztionScale(). The return value will be equivialent the the NewStabiliaztionAmount parameter when setting the value, and not the returned actual value.
the value of the stabilization amount for the current axis

code: float GetAxisStabilizationScale ( const [EVirtualCameraAxis](API\Plugins\VirtualCamera\EVirtualCameraAxis) AxisToRetrieve ) const


description:
Gets the movement scale of the camera actor
the scaling factor for calculating movement along this axis

code: float GetMovementScale ( const [EVirtualCameraAxis](API\Plugins\VirtualCamera\EVirtualCameraAxis) AxisToRetrieve ) const


description:
Checks if an axis is locked.
true if locked false otherwise

code: bool IsAxisLocked ( const [EVirtualCameraAxis](API\Plugins\VirtualCamera\EVirtualCameraAxis) AxisToCheck ) const


description:
Get the value for the option to zero out dutch when locking that axis.
true if dutch will be zeroed when that axis is locked

code: bool IsDutchZeroingOnLockActive() const


description:
Check to see if any location locks are active
true if any of the three location axes are locked

code: bool IsLocationLockingActive() const


description: Get whether or not global boom is being used when navigating with the joysticks

code: bool IsUsingGlobalBoom() const


description: Adds the given vector to the accumulated input in world space. Similar toAddInputVector(). This calls input scaling specific to how controller (joystick) input should be handled.

code: void AddInputVectorFromController ( FVector WorldVector, [EVirtualCameraAxis](API\Plugins\VirtualCamera\EVirtualCameraAxis) MovementScaleAxis )


description: Handle a move forward command from the owner.

code: void OnMoveForward ( const float InValue )


description: Handle a move right command from the owner.

code: void OnMoveRight ( const float InValue )


description: Handle a move up command from the owner.

code: void OnMoveUp ( const float InValue )


description: Update the position and rotation of the camera.

code: void ProcessMovementInput ( const FVector & Location, const FRotator & Rotation )


description: Moves the camera back to actor root and aligns rotation with the input tracker.

code: void ResetCameraOffsetsToTracker()


description:
Sets the stabilization rate for a given lock.
the actual value the stabilization amount was set to after clamping

code: float SetAxisStabilizationScale ( const [EVirtualCameraAxis](API\Plugins\VirtualCamera\EVirtualCameraAxis) AxisToAdjust, float NewStabilizationAmount )


description: Sets the movement scale of the camera actor

code: void SetMovementScale ( const [EVirtualCameraAxis](API\Plugins\VirtualCamera\EVirtualCameraAxis) AxisToAdjust, const float NewMovementScale )


description: When the input come from a physical controller, move this component instead. This allow a proper replication when we are in a multi user setting. This component doesn't respect the freeze and lock axis.

code: void SetRootComponent ( [USceneComponent](API\Runtime\Engine\Components\USceneComponent) * FromController )


description: Sets whether or not global boom should be used when navigating with the joysticks

code: void SetUseGlobalBoom ( bool bShouldUseGlobalBoom )


description: Set the value for the option to zero out dutch when locking that axis.

code: void SetZeroDutchOnLock ( const bool bInValue )


description:
Toggles the freeze on a given axis; returns new frozen state.
the new frozen state of AxisToToggle (true = frozen)

code: bool ToggleAxisFreeze ( const [EVirtualCameraAxis](API\Plugins\VirtualCamera\EVirtualCameraAxis) AxisToToggle )


description: Teleport to a provided location and rotation.

code: void Teleport ( const FTransform & TargetTransform )


description:
Toggles the lock on a given axis; returns new locked state.
the new locked state of AxisToToggle (true = locked)

code: bool ToggleAxisLock ( const [EVirtualCameraAxis](API\Plugins\VirtualCamera\EVirtualCameraAxis) AxisToToggle )


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


className: UVirtualCameraMovementComponent

AxisSettings

type: TMap<EVirtualC...

description: Stores all settings for each axis

bLockRelativeToFirstLockAxis

description: Tracks whether user wants to cache a locking axis set or always use local

bUseGlobalBoom

description: Tracks if boom should be global or relative to the camera

bZeroDutchOnLock

description: Tracks if dutch should be reset to zero when freezing view

OnOffsetReset

type: FVirtualCameraR...

description: Delegate to broadcast when tracker offsets are reset


className: UVirtualCameraOptions

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


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


className: UVirtualCameraPresetContainer

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


className: UVirtualCameraSaveGame

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

CameraSettings

type: FVirtualCameraS...


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)() void HandleSelectionChangedEvent ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * SelectedObject )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)() void HandleSelectObjectEvent ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * SelectedObject )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="VirtualCamera | Streaming") bool IsStreaming() const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="VirtualCamera") void SetVirtualCameraController ( [TScriptInterface](API\Runtime\CoreUObject\UObject\TScriptInterface)< [IVirtualCameraController](API\Plugins\VirtualCamera\IVirtualCameraController) > VirtualCamera )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="VirtualCamera | Streaming") bool StartStreaming()


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="VirtualCamera | Streaming") bool StopStreaming()


className: UVirtualCameraSubsystem

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(BlueprintType, Category="VirtualCamera", DisplayName="VirtualCameraSubsystem") class UVirtualCameraSubsystem : public [UEngineSubsystem](API\Runtime\Engine\Subsystems\UEngineSubsystem)

OnSelectedActorInViewportDelegate

type: FOnSelectedView...

OnSelectedAnyActorDelegate

type: FOnSelectedAnyA...

OnStreamStartedDelegate

type: FOnStreamStarte...

OnStreamStoppedDelegate

type: FOnStreamStoppe...


description: Retrieve all VirtualCamera axis mappings by a certain name.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category=Settings) void GetAxisMappingsByName ( const [FName](API\Runtime\Core\UObject\FName) InAxisName, [TArray](API\Runtime\Core\Containers\TArray)< [FInputAxisKeyMapping](API\Runtime\Engine\GameFramework\FInputAxisKeyMapping) > & OutMappings ) const


description: Retrieve all VirtualCamera action mappings by a certain name.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category=Settings) void GetActionMappingsByName ( const [FName](API\Runtime\Core\UObject\FName) InActionName, [TArray](API\Runtime\Core\Containers\TArray)< [FInputActionKeyMapping](API\Runtime\Engine\GameFramework\FInputActionKeyMapping) > & OutMappings ) const


description: Get FocusInterpSpeed variable


description: Get JoysticksSpeed variable


description: Get MaxJoysticksSpeed variable


description: Get VirtualCameraFilmback variable


description: Get bDisplayFilmLeader variable


description: Get bOverrideCameraSettingsOnTeleportToScreenshot variable


description: Get bTeleportOnStart variable


description: Fills the Axis/Action mappings with assosiated gamepad bindings


description: Get bIsMapGrayscale variable


description: Set FocusInterpSpeed variable

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="VirtualCamera") void SetFocusInterpSpeed ( const float InFocusInterpSpeed )


description: Set bIsMapGrayscale variable

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="VirtualCamera") void SetIsMapGrayscle ( const bool bInIsMapGrayscle )


description: Set JoysticksSpeed variable

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="VirtualCamera") void SetJoysticksSpeed ( const float InJoysticksSpeed )


description: Set MaxJoysticksSpeed variable

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="VirtualCamera") void SetMaxJoysticksSpeed ( const float InMaxJoysticksSpeed )


description: Set VirtualCameraFilmback variable

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="VirtualCamera") void SetSavedVirtualCameraFilmbackPresetName ( const [FString](API\Runtime\Core\Containers\FString) & InFilmback )


description: Set bDisplayFilmLeader variable

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="VirtualCamera") void SetShouldDisplayFilmLeader ( const bool bInDisplayFilmLeader )


description: Set bOverrideCameraSettingsOnTeleportToScreenshot variable

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="VirtualCamera") void SetShouldOverrideCameraSettingsOnTeleport ( const bool bInOverrideCameraSettings )


description: Set bTeleportOnStart variable

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="VirtualCamera") void SetTeleportOnStart ( const bool bInTeleportOnStart )


code: UVirtualCameraUserSettings()


className: UVirtualCameraUserSettings

description: Virtual Camera User Settings

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

ActionMappings

type: TArray< struct ...

bDisplayFilmLeader

description: Whether to display film leader when recording a take

bIsMapGrayscale

description: Whether the map is displayed using grayscale or full color

description: Whether to change camera lens and fstop when teleporting to a screenshot to those with which the screenshot was taken

bTeleportOnStart

description: Whether to teleport to the home bookmark when VCam starts

DefaultVCamClass

type: TSoftClassPtr< ...

description: Default Vcam Class for Vcam Operator Panel

FocusInterpSpeed

description: Controls interpolation speed when smoothing when changing focus distance.

JoysticksSpeed

description: Controls how fast the camera moves when using joysticks

MaxJoysticksSpeed

description: Sets the maximum possible joystick speed

VirtualCameraFilmback

type: FString

description: Stores the filmback preset name selected by the user


description:
Called during saving to determine the load flags to save with the object. If false, this object will be discarded on servers
true if this object should be loaded on servers

module: VirtualHeightfieldMesh

code: virtual bool NeedsLoadForServer() const


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


className: AVirtualHeightfieldMesh

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(HideCategories=(Actor, Collision, Cooking, Input, LOD, Replication), MinimalAPI) class AVirtualHeightfieldMesh : public [AActor](API\Runtime\Engine\GameFramework\AActor)


className: FHeightfieldMinMaxTextureBuildDesc

description: Description object used to build the contents of aUHeightfieldMinMaxTexture.

Data

type: uint8 const ...


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

code: virtual void ShutdownModule()


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

code: virtual void StartupModule()


className: FVirtualHeightfieldMeshModule

description: Implements the VirtualHeightfieldMesh module

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


description: Creates a newUTexture2Dand stores it in the contained Texture.

code: void BuildTexture ( [FHeightfieldMinMaxTextureBuildDesc](API\Plugins\VirtualHeightfieldMesh\FHeightfieldMinMaxTextureBuildDe-) const & InBuildDesc )


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

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


description: Rebuild the contents of TextureData for the specified number of CPU mip levels.

code: void RebuildCPUTextureData()


description: Rebuild the contents of LodBiasTexture from the MinMaxTexture.

code: void RebuildLodBiasTexture ( [FHeightfieldMinMaxTextureBuildDesc](API\Plugins\VirtualHeightfieldMesh\FHeightfieldMinMaxTextureBuildDe-) const & InBuildDesc )


description: Rebuild the contents of Texture using the passed in build description.

code: void RebuildMinMaxTexture ( [FHeightfieldMinMaxTextureBuildDesc](API\Plugins\VirtualHeightfieldMesh\FHeightfieldMinMaxTextureBuildDe-) const & InBuildDesc )


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


className: UHeightfieldMinMaxTexture

description: Container for aUTexture2Dthat can be built from aFHeightfieldMinMaxTextureBuildDescdescription.

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

LodBiasMinMaxTexture

type: TObjectPtr< cla...

description: A LodBias MinMax texture derived from the LodBias texture

LodBiasTexture

description: A LodBias texture derived from the Height MinMax texture

MaxCPULevels

description: The number of mip levels to clone for CPU access.

Texture

description: The Height MinMax texture.

TextureData

type: TArray< FVector...

description: The raw MinMax data from the low resolution mip levels of Texture.

TextureDataMips

type: TArray< int32 >

description: The starting array index for the data of each mip stored in TextureData.

TextureDataSize

type: FIntPoint

description: The size of the largest mip stored in TextureData.


description: Calculate the bounds of the component. Default behavior is a bounding box/sphere of zero size.

code: virtual FBoxSphereBounds CalcBounds ( const FTransform & LocalToWorld ) const


description: Called by owner actor on position shifting Component should update all relevant data structures to reflect new actor location

code: virtual void ApplyWorldOffset ( const FVector & InOffset, bool bWorldShift )


description:
Creates a proxy to represent the primitive to the scene manager in the rendering thread.
The proxy object.

code: virtual [FPrimitiveSceneProxy](API\Runtime\Engine\FPrimitiveSceneProxy) * CreateSceneProxy()


description: Function used by the VirtualTexture delegate to retrieve our HidePrimitives flags.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)() void GatherHideFlags ( bool & InOutHidePrimitivesInEditor, bool & InOutHidePrimitivesInGame ) const


description: Get the HiddenInEditor flag on this component.

code: bool GetHiddenInEditor() const


code: float GetLod0Distribution() const


code: float GetLod0ScreenSize() const


code: float GetLodBiasScale() const


code: float GetLodDistribution() const


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: Get the MinMax height texture on this component.

code: [UHeightfieldMinMaxTexture](API\Plugins\VirtualHeightfieldMesh\UHeightfieldMinMaxTexture) * GetMinMaxTexture() const


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


code: int32 GetNumForceLoadLods() const


description: Get the number of levels to build in the MinMax Texture.

code: int32 GetNumMinMaxTextureBuildLevels()


description: Get the associated runtime virtual texture volume. Can return nullptr if the volume is from an unloaded level.

code: [ARuntimeVirtualTextureVolume](API\Runtime\Engine\VT\ARuntimeVirtualTextureVolume) * GetVirtualTextureVolume() const


description: Get the associated runtime virtual texture transform including any texel snap offset.


description: Returns true if a MinMax height texture is relevant for this virtual texture type.

code: bool IsMinMaxTextureEnabled() const


description: Initialize the MinMax height texture with the passed in size and data.

code: void InitializeMinMaxTexture ( uint32 InSizeX, uint32 InSizeY, uint32 InNumMips, uint8 * InData )


description: Returns true if this component is visible in the current context

code: virtual bool IsVisible() const


description: Called when a component is unregistered. Called after DestroyRenderState_Concurrent and OnDestroyPhysicsState are called.

code: virtual void OnUnregister()


description: Called when a component is registered, after Scene is set, but before CreateRenderState_Concurrent or OnCreatePhysicsState are called.

code: virtual void OnRegister()


description: Handles when the transform is updated on the associated VirtualTexture.

code: void OnVirtualTextureTransformUpdate ( [USceneComponent](API\Runtime\Engine\Components\USceneComponent) * InRootComponent, EUpdateTransformFlags UpdateTransformFlags, ETeleportType Teleport )


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, class [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * Material )


description: Set a new asset to hold the MinMax height texture. This should only be called directly before setting data to the new asset.

code: void SetMinMaxTexture ( [UHeightfieldMinMaxTexture](API\Plugins\VirtualHeightfieldMesh\UHeightfieldMinMaxTexture) * InTexture )


description: Whether the component type supports static lighting.

code: virtual bool SupportsStaticLighting() const


description: Returns false if this primitive should never output velocity based on its WPO state.

code: virtual bool SupportsWorldPositionOffsetVelocity() const


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


className: UVirtualHeightfieldMeshComponent

description: Component to render a heightfield mesh using a virtual texture heightmap.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Blueprintable, ClassGroup=Rendering, HideCategories=(Activation, Collision, Cooking, HLOD, Navigation, Mobility, Object, Physics, VirtualTexture)) class UVirtualHeightfieldMeshComponent : public [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent)

bBuildMinMaxTextureButton

type: bool

description: Placeholder for details customization button.

bHiddenInEditor

description: Allows us to only see this actor in game and not in the Editor.

bWorldPositionOffsetVelocity

description: Allows material World Position Offset to contribute to velocity rendering.

type: float

description: Distribution multiplier applied only for LOD 0.

description: Target screen size for a LOD 0 tile.

LodBiasScale

description: Scale applied to LodBias texture.

LodDistribution

description: Distribution multiplier applied for each LOD level.

Material

type: TObjectPtr<UMa...

description: The material to apply.

MinMaxTexture

type: TObjectPtr<UHe...

description: Texture object containing minimum and maximum height values.

NumForceLoadLods

description: The number of levels that we force loaded.

NumMinMaxTextureBuildLevels

description: Number of levels to build in the MinMax Texture.

NumOcclusionLods

description: The number of levels that we calculate occlusion volumes for.

VirtualTexture

type: TSoftObjectPtr<...

description: The RuntimeVirtualTextureVolume that contains virtual texture heightmap.

VirtualTextureRef

type: TObjectPtr<ARu...

description: UObjectref resolved from VirtualTexture weak ref.

VirtualTextureThumbnail

type: TObjectPtr<UOb...

description: Placeholder for details customization image.


description: Build the contents of the streaming low mips.

module: VirtualHeightfieldMeshEditor

code: bool BuildMinMaxHeightTexture ( class [UVirtualHeightfieldMeshComponent](API\Plugins\VirtualHeightfieldMesh\UVirtualHeightfieldMeshComponent) * InComponent ) const


description: Returns true if the component describes a runtime virtual texture that has streaming low mips.

code: bool HasMinMaxHeightTexture ( class [UVirtualHeightfieldMeshComponent](API\Plugins\VirtualHeightfieldMesh\UVirtualHeightfieldMeshComponent) * InComponent ) const


className: IVirtualHeightfieldMeshEditorModule

description: Module interface for VirtualHeightfieldMesh editor extensions.

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


className: FVPBookmarkCreationContext

module: VPBookmark

CategoryName

type: FName

description: Category of the Bookmark

ConcertCreator

description: Username of the Concert client who is creating this bookmark.

DisplayName

description: Name of the Bookmark


className: FVPBookmarkJumpToSettings

code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)() struct FVPBookmarkJumpToSettings : public [FBookmarkBaseJumpToSettings](API\Runtime\Engine\Engine\FBookmarkBaseJumpToSettings)


className: FVPBookmarkLifecycleDelegate

code: typedef TMulticastDelegate_OneParam< void, [UVPBookmark](API\Plugins\VPBookmark\UVPBookmark) * > FVPBookmarkLifecycleDelegate


className: FVPBookmarkLifecycleDelegates

code: class FVPBookmarkLifecycleDelegates


className: FVPBookmarkViewportData

JumpToOffsetLocation

type: FVector

LookRotation

type: FRotator


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintNativeEvent, BlueprintCallable, CallInEditor, Category="Bookmarks") void GenerateBookmarkName()


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintNativeEvent, BlueprintCallable, CallInEditor, Category="Bookmarks") void HideBookmarkSplineMeshIndicator()


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintNativeEvent, CallInEditor, Category="Bookmarks") void OnBookmarkActivation ( [UVPBookmark](API\Plugins\VPBookmark\UVPBookmark) * Bookmark, bool bActivate )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintNativeEvent, BlueprintCallable, CallInEditor, Category="Bookmarks") void UpdateBookmarkSplineMeshIndicator()


className: IVPBookmarkProvider

code: class IVPBookmarkProvider : public [IInterface](API\Runtime\CoreUObject\UObject\IInterface)


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

code: virtual void BeginDestroy()


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Bookmarks") [AActor](API\Runtime\Engine\GameFramework\AActor) * GetAssociatedBookmarkActor() const


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


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Bookmarks") bool IsActive() const


description: Called when a bookmark is cleared.

code: virtual void OnCleared()


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

code: virtual void PostInitProperties()


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

code: virtual void PostLoad()


className: UVPBookmark

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(BlueprintType, Category=Bookmark) class UVPBookmark : public [UBookmarkBase](API\Runtime\Engine\Engine\UBookmarkBase)

CachedViewportData

type: FVPBookmarkView...

CreationContext

type: FVPBookmarkCrea...

OwnedActor

type: TLazyObjectPtr<...


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Bookmarks") static [UVPBookmark](API\Plugins\VPBookmark\UVPBookmark) * FindVPBookmark ( const [AActor](API\Runtime\Engine\GameFramework\AActor) * Actor )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Bookmarks") static bool CreateVPBookmarkName ( [AActor](API\Runtime\Engine\GameFramework\AActor) * Bookmark, const [FString](API\Runtime\Core\Containers\FString) & FormatString, [FString](API\Runtime\Core\Containers\FString) & GeneratedNumber, [FString](API\Runtime\Core\Containers\FString) & GeneratedLetter )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Bookmarks", Meta=(WorldContext="WorldContextObject")) static void GetAllVPBookmarkActors ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, [TArray](API\Runtime\Core\Containers\TArray)< [AActor](API\Runtime\Engine\GameFramework\AActor) * > & OutActors )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Bookmarks", Meta=(WorldContext="WorldContextObject")) static void GetAllVPBookmark ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, [TArray](API\Runtime\Core\Containers\TArray)< [UVPBookmark](API\Plugins\VPBookmark\UVPBookmark) * > & OutBookmarks )


className: UVPBookmarkProvider

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


module: VPBookmarkEditor

code: void Construct ( const [FArguments](API\Plugins\VPBookmarkEditor\SVPBookmarkListView\FArguments) & InArgs )


className: FArguments

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


className: SVPBookmarkListView

description: SVPBookmarkListView

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


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Bookmarks") static [AActor](API\Runtime\Engine\GameFramework\AActor) * AddBookmarkAtCurrentLevelEditorPosition ( const [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [AActor](API\Runtime\Engine\GameFramework\AActor) > ActorClass, const [FVPBookmarkCreationContext](API\Plugins\VPBookmark\FVPBookmarkCreationContext) CreationContext, const FVector Offset, const bool bFlattenRotation )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Bookmarks") static void GetAllActorsClassThamImplementsVPBookmarkInterface ( [TArray](API\Runtime\Core\Containers\TArray)< [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [AActor](API\Runtime\Engine\GameFramework\AActor) >> & OutActorClasses )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Bookmarks") static bool JumpToBookmarkInLevelEditorByIndex ( const int32 BookmarkIndex )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Bookmarks") static bool JumpToBookmarkInLevelEditor ( const [UVPBookmark](API\Plugins\VPBookmark\UVPBookmark) * Bookmark )


className: UVPBookmarkEditorBlueprintLibrary


className: WidgetArgsType

code: typedef FArguments WidgetArgsType


description:
This will attempt to modify the underlying VProles.ini file so it must be checked out or made writable or the operation will fail.
Whether the operation succeeded.

module: VPRoles

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Virtual Production|Roles") bool AddRole ( const [FString](API\Runtime\Core\Containers\FString) & RoleName )


description: Implement this for deinitialization of instances of the system

code: virtual void Deinitialize()


className: EGetRolesPtrSource

code: enum EGetRolesPtrSource { Settings, CommandLine, }


className: FOnRolesChangedNative

code: typedef TMulticastDelegate_OneParam< void, const [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & > FOnRolesChangedNative


description:
Get the currently active Virtual Production roles.
The names of the current virtual production roles.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Virtual Production|Roles") [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > GetActiveRoles() const


description: the currently active Virtual Production roles as a comma separated string representation.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Virtual Production|Roles") [FString](API\Runtime\Core\Containers\FString) GetActiveRolesString() const


description:
Get all available roles that can be set as current.
The available roles.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Virtual Production|Roles") [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > GetAllRoles() const


className: FOnRolesChanged

code: class FOnRolesChanged


description: The name of the default VP role ini file.


description: The list of sources that provide VP roles.

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


description: Whether a role is currently active.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Virtual Production|Roles") bool HasActiveRole ( const [FString](API\Runtime\Core\Containers\FString) & Role ) const


description: Whether a role is currently active.

code: bool HasActiveRole ( const [FGameplayTag](API\Runtime\GameplayTags\FGameplayTag) & Role ) const


description: Whether roles were passed through the command line.

code: bool HasCommandLineRoles() const


description: Implement this for initialization of instances of the system

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


description: Whether we are using the roles passed in command line if any.

code: bool IsUsingCommandLineRoles() const


description: Delegate called when the roles are modified, ie. role is added, current roles are replaced, etc.


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Virtual Production|Roles") bool RemoveRole ( const [FString](API\Runtime\Core\Containers\FString) & RoleName )


description: This will clear the previous current roles.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Virtual Production|Roles") void SetActiveRoles ( const [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & Roles )


description: Set whether the command line roles should be used if any were specified.

code: void UseCommandLineRoles ( bool bUseCommandLineRoles )


className: UVirtualProductionRolesSubsystem

description: Subsystem for common Virtual Production roles operations. The machine role(s) in a virtual production context read from the command line. ie. "-VPRole=[Role.SubRole1|Role.SubRole2]"

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class UVirtualProductionRolesSubsystem : public [UEngineSubsystem](API\Runtime\Engine\Subsystems\UEngineSubsystem)

OnRolesChangedBP

type: FOnRolesChanged


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

module: VPRolesEditor

code: virtual void StartupModule()


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: FVPRolesEditorModule

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


description: Deprecated* Use UVirtualProductionRolesSubsystem::GetCurrentVirtualProductionRoles instead.

module: VPSettings

code: const [FGameplayTagContainer](API\Runtime\GameplayTags\FGameplayTagContainer) & GetRoles() const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Virtual Production") static [UVPSettings](API\Plugins\VPSettings\UVPSettings) * GetVPSettings()


className: UVPSettings

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

AperturePresets

type: TArray< float >

description: Default Apertures for for Virtual Camera

bShowRoleInEditor

description: When enabled, the virtual production role(s) will be displayed in the main editor UI.

DefaultISOPresets

description: Default ISOs for Virtual Camera

DefaultShutterSpeedPresets

description: Default Shutter Speeds (1/s) for Virtual Camera

DirectorName

type: FString

description: Default Name for Director

FocalLengthPresets

description: Default Kit of Focal Lengths for Virtual Camera

Roles

type: FGameplayTagCon...

description: The machine role(s) in a virtual production context.

ShowName

description: Default Name for Project


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

module: VPUtilities

code: virtual void Destroyed()


description: Overridable function called whenever this actor is being removed from a level

code: virtual void EndPlay ( const [EEndPlayReason::Type](API\Runtime\Engine\Engine\EEndPlayReason__Type) EndPlayReason )


description: Allow actors to initialize themselves on the C++ side after all of their components have been initialized, only called during gameplay

code: virtual void PostInitializeComponents()


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: If true, actor is ticked even if TickType==LEVELTICK_ViewportsOnly

code: virtual bool ShouldTickIfViewportsOnly() const


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


className: AFullScreenUserWidgetActor

description: Widgets are first rendered to a render target, then that render target is displayed in the world.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Blueprintable, ClassGroup="UserInterface", HideCategories=(Actor, Input, Movement, Collision, Rendering, Transformation, LOD), ShowCategories=("Input|MouseInput", "Input|TouchInput")) class AFullScreenUserWidgetActor : public [AInfo](API\Runtime\Engine\GameFramework\AInfo)

bEditorDisplayRequested

type: bool

description: Display requested and will be executed on the first frame because we can't call BP function in the loading phase

ScreenUserWidget

type: TObjectPtr<UVP...


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, CallInEditor, Category="Bookmarks") void OnBookmarkChanged_Implementation ( [UVPBookmark](API\Plugins\VPBookmark\UVPBookmark) * Bookmark )


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

code: virtual void OnConstruction ( const FTransform & Transform )


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

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


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

code: virtual void Tick ( float DeltaSeconds )


description: Update the mesh color and BookmarkColor variable. Intended for use with multiuser initialization

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, CallInEditor, Category="Default") void UpdateBookmarkColor ( [FLinearColor](API\Runtime\Core\Math\FLinearColor) Color )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, CallInEditor, Category="Bookmarks") void OnBookmarkActivation_Implementation ( [UVPBookmark](API\Plugins\VPBookmark\UVPBookmark) * Bookmark, bool bActivate )


className: AVPBookmarkActor

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)( HideCategories=(Rendering, Lighting, HLOD, Mobile, Navigation, RayTracing, TextureStreaming), CollapseCategories) class AVPBookmarkActor : public [AVPViewportTickableActorBase](API\Plugins\VPUtilities\Actors\AVPViewportTickableActorBase), public [IVPInteraction](API\Plugins\VPUtilities\IVPInteraction), public [IVPBookmarkProvider](API\Plugins\VPBookmark\IVPBookmarkProvider)

BookmarkColor

type: FLinearColor

description: Color of Bookmark in MU Session

BookmarkMaterial

type: TObjectPtr<UMa...

BookmarkMeshComponent

type: TObjectPtr<USt...

description: Mesh Representation in the world

BookmarkObject

description: Reference to Editor BookmarkUObject

CameraComponent

type: TObjectPtr<UCi...

description: CineCamera

IsHome

description: Bool to determine if this bookmark should be designated the home location

NameTextRenderComponent

type: TObjectPtr<UTe...

description: Textrender to display bookmark name

SnapshotTexture

description: Texture reference to store render of viewpoint

SplineMeshComponent

type: TObjectPtr<USp...

description: Splinemesh


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

code: virtual void BeginPlay()


description: Function that gets called from within Map_Check to allow this actor to check itself for any potential errors and register them with map check dialog.

code: virtual void CheckForErrors()


description: Get the current camera used by the virtual production.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintNativeEvent, Category="Virtual Production") [ACineCameraActor](API\Runtime\CinematicCamera\ACineCameraActor) * GetCineCameraActor() const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, CallInEditor, Category="Virtual Production") void MoveLevelToRootActor()


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

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


description: Called after an actor has been moved in the editor

code: virtual void PostEditMove ( bool bFinished )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, CallInEditor, Category="Virtual Production") void ToggleComponentsVisibility()


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


className: AVPRootActor

description: AVPRootActor

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Meta=(DisplayName="VP Root Actor"), HideCategories=(Actor, Collision, Input, HLOD, Replication)) class AVPRootActor : public [AActor](API\Runtime\Engine\GameFramework\AActor)

ArrowComponent

type: TObjectPtr<UAr...

description: Arrow used to see the orientation of the scene in the editor

CinematicCamera

type: TObjectPtr<ACi...

description: Actor used to show the size of the scene.

RealWorldSceneRepresentation

type: TObjectPtr<UMe...

SpriteComponent

type: TObjectPtr<UBi...

description: Billboard used to see the scene in the editor


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

code: virtual void Destroyed()


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintNativeEvent, CallInEditor, BlueprintCallable, Category="Utilities") void EditorDestroyed()


description: Sets the LockLocation variable to disable movement from the translation gizmo

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(CallInEditor, BlueprintCallable, Category="Editor") void EditorLockLocation ( bool bSetLockLocation )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintNativeEvent, CallInEditor, BlueprintCallable, Category="Tick") void EditorTick ( float DeltaSeconds )


description: If true, actor is ticked even if TickType==LEVELTICK_ViewportsOnly

code: virtual bool ShouldTickIfViewportsOnly() const


code: virtual void Tick ( float DeltaSeconds )


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


className: AVPViewportTickableActorBase

description: Actor that tick in the Editor viewport with the event EditorTick.

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

ViewportTickType

type: EVPViewportTick...

description: Where the actor should be ticked.


className: EVPViewportTickableFlags

code: enum EVPViewportTickableFlags { Editor = 1 << 0, Game = 1 << 1, EditorPreview = 1 << 2, GamePreview = 1 << 3, }


className: operator&=

code: [EVPViewportTickableFlags](API\Plugins\VPUtilities\Actors\EVPViewportTickableFlags) & operator&= ( [EVPViewportTickableFlags](API\Plugins\VPUtilities\Actors\EVPViewportTickableFlags) & Lhs, [EVPViewportTickableFlags](API\Plugins\VPUtilities\Actors\EVPViewportTickableFlags) Rhs )


className: operator~

code: constexpr [EVPViewportTickableFlags](API\Plugins\VPUtilities\Actors\EVPViewportTickableFlags) operator~ ( [EVPViewportTickableFlags](API\Plugins\VPUtilities\Actors\EVPViewportTickableFlags) E )


className: operator^

code: constexpr [EVPViewportTickableFlags](API\Plugins\VPUtilities\Actors\EVPViewportTickableFlags) operator^ ( [EVPViewportTickableFlags](API\Plugins\VPUtilities\Actors\EVPViewportTickableFlags) Lhs, [EVPViewportTickableFlags](API\Plugins\VPUtilities\Actors\EVPViewportTickableFlags) Rhs )


className: operator^=

code: [EVPViewportTickableFlags](API\Plugins\VPUtilities\Actors\EVPViewportTickableFlags) & operator^= ( [EVPViewportTickableFlags](API\Plugins\VPUtilities\Actors\EVPViewportTickableFlags) & Lhs, [EVPViewportTickableFlags](API\Plugins\VPUtilities\Actors\EVPViewportTickableFlags) Rhs )


className: operator!

code: constexpr bool operator! ( [EVPViewportTickableFlags](API\Plugins\VPUtilities\Actors\EVPViewportTickableFlags) E )


className: UVPWorldAssetUserData

description: UVPWorldAssetUserData

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(MinimalAPI) class UVPWorldAssetUserData : public [UAssetUserData](API\Runtime\Engine\Engine\UAssetUserData)

LastSelectedRootActor

type: TLazyObjectPtr<...


code: virtual [AActor](API\Runtime\Engine\GameFramework\AActor) * ChoosePlayerStart_Implementation ( [AController](API\Runtime\Engine\GameFramework\AController) * Player )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintGetter, Category="Virtual Production") [AVPRootActor](API\Plugins\VPUtilities\Actors\AVPRootActor) * GetRootActor() const


className: AVPGameMode

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


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintNativeEvent, BlueprintCallable, CallInEditor, Category="Virtual Production") void OnCreateContextMenu()


className: IVPContextMenuProvider

code: class IVPContextMenuProvider : public [IInterface](API\Runtime\CoreUObject\UObject\IInterface)


description: Called when actor is dropped from Carry state by the VREd interactor

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintNativeEvent, CallInEditor, BlueprintCallable, Category="VirtualScouting|Interaction") void OnActorDroppedFromCarry()


description: Called when dropped by VRTool

code: void OnActorDroppedFromTransform()


description: Called when an actor is selected by the VREd interactor

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintNativeEvent, CallInEditor, BlueprintCallable, Category="VirtualScouting|Interaction") void OnActorSelectedForTransform()


className: IVPInteraction

code: class IVPInteraction : public [IInterface](API\Runtime\CoreUObject\UObject\IInterface)


code: enum EVPCameraRigSpawnLinearApproximationMode { None, Density, IntegrationStep, }


className: FVPCameraRigSpawnParams

description: Parameters used to custom the CameraRig that's created.

bUseFirstPointAsSpawnLocation

description: Use the first vector of input as the spawn transform. Causes RigTransform to be completely ignored.

bUseWorldSpace

description: Use world space (as opposed to local space) for points.

LinearApproximationMode

type: EVPCameraRigSpa...

description: Causes a linear approximation of the spline points to be generated instead of relying purely on the passed in points / curves.

LinearApproximationParam

type: float

description: This is only used if LinearApproximationMode is not None.


description: Trigger an UnrealEd Delete

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Virtual Production") static bool EditorDeleteSelectedObjects()


description: Trigger an UnrealEd Duplicate

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Virtual Production") static bool EditorDuplicate()


description: Trigger an UnrealEd Undo

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Virtual Production") static bool EditorUndo()


description: Trigger an UnrealEd Redo

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Virtual Production") static bool EditorRedo()


description: Get the location of the 2D viewport camera

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Virtual Production") static FTransform GetEditorViewportTransform()


description: Get the VR room transform (the playable area shown as a wireframe cage on Vive and Rift

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Virtual Production") static FTransform GetEditorVRRoomTransform()


description: Get the location of the VR HMD

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Virtual Production") static FTransform GetEditorVRHeadTransform()


description: Wrapper aroundUUnrealEditorSubsystem::GetEditorWorld. Used because you can't get the subsystem without being an editor utility actor.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Virtual Production") static [UWorld](API\Runtime\Engine\Engine\UWorld) * GetEditorWorld()


description: Get the location of the left interactor, in world space

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Virtual Production") static FVector GetLeftInteractorLocation()


description: The machine role(s) in a virtual production context.


description: Get the hitlocation of the interaction controller's laser pointer, in world space

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Virtual Production") static FVector GetVREditorLaserHoverLocation()


description: Refresh the desktop 3D viewport so that it updates changes even when not set to 'Realtime'

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Virtual Production") static void Refresh3DEditorViewport()


description: Set the VR grab speed cvar

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Virtual Production") static void SetGrabSpeed ( const float Speed )


description: Spawn a virtual production bookmark

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Virtual Production") static [AActor](API\Runtime\Engine\GameFramework\AActor) * SpawnBookmarkAtCurrentLevelEditorPosition ( const [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [AActor](API\Runtime\Engine\GameFramework\AActor) > ActorClass, const [FVPBookmarkCreationContext](API\Plugins\VPBookmark\FVPBookmarkCreationContext) CreationContext, const FVector Offset, const bool bFlattenRotation )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="VPBookmarks") static void VPBookmarkSplineMeshIndicatorSetStartAndEnd ( [USplineMeshComponent](API\Runtime\Engine\Components\USplineMeshComponent) * SplineMesh )


description: Spawn a virtual production tickable actor

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Virtual Production") static [AVPViewportTickableActorBase](API\Plugins\VPUtilities\Actors\AVPViewportTickableActorBase) * SpawnVPTickableActor ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * ContextObject, const [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [AVPViewportTickableActorBase](API\Plugins\VPUtilities\Actors\AVPViewportTickableActorBase) > ActorClass, const FVector Location, const FRotator Rotation )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="VPBookmarks") static void VPBookmarkSplineMeshIndicatorDisable ( [USplineMeshComponent](API\Runtime\Engine\Components\USplineMeshComponent) * SplineMesh )


className: UVPBlueprintLibrary

description: Functionality added to prototype the VR scouting tools

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


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Virtual Production") static [ACameraRig_Rail](API\Runtime\CinematicCamera\ACameraRig_Rail) * SpawnCameraRigFromActors ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, const FTransform & RigTransform, const [TArray](API\Runtime\Core\Containers\TArray)< [AActor](API\Runtime\Engine\GameFramework\AActor) * > & Actors, const [FVPCameraRigSpawnParams](API\Plugins\VPUtilities\Libraries\FVPCameraRigSpawnParams) & Params )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Virtual Production") static [ACameraRig_Rail](API\Runtime\CinematicCamera\ACameraRig_Rail) * SpawnCameraRigFromPoints ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, const FTransform & RigTransform, const [TArray](API\Runtime\Core\Containers\TArray)< FVector > & Points, const [FVPCameraRigSpawnParams](API\Plugins\VPUtilities\Libraries\FVPCameraRigSpawnParams) & Params )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Virtual Production") static [ACameraRig_Rail](API\Runtime\CinematicCamera\ACameraRig_Rail) * SpawnCameraRigFromSelectedActors ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, const FTransform & RigTransform, const [FVPCameraRigSpawnParams](API\Plugins\VPUtilities\Libraries\FVPCameraRigSpawnParams) & Params )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Virtual Production") static [ACameraRig_Rail](API\Runtime\CinematicCamera\ACameraRig_Rail) * SpawnDollyTrackFromPoints ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, const [TArray](API\Runtime\Core\Containers\TArray)< FTransform > & Points, [ESplinePointType::Type](API\Runtime\Engine\Components\ESplinePointType__Type) InterpType )


className: UVPCameraBlueprintLibrary

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


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Virtual Production") static [ACameraRig_Rail](API\Runtime\CinematicCamera\ACameraRig_Rail) * SpawnDollyTrackFromPointsSmooth ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, const [TArray](API\Runtime\Core\Containers\TArray)< FTransform > & Points, [ESplinePointType::Type](API\Runtime\Engine\Components\ESplinePointType__Type) InterpType )


description: Returns a functor to activate a scene view extension when theFViewportin the SceneViewExtensionContext is selectively:

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Virtual Production|Rendering") static void GenerateSceneViewExtensionIsActiveFunctorForViewportType ( [FSceneViewExtensionIsActiveFunctor](API\Runtime\Engine\FSceneViewExtensionIsActiveFunct-) & OutIsActiveFunction, bool bPIE, bool bSIE, bool bEditorActive, bool bGamePrimary )


className: UVPRenderingBlueprintLibrary

description: Blueprint function library supporting Virtual Production rendering use cases.


className: UVPBookmarkSettings

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

BookmarkLabelMaterialPath

type: FSoftObjectPath

description: Bookmark label material class to use for Bookmark actor

BookmarkMaterialPath

description: Bookmark mesh material to use for Bookmark actor

BookmarkMeshPath

description: Bookmark mesh to use for Bookmark actor

BookmarkSplineMeshMaterialPath

description: Bookmark spline mesh material to use for Bookmark actor

BookmarkSplineMeshPath

description: Bookmark spline mesh to use for Bookmark actor


className: UVPContextMenuProvider

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


className: UVPInteraction

description: This class does not need to be modified.

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


description: This CustomTimeStep became the Engine's CustomTimeStep.

code: virtual bool Initialize ( [UEngine](API\Runtime\Engine\Engine\UEngine) * InEngine )


description: The state of the CustomTimeStep.

code: virtual ECustomTimeStepSynchronizationState GetSynchronizationState() const


description: This CustomTimeStep stop being the Engine's CustomTimeStep.

code: virtual void Shutdown ( [UEngine](API\Runtime\Engine\Engine\UEngine) * InEngine )


description:
Update FApp::CurrentTime/FApp::DeltaTime and optionally wait until the end of the frame.
true if the Engine's TimeStep should also be performed; false otherwise.

code: virtual bool UpdateTimeStep ( [UEngine](API\Runtime\Engine\Engine\UEngine) * InEngine )


className: EVPWidgetDisplayType

code: enum EVPWidgetDisplayType { Inactive, Viewport, PostProcessWithBlendMaterial, Composure, PostProcessSceneViewExtension, }


className: UVPTimecodeCustomTimeStep

description: Control the engine's time step via the engine's TimecodeProvider. Will sleep and wake up engine when the a new frame is available.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Blueprintable, EditInlineNew, Meta=(DisplayName="Timecode Custom Time Step")) class UVPTimecodeCustomTimeStep : public [UFixedFrameRateCustomTimeStep](API\Runtime\TimeManagement\UFixedFrameRateCustomTimeStep)

bErrorIfFrameAreNotConsecutive

type: bool

description: If true, stop the CustomTimeStep if the new timecode value doesn't follow the previous timecode value.

bErrorIfTimecodeProviderChanged

description: If true, stop the CustomTimeStep if the engine's TimeProvider changed since last frame.

MaxDeltaTime

description: If the timecode doesn't change after that amount of time, stop the CustomTimeStep.


className: EAssetThumbnailDisplayMode

code: enum EAssetThumbnailDisplayMode { EditorThumbnail, FallbackImage, }


code: bool CreateRenderer ( [UWorld](API\Runtime\Engine\Engine\UWorld) * World, [UUserWidget](API\Runtime\UMG\Blueprint\UUserWidget) * Widget, [TAttribute](API\Runtime\Core\Misc\TAttribute)< float > InDPIScale )


code: [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [SVirtualWindow](API\Runtime\Slate\Widgets\SVirtualWindow) > GetSlateWindow() const


description: Deinits this output type

code: virtual void Hide ( [UWorld](API\Runtime\Engine\Engine\UWorld) * World )


code: void TickRenderer ( [UWorld](API\Runtime\Engine\Engine\UWorld) * World, float DeltaSeconds )


description: Defaults to GetFirstActiveLevelViewport(). |

bReceiveHardwareInput

description: Register with the viewport for hardware input from the mouse and keyboard.

bUseWidgetDrawSize

description: Whether to overwrite the size of the rendered widget.

bWindowFocusable

description: Is the virtual window created to host the widget focusable?

EditorTargetViewport

type: TWeakPtr<FScen...

description: The viewport to use for displaying.


description: Functors may be registered before or after the widget is displayed that is before Display(...) is called. All functors are not retained when Hide(...) is called: they are removed

code: void RegisterIsActiveFunctor ( [FSceneViewExtensionIsActiveFunctor](API\Runtime\Engine\FSceneViewExtensionIsActiveFunct-) IsActiveFunctor )


code: void Tick ( [UWorld](API\Runtime\Engine\Engine\UWorld) * World, float DeltaSeconds )


code: virtual void ReleaseRenderer()


description: Renders widget in post process phase by using Scene View Extensions (SVE).


code: bool Display ( [UWorld](API\Runtime\Engine\Engine\UWorld) * World, [UUserWidget](API\Runtime\UMG\Blueprint\UUserWidget) * Widget, bool bInRenderToTextureOnly, [TAttribute](API\Runtime\Core\Misc\TAttribute)< float > InDPIScale )


code: void SetCustomPostProcessSettingsSource ( [TWeakObjectPtr](API\Runtime\Core\UObject\TWeakObjectPtr)< [UObject](API\Runtime\CoreUObject\UObject\UObject) > InCustomPostProcessSettingsSource )


description: Renders widget by adding it as a blend material.

ComposureLayerTargets

type: TArray<TObject...

description: List of composure layers that are expecting to use the WidgetRenderTarget.


code: void Hide ( [UWorld](API\Runtime\Engine\Engine\UWorld) * World )


code: bool Display ( [UWorld](API\Runtime\Engine\Engine\UWorld) * World, [UUserWidget](API\Runtime\UMG\Blueprint\UUserWidget) * Widget, [TAttribute](API\Runtime\Core\Misc\TAttribute)< float > InDPIScale )


EditorTargetViewport

description: The viewport to use for displaying. Defaults to GetFirstActiveLevelViewport().


description: Gets the widget used for displaying in editor. Returns nullptr in non-editor builds. This type must be cast toUAssetThumbnailWidgetmanually (due to Unreal Header Tool restrictions).

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Appearance") [UObject](API\Runtime\CoreUObject\UObject\UObject) * GetEditorAssetWidget() const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Appearance") FIntPoint GetEditorThumbnailResolution() const


description: Gets the palette category of the widget

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


description: Function implemented by all subclasses ofUWidgetis called when the underlyingSWidgetneeds to be constructed.

code: virtual [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > RebuildWidget()


code: virtual void ReleaseSlateResources ( bool bReleaseChildren )


description: Sets the asset to display. Has no effect in non-editor builds.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Appearance") void SetAsset ( const [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) & AssetData )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Appearance") void SetAssetByObject ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object )


description: Sets the display mode. Only has an effect in editor builds because packaged games always display in FallbackImage mode.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Appearance") void SetDisplayMode ( [EAssetThumbnailDisplayMode](API\Plugins\VPUtilities\Widgets\EAssetThumbnailDisplayMode) Mode )


description: Sets the resolution of the editor thumbnail

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Appearance") void SetEditorThumbnailResolution ( const FIntPoint & NewResolution )


description: Sets the fallback image to display.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Appearance") void SetFallbackBrush ( const [FSlateBrush](API\Runtime\SlateCore\Styling\FSlateBrush) & NewFallbackBrush )


className: UVPAssetThumbnailWrapperWidget

description: Version ofUAssetThumbnailWidgetthat compiles in packaged games. In editor builds, a thumbnail widget is displayed. In packaged builds, a fallbackSImageis displayed.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(DisplayName="Asset Thumbnail Widget (Editor & Game)") class UVPAssetThumbnailWrapperWidget : public [UWidget](API\Runtime\UMG\Components\UWidget)


description: Applies all properties to the native widget if possible. This is called after a widget is constructed. It can also be called by the editor to update modified state, so ensure all initialization to a widgets properties are performed here, or the property and visual state may become unsynced.

code: virtual void SynchronizeProperties()


code: virtual bool Display ( [UWorld](API\Runtime\Engine\Engine\UWorld) * World )


code: static constexpr bool DoesDisplayTypeUsePostProcessSettings ( [EVPWidgetDisplayType](API\Plugins\VPUtilities\Widgets\EVPWidgetDisplayType) Type )


code: FVector2D FindSceneViewportSize()


code: [EVPWidgetDisplayType](API\Plugins\VPUtilities\Widgets\EVPWidgetDisplayType) GetDisplayType ( [UWorld](API\Runtime\Engine\Engine\UWorld) * World ) const


description: Returns the base post process settings for the given type if DoesDisplayTypeUsePostProcessSettings(Type) returns true.

code: [FVPFullScreenUserWidget_PostProcessBase](API\Plugins\VPUtilities\Widgets\Fullscreen\FVPFullScreenUse-) * GetPostProcessDisplayTypeSettingsFor ( [EVPWidgetDisplayType](API\Plugins\VPUtilities\Widgets\EVPWidgetDisplayType) Type )


code: const [FVPFullScreenUserWidget_PostProcessBase](API\Plugins\VPUtilities\Widgets\Fullscreen\FVPFullScreenUse-) * GetPostProcessDisplayTypeSettingsFor ( [EVPWidgetDisplayType](API\Plugins\VPUtilities\Widgets\EVPWidgetDisplayType) Type ) const


description: Get a pointer to the inner widget. Note: This should not be stored!

code: [UUserWidget](API\Runtime\UMG\Blueprint\UUserWidget) * GetWidget() const


description: Gets the widget class being displayed

code: [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UUserWidget](API\Runtime\UMG\Blueprint\UUserWidget) > GetWidgetClass() const


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

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


description: Resets the TargetViewport

code: void ResetEditorTargetViewport()


description: If usingEVPWidgetDisplayType::PostProcessWithBlendMaterial, you can specify a custom post process settings that should be modified.Bydefault, a new post process component is added toAWorldSettings.

code: void SetCustomPostProcessSettingsSource ( [TWeakObjectPtr](API\Runtime\Core\UObject\TWeakObjectPtr)< [UObject](API\Runtime\CoreUObject\UObject\UObject) > InCustomPostProcessSettingsSource )


description: Sets the way the widget is supposed to be displayed

code: void SetDisplayTypes ( [EVPWidgetDisplayType](API\Plugins\VPUtilities\Widgets\EVPWidgetDisplayType) InEditorDisplayType, [EVPWidgetDisplayType](API\Plugins\VPUtilities\Widgets\EVPWidgetDisplayType) InGameDisplayType, [EVPWidgetDisplayType](API\Plugins\VPUtilities\Widgets\EVPWidgetDisplayType) InPIEDisplayType )


description: Overrides the viewport to use for displaying. Defaults to GetFirstActiveLevelViewport().

code: void SetEditorTargetViewport ( [TWeakPtr](API\Runtime\Core\Templates\TWeakPtr)< [FSceneViewport](API\Runtime\Engine\Slate\FSceneViewport) > InTargetViewport )


description: Sets the widget class to be displayed. This must be called while not widget is being displayed - the class will not be updated whileIsDisplayed().

code: void SetWidgetClass ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UUserWidget](API\Runtime\UMG\Blueprint\UUserWidget) > InWidgetClass )


code: bool ShouldDisplay ( [UWorld](API\Runtime\Engine\Engine\UWorld) * World ) const


code: virtual void Tick ( float DeltaTime )


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


className: UVPFullScreenUserWidget

description: Will set the Widgets on a viewport either by Widgets are first rendered to a render target, then that render target is displayed in the world.

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

EditorDisplayType

type: EVPWidgetDispla...

description: The display type when the world is an editor world.

GameDisplayType

description: The display type when the world is a game world.

PIEDisplayType

description: The display type when the world is a PIE world.

PostProcessDisplayTypeWithBlendMaterial

type: FVPFullScreenUs...

description: Behavior when the widget is rendered via a post process material via post process volume settings; the widget is added only over area rendered by anamorphic squeeze.

PostProcessWithSceneViewExtensions

description: Behavior when the widget is rendered via a post process material via SceneViewExtensions; the widget is added over entire viewport, ignoring anamorphic squeeze.

ViewportDisplayType

description: Behavior when the widget should be display by the slate attached to the viewport.

WidgetClass

type: TSubclassOf<UU...

description: The class of User Widget to create and display an instance of


className: AVPEditorTickableActorBase

description: Actor that tick in the Editor viewport with the event EditorTick.

module: VPUtilitiesEditor


className: AVPTransientEditorTickableActorBase

description: Specific VPEditorTickableActor explicitely marked as Transient

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Abstract, Transient) class AVPTransientEditorTickableActorBase : public [AVPEditorTickableActorBase](API\Plugins\VPUtilitiesEditor\AVPEditorTickableActorBase)


className: AVRTool

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


className: EVProdPanelIDs

code: enum EVProdPanelIDs { Main, Left, Right, Context, Timeline, Measure, Gaffer, }


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

code: static [IVPUtilitiesEditorModule](API\Plugins\VPUtilitiesEditor\IVPUtilitiesEditorModule) & Get()


description: Get an OSC server that can be started at the module's startup.

code: [UOSCServer](API\Plugins\OSC\UOSCServer) * GetOSCServer() const


description: Returns the Placement Mode Info for the Virtual Production category. The category will be registered if it has not already been.

code: const [FPlacementCategoryInfo](API\Editor\PlacementMode\FPlacementCategoryInfo) * GetVirtualProductionPlacementCategoryInfo() const


className: IVPUtilitiesEditorModule

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


description: Construct this widget

code: void Construct ( const [FArguments](API\Plugins\VPUtilitiesEditor\STimecodeProvider\FArguments) & InArgs )


description: Should display the TimecodeProvider's frame rate

code: WidgetArgsType & DisplayFrameRate &40; bool InArg &41;


description: Should display the label (hours, mins, secs, frames)

code: WidgetArgsType & DisplayLabel &40; const TAttribute< bool > & InAttribute &41;


description: Should display the TimecodeProvider's synchronization state

code: WidgetArgsType & DisplaySynchronizationState &40; bool InArg &41;


description: The color for this label text

code: WidgetArgsType & LabelColor &40; const TAttribute< FSlateColor > & InAttribute &41;


description: The font for this label text

code: WidgetArgsType & LabelFont &40; const TAttribute< FSlateFontInfo > & InAttribute &41;