description: Called when this adapter is removed from its owner and deleted (used for cleaning up)

code: virtual void OnRemoved()


description: EndFBaseMeshPaintGeometryAdapterOverrides Callback for when the skeletal mesh on the component is changed

module: MeshPaintingToolset

code: void OnSkeletalMeshChanged()


description: Post Edit to clear up or update necessary data

code: virtual void PostEdit()


description: Pre Edit to setup necessary data

code: virtual void PreEdit()


description: Retrieves a list of textures which are suitable for painting

code: virtual void QueryPaintableTextures ( int32 MaterialIndex, int32 & OutDefaultIndex, [TArray](API\Runtime\Core\Containers\TArray)< struct [FPaintableTexture](API\Editor\MeshPaint\FPaintableTexture) > & InOutTextureList )


description: Sets the Vertex Color at VertexIndexto Color inside of the Mesh

code: virtual void SetVertexColor ( int32 VertexIndex, [FColor](API\Runtime\Core\Math\FColor) Color, bool bInstance )


description: Whether or not this adapter supports texture painting

code: virtual bool SupportsTexturePaint() const


description: Whether or not this adapter supports vertex painting

code: virtual bool SupportsVertexPaint() const


className: FMeshPaintSkeletalMeshComponentAdapter

description: FMeshPaintGeometryAdapterForSkeletalMeshes.

code: class FMeshPaintSkeletalMeshComponentAdapter : public [FBaseMeshPaintComponentAdapter](API\Plugins\MeshPaintingToolset\FBaseMeshPaintComponentAdapter)

LODData

type: FSkeletalMeshLO...

description: LOD render data (at Mesh LODIndex) containing data to change

LODModel

description: LOD model (source) data (at Mesh LODIndex) containing data to change

MeshLODIndex

description: LODIndexfor which data has to be retrieved / altered

MeshResource

type: FSkeletalMeshRe...

description: Skeletal Mesh resource retrieved from the Skeletal Mesh

ReferencedSkeletalMesh

type: TObjectPtr<USk...

description: Skeletal mesh currently set to the Skeletal Mesh Component

SkeletalMeshChangedHandle

type: FDelegateHandle

description: Delegate called when skeletal mesh is changed on the component

SkeletalMeshComponent

type: TWeakObjectPtr<...

description: Skeletal mesh component represented by this adapter


code: virtual void AddReferencedObjectsGlobals ( [FReferenceCollector](API\Runtime\CoreUObject\UObject\FReferenceCollector) & Collector )


code: virtual void CleanupGlobals()


code: virtual [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IMeshPaintComponentAdapter](API\Plugins\MeshPaintingToolset\IMeshPaintComponentAdapter) > Construct ( [UMeshComponent](API\Runtime\Engine\Components\UMeshComponent) * InComponent, int32 InMeshLODIndex ) const


code: virtual void InitializeAdapterGlobals()


description: EndIMeshPaintGeometryAdapterOverrides Begin FMeshBasePaintGeometryAdapter

code: virtual bool InitializeVertexData()


className: FMeshPaintSplineMeshComponentAdapter

code: class FMeshPaintSplineMeshComponentAdapter : public [FMeshPaintStaticMeshComponentAdapter](API\Plugins\MeshPaintingToolset\FMeshPaintStaticMeshComponentAda-)


code: virtual [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IMeshPaintComponentAdapter](API\Plugins\MeshPaintingToolset\IMeshPaintComponentAdapter) > Construct ( class [UMeshComponent](API\Runtime\Engine\Components\UMeshComponent) * InComponent, int32 MeshLODIndex ) const


code: static void AddReferencedObjectsGlobals ( [FReferenceCollector](API\Runtime\CoreUObject\UObject\FReferenceCollector) & Collector )


description: Pure virtual that must be overloaded by the inheriting class. Use this method to serialize any UObjects contained that you wish to keep around.

code: virtual void AddReferencedObjects ( [FReferenceCollector](API\Runtime\CoreUObject\UObject\FReferenceCollector) & Collector )


description: Applies or removes an override texture to use while rendering the meshes materials

code: virtual void ApplyOrRemoveTextureOverride ( [UTexture](API\Runtime\Engine\Engine\UTexture) * SourceTexture, [UTexture](API\Runtime\Engine\Engine\UTexture) * OverrideTexture ) const


code: static void CleanupGlobals()


description: StartIMeshPaintGeometryAdapterOverrides

code: virtual bool Construct ( [UMeshComponent](API\Runtime\Engine\Components\UMeshComponent) * InComponent, int32 InMeshLODIndex )


description: Returns the Component to World matrix from the Mesh Component

code: virtual FMatrix GetComponentToWorldMatrix() const


description: Returns the Texture Coordinate at VertexIndexfrom the Mesh

code: virtual void GetTextureCoordinate ( int32 VertexIndex, int32 ChannelIndex, FVector2D & OutTextureCoordinate ) const


description: Returns the Vertex Color at VertexIndexfrom the Mesh

code: virtual void GetVertexColor ( int32 VertexIndex, [FColor](API\Runtime\Core\Math\FColor) & OutColor, bool bInstance ) const


code: static void InitializeAdapterGlobals()


description: StartIMeshPaintGeometryAdapterOverrides

code: virtual bool Initialize()


description: Returns whether or not this adapter is in a valid state

code: virtual bool IsValid() const


description: Returns the result of tracing a line on the component represented by this adapter

code: virtual bool LineTraceComponent ( struct [FHitResult](API\Runtime\Engine\Engine\FHitResult) & OutHit, const FVector Start, const FVector End, const struct [FCollisionQueryParams](API\Runtime\Engine\FCollisionQueryParams) & Params ) const


description: Called when this adapter is created and added to its owner (used for setting up)

code: virtual void OnAdded()


description: End FMeshBasePaintGeometryAdapter Callback for when the static mesh data is rebuilt

code: void OnPostMeshBuild ( [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * StaticMesh )


description: Called when this adapter is removed from its owner and deleted (used for cleaning up)

code: virtual void OnRemoved()


description: Callback for when the static mesh on the component is changed

code: void OnStaticMeshChanged ( [UStaticMeshComponent](API\Runtime\Engine\Components\UStaticMeshComponent) * StaticMeshComponent )


description: Post Edit to clear up or update necessary data

code: virtual void PostEdit()


description: Pre Edit to setup necessary data

code: virtual void PreEdit()


description: Retrieves a list of textures which are suitable for painting

code: virtual void QueryPaintableTextures ( int32 MaterialIndex, int32 & OutDefaultIndex, [TArray](API\Runtime\Core\Containers\TArray)< struct [FPaintableTexture](API\Editor\MeshPaint\FPaintableTexture) > & InOutTextureList )


description: Sets the Vertex Color at VertexIndexto Color inside of the Mesh

code: virtual void SetVertexColor ( int32 VertexIndex, [FColor](API\Runtime\Core\Math\FColor) Color, bool bInstance )


description: Whether or not this adapter supports texture painting

code: virtual bool SupportsTexturePaint() const


description: Whether or not this adapter supports vertex painting

code: virtual bool SupportsVertexPaint() const


className: FMeshPaintStaticMeshComponentAdapter

code: class FMeshPaintStaticMeshComponentAdapter : public [FBaseMeshPaintComponentAdapter](API\Plugins\MeshPaintingToolset\FBaseMeshPaintComponentAdapter)

LODModel

type: FStaticMeshLODR...

description: LOD model (at Mesh LODIndex) containing data to change

MeshLODIndex

description: LODIndexfor which data has to be retrieved / altered

ReferencedStaticMesh

type: TObjectPtr<USt...

description: Static mesh currently set to the Static Mesh Component

StaticMeshComponent

description: Static mesh component represented by this adapter


code: virtual void AddReferencedObjectsGlobals ( [FReferenceCollector](API\Runtime\CoreUObject\UObject\FReferenceCollector) & Collector )


code: virtual void CleanupGlobals()


code: virtual [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IMeshPaintComponentAdapter](API\Plugins\MeshPaintingToolset\IMeshPaintComponentAdapter) > Construct ( class [UMeshComponent](API\Runtime\Engine\Components\UMeshComponent) * InComponent, int32 InMeshLODIndex ) const


code: virtual void InitializeAdapterGlobals()


className: FPaintComponentOverride

PaintedComponents

type: TArray<TObject...

description: List of components overridden


className: FPaintRayResults

code: struct FPaintRayResults

BestTraceResult

type: FHitResult

Params

type: FMeshPaintParam...


code: FPerComponentVertexColorData ( const [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * InStaticMesh, int32 InComponentIndex )


className: FPerComponentVertexColorData

description: Struct used to store the color data copied from mesh component to mesh component

code: struct FPerComponentVertexColorData

ComponentIndex

description: We also match by component index

OriginalMesh

description: We match up components by the mesh they use

PerLODVertexColorData

type: TArray<FPerLOD...

description: Vertex colors by LOD


className: FPerLODVertexColorData

description: Struct used to store the color data copied from mesh instance to mesh instance

code: struct FPerLODVertexColorData

ColorsByIndex

type: TArray<FColor...

ColorsByPosition

type: TMap< FVector, ...


description: Constructs the adapter for a specific LOD index using the mesh component

code: bool Construct ( [UMeshComponent](API\Runtime\Engine\Components\UMeshComponent) * InComponent, int32 MeshLODIndex )


description: Applies or removes an override texture to use while rendering the meshes materials

code: void ApplyOrRemoveTextureOverride ( [UTexture](API\Runtime\Engine\Engine\UTexture) * SourceTexture, [UTexture](API\Runtime\Engine\Engine\UTexture) * OverrideTexture ) const


description: Default functionality for applying or remove a texture override

code: static void DefaultApplyOrRemoveTextureOverride ( [UMeshComponent](API\Runtime\Engine\Components\UMeshComponent) * InMeshComponent, [UTexture](API\Runtime\Engine\Engine\UTexture) * SourceTexture, [UTexture](API\Runtime\Engine\Engine\UTexture) * OverrideTexture )


description: Default functionality for querying textures from a mesh component which are suitable for texture painting

code: static void DefaultQueryPaintableTextures ( int32 MaterialIndex, const [UMeshComponent](API\Runtime\Engine\Components\UMeshComponent) * MeshComponent, int32 & OutDefaultIndex, [TArray](API\Runtime\Core\Containers\TArray)< struct [FPaintableTexture](API\Editor\MeshPaint\FPaintableTexture) > & InOutTextureList )


description: Returns the Component to World matrix from the Mesh Component


description: Retrieves the influenced vertex indices and positions that intersect the given sphere

code: void GetInfluencedVertexData ( const float ComponentSpaceSquaredBrushRadius, const FVector & ComponentSpaceBrushPosition, const FVector & ComponentSpaceCameraPosition, const bool bOnlyFrontFacing, [TArray](API\Runtime\Core\Containers\TArray)< TPair< int32, FVector >> & OutData ) const


description: Returns the indices for the current LOD index in the Mesh

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


description: Returns the vertices for the current LOD index in the Mesh

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


description: Returns the Texture Coordinate at VertexIndexfrom the Mesh

code: void GetTextureCoordinate ( int32 VertexIndex, int32 ChannelIndex, FVector2D & OutTextureCoordinate ) const


description: Returns the Vertex Color at VertexIndexfrom the Mesh

code: void GetVertexColor ( int32 VertexIndex, [FColor](API\Runtime\Core\Math\FColor) & OutColor, bool bInstance ) const


description: Returns the Vertex Position at VertexIndexfrom the Mesh

code: void GetVertexPosition ( int32 VertexIndex, FVector & OutVertex ) const


description: Retrieves the influenced vertex indices which intersect the given sphere

code: void GetInfluencedVertexIndices ( const float ComponentSpaceSquaredBrushRadius, const FVector & ComponentSpaceBrushPosition, const FVector & ComponentSpaceCameraPosition, const bool bOnlyFrontFacing, [TSet](API\Runtime\Core\Containers\TSet)< int32 > & InfluencedVertices ) const


description: Returns whether or not initialization of necessary data was successful

code: bool Initialize()


description: Returns whether or not this adapter is in a valid state

code: bool IsValid() const


description: Returns the result of tracing a line on the component represented by this adapter

code: bool LineTraceComponent ( struct [FHitResult](API\Runtime\Engine\Engine\FHitResult) & OutHit, const FVector Start, const FVector End, const struct [FCollisionQueryParams](API\Runtime\Engine\FCollisionQueryParams) & Params ) const


description: Called when this adapter is removed from its owner and deleted (used for cleaning up)

code: void OnRemoved()


description: Called when this adapter is created and added to its owner (used for setting up)

code: void OnAdded()


description: Post Edit to clear up or update necessary data

code: void PostEdit()


description: Pre Edit to setup necessary data

code: void PreEdit()


description: Returns the hit result which intersect with the given ray

code: bool RayIntersectAdapter ( [UE::Geometry::FIndex3i](API\Runtime\GeometryCore\FIndex3i) & HitTriangle, FVector & HitPosition, const FVector Start, const FVector End ) const


description: Retrieves a list of textures which are suitable for painting

code: void QueryPaintableTextures ( int32 MaterialIndex, int32 & OutDefaultIndex, [TArray](API\Runtime\Core\Containers\TArray)< struct [FPaintableTexture](API\Editor\MeshPaint\FPaintableTexture) > & InOutTextureList )


description: Sets the Vertex Color at VertexIndexto Color inside of the Mesh

code: void SetVertexColor ( int32 VertexIndex, [FColor](API\Runtime\Core\Math\FColor) Color, bool bInstance )


description: Returns the triangle indices which intersect with the given sphere

code: [TArray](API\Runtime\Core\Containers\TArray)< uint32 > SphereIntersectTriangles ( const float ComponentSpaceSquaredBrushRadius, const FVector & ComponentSpaceBrushPosition, const FVector & ComponentSpaceCameraPosition, const bool bOnlyFrontFacing ) const


description: Returns the vertex positions which intersect the given sphere

code: [TArray](API\Runtime\Core\Containers\TArray)< FVector > SphereIntersectVertices ( const float ComponentSpaceSquaredBrushRadius, const FVector & ComponentSpaceBrushPosition, const FVector & ComponentSpaceCameraPosition, const bool bOnlyFrontFacing ) const


description: Whether or not this adapter supports texture painting

code: bool SupportsTexturePaint() const


description: Whether or not this adapter supports vertex painting

code: bool SupportsVertexPaint() const


description: D-tor

code: virtual ~IMeshPaintComponentAdapter()


className: IMeshPaintComponentAdapter

description: Interface for a class to provide mesh painting support for a subclass ofUMeshComponent

code: class IMeshPaintComponentAdapter


code: void AddReferencedObjectsGlobals ( [FReferenceCollector](API\Runtime\CoreUObject\UObject\FReferenceCollector) & Collector )


code: void CleanupGlobals()


code: [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IMeshPaintComponentAdapter](API\Plugins\MeshPaintingToolset\IMeshPaintComponentAdapter) > Construct ( [UMeshComponent](API\Runtime\Engine\Components\UMeshComponent) * InComponent, int32 InMeshLODIndex ) const


code: void InitializeAdapterGlobals()


code: virtual bool AllowsMultiselect() const


className: IMeshPaintComponentAdapterFactory

description: Factory forIMeshPaintGeometryAdapter

code: class IMeshPaintComponentAdapterFactory


code: virtual bool IsMeshAdapterSupported ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IMeshPaintComponentAdapter](API\Plugins\MeshPaintingToolset\IMeshPaintComponentAdapter) > MeshAdapter ) const


className: IMeshPaintSelectionInterface

code: class IMeshPaintSelectionInterface


description: Currently we never support more than five channels (R, G, B, A, OneMinusTotal)

code: namespace MeshPaintDefs { static const int32 MeshPaintDefs::MaxSupportedPhysicalWeights = 4; }


code: namespace MeshPaintDefs { static const int32 MeshPaintDefs::MaxSupportedWeights = MaxSupportedPhysicalWeights + 1; }


className: AdditiveSelectionModifier

description: Flags used to identify modifier keys/buttons

code: static const int AdditiveSelectionModifier = 1;


description: Test if the Target is hit at this 2D position / 3D ray

code: virtual [FInputRayHit](API\Runtime\InteractiveToolsFramework\FInputRayHit) IsHitByClick ( const [FInputDeviceRay](API\Runtime\InteractiveToolsFramework\FInputDeviceRay) & ClickPos )


description: Click the Target at this 2D position / 3D ray. Default behavior is to print debug string.

code: virtual void OnClicked ( const [FInputDeviceRay](API\Runtime\InteractiveToolsFramework\FInputDeviceRay) & ClickPos )


description: Notify target of current modifier state

code: virtual void OnUpdateModifierState ( int ModifierID, bool bIsOn )


description: Register default primary-button-click InputBehaviors

code: virtual void Setup()


className: UMeshClickTool

description: The function ::OnClicked() implements the action that will occur when a click happens. You must override this to implement any kind of useful behavior.

SelectionMechanic

type: TObjectPtr<UMe...


code: void ApplyForcedLODIndex ( int32 ForcedLODIndex )


code: virtual void CacheSelectionData()


code: void CycleMeshLODs ( int32 Direction )


code: int32 GetCachedLODIndex() const


code: int32 GetMaxLODIndexToPaint() const


code: void LODPaintStateChanged ( const bool bLODPaintingEnabled )


code: void PaintLODChanged()


description: UInteractiveTool.


code: UMeshColorPaintingTool()


description: Called by ToolManager to shut down the Tool

code: virtual void Shutdown ( EToolShutdownType ShutdownType )


className: UMeshColorPaintingTool

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class UMeshColorPaintingTool : public [UMeshVertexPaintingTool](API\Plugins\MeshPaintingToolset\UMeshVertexPaintingTool)


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

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


description:
Check if, given the current scene state, a new instance of this builder's Tool can be created
true if a new Tool instance can be created

code: virtual bool CanBuildTool ( const [FToolBuilderState](API\Runtime\InteractiveToolsFramework\FToolBuilderState) & SceneState ) const


className: UMeshColorPaintingToolBuilder


code: UMeshColorPaintingToolProperties()


className: UMeshColorPaintingToolProperties

bPaintOnSpecificLOD

type: bool

description: When unchecked the painting on the base LOD will be propagate automatically to all other LODs when exiting the mode or changing the selection

bWriteAlpha

description: Whether or not to apply Vertex Color Painting to the Alpha Channel

bWriteBlue

description: Whether or not to apply Vertex Color Painting to the Blue Channel

bWriteGreen

description: Whether or not to apply Vertex Color Painting to the Green Channel

bWriteRed

description: Whether or not to apply Vertex Color Painting to the Red Channel

LODIndex

description: LODIndexto which should specifically be painted


code: void AddPaintableMeshComponent ( [UMeshComponent](API\Runtime\Engine\Components\UMeshComponent) * InComponent )


code: void AddSelectedMeshComponents ( const [TArray](API\Runtime\Core\Containers\TArray)< [UMeshComponent](API\Runtime\Engine\Components\UMeshComponent) * > & InComponents )


code: virtual void SetAdditionalPaintParameters ( [FMeshPaintParameters](API\Editor\MeshPaint\FMeshPaintParameters) & InPaintParameters )


code: void AddToComponentToAdapterMap ( const [UMeshComponent](API\Runtime\Engine\Components\UMeshComponent) * InComponent, const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IMeshPaintComponentAdapter](API\Plugins\MeshPaintingToolset\IMeshPaintComponentAdapter) > InAdapter )


code: void ApplyFillWithMask ( [FColor](API\Runtime\Core\Math\FColor) & InOutColor, const [FColor](API\Runtime\Core\Math\FColor) & MaskColor, const [FColor](API\Runtime\Core\Math\FColor) & FillColor )


code: template<typename T> void ApplyBrushToVertex ( const FVector & VertexPosition, const FMatrix & InverseBrushMatrix, const float BrushRadius, const float BrushFalloffAmount, const float BrushStrength, const T & PaintValue, T & InOutValue )


description: Given the adapter, settings and view-information retrieves influences triangles and applies Action to them

code: bool ApplyPerTrianglePaintAction ( [IMeshPaintComponentAdapter](API\Plugins\MeshPaintingToolset\IMeshPaintComponentAdapter) * Adapter, const FVector & CameraPosition, const FVector & HitPosition, const [UBrushBaseProperties](API\Runtime\InteractiveToolsFramework\BaseTools\UBrushBaseProperties) * Settings, FPerTrianglePaintAction Action, bool bOnlyFrontFacingTriangles )


description: Given arguments for an action, and an action - retrieves influences vertices and applies Action to them

code: bool ApplyPerVertexPaintAction ( [FPerVertexPaintActionArgs](API\Editor\MeshPaint\FPerVertexPaintActionArgs) & InArgs, FPerVertexPaintAction Action )


description: Applies Vertex Color Painting according to the given parameters

code: void ApplyVertexColorPaint ( const [FMeshPaintParameters](API\Editor\MeshPaint\FMeshPaintParameters) & InParams, const [FLinearColor](API\Runtime\Core\Math\FLinearColor) & OldColor, [FLinearColor](API\Runtime\Core\Math\FLinearColor) & NewColor, const float PaintAmount )


description: Applies vertex color painting found on LOD 0 to all lower LODs.

code: void ApplyVertexColorsToAllLODs ( [IMeshPaintComponentAdapter](API\Plugins\MeshPaintingToolset\IMeshPaintComponentAdapter) & GeometryInfo, [UMeshComponent](API\Runtime\Engine\Components\UMeshComponent) * InMeshComponent )


description: Applies the vertex colors found in LOD level 0 to all contained LOD levels in the StaticMeshComponent

code: void ApplyVertexColorsToAllLODs ( [IMeshPaintComponentAdapter](API\Plugins\MeshPaintingToolset\IMeshPaintComponentAdapter) & GeometryInfo, [UStaticMeshComponent](API\Runtime\Engine\Components\UStaticMeshComponent) * StaticMeshComponent )


description: Applies the vertex colors found in LOD level 0 to all contained LOD levels in the SkeletalMeshComponent

code: void ApplyVertexColorsToAllLODs ( [IMeshPaintComponentAdapter](API\Plugins\MeshPaintingToolset\IMeshPaintComponentAdapter) & GeometryInfo, [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * SkeletalMeshComponent )


description: Applies Vertex Blend Weight Painting according to the given parameters

code: void ApplyVertexWeightPaint ( const [FMeshPaintParameters](API\Editor\MeshPaint\FMeshPaintParameters) & InParams, const [FLinearColor](API\Runtime\Core\Math\FLinearColor) & OldColor, [FLinearColor](API\Runtime\Core\Math\FLinearColor) & NewColor, const float PaintAmount )


code: void CacheSelectionData ( const int32 PaintLODIndex, const int32 UVChannel )


description: Clears all texture overrides for this component.

code: void ClearMeshTextureOverrides ( const [IMeshPaintComponentAdapter](API\Plugins\MeshPaintingToolset\IMeshPaintComponentAdapter) & GeometryInfo, [UMeshComponent](API\Runtime\Engine\Components\UMeshComponent) * InMeshComponent )


code: void ClearPaintableMeshComponents()


code: void ClearSelectedMeshComponents()


code: void ClearSelectionLODColors()


description: Computes the Paint power multiplier value

code: float ComputePaintMultiplier ( float SquaredDistanceToVertex2D, float BrushStrength, float BrushInnerRadius, float BrushRadialFalloff, float BrushInnerDepth, float BrushDepthFallof, float VertexDepthToBrush )


description: Checks whether or not the mesh components contains per lod colors (for all LODs)

code: bool DoesMeshComponentContainPerLODColors ( const [UMeshComponent](API\Runtime\Engine\Components\UMeshComponent) * MeshComponent )


code: void FillSkeletalMeshVertexColors ( [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * MeshComponent, int32 LODIndex, const [FColor](API\Runtime\Core\Math\FColor) FillColor, const [FColor](API\Runtime\Core\Math\FColor) MaskColor )


description: Fills all vertex colors for all LODs found in the given mesh component with Fill Color

code: void FillStaticMeshVertexColors ( [UStaticMeshComponent](API\Runtime\Engine\Components\UStaticMeshComponent) * MeshComponent, int32 LODIndex, const [FColor](API\Runtime\Core\Math\FColor) FillColor, const [FColor](API\Runtime\Core\Math\FColor) MaskColor )


code: bool FindHitResult ( const FRay Ray, [FHitResult](API\Runtime\Engine\Engine\FHitResult) & BestTraceResult )


code: void ForceRenderMeshLOD ( [UMeshComponent](API\Runtime\Engine\Components\UMeshComponent) * Component, int32 LODIndex )


description: Generate texture weight color for given number of weights and the to-paint index

code: [FLinearColor](API\Runtime\Core\Math\FLinearColor) GenerateColorForTextureWeight ( const int32 NumWeights, const int32 WeightIndex )


description: Map of geometry adapters for each selected mesh component

code: [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IMeshPaintComponentAdapter](API\Plugins\MeshPaintingToolset\IMeshPaintComponentAdapter) > GetAdapterForComponent ( const [UMeshComponent](API\Runtime\Engine\Components\UMeshComponent) * InComponent ) const


description: Retrieves the vertex colors from the given LOD level in the Mesh

code: [TArray](API\Runtime\Core\Containers\TArray)< [FColor](API\Runtime\Core\Math\FColor) > GetColorDataForLOD ( const [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * StaticMesh, int32 LODIndex )


description: Retrieves the per-instance vertex colors from the given LOD level in the StaticMeshComponent

code: [TArray](API\Runtime\Core\Containers\TArray)< [FColor](API\Runtime\Core\Math\FColor) > GetInstanceColorDataForLOD ( const [UStaticMeshComponent](API\Runtime\Engine\Components\UStaticMeshComponent) * MeshComponent, int32 LODIndex )


description: Retrieves the number of bytes used to store the per-instance LOD vertex color data from the mesh component

code: void GetInstanceColorDataInfo ( const [UStaticMeshComponent](API\Runtime\Engine\Components\UStaticMeshComponent) * StaticMeshComponent, int32 LODIndex, int32 & OutTotalInstanceVertexColorBytes )


code: int32 GetMaxUVIndexToPaint() const


description: Returns the number of Mesh LODs for the given MeshComponent

code: int32 GetNumberOfLODs ( const [UMeshComponent](API\Runtime\Engine\Components\UMeshComponent) * MeshComponent )


description: Returns the number of Texture Coordinates for the given MeshComponent

code: int32 GetNumberOfUVs ( const [UMeshComponent](API\Runtime\Engine\Components\UMeshComponent) * MeshComponent, int32 LODIndex )


code: [TArray](API\Runtime\Core\Containers\TArray)< [UMeshComponent](API\Runtime\Engine\Components\UMeshComponent) * > GetPaintableMeshComponents() const


code: bool GetPerVertexPaintInfluencedVertices ( [FPerVertexPaintActionArgs](API\Editor\MeshPaint\FPerVertexPaintActionArgs) & InArgs, [TSet](API\Runtime\Core\Containers\TSet)< int32 > & InfluencedVertices )


code: [TArray](API\Runtime\Core\Containers\TArray)< [UMeshComponent](API\Runtime\Engine\Components\UMeshComponent) * > GetSelectedMeshComponents() const


description: Retrieves the Vertex Color buffer size for the given LOD level in the Mesh

code: uint32 GetVertexColorBufferSize ( [UMeshComponent](API\Runtime\Engine\Components\UMeshComponent) * MeshComponent, int32 LODIndex, bool bInstance )


description: Retrieves the vertex positions from the given LOD level in the Mesh

code: [TArray](API\Runtime\Core\Containers\TArray)< FVector > GetVerticesForLOD ( const [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * StaticMesh, int32 LODIndex )


code: bool HasPaintableMesh ( [UActorComponent](API\Runtime\Engine\Components\UActorComponent) * Component )


code: bool IsPointInfluencedByBrush ( const FVector2D & BrushSpacePosition, const float BrushRadiusSquared, float & OutInRangeValue )


description: Checks whether or not a point is influenced by the painting brush according to the given parameters

code: bool IsPointInfluencedByBrush ( const FVector & InPosition, const [FMeshPaintParameters](API\Editor\MeshPaint\FMeshPaintParameters) & InParams, float & OutSquaredDistanceToVertex2D, float & OutVertexDepthToBrush )


description: Applies vertex painting to InOutvertexColor according to the given parameters

code: bool PaintVertex ( const FVector & InVertexPosition, const [FMeshPaintParameters](API\Editor\MeshPaint\FMeshPaintParameters) & InParams, [FColor](API\Runtime\Core\Math\FColor) & InOutVertexColor )


description: Helper function to retrieve vertex color from aUTexturegiven a UVCoordinate

code: [FColor](API\Runtime\Core\Math\FColor) PickVertexColorFromTextureData ( const uint8 * MipData, const FVector2D & UVCoordinate, const [UTexture2D](API\Runtime\Engine\Engine\UTexture2D) * Texture, const [FColor](API\Runtime\Core\Math\FColor) ColorMask )


description: Propagates per-instance vertex colors to the underlying Mesh for the given LODIndex

code: bool PropagateColorsToRawMesh ( [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * StaticMesh, int32 LODIndex, [FStaticMeshComponentLODInfo](API\Runtime\Engine\FStaticMeshComponentLODInfo) & ComponentLODInfo )


description: Removes vertex colors associated with the mesh component

code: void RemoveComponentInstanceVertexColors ( [UStaticMeshComponent](API\Runtime\Engine\Components\UStaticMeshComponent) * StaticMeshComponent )


description: Removes vertex colors associated with the object

code: void RemoveInstanceVertexColors ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Obj )


description: Sets all vertex colors for a specific LOD level in the SkeletalMesh to FillColor

code: void SetColorDataForLOD ( [USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) * SkeletalMesh, int32 LODIndex, const [FColor](API\Runtime\Core\Math\FColor) FillColor, const [FColor](API\Runtime\Core\Math\FColor) MaskColor )


code: void SetCopiedColorsByComponent ( [TArray](API\Runtime\Core\Containers\TArray)< [FPerComponentVertexColorData](API\Plugins\MeshPaintingToolset\FPerComponentVertexColorData) > & InCopiedColors )


description: Sets the specific (LODIndex) per-instance vertex colors for the given StaticMeshComponent to the supplied Color array

code: void SetInstanceColorDataForLOD ( [UStaticMeshComponent](API\Runtime\Engine\Components\UStaticMeshComponent) * MeshComponent, int32 LODIndex, const [TArray](API\Runtime\Core\Containers\TArray)< [FColor](API\Runtime\Core\Math\FColor) > & Colors )


description: Sets the specific (LODIndex) per-instance vertex colors for the given StaticMeshComponent to a single Color value

code: void SetInstanceColorDataForLOD ( [UStaticMeshComponent](API\Runtime\Engine\Components\UStaticMeshComponent) * MeshComponent, int32 LODIndex, const [FColor](API\Runtime\Core\Math\FColor) FillColor, const [FColor](API\Runtime\Core\Math\FColor) MaskColor )


code: void SetSelectionHasMaterialValidForTexturePaint ( const bool InValidity )


description: OutNumLODs is set to number of Mesh LODs for the given MeshComponent and returns true, or returns false of given mesh component has no valid LODs

code: bool TryGetNumberOfLODs ( const [UMeshComponent](API\Runtime\Engine\Components\UMeshComponent) * MeshComponent, int32 & OutNumLODs )


code: UMeshPaintingSubsystem()


className: UMeshPaintSelectionInterface

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


className: UMeshPaintingSubsystem

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

LastPaintedComponent

type: constUMeshComp...


code: bool FindClickedComponentsAndCacheAdapters ( const [FInputDeviceRay](API\Runtime\InteractiveToolsFramework\FInputDeviceRay) & ClickPos )


code: void OnClicked ( const [FInputDeviceRay](API\Runtime\InteractiveToolsFramework\FInputDeviceRay) & ClickPos )


code: [FInputRayHit](API\Runtime\InteractiveToolsFramework\FInputRayHit) IsHitByClick ( const [FInputDeviceRay](API\Runtime\InteractiveToolsFramework\FInputDeviceRay) & ClickPos, bool bIsFallbackClick )


code: void SetAddToSelectionSet ( const bool bInNewSelectionType )


code: [FPaintTexture2DData](API\Editor\MeshPaint\FPaintTexture2DData) * AddPaintTargetData ( [UTexture2D](API\Runtime\Engine\Engine\UTexture2D) * InTexture )


code: virtual void CacheSelectionData()


code: void CacheTexturePaintData()


code: double CalculateTargetEdgeLength ( int TargetTriCount )


description: true if this Tool is currently in a state where it can be Accepted. This may be false if for example there was an error in the Tool.

code: virtual bool CanAccept() const


className: UMeshPaintSelectionMechanic


code: void ClearAllTextureOverrides()


description: IClickDragBehaviorTargetimplementation.

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


code: virtual bool AllowsMultiselect() const


code: void CommitAllPaintedTextures()


code: void CycleTextures ( int32 Direction )


description: Subclasses should implement this to give an estimate of target dimension for brush size scaling


code: virtual void FinishPainting()


code: void FinishPaintingTexture()


code: void FloodCurrentPaintTexture()


code: void GatherTextureTriangles ( [IMeshPaintComponentAdapter](API\Plugins\MeshPaintingToolset\IMeshPaintComponentAdapter) * Adapter, int32 TriangleIndex, const int32 VertexIndices, [TArray](API\Runtime\Core\Containers\TArray)< [FTexturePaintTriangleInfo](API\Editor\MeshPaint\FTexturePaintTriangleInfo) > * TriangleInfo, [TArray](API\Runtime\Core\Containers\TArray)< [FTexturePaintMeshSectionInfo](API\Editor\MeshPaint\FTexturePaintMeshSectionInfo) > * SectionInfos, int32 UVChannelIndex )


description: Returns the number of texture that require a commit.


code: [FPaintTexture2DData](API\Editor\MeshPaint\FPaintTexture2DData) * GetPaintTargetData ( const [UTexture2D](API\Runtime\Engine\Engine\UTexture2D) * InTexture )


description: true if this Tool support being Accepted, ie calling Shutdown(EToolShutdownType::Accept)

code: virtual bool HasAccept() const


description: true if this Tool support being Cancelled, ie calling Shutdown(EToolShutdownType::Cancel)

code: virtual bool HasCancel() const


description: true if the target MeshSource is hit by the Ray

code: virtual bool HitTest ( const FRay & Ray, [FHitResult](API\Runtime\Engine\Engine\FHitResult) & OutHit )


code: virtual bool IsMeshAdapterSupported ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IMeshPaintComponentAdapter](API\Plugins\MeshPaintingToolset\IMeshPaintComponentAdapter) > MeshAdapter ) const


code: virtual bool IsPainting() const


description: UMeshSurfacePointToolimplementation.

code: virtual void OnBeginDrag ( const FRay & Ray )


description: This function is called when the user releases the button driving a click-drag-release interaction

code: virtual void OnEndDrag ( const FRay & Ray )


code: FSimpleDelegate & OnPaintingFinished()


description: Automatically called byUInteractiveToolPropertySet.OnModifieddelegate to notify Tool of child property set changes

code: virtual void OnPropertyModified ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * PropertySet, [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * Property )


description: Allow the Tool to do any necessary processing on Tick

code: virtual void OnTick ( float DeltaTime )


code: void OnTransactionStateChanged ( const [FTransactionContext](API\Runtime\Core\Misc\FTransactionContext) & InTransactionContext, const ETransactionStateEventType InTransactionState )


description: This function is called each frame that the user is in a click-drag-release interaction

code: virtual void OnUpdateDrag ( const FRay & Ray )


code: bool Paint ( const [TArrayView](API\Runtime\Core\Containers\TArrayView)< TPair< FVector, FVector >> & Rays )


description: Notify target of current modifier state

code: virtual void OnUpdateModifierState ( int ModifierID, bool bIsOn )


code: bool Paint ( const FVector & InRayOrigin, const FVector & InRayDirection )


code: void PaintTexture ( [FMeshPaintParameters](API\Editor\MeshPaint\FMeshPaintParameters) & InParams, [TArray](API\Runtime\Core\Containers\TArray)< [FTexturePaintTriangleInfo](API\Editor\MeshPaint\FTexturePaintTriangleInfo) > & InInfluencedTriangles, const [IMeshPaintComponentAdapter](API\Plugins\MeshPaintingToolset\IMeshPaintComponentAdapter) & GeometryInfo, [FMeshPaintParameters](API\Editor\MeshPaint\FMeshPaintParameters) * LastParams )


code: void PaintTextureChanged ( const [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) & AssetData )


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

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


code: virtual void SetAdditionalPaintParameters ( [FMeshPaintParameters](API\Editor\MeshPaint\FMeshPaintParameters) & InPaintParameters )


description: UInteractiveTool.

code: virtual void Setup()


code: bool ShouldFilterTextureAsset ( const [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) & AssetData ) const


description: Called by ToolManager to shut down the Tool

code: virtual void Shutdown ( EToolShutdownType ShutdownType )


code: void StartPaintingTexture ( [UMeshComponent](API\Runtime\Engine\Components\UMeshComponent) * InMeshComponent, const [IMeshPaintComponentAdapter](API\Plugins\MeshPaintingToolset\IMeshPaintComponentAdapter) & GeometryInfo )


code: UMeshTexturePaintingTool()


className: UMeshTexturePaintingTool

InitialMeshArea

type: double

PendingClickRay

type: FRay


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

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


description:
Check if, given the current scene state, a new instance of this builder's Tool can be created
true if a new Tool instance can be created

code: virtual bool CanBuildTool ( const [FToolBuilderState](API\Runtime\InteractiveToolsFramework\FToolBuilderState) & SceneState ) const


className: UMeshTexturePaintingToolBuilder


code: UMeshTexturePaintingToolProperties()


className: UMeshTexturePaintingToolProperties

bEnableFlow

description: Enables "Flow" painting where paint is continually applied from the brush every tick

bEnableSeamPainting

description: Seam painting flag, True if we should enable dilation to allow the painting of texture seams

bOnlyFrontFacingTriangles

description: Whether back-facing triangles should be ignored

bRotateBrushTowardsDirection

description: Whether or not to continously rotate the brush towards the painting direction

bWriteAlpha

description: Whether or not to apply Texture Color Painting to the Alpha Channel

bWriteBlue

description: Whether or not to apply Texture Color Painting to the Blue Channel

bWriteGreen

description: Whether or not to apply Texture Color Painting to the Green Channel

bWriteRed

description: Whether or not to apply Texture Color Painting to the Red Channel

EraseColor

type: FLinearColor

description: Color used for Erasing Texture Color Painting

PaintBrush

type: TObjectPtr<UTe...

description: Optional Texture Brush to which Painting should use

PaintBrushRotationOffset

type: float

description: Initial Rotation offset to apply to our paint brush

PaintColor

description: Color used for Applying Texture Color Painting

PaintTexture

description: Texture to which Painting should be Applied

UVChannel

description: UV channel which should be used for paint textures


code: virtual bool AllowsMultiselect() const


description: Per vertex action function used for painting vertex data

code: void ApplyVertexData ( [FPerVertexPaintActionArgs](API\Editor\MeshPaint\FPerVertexPaintActionArgs) & InArgs, int32 VertexIndex, [FMeshPaintParameters](API\Editor\MeshPaint\FMeshPaintParameters) Parameters )


code: virtual void CacheSelectionData()


code: double CalculateTargetEdgeLength ( int TargetTriCount )


description: true if this Tool is currently in a state where it can be Accepted. This may be false if for example there was an error in the Tool.

code: virtual bool CanAccept() const


description: IClickDragBehaviorTargetimplementation.

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


description: Subclasses should implement this to give an estimate of target dimension for brush size scaling


description: true if this Tool support being Accepted, ie calling Shutdown(EToolShutdownType::Accept)

code: virtual bool HasAccept() const


code: virtual void FinishPainting()


description: true if this Tool support being Cancelled, ie calling Shutdown(EToolShutdownType::Cancel)

code: virtual bool HasCancel() const


description: true if the target MeshSource is hit by the Ray

code: virtual bool HitTest ( const FRay & Ray, [FHitResult](API\Runtime\Engine\Engine\FHitResult) & OutHit )


code: virtual bool IsMeshAdapterSupported ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IMeshPaintComponentAdapter](API\Plugins\MeshPaintingToolset\IMeshPaintComponentAdapter) > MeshAdapter ) const


code: virtual bool IsPainting() const


description: UMeshSurfacePointToolimplementation.

code: virtual void OnBeginDrag ( const FRay & Ray )


description: This function is called when the user releases the button driving a click-drag-release interaction

code: virtual void OnEndDrag ( const FRay & Ray )


code: FSimpleDelegate & OnPaintingFinished()


description: Automatically called byUInteractiveToolPropertySet.OnModifieddelegate to notify Tool of child property set changes

code: virtual void OnPropertyModified ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * PropertySet, [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * Property )


description: Allow the Tool to do any necessary processing on Tick

code: virtual void OnTick ( float DeltaTime )


description: This function is called each frame that the user is in a click-drag-release interaction

code: virtual void OnUpdateDrag ( const FRay & Ray )


description: Notify target of current modifier state

code: virtual void OnUpdateModifierState ( int ModifierID, bool bIsOn )


code: bool Paint ( const [TArrayView](API\Runtime\Core\Containers\TArrayView)< TPair< FVector, FVector >> & Rays )


code: bool Paint ( const FVector & InRayOrigin, const FVector & InRayDirection )


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

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


description: UInteractiveTool.

code: virtual void Setup()


code: virtual void SetAdditionalPaintParameters ( [FMeshPaintParameters](API\Editor\MeshPaint\FMeshPaintParameters) & InPaintParameters )


description: Called by ToolManager to shut down the Tool

code: virtual void Shutdown ( EToolShutdownType ShutdownType )


code: UMeshVertexPaintingTool()


code: UMeshVertexPaintingToolProperties()


className: UMeshVertexPaintingTool


className: UMeshVertexPaintingToolProperties

bEnableFlow

description: Enables "Flow" painting where paint is continually applied from the brush every tick

bOnlyFrontFacingTriangles

description: Whether back-facing triangles should be ignored

EraseColor

description: Color used for Erasing Vertex Color Painting

PaintColor

description: Color used for Applying Vertex Color Painting

VertexPreviewSize

description: Size of vertex points drawn when mesh painting is active.


code: virtual void CacheSelectionData()


code: UMeshWeightPaintingTool()


className: UMeshWeightPaintingTool

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class UMeshWeightPaintingTool : public [UMeshVertexPaintingTool](API\Plugins\MeshPaintingToolset\UMeshVertexPaintingTool)


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

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


description:
Check if, given the current scene state, a new instance of this builder's Tool can be created
true if a new Tool instance can be created

code: virtual bool CanBuildTool ( const [FToolBuilderState](API\Runtime\InteractiveToolsFramework\FToolBuilderState) & SceneState ) const


className: UMeshWeightPaintingToolBuilder


code: UMeshWeightPaintingToolProperties()


className: UMeshWeightPaintingToolProperties

EraseTextureWeightIndex

type: EMeshPaintTextu...

description: Texture Blend Weight index which should be erased during Painting

PaintTextureWeightIndex

description: Texture Blend Weight index which should be applied during Painting

TextureWeightType

type: EMeshPaintWeigh...

description: Texture Blend Weight Painting Mode


code: virtual bool AllowsMultiselect() const


code: virtual bool IsMeshAdapterSupported ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IMeshPaintComponentAdapter](API\Plugins\MeshPaintingToolset\IMeshPaintComponentAdapter) > MeshAdapter ) const


code: UTextureAdapterClickTool()


className: UTextureAdapterClickTool

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class UTextureAdapterClickTool : public [UMeshClickTool](API\Plugins\MeshPaintingToolset\UMeshClickTool)


className: UTextureAdapterClickToolBuilder

description: Builder forUTextureAdapterClickTool


description: Static: Copies a texture to a render target texture

code: static void CopyTextureToRenderTargetTexture ( [UTexture](API\Runtime\Engine\Engine\UTexture) * SourceTexture, [UTextureRenderTarget2D](API\Runtime\Engine\Engine\UTextureRenderTarget2D) * RenderTargetTexture, [ERHIFeatureLevel::Type](API\Runtime\RHI\ERHIFeatureLevel__Type) FeatureLevel )


description: Static: Creates a temporary texture used to transfer data to a render target in memory

code: static [UTexture2D](API\Runtime\Engine\Engine\UTexture2D) * CreateScratchUncompressedTexture ( [UTexture2D](API\Runtime\Engine\Engine\UTexture2D) * SourceTexture )


description: Checks whether or not the given MeshComponent's materials use the specified texture

code: static bool DoesMeshComponentUseTexture ( [UMeshComponent](API\Runtime\Engine\Components\UMeshComponent) * MeshComponent, [UTexture](API\Runtime\Engine\Engine\UTexture) * Texture )


description: Tries to find Materials using the given Texture and retrieve the corresponding material indices from the MEsh Compon

code: static void FindMaterialIndicesUsingTexture ( const [UTexture](API\Runtime\Engine\Engine\UTexture) * Texture, const [UMeshComponent](API\Runtime\Engine\Components\UMeshComponent) * MeshComponent, [TArray](API\Runtime\Core\Containers\TArray)< int32 > & OutIndices )


description: Will generate a mask texture, used for texture dilation, and store it in the passed in render target

code: static bool GenerateSeamMask ( [UMeshComponent](API\Runtime\Engine\Components\UMeshComponent) * MeshComponent, int32 UVSet, [UTextureRenderTarget2D](API\Runtime\Engine\Engine\UTextureRenderTarget2D) * SeamRenderTexture, [UTexture2D](API\Runtime\Engine\Engine\UTexture2D) * Texture, [UTextureRenderTarget2D](API\Runtime\Engine\Engine\UTextureRenderTarget2D) * RenderTargetTexture )


description: Returns the maximum bytes per pixel that are supported for source textures when painting. This limitation is set by CreateTempUncompressedTexture.


description: Returns the pixel format that CreateTempUncompressedTexture uses to create render target data for painting.


description: Retrieve LOD mesh sections from MeshComponent which use one of the given textures

code: static void RetrieveMeshSectionsForTextures ( const [UMeshComponent](API\Runtime\Engine\Components\UMeshComponent) * MeshComponent, int32 LODIndex, [TArray](API\Runtime\Core\Containers\TArray)< const [UTexture](API\Runtime\Engine\Engine\UTexture) * > Textures, [TArray](API\Runtime\Core\Containers\TArray)< [FTexturePaintMeshSectionInfo](API\Editor\MeshPaint\FTexturePaintMeshSectionInfo) > & OutSectionInfo )


description: Retrieve LOD mesh sections from MeshComponent which contain one of the Material Indices

code: static void RetrieveMeshSectionsForMaterialIndices ( const [UMeshComponent](API\Runtime\Engine\Components\UMeshComponent) * MeshComponent, int32 LODIndex, const [TArray](API\Runtime\Core\Containers\TArray)< int32 > & MaterialIndices, [TArray](API\Runtime\Core\Containers\TArray)< [FTexturePaintMeshSectionInfo](API\Editor\MeshPaint\FTexturePaintMeshSectionInfo) > & OutSectionInfo )


description: Retrieves all Paintable Textures from the given MeshComponent

code: static void RetrieveTexturesForComponent ( const [UMeshComponent](API\Runtime\Engine\Components\UMeshComponent) * Component, [IMeshPaintComponentAdapter](API\Plugins\MeshPaintingToolset\IMeshPaintComponentAdapter) * Adapter, [TArray](API\Runtime\Core\Containers\TArray)< [FPaintableTexture](API\Editor\MeshPaint\FPaintableTexture) > & OutTextures )


description: Makes sure that the render target is ready to paint on

code: static void SetupInitialRenderTargetData ( [FPaintTexture2DData](API\Editor\MeshPaint\FPaintTexture2DData) & PaintTextureData )


description: Keep old legacy method of initializing render target data for the paint brush texture;

code: static void SetupInitialRenderTargetData ( [UTexture2D](API\Runtime\Engine\Engine\UTexture2D) * InTextureSource, [UTextureRenderTarget2D](API\Runtime\Engine\Engine\UTextureRenderTarget2D) * InRenderTarget )


description: Update the render target base on scratch texture

code: static void UpdateRenderTargetData ( [FPaintTexture2DData](API\Editor\MeshPaint\FPaintTexture2DData) & PaintTextureData )


className: UTexturePaintToolset

description: Helpers functions for texture painting functionality

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


code: UVertexAdapterClickTool()


className: UVertexAdapterClickTool

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class UVertexAdapterClickTool : public [UMeshClickTool](API\Plugins\MeshPaintingToolset\UMeshClickTool)


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

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


description:
Check if, given the current scene state, a new instance of this builder's Tool can be created
true if a new Tool instance can be created

code: virtual bool CanBuildTool ( const [FToolBuilderState](API\Runtime\InteractiveToolsFramework\FToolBuilderState) & SceneState ) const


className: UVertexAdapterClickToolBuilder

description: Builder forUVertexAdapterClickTool


className: EMetasoundMemberDefaultWidgetValueType

module: MetasoundEditor

code: enum EMetasoundMemberDefaultWidgetValueType { Linear, Frequency, Volume, }


className: FActionClassFilters

code: struct FActionClassFilters

InputFilterFunction

type: FInputFilterFun...

OutputFilterFunction

type: FOutputFilterFu...


className: FCreateNodeVertexParams

code: struct FCreateNodeVertexParams

AccessType

type: EMetasoundFront...

DataType

type: FName


description: Initialize commands

code: virtual void RegisterCommands()


description: Constructor

code: FEditorCommands()


className: FEditorCommands

code: class FEditorCommands : public [TCommands< FEditorCommands >](API\Runtime\Slate\Framework\Commands\TCommands)

AddInput

type: TSharedPtr<FUI...

description: Adds an input to the node

BreakLink

description: Breaks the node input/output link

BrowserSync

description: Selects theMetasoundin the content browser.

ConvertFromPreset

description: Converts a MetaSound from a restricted, preset edit state to a fully accessible MetaSound.

Delete

description: Delete selected items.

EditMetasoundSettings

description: Shows theMetasound's top-level general object settings in the Details panel

EditSourceSettings

description: Shows the MetasoundSource's specific settings in the Details panel (if of respective type)

Export

description: Exports theMetasound

Import

description: Imports theMetasoundfrom Json

Play

description: Plays theMetasound

Stop

description: Stops the currently playingMetasound

TogglePlayback

description: Plays stops the currently playingMetasound

UpdateNodeClass

description: Run updates on selected node(s) class(es) if required by any subset of selected nodes.


description: Whether or not validation operations on result have dirtied the associated Node (Validation doesn't mark node as dirtied to avoid resave being required at asset level)

code: bool GetHasDirtiedNode() const


description: Whether associated node is in invalid state, i.e. may fail to build or may result in undefined behavior.

code: bool GetIsInvalid() const


code: [UMetasoundEditorGraphNode](API\Plugins\MetasoundEditor\UMetasoundEditorGraphNode) & GetNodeChecked() const


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


code: FGraphNodeValidationResult ( [UMetasoundEditorGraphNode](API\Plugins\MetasoundEditor\UMetasoundEditorGraphNode) & InNode )


className: FGraphNodeValidationResult

code: struct FGraphNodeValidationResult


description: Returns highest message severity of validated nodes.


description: Results corresponding with node validation.

code: const [TArray](API\Runtime\Core\Containers\TArray)< [FGraphNodeValidationResult](API\Plugins\MetasoundEditor\FGraphNodeValidationResult) > & GetResults() const


className: FGraphValidationResults

code: struct FGraphValidationResults

NodeResults

type: TArray<FGraphN...


code: void SetPinOrphaned ( [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) & Pin, bool bIsOrphaned )


className: FInputFilterFunction

code: typedef [TFunction](API\Runtime\Core\GenericPlatform\TFunction)< bool(const [FMetasoundFrontendClassInput](API\Plugins\MetasoundFrontend\FMetasoundFrontendClassInput) &)> FInputFilterFunction


className: FInterfaceNodeFilterFunction


description:
Customizes the given literal for the provided DetailLayoutBuilder.
the DetailPropertyRow created for the default parameter set by this customization.

code: virtual [TArray](API\Runtime\Core\Containers\TArray)< [IDetailPropertyRow](API\Editor\PropertyEditor\IDetailPropertyRow) * > CustomizeLiteral ( [UMetasoundEditorGraphMemberDefaultLiteral](API\Plugins\MetasoundEditor\UMetasoundEditorGraphMemberDefau-_6) & InLiteral, [IDetailLayoutBuilder](API\Editor\PropertyEditor\IDetailLayoutBuilder) & InDetailLayout )


code: FMetasoundDefaultLiteralCustomizationBase ( [IDetailCategoryBuilder](API\Editor\PropertyEditor\IDetailCategoryBuilder) & InDefaultCategoryBuilder )


description: Broken out to be able to customize and swap enum behavior for basic integer literal behavior


description: Broken out to be able to customize and swap enum behavior for basic integer literal behavior.


description: Broken out to be able to customize and swap AllowedClass based on provided object proxy.

Object

type: TObjectPtr<UOb...


description: Derived classes should override this method to create the desired frontend node.

code: virtual [Metasound::Frontend::FNodeHandle](API\Plugins\MetasoundFrontend\FNodeHandle) CreateFrontendVariableNode ( const [Metasound::Frontend::FGraphHandle](API\Plugins\MetasoundFrontend\FGraphHandle) & InFrontendGraph, const [FGuid](API\Runtime\Core\Misc\FGuid) & InVariableID ) const


code: FMetasoundGraphSchemaAction_NewVariableDeferredAccessorNode ( [FText](API\Runtime\Core\Internationalization\FText) InNodeCategory, [FText](API\Runtime\Core\Internationalization\FText) InDisplayName, [FGuid](API\Runtime\Core\Misc\FGuid) InVariableID, [FText](API\Runtime\Core\Internationalization\FText) InToolTip )


description: Adds a variable node to the graph


description: Promotes an input to a graph variable & respective getter node, using its respective literal value as the default value


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 )


description: Promotes an input to a graph variable & respective deferred getter node, using its respective literal value as the default value


description: Promotes an output to a graph variable & respective setter node, using its respective literal value as the default value


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


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


code: FMetasoundGraphSchemaAction()


code: FMetasoundGraphSchemaAction ( [FText](API\Runtime\Core\Internationalization\FText) InNodeCategory, [FText](API\Runtime\Core\Internationalization\FText) InMenuDesc, [FText](API\Runtime\Core\Internationalization\FText) InToolTip, [Metasound::Editor::EPrimaryContextGroup](API\Plugins\MetasoundEditor\Metasound__Editor__EPrimaryConte-) InGroup, [FText](API\Runtime\Core\Internationalization\FText) InKeywords )


code: virtual ~FMetasoundGraphSchemaAction()


className: FMetasoundGraphSchemaAction

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


code: FMetasoundGraphSchemaAction_NewComment ( const [FText](API\Runtime\Core\Internationalization\FText) & InNodeCategory, const [FText](API\Runtime\Core\Internationalization\FText) & InMenuDesc, const [FText](API\Runtime\Core\Internationalization\FText) & InToolTip, [Metasound::Editor::EPrimaryContextGroup](API\Plugins\MetasoundEditor\Metasound__Editor__EPrimaryConte-) InGroup )


description: Action to create new comment


code: FMetasoundGraphSchemaAction_NewFromSelected ( [FText](API\Runtime\Core\Internationalization\FText) InNodeCategory, [FText](API\Runtime\Core\Internationalization\FText) InMenuDesc, [FText](API\Runtime\Core\Internationalization\FText) InToolTip, [Metasound::Editor::EPrimaryContextGroup](API\Plugins\MetasoundEditor\Metasound__Editor__EPrimaryConte-) InGroup )


description: Action to add nodes to the graph based on selected objects


code: FMetasoundGraphSchemaAction_NewInput ( [FText](API\Runtime\Core\Internationalization\FText) InNodeCategory, [FText](API\Runtime\Core\Internationalization\FText) InDisplayName, [FGuid](API\Runtime\Core\Misc\FGuid) InInputNodeID, [FText](API\Runtime\Core\Internationalization\FText) InToolTip, [Metasound::Editor::EPrimaryContextGroup](API\Plugins\MetasoundEditor\Metasound__Editor__EPrimaryConte-) InGroup )


description: Action to add an input reference to the graph

NodeID

type: FGuid


code: FMetasoundGraphSchemaAction_NewNode ( const [FText](API\Runtime\Core\Internationalization\FText) & InNodeCategory, const [FText](API\Runtime\Core\Internationalization\FText) & InMenuDesc, const [FText](API\Runtime\Core\Internationalization\FText) & InToolTip, [Metasound::Editor::EPrimaryContextGroup](API\Plugins\MetasoundEditor\Metasound__Editor__EPrimaryConte-) InGroup, [FText](API\Runtime\Core\Internationalization\FText) InKeywords )


description: Action to add a node to the graph

ClassMetadata

type: FMetasoundFront...

description: Class Metadata of node to create


code: FMetasoundGraphSchemaAction_NewOutput ( [FText](API\Runtime\Core\Internationalization\FText) InNodeCategory, [FText](API\Runtime\Core\Internationalization\FText) InDisplayName, [FGuid](API\Runtime\Core\Misc\FGuid) InOutputNodeID, [FText](API\Runtime\Core\Internationalization\FText) InToolTip, [Metasound::Editor::EPrimaryContextGroup](API\Plugins\MetasoundEditor\Metasound__Editor__EPrimaryConte-) InGroup )


description: Adds an output to the graph


code: FMetasoundGraphSchemaAction_NewReroute ( const [FLinearColor](API\Runtime\Core\Math\FLinearColor) * InIconColor, bool bInShouldTransact )


description: Action to create new reroute node


code: FMetasoundGraphSchemaAction_NewVariableAccessorNode ( [FText](API\Runtime\Core\Internationalization\FText) InNodeCategory, [FText](API\Runtime\Core\Internationalization\FText) InDisplayName, [FGuid](API\Runtime\Core\Misc\FGuid) InVariableID, [FText](API\Runtime\Core\Internationalization\FText) InToolTip )


description: Adds a variable node to the graph


code: FMetasoundGraphSchemaAction_NewVariableMutatorNode ( [FText](API\Runtime\Core\Internationalization\FText) InNodeCategory, [FText](API\Runtime\Core\Internationalization\FText) InDisplayName, [FGuid](API\Runtime\Core\Misc\FGuid) InVariableID, [FText](API\Runtime\Core\Internationalization\FText) InToolTip )


code: virtual [Metasound::Frontend::FNodeHandle](API\Plugins\MetasoundFrontend\FNodeHandle) CreateFrontendVariableNode ( const [Metasound::Frontend::FGraphHandle](API\Plugins\MetasoundFrontend\FGraphHandle) & InFrontendGraph, const [FGuid](API\Runtime\Core\Misc\FGuid) & InVariableID ) const


code: FMetasoundGraphSchemaAction_NewVariableNode ( [FText](API\Runtime\Core\Internationalization\FText) InNodeCategory, [FText](API\Runtime\Core\Internationalization\FText) InDisplayName, [FGuid](API\Runtime\Core\Misc\FGuid) InVariableID, [FText](API\Runtime\Core\Internationalization\FText) InToolTip )


description: Adds a variable node to the graph


code: virtual [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * PerformAction ( [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * ParentGraph, [TArray](API\Runtime\Core\Containers\TArray)< [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * > & FromPins, const FVector2D Location, bool bSelectNewNode )


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: FMetasoundGraphSchemaAction_NodeWithMultipleOutputs ( [FText](API\Runtime\Core\Internationalization\FText) InNodeCategory, [FText](API\Runtime\Core\Internationalization\FText) InMenuDesc, [FText](API\Runtime\Core\Internationalization\FText) InToolTip, [Metasound::Editor::EPrimaryContextGroup](API\Plugins\MetasoundEditor\Metasound__Editor__EPrimaryConte-) InGroup, [FText](API\Runtime\Core\Internationalization\FText) InKeywords )


code: FMetasoundGraphSchemaAction_Paste ( const [FText](API\Runtime\Core\Internationalization\FText) & InNodeCategory, const [FText](API\Runtime\Core\Internationalization\FText) & InMenuDesc, const [FText](API\Runtime\Core\Internationalization\FText) & InToolTip, [Metasound::Editor::EPrimaryContextGroup](API\Plugins\MetasoundEditor\Metasound__Editor__EPrimaryConte-) InGroup )


description: Action to paste clipboard contents into the graph

code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)() struct FMetasoundGraphSchemaAction_Paste : public [FMetasoundGraphSchemaAction](API\Plugins\MetasoundEditor\FMetasoundGraphSchemaAction)


description: Promotes an input to a graph input, using its respective literal value as the default value


description: This is used to combine functionality for nodes that can have multiple outputs and should never be directly instantiated.


description: Promotes a node output to a graph output


code: typedef TMulticastDelegate_OneParam< void, bool > FOnMetasoundInputClampDefaultChangedEvent


className: FOnMetasoundInputValueChangedEvent

description: For input widget.

code: typedef TMulticastDelegate_OneParam< void, float > FOnMetasoundInputValueChangedEvent


className: FOnMetasoundMemberNameChanged

code: typedef TMulticastDelegate_OneParam< void, [FGuid](API\Runtime\Core\Misc\FGuid) > FOnMetasoundMemberNameChanged


className: FOnMetasoundMemberRenameRequested

code: typedef TMulticastDelegate_NoParams< void > FOnMetasoundMemberRenameRequested


className: FOnMetasoundRangeChangedEvent

code: typedef TMulticastDelegate_OneParam< void, FVector2D > FOnMetasoundRangeChangedEvent


className: FOutputFilterFunction

code: typedef [TFunction](API\Runtime\Core\GenericPlatform\TFunction)< bool(const [FMetasoundFrontendClassOutput](API\Plugins\MetasoundFrontend\FMetasoundFrontendClassOutput) &)> FOutputFilterFunction


className: FSortedClassVersionMap

description: Map of class names to sorted array of registered version numbers.


code: [TUniquePtr](API\Runtime\Core\Templates\TUniquePtr)< [FMetasoundDefaultLiteralCustomizationBase](API\Plugins\MetasoundEditor\FMetasoundDefaultLiteralCustomiz-) > CreateLiteralCustomization ( [IDetailCategoryBuilder](API\Editor\PropertyEditor\IDetailCategoryBuilder) & DefaultCategoryBuilder ) const


description: Returns the bounds for the selected node(s).

code: bool GetBoundsForSelectedNodes ( [FSlateRect](API\Runtime\SlateCore\Layout\FSlateRect) & OutRect, float Padding )


description: Returns the editor's assigned MetaSoundUObject.

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


description: Whether or not the given editor is current associated with aUAudioComponentthat is actively playing.

code: bool IsPlaying() const


description: Sets the selected object(s).

code: void SetSelection ( const [TArray](API\Runtime\Core\Containers\TArray)< [UObject](API\Runtime\CoreUObject\UObject\UObject) * > & SelectedObjects )


description: Plays the associated previewUAudioComponent& update editor state to reflect.

code: void Play()


description: Stop the associated previewUAudioComponent& update editor state to reflect.

code: void Stop()


className: IMetasoundEditor

code: class IMetasoundEditor : public [FAssetEditorToolkit](API\Editor\UnrealEd\Toolkits\FAssetEditorToolkit)


code: [TUniquePtr](API\Runtime\Core\Templates\TUniquePtr)< [FMetasoundDefaultLiteralCustomizationBase](API\Plugins\MetasoundEditor\FMetasoundDefaultLiteralCustomiz-) > CreateMemberDefaultLiteralCustomization ( [UClass](API\Runtime\CoreUObject\UObject\UClass) & InClass, [IDetailCategoryBuilder](API\Editor\PropertyEditor\IDetailCategoryBuilder) & DefaultCategoryBuilder ) const


code: const [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UMetasoundEditorGraphMemberDefaultLiteral](API\Plugins\MetasoundEditor\UMetasoundEditorGraphMemberDefau-_6) > FindDefaultLiteralClass ( [EMetasoundFrontendLiteralType](API\Plugins\MetasoundFrontend\EMetasoundFrontendLiteralType) InLiteralType ) const


code: const [FEdGraphPinType](API\Runtime\Engine\EdGraph\FEdGraphPinType) * FindPinType ( [FName](API\Runtime\Core\UObject\FName) InDataTypeName ) const


code: const [FSlateBrush](API\Runtime\SlateCore\Styling\FSlateBrush) * GetIconBrush ( [FName](API\Runtime\Core\UObject\FName) InDataType, const bool bIsConstructorType ) const


description: Deprecated* IsExplicitProxyClass is deprecated, useMetasound::Frontend::FDataTypeRegistryInfo::bIsExplicit

code: bool IsExplicitProxyClass ( const [UClass](API\Runtime\CoreUObject\UObject\UClass) & InClass ) const


description: Deprecated* IsMetaSoundAssetClass is deprecated, useIMetasoundUObjectRegistry::IsRegisteredClass

code: bool IsMetaSoundAssetClass ( const [FTopLevelAssetPath](API\Runtime\CoreUObject\UObject\FTopLevelAssetPath) & InClassName ) const


description: Primes MetaSound assets, effectively loading the asset asynchronously (if not already loaded) & registers them if not already registered with the MetaSound Class Registry.

code: void PrimeAssetRegistryAsync()


code: void RegisterPinType ( [FName](API\Runtime\Core\UObject\FName) InDataTypeName, [FName](API\Runtime\Core\UObject\FName) InPinCategory, [FName](API\Runtime\Core\UObject\FName) InPinSubCategory )


description: Deprecated* RegisterExplicitProxyClass is deprecated, use Metasound::TIsExplicit<>

code: void RegisterExplicitProxyClass ( const [UClass](API\Runtime\CoreUObject\UObject\UClass) & InClass )


description: Primes status of MetaSound assets. Priming an asset effectively loading the asset asynchronously (if not already loaded) & registers it with the MetaSound Class Registry.

code: namespace Metasound { namespace Editor { enum EAssetPrimeStatus { NotRequested = 0, Requested = 1, InProgress = 2, Complete = 3, } } }


className: IMetasoundEditorModule

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


description: Ordered such that highest priority is highest value.

code: namespace Metasound { namespace Editor { enum EPrimaryContextGroup { Conversions = 0, Graphs, Functions, Outputs, Inputs, Variables, Common, } } }


description: Deprecated* UseUMetaSoundEditorSubsystem::InitAssetinstead.

code: static void InitAsset ( [UObject](API\Runtime\CoreUObject\UObject\UObject) & InNewMetaSound, [UObject](API\Runtime\CoreUObject\UObject\UObject) * InReferencedMetaSound )


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


className: UMetaSoundBaseFactory

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Abstract) class UMetaSoundBaseFactory : public [UFactory](API\Editor\UnrealEd\Factories\UFactory)

ReferencedMetaSoundObject

description: Set to initialize MetaSound type as Preset, using the provided MetaSound as a Reference


code: virtual void ClearVersionedOnLoad()


code: bool ContainsInput ( const [UMetasoundEditorGraphInput](API\Plugins\MetasoundEditor\UMetasoundEditorGraphInput) & InInput ) const


code: bool ContainsOutput ( const [UMetasoundEditorGraphOutput](API\Plugins\MetasoundEditor\UMetasoundEditorGraphOutput) & InOutput ) const


code: bool ContainsVariable ( const [UMetasoundEditorGraphVariable](API\Plugins\MetasoundEditor\UMetasoundEditorGraphVariable) & InVariable ) const


code: [UMetasoundEditorGraphInputNode](API\Plugins\MetasoundEditor\UMetasoundEditorGraphInputNode) * CreateInputNode ( [Metasound::Frontend::FNodeHandle](API\Plugins\MetasoundFrontend\FNodeHandle) InNodeHandle, bool bInSelectNewNode )


code: [UMetasoundEditorGraphMember](API\Plugins\MetasoundEditor\UMetasoundEditorGraphMember) * FindAdjacentMember ( const [UMetasoundEditorGraphMember](API\Plugins\MetasoundEditor\UMetasoundEditorGraphMember) & InMember )


description: Status of initial asset scan when editor loads up.

code: namespace Metasound { namespace Editor { enum EAssetScanStatus { NotRequested = 0, InProgress = 2, Complete = 3, } } }


code: [UMetasoundEditorGraphInput](API\Plugins\MetasoundEditor\UMetasoundEditorGraphInput) * FindInput ( [FGuid](API\Runtime\Core\Misc\FGuid) InNodeID ) const


code: [UMetasoundEditorGraphInput](API\Plugins\MetasoundEditor\UMetasoundEditorGraphInput) * FindInput ( [FName](API\Runtime\Core\UObject\FName) InName ) const


code: [UMetasoundEditorGraphMember](API\Plugins\MetasoundEditor\UMetasoundEditorGraphMember) * FindMember ( [FGuid](API\Runtime\Core\Misc\FGuid) InNodeID ) const


code: [UMetasoundEditorGraphInput](API\Plugins\MetasoundEditor\UMetasoundEditorGraphInput) * FindOrAddInput ( [Metasound::Frontend::FNodeHandle](API\Plugins\MetasoundFrontend\FNodeHandle) InNodeHandle )


code: [UMetasoundEditorGraphVariable](API\Plugins\MetasoundEditor\UMetasoundEditorGraphVariable) * FindOrAddVariable ( const [Metasound::Frontend::FConstVariableHandle](API\Plugins\MetasoundFrontend\FConstVariableHandle) & InVariableHandle )


code: [UMetasoundEditorGraphOutput](API\Plugins\MetasoundEditor\UMetasoundEditorGraphOutput) * FindOrAddOutput ( [Metasound::Frontend::FNodeHandle](API\Plugins\MetasoundFrontend\FNodeHandle) InNodeHandle )


code: [UMetasoundEditorGraphOutput](API\Plugins\MetasoundEditor\UMetasoundEditorGraphOutput) * FindOutput ( [FGuid](API\Runtime\Core\Misc\FGuid) InNodeID ) const


code: [UMetasoundEditorGraphOutput](API\Plugins\MetasoundEditor\UMetasoundEditorGraphOutput) * FindOutput ( [FName](API\Runtime\Core\UObject\FName) InName ) const


code: [UMetasoundEditorGraphVariable](API\Plugins\MetasoundEditor\UMetasoundEditorGraphVariable) * FindVariable ( const [FGuid](API\Runtime\Core\Misc\FGuid) & InVariableID ) const


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


code: const [UObject](API\Runtime\CoreUObject\UObject\UObject) & GetMetasoundChecked() const


code: virtual const [FMetasoundFrontendDocumentModifyContext](API\Plugins\MetasoundFrontend\FMetasoundFrontendDocumentModify-) & GetModifyContext() const


code: virtual bool GetVersionedOnLoad() const


code: bool IsPreviewing() const


code: void IterateInputs ( [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< void([UMetasoundEditorGraphInput](API\Plugins\MetasoundEditor\UMetasoundEditorGraphInput) &)> InFunction ) const


code: void IterateMembers ( [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< void([UMetasoundEditorGraphMember](API\Plugins\MetasoundEditor\UMetasoundEditorGraphMember) &)> InFunction ) const


code: void IterateOutputs ( [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< void([UMetasoundEditorGraphOutput](API\Plugins\MetasoundEditor\UMetasoundEditorGraphOutput) &)> InFunction ) const


code: void IterateVariables ( [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< void([UMetasoundEditorGraphVariable](API\Plugins\MetasoundEditor\UMetasoundEditorGraphVariable) &)> InFunction ) const


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

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


description: UMetasoundEditorGraphBaseImplementation.


code: bool RemoveFrontendMember ( [UMetasoundEditorGraphMember](API\Plugins\MetasoundEditor\UMetasoundEditorGraphMember) & InMember )


code: bool RemoveMember ( [UMetasoundEditorGraphMember](API\Plugins\MetasoundEditor\UMetasoundEditorGraphMember) & InGraphMember )


className: UMetasoundEditorGraph

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class UMetasoundEditorGraph : public [UMetasoundEditorGraphBase](API\Plugins\MetasoundEngine\UMetasoundEditorGraphBase)


code: bool RemoveMemberNodes ( [UMetasoundEditorGraphMember](API\Plugins\MetasoundEditor\UMetasoundEditorGraphMember) & InGraphMember )


code: void SetPreviewID ( uint32 InPreviewID )


code: virtual void SetVersionedOnLoad()


code: virtual void CacheTitle()


code: bool CanAutoUpdate() const


code: virtual [FMetasoundFrontendClassName](API\Plugins\MetasoundFrontend\FMetasoundFrontendClassName) GetClassName() const


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


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

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


code: virtual [FSlateIcon](API\Runtime\SlateCore\Textures\FSlateIcon) GetNodeTitleIcon() const


description: Fetch the hover text for a pin when the graph is being edited.

code: virtual void GetPinHoverText ( const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) & Pin, [FString](API\Runtime\Core\Containers\FString) & HoverTextOut ) const


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

code: virtual void ReconstructNode()


code: virtual void SetNodeID ( [FGuid](API\Runtime\Core\Misc\FGuid) InNodeID )


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: Validates node and returns whether or not the node is valid.

code: virtual void Validate ( [Metasound::Editor::FGraphNodeValidationResult](API\Plugins\MetasoundEditor\FGraphNodeValidationResult) & OutResult )


description: Deprecated* Use AddNodeHandle with FCreateNodeVertexParams instead.

code: virtual [Metasound::Frontend::FNodeHandle](API\Plugins\MetasoundFrontend\FNodeHandle) AddNodeHandle ( const [FName](API\Runtime\Core\UObject\FName) & InNodeName, [FName](API\Runtime\Core\UObject\FName) InDataType )


description: Adds the node handle for a newly created vertex.

code: virtual [Metasound::Frontend::FNodeHandle](API\Plugins\MetasoundFrontend\FNodeHandle) AddNodeHandle ( const [FName](API\Runtime\Core\UObject\FName) & InNodeName, const [Metasound::Editor::FCreateNodeVertexParams](API\Plugins\MetasoundEditor\FCreateNodeVertexParams) & InParams )


description: Returns the label of the derived member type (e.g. Input/Output/Variable)

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


className: UMetasoundEditorGraphExternalNode

bIsClassNative

type: bool

description: Whether or not the referenced class is natively defined (false if defined in another asset).


description: Return the section of where this member belongs.

code: virtual Metasound::Editor::ENodeSection GetSectionID() const


description: Returns the Metasound class type of the associated node

code: virtual [EMetasoundFrontendClassType](API\Plugins\MetasoundFrontend\EMetasoundFrontendClassType) GetClassType() const


description: Returns the SortOrderIndex assigned to this member.

code: virtual int32 GetSortOrderIndex() const


description: Resets the member to the class default.

code: virtual void ResetToClassDefault()


description: Set the member name

code: virtual void SetMemberName ( const [FName](API\Runtime\Core\UObject\FName) & InNewName, bool bPostTransaction )


description: Sets the SortOrderIndex assigned to this member.

code: virtual void SetSortOrderIndex ( int32 InSortOrderIndex )


description: Update the frontend with the given member's defaultUObjectvalue.

code: virtual void UpdateFrontendDefaultLiteral ( bool bPostTransaction )


className: UMetasoundEditorGraphInput


code: virtual [FMetasoundFrontendClassName](API\Plugins\MetasoundFrontend\FMetasoundFrontendClassName) GetClassName() const


description: Whether or not the member node supports interactivity on the graph node.

code: virtual [UMetasoundEditorGraphMember](API\Plugins\MetasoundEditor\UMetasoundEditorGraphMember) * GetMember() const


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


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


code: virtual [FSlateIcon](API\Runtime\SlateCore\Textures\FSlateIcon) GetNodeTitleIcon() const


code: virtual void SetNodeID ( [FGuid](API\Runtime\Core\Misc\FGuid) InNodeID )


code: virtual void UpdatePreviewInstance ( const [Metasound::FVertexName](API\Plugins\MetasoundGraphCore\FVertexName) & InParameterName, [TScriptInterface](API\Runtime\CoreUObject\UObject\TScriptInterface)< [IAudioParameterControllerInterface](API\Runtime\AudioExtensions\IAudioParameterControllerInterfa-) > & InParameterInterface ) const


code: virtual void Validate ( [Metasound::Editor::FGraphNodeValidationResult](API\Plugins\MetasoundEditor\FGraphNodeValidationResult) & OutResult )


className: UMetasoundEditorGraphInputNode

Input

type: TObjectPtr<UMe...


description: Whether this member can be renamed.

code: virtual bool CanRename() const


description: If the Member Name can be changed to InNewName, returns true, otherwise returns false with an error.

code: virtual bool CanRename ( const [FText](API\Runtime\Core\Internationalization\FText) & InNewName, [FText](API\Runtime\Core\Internationalization\FText) & OutError ) const


description: Returns the current data type


description: Get the member description

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


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


description: Get the member display name

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


description: Returns literal associated with the given member


description: Get ID for this member

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


description: Gets the members name

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


description: Return the nodes associated with this member

code: virtual [TArray](API\Runtime\Core\Containers\TArray)< [UMetasoundEditorGraphMemberNode](API\Plugins\MetasoundEditor\UMetasoundEditorGraphMemberNode) * > GetNodes() const


description: Returns the parent MetaSound Graph. If the Outer object of the member is non aUMetasoundEditorGraph, returns a nullptr.


code: const [UMetasoundEditorGraph](API\Plugins\MetasoundEditor\UMetasoundEditorGraph) * GetOwningGraph() const


code: virtual Metasound::Editor::ENodeSection GetSectionID() const


description: Creates new literal if there is none and/or conforms literal object type to member's DataType

code: void InitializeLiteral()


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

code: virtual void PostEditUndo()


description: Resets the member to the class default.

code: virtual void ResetToClassDefault()


description: Sets the datatype on the member.

code: virtual void SetDataType ( [FName](API\Runtime\Core\UObject\FName) InNewType, bool bPostTransaction )


description: Set the display name

code: virtual void SetDisplayName ( const [FText](API\Runtime\Core\Internationalization\FText) & InNewName, bool bPostTransaction )


description: Set the member description

code: virtual void SetDescription ( const [FText](API\Runtime\Core\Internationalization\FText) & InDescription, bool bPostTransaction )


description: Set the member name

code: virtual void SetMemberName ( const [FName](API\Runtime\Core\UObject\FName) & InNewName, bool bPostTransaction )


code: virtual void UpdateFrontendDefaultLiteral ( bool bPostTransaction )


className: UMetasoundEditorGraphMember

description: UMetasoundEditorGraphMemberis a base class for non-node graph level members such as inputs, outputs and variables.

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

Literal

description: Default literal value of member

OnRenameRequested

type: FOnMetasoundMem...

description: Delegate called when a rename is requested on a renameable member node.

TypeName

description: Metasound Data Type.


code: virtual [FMetasoundFrontendLiteral](API\Plugins\MetasoundFrontend\FMetasoundFrontendLiteral) GetDefault() const


code: virtual void SetFromLiteral ( const [FMetasoundFrontendLiteral](API\Plugins\MetasoundFrontend\FMetasoundFrontendLiteral) & InLiteral )


code: virtual void UpdatePreviewInstance ( const [Metasound::FVertexName](API\Plugins\MetasoundGraphCore\FVertexName) & InParameterName, [TScriptInterface](API\Runtime\CoreUObject\UObject\TScriptInterface)< [IAudioParameterControllerInterface](API\Runtime\AudioExtensions\IAudioParameterControllerInterfa-) > & InParameterInterface ) const


className: UMetasoundEditorGraphMemberDefaultBool

Default

type: FMetasoundEdito...


code: virtual void ForceRefresh()


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

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


code: void SetDefault ( const float InDefault )


description: Set Range to reasonable limit given current Default value.

code: void SetInitialRange()


code: void SetRange ( const FVector2D InRange )


className: UMetasoundEditorGraphMemberDefaultFloat

OnClampChanged

type: FOnMetasoundInp...

OnRangeChanged

type: FOnMetasoundRan...

VolumeWidgetDecibelRange

description: Range in decibels. This will be converted to the linear range in the Default Value category.

VolumeWidgetUseLinearOutput

description: If true, output linear value.

WidgetOrientation

type: TEnumAsByte< EO...

WidgetType

type: EMetasoundMembe...


className: UMetasoundEditorGraphMemberDefaultInt


code: const [UMetasoundEditorGraphMember](API\Plugins\MetasoundEditor\UMetasoundEditorGraphMember) * GetParentMember() const


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

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


code: virtual void PostEditUndo()


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


description: Clamp float literal value based on the given default float literal. Returns whether the literal was clamped.

code: static bool ClampFloatLiteral ( const [UMetasoundEditorGraphMemberDefaultFloat](API\Plugins\MetasoundEditor\UMetasoundEditorGraphMemberDefau-_2) * DefaultFloatLiteral, [FMetasoundFrontendLiteral](API\Plugins\MetasoundFrontend\FMetasoundFrontendLiteral) & LiteralValue )


description: Whether or not the member node supports interact widgets on the visual node (ex. float manipulation widgets)

code: virtual bool EnableInteractWidgets() const


code: virtual [UMetasoundEditorGraphMember](API\Plugins\MetasoundEditor\UMetasoundEditorGraphMember) * GetMember() const


className: UMetasoundEditorGraphMemberNode

description: Node that represents a graph member

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Abstract, MinimalAPI) class UMetasoundEditorGraphMemberNode : public [UMetasoundEditorGraphNode](API\Plugins\MetasoundEditor\UMetasoundEditorGraphNode)


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 )


code: virtual void CacheTitle()


code: virtual bool CanAddInputPin() const


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: Whether or not this node can be deleted by user action

code: virtual bool CanUserDeleteNode() const


description: Create a new input pin for this node

code: void CreateInputPin()


description: Estimate the width of this Node from the length of its title

code: int32 EstimateNodeWidth() const


code: virtual [FMetasoundFrontendClassName](API\Plugins\MetasoundFrontend\FMetasoundFrontendClassName) GetClassName() const


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


description: Returns whether or not the class interface, metadata, or style has been changed since the last node refresh.

code: bool ContainsClassChange() const


code: [TSet](API\Runtime\Core\Containers\TSet)< [FString](API\Runtime\Core\Containers\FString) > GetDisallowedPinClassNames ( const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) & InPin ) const


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


description: Returns the name of the excerpt to display from the specified external documentation link for the graph node Default behavior is to return the class name (including prefix)

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


description: Returns the link used for external documentation for the graph node

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


code: const [UObject](API\Runtime\CoreUObject\UObject\UObject) & GetMetasoundChecked() 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


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


code: virtual [FSlateIcon](API\Runtime\SlateCore\Textures\FSlateIcon) GetNodeTitleIcon() const


code: [Metasound::Frontend::FDataTypeRegistryInfo](API\Plugins\MetasoundFrontend\FDataTypeRegistryInfo) GetPinDataTypeInfo ( const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) & InPin ) const


description: Fetch the hover text for a pin when the graph is being edited.

code: virtual void GetPinHoverText ( const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) & Pin, [FString](API\Runtime\Core\Containers\FString) & HoverTextOut ) const


description: Return the requested metadata for the pin if there is any

code: virtual [FString](API\Runtime\Core\Containers\FString) GetPinMetaData ( [FName](API\Runtime\Core\UObject\FName) InPinName, [FName](API\Runtime\Core\UObject\FName) InKey )


description: Gets the tooltip to display when over the node

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


code: void IteratePins ( [TUniqueFunction](API\Runtime\Core\Templates\TUniqueFunction)< void([UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) &, int32)> Func, EEdGraphPinDirection InPinDirection )


description: Called after duplication & serialization and before PostLoad. Used to e.g. make sureUStaticMesh'sUModelgets copied as well. Note: NOT called on components on actor duplication (alt-drag or copy-paste). Use PostEditImport as well to cover that case.

code: virtual void PostDuplicate ( bool bDuplicateForPIE )


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

code: virtual void PostEditImport()


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

code: virtual void PostLoad()


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

code: virtual void PostEditUndo()


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

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


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

code: virtual void ReconstructNode()


code: virtual void SetNodeID ( [FGuid](API\Runtime\Core\Misc\FGuid) InNodeID )


description: Sets the node's location, both on this graph member node and on the frontend handle.

code: void SetNodeLocation ( const FVector2D & InLocation )


description: Mark node for refresh.

code: void SyncChangeIDs()


code: virtual void Validate ( [Metasound::Editor::FGraphNodeValidationResult](API\Plugins\MetasoundEditor\FGraphNodeValidationResult) & OutResult )


description: Helper function to update node location on frontend handle.

code: void UpdateFrontendNodeLocation ( const FVector2D & InLocation )


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


className: UMetasoundEditorGraphNode

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

CachedTitle

type: FText

description: Not be serialized to avoid text desync as the registry can provide a new name if the external definition changes between application sessions.


description: Deprecated* Use AddNodeHandle with FCreateNodeVertexParams instead.

code: virtual [Metasound::Frontend::FNodeHandle](API\Plugins\MetasoundFrontend\FNodeHandle) AddNodeHandle ( const [FName](API\Runtime\Core\UObject\FName) & InNodeName, [FName](API\Runtime\Core\UObject\FName) InDataType )


description: Adds the node handle for a newly created vertex.

code: virtual [Metasound::Frontend::FNodeHandle](API\Plugins\MetasoundFrontend\FNodeHandle) AddNodeHandle ( const [FName](API\Runtime\Core\UObject\FName) & InNodeName, const [Metasound::Editor::FCreateNodeVertexParams](API\Plugins\MetasoundEditor\FCreateNodeVertexParams) & InParams )


description: Returns the Metasound class type of the associated node

code: virtual [EMetasoundFrontendClassType](API\Plugins\MetasoundFrontend\EMetasoundFrontendClassType) GetClassType() const


description: Returns the label of the derived member type (e.g. Input/Output/Variable)

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


description: Return the section of where this member belongs.

code: virtual Metasound::Editor::ENodeSection GetSectionID() const


description: Returns the SortOrderIndex assigned to this member.

code: virtual int32 GetSortOrderIndex() const


description: Sets the SortOrderIndex assigned to this member.

code: virtual void SetSortOrderIndex ( int32 InSortOrderIndex )


description: Resets the member to the class default.

code: virtual void ResetToClassDefault()


description: Update the frontend with the given member's defaultUObjectvalue.

code: virtual void UpdateFrontendDefaultLiteral ( bool bPostTransaction )


className: UMetasoundEditorGraphOutput


description: Can't duplicate, only one node per graph.

code: virtual bool CanDuplicateNode() const


description: Disallow deleting outputs as they require being connected to some part of the graph by the Frontend Graph Builder (which is enforced even when the Editor Graph Node does not have a visible input by way of a literal input.

code: virtual bool CanUserDeleteNode() const


description: Disables interact widgets (ex. sliders, knobs) when input is connected.

code: virtual bool EnableInteractWidgets() const


code: virtual [FMetasoundFrontendClassName](API\Plugins\MetasoundFrontend\FMetasoundFrontendClassName) GetClassName() const


description: Whether or not the member node supports interactivity on the graph node.

code: virtual [UMetasoundEditorGraphMember](API\Plugins\MetasoundEditor\UMetasoundEditorGraphMember) * GetMember() const


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


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

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


code: virtual [FSlateIcon](API\Runtime\SlateCore\Textures\FSlateIcon) GetNodeTitleIcon() const


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 )


code: virtual void SetNodeID ( [FGuid](API\Runtime\Core\Misc\FGuid) InNodeID )


className: UMetasoundEditorGraphOutputNode

description: Node that represents a graph output


code: virtual void Validate ( [Metasound::Editor::FGraphNodeValidationResult](API\Plugins\MetasoundEditor\FGraphNodeValidationResult) & OutResult )


description: Breaks all links from/to a single node

code: virtual void BreakNodeLinks ( [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) & TargetNode ) const


code: void BreakNodeLinks ( [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) & TargetNode, bool bShouldActuallyTransact ) 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


code: void BreakSinglePinLink &40; UEdGraphPin &42; SourcePin, UEdGraphPin &42; TargetPin, bool bShouldTransact &41; 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: Populate new graph with any default nodes

code: virtual void CreateDefaultNodesForGraph ( [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) & Graph ) const


description: Check whether connecting these pins would cause a loop

code: bool ConnectionCausesLoop ( const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * InputPin, const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * OutputPin ) const


description: Called when asset(s) are dropped onto a graph background.

code: virtual void DroppedAssetsOnGraph ( const [TArray](API\Runtime\Core\Containers\TArray)< [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) > & Assets, const FVector2D & GraphPosition, [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * Graph ) const