code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)(Meta=(Abstract, TemplateName="RBF Quaternion", Keywords="RBF,Interpolate,Quaternion")) struct FRigVMFunction_MathRBFInterpolateQuatBase : public [FRigVMFunction_MathRBFInterpolateBase](API\Plugins\RigVM\RigVMFunctions\Math\FRigVMFunction_MathRBFInterpolat-)

DistanceFunction

type: ERBFQuatDistanc...

SmoothingFunction

type: ERBFKernelType


description: Execute logic for this struct

module: RigVM

code: virtual void Execute()


code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)(Meta=(Abstract, DisplayName="RBF Quaternion to Color")) struct FRigVMFunction_MathRBFInterpolateQuatColor : public [FRigVMFunction_MathRBFInterpolateQuatBase](API\Plugins\RigVM\RigVMFunctions\Math\FRigVMFunction_MathRBFInterpolat-_1)

Output

type: FLinearColor

Targets

type: TArray<FMathRB...


code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)(Meta=(Abstract, DisplayName="RBF Quaternion to Float")) struct FRigVMFunction_MathRBFInterpolateQuatFloat : public [FRigVMFunction_MathRBFInterpolateQuatBase](API\Plugins\RigVM\RigVMFunctions\Math\FRigVMFunction_MathRBFInterpolat-_1)

Output

type: float


code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)(Meta=(Abstract, DisplayName="RBF Quaternion to Quaternion")) struct FRigVMFunction_MathRBFInterpolateQuatQuat : public [FRigVMFunction_MathRBFInterpolateQuatBase](API\Plugins\RigVM\RigVMFunctions\Math\FRigVMFunction_MathRBFInterpolat-_1)

type: FQuat


code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)(Meta=(Abstract, DisplayName="RBF Quaternion to Vector")) struct FRigVMFunction_MathRBFInterpolateQuatVector : public [FRigVMFunction_MathRBFInterpolateQuatBase](API\Plugins\RigVM\RigVMFunctions\Math\FRigVMFunction_MathRBFInterpolat-_1)

type: FVector


code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)(Meta=(Abstract, DisplayName="RBF Quaternion to Transform")) struct FRigVMFunction_MathRBFInterpolateQuatXform : public [FRigVMFunction_MathRBFInterpolateQuatBase](API\Plugins\RigVM\RigVMFunctions\Math\FRigVMFunction_MathRBFInterpolat-_1)

type: FTransform


code: template<typename T> static void GetInterpolatedWeights ( [FRigVMFunction_MathRBFInterpolateVectorWorkData](API\Plugins\RigVM\RigVMFunctions\Math\FRigVMFunction_M-_7) & WorkData, const [TArrayView](API\Runtime\Core\Containers\TArrayView)< const T > & Targets, const FVector & Input, [ERBFVectorDistanceType](API\Plugins\RigVM\RigVMFunctions\Math\ERBFVectorDistanceType) DistanceFunction, [ERBFKernelType](API\Plugins\RigVM\RigVMFunctions\Math\ERBFKernelType) SmoothingFunction, float SmoothingRadius, bool bNormalizeOutput, [TArray](API\Runtime\Core\Containers\TArray)< float > & Weights )


code: static uint64 HashTargets ( const [TArrayView](API\Runtime\Core\Containers\TArrayView)< const FVector > & Targets )


code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)(Meta=(Abstract, TemplateName="RBF Vector", Keywords="RBF,Interpolate,Vector")) struct FRigVMFunction_MathRBFInterpolateVectorBase : public [FRigVMFunction_MathRBFInterpolateBase](API\Plugins\RigVM\RigVMFunctions\Math\FRigVMFunction_MathRBFInterpolat-)

bNormalizeOutput

type: bool

DistanceFunction

type: ERBFVectorDista...


code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)(Meta=(Abstract, DisplayName="RBF Vector to Quat", Keywords="RBF,Interpolate,Vector")) struct FRigVMFunction_MathRBFInterpolateVectorQuat : public [FRigVMFunction_MathRBFInterpolateVectorBase](API\Plugins\RigVM\RigVMFunctions\Math\FRigVMFunction_MathRBFInterpolat-_7)


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


description: Treats the provided transforms as a chain with global / local transforms, and projects each transform into the target space. Optionally you can provide a custom parent indices array, with which you can represent more than just chains.

code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)( Meta=(DisplayName="Make Transform Array Relative", Keywords="Local,Global,Absolute,Array,Accumulate")) struct FRigVMFunction_MathTransformAccumulateArray : public [FRigVMFunction_MathTransformMutableBase](API\Plugins\RigVM\RigVMFunctions\Math\FRigVMFunction_MathTransformMuta-)

ParentIndices

type: TArray< int32 >

description: If this array is the same size as the transforms array the indices will be used to look up each transform's parent.

Root

description: Provides the parent transform for the root

TargetSpace

type: ERigVMTransform...

description: Defines the space to project to

Transforms

type: TArray< FTransf...


description: Decomposes a Transform Array to its components.

code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)( Meta=(DisplayName="Transform Array to SRT", Keywords="EulerTransform,Scale,Rotation,Orientation,Translation,Location")) struct FRigVMFunction_MathTransformArrayToSRT : public [FRigVMFunction_MathTransformBase](API\Plugins\RigVM\RigVMFunctions\Math\FRigVMFunction_MathTransformBase)

Rotations

type: TArray< FQuat >

Scales

type: TArray< FVector...


code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)(Meta=(Abstract, Category="Math|Transform", MenuDescSuffix="(Transform)")) struct FRigVMFunction_MathTransformBase : public [FRigVMFunction_MathBase](API\Plugins\RigVM\RigVMFunctions\Math\FRigVMFunction_MathBase)


description: Clamps a position using a plane collision, cylindric collision or spherical collision.

code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)( Meta=(DisplayName="Clamp Spatially", TemplateName="ClampSpatially", Keywords="Collide,Collision")) struct FRigVMFunction_MathTransformClampSpatially : public [FRigVMFunction_MathTransformBase](API\Plugins\RigVM\RigVMFunctions\Math\FRigVMFunction_MathTransformBase)

Axis

type: TEnumAsByte<EA...

Space

description: The space this spatial clamp happens within. The input position will be projected into this space.

Type

type: TEnumAsByte<ER...


description: Composes a Transform (and Euler Transform) from its components.

code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)( Meta=(DisplayName="Transform from SRT", Keywords="EulerTransform,Scale,Rotation,Orientation,Translation,Location")) struct FRigVMFunction_MathTransformFromSRT : public [FRigVMFunction_MathTransformBase](API\Plugins\RigVM\RigVMFunctions\Math\FRigVMFunction_MathTransformBase)

EulerTransform

type: FEulerTransform

RotationOrder

type: EEulerRotationO...


description: Returns the negative value


description: Execute logic for this struct


description: Linearly interpolates between A and B using the ratio T


description: Returns the absolute global transform within a parent's transform

code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)( Meta=(DisplayName="Make Absolute", TemplateName="Make Absolute", Keywords="Local,Global,Relative")) struct FRigVMFunction_MathTransformMakeAbsolute : public [FRigVMFunction_MathTransformBase](API\Plugins\RigVM\RigVMFunctions\Math\FRigVMFunction_MathTransformBase)


description: Returns the relative local transform within a parent's transform

code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)( Meta=(DisplayName="Make Relative", TemplateName="Make Relative", Keywords="Local,Global,Absolute")) struct FRigVMFunction_MathTransformMakeRelative : public [FRigVMFunction_MathTransformBase](API\Plugins\RigVM\RigVMFunctions\Math\FRigVMFunction_MathTransformBase)


description: Makes a transform from its components


description: Mirror a transform about a central transform.

AxisToFlip

description: The axis to flip for rotations

CentralTransform

description: The transform about which to mirror.

MirrorAxis

description: The axis to mirror against


description: Returns the product of the two values


description: Rotates a given vector (direction) by the transform

code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)( Meta=(DisplayName="Rotate Vector", TemplateName="Rotate Vector", Keywords="Transform,Direction,TransformDirection")) struct FRigVMFunction_MathTransformRotateVector : public [FRigVMFunction_MathTransformBase](API\Plugins\RigVM\RigVMFunctions\Math\FRigVMFunction_MathTransformBase)


code: virtual [FRigVMStructUpgradeInfo](API\Plugins\RigVM\RigVMCore\FRigVMStructUpgradeInfo) GetUpgradeInfo() const


description: Return one of the two values based on the condition


description: Multiplies a given vector (location) by the transform


description: Returns the absolute (positive) value


description: Returns the sum of the two values


description: Returns the angle between two vectors in radians

code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)(Meta=(DisplayName="Angle Between", TemplateName="AngleBetween")) struct FRigVMFunction_MathVectorAngle : public [FRigVMFunction_MathVectorBase](API\Plugins\RigVM\RigVMFunctions\Math\FRigVMFunction_MathVectorBase)


description: Execute logic for this rig unit

code: virtual void Execute()


description: Returns the average of the given array

code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)(Meta=(DisplayName="Array Average", TemplateName="ArrayAverage")) struct FRigVMFunction_MathVectorArrayAverage : public [FRigVMFunction_MathVectorBase](API\Plugins\RigVM\RigVMFunctions\Math\FRigVMFunction_MathVectorBase)


description: Returns the sum of the given array

code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)(Meta=(DisplayName="Array Sum", TemplateName="ArraySum")) struct FRigVMFunction_MathVectorArraySum : public [FRigVMFunction_MathVectorBase](API\Plugins\RigVM\RigVMFunctions\Math\FRigVMFunction_MathVectorBase)


code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)(Meta=(Abstract, Category="Math|Vector", MenuDescSuffix="(Vector)")) struct FRigVMFunction_MathVectorBase : public [FRigVMFunction_MathBase](API\Plugins\RigVM\RigVMFunctions\Math\FRigVMFunction_MathBase)


description: Execute logic for this struct


description: Returns the 4 point bezier interpolation

code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)(Meta=(DisplayName="Bezier Four Point", Deprecated="5.0")) struct FRigVMFunction_MathVectorBezierFourPoint : public [FRigVMFunction_MathVectorBase](API\Plugins\RigVM\RigVMFunctions\Math\FRigVMFunction_MathVectorBase)

Bezier

type: FRigVMFourPoint...


description: Returns the closest higher full number (integer) of the value for each component


description: Clamps the given value within the range provided by minimum and maximum for each component


description: Clamps the length of a given vector between a minimum and maximum

code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)( Meta=(DisplayName="ClampLength", TemplateName="ClampLength", Keywords="Unit,Normalize,Scale")) struct FRigVMFunction_MathVectorClampLength : public [FRigVMFunction_MathVectorBase](API\Plugins\RigVM\RigVMFunctions\Math\FRigVMFunction_MathVectorBase)


code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)( Meta=(DisplayName="Clamp Spatially", TemplateName="ClampSpatially", Keywords="Collide,Collision")) struct FRigVMFunction_MathVectorClampSpatially : public [FRigVMFunction_MathVectorBase](API\Plugins\RigVM\RigVMFunctions\Math\FRigVMFunction_MathVectorBase)

DebugColor

type: FLinearColor


description: Returns the cross product between two vectors

code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)(Meta=(DisplayName="Cross", TemplateName="Cross", Keywords="^")) struct FRigVMFunction_MathVectorCross : public [FRigVMFunction_MathVectorBinaryOp](API\Plugins\RigVM\RigVMFunctions\Math\FRigVMFunction_MathVectorBinaryO-)


description: Returns the degrees of a given value in radians


description: Returns the distance from A to B

code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)(Meta=(DisplayName="Distance Between", TemplateName="Distance")) struct FRigVMFunction_MathVectorDistance : public [FRigVMFunction_MathVectorBase](API\Plugins\RigVM\RigVMFunctions\Math\FRigVMFunction_MathVectorBase)

Result

type: float


description: Returns the division of the two values


description: Returns the dot product between two vectors


description: Returns true if the value A equals B

code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)(Meta=(DisplayName="Equals", TemplateName="Equals", Keywords="Same,==", Deprecated="5.1")) struct FRigVMFunction_MathVectorEquals : public [FRigVMFunction_MathVectorBase](API\Plugins\RigVM\RigVMFunctions\Math\FRigVMFunction_MathVectorBase)


description: Returns the closest lower full number (integer) of the value for each component


description: Makes a vector from a single double

code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)( Meta=(DisplayName="From Float", TemplateName="Cast", ExecuteContext="FRigVMExecuteContext", Keywords="Make,Construct")) struct FRigVMFunction_MathVectorFromDouble : public [FRigVMFunction_MathVectorBase](API\Plugins\RigVM\RigVMFunctions\Math\FRigVMFunction_MathVectorBase)

Value

type: double


description: Makes a vector from a single float

code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)( Meta=(DisplayName="From Float", TemplateName="Cast", ExecuteContext="FRigVMExecuteContext", Keywords="Make,Construct")) struct FRigVMFunction_MathVectorFromFloat : public [FRigVMFunction_MathVectorBase](API\Plugins\RigVM\RigVMFunctions\Math\FRigVMFunction_MathVectorBase)

Result

type: FVector


description: Returns true if the value A is almost equal to B

code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)( Meta=(DisplayName="Is Nearly Equal", TemplateName="IsNearlyEqual", Keywords="AlmostEqual,==")) struct FRigVMFunction_MathVectorIsNearlyEqual : public [FRigVMFunction_MathVectorBase](API\Plugins\RigVM\RigVMFunctions\Math\FRigVMFunction_MathVectorBase)


description: Returns true if the value is nearly zero

code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)(Meta=(DisplayName="Is Nearly Zero", TemplateName="IsNearlyZero", Keywords="AlmostZero,0")) struct FRigVMFunction_MathVectorIsNearlyZero : public [FRigVMFunction_MathVectorBase](API\Plugins\RigVM\RigVMFunctions\Math\FRigVMFunction_MathVectorBase)


description: Execute logic for this struct


description: Returns the length of the vector


description: Returns the squared length of the vector

code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)( Meta=(DisplayName="Length Squared", TemplateName="LengthSquared", Keywords="Length,Size,Magnitude")) struct FRigVMFunction_MathVectorLengthSquared : public [FRigVMFunction_MathVectorBase](API\Plugins\RigVM\RigVMFunctions\Math\FRigVMFunction_MathVectorBase)


description: Linearly interpolates between A and B using the ratio T


description: Makes a vector from its components

code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)(Meta=(DisplayName="Make Vector", Keywords="Make,Construct,Constant")) struct FRigVMFunction_MathVectorMake : public [FRigVMFunction_MathVectorBase](API\Plugins\RigVM\RigVMFunctions\Math\FRigVMFunction_MathVectorBase)


description: Returns the absolute global vector within a parent's vector

code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)( Meta=(DisplayName="Make Absolute", TemplateName="Make Absolute", Keywords="Local,Global,Relative")) struct FRigVMFunction_MathVectorMakeAbsolute : public [FRigVMFunction_MathVectorBase](API\Plugins\RigVM\RigVMFunctions\Math\FRigVMFunction_MathVectorBase)


description: Returns the relative local vector within a parent's vector

code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)( Meta=(DisplayName="Make Relative", TemplateName="Make Relative", Keywords="Local,Global,Absolute")) struct FRigVMFunction_MathVectorMakeRelative : public [FRigVMFunction_MathVectorBase](API\Plugins\RigVM\RigVMFunctions\Math\FRigVMFunction_MathVectorBase)


description: Returns the larger of the two values each component


description: Returns the smaller of the two values for each component


description: Mirror a vector about a normal vector.

code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)(Meta=(DisplayName="Mirror on Normal")) struct FRigVMFunction_MathVectorMirror : public [FRigVMFunction_MathVectorBase](API\Plugins\RigVM\RigVMFunctions\Math\FRigVMFunction_MathVectorBase)


description: Mirror a vector about a central transform.

AxisToFlip

description: The axis to flip for rotations

CentralTransform

type: FTransform

description: The transform about which to mirror.

MirrorAxis

description: The axis to mirror against


description: Returns the modulo of the two values


description: Returns the product of the two values


description: Returns the negative value


code: virtual [FRigVMStructUpgradeInfo](API\Plugins\RigVM\RigVMCore\FRigVMStructUpgradeInfo) GetUpgradeInfo() const


description: Returns true if the value A does not equal B

code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)( Meta=(DisplayName="Not Equals", TemplateName="NotEquals", Keywords="Different,!=", Deprecated="5.1")) struct FRigVMFunction_MathVectorNotEquals : public [FRigVMFunction_MathVectorBase](API\Plugins\RigVM\RigVMFunctions\Math\FRigVMFunction_MathVectorBase)

Result

type: bool


description: Returns true if the two vectors are orthogonal


description: Execute logic for this struct

code: virtual void Execute()


description: Returns true if the two vectors are parallel


description: Returns the radians of a given value in degrees


description: Remaps the given value from a source range to a target range for each component

bClamp

description: If set to true the result is clamped to the target range


description: Returns the closest higher full number (integer) of the value for each component


description: Returns the product of the the vector and the float value

code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)( Meta=(DisplayName="Scale", TemplateName="Scale", Keywords="Multiply,Product,*,ByScalar,ByFloat")) struct FRigVMFunction_MathVectorScale : public [FRigVMFunction_MathVectorBase](API\Plugins\RigVM\RigVMFunctions\Math\FRigVMFunction_MathVectorBase)


description: Return one of the two values based on the condition


description: Sets the length of a given vector


description: Returns the sign of the value (+1 for >= FVector(0.f, 0.f, 0.f), -1 for < 0.f) for each component


description: Returns the difference of the two values


description: Returns the normalized value


description: Generates a float through a noise fluctuation process between a min and a max through speed

code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)(Meta=(DisplayName="Noise (Float)", Category="Math|Noise", TemplateName="Noise")) struct FRigVMFunction_NoiseFloat : public [FRigVMFunction_MathBase](API\Plugins\RigVM\RigVMFunctions\Math\FRigVMFunction_MathBase)


description: Generates a vector through a noise fluctuation process between a min and a max through speed

code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)(Meta=(DisplayName="Noise (Vector)", Category="Math|Noise", Deprecated="5.0.0")) struct FRigVMFunction_NoiseVector : public [FRigVMFunction_MathBase](API\Plugins\RigVM\RigVMFunctions\Math\FRigVMFunction_MathBase)


code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)(Meta=(DisplayName="Noise (Vector)", Category="Math|Noise", TemplateName="Noise")) struct FRigVMFunction_NoiseVector2 : public [FRigVMFunction_MathBase](API\Plugins\RigVM\RigVMFunctions\Math\FRigVMFunction_MathBase)


code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)(Meta=(DisplayName="Noise (Double)", Category="Math|Noise", TemplateName="Noise")) struct FRigVMFunction_NoiseDouble : public [FRigVMFunction_MathBase](API\Plugins\RigVM\RigVMFunctions\Math\FRigVMFunction_MathBase)


description: Generates a random float between a min and a max

code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)(Meta=(DisplayName="Random (Float)", Category="Math|Random", TemplateName="Random")) struct FRigVMFunction_RandomFloat : public [FRigVMFunction_MathBase](API\Plugins\RigVM\RigVMFunctions\Math\FRigVMFunction_MathBase)

Duration

description: The duration at which the number won't change.


description: Generates a random vector between a min and a max

code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)(Meta=(DisplayName="Random (Vector)", Category="Math|Random", TemplateName="Random")) struct FRigVMFunction_RandomVector : public [FRigVMFunction_MathBase](API\Plugins\RigVM\RigVMFunctions\Math\FRigVMFunction_MathBase)


code: static float AngleBetween ( const FVector & A, const FVector & B )


code: static FVector & ChooseBetterEulerAngleForAxisFilter ( const FVector & Base, FVector & A, FVector & B )


code: static FVector ClampSpatially ( const FVector & Value, [EAxis::Type](API\Runtime\Core\Math\EAxis__Type) Axis, [ERigVMClampSpatialMode::Type](API\Plugins\RigVM\RigVMFunctions\ERigVMClampSpatialMode__Type) Type, float Minimum, float Maximum, FTransform Space )


code: static float EaseFloat ( float Value, [ERigVMAnimEasingType](API\Plugins\RigVM\RigVMFunctions\Math\ERigVMAnimEasingType) Type )


code: static FQuat FindQuatBetweenVectors ( const FVector & A, const FVector & B )


code: static void FourPointBezier ( const [FRigVMFourPointBezier](API\Plugins\RigVM\RigVMFunctions\Math\FRigVMFourPointBezier) & Bezier, float T, FVector & OutPosition, FVector & OutTangent )


code: static void FourPointBezier ( const FVector & A, const FVector & B, const FVector & C, const FVector & D, float T, FVector & OutPosition, FVector & OutTangent )


description: See - "Computing Euler angles from a rotation matrix" by Gregory G. Slabaugh Each spatial orientation can be mapped to two equivalent euler angles within range (-180, 180)

code: static FVector GetEquivalentEulerAngle ( const FVector & InEulerAngle, const EEulerRotationOrder & InOrder )


code: static FTransform LerpTransform ( const FTransform & A, const FTransform & B, float T )


className: FRigVMMathLibrary

code: class FRigVMMathLibrary


code: FTransform MirrorTransform ( const FTransform & InTransform ) const


code: static FQuat FindQuatBetweenNormals ( const FVector & A, const FVector & B )


code: FVector MirrorVector ( const FVector & InVector ) const


className: FRigVMMirrorSettings

AxisToFlip

description: The axis to flip for rotations

MirrorAxis

description: The axis to mirror against

ReplaceString

type: FString

description: The string to replace the search occurrences with

SearchString

description: The string to search for


code: [FRigVMSimPoint](API\Plugins\RigVM\RigVMFunctions\Math\FRigVMSimPoint) IntegrateSemiExplicitEuler ( const FVector & InForce, float InDeltaTime ) const


code: [FRigVMSimPoint](API\Plugins\RigVM\RigVMFunctions\Math\FRigVMSimPoint) IntegrateVerlet ( const FVector & InForce, float InBlend, float InDeltaTime ) const


className: FRigVMSimPoint

InheritMotion

description: Defines how much the point will inherit motion from its input.

LinearDamping

description: The linear damping of the point

LinearVelocity

description: The velocity of the point per second

Mass

description: The mass of the point

Position

description: The position of the point

Size

description: Size of the point - only used for collision


description: Execute logic for this struct

code: virtual void Execute()


description: Initialize logic for this struct

code: virtual void Initialize()


description: Interpolates two transforms over time over and over again

code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)( Meta=(DisplayName="Accumulate Lerp (Transform)", TemplateName="AccumulateLerp", Keywords="Simulate,Ramp")) struct FRigVMFunction_AccumulateTransformLerp : public [FRigVMFunction_AccumulateBase](API\Plugins\RigVM\RigVMFunctions\Simulation\FRigVMFunction_AccumulateBase)


description: Adds a value over time over and over again

code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)( Meta=(DisplayName="Accumulate Add (Float)", TemplateName="AccumulateAdd", Keywords="Simulate,++")) struct FRigVMFunction_AccumulateFloatAdd : public [FRigVMFunction_AccumulateBase](API\Plugins\RigVM\RigVMFunctions\Simulation\FRigVMFunction_AccumulateBase)


description: Interpolates two values over time over and over again

code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)( Meta=(DisplayName="Accumulate Lerp (Float)", TemplateName="AccumulateLerp", Keywords="Simulate,Ramp")) struct FRigVMFunction_AccumulateFloatLerp : public [FRigVMFunction_AccumulateBase](API\Plugins\RigVM\RigVMFunctions\Simulation\FRigVMFunction_AccumulateBase)


description: Multiplies a value over time over and over again

code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)( Meta=(DisplayName="Accumulate Mul (Float)", TemplateName="AccumulateMul", Keywords="Simulate,**")) struct FRigVMFunction_AccumulateFloatMul : public [FRigVMFunction_AccumulateBase](API\Plugins\RigVM\RigVMFunctions\Simulation\FRigVMFunction_AccumulateBase)


description: Accumulates the min and max values over time

code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)( Meta=(DisplayName="Accumulate Range (Float)", TemplateName="AccumulateRange", Keywords="Range")) struct FRigVMFunction_AccumulateFloatRange : public [FRigVMFunction_AccumulateBase](API\Plugins\RigVM\RigVMFunctions\Simulation\FRigVMFunction_AccumulateBase)


description: Interpolates two quaternions over time over and over again

code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)( Meta=(DisplayName="Accumulate Lerp (Quaternion)", TemplateName="AccumulateLerp", Keywords="Simulate,Ramp")) struct FRigVMFunction_AccumulateQuatLerp : public [FRigVMFunction_AccumulateBase](API\Plugins\RigVM\RigVMFunctions\Simulation\FRigVMFunction_AccumulateBase)

AccumulatedValue

type: FQuat


description: Multiplies a quaternion over time over and over again

code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)( Meta=(DisplayName="Accumulate Mul (Quaternion)", TemplateName="AccumulateMul", Keywords="Simulate,**")) struct FRigVMFunction_AccumulateQuatMul : public [FRigVMFunction_AccumulateBase](API\Plugins\RigVM\RigVMFunctions\Simulation\FRigVMFunction_AccumulateBase)


description: Multiplies a transform over time over and over again

code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)( Meta=(DisplayName="Accumulate Mul (Transform)", TemplateName="AccumulateMul", Keywords="Simulate,**")) struct FRigVMFunction_AccumulateTransformMul : public [FRigVMFunction_AccumulateBase](API\Plugins\RigVM\RigVMFunctions\Simulation\FRigVMFunction_AccumulateBase)


description: Adds a vector over time over and over again

code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)( Meta=(DisplayName="Accumulate Add (Vector)", TemplateName="AccumulateAdd", Keywords="Simulate,++")) struct FRigVMFunction_AccumulateVectorAdd : public [FRigVMFunction_AccumulateBase](API\Plugins\RigVM\RigVMFunctions\Simulation\FRigVMFunction_AccumulateBase)


description: Interpolates two vectors over time over and over again

code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)( Meta=(DisplayName="Accumulate Lerp (Vector)", TemplateName="AccumulateLerp", Keywords="Simulate,Ramp")) struct FRigVMFunction_AccumulateVectorLerp : public [FRigVMFunction_AccumulateBase](API\Plugins\RigVM\RigVMFunctions\Simulation\FRigVMFunction_AccumulateBase)


description: Multiplies a vector over time over and over again

code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)( Meta=(DisplayName="Accumulate Mul (Vector)", TemplateName="AccumulateMul", Keywords="Simulate,**")) struct FRigVMFunction_AccumulateVectorMul : public [FRigVMFunction_AccumulateBase](API\Plugins\RigVM\RigVMFunctions\Simulation\FRigVMFunction_AccumulateBase)


code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)( Meta=(DisplayName="Accumulate Range (Vector)", TemplateName="AccumulateRange", Keywords="Range")) struct FRigVMFunction_AccumulateVectorRange : public [FRigVMFunction_AccumulateBase](API\Plugins\RigVM\RigVMFunctions\Simulation\FRigVMFunction_AccumulateBase)


code: virtual [FString](API\Runtime\Core\Containers\FString) ProcessPinLabelForInjection ( const [FString](API\Runtime\Core\Containers\FString) & InLabel ) const


description: Takes in a float value and outputs an accumulated value with a customized scale and clamp

code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)( Meta=(DisplayName="Alpha Interpolate", Keywords="Alpha,Lerp,LinearInterpolate", Category="Simulation|Time", TemplateName="AlphaInterp", MenuDescSuffix="(Float)")) struct FRigVMFunction_AlphaInterp : public [FRigVMFunction_SimBase](API\Plugins\RigVM\RigVMFunctions\Simulation\FRigVMFunction_SimBase)

InRange

type: FInputRange

ScaleBiasClamp

type: FInputScaleBias...


description: Takes in a vector value and outputs an accumulated value with a customized scale and clamp

code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)( Meta=(DisplayName="Alpha Interpolate", Keywords="Alpha,Lerp,LinearInterpolate", Category="Simulation|Time", TemplateName="AlphaInterp", MenuDescSuffix="(Quat)")) struct FRigVMFunction_AlphaInterpQuat : public [FRigVMFunction_SimBase](API\Plugins\RigVM\RigVMFunctions\Simulation\FRigVMFunction_SimBase)


description: Execute logic for this struct

code: virtual void Execute()


code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)( Meta=(DisplayName="Alpha Interpolate", Keywords="Alpha,Lerp,LinearInterpolate", Category="Simulation|Time", TemplateName="AlphaInterp", MenuDescSuffix="(Vector)")) struct FRigVMFunction_AlphaInterpVector : public [FRigVMFunction_SimBase](API\Plugins\RigVM\RigVMFunctions\Simulation\FRigVMFunction_SimBase)


description: Computes the difference from the previous value going through the node

code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)( Meta=(DisplayName="DeltaFromPrevious (Transform)", Category="Simulation|Time", TemplateName="DeltaFromPrevious", Keywords="Difference,Velocity,Acceleration")) struct FRigVMFunction_DeltaFromPreviousTransform : public [FRigVMFunction_SimBase](API\Plugins\RigVM\RigVMFunctions\Simulation\FRigVMFunction_SimBase)


code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)( Meta=(DisplayName="DeltaFromPrevious (Vector)", Category="Simulation|Time", TemplateName="DeltaFromPrevious", Keywords="Difference,Velocity,Acceleration")) struct FRigVMFunction_DeltaFromPreviousVector : public [FRigVMFunction_SimBase](API\Plugins\RigVM\RigVMFunctions\Simulation\FRigVMFunction_SimBase)


code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)( Meta=(DisplayName="DeltaFromPrevious (Float)", Category="Simulation|Time", TemplateName="DeltaFromPrevious", Keywords="Difference,Velocity,Acceleration")) struct FRigVMFunction_DeltaFromPreviousFloat : public [FRigVMFunction_SimBase](API\Plugins\RigVM\RigVMFunctions\Simulation\FRigVMFunction_SimBase)


code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)( Meta=(DisplayName="DeltaFromPrevious (Quaternion)", Category="Simulation|Time", TemplateName="DeltaFromPrevious", Keywords="Difference,Velocity,Acceleration")) struct FRigVMFunction_DeltaFromPreviousQuat : public [FRigVMFunction_SimBase](API\Plugins\RigVM\RigVMFunctions\Simulation\FRigVMFunction_SimBase)


description: Initialize logic for this struct

code: virtual void Initialize()


description: Averages a value over time. This uses a Kalman Filter internally.

code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)( Meta=(DisplayName="Average Over Time (Float)", Category="Simulation|Time", TemplateName="KalmanFilter", Keywords="Average,Smooth,KalmanFilter")) struct FRigVMFunction_KalmanFloat : public [FRigVMFunction_SimBase](API\Plugins\RigVM\RigVMFunctions\Simulation\FRigVMFunction_SimBase)

Buffer

type: TArray< float >


description: Averages a transform over time. This uses a Kalman Filter internally.

code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)( Meta=(DisplayName="Average Over Time (Transform)", Category="Simulation|Time", TemplateName="KalmanFilter", Keywords="Average,Smooth,KalmanFilter")) struct FRigVMFunction_KalmanTransform : public [FRigVMFunction_SimBase](API\Plugins\RigVM\RigVMFunctions\Simulation\FRigVMFunction_SimBase)

type: TArray< FTransf...


code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)( Meta=(DisplayName="Average Over Time (Vector)", Category="Simulation|Time", TemplateName="KalmanFilter", Keywords="Average,Smooth,KalmanFilter")) struct FRigVMFunction_KalmanVector : public [FRigVMFunction_SimBase](API\Plugins\RigVM\RigVMFunctions\Simulation\FRigVMFunction_SimBase)

type: TArray< FVector...


code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)(Meta=(Abstract, Category="Simulation", NodeColor="0.25 0.05 0.05")) struct FRigVMFunction_SimBase : public [FRigVMStruct](API\Plugins\RigVM\RigVMCore\FRigVMStruct)


code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)(Meta=(Abstract, Category="Simulation", NodeColor="0.25 0.05 0.05")) struct FRigVMFunction_SimBaseMutable : public [FRigVMStructMutable](API\Plugins\RigVM\RigVMCore\FRigVMStructMutable)


description: Simulates a time value - can act as a timeline playing back

code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)( Meta=(DisplayName="Accumulated Time", Category="Simulation|Accumulate", Keywords="Playback,Pause,Timeline")) struct FRigVMFunction_Timeline : public [FRigVMFunction_SimBase](API\Plugins\RigVM\RigVMFunctions\Simulation\FRigVMFunction_SimBase)


description: Simulates a time value - and outputs loop information

code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)( Meta=(DisplayName="Time Loop", Category="Simulation|Accumulate", Keywords="Playback,Pause,Timeline")) struct FRigVMFunction_TimeLoop : public [FRigVMFunction_SimBase](API\Plugins\RigVM\RigVMFunctions\Simulation\FRigVMFunction_SimBase)

Absolute

description: The overall time in seconds

Duration

description: The duration of a single loop in seconds

Even

description: True if the iteration of the loop is even

FlipFlop

description: The relative time in seconds (within the loop), going from 0 to duration and then back from duration to 0, or 0 to 1 and 1 to 0 if Normalize is turned on

Normalize

description: If set to true the output relative and flipflop will be normalized over the duration.


description: Records a value over time and can access the value from the past

code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)( Meta=(DisplayName="Value Over Time (Float)", Category="Simulation|Time", TemplateName="TimeOffset", Keywords="Buffer,Delta,History,Previous,TimeOffset,Delay")) struct FRigVMFunction_TimeOffsetFloat : public [FRigVMFunction_SimBase](API\Plugins\RigVM\RigVMFunctions\Simulation\FRigVMFunction_SimBase)

BufferSize

description: The sampling precision of the buffer. The higher the more precise - the more memory usage.

SecondsAgo

description: Seconds of time in the past you want to query the value for

TimeRange

description: The maximum time required for offsetting in seconds.

Value

description: The value to record


code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)( Meta=(DisplayName="Value Over Time (Transform)", Category="Simulation|Time", TemplateName="TimeOffset", Keywords="Buffer,Delta,History,Previous,TimeOffset,Delay")) struct FRigVMFunction_TimeOffsetTransform : public [FRigVMFunction_SimBase](API\Plugins\RigVM\RigVMFunctions\Simulation\FRigVMFunction_SimBase)

description: The value to record


code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)( Meta=(DisplayName="Value Over Time (Vector)", Category="Simulation|Time", TemplateName="TimeOffset", Keywords="Buffer,Delta,History,Previous,TimeOffset,Delay")) struct FRigVMFunction_TimeOffsetVector : public [FRigVMFunction_SimBase](API\Plugins\RigVM\RigVMFunctions\Simulation\FRigVMFunction_SimBase)

description: The value to record


description: Execute logic for this struct

code: virtual void Execute()


description: Simulates a single position over time using Verlet integration. It is recommended to use SpringInterp instead as it is more accurate and stable, and has more meaningful parameters.

code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)( Meta=(DisplayName="Verlet (Vector)", Category="Simulation|Springs", TemplateName="Verlet", Keywords="Simulate,Integrate")) struct FRigVMFunction_VerletIntegrateVector : public [FRigVMFunction_SimBase](API\Plugins\RigVM\RigVMFunctions\Simulation\FRigVMFunction_SimBase)

Blend

description: The amount of blending to apply per second

Damp

description: The amount of damping to apply ( 0.0 to 1.0, but usually really low like 0.005 )

Force

description: The force feeding into the solver. Can be used for gravity.

Point

type: FRigVMSimPoint

Strength

description: The strength of the verlet spring


description: Joins the name value pairs into a single default value string.

code: namespace RigVMStringUtils { [FString](API\Runtime\Core\Containers\FString) RigVMStringUtils::JoinDefaultValue ( const [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & InParts ) }


description: Joins a NodePath from to segments, so for example ["CollapseNodeA", "CollapseNodeB", "CollapseNodeC"] becomes "CollapseNodeA|CollapseNodeB|CollapseNodeC".

code: namespace RigVMStringUtils { [FString](API\Runtime\Core\Containers\FString) RigVMStringUtils::JoinNodePath ( const [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & InParts ) }


description: Joins a NodePath from to segments, so for example "CollapseNodeA" and "CollapseNodeB|CollapseNodeC" becomes "CollapseNodeA|CollapseNodeB|CollapseNodeC".

code: namespace RigVMStringUtils { [FString](API\Runtime\Core\Containers\FString) RigVMStringUtils::JoinNodePath ( const [FString](API\Runtime\Core\Containers\FString) & Left, const [FString](API\Runtime\Core\Containers\FString) & Right ) }


description: Joins a PinPath from to segments, so for example ["Node", "Color", "R"] becomes "Node.Color.R".

code: namespace RigVMStringUtils { [FString](API\Runtime\Core\Containers\FString) RigVMStringUtils::JoinPinPath ( const [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & InParts ) }


description: Joins a PinPath from to segments, so for example "Node.Color" and "R" becomes "Node.Color.R".

code: namespace RigVMStringUtils { [FString](API\Runtime\Core\Containers\FString) RigVMStringUtils::JoinPinPath ( const [FString](API\Runtime\Core\Containers\FString) & Left, const [FString](API\Runtime\Core\Containers\FString) & Right ) }


description: Splits a NodePath into all segments, so for example "Node.Color.R" becomes ["Node", "Color", "R"].

code: namespace RigVMStringUtils { bool RigVMStringUtils::SplitNodePath ( const [FString](API\Runtime\Core\Containers\FString) & InNodePath, [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & Parts ) }


description: Splits the default value into name-value pairs.

code: namespace RigVMStringUtils { [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > RigVMStringUtils::SplitDefaultValue ( const [FString](API\Runtime\Core\Containers\FString) & InDefaultValue ) }


description: Splits a NodePath at the start, so for example "CollapseNodeA|CollapseNodeB|CollapseNodeC" becomes "CollapseNodeA" and "CollapseNodeB|CollapseNodeC".

code: namespace RigVMStringUtils { bool RigVMStringUtils::SplitNodePathAtStart ( const [FString](API\Runtime\Core\Containers\FString) & InNodePath, [FString](API\Runtime\Core\Containers\FString) & LeftMost, [FString](API\Runtime\Core\Containers\FString) & Right ) }


description: Splits a NodePath at the end, so for example "CollapseNodeA|CollapseNodeB|CollapseNodeC" becomes "CollapseNodeA|CollapseNodeB" and "CollapseNodeC".

code: namespace RigVMStringUtils { bool RigVMStringUtils::SplitNodePathAtEnd ( const [FString](API\Runtime\Core\Containers\FString) & InNodePath, [FString](API\Runtime\Core\Containers\FString) & Left, [FString](API\Runtime\Core\Containers\FString) & RightMost ) }


description: Splits a PinPath into all segments, so for example "Node.Color.R" becomes ["Node", "Color", "R"].

code: namespace RigVMStringUtils { bool RigVMStringUtils::SplitPinPath ( const [FString](API\Runtime\Core\Containers\FString) & InPinPath, [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & Parts ) }


description: Splits a PinPath at the start, so for example "Node.Color.R" becomes "Node" and "Color.R".

code: namespace RigVMStringUtils { bool RigVMStringUtils::SplitPinPathAtStart ( const [FString](API\Runtime\Core\Containers\FString) & InPinPath, [FString](API\Runtime\Core\Containers\FString) & LeftMost, [FString](API\Runtime\Core\Containers\FString) & Right ) }


description: Splits a PinPath at the start, so for example "Node.Color.R" becomes "Node.Color" and "R".

code: namespace RigVMStringUtils { bool RigVMStringUtils::SplitPinPathAtEnd ( const [FString](API\Runtime\Core\Containers\FString) & InPinPath, [FString](API\Runtime\Core\Containers\FString) & Left, [FString](API\Runtime\Core\Containers\FString) & RightMost ) }


code: namespace RigVMTypeUtils { [FString](API\Runtime\Core\Containers\FString) RigVMTypeUtils::ArrayTypeFromBaseType ( const [FString](API\Runtime\Core\Containers\FString) & InCPPType ) }


code: namespace RigVMTypeUtils { [FString](API\Runtime\Core\Containers\FString) RigVMTypeUtils::BaseTypeFromArrayType ( const [FString](API\Runtime\Core\Containers\FString) & InCPPType ) }


code: namespace RigVMTypeUtils { [FString](API\Runtime\Core\Containers\FString) RigVMTypeUtils::CPPTypeFromEnum ( const [UEnum](API\Runtime\CoreUObject\UObject\UEnum) * InEnum ) }


code: namespace RigVMTypeUtils { static [FString](API\Runtime\Core\Containers\FString) RigVMTypeUtils::CPPTypeFromObject ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * InCPPTypeObject ) }


description: Helper function to retrieve an object from a path

code: namespace RigVMTypeUtils { static [UObject](API\Runtime\CoreUObject\UObject\UObject) * RigVMTypeUtils::FindObjectFromCPPTypeObjectPath ( const [FString](API\Runtime\Core\Containers\FString) & InObjectPath ) }


code: namespace RigVMTypeUtils { static [UObject](API\Runtime\CoreUObject\UObject\UObject) * RigVMTypeUtils::FindObjectGlobally ( const TCHAR * InObjectName, bool bUseRedirector ) }


code: namespace RigVMTypeUtils { [FString](API\Runtime\Core\Containers\FString) RigVMTypeUtils::GetUniqueStructTypeName ( const [UScriptStruct](API\Runtime\CoreUObject\UObject\UScriptStruct) * InScriptStruct ) }


code: namespace RigVMTypeUtils { static const [FString](API\Runtime\Core\Containers\FString) & RigVMTypeUtils::GetWildCardArrayCPPType() }


code: namespace RigVMTypeUtils { static const [FName](API\Runtime\Core\UObject\FName) & RigVMTypeUtils::GetWildCardArrayCPPTypeName() }


code: namespace RigVMTypeUtils { static [UScriptStruct](API\Runtime\CoreUObject\UObject\UScriptStruct) * RigVMTypeUtils::GetWildCardCPPTypeObject() }


code: namespace RigVMTypeUtils { static const [FString](API\Runtime\Core\Containers\FString) & RigVMTypeUtils::GetWildCardCPPType() }


description: Returns true if the type specified is an array.

code: namespace RigVMTypeUtils { bool RigVMTypeUtils::IsArrayType ( const [FString](API\Runtime\Core\Containers\FString) & InCPPType ) }


code: namespace RigVMTypeUtils { static const [FName](API\Runtime\Core\UObject\FName) & RigVMTypeUtils::GetWildCardCPPTypeName() }


code: namespace RigVMTypeUtils { bool RigVMTypeUtils::IsInterfaceType ( const [FString](API\Runtime\Core\Containers\FString) & InCPPType ) }


code: namespace RigVMTypeUtils { bool RigVMTypeUtils::IsUObjectType ( const [FString](API\Runtime\Core\Containers\FString) & InCPPType ) }


code: namespace RigVMTypeUtils { static [FString](API\Runtime\Core\Containers\FString) RigVMTypeUtils::PostProcessCPPType ( const [FString](API\Runtime\Core\Containers\FString) & InCPPType, [UObject](API\Runtime\CoreUObject\UObject\UObject) * InCPPTypeObject ) }


description: Finds the CPPTypeObject from the CPPType. If not found, tries to use redirectors and modifies the InOutCPPType.

code: namespace RigVMTypeUtils { static [UObject](API\Runtime\CoreUObject\UObject\UObject) * RigVMTypeUtils::ObjectFromCPPType ( [FString](API\Runtime\Core\Containers\FString) & InOutCPPType, bool bUseRedirector ) }


code: namespace RigVMTypeUtils { static bool RigVMTypeUtils::RequiresCPPTypeObject ( const [FString](API\Runtime\Core\Containers\FString) & InCPPType ) }


className: Bool

code: static [TRigVMTypeIndex](API\Plugins\RigVM\RigVMCore\TRigVMTypeIndex) Bool = INDEX_NONE;


className: BoolArray

code: static [TRigVMTypeIndex](API\Plugins\RigVM\RigVMCore\TRigVMTypeIndex) BoolArray = INDEX_NONE;


className: Double

code: static [TRigVMTypeIndex](API\Plugins\RigVM\RigVMCore\TRigVMTypeIndex) Double = INDEX_NONE;


className: DoubleArray

code: static [TRigVMTypeIndex](API\Plugins\RigVM\RigVMCore\TRigVMTypeIndex) DoubleArray = INDEX_NONE;


className: Execute

code: static [TRigVMTypeIndex](API\Plugins\RigVM\RigVMCore\TRigVMTypeIndex) Execute = INDEX_NONE;


className: ExecuteArray

code: static [TRigVMTypeIndex](API\Plugins\RigVM\RigVMCore\TRigVMTypeIndex) ExecuteArray = INDEX_NONE;


className: Float

code: static [TRigVMTypeIndex](API\Plugins\RigVM\RigVMCore\TRigVMTypeIndex) Float = INDEX_NONE;


className: FloatArray

code: static [TRigVMTypeIndex](API\Plugins\RigVM\RigVMCore\TRigVMTypeIndex) FloatArray = INDEX_NONE;


className: FName

code: static [TRigVMTypeIndex](API\Plugins\RigVM\RigVMCore\TRigVMTypeIndex) FName = INDEX_NONE;


className: FNameArray

code: static [TRigVMTypeIndex](API\Plugins\RigVM\RigVMCore\TRigVMTypeIndex) FNameArray = INDEX_NONE;


className: FString

code: static [TRigVMTypeIndex](API\Plugins\RigVM\RigVMCore\TRigVMTypeIndex) FString = INDEX_NONE;


className: FStringArray

code: static [TRigVMTypeIndex](API\Plugins\RigVM\RigVMCore\TRigVMTypeIndex) FStringArray = INDEX_NONE;


code: static [TRigVMTypeIndex](API\Plugins\RigVM\RigVMCore\TRigVMTypeIndex) Int32 = INDEX_NONE;


code: static [TRigVMTypeIndex](API\Plugins\RigVM\RigVMCore\TRigVMTypeIndex) Int32Array = INDEX_NONE;


code: static [TRigVMTypeIndex](API\Plugins\RigVM\RigVMCore\TRigVMTypeIndex) UInt32 = INDEX_NONE;


code: static [TRigVMTypeIndex](API\Plugins\RigVM\RigVMCore\TRigVMTypeIndex) UInt32Array = INDEX_NONE;


code: static [TRigVMTypeIndex](API\Plugins\RigVM\RigVMCore\TRigVMTypeIndex) UInt8 = INDEX_NONE;


code: static [TRigVMTypeIndex](API\Plugins\RigVM\RigVMCore\TRigVMTypeIndex) UInt8Array = INDEX_NONE;


className: WildCard

code: static [TRigVMTypeIndex](API\Plugins\RigVM\RigVMCore\TRigVMTypeIndex) WildCard = INDEX_NONE;


className: WildCardArray

code: static [TRigVMTypeIndex](API\Plugins\RigVM\RigVMCore\TRigVMTypeIndex) WildCardArray = INDEX_NONE;


description: Returns memory used to store temporary data on an instance, used by blueprints

code: virtual uint8 * GetPersistentUberGraphFrame ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Obj, [UFunction](API\Runtime\CoreUObject\UObject\UFunction) * FuncToCheck ) const


code: virtual const [FRigVMGraphFunctionStore](API\Plugins\RigVM\RigVMCore\FRigVMGraphFunctionStore) * GetRigVMGraphFunctionStore() const


code: virtual [FRigVMGraphFunctionStore](API\Plugins\RigVM\RigVMCore\FRigVMGraphFunctionStore) * GetRigVMGraphFunctionStore()


description: Called after PostInitProperties during object construction to allow class specific initialization of an object instance.

code: virtual void PostInitInstance ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * InObj, [FObjectInstancingGraph](API\Runtime\CoreUObject\UObject\FObjectInstancingGraph) * InstanceGraph )


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

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


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


className: URigVMBlueprintGeneratedClass

GraphFunctionStore

type: FRigVMGraphFunc...


description: Gets the category for the settings, some high level grouping like, Editor, Engine, Game...etc.

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


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


className: URigVMEditorSettings

description: Customize RigVM Rig Editor.

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

bAutoLinkMutableNodes

description: When this is checked mutable nodes (nodes with an execute pin) will be hooked up automatically.


description: Provides the chance to a subclass to modify the event queue as needed

code: virtual void AdaptEventQueueForEvaluate ( [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & InOutEventQueueToRun )


code: virtual void AddAssetUserData ( [UAssetUserData](API\Runtime\Engine\Engine\UAssetUserData) * InUserData )


description: Adds a breakpoint in the VM at the InstructionIndex for the Node / Subject

code: void AddBreakpoint ( int32 InstructionIndex, [UObject](API\Runtime\CoreUObject\UObject\UObject) * InSubject, uint16 InDepth )


code: static bool AreNativizedVMsDisabled()


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

code: virtual void BeginDestroy()


description: These are needed so that sequencer can have a chance to update its RigVMHost instances after the package is fully end-loaded

code: void BroadCastEndLoadPackage()


description: Is valid for execution

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="RigVM") virtual bool CanExecute() const


code: static uint32 ComputeAndUpdateCDOHash ( [URigVMHost](API\Plugins\RigVM\URigVMHost) * InCDO )


description: Copy the default values of external variables from the default object


code: static void DeclareConstructClasses ( [TArray](API\Runtime\Core\Containers\TArray)< [FTopLevelAssetPath](API\Runtime\CoreUObject\UObject\FTopLevelAssetPath) > & OutConstructClasses, const [UClass](API\Runtime\CoreUObject\UObject\UClass) * SpecificSubclass )


description: Evaluate at Any Thread

code: virtual void Evaluate_AnyThread()


description: Execute

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="RigVM") virtual bool Execute ( const [FName](API\Runtime\Core\UObject\FName) & InEventName )


description: If the VM is halted at a breakpoint, it sets a breakpoint action so that it is applied on the next VM execution

code: bool ExecuteBreakpointAction ( const [ERigVMBreakpointAction](API\Plugins\RigVM\RigVMCore\ERigVMBreakpointAction) BreakpointAction )


description: ExecuteUnits

code: virtual bool Execute_Internal ( const [FName](API\Runtime\Core\UObject\FName) & InEventName )


description: Execute a user defined event

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="RigVM") bool ExecuteEvent ( const [FName](API\Runtime\Core\UObject\FName) & InEventName )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=RigVM) static [TArray](API\Runtime\Core\Containers\TArray)< [URigVMHost](API\Plugins\RigVM\URigVMHost) * > FindRigVMHosts ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Outer, [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [URigVMHost](API\Plugins\RigVM\URigVMHost) > OptionalClass )


className: FOnEndLoadPackage

description: Bindable event for external objects to be notified that a RigVMHost is fully end-loaded

code: class FOnEndLoadPackage : public TBaseMulticastDelegate_OneParam< void, URigVMHost * >


className: FRigVMExecutedEvent

code: class FRigVMExecutedEvent : public TBaseMulticastDelegate_TwoParams< void, class URigVMHost *, const FName & >


description: Gets the current absolute time

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="RigVM") float GetAbsoluteTime() const


code: virtual const [TArray](API\Runtime\Core\Containers\TArray)< [UAssetUserData](API\Runtime\Engine\Engine\UAssetUserData) * > * GetAssetUserDataArray() const


code: virtual [UAssetUserData](API\Runtime\Engine\Engine\UAssetUserData) * GetAssetUserDataOfClass ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UAssetUserData](API\Runtime\Engine\Engine\UAssetUserData) > InUserDataClass )


description: Returns the current frames per second (this may change over time)

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="RigVM") float GetCurrentFramesPerSecond() const


description: Gets the current delta time

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="RigVM") float GetDeltaTime() const


code: const [FRigVMDrawContainer](API\Plugins\RigVM\RigVMCore\FRigVMDrawContainer) & GetDrawContainer() const


code: const [FRigVMDrawInterface](API\Plugins\RigVM\RigVMCore\FRigVMDrawInterface) & GetDrawInterface() const


description: Locks for the scope of Evaluate_AnyThread

code: FCriticalSection & GetEvaluateMutex()


description: Returns the queue of events to run

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


description: Provide access to the ExtendedExecuteContext


code: virtual const [FRigVMExtendedExecuteContext](API\Plugins\RigVM\RigVMCore\FRigVMExtendedExecuteContext) & GetExtendedExecuteContext() const


description: Returns the member properties as an external variable array

code: [TArray](API\Runtime\Core\Containers\TArray)< [FRigVMExternalVariable](API\Plugins\RigVM\RigVMCore\FRigVMExternalVariable) > GetExternalVariables() const


code: [TArray](API\Runtime\Core\Containers\TArray)< [FRigVMExternalVariable](API\Plugins\RigVM\RigVMCore\FRigVMExternalVariable) > GetExternalVariablesImpl ( bool bFallbackToBlueprint ) const


code: const [FRigVMBreakpoint](API\Plugins\RigVM\RigVMCore\FRigVMBreakpoint) & GetHaltedAtBreakpoint() const


code: const [FRigVMLog](API\Plugins\RigVM\RigVMCore\FRigVMLog) * GetLog() const


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


code: virtual [USceneComponent](API\Runtime\Engine\Components\USceneComponent) * GetOwningSceneComponent()


description: Returns the public context script struct to use for this owner

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


description: Returns a public variable given its name

code: [FRigVMExternalVariable](API\Plugins\RigVM\RigVMCore\FRigVMExternalVariable) GetPublicVariableByName ( const [FName](API\Runtime\Core\UObject\FName) & InVariableName ) const


code: [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * GetPublicVariableProperty ( const [FName](API\Runtime\Core\UObject\FName) & InVariableName ) const


description: Returns the public member properties as an external variable array

code: [TArray](API\Runtime\Core\Containers\TArray)< [FRigVMExternalVariable](API\Plugins\RigVM\RigVMCore\FRigVMExternalVariable) > GetPublicVariables() const


code: template<class T> T GetPublicVariableValue ( const [FName](API\Runtime\Core\UObject\FName) & InVariableName )


description: Returns the names of variables accessible in scripting

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="RigVM", Meta=(DisplayName="Get Variables")) [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > GetScriptAccessibleVariables() const


description: Creates the snapshot VM if required and returns it

code: [URigVM](API\Plugins\RigVM\RigVMCore\URigVM) * GetSnapshotVM ( bool bCreateIfNeeded )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="RigVM") const [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & GetSupportedEvents() const


description: Returns the value of a given variable as a string

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="RigVM") [FString](API\Runtime\Core\Containers\FString) GetVariableAsString ( const [FName](API\Runtime\Core\UObject\FName) & InVariableName ) const


description: Returns the type of a given variable

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="RigVM") [FName](API\Runtime\Core\UObject\FName) GetVariableType ( const [FName](API\Runtime\Core\UObject\FName) & InVariableName ) const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="RigVM") [URigVM](API\Plugins\RigVM\RigVMCore\URigVM) * GetVM()


description: UObjectinterface

code: virtual [UWorld](API\Runtime\Engine\Engine\UWorld) * GetWorld() const


code: void HandleExecutionReachedExit ( const [FName](API\Runtime\Core\UObject\FName) & InEventName )


description: Initialize things for the RigVM owner

code: virtual void Initialize ( bool bRequestInit )


description: Initialize the VM

code: virtual bool InitializeVM ( const [FName](API\Runtime\Core\UObject\FName) & InEventName )


description: Copy the VM from the default object

code: void InstantiateVMFromCDO()


code: virtual void InvalidateCachedMemory()


description: Returns true if an event is queued to run once

code: bool IsRunOnceEvent ( const [FName](API\Runtime\Core\UObject\FName) & InEventName ) const


code: void LogOnce ( [EMessageSeverity::Type](API\Runtime\Core\Logging\EMessageSeverity__Type) InSeverity, int32 InInstructionIndex, const [FString](API\Runtime\Core\Containers\FString) & InMessage )


code: virtual void PostInitInstance ( [URigVMHost](API\Plugins\RigVM\URigVMHost) * InCDO )


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: Removes an event running once

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="RigVM") bool RemoveRunOnceEvent ( const [FName](API\Runtime\Core\UObject\FName) & InEventName )


code: virtual void RemoveUserDataOfClass ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UAssetUserData](API\Runtime\Engine\Engine\UAssetUserData) > InUserDataClass )


description: Requests to run an event once

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="RigVM") void RequestRunOnceEvent ( const [FName](API\Runtime\Core\UObject\FName) & InEventName, int32 InEventIndex )


description: Requests to perform an init during the next execution

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="RigVM") virtual void RequestInit()


description: Set the current absolute and delta times

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="RigVM") void SetAbsoluteAndDeltaTime ( float InAbsoluteTime, float InDeltaTime )


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

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


description: Set the current absolute time

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="RigVM") void SetAbsoluteTime ( float InAbsoluteTime, bool InSetDeltaTimeZero )


code: void SetBreakpointAction ( const [ERigVMBreakpointAction](API\Plugins\RigVM\RigVMCore\ERigVMBreakpointAction) & Action )


description: Set the current delta time

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="RigVM") void SetDeltaTime ( float InDeltaTime )


description: Set the current fps

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="RigVM") void SetFramesPerSecond ( float InFramesPerSecond )


code: void SetIsInDebugMode ( const bool bValue )


description: Sets the queue of events to run

code: void SetEventQueue ( const [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & InEventNames )


code: void SetLog ( [FRigVMLog](API\Plugins\RigVM\RigVMCore\FRigVMLog) * InLog )


code: template<class T> void SetPublicVariableValue ( const [FName](API\Runtime\Core\UObject\FName) & InVariableName, const T & InValue )


code: template<class T> bool SupportsEvent() const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="RigVM") bool SetVariableFromString ( const [FName](API\Runtime\Core\UObject\FName) & InVariableName, const [FString](API\Runtime\Core\Containers\FString) & InValue )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="RigVM") bool SupportsEvent ( const [FName](API\Runtime\Core\UObject\FName) & InEventName ) const


code: void SwapVMToNativizedIfRequired ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * InNativizedClass )


description: Update the settings such as array bound and log facilities

code: void UpdateVMSettings()


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


description: Extra operations that can be performed on pin connection

module: RigVMDeveloper

code: enum ECanCreateConnectionResponse_Extended { None, BreakChildren, BreakParent, }


className: FRigVMEdGraphNodeClicked

code: typedef TMulticastDelegate_OneParam< void, [URigVMEdGraphNode](API\Plugins\RigVMDeveloper\EdGraph\URigVMEdGraphNode) * > FRigVMEdGraphNodeClicked


description: Returns true if the action can be renamed.

code: virtual bool CanBeRenamed() const


description: Can be used to override the icon of the action in the palette.

code: virtual [FSlateBrush](API\Runtime\SlateCore\Styling\FSlateBrush) const * GetPaletteIcon() const


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


description: Returns true if the action is of the given type.

code: virtual bool IsA ( const [FName](API\Runtime\Core\UObject\FName) & InType ) const


description: Whether or not this action can be parented to other actions of the same type.

code: virtual bool IsParentable() const


className: URigVMHost

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Abstract, EditInlineNew) class URigVMHost : public [UObject](API\Runtime\CoreUObject\UObject\UObject), public [IInterface_AssetUserData](API\Runtime\Engine\Interfaces\IInterface_AssetUserData)

AbsoluteTime

description: Current delta time

AssetUserData

type: TArray<TObject...

description: Array of user data stored with the asset

bAccumulateTime

description: True if we should increase the AbsoluteTime

DebugInfo

type: FRigVMDebugInfo

DeltaTime

description: Current delta time

DrawContainer

type: FRigVMDrawConta...

DrawInterface

type: FRigVMDrawInter...

description: The draw interface for the units to use

EventQueue

type: TArray<FName>

description: The event name used during an update

EventsToRunOnce

type: TMap<FName, in...

ExecutedEvent

type: FRigVMExecutedE...

description: Broadcasts a notification whenever the RigVMHost is executed / updated.

FramesPerSecond

description: Current delta time

InitializedEvent

description: Broadcasts a notification whenever the RigVMHost's memory is initialized.

LoggedMessages

type: TMap<FString, ...

OuterSceneComponent

type: TWeakObjectPtr<...

RigVMLog

type: FRigVMLog*

VM

type: TObjectPtr<URi...

VMRuntimeSettings

type: FRigVMRuntimeSe...


description: Performs a double click on the action

code: virtual [FReply](API\Runtime\SlateCore\Input\FReply) OnDoubleClick ( [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * InBlueprint )


description: Simple type info.


code: FRigVMEdGraphSchemaAction_Event ( const [FName](API\Runtime\Core\UObject\FName) & InEventName, const [FString](API\Runtime\Core\Containers\FString) & InNodePath, const [FText](API\Runtime\Core\Internationalization\FText) & InNodeCategory )


code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)() struct FRigVMEdGraphSchemaAction_Event : public [FEdGraphSchemaAction](API\Runtime\Engine\EdGraph\FEdGraphSchemaAction)


code: virtual void ChangeVariableType ( const [FEdGraphPinType](API\Runtime\Engine\EdGraph\FEdGraphPinType) & NewPinType )


code: virtual void DeleteVariable()


code: virtual [FEdGraphPinType](API\Runtime\Engine\EdGraph\FEdGraphPinType) GetPinType() const


code: virtual bool IsValidName ( const [FName](API\Runtime\Core\UObject\FName) & NewName, [FText](API\Runtime\Core\Internationalization\FText) & OutErrorMessage ) const


code: virtual bool IsVariableUsed()


code: virtual void RenameVariable ( const [FName](API\Runtime\Core\UObject\FName) & NewName )


code: FRigVMEdGraphSchemaAction_LocalVar ( [FText](API\Runtime\Core\Internationalization\FText) InNodeCategory, [FText](API\Runtime\Core\Internationalization\FText) InMenuDesc, [FText](API\Runtime\Core\Internationalization\FText) InToolTip, const int32 InGrouping, const int32 InSectionID )


description: Execute this action, given the graph and schema, and possibly a pin that we were dragged from. Returns a node that was created by this action (if any).

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


code: FRigVMEdGraphSchemaAction_PromoteToExposedPin ( [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * InEdGraphPin )


code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)() struct FRigVMEdGraphSchemaAction_PromoteToExposedPin : public [FEdGraphSchemaAction](API\Runtime\Engine\EdGraph\FEdGraphSchemaAction)


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


code: virtual bool IsA ( const [FName](API\Runtime\Core\UObject\FName) & InType ) const


code: FRigVMEdGraphSchemaAction_PromoteToVariable ( [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * InEdGraphPin, bool InLocalVariable )


code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)() struct FRigVMEdGraphSchemaAction_PromoteToVariable : public [FEdGraphSchemaAction](API\Runtime\Engine\EdGraph\FEdGraphSchemaAction)


code: virtual [FReply](API\Runtime\SlateCore\Input\FReply) DroppedOnAction ( [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FEdGraphSchemaAction](API\Runtime\Engine\EdGraph\FEdGraphSchemaAction) > Action )


code: virtual [FReply](API\Runtime\SlateCore\Input\FReply) DroppedOnCategory ( [FText](API\Runtime\Core\Internationalization\FText) Category )


code: virtual [FReply](API\Runtime\SlateCore\Input\FReply) DroppedOnPanel ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< class [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > & Panel, FVector2D ScreenPosition, FVector2D GraphPosition, [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) & Graph )


code: virtual [FReply](API\Runtime\SlateCore\Input\FReply) DroppedOnPin ( FVector2D ScreenPosition, FVector2D GraphPosition )


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


description: Interface to override.

code: virtual void HoverTargetChanged()


description: Checks whether this drag and drop operation can cast safely to the specified type.

code: virtual bool IsOfTypeImpl ( const [FString](API\Runtime\Core\Containers\FString) & Type ) const


code: static [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FRigVMFunctionDragDropAction](API\Plugins\RigVMDeveloper\EdGraph\FRigVMFunctionDragDropAction) > New ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FEdGraphSchemaAction](API\Runtime\Engine\EdGraph\FEdGraphSchemaAction) > InAction, [URigVMBlueprint](API\Plugins\RigVMDeveloper\URigVMBlueprint) * InRigBlueprint, [URigVMEdGraph](API\Plugins\RigVMDeveloper\EdGraph\URigVMEdGraph) * InRigGraph )


description: Set if operation is modified by alt

code: void SetAltDrag ( bool InIsAltDrag )


description: Constructor

code: FRigVMFunctionDragDropAction()


description: Set if operation is modified by the ctrl key

code: void SetCtrlDrag ( bool InIsCtrlDrag )


description: true ifFStringis valid, false otherwise

code: virtual EValidatorResult IsValid ( const [FString](API\Runtime\Core\Containers\FString) & Name, bool bOriginal )


className: FRigVMFunctionDragDropAction

description: DragDropAction class for drag and dropping an item from the My Blueprints tree (e.g., variable or function)

code: class FRigVMFunctionDragDropAction : public [FGraphSchemaActionDragDropAction](API\Editor\GraphEditor\FGraphSchemaActionDragDropAction)

bAltDrag

type: bool

SourceRigBlueprint

type: URigVMBlueprint...

SourceRigGraph

type: URigVMEdGraph&...


description: true ifFNameis valid, false otherwise

code: virtual EValidatorResult IsValid ( const [FName](API\Runtime\Core\UObject\FName) & Name, bool bOriginal )


code: FRigVMLocalVariableNameValidator ( const class [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * Blueprint, const [URigVMGraph](API\Plugins\RigVMDeveloper\RigVMModel\URigVMGraph) * Graph, [FName](API\Runtime\Core\UObject\FName) InExistingName )


className: FRigVMLocalVariableNameValidator

description: FRigVMLocalVariableNameValidator.

code: class FRigVMLocalVariableNameValidator : public [FStringSetNameValidator](API\Editor\UnrealEd\Kismet2\FStringSetNameValidator)


code: FRigVMNameValidator ( const class [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * Blueprint, const [UStruct](API\Runtime\CoreUObject\UObject\UStruct) * ValidationScope, [FName](API\Runtime\Core\UObject\FName) InExistingName )


className: FRigVMNameValidator

description: FRigVMNameValidator.

code: class FRigVMNameValidator : public [FStringSetNameValidator](API\Editor\UnrealEd\Kismet2\FStringSetNameValidator)


code: FRigVMPinConnectionResponse ( const ECanCreateConnectionResponse InResponse, [FText](API\Runtime\Core\Internationalization\FText) InMessage, [ECanCreateConnectionResponse_Extended](API\Plugins\RigVMDeveloper\EdGraph\ECanCreateConnectionResponse_Ext-) InExtendedResponse )


description: Add a node to the graph

code: virtual void AddNode ( [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * NodeToAdd, bool bUserAction, bool bSelectNewNode )


className: FRigVMPinConnectionResponse

description: Struct used to extend the response to a connection request to include breaking parents/children

code: struct FRigVMPinConnectionResponse

ExtendedResponse

type: ECanCreateConne...

Response

type: FPinConnectionR...


code: [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * FindNodeForModelNodeName ( const [FName](API\Runtime\Core\UObject\FName) & InModelNodeName, const bool bCacheIfRequired )


code: [URigVMBlueprint](API\Plugins\RigVMDeveloper\URigVMBlueprint) * GetBlueprint() const


code: [URigVMController](API\Plugins\RigVMDeveloper\RigVMModel\URigVMController) * GetController() const


code: const [TArray](API\Runtime\Core\Containers\TArray)< [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FString](API\Runtime\Core\Containers\FString) > > * GetEntryNameList ( [URigVMPin](API\Plugins\RigVMDeveloper\RigVMModel\URigVMPin) * InPin ) const


code: int32 GetInstructionIndex ( const [URigVMEdGraphNode](API\Plugins\RigVMDeveloper\EdGraph\URigVMEdGraphNode) * InNode, bool bAsInput )


code: [URigVMGraph](API\Plugins\RigVMDeveloper\RigVMModel\URigVMGraph) * GetModel() const


code: virtual const [TArray](API\Runtime\Core\Containers\TArray)< [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FString](API\Runtime\Core\Containers\FString) > > * GetNameListForWidget ( const [FString](API\Runtime\Core\Containers\FString) & InWidgetName ) const


description: IRigVMEditorSideObjectinterface

code: virtual [FRigVMClient](API\Plugins\RigVMDeveloper\RigVMModel\FRigVMClient) * GetRigVMClient() const


description: Get the ed graph schema

code: const [URigVMEdGraphSchema](API\Plugins\RigVMDeveloper\EdGraph\URigVMEdGraphSchema) * GetRigVMEdGraphSchema()


description: Returns the nodepath for this UI graph.

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


code: const [URigVMEdGraph](API\Plugins\RigVMDeveloper\EdGraph\URigVMEdGraph) * GetRootGraph() const


code: void HandleModifiedEvent ( [ERigVMGraphNotifType](API\Plugins\RigVMDeveloper\RigVMModel\ERigVMGraphNotifType) InNotifType, [URigVMGraph](API\Plugins\RigVMDeveloper\RigVMModel\URigVMGraph) * InGraph, [UObject](API\Runtime\CoreUObject\UObject\UObject) * InSubject )


code: virtual bool HandleModifiedEvent_Internal ( [ERigVMGraphNotifType](API\Plugins\RigVMDeveloper\RigVMModel\ERigVMGraphNotifType) InNotifType, [URigVMGraph](API\Plugins\RigVMDeveloper\RigVMModel\URigVMGraph) * InGraph, [UObject](API\Runtime\CoreUObject\UObject\UObject) * InSubject )


description: Reacts to renaming the model.

code: virtual void HandleRigVMGraphRenamed ( const [FString](API\Runtime\Core\Containers\FString) & InOldNodePath, const [FString](API\Runtime\Core\Containers\FString) & InNewNodePath )


description: Set up this graph

code: virtual void InitializeFromBlueprint ( [URigVMBlueprint](API\Plugins\RigVMDeveloper\URigVMBlueprint) * InBlueprint )


code: void HandleVMCompiledEvent ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * InCompiledObject, [URigVM](API\Plugins\RigVM\RigVMCore\URigVM) * InVM )


description: Customize blueprint changes based on backwards compatibility

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


className: URigVMEdGraph

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class URigVMEdGraph : public [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph), public [IRigVMEditorSideObject](API\Plugins\RigVMDeveloper\RigVMModel\IRigVMEditorSideObject)

ModelNodePath

type: FString


description:
Allocate default pins for a given node, based only the NodeType, which should already be filled in.
true if the pin creation succeeds, false if there was a problem (such a failure to find a function when the node is a function call).

code: virtual void AllocateDefaultPins()


description: Autowire a newly created node.

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


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

code: virtual void BeginDestroy()


description: Determine if this node can be created under the specified schema

code: virtual bool CanCreateUnderSpecifiedSchema ( const [UEdGraphSchema](API\Runtime\Engine\EdGraph\UEdGraphSchema) * Schema ) const


description: Propagate pin defaults to underlying properties if they have changed

code: void CopyPinDefaultsToModel ( [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * Pin, bool bUndo, bool bPrintPythonCommand )


code: bool CreateGraphPinFromModelPin ( const [URigVMPin](API\Plugins\RigVMDeveloper\RigVMModel\URigVMPin) * InModelPin, EEdGraphPinDirection InDirection, [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * InParentPin )


description: Destroy the specified node

code: virtual void DestroyNode()


description: Destroy all pins in an array

code: void DestroyPinList ( [TArray](API\Runtime\Core\Containers\TArray)< [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * > & InPins )


description: Returns true if this node is relying on the cast template

code: bool DrawAsCompactNode() const


code: [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * FindGraphPinFromModelPin ( const [URigVMPin](API\Plugins\RigVMDeveloper\RigVMModel\URigVMPin) * InModelPin, bool bAsInput ) const


code: [URigVMPin](API\Plugins\RigVMDeveloper\RigVMModel\URigVMPin) * FindModelPinFromGraphPin ( const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * InGraphPin ) const


className: FNodeBeginRemoval

code: typedef TMulticastDelegate_NoParams< void > FNodeBeginRemoval


className: FNodePinExpansionChanged

code: typedef TMulticastDelegate_NoParams< void > FNodePinExpansionChanged


className: FNodeTitleDirtied

code: typedef TMulticastDelegate_NoParams< void > FNodeTitleDirtied


className: FNodePinsChanged

code: typedef TMulticastDelegate_NoParams< void > FNodePinsChanged


code: bool IsValid&40;&41; const


className: FPinPair

code: struct FPinPair

InputPin

type: UEdGraphPin...


description: Get the blueprint that this node is contained within

code: [URigVMBlueprint](API\Plugins\RigVMDeveloper\URigVMBlueprint) * GetBlueprint() const


code: [URigVMController](API\Plugins\RigVMDeveloper\RigVMModel\URigVMController) * GetController() const


description: Icon to use in menu or on node

code: virtual [FSlateIcon](API\Runtime\SlateCore\Textures\FSlateIcon) GetIconAndTint ( [FLinearColor](API\Runtime\Core\Math\FLinearColor) & OutColor ) const


description: Returns the response to use when reporting a deprecation.

code: virtual [FEdGraphNodeDeprecationResponse](API\Runtime\Engine\EdGraph\FEdGraphNodeDeprecationResponse) GetDeprecationResponse ( EEdGraphNodeDeprecationType DeprecationType ) const


description: Get the cached dimensions of this node

code: const FVector2D & GetDimensions() const


code: int32 GetInstructionIndex ( bool bAsInput ) const


description: Get the VM node this is node is wrapping

code: [URigVMNode](API\Plugins\RigVMDeveloper\RigVMModel\URigVMNode) * GetModelNode() const


description: Get the VM model this node lives within

code: [URigVMGraph](API\Plugins\RigVMDeveloper\RigVMModel\URigVMGraph) * GetModel() const


description: Get the VM node name this node is wrapping


code: [URigVMPin](API\Plugins\RigVMDeveloper\RigVMModel\URigVMPin) * GetModelPinFromPinPath ( const [FString](API\Runtime\Core\Containers\FString) & InPinPath ) const


description: Gets the draw color of a node's body tine

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


description: Gets a list of actions that can be done to this particular node

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


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

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


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

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


code: static [FEdGraphPinType](API\Runtime\Engine\EdGraph\FEdGraphPinType) GetPinTypeForModelPin ( const [URigVMPin](API\Plugins\RigVMDeveloper\RigVMModel\URigVMPin) * InModelPin )


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


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


code: const [FRigVMTemplate](API\Plugins\RigVM\RigVMCore\FRigVMTemplate) * GetTemplate() const


description: Gets the tooltip to display when over the node

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


description: Add a new element to the aggregate node referred to by the property path

code: void HandleAddAggregateElement ( const [FString](API\Runtime\Core\Containers\FString) & InNodePath )


description: Add a new array element to the array referred to by the property path

code: void HandleAddArrayElement ( [FString](API\Runtime\Core\Containers\FString) InPinPath )


description: Clear the array referred to by the property path

code: void HandleClearArray ( [FString](API\Runtime\Core\Containers\FString) InPinPath )


description: Insert a new array element after the element referred to by the property path

code: void HandleInsertArrayElement ( [FString](API\Runtime\Core\Containers\FString) InPinPath )


description: Remove the array element referred to by the property path

code: void HandleRemoveArrayElement ( [FString](API\Runtime\Core\Containers\FString) InPinPath )


description: Something that could change our title has changed

code: void InvalidateNodeTitle() const


description: Returns true if this node is deprecated.

code: virtual bool IsDeprecated() const


description: Check a pin's expansion state

code: bool IsPinExpanded ( const [FString](API\Runtime\Core\Containers\FString) & InPinPath )


description: Test the selection state of aUObjecttrue if the object is selected, false otherwise.

code: virtual bool IsSelectedInEditor() const


description: Called when a model pin is added after the node creation

code: bool ModelPinAdded ( const [URigVMPin](API\Plugins\RigVMDeveloper\RigVMModel\URigVMPin) * InModelPin )


description: Called when a model pin is being removed

code: bool ModelPinRemoved ( const [URigVMPin](API\Plugins\RigVMDeveloper\RigVMModel\URigVMPin) * InModelPin )


code: bool ModelPinAdded_Internal ( const [URigVMPin](API\Plugins\RigVMDeveloper\RigVMModel\URigVMPin) * InModelPin )


code: bool ModelPinRemoved_Internal ( const [URigVMPin](API\Plugins\RigVMDeveloper\RigVMModel\URigVMPin) * InModelPin )


description: Called when there's a drastic change in the pins

code: bool ModelPinsChanged ( bool bForce )


description:
Note that the object will be modified. If we are currently recording into the transaction buffer (undo/redo), save a copy of this object into the buffer and marks the package as needing to be saved.
true if the object was saved to the transaction buffer

code: virtual bool Modify ( bool bAlwaysMarkDirty )


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

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


description: Handle anything post-reconstruction

code: virtual void PostReconstructNode()


description: Refresh the connectors on a node, preserving as many connections as it can.

code: virtual void ReconstructNode()


code: virtual void ReconstructNode_Internal ( bool bForce )


description: Recreate pins when we reconstruct this node

code: virtual void ReallocatePinsDuringReconstruction ( const [TArray](API\Runtime\Core\Containers\TArray)< [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * > & OldPins )


description: Wire-up new pins given old pin wiring

code: virtual void RewireOldPinsToNewPins ( [TArray](API\Runtime\Core\Containers\TArray)< [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * > & InOldPins, [TArray](API\Runtime\Core\Containers\TArray)< [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * > & InNewPins )


description: Set the cached dimensions of this node

code: void SetDimensions ( const FVector2D & InDimensions )


description: Copies default values from underlying properties into pin defaults, for editing

code: void SetupPinDefaultsFromModel ( [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * Pin, const [URigVMPin](API\Plugins\RigVMDeveloper\RigVMModel\URigVMPin) * InModelPin )


code: void RemoveGraphSubPins ( [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * InParentPin, const [TArray](API\Runtime\Core\Containers\TArray)< [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * > & InPinsToKeep )


description: Sets the body + title color from a color provided by the model

code: void SetColorFromModel ( const [FLinearColor](API\Runtime\Core\Math\FLinearColor) & InColor )


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

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


description: Should we show the Palette Icon for this node on the node title

code: virtual bool ShowPaletteIconOnNode() const


description: Returns true if this node supports comment bubbles

code: virtual bool SupportsCommentBubble() const


code: void SyncGraphNodeNameWithModelNodeName ( const [URigVMNode](API\Plugins\RigVMDeveloper\RigVMModel\URigVMNode) * InModelNode )


code: void SynchronizeGraphPinValueWithModelPin ( const [URigVMPin](API\Plugins\RigVMDeveloper\RigVMModel\URigVMPin) * InModelPin )


code: void SynchronizeGraphPinTypeWithModelPin ( const [URigVMPin](API\Plugins\RigVMDeveloper\RigVMModel\URigVMPin) * InModelPin )


description: Synchronize the stored name/value/type on the graph pin with the value stored on the node. If the pin has sub-pins, the value update is done recursively.

code: void SynchronizeGraphPinNameWithModelPin ( const [URigVMPin](API\Plugins\RigVMDeveloper\RigVMModel\URigVMPin) * InModelPin, bool bNotify )


code: void SynchronizeGraphPinExpansionWithModelPin ( const [URigVMPin](API\Plugins\RigVMDeveloper\RigVMModel\URigVMPin) * InModelPin )


description: Helper function for AllocateDefaultPins

code: void UpdatePinLists()


code: bool AutowireNewNode ( [URigVMEdGraphNode](API\Plugins\RigVMDeveloper\EdGraph\URigVMEdGraphNode) * NewNode, [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * FromPin ) const


className: URigVMEdGraphNode

description: Base class for RigVM editor side nodes

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


description: Begins a drag and drop action to drag a graph action into another graph

code: virtual [FReply](API\Runtime\SlateCore\Input\FReply) BeginGraphDragAction ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FEdGraphSchemaAction](API\Runtime\Engine\EdGraph\FEdGraphSchemaAction) > InAction, const [FPointerEvent](API\Runtime\SlateCore\Input\FPointerEvent) & MouseEvent ) const


description:
Returns true if the types and directions of two pins are schema compatible. Handles outputting a more derived type to an input pin expecting a less derived type.
true if the pin types and directions are compatible.

code: virtual bool ArePinsCompatible ( const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * PinA, const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * PinB, const [UClass](API\Runtime\CoreUObject\UObject\UClass) * CallingContext, bool bIgnoreArray ) const


description: Breaks all links from/to a single pin

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


description: Breaks the link between two nodes.

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


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

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


description: Can this graph type be duplicated?

code: virtual bool CanDuplicateGraph ( [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * InSourceGraph ) const


description: Can the function graph be dropped into another graph

code: virtual bool CanGraphBeDropped ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FEdGraphSchemaAction](API\Runtime\Engine\EdGraph\FEdGraphSchemaAction) > InAction ) const


description:
Check whether variables can be dropped onto the graph
the response to rejection or allowing the drop

code: virtual bool CanVariableBeDropped ( [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * InGraph, [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * InVariableToDrop ) const


description: If the specified pin is currently being watched, then this will clear the watch from the graph's debug system.

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


description: Returns newFConnectionDrawingPolicyfrom this schema

code: virtual [FConnectionDrawingPolicy](API\Editor\GraphEditor\FConnectionDrawingPolicy) * CreateConnectionDrawingPolicy ( int32 InBackLayerID, int32 InFrontLayerID, float InZoomFactor, const [FSlateRect](API\Runtime\SlateCore\Layout\FSlateRect) & InClippingRect, class [FSlateWindowElementList](API\Runtime\SlateCore\Rendering\FSlateWindowElementList) & InDrawElements, class [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * InGraphObj ) const


description: Create a graph node for a rig

code: [URigVMEdGraphNode](API\Plugins\RigVMDeveloper\EdGraph\URigVMEdGraphNode) * CreateGraphNode ( [URigVMEdGraph](API\Plugins\RigVMDeveloper\EdGraph\URigVMEdGraph) * InGraph, const [FName](API\Runtime\Core\UObject\FName) & InPropertyName ) const


description:
An easy way to check to see if the current graph system supports pin watching.
True if the schema supports pin watching, false if not.

code: virtual bool DoesSupportPinWatching() const


description:
Some schemas have nodes that support the user dynamically adding pins when dropping a connection on the node
Returns the new pin if created

code: virtual [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * DropPinOnNode ( [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * InTargetNode, const [FName](API\Runtime\Core\UObject\FName) & InSourcePinName, const [FEdGraphPinType](API\Runtime\Engine\EdGraph\FEdGraphPinType) & InSourcePinType, EEdGraphPinDirection InSourcePinDirection ) const


code: void EndGraphNodeInteraction ( [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * InNode ) const


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

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


description: Returns a custom reference string for searching within the blueprint based on a given action

code: virtual [FString](API\Runtime\Core\Containers\FString) GetFindReferenceSearchTerm ( const [FEdGraphSchemaAction](API\Runtime\Engine\EdGraph\FEdGraphSchemaAction) * InGraphAction ) const


description: Returns an optional category for a graph

code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetGraphCategory ( const [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * InGraph ) const


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

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


description: Gets display information for a graph

code: virtual void GetGraphDisplayInformation ( const [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) & Graph, [FGraphDisplayInfo](API\Runtime\Engine\EdGraph\FGraphDisplayInfo) & DisplayInfo ) const


description: Allow derived classes to spawn derived node classes.

code: virtual [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [URigVMEdGraphNode](API\Plugins\RigVMDeveloper\EdGraph\URigVMEdGraphNode) > GetGraphNodeClass ( const [URigVMEdGraph](API\Plugins\RigVMDeveloper\EdGraph\URigVMEdGraph) * InGraph ) const


description: The type of graph (function vs. ubergraph) that this that TestEdGraph is.

code: virtual EGraphType GetGraphType ( const [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * TestEdGraph ) const


description:
Returns the local variables related to the graph.
true if the graph can contain local variables (even if it has no local variables)

code: virtual bool GetLocalVariables ( const [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * InGraph, [TArray](API\Runtime\Core\Containers\TArray)< [FBPVariableDescription](API\Runtime\Engine\Engine\FBPVariableDescription) > & OutLocalVariables ) const


code: FVector2D GetNodePositionAtStartOfInteraction ( const [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * InNode ) const


code: static [TArray](API\Runtime\Core\Containers\TArray)< [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * > GetNodesToMoveForNode ( [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * InNode )


description: Returns a name validator appropiate for the schema and object that is being named

code: virtual [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [INameValidatorInterface](API\Editor\UnrealEd\Kismet2\INameValidatorInterface) > GetNameValidator ( const [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * InBlueprintObj, const [FName](API\Runtime\Core\UObject\FName) & InOriginalName, const [UStruct](API\Runtime\CoreUObject\UObject\UStruct) * InValidationScope, const [FName](API\Runtime\Core\UObject\FName) & InActionTypeId ) const


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

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


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


description: Name constants

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


description: Returns all of the applicable pin types for variables within a rigvm host

code: virtual void GetVariablePinTypes ( [TArray](API\Runtime\Core\Containers\TArray)< [FEdGraphPinType](API\Runtime\Engine\EdGraph\FEdGraphPinType) > & PinTypes ) const


code: void HandleModifiedEvent ( [ERigVMGraphNotifType](API\Plugins\RigVMDeveloper\RigVMModel\ERigVMGraphNotifType) InNotifType, [URigVMGraph](API\Plugins\RigVMDeveloper\RigVMModel\URigVMGraph) * InGraph, [UObject](API\Runtime\CoreUObject\UObject\UObject) * InSubject )


description: Insert additional actions into the blueprint action menu

code: virtual void InsertAdditionalActions ( [TArray](API\Runtime\Core\Containers\TArray)< [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * > InBlueprints, [TArray](API\Runtime\Core\Containers\TArray)< [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * > InGraphs, [TArray](API\Runtime\Core\Containers\TArray)< [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * > InPins, [FGraphActionListBuilderBase](API\Runtime\Engine\EdGraph\FGraphActionListBuilderBase) & OutAllActions ) const


code: virtual bool IsRigVMDefaultEvent ( const [FName](API\Runtime\Core\UObject\FName) & InEventName ) const


description:
Checks to see if the specified pin is being watched by the graph's debug system.
True if the supplied pin is currently being watched, false if not.

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


code: virtual bool IsStructEditable ( [UStruct](API\Runtime\CoreUObject\UObject\UStruct) * InStruct ) const


description:
Generates a graph schema action from a graph and a variable description.
a shared pointer to the newly created action.

code: virtual [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FEdGraphSchemaAction](API\Runtime\Engine\EdGraph\FEdGraphSchemaAction) > MakeActionFromVariableDescription ( const [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * InEdGraph, const [FBPVariableDescription](API\Runtime\Engine\Engine\FBPVariableDescription) & VariableDescription ) const


description:
Returns true if the schema wants to overdrive the behaviour of dirtying the blueprint on new node creation.
true if the blueprint marking has been taken care off.

code: virtual bool MarkBlueprintDirtyFromNewNode ( [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * InBlueprint, [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * InEdGraphNode ) const


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

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


description: Helper function to rename a node

code: void RenameNode ( [URigVMEdGraphNode](API\Plugins\RigVMDeveloper\EdGraph\URigVMEdGraphNode) * Node, const [FName](API\Runtime\Core\UObject\FName) & InNewNodeName ) const


description:
Request to drop a variable on a pin
the response to rejection or performing the drop

code: virtual bool RequestVariableDropOnPin ( [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * InGraph, [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * InVariableToDrop, [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * InPin, const FVector2D & InDropPosition, const FVector2D & InScreenPosition )


description: Sets a node's position.

code: virtual void SetNodePosition ( [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * Node, const FVector2D & Position ) const


description: Helper function to recursively reset the pin defaults

code: virtual void ResetPinDefaultsRecursive ( [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * InPin ) const


description:
Perform any logic necessary to safely remove this node from the graph.
Whether or not the node was successfully deleted.

code: virtual bool SafeDeleteNodeFromGraph ( [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * Graph, [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * Node ) const


description:
Request to drop a variable on a panel
the response to rejection or performing the drop

code: virtual bool RequestVariableDropOnPanel ( [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * InGraph, [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * InVariableToDrop, const FVector2D & InDropPosition, const FVector2D & InScreenPosition )


code: void SetNodePosition ( [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * Node, const FVector2D & Position, bool bSetupUndo ) const


description: Let's the schema know about the next pin being dropped

code: virtual void SetPinBeingDroppedOnNode ( [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * InSourcePin ) const


description: When a node is removed, this method determines whether we should remove it immediately or use the old (slower) code path that results in all node being recreated:

code: virtual bool ShouldAlwaysPurgeOnModification() const