className: FPoseWatchMessage

code: struct FPoseWatchMessage

bIsEnabled

type: bool

Color

type: FColor

WorldTransform

type: FTransform


className: FRecordingInfoMessage

module: GameplayInsights

code: struct FRecordingInfoMessage

ElapsedTime

type: double


className: FSkeletalMeshFrameMessage

code: struct FSkeletalMeshFrameMessage


className: FSkeletalMeshNamedCurve

code: struct FSkeletalMeshNamedCurve

Value

type: float


className: FSkeletalMeshInfo

code: struct FSkeletalMeshInfo


className: FSkeletalMeshPoseMessage

code: struct FSkeletalMeshPoseMessage

MeshName

type: const TCHAR ...


className: FTickRecordMessage

code: struct FTickRecordMessage


code: FVector2DEntry &40; const FVector2D & InVector &41;


code: FVectorEntry &40; const FVector & InVector &41;


className: FVectorEntry

code: struct FVectorEntry

Value

type: FVector


className: FViewMessage

code: struct FViewMessage

Rotation

type: FRotator


className: FVariantValue

code: struct FVariantValue

type: union FVariantV...

BlendX

description: For blend spaces, store the x/y parameters so we can open the editor at those parameters

PlaybackTime

description: For animation assets, store the playback time so we can open the editor to a specific time

Type

type: EAnimNodeValueT...

Vector

type: FVectorEntry


className: ENetMode

description: Types of net modes that we know about - synced with EngineBaseTypes.h

code: enum ENetMode { Standalone, DedicatedServer, ListenServer, Client, MAX, }


className: EType

description: Types of worlds that we know about - synced with EngineTypes.h

code: enum EType { None, Game, Editor, PIE, EditorPreview, GamePreview, GameRPC, Inactive, }


className: FWorldInfo

code: struct FWorldInfo

NetMode

type: ENetMode

Type

type: EType


className: BlendSpacePlayersTimeline


className: AnimSequencePlayersTimeline


code: void EnumerateMontageIds ( uint64 InObjectId, [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< void(uint64)> Callback ) const


code: void EnumerateNotifyStateTimelines ( uint64 InObjectId, [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< void(uint64, const [AnimNotifyTimeline](API\Plugins\GameplayInsights\IAnimationProvider\AnimNotifyTimeline) &)> Callback ) const


code: void EnumeratePoseWatchCurves ( const [FPoseWatchMessage](API\Plugins\GameplayInsights\FPoseWatchMessage) & InMessage, [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< void(const [FSkeletalMeshNamedCurve](API\Plugins\GameplayInsights\FSkeletalMeshNamedCurve) &)> Callback ) const


code: void EnumerateSkeletalMeshPoseTimelines ( [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< void(uint64ObjectId, const [SkeletalMeshPoseTimeline](API\Plugins\GameplayInsights\IAnimationProvider\SkeletalMeshPoseTimeline) &)> Callback ) const


code: void EnumerateSkeletalMeshCurveIds ( uint64 InObjectId, [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< void(uint32)> Callback ) const


code: void EnumerateTickRecordIds ( uint64 InObjectId, [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< void(uint64, int32)> Callback ) const


code: void EnumerateAnimGraphTimelines ( [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< void(uint64ObjectId, const [AnimGraphTimeline](API\Plugins\GameplayInsights\IAnimationProvider\AnimGraphTimeline) &)> Callback ) const


code: void EnumerateSkeletalMeshCurves ( const [FSkeletalMeshPoseMessage](API\Plugins\GameplayInsights\FSkeletalMeshPoseMessage) & InMessage, [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< void(const [FSkeletalMeshNamedCurve](API\Plugins\GameplayInsights\FSkeletalMeshNamedCurve) &)> Callback ) const


code: const [FAnimNodeInfo](API\Plugins\GameplayInsights\FAnimNodeInfo) * FindAnimNodeInfo ( int32 InNodeId, uint64 InAnimInstanceId ) const


code: const [FSkeletalMeshInfo](API\Plugins\GameplayInsights\FSkeletalMeshInfo) * FindSkeletalMeshInfo ( uint64 InObjectId ) const


code: [FText](API\Runtime\Core\Internationalization\FText) FormatNodeKeyValue ( const [FAnimNodeValueMessage](API\Plugins\GameplayInsights\FAnimNodeValueMessage) & InMessage ) const


code: [FText](API\Runtime\Core\Internationalization\FText) FormatNodeValue ( const [FAnimNodeValueMessage](API\Plugins\GameplayInsights\FAnimNodeValueMessage) & InMessage ) const


code: const TCHAR * GetName ( uint32 InId ) const


code: void GetPoseWatchData ( const [FPoseWatchMessage](API\Plugins\GameplayInsights\FPoseWatchMessage) & InMessage, [TArray](API\Runtime\Core\Containers\TArray)< FTransform > & BoneTransforms, [TArray](API\Runtime\Core\Containers\TArray)< uint16 > & RequiredBones ) const


code: void GetSkeletalMeshComponentSpacePose ( const [FSkeletalMeshPoseMessage](API\Plugins\GameplayInsights\FSkeletalMeshPoseMessage) & InMessage, const [FSkeletalMeshInfo](API\Plugins\GameplayInsights\FSkeletalMeshInfo) & InMeshInfo, FTransform & OutComponentToWorld, [TArray](API\Runtime\Core\Containers\TArray)< FTransform > & OutTransforms ) const


code: bool ReadAnimAttributesTimeline ( uint64 InObjectId, [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< void(const [AnimAttributeTimeline](API\Plugins\GameplayInsights\IAnimationProvider\AnimAttributeTimeline) &)> Callback ) const


code: bool ReadAnimBlendSpacePlayersTimeline ( uint64 InObjectId, [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< void(const [BlendSpacePlayersTimeline](API\Plugins\GameplayInsights\IAnimationProvider\BlendSpacePlayersTimeline) &)> Callback ) const


code: bool ReadAnimGraphTimeline ( uint64 InObjectId, [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< void(const [AnimGraphTimeline](API\Plugins\GameplayInsights\IAnimationProvider\AnimGraphTimeline) &)> Callback ) const


code: bool ReadAnimNodesTimeline ( uint64 InObjectId, [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< void(const [AnimNodesTimeline](API\Plugins\GameplayInsights\IAnimationProvider\AnimNodesTimeline) &)> Callback ) const


code: bool ReadAnimNodeValuesTimeline ( uint64 InObjectId, [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< void(const [AnimNodeValuesTimeline](API\Plugins\GameplayInsights\IAnimationProvider\AnimNodeValuesTimeline) &)> Callback ) const


code: bool ReadAnimSequencePlayersTimeline ( uint64 InObjectId, [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< void(const [AnimSequencePlayersTimeline](API\Plugins\GameplayInsights\IAnimationProvider\AnimSequencePlayersTimeline) &)> Callback ) const


code: bool ReadAnimSyncTimeline ( uint64 InObjectId, [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< void(const [AnimSyncTimeline](API\Plugins\GameplayInsights\IAnimationProvider\AnimSyncTimeline) &)> Callback ) const


code: bool ReadMontageTimeline ( uint64 InObjectId, [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< void(const [AnimMontageTimeline](API\Plugins\GameplayInsights\IAnimationProvider\AnimMontageTimeline) &)> Callback ) const


code: bool ReadNotifyTimeline ( uint64 InObjectId, [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< void(const [AnimNotifyTimeline](API\Plugins\GameplayInsights\IAnimationProvider\AnimNotifyTimeline) &)> Callback ) const


code: bool ReadPoseWatchTimeline ( uint64 InObjectId, [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< void(const [PoseWatchTimeline](API\Plugins\GameplayInsights\IAnimationProvider\PoseWatchTimeline) &)> Callback ) const


code: bool ReadSkeletalMeshPoseTimeline ( uint64 InObjectId, [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< void(const [SkeletalMeshPoseTimeline](API\Plugins\GameplayInsights\IAnimationProvider\SkeletalMeshPoseTimeline) &, bool)> Callback ) const


code: bool ReadStateMachinesTimeline ( uint64 InObjectId, [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< void(const [StateMachinesTimeline](API\Plugins\GameplayInsights\IAnimationProvider\StateMachinesTimeline) &)> Callback ) const


code: bool ReadTickRecordTimeline ( uint64 InObjectId, [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< void(const [TickRecordTimeline](API\Plugins\GameplayInsights\IAnimationProvider\TickRecordTimeline) &)> Callback ) const


className: SkeletalMeshPoseTimeline


className: IAnimationProvider

code: class IAnimationProvider : public [TraceServices::IProvider](API\Developer\TraceServices\TraceServices\Model\IProvider)


description: Start or stop tracing all properties of this Object to Insights

code: void EnableObjectPropertyTrace ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object, bool bEnable )


description: Check if an Object has it's properties tracing to Insights

code: bool IsObjectPropertyTraceEnabled ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object )


description: Start tracing data

code: void StartTrace()


className: IGameplayInsightsModule

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


code: void EnumerateObjects ( [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< void(const [FObjectInfo](API\Plugins\GameplayInsights\FObjectInfo) &)> Callback ) const


code: void EnumerateObjectPropertyValues ( uint64 InObjectId, const [FObjectPropertiesMessage](API\Plugins\GameplayInsights\FObjectPropertiesMessage) & InMessage, [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< void(const [FObjectPropertyValue](API\Plugins\GameplayInsights\FObjectPropertyValue) &)> Callback ) const


code: void EnumerateObjects ( double StartTime, double EndTime, [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< void(const [FObjectInfo](API\Plugins\GameplayInsights\FObjectInfo) &)> Callback ) const


code: const [FClassInfo](API\Plugins\GameplayInsights\FClassInfo) * FindClassInfo ( uint64 InClassId ) const


code: void EnumerateSubobjects ( uint64 ObjectId, [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< void(uint64 SubobjectId)> Callback ) const


code: const [FClassInfo](API\Plugins\GameplayInsights\FClassInfo) * FindClassInfo ( const TCHAR * InClassPath ) const


code: const [UClass](API\Runtime\CoreUObject\UObject\UClass) * FindClass ( uint64 InClassId ) const


code: const [FObjectInfo](API\Plugins\GameplayInsights\FObjectInfo) * FindObjectInfo ( uint64 InObjectId ) const


code: uint64 FindPossessingController ( uint64 Pawn, double Time ) const


code: const [FObjectPropertyValue](API\Plugins\GameplayInsights\FObjectPropertyValue) * FindPropertyValueFromStorageIndex ( uint64 InObjectId, int64 InStorageIndex ) const


code: const [FWorldInfo](API\Plugins\GameplayInsights\FWorldInfo) * FindWorldInfo ( uint64 InObjectId ) const


code: const [FWorldInfo](API\Plugins\GameplayInsights\FWorldInfo) * FindWorldInfoFromObject ( uint64 InObjectId ) const


code: const [FClassInfo](API\Plugins\GameplayInsights\FClassInfo) & GetClassInfo ( uint64 InClassId ) const


code: const [FClassInfo](API\Plugins\GameplayInsights\FClassInfo) & GetClassInfoFromObject ( uint64 InObjectId ) const


code: const [FObjectInfo](API\Plugins\GameplayInsights\FObjectInfo) & GetObjectInfo ( uint64 InObjectId ) const


code: [TRange](API\Runtime\Core\Math\TRange)< double > GetObjectRecordingLifetime ( uint64 ObjectId ) const


code: [TRange](API\Runtime\Core\Math\TRange)< double > GetObjectTraceLifetime ( uint64 ObjectId ) const


code: const TCHAR * GetPropertyName ( uint32 InPropertyStringId ) const


code: const [RecordingInfoTimeline](API\Plugins\GameplayInsights\IGameplayProvider\RecordingInfoTimeline) * GetRecordingInfo ( uint32 RecordingId ) const


code: bool IsWorld ( uint64 InObjectId ) const


className: ObjectPropertiesTimeline


code: bool ReadObjectEvent ( uint64 InObjectId, uint64 InMessageId, [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< void(const [FObjectEventMessage](API\Plugins\GameplayInsights\FObjectEventMessage) &)> Callback ) const


code: bool ReadObjectEventsTimeline ( uint64 InObjectId, [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< void(const [ObjectEventsTimeline](API\Plugins\GameplayInsights\IGameplayProvider\ObjectEventsTimeline) &)> Callback ) const


code: bool ReadObjectPropertiesStorage ( uint64 InObjectId, const [FObjectPropertiesMessage](API\Plugins\GameplayInsights\FObjectPropertiesMessage) & InMessage, [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< void(const TConstArrayView< [FObjectPropertyValue](API\Plugins\GameplayInsights\FObjectPropertyValue) > &)> Callback ) const


code: void ReadViewTimeline ( [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< void(const [ViewTimeline](API\Plugins\GameplayInsights\IGameplayProvider\ViewTimeline) &)> Callback ) const


className: IGameplayProvider

code: class IGameplayProvider : public [TraceServices::IProvider](API\Developer\TraceServices\TraceServices\Model\IProvider)


description:
Note thatComputeDesiredSize()is meant as an aide to the developer. It is NOT meant to be very robust in many cases. If your widget is simulating a bouncing ball, you should just return a reasonable size; e.g. 160x160. Let the programmer set up a reasonable rule of resizing the bouncy ball simulation.
The desired size.

code: virtual FVector2D ComputeDesiredSize ( float LayoutScaleMultiplier ) const


code: bool ReadObjectPropertiesTimeline ( uint64 InObjectId, [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< void(const [ObjectPropertiesTimeline](API\Plugins\GameplayInsights\IGameplayProvider\ObjectPropertiesTimeline) &)> Callback ) const


description: Construct the widget

code: void Construct ( const [FArguments](API\Plugins\GameplayInsights\SCurveTimelineView\FArguments) & InArgs )


description: Curve Color

code: WidgetArgsType & CurveColor &40; const TAttribute< FLinearColor > & InAttribute &41;


description: Data for curve to render

code: WidgetArgsType & CurveData &40; const TAttribute< TSharedPtr< FTimelineCurveData > > & InAttribute &41;


description: Desired widget size

code: WidgetArgsType & DesiredSize &40; const TAttribute< FVector2D > & InAttribute &41;


description: Fill Color

code: WidgetArgsType & FillColor &40; const TAttribute< FLinearColor > & InAttribute &41;


description: Enable Fill rendering

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


description: View time range

code: WidgetArgsType & ViewRange &40; const TAttribute< TRange< double > > & InAttribute &41;


className: WidgetArgsType

code: typedef FArguments WidgetArgsType


className: FArguments

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


className: CurvePoint

code: struct CurvePoint


className: FCurvePoint

code: struct FCurvePoint


className: FTimelineCurveData

code: struct FTimelineCurveData

Points

type: TArray<CurvePo...

type: TArray<FCurveP...


description:
The system calls this method to notify the widget that a mouse moved within it. This event is bubbled.
Whether the event was handled along with possible requests for the system to take action.

code: virtual [FReply](API\Runtime\SlateCore\Input\FReply) OnMouseMove ( const [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) & MyGeometry, const [FPointerEvent](API\Runtime\SlateCore\Input\FPointerEvent) & MouseEvent )


description:
The widget should respond by populating the OutDrawElements array with FDrawElements that represent it and any of its children. Called by the non-virtual OnPaint to enforce pre/post conditions during OnPaint.
The maximum layer ID attained by this widget or any of its children.

code: virtual int32 OnPaint ( const [FPaintArgs](API\Runtime\SlateCore\Types\FPaintArgs) & Args, const [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) & AllottedGeometry, const [FSlateRect](API\Runtime\SlateCore\Layout\FSlateRect) & MyCullingRect, [FSlateWindowElementList](API\Runtime\SlateCore\Rendering\FSlateWindowElementList) & OutDrawElements, int32 LayerId, const [FWidgetStyle](API\Runtime\SlateCore\Styling\FWidgetStyle) & InWidgetStyle, bool bParentEnabled ) const


code: int32 PaintCurve ( const [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) & AllottedGeometry, const [FSlateRect](API\Runtime\SlateCore\Layout\FSlateRect) & MyCullingRect, [FSlateWindowElementList](API\Runtime\SlateCore\Rendering\FSlateWindowElementList) & OutDrawElements, int32 LayerId, const [FWidgetStyle](API\Runtime\SlateCore\Styling\FWidgetStyle) & InWidgetStyle, bool bParentEnabled ) const


description: Render the curve with a fixed min/max range, rather than using the min/max from data

code: void SetFixedRange ( float Min, float Max )


code: void UpdateCurveToolTip ( const [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) & MyGeometry, const [FPointerEvent](API\Runtime\SlateCore\Input\FPointerEvent) & MouseEvent )


className: SCurveTimelineView

description: IMPORTANT: This code is duplicated and slighlty modified from Plugins/Animation/GameplayInsights. The original widget code is supposed to make its way into ToolWidgets at which point this duplicate code should be removed.

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

CurveColor

type: TAttribute<FLi...

CurveData

type: TAttribute<TSh...

CurveToolTip

type: TSharedPtr<STo...

CurveToolTipInputText

type: FText

description: The tooltip control for the curve.

DesiredSize

type: TAttribute< FVe...

FillBrush

type: constFSlateBru...

RenderFill

type: TAttribute< boo...

ViewRange

type: TAttribute<TRa...


description: Set this component up from a provider & message.

module: GameplayInsightsEditor

code: void SetPoseFromProvider ( const [IAnimationProvider](API\Plugins\GameplayInsights\IAnimationProvider) & InProvider, const [FSkeletalMeshPoseMessage](API\Plugins\GameplayInsights\FSkeletalMeshPoseMessage) & InMessage, const [FSkeletalMeshInfo](API\Plugins\GameplayInsights\FSkeletalMeshInfo) & SkeletalMeshInfo )


description: Animation

code: virtual void InitAnim ( bool bForceReinit )


className: UInsightsSkeletalMeshComponent


className: EGameplayInteractionAbortReason

description: Reason why the interaction is ended prematurely.

module: GameplayInteractionsModule

code: enum EGameplayInteractionAbortReason { Unset, ExternalAbort, InternalAbort, }


description: Value specifying how GameplayTag container should be modified.

code: enum EGameplayInteractionModifyGameplayTagOperation { Add, Remove, }


className: EGameplayInteractionTaskModify

description: Value specifying when a State Tree task based modification should take place.

code: enum EGameplayInteractionTaskModify { OnEnterStateUndoOnExitState, OnEnterState, OnExitState, OnExitStateFailed, OnExitStateSucceeded, }


className: EGameplayInteractionTaskTrigger

description: Value specifying when a State Tree task based action should be triggered.

code: enum EGameplayInteractionTaskTrigger { OnEnterState, OnExitState, OnExitStateFailed, OnExitStateSucceeded, }


className: EGameplayTaskActuationResult

code: enum EGameplayTaskActuationResult { None, RequestFailed, Failed, Succeeded, }


code: FGameplayInteractionAbortContext()


code: FGameplayInteractionAbortContext ( const [EGameplayInteractionAbortReason](API\Plugins\GameplayInteractionsModule\EGameplayInteractionAbortReason) & InReason )


className: FGameplayInteractionAbortContext

description: Struct holding data related to the abort action

Reason

type: EGameplayIntera...


description:
Prepares the StateTree execution context using provided Definition then starts the underlying StateTree
True if interaction has been properly initialized and ready to be ticked.

code: bool Activate ( const [UGameplayInteractionSmartObjectBehaviorDefinition](API\Plugins\GameplayInteractionsModule\UGameplayInterac-) & Definition )


description: Stops the underlying StateTree

code: void Deactivate()


description: Sends event for the StateTree. Will be received on the next tick by the StateTree.

code: void SendEvent ( const [FStateTreeEvent](API\Plugins\StateTreeModule\FStateTreeEvent) & Event )


code: bool IsValid() const


code: void SendEvent ( const [FGameplayTag](API\Runtime\GameplayTags\FGameplayTag) Tag, const [FConstStructView](API\Plugins\StructUtils\FConstStructView) Payload, const [FName](API\Runtime\Core\UObject\FName) Origin )


code: void SetAbortContext ( const [FGameplayInteractionAbortContext](API\Plugins\GameplayInteractionsModule\FGameplayInteractionAbortContext) & InAbortContext )


code: void SetClaimedHandle ( const [FSmartObjectClaimHandle](API\Plugins\SmartObjectsModule\FSmartObjectClaimHandle) & InClaimedHandle )


code: void SetContextActor ( [AActor](API\Runtime\Engine\GameFramework\AActor) * InContextActor )


description:
Updates all external data views from the provided interaction context.
True if all external data views are valid, false otherwise.

code: bool SetContextRequirements ( [FStateTreeExecutionContext](API\Plugins\StateTreeModule\FStateTreeExecutionContext) & StateTreeContext ) const


description: Deprecated* Please use SetSmartObjectActor

code: void SetInteractableActor ( [AActor](API\Runtime\Engine\GameFramework\AActor) * InInteractableActor )


description: Deprecated* Please use SetContextActor

code: void SetInteractorActor ( [AActor](API\Runtime\Engine\GameFramework\AActor) * InInteractorActor )


code: void SetSlotEntranceHandle ( const [FSmartObjectSlotEntranceHandle](API\Plugins\SmartObjectsModule\FSmartObjectSlotEntranceHandle) InSlotEntranceHandle )


code: void SetSmartObjectActor ( [AActor](API\Runtime\Engine\GameFramework\AActor) * InSmartObjectActor )


description:
Updates the underlying StateTree
True if still requires to be ticked, false if done.

code: bool Tick ( const float DeltaTime )


code: FGameplayInteractionSlotUserData()


description: true of the ContextActor and SmartObjectActor match the ones set in schema.

code: bool ValidateSchema ( const [FStateTreeExecutionContext](API\Plugins\StateTreeModule\FStateTreeExecutionContext) & StateTreeContext ) const


className: FGameplayInteractionContext

description: Struct that holds data required to perform the interaction and wraps StateTree execution

AbortContext

type: FGameplayIntera...

ClaimedHandle

type: FSmartObjectCla...

ContextActor

type: TObjectPtr<AAc...

Definition

type: TObjectPtr< con...

SlotEntranceHandle

type: FSmartObjectSlo...

StateTreeInstanceData

type: FStateTreeInsta...


code: FGameplayInteractionSlotUserData ( [AActor](API\Runtime\Engine\GameFramework\AActor) * InUserActor )


className: FGameplayInteractionSlotUserData

description: Data added to a Smart Object slot when interaction is started on it. Allows to look up the user.

UserActor

type: TWeakObjectPtr<...


className: FGameplayInteractionStateTreeCondition


className: FGameplayInteractionStateTreeTask

description: Base class (namespace) for all StateTree Tasks related to AI/Gameplay. This allows schemas to safely include all tasks child of this struct.

code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)(Meta=(Hidden)) struct FGameplayInteractionStateTreeTask : public [FStateTreeTaskBase](API\Plugins\StateTreeModule\FStateTreeTaskBase)


className: FGameplayTaskActuationCompleted

code: class FGameplayTaskActuationCompleted


description:
Checks to see if this module is loaded and ready. It is only valid to callGet()ifIsAvailable()returns true.
True if the module is loaded and ready to use

code: static bool IsAvailable()


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

code: static [IGameplayInteractionsModule](API\Plugins\GameplayInteractionsModule\IGameplayInteractionsModule) & Get()


className: IGameplayInteractionsModule

description: The public interface to this module

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


description: SmartObject behavior definition for the GameplayInteractions

StateTreeReference

type: FStateTreeRefer...


description: List of context objects (UObjects or UScriptStructs) enforced by the schema. They must be provided at runtime through the execution context.

code: virtual TConstArrayView< [FStateTreeExternalDataDesc](API\Plugins\StateTreeModule\FStateTreeExternalDataDesc) > GetContextDataDescs() const


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


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


description: True if specified class is supported

code: virtual bool IsClassAllowed ( const [UClass](API\Runtime\CoreUObject\UObject\UClass) * InScriptStruct ) const


description: True if specified struct/class is supported as external data

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


description: True if specified struct is supported

code: virtual bool IsStructAllowed ( const [UScriptStruct](API\Runtime\CoreUObject\UObject\UScriptStruct) * InScriptStruct ) const


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 )


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()


code: UGameplayInteractionStateTreeSchema()


className: UGameplayInteractionStateTreeSchema

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(BlueprintType, EditInlineNew, CollapseCategories, Meta=(DisplayName="Gameplay Interactions")) class UGameplayInteractionStateTreeSchema : public [UStateTreeSchema](API\Plugins\StateTreeModule\UStateTreeSchema)

ContextActorClass

type: TSubclassOf<AA...

description: Actor class the StateTree is expected to run on.

ContextDataDescs

type: TArray<FStateT...

description: List of named external data required by schema and provided to the state tree through the execution context.

SmartObjectActorClass

description: Actor class of the SmartObject the StateTree is expected to run with.


className: FStateTreeRunStatusChanged

module: GameplayStateTreeModule

code: class FStateTreeRunStatusChanged


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

code: virtual void BeginPlay()


description: AI logic won't be needed anymore, stop all activity and run cleanup

code: virtual void Cleanup()


description: Get "body" of task's owner / default, having location in world (e.g. Owner = AIController, Avatar = Pawn)

code: virtual [AActor](API\Runtime\Engine\GameFramework\AActor) * GetGameplayTaskAvatar ( const [UGameplayTask](API\Runtime\GameplayTasks\UGameplayTask) * Task ) const


description: Ends gameplay for this component. Called fromAActor::EndPlayonly if bHasBegunPlay is true

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


description: Get default priority for running a task

code: virtual uint8 GetGameplayTaskDefaultPriority() const


description: Get owner of a task or default one when task is null

code: virtual [AActor](API\Runtime\Engine\GameFramework\AActor) * GetGameplayTaskOwner ( const [UGameplayTask](API\Runtime\GameplayTasks\UGameplayTask) * Task ) const


description: Finds tasks component for given GameplayTask, Task.GetGameplayTasksComponent() may not be initialized at this point!

code: virtual [UGameplayTasksComponent](API\Runtime\GameplayTasks\UGameplayTasksComponent) * GetGameplayTasksComponent ( const [UGameplayTask](API\Runtime\GameplayTasks\UGameplayTask) & Task ) const


description: Returns the current run status of the StateTree.


code: virtual bool IsPaused() const


description: BEGINUActorComponentoverrides

code: virtual void InitializeComponent()


code: virtual bool IsRunning() const


description: Notify called after GameplayTask finishes initialization (not active yet)

code: virtual void OnGameplayTaskInitialized ( [UGameplayTask](API\Runtime\GameplayTasks\UGameplayTask) & Task )


description: Pause logic and blackboard updates.

code: virtual void PauseLogic ( const [FString](API\Runtime\Core\Containers\FString) & Reason )


description: Restarts currently running or previously ran brain logic.

code: virtual void RestartLogic()


description:
Resumes paused brain logic. MUST be called by child implementations!
indicates whether child class' ResumeLogic should be called (true) or has it been handled in a different way and no other actions are required (false)

code: virtual [EAILogicResuming::Type](API\Runtime\AIModule\EAILogicResuming__Type) ResumeLogic ( const [FString](API\Runtime\Core\Containers\FString) & Reason )


description: Sends event to the running StateTree.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Gameplay|StateTree") void SendStateTreeEvent ( const [FStateTreeEvent](API\Plugins\StateTreeModule\FStateTreeEvent) & Event )


description: Sends event to the running StateTree.

code: void SendStateTreeEvent ( const [FGameplayTag](API\Runtime\GameplayTags\FGameplayTag) Tag, const [FConstStructView](API\Plugins\StructUtils\FConstStructView) Payload, const [FName](API\Runtime\Core\UObject\FName) Origin )


code: bool SetContextRequirements ( [FStateTreeExecutionContext](API\Plugins\StateTreeModule\FStateTreeExecutionContext) & Context, bool bLogErrors )


description: Sets whether the State Tree is started automatically on being play. This function sets the bStartLogicAutomatically property, and should be used mostly from constructions sscripts. If you wish to start the logic manually, callStartLogic().

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Gameplay|StateTree") void SetStartLogicAutomatically ( const bool bInStartLogicAutomatically )


description: Starts brain logic. If brain is already running, will not do anything.

code: virtual void StartLogic()


description: Stops currently running brain logic.

code: virtual void StopLogic ( const [FString](API\Runtime\Core\Containers\FString) & Reason )


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

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


description: Handle this component being Uninitialized. Called fromAActor::EndPlayonly if bHasBeenInitialized is true

code: virtual void UninitializeComponent()


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


className: UStateTreeComponent

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(ClassGroup=AI, HideCategories=(Activation, Collision), Meta=(BlueprintSpawnableComponent)) class UStateTreeComponent : public [UBrainComponent](API\Runtime\AIModule\UBrainComponent), public [IGameplayTaskOwnerInterface](API\Runtime\GameplayTasks\IGameplayTaskOwnerInterface)

bIsPaused

type: uint8:  1

description: If set, execution requests will be postponed

bIsRunning

description: If set, state tree execution is allowed

bStartLogicAutomatically

type: bool

description: If true, the StateTree logic is started on begin play.

OnStateTreeRunStatusChanged

type: FStateTreeRunSt...

description: Called when the run status of the StateTree has changed


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


description: List of context objects (UObjects or UScriptStructs) enforced by the schema. They must be provided at runtime through the execution context.

code: virtual TConstArrayView< [FStateTreeExternalDataDesc](API\Plugins\StateTreeModule\FStateTreeExternalDataDesc) > GetContextDataDescs() const


description: True if specified class is supported

code: virtual bool IsClassAllowed ( const [UClass](API\Runtime\CoreUObject\UObject\UClass) * InScriptStruct ) const


description: True if specified struct/class is supported as external data

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


description: True if specified struct is supported

code: virtual bool IsStructAllowed ( const [UScriptStruct](API\Runtime\CoreUObject\UObject\UScriptStruct) * InScriptStruct ) const


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 )


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()


code: UStateTreeComponentSchema()


className: UStateTreeComponentSchema

description: StateTree for Actors with StateTree component.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(BlueprintType, EditInlineNew, CollapseCategories, Meta=(DisplayName="StateTree Component", CommonSchema)) class UStateTreeComponentSchema : public [UStateTreeSchema](API\Plugins\StateTreeModule\UStateTreeSchema)

ContextActorClass

description: Actor class the StateTree is expected to run on.

ContextActorDataDesc

type: FStateTreeExter...


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

code: static [IGameplayStateTreeModule](API\Plugins\GameplayStateTreeModule\IGameplayStateTreeModule) & Get()


description:
Checks to see if this module is loaded and ready. It is only valid to callGet()ifIsAvailable()returns true.
True if the module is loaded and ready to use

code: static bool IsAvailable()


className: IGameplayStateTreeModule

description: The public interface to this module

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


className: EGameplayTagPickerMode

description: Determines the behavior of the gameplay tag UI depending on where it's used

module: GameplayTagsEditor

code: enum EGameplayTagPickerMode { SelectionMode, ManagementMode, HybridMode, }


className: EGameplayTagUIMode

code: enum EGameplayTagUIMode { SelectionMode, ManagementMode, HybridMode, }


description: Overridden to offer the gameplay tagging options

code: virtual void GetActions ( const [TArray](API\Runtime\Core\Containers\TArray)< [UObject](API\Runtime\CoreUObject\UObject\UObject) * > & InObjects, struct [FToolMenuSection](API\Developer\ToolMenus\FToolMenuSection) & Section )


description: Overridden to specify misc category

code: virtual uint32 GetCategories()


description: Constructor

code: FAssetTypeActions_GameplayTagAssetBase ( [FName](API\Runtime\Core\UObject\FName) InTagPropertyName )


code: static [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IPropertyTypeCustomization](API\Editor\PropertyEditor\IPropertyTypeCustomization) > MakeInstance()


description: Base asset type actions for any classes with gameplay tagging

code: class FAssetTypeActions_GameplayTagAssetBase : public [FAssetTypeActions_Base](API\Developer\AssetTools\FAssetTypeActions_Base)


description: Deprecated* FGameplayTagContainerCustomizationOptions are deprecated. The options are not used anymore, use the version without options.

code: static [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IPropertyTypeCustomization](API\Editor\PropertyEditor\IPropertyTypeCustomization) > MakeInstanceWithOptions ( const FGameplayTagContainerCustomizationOptions & Options )


description: This is public so that child structs ofFGameplayTagContainercan use the details customization


className: FGameplayTagCustomizationPublic

description: This is public so that child structs ofFGameplayTagcan use the details customization

code: struct FGameplayTagCustomizationPublic


description: Deprecated* FGameplayTagCustomizationOptions are deprecated. The options are not used anymore, use the version without options.

code: static [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IPropertyTypeCustomization](API\Editor\PropertyEditor\IPropertyTypeCustomization) > MakeInstanceWithOptions ( const FGameplayTagCustomizationOptions & Options )


className: FGameplayTagManagerWindowArgs

code: struct FGameplayTagManagerWindowArgs

Filter

type: FString

HighlightedTag

type: FGameplayTag

Title

type: FText


className: FOnSetGameplayTag

code: typedef TBaseDelegate_OneParam< void, const [FGameplayTag](API\Runtime\GameplayTags\FGameplayTag) & > FOnSetGameplayTag


className: FOnSetGameplayTagContainer

code: typedef TBaseDelegate_OneParam< void, const [FGameplayTagContainer](API\Runtime\GameplayTags\FGameplayTagContainer) & > FOnSetGameplayTagContainer


description: Adds a new tag source, well use project config directory if not specified. This will not save anything until a tag is added

code: bool AddNewGameplayTagSource ( const [FString](API\Runtime\Core\Containers\FString) & NewTagSource, const [FString](API\Runtime\Core\Containers\FString) & RootDirToUse )


description: Tries to add a new gameplay tag to the ini lists

code: bool AddNewGameplayTagToINI ( const [FString](API\Runtime\Core\Containers\FString) & NewTag, const [FString](API\Runtime\Core\Containers\FString) & Comment, [FName](API\Runtime\Core\UObject\FName) TagSourceName, bool bIsRestrictedTag, bool bAllowNonRestrictedChildren )


description: Adds a transient gameplay tag (only valid for the current editor session)

code: bool AddTransientEditorGameplayTag ( const [FString](API\Runtime\Core\Containers\FString) & NewTransientTag )


description: Tries to delete a tag from the library. This will pop up special UI or error messages as needed. It will also delete redirectors if that is specified.

code: bool DeleteTagFromINI ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< struct [FGameplayTagNode](API\Runtime\GameplayTags\FGameplayTagNode) > TagNodeToDelete )


code: static bool IsAvailable()


code: static [IGameplayTagsEditorModule](API\Plugins\GameplayTagsEditor\IGameplayTagsEditorModule) & Get()


description: Creates a simple version of a tag container widget that has a default value and will call a custom callback

code: [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > MakeGameplayTagContainerWidget ( [FOnSetGameplayTagContainer](API\Plugins\GameplayTagsEditor\FOnSetGameplayTagContainer) OnSetTag, [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FGameplayTagContainer](API\Runtime\GameplayTags\FGameplayTagContainer) > GameplayTagContainer, const [FString](API\Runtime\Core\Containers\FString) & FilterString )


description: Creates a simple version of a gameplay tag widget that has a default value and will call a custom callback

code: [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > MakeGameplayTagWidget ( [FOnSetGameplayTag](API\Plugins\GameplayTagsEditor\FOnSetGameplayTag) OnSetTag, [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FGameplayTag](API\Runtime\GameplayTags\FGameplayTag) > GameplayTag, const [FString](API\Runtime\Core\Containers\FString) & FilterString )


description: Updates info about a tag

code: bool UpdateTagInINI ( const [FString](API\Runtime\Core\Containers\FString) & TagToUpdate, const [FString](API\Runtime\Core\Containers\FString) & Comment, bool bIsRestrictedTag, bool bAllowNonRestrictedChildren )


description: Tries to rename a tag, leaving a rediretor in the ini, and adding the new tag if it does not exist yet

code: bool RenameTagInINI ( const [FString](API\Runtime\Core\Containers\FString) & TagToRename, const [FString](API\Runtime\Core\Containers\FString) & TagToRenameTo )


className: IGameplayTagsEditorModule

description: The public interface to this module

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


code: void Construct ( const [FArguments](API\Plugins\GameplayTagsEditor\SGameplayTagChip\FArguments) & InArgs )


description: If true, allow button navigation behavior.

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


description: Is true, the chip is displayed as selected.

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


description: Callback for when clear tag button is pressed.

code: WidgetArgsType & OnClearPressed &40; const FOnClearPressed & InDelegate &41;


description: Callback for when button body is pressed.

code: WidgetArgsType & OnEditPressed &40; const FOnEditPressed & InDelegate &41;


description: Flag to set if the list is read only.

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


description: Callback for when button body is pressed with RMB.

code: WidgetArgsType & OnMenu &40; const FOnMenu & InDelegate &41;


description: Callback for when button body is pressed with LMB+Ctrl.

code: WidgetArgsType & OnNavigate &40; const FOnNavigate & InDelegate &41;


description: If true, shows clear button inside the chip.

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


description: Text to display.

code: WidgetArgsType & Text &40; const TAttribute< FText > & InAttribute &41;


description: Tooltip to display.

code: WidgetArgsType & ToolTipText &40; const TAttribute< FText > & InAttribute &41;


className: WidgetArgsType

code: typedef FArguments WidgetArgsType


className: FArguments

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


className: FOnClearPressed

code: typedef TBaseDelegate_NoParams< [FReply](API\Runtime\SlateCore\Input\FReply) > FOnClearPressed


className: FOnEditPressed

code: typedef TBaseDelegate_NoParams< [FReply](API\Runtime\SlateCore\Input\FReply) > FOnEditPressed


className: FOnNavigate

code: typedef TBaseDelegate_NoParams< [FReply](API\Runtime\SlateCore\Input\FReply) > FOnNavigate


className: FOnMenu

code: typedef TBaseDelegate_OneParam< [FReply](API\Runtime\SlateCore\Input\FReply), const [FPointerEvent](API\Runtime\SlateCore\Input\FPointerEvent) & > FOnMenu


code: virtual const [FSlateWidgetClassData](API\Runtime\SlateCore\Widgets\FSlateWidgetClassData) & GetWidgetClass() const


code: static const [FSlateWidgetClassData](API\Runtime\SlateCore\Widgets\FSlateWidgetClassData) & StaticWidgetClass()


className: SGameplayTagChip

description: Widget for displaying a single gameplay tag with optional clear button.

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


code: void Construct ( const [FArguments](API\Plugins\GameplayTagsEditor\SGameplayTagCombo\FArguments) & InArgs )


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


description: Comma delimited string of tag root names to filter by.

code: WidgetArgsType & Filter &40; FString InArg &41;


code: WidgetArgsType & OnMenu &40; const SGameplayTagChip::FOnMenu & InDelegate &41;


code: WidgetArgsType & OnNavigate &40; const SGameplayTagChip::FOnNavigate & InDelegate &41;


description: Called when a tag status changes.

code: WidgetArgsType & OnTagChanged &40; const FOnTagChanged & InDelegate &41;


description: If set, the tag is read from the property, and the property is changed when tag is edited.

code: WidgetArgsType & PropertyHandle &40; TSharedPtr< IPropertyHandle > InArg &41;


description: The name that will be used for the tag picker settings file.

code: WidgetArgsType & SettingsName &40; FString InArg &41;


description: Flag to set if the list is read only.

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


code: typedef FArguments WidgetArgsType


description: Tags to edit.

code: WidgetArgsType & Tag &40; const TAttribute< FGameplayTag > & InAttribute &41;


className: FOnTagChanged

code: typedef TBaseDelegate_OneParam< void, const [FGameplayTag](API\Runtime\GameplayTags\FGameplayTag) > FOnTagChanged


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


description: Signal that client should run any PostRedo code

code: virtual void PostRedo ( bool bSuccess )


description: Signal that client should run any PostUndo code

code: virtual void PostUndo ( bool bSuccess )


code: static const [FSlateWidgetClassData](API\Runtime\SlateCore\Widgets\FSlateWidgetClassData) & StaticWidgetClass()


className: SGameplayTagCombo

description: Widget for editing a Gameplay Tag.

code: class SGameplayTagCombo : public [SCompoundWidget](API\Runtime\SlateCore\Widgets\SCompoundWidget), public [FEditorUndoClient](API\Editor\UnrealEd\FEditorUndoClient)


code: virtual ~SGameplayTagCombo()


code: void Construct ( const [FArguments](API\Plugins\GameplayTagsEditor\SGameplayTagContainerCombo\FArguments) & InArgs )


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


code: WidgetArgsType & Filter &40; FString InArg &41;


code: WidgetArgsType & OnNavigate &40; const SGameplayTagChip::FOnNavigate & InDelegate &41;


code: WidgetArgsType & OnMenu &40; const SGameplayTagChip::FOnMenu & InDelegate &41;


description: Called when a tag container changes.

code: WidgetArgsType & OnTagContainerChanged &40; const FOnTagContainerChanged & InDelegate &41;


description: Tag container to edit.

code: WidgetArgsType & TagContainer &40; const TAttribute< FGameplayTagContainer > & InAttribute &41;


description: If set, the tag container is read from the property, and the property is changed when tag container is edited.

code: WidgetArgsType & PropertyHandle &40; TSharedPtr< IPropertyHandle > InArg &41;


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


description: The name that will be used for the picker settings file.

code: WidgetArgsType & SettingsName &40; FString InArg &41;


className: FOnTagContainerChanged

code: typedef TBaseDelegate_OneParam< void, const [FGameplayTagContainer](API\Runtime\GameplayTags\FGameplayTagContainer) & > FOnTagContainerChanged


code: virtual const [FSlateWidgetClassData](API\Runtime\SlateCore\Widgets\FSlateWidgetClassData) & GetWidgetClass() const


code: virtual void PostRedo ( bool bSuccess )


code: virtual void PostUndo ( bool bSuccess )


code: static const [FSlateWidgetClassData](API\Runtime\SlateCore\Widgets\FSlateWidgetClassData) & StaticWidgetClass()


code: SGameplayTagContainerCombo()


code: virtual ~SGameplayTagContainerCombo()


description: Construct the actual widget

code: void Construct ( const [FArguments](API\Plugins\GameplayTagsEditor\SGameplayTagPicker\FArguments) & InArgs )


className: EGameplayTagAdd

code: enum EGameplayTagAdd { Root, Child, Duplicate, }


className: ETagFilterResult

code: enum ETagFilterResult { IncludeTag, ExcludeTag, }


description:
Given a property handle, try and enumerate the tag containers from within it (when dealing with a struct property of typeFGameplayTagorFGameplayTagContainer).
True if it was possible to enumerate containers (even if no containers were enumerated), or false otherwise.

code: static bool EnumerateEditableTagContainersFromPropertyHandle ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IPropertyHandle](API\Editor\PropertyEditor\IPropertyHandle) > & PropHandle, [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< bool(const [FGameplayTagContainer](API\Runtime\GameplayTags\FGameplayTagContainer) &)> Callback )


code: WidgetArgsType & Filter &40; FString InArg &41;


description: Caps the height of the gameplay tag tree, 0.0 means uncapped.

code: WidgetArgsType & MaxHeight &40; float InArg &41;


description: Determines behavior of the menu based on where it's used.

code: WidgetArgsType & GameplayTagPickerMode &40; EGameplayTagPickerMode InArg &41;


description: If we can select multiple entries.

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


description: Optional filter function called when generating the tag list.

code: WidgetArgsType & OnFilterTag &40; const FOnFilterTag & InDelegate &41;


className: SGameplayTagContainerCombo

description: Widget for editing a Gameplay Tag Container.

code: class SGameplayTagContainerCombo : public [SCompoundWidget](API\Runtime\SlateCore\Widgets\SCompoundWidget), public [FEditorUndoClient](API\Editor\UnrealEd\FEditorUndoClient)


description: Called on when tags might need refreshing (e.g. after undo/redo or when tags change).

code: WidgetArgsType & OnRefreshTagContainers &40; const FOnRefreshTagContainers & InDelegate &41;


description: Called when a tag status changes.

code: WidgetArgsType & OnTagChanged &40; const FOnTagChanged & InDelegate &41;


description: Padding inside the picker widget.

code: WidgetArgsType & Padding &40; FMargin InArg &41;


description: Property handle toFGameplayTagorFGameplayTagContainer, used to get and modify the edited tags.

code: WidgetArgsType & PropertyHandle &40; TSharedPtr< IPropertyHandle > InArg &41;


description: Flag to set if the list is read only.

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


description: If we are dealing with restricted tags or regular gameplay tags.

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


description: The name that will be used for the settings file.

code: WidgetArgsType & SettingsName &40; FString InArg &41;


description: If set, wraps the picker in a menu builder and adds common menu commands.

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


code: typedef FArguments WidgetArgsType


description: Tags or tag containers to modify. If MultiSelect is false, the container will container single tags. If PropertyHandle is set, the tag containers will be ignored.

code: WidgetArgsType & TagContainers &40; TArray< FGameplayTagContainer > InArg &41;


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


description: Returns true if this TagNode has any children that match the current filter

code: bool FilterChildrenCheck ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FGameplayTagNode](API\Runtime\GameplayTags\FGameplayTagNode) > & InItem ) const


description: Child recursion helper forFilterChildrenCheck()

code: bool FilterChildrenCheckRecursive ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FGameplayTagNode](API\Runtime\GameplayTags\FGameplayTagNode) > & InItem ) const


className: FOnFilterTag

code: typedef TBaseDelegate_OneParam< [ETagFilterResult](API\Plugins\GameplayTagsEditor\SGameplayTagPicker\ETagFilterResult), const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FGameplayTagNode](API\Runtime\GameplayTags\FGameplayTagNode) > & > FOnFilterTag


className: FOnRefreshTagContainers

description: Called on when tags might need refreshing (e.g. after undo/redo or when tags change). UseSetTagContainers()to set the new tags.

code: typedef TBaseDelegate_OneParam< void, [SGameplayTagPicker](API\Plugins\GameplayTagsEditor\SGameplayTagPicker) & > FOnRefreshTagContainers


description:
Given a property handle, try and extract the editable tag containers from within it (when dealing with a struct property of typeFGameplayTagContainer).
True if it was possible to extract containers (even if no containers were extracted), or false otherwise.

code: static bool GetEditableTagContainersFromPropertyHandle ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IPropertyHandle](API\Editor\PropertyEditor\IPropertyHandle) > & PropHandle, [TArray](API\Runtime\Core\Containers\TArray)< [FGameplayTagContainer](API\Runtime\GameplayTags\FGameplayTagContainer) > & OutEditableContainers )


description: Gets the widget to focus once the menu opens.


description: Updates the tag list when the filter text changes

code: void OnFilterTextChanged ( const [FText](API\Runtime\Core\Internationalization\FText) & InFilterText )


description: Forces the widget to refresh its tags on the next tick

code: void RefreshOnNextTick()


description: Refreshes the tags that should be displayed by the widget

code: void RefreshTags()


description: Scrolls the view to specified tag.

code: void RequestScrollToView ( const [FGameplayTag](API\Runtime\GameplayTags\FGameplayTag) Tag )


description: Sets tag containers to edit.

code: void SetTagContainers ( TConstArrayView< [FGameplayTagContainer](API\Runtime\GameplayTags\FGameplayTagContainer) > TagContainers )


className: SettingsIniSection

description: String that sets the section of the ini file to use for this class

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


className: SGameplayTagPicker

description: Widget allowing user to tag assets with gameplay tags

code: class SGameplayTagPicker : public [SCompoundWidget](API\Runtime\SlateCore\Widgets\SCompoundWidget), public [FSelfRegisteringEditorUndoClient](API\Editor\UnrealEd\FSelfRegisteringEditorUndoClient)


description: Ticks this widget with Geometry. Override in derived classes, but always call the parent implementation.

code: virtual void Tick ( const [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) & AllottedGeometry, const double InCurrentTime, const float InDeltaTime )


description: Called when a tag status is changed

code: typedef TBaseDelegate_OneParam< void, const [TArray](API\Runtime\Core\Containers\TArray)< [FGameplayTagContainer](API\Runtime\GameplayTags\FGameplayTagContainer) > & > FOnTagChanged


code: void Construct ( const [FArguments](API\Plugins\GameplayTagsEditor\SGameplayTagQueryEntryBox\FArguments) & InArgs )


description: Maximum with of the query description field.

code: WidgetArgsType & DescriptionMaxWidth &40; float InArg &41;


description: Comma delimited string of tag root names to filter by

code: WidgetArgsType & Filter &40; FString InArg &41;


code: WidgetArgsType & OnTagQueryChanged &40; const FOnTagQueryChanged & InDelegate &41;


description: If set, the tag query is read from the property, and the property is update when tag query is edited.

code: WidgetArgsType & PropertyHandle &40; TSharedPtr< IPropertyHandle > InArg &41;


description: Flag to set if the list is read only

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


description: Tag query to edit

code: WidgetArgsType & TagQuery &40; const TAttribute< FGameplayTagQuery > & InAttribute &41;


className: WidgetArgsType

code: typedef FArguments WidgetArgsType


className: FArguments

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


className: FOnTagQueryChanged

code: typedef TBaseDelegate_OneParam< void, const [FGameplayTagQuery](API\Runtime\GameplayTags\FGameplayTagQuery) & > FOnTagQueryChanged


code: virtual const [FSlateWidgetClassData](API\Runtime\SlateCore\Widgets\FSlateWidgetClassData) & GetWidgetClass() const


description: Signal that client should run any PostRedo code

code: virtual void PostRedo ( bool bSuccess )


description: Signal that client should run any PostUndo code

code: virtual void PostUndo ( bool bSuccess )


code: static const [FSlateWidgetClassData](API\Runtime\SlateCore\Widgets\FSlateWidgetClassData) & StaticWidgetClass()


code: SGameplayTagQueryEntryBox()


code: virtual ~SGameplayTagQueryEntryBox()


className: SGameplayTagQueryEntryBox

description: Widget for editing a Gameplay Tag Query.

code: class SGameplayTagQueryEntryBox : public [SCompoundWidget](API\Runtime\SlateCore\Widgets\SCompoundWidget), public [FEditorUndoClient](API\Editor\UnrealEd\FEditorUndoClient)


description: Construct the actual widget

code: void Construct ( const [FArguments](API\Plugins\GameplayTagsEditor\SGameplayTagWidget\FArguments) & InArgs, const [TArray](API\Runtime\Core\Containers\TArray)< [FEditableGameplayTagContainerDatum](API\Plugins\GameplayTagsEditor\SGameplayTagWidget\FEditableGamepla-) > & EditableTagContainers )


description: Ensures that this widget will always account for the MaxHeight if it's specified

code: virtual FVector2D ComputeDesiredSize ( float LayoutScaleMultiplier ) const


description:
Given a property handle, try and enumerate the editable tag containers from within it (when dealing with a struct property of typeFGameplayTagContainer).
True if it was possible to enumerate containers (even if no containers were enumerated), or false otherwise.

code: static bool EnumerateEditableTagContainersFromPropertyHandle ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IPropertyHandle](API\Editor\PropertyEditor\IPropertyHandle) > & PropHandle, [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< bool(const [FEditableGameplayTagContainerDatum](API\Plugins\GameplayTagsEditor\SGameplayTagWidget\FEditableGamepla-) &)> Callback )


code: enum ETagFilterResult { IncludeTag, ExcludeTag, }


code: WidgetArgsType & BackgroundBrush &40; const FSlateBrush &42; InArg &41;


code: WidgetArgsType & Filter &40; FString InArg &41;


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


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


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


code: WidgetArgsType & GameplayTagUIMode &40; EGameplayTagUIMode InArg &41;


code: WidgetArgsType & MaxHeight &40; float InArg &41;


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


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


code: WidgetArgsType & OnFilterTag &40; const FOnFilterTag & InDelegate &41;


code: WidgetArgsType & NewTagName &40; FString InArg &41;


code: WidgetArgsType & OnTagChanged &40; const FOnTagChanged & InDelegate &41;


code: WidgetArgsType & Padding &40; const TAttribute< FMargin > & InAttribute &41;


code: WidgetArgsType & PropertyHandle &40; TSharedPtr< IPropertyHandle > InArg &41;


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


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


code: WidgetArgsType & TagContainerName &40; FString InArg &41;


code: WidgetArgsType & TagTreeViewBackgroundBrush &40; const FSlateBrush &42; InArg &41;


code: typedef FArguments WidgetArgsType


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


description: Constructor

code: FEditableGameplayTagContainerDatum &40; class UObject &42; InOwnerObj, struct FGameplayTagContainer &42; InTagContainer &41;


description: Returns true if this TagNode has any children that match the current filter

code: bool FilterChildrenCheck ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FGameplayTagNode](API\Runtime\GameplayTags\FGameplayTagNode) > )


code: typedef TBaseDelegate_OneParam< [ETagFilterResult](API\Plugins\GameplayTagsEditor\SGameplayTagWidget\ETagFilterResult), const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FGameplayTagNode](API\Runtime\GameplayTags\FGameplayTagNode) > & > FOnFilterTag


description: Called when a tag status is changed

code: typedef TBaseDelegate_NoParams< void > FOnTagChanged


description:
Given a property handle, try and extract the editable tag containers from within it (when dealing with a struct property of typeFGameplayTagContainer).
True if it was possible to extract containers (even if no containers were extracted), or false otherwise.

code: static bool GetEditableTagContainersFromPropertyHandle ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IPropertyHandle](API\Editor\PropertyEditor\IPropertyHandle) > & PropHandle, [TArray](API\Runtime\Core\Containers\TArray)< [FEditableGameplayTagContainerDatum](API\Plugins\GameplayTagsEditor\SGameplayTagWidget\FEditableGamepla-) > & OutEditableContainers )


className: FEditableGameplayTagContainerDatum

description: Simple struct holding a tag container and its owner for generic re-use of the widget

TagContainer

type: FGameplayTagCon...

description: Tag container to edit

TagContainerOwner

description: OwningUObjectof the container being edited


description: Gets the widget to focus once the menu opens.


description: Returns true if we're currently adding a new tag to an INI file

code: bool IsAddingNewTag() const


description: Updates the tag list when the filter text changes

code: void OnFilterTextChanged ( const [FText](API\Runtime\Core\Internationalization\FText) & InFilterText )


description: Refreshes the tags that should be displayed by the widget

code: void RefreshTags()


description: String that sets the section of the ini file to use for this class

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


description: Forces the widget to refresh its tags on the next tick

code: void RefreshOnNextTick()


description: Ticks this widget with Geometry. Override in derived classes, but always call the parent implementation.

code: virtual void Tick ( const [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) & AllottedGeometry, const double InCurrentTime, const float InDeltaTime )


className: SGameplayTagWidget

description: Widget allowing user to tag assets with gameplay tags

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


code: namespace UE { namespace GameplayTags { namespace Editor { [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > UE::GameplayTags::Editor::Create ( const [FGameplayTagManagerWindowArgs](API\Plugins\GameplayTagsEditor\FGameplayTagManagerWindowArgs) & Args ) } } }


description: Expands a node while compiling, which may add additional nodes or delete this node

code: virtual void ExpandNode ( class [FKismetCompilerContext](API\Editor\KismetCompiler\FKismetCompilerContext) & CompilerContext, [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * SourceGraph )


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: Replacement forGetMenuEntries(). Override to add specific UBlueprintNodeSpawners pertaining to the sub-class type. Serves as an extensible way for new nodes, and game module nodes to add themselves to context menus.

code: virtual void GetMenuActions ( [FBlueprintActionDatabaseRegistrar](API\Editor\BlueprintGraph\FBlueprintActionDatabaseRegistra-) & ActionRegistrar ) 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: UGameplayTagsK2Node_MultiCompareGameplayTagAssetInterface ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


code: UGameplayTagsK2Node_MultiCompareGameplayTagAssetInterfaceSingleTags ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


code: UGameplayTagsK2Node_MultiCompareGameplayTagContainer ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


code: UGameplayTagsK2Node_MultiCompareGameplayTagContainerSingleTags ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


description: Can this node be created under the specified schema.

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


description: Whether or not this node can be safely duplicated (via copy/paste, etc...) in the graph

code: virtual bool CanDuplicateNode() const


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

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


description:
Override to provide a default category for specific node types to be listed under.
A localized category string (or an empty string if you want this node listed at the menu's root).

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


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

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


description: Returns true if this node is deprecated.

code: virtual bool IsDeprecated() const


description:
Query if this is a node that is safe to ignore (e.g., a comment node or other non-structural annotation that can be pruned with no warnings).
true if node safe to ignore.

code: virtual bool IsNodeSafeToIgnore() const


description: Return true if adding/removing this node requires calling MarkBlueprintAsStructurallyModified on the Blueprint

code: virtual bool NodeCausesStructuralBlueprintChange() const


description: Return whether the node's properties display in the blueprint details panel

code: virtual bool ShouldShowNodeProperties() const


description: Performs a node-specific deprecation fixup, which may delete this node and replace it with another one

code: virtual void ConvertDeprecatedNode ( [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * Graph, bool bOnlySafeChanges )


code: UGameplayTagsK2Node_LiteralGameplayTag ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class UGameplayTagsK2Node_LiteralGameplayTag : public [UK2Node](API\Editor\BlueprintGraph\UK2Node)


description: Returns whether this node is considered 'pure' by the compiler

code: virtual bool IsNodePure() const


code: virtual void AddPinToSwitchNode()


description: Gets the tooltip to display when over the node

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


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

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


code: UGameplayTagsK2Node_MultiCompareBase ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class UGameplayTagsK2Node_MultiCompareBase : public [UK2Node](API\Editor\BlueprintGraph\UK2Node)

PinNames

type: TArray<FName>


description: Adds a new execution pin to a switch node


code: virtual void CreateCasePins()


code: virtual void CreateFunctionPin()


code: virtual void CreateSelectionPin()


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


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


code: virtual void GetMenuActions ( [FBlueprintActionDatabaseRegistrar](API\Editor\BlueprintGraph\FBlueprintActionDatabaseRegistra-) & ActionRegistrar ) const


code: virtual [FName](API\Runtime\Core\UObject\FName) GetPinNameGivenIndex ( int32 Index ) const


description: Gets the pin type from the schema for the subclass

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


description: Gets a unique pin name, the next in the sequence


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()


code: virtual void RemovePin ( [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * TargetPin )


code: virtual bool ShouldShowNodeProperties() const


code: UGameplayTagsK2Node_SwitchGameplayTag ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(MinimalAPI) class UGameplayTagsK2Node_SwitchGameplayTag : public [UK2Node_Switch](API\Editor\BlueprintGraph\UK2Node_Switch)

PinTags

type: TArray<FGamepl...


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


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


code: UGameplayTagsK2Node_SwitchGameplayTagContainer ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


description: Manually Broadcasts a state change to all current Gauntlet controllers. This can be used as an alternative or addition to the functions above for broadcasting state changes to running controllers.

module: Gauntlet

code: void BroadcastStateChange ( [FName](API\Runtime\Core\UObject\FName) NewState )


description: Templated casty version of the above

code: template<class T> T * GetTestController()


description: Returns the first controller (if any) matching the provided name

code: [UGauntletTestController](API\Plugins\Gauntlet\UGauntletTestController) * GetTestController ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * ControllerClass )


code: double GetTimeInCurrentState() const


description: Mark the next heartbeat as active. If a status message is given, immediately log an active heartbeat with that message.

code: void MarkHeartbeatActive ( const [FString](API\Runtime\Core\Containers\FString) & OptionalStatusMessage )


description: This is a convenient way of binding a list ofAGameStatetypes to your own state defines. When there is a state change in the world (e.g. from loading a new map) the mapped state type will be broadcast to all controllers.

code: void SetGameStateToTestStateMapping ( const [TMap](API\Runtime\Core\Containers\TMap)< [UClass](API\Runtime\CoreUObject\UObject\UClass) *, [FName](API\Runtime\Core\UObject\FName) > & Mapping )


description: Sets the rate for screenshots to be taken (default = 0)

code: void SetScreenshotPeriod ( float Period )


description: This is a convenient way of binding a list of maps types to your own state defines. When there is a state change in the world (e.g. from loading a new map) the mapped state type will be broadcast to all controllers.

code: void SetWorldToTestStateMapping ( const [TMap](API\Runtime\Core\Containers\TMap)< [FString](API\Runtime\Core\Containers\FString), [FName](API\Runtime\Core\UObject\FName) > & Mapping )


className: Initialized

code: static [FName](API\Runtime\Core\UObject\FName) Initialized = TEXT("Gauntlet_Initialized");


className: FGauntletModule

description: After initialization you should be prepared to feed this module with states that your controllers can respond to. This can be done either manually (BroadcastStateChange), through one of the helpers (e.g. SetGameStateToTestStateMapping), or a combination of both.

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


className: FGauntletStates

description: Gauntlet states. Define your own states by inheriting from this or some other form that you see fit.

code: struct FGauntletStates


description: Called to end testing and exit the app with provided code, static to avoid test instance state/lifetime dependency

code: static void EndTest ( int32 ExitCode )


description: Return the name of the current persistent map


description: Returns the current state applied to Gauntlet


description: Helper function that returns the first player controller in the world (may be null depending on when called).

code: [APlayerController](API\Runtime\Engine\GameFramework\APlayerController) * GetFirstPlayerController() const


description: Returns the gauntlet module running this test


description: Return the current world

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


description: Return the time since OnStateChange was called with the current state


description: Marks the next heartbeat as active and immediately forces a heartbeat with the given status message if one is specified. Test controllers should call this regularly as purposeful actions happens or meaningful states are achieved within the test.


description: Called when the controller is first initialized

code: virtual void OnInit()


description: Called after a map change.GetCurrentMap()will now return the new map

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


description: Called when a state change is applied to the module. States are game-driven.GetCurrentState()== OldState until this function returns

code: virtual void OnStateChange ( [FName](API\Runtime\Core\UObject\FName) OldState, [FName](API\Runtime\Core\UObject\FName) NewState )


description: Called prior to a map change

code: virtual void OnPreMapChange()


description: Called periodically to let the controller check and control state

code: virtual void OnTick ( float TimeDelta )


description: Default constructur

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


code: virtual ~UGauntletTestController()


className: UGauntletTestController

description: In essence your derived class should implement logic that starts and monitors a test, then calls EndTest(Result) when the desired criteria are met (or not!)

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


code: virtual bool IsBootProcessComplete() const


className: UGauntletTestControllerBootTest

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class UGauntletTestControllerBootTest : public [UGauntletTestController](API\Plugins\Gauntlet\UGauntletTestController)


className: UGauntletTestControllerErrorTest

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class UGauntletTestControllerErrorTest : public [UGauntletTestController](API\Plugins\Gauntlet\UGauntletTestController)

ErrorDelay

type: float


className: IGeForceNOWWrapperModule

description: Interface for the GeForceNOW Module.

module: GeForceNOWWrapper

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


module: GeometryAlgorithms

code: typedef [TDifferencePolygon2Polygon2](API\Plugins\GeometryAlgorithms\Curve\TDifferencePolygon2Polygon2)< [TGeneralPolygon2](API\Runtime\GeometryCore\CompGeom\TGeneralPolygon2)< float >, float > FDifferenceGeneralPolygon2GeneralPolygon2f


code: typedef [TDifferencePolygon2Polygon2](API\Plugins\GeometryAlgorithms\Curve\TDifferencePolygon2Polygon2)< [TGeneralPolygon2](API\Runtime\GeometryCore\CompGeom\TGeneralPolygon2)< double >, double > FDifferenceGeneralPolygon2GeneralPolygon2d


code: typedef [TExclusiveOrPolygon2Polygon2](API\Plugins\GeometryAlgorithms\Curve\TExclusiveOrPolygon2Polygon2)< [TGeneralPolygon2](API\Runtime\GeometryCore\CompGeom\TGeneralPolygon2)< float >, float > FExclusiveOrGeneralPolygon2GeneralPolygon2f


code: typedef [TExclusiveOrPolygon2Polygon2](API\Plugins\GeometryAlgorithms\Curve\TExclusiveOrPolygon2Polygon2)< [TGeneralPolygon2](API\Runtime\GeometryCore\CompGeom\TGeneralPolygon2)< double >, double > FExclusiveOrGeneralPolygon2GeneralPolygon2d


code: typedef [TIntersectPolygon2Polygon2](API\Plugins\GeometryAlgorithms\Curve\TIntersectPolygon2Polygon2)< [TGeneralPolygon2](API\Runtime\GeometryCore\CompGeom\TGeneralPolygon2)< float >, float > FIntersectGeneralPolygon2GeneralPolygon2f


code: typedef [TIntersectPolygon2Polygon2](API\Plugins\GeometryAlgorithms\Curve\TIntersectPolygon2Polygon2)< [TGeneralPolygon2](API\Runtime\GeometryCore\CompGeom\TGeneralPolygon2)< double >, double > FIntersectGeneralPolygon2GeneralPolygon2d


code: typedef [TOffsetPolygon2](API\Plugins\GeometryAlgorithms\Curve\TOffsetPolygon2)< [TArrayView](API\Runtime\Core\Containers\TArrayView)< [TVector2](API\Runtime\Core\Math\TVector2)< double > >, double > FOffsetPolygon2d


code: typedef [TOffsetPolygon2](API\Plugins\GeometryAlgorithms\Curve\TOffsetPolygon2)< [TArrayView](API\Runtime\Core\Containers\TArrayView)< [TVector2](API\Runtime\Core\Math\TVector2)< float > >, float > FOffsetPolygon2f


code: typedef [TUnionPolygon2Polygon2](API\Plugins\GeometryAlgorithms\Curve\TUnionPolygon2Polygon2)< [TGeneralPolygon2](API\Runtime\GeometryCore\CompGeom\TGeneralPolygon2)< float >, float > FUnionGeneralPolygon2GeneralPolygon2f


code: typedef [TUnionPolygon2Polygon2](API\Plugins\GeometryAlgorithms\Curve\TUnionPolygon2Polygon2)< [TGeneralPolygon2](API\Runtime\GeometryCore\CompGeom\TGeneralPolygon2)< double >, double > FUnionGeneralPolygon2GeneralPolygon2d


code: typedef [TBooleanPolygon2Polygon2](API\Plugins\GeometryAlgorithms\Curve\TBooleanPolygon2Polygon2)< OperationType, [TGeneralPolygon2](API\Runtime\GeometryCore\CompGeom\TGeneralPolygon2)< float >, float > TBooleanGeneralPolygon2GeneralPolygon2f


code: typedef [TBooleanPolygon2Polygon2](API\Plugins\GeometryAlgorithms\Curve\TBooleanPolygon2Polygon2)< OperationType, [TGeneralPolygon2](API\Runtime\GeometryCore\CompGeom\TGeneralPolygon2)< double >, double > TBooleanGeneralPolygon2GeneralPolygon2d


code: TBooleanPolygon2Polygon2 ( const GeometryType & InPolygonA, const GeometryType & InPolygonB )


description: Produces the boolean'd result of PolygonA and PolygonB depending on the OperationType. Both polygons must be closed.

code: template<[EPolygonBooleanOp](API\Plugins\GeometryAlgorithms\Curve\UE__Geometry__EPolygonBooleanOp) OperationType, typename GeometryType, typename RealType> class TBooleanPolygon2Polygon2

PolygonA

type: GeometryType

description: Input.

Result

description: Output.


description: Produces the result of PolygonA with the shape of PolygonB removed. Both must be closed.


description: Produces the areas of each polygon not present in the other as a combined result. Both must be closed.


description: Produces the areas of each polygon that are also present in the other as a combined result. Both must be closed.


code: TOffsetPolygon2 ( const [TArray](API\Runtime\Core\Containers\TArray)< GeometryType > & InPolygons )


description: Offsets a given polygon (a polyline or closed polygon), determined by EndType by a given amount.

code: template<typename GeometryType, typename RealType> class TOffsetPolygon2

DefaultStepsPerRadianScale

type: double

EndType

type: EPolygonOffsetE...

JoinType

type: EPolygonOffsetJ...

MiterLimit

type: RealType

Polygons

type: TArray< Geometr...

description: Input.

description: Output.


description: Produces the combined result of PolygonA and PolygonB. Both must be closed.


description: Forward declarations

code: namespace UE { namespace Geometry { enum EPolygonBooleanOp { Union, Difference, Intersect, ExclusiveOr, } } }


description: Forward declarations

code: namespace UE { namespace Geometry { enum EPolygonOffsetEndType { Polygon, Joined, Butt, Square, Round, } } }


description: Forward declarations

code: namespace UE { namespace Geometry { enum EPolygonOffsetJoinType { Square, Round, Miter, } } }


code: typedef [TDistLine3Circle3](API\Plugins\GeometryAlgorithms\Distance\TDistLine3Circle3)< double > FDistLine3Circle3d


code: typedef [TDistLine3Circle3](API\Plugins\GeometryAlgorithms\Distance\TDistLine3Circle3)< float > FDistLine3Circle3f


code: TDistLine3Circle3 ( const [TLine3](API\Runtime\GeometryCore\TLine3)< Real > & LineIn, const [TCircle3](API\Runtime\GeometryCore\TCircle3)< Real > & CircleIn )


description: Compute unsigned distance and closest-points between 3D line and 3D circle

code: template<typename Real> class TDistLine3Circle3

Circle

type: TCircle3< Real ...

CircleClosest

type: TVector< Real >...

DistanceSquared

type: Real

description: Output.

Line

type: TLine3< Real >

description: Input.

NumClosestPairs

type: int


description: Variant of AttemptTriangulate using FIntVector instead ofFIndex3i; Note this incurs an extra copy of the triangle array

code: bool AttemptTriangulate ( [TArray](API\Runtime\Core\Containers\TArray)< FIntVector > & Triangles, [TArray](API\Runtime\Core\Containers\TArray)< int32 > & SkippedEdges, int32 BoundaryEdgeGroupID )


description: Triangles: Output triangles (as indices into Graph vertices) SkippedEdges: Output indices of edges that the algorithm failed to insert BoundaryEdgeGroupID: ID of edges corresponding to a boundary; if we have a closed loop of these boundary edges on output triangulation, will discard triangles outside this return: false if triangulation algo knows it failed (note Triangles may still have some triangulation of the input in this case; for example it may just be missing some required edges)

code: bool AttemptTriangulate ( [TArray](API\Runtime\Core\Containers\TArray)< [FIndex3i](API\Runtime\GeometryCore\FIndex3i) > & Triangles, [TArray](API\Runtime\Core\Containers\TArray)< int32 > & SkippedEdges, int32 BoundaryEdgeGroupID )


description: Find existing vertex at point, if it exists

code: int find_existing_vertex ( FVector2d Pt )


description: Find set of edges in graph that intersect with edge [A,B]

code: bool find_intersecting_edges ( FVector2d A, FVector2d B, [TArray](API\Runtime\Core\Containers\TArray)< [FIntersection](API\Plugins\GeometryAlgorithms\FArrangement2d\FIntersection) > & Hits, double Tol )


code: bool find_intersecting_floating_vertices ( const [FSegment2d](API\Runtime\GeometryCore\FSegment2d) & SegAB, int32 AID, int32 BID, [TArray](API\Runtime\Core\Containers\TArray)< FSegmentPoint > & Hits, double Tol )


description: Find nearest boundary vertex, within SearchRadius

code: int find_nearest_boundary_vertex ( FVector2d Pt, double SearchRadius, int IgnoreVID )


description: Find closest vertex, within SearchRadius

code: int find_nearest_vertex ( FVector2d Pt, double SearchRadius, int IgnoreVID )


className: FIntersection

code: struct FIntersection


description: Check if vertex exists in region

code: bool HasVertexNear ( FVector2d Point, double SearchRadius )


description: Insert segment into the arrangement

code: void Insert ( const [FSegment2d](API\Runtime\GeometryCore\FSegment2d) & Segment, int GID )


description: Insert isolated point P into the arrangement

code: int Insert ( const FVector2d & Pt )


description: Int N = pline.VertexCount - 1; for (int i = 0; i < N; ++i) { FVector2d A = pline[i]; FVector2d B = pline[i + 1]; insert_segment(A, B, GID); }

code: *void Insert ( PolyLine2d pline, int GID ) const


description: Insert segment [A,B] into the arrangement

code: void Insert ( const FVector2d & A, const FVector2d & B, int GID )


description: Check if current Graph has self-intersections; not optimized, only for debugging

code: bool HasSelfIntersections()


description: Insert isolated point P into the arrangement when you know by construction it's not too close to any vertex or edge Much faster, but will break things if you use it to insert a point that is on top of any existing element!

code: int32 InsertNewIsolatedPointUnsafe ( const FVector2d & Pt )


description: Insert pt P into the arrangement, splitting existing edges as necessary

code: int insert_point ( const FVector2d & P, double Tol )


description: Insert edge [A,B] into the arrangement, splitting existing edges as necessary

code: bool insert_segment ( FVector2d A, FVector2d B, int GID, double Tol )


description: Subdivide edge at a given position

code: [FIndex2i](API\Runtime\GeometryCore\FIndex2i) SplitEdgeAtPoint ( int EdgeID, FVector2d Point )


description:
Attempts to triangulate the arrangement with a constrained Delaunay triangulation NOTE: May fail if arrangement has self-intersections
false if triangulation algo knows it failed; will still likely have some triangulation even in this case

code: bool Triangulate ( [TArray](API\Runtime\Core\Containers\TArray)< [FIndex3i](API\Runtime\GeometryCore\FIndex3i) > & Triangles )


description: Insert new point into segment EID at parameter value T If T is within Tol of endpoint of segment, we use that instead.

code: [FIndex2i](API\Runtime\GeometryCore\FIndex2i) split_segment_at_t ( int EID, double T, double Tol )


code: bool TriangulateWithBoundary ( [TArray](API\Runtime\Core\Containers\TArray)< [FIndex3i](API\Runtime\GeometryCore\FIndex3i) > & Triangles, int32 BoundaryEdgeGroupID )


code: bool TriangulateWithBoundaryAndHoles ( [TArray](API\Runtime\Core\Containers\TArray)< [FIndex3i](API\Runtime\GeometryCore\FIndex3i) > & Triangles, int32 BoundaryEdgeGroupID, int32 HoleEdgeGroupID )


code: FArrangement2d ( const [FAxisAlignedBox2d](API\Runtime\GeometryCore\FAxisAlignedBox2d) & BoundsHint )


code: FArrangement2d ( double PointHashCellSize )


description: [TODO] multi-level segment has to acceleratefind_intersecting_edges()[TODO] maybe smarter handling

code: struct FArrangement2d

GID

type: *void int

Graph

description: Graph of arrangement

PointHash

description: PointHash for vertices of graph.

VertexSnapTol

description: Points within this tolerance are merged


code: typedef [TConstrainedDelaunay2](API\Plugins\GeometryAlgorithms\TConstrainedDelaunay2)< float > FConstrainedDelaunay2f


code: typedef [TConstrainedDelaunay2](API\Plugins\GeometryAlgorithms\TConstrainedDelaunay2)< double > FConstrainedDelaunay2d


code: typedef [TFitCapsule3](API\Plugins\GeometryAlgorithms\TFitCapsule3)< double > FFitCapsule3d


code: typedef [TFitCapsule3](API\Plugins\GeometryAlgorithms\TFitCapsule3)< float > FFitCapsule3f


description: IModuleInterfaceimplementation

code: virtual void StartupModule()


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

code: virtual void ShutdownModule()


className: FGeometryAlgorithmsModule

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


code: typedef [TMinVolumeBox3](API\Plugins\GeometryAlgorithms\TMinVolumeBox3)< double > FMinVolumeBox3d


code: typedef [TMinVolumeSphere3](API\Plugins\GeometryAlgorithms\TMinVolumeSphere3)< double > FMinVolumeSphere3d


code: typedef [TMinVolumeBox3](API\Plugins\GeometryAlgorithms\TMinVolumeBox3)< float > FMinVolumeBox3f


className: FTetMeshParameters

code: struct FTetMeshParameters

bApplySizing

type: bool

description: Whether to apply a sizing field, interpolated over a background tet mesh, to control edge lengths.

bCoarsen

description: Whether to coarsen the tet mesh result.

bExtractManifoldBoundarySurface

description: Whether to enforce that the output boundary surface should be manifold. (Only relevant if a final surface is extracted)

bInvertOutputTets

description: Whether to invert tets relative to what UE typically expects in the final output.

bSkipSimplification

description: Whether to skip the initial simplification step.

EpsRel

description: Relative tolerance, controlling how closely the mesh must follow the input surface.

IdealEdgeLength

description: Ideal edge length.

MaxIts

description: Maximum number of optimization iterations.

OutsideFilterMethod

type: EFilterOutsideM...

SizingFieldTets

type: TArray< FIntVec...

SizingFieldValues

type: TArray< double ...

SizingFieldVertices

type: TArray< FVector...

StopEnergy

description: Energy at which to stop optimizing tet quality and accept the result.


code: typedef [TMinVolumeSphere3](API\Plugins\GeometryAlgorithms\TMinVolumeSphere3)< float > FMinVolumeSphere3f


code: template<class InputRealType> void Add ( const [FDynamicGraph2](API\Runtime\GeometryCore\Curve\FDynamicGraph2)< InputRealType > & Graph )


code: template<class InputRealType> void Add ( const [TGeneralPolygon2](API\Runtime\GeometryCore\CompGeom\TGeneralPolygon2)< InputRealType > & GPolygon )


code: template<class InputRealType> void Add ( const [TPolygon2](API\Runtime\GeometryCore\TPolygon2)< InputRealType > & Polygon, bool bIsHole )


description: Add Polygon with self-intersections resolved. Returns false if resolving self-intersections failed.

code: bool AddWithIntersectionResolution ( const [TPolygon2](API\Runtime\GeometryCore\TPolygon2)< RealType > & Polygon )


description: Add General Polygon with self-intersections resolved. Returns false if resolving self-intersections failed.

code: bool AddWithIntersectionResolution ( const [TGeneralPolygon2](API\Runtime\GeometryCore\CompGeom\TGeneralPolygon2)< RealType > & GeneralPolygon )


code: bool ClassifyFromRule ( int Winding )


className: EFillRule

code: enum EFillRule { Odd = 0, NonZero, Positive, Negative, }


description:
Populate Triangles
false if Triangulation failed

code: bool Triangulate()


description:
Populate Triangles with override function to determine which triangles are in or out. Note that boundary edges and hole edges are treated as equivalent by this function; only the KeepTriangle function determines what triangles are excluded.
false if Triangulation failed


description: Option to duplicate vertices to split any 'bowtie' vertices If you do not need either of these features, FDelaunay may be the faster option.

code: template<typename RealType> struct TConstrainedDelaunay2

AddedVerticesStartIndex

description: If vertices were added to output (e.g. to split bowties), this is set to the index of the first added vertex

bOrientedEdges

description: TODO: also support FeatureEdges? TArrayFeatureEdges; // Edges that should be preserved in mesh but do not correspond to a boundary and should not affect inside/outside classification at all

Edges

description: Edges and HoleEdges must not be intersecting; use Arrangment2D to pre-process any input w/ intersecting edges.

FillRule

type: EFillRule

Triangles

description: Outputs

Vertices

type: TArray<TVector...

description: Inputs


description:
Solve variants Calculate a Capsule that contains the given Point Set and store in Output variables
true if capsule was found

code: bool Solve ( int32 NumPoints, [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< [TVector](API\Runtime\Core\Math\TVector)< RealType >(int32)> GetPointFunc )


description:
Calculate a Capsule that contains the given Point Set and return in CapsuleOut
true if capsule was found

code: static bool Solve ( int32 NumPoints, [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< [TVector](API\Runtime\Core\Math\TVector)< RealType >(int32)> GetPointFunc, [TCapsule3](API\Runtime\GeometryCore\TCapsule3)< RealType > & CapsuleOut )


description: Fit a Capsule to a set of 3D points. Currently solved by using least-squares to fit a line to the point set. This does not guarantee that the capsule is the minimal possible volume.

code: template<typename RealType> class TFitCapsule3

bResultValid

description: Set to true inSolve()on success

Capsule

type: TCapsule3< Real...

description: The capsule computed inSolve()


description: minimal box in BoxOut

code: void GetResult ( [TOrientedBox3](API\Runtime\GeometryCore\TOrientedBox3)< RealType > & BoxOut )


code: void Initialize ( bool bMostAccurateFit )


description: true if minimal box is available

code: bool IsSolutionAvailable() const


description:
Calculate the minimal box for the given point set.
true if minimal box was found

code: bool Solve ( int32 NumPoints, [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< [TVector](API\Runtime\Core\Math\TVector)< RealType >(int32)> GetPointFunc, bool bMostAccurateFit, [FProgressCancel](API\Runtime\GeometryCore\Util\FProgressCancel) * Progress )


description:
Calculate the minimal box for a Subsampling of MaxPoints points of a point set
true if minimal box was found

code: bool SolveSubsample ( int32 NumPoints, int32 NumSamplePoints, [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< [TVector](API\Runtime\Core\Math\TVector)< RealType >(int32)> GetPointFunc, bool bMostAccurateFit, [FProgressCancel](API\Runtime\GeometryCore\Util\FProgressCancel) * Progress )


description: Calculate a Minimal-Volume Oriented Box for a set of 3D points. This internally first computes the Convex Hull of the point set. The minimal box is then guaranteed to be aligned with one of the faces of the convex hull. Note that this is increasingly expensive as the Convex Hull face count increases.

code: template<typename RealType> class TMinVolumeBox3

Internal

type: TPimplPtr< TMin...


description: minimal sphere in SphereOut

code: void GetResult ( [TSphere3](API\Runtime\GeometryCore\TSphere3)< RealType > & SphereOut )


code: void Initialize ( int32 NumPoints, bool bUseExactComputation )


description:
Calculate the minimal sphere for the given point set.
true if minimal sphere was found

code: bool Solve ( int32 NumPoints, [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< [TVector](API\Runtime\Core\Math\TVector)< RealType >(int32)> GetPointFunc, bool bUseExactComputation )


description: Currently this processes input points in a randomized order so the results are not strictly deterministic. In particular if it fails you might try calling it again...

code: template<typename RealType> class TMinVolumeSphere3


description:
Convenience function; invokesTConstrainedDelaunay2::Triangulatewith most-often-used options.
An array of triangle indices.

code: namespace UE { namespace Geometry { template<typename RealType> [TArray](API\Runtime\Core\Containers\TArray)< [FIndex3i](API\Runtime\GeometryCore\FIndex3i) > UE::Geometry::ConstrainedDelaunayTriangulateWithVertices ( const [TGeneralPolygon2](API\Runtime\GeometryCore\CompGeom\TGeneralPolygon2)< RealType > & GeneralPolygon, [TArray](API\Runtime\Core\Containers\TArray)< [TVector2](API\Runtime\Core\Math\TVector2)< RealType >> & OutVertices ) } }


code: namespace UE { namespace Geometry { namespace FTetWild { enum EFilterOutsideMethod { None, FloodFill, InputSurface, TrackedSurface, SmoothOpenBoundary, } } } }


description:
Convenience function; invokesTConstrainedDelaunay2::Triangulatewith most-often-used options
An array of triangle indices. Indices refer to a flat array w/ the outer polygon vertices first, and the hole vertices appended after.

code: namespace UE { namespace Geometry { template<typename RealType> [TArray](API\Runtime\Core\Containers\TArray)< [FIndex3i](API\Runtime\GeometryCore\FIndex3i) > UE::Geometry::ConstrainedDelaunayTriangulate ( const [TGeneralPolygon2](API\Runtime\GeometryCore\CompGeom\TGeneralPolygon2)< RealType > & GeneralPolygon ) } }


className: XAtlasChartOptions

code: struct XAtlasChartOptions

MaxBoundaryLength

type: float

NormalDeviationWeight

description: Weights determine chart growth. Higher weights mean higher cost for that metric.

ParamFunc

type: XAtlasParameter...


className: XAtlasParameterizeFunc

code: typedef void(* XAtlasParameterizeFunc


className: XAtlasPackOptions

code: struct XAtlasPackOptions

bBilinear

description: Leave space around charts for texels that would be sampled by bilinear filtering.

bBlockAlign

description: Align charts to 4x4 blocks. Also improves packing speed, since there are fewer possible chart locations to consider.

bBruteForce

description: Slower, but gives the best result. If false, use random chart placement.

bCreateImage

description: Create Atlas::image.

bRotateCharts

description: Rotate charts to improve packing.

bRotateChartsToAxis

description: Rotate charts to the axis of their convex hull.

MaxChartSize

description: Charts larger than this will be scaled down. 0 means no limit.

Padding

description: Number of pixels to pad charts with.

Resolution

description: If 0, generate a single atlas with texelsPerUnit determining the final resolution.

TexelsPerUnit

description: Unit to texel scale.


description: Returns GeometryCacheComponent subobject

module: GeometryCache


description:
Used by the "Sync to Content Browser" right-click menu option in the editor.
Whether the object references content (all overrides of this function should return true)

code: virtual bool GetReferencedContentObjects ( [TArray](API\Runtime\Core\Containers\TArray)< [UObject](API\Runtime\CoreUObject\UObject\UObject) * > & Objects ) const


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


className: AGeometryCacheActor

description: GeometryCache actor, serves as a place-able actor for GeometryCache objects

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


description: Create on rhi thread. Uninitialized with NumVertices space.

code: virtual void InitRHI ( [FRHICommandListBase](API\Runtime\RHI\FRHICommandListBase) & RHICmdList )


className: FGeomCacheColorBuffer

code: class FGeomCacheColorBuffer : public [FGeomCacheVertexBuffer](API\Plugins\GeometryCache\FGeomCacheVertexBuffer)


code: [FRHIShaderResourceView](API\Runtime\RHI\FRHIShaderResourceView) * GetBufferSRV() const


description: Create on rhi thread. Uninitialized with NumIndices space.


description: Releases the RHI resources used by this resource. Called when leaving the state where both the resource and the RHI have been initialized. This is only called by the rendering thread.

code: virtual void ReleaseRHI()


description: Update the data and possibly reallocate if needed.

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


code: void UpdateSizeOnly ( int32 NewNumIndices )