code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | CameraFactory") bool SetCustomSensorWidth ( const float & AttributeValue, bool bAddApplyDelegate )


module: InterchangeFactoryNodes

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | CameraFactory") bool SetCustomFocusMethod ( const ECameraFocusMethod & AttributeValue, bool bAddApplyDelegate )


className: UInterchangePhysicalCameraFactoryNode


description: Get skeletalMesh asset Uid used to create the data in the post pipeline step.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | Skeleton") bool GetCustomSkeletalMeshUid ( [FString](API\Runtime\Core\Containers\FString) & AttributeValue ) const


description: the attribute are sorted by key when building theFSHA1data. The hash will be deterministic for the same data whatever the order we add the attributes. This function interface is pure virtual

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


description: Get the class this node want to create

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | Skeleton") virtual [UClass](API\Runtime\CoreUObject\UObject\UClass) * GetObjectClass() const


description: Initialize node data

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | Skeleton") void InitializePhysicsAssetNode ( const [FString](API\Runtime\Core\Containers\FString) & UniqueID, const [FString](API\Runtime\Core\Containers\FString) & DisplayLabel, const [FString](API\Runtime\Core\Containers\FString) & InAssetClass )


description: Return the node type name of the class, we use this when reporting error

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


description: Set skeletalMesh asset Uid used to create the data in the post pipeline step.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | Skeleton") bool SetCustomSkeletalMeshUid ( const [FString](API\Runtime\Core\Containers\FString) & AttributeValue )


description: Serialize the node, by default only the attribute storage is serialize for a node

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


className: UInterchangePhysicsAssetFactoryNode

bIsNodeClassInitialized

type: bool


description: Copies all the attributes from SourceNode to this node.

code: virtual void CopyWithObject ( const [UInterchangeFactoryBaseNode](API\Runtime\InterchangeCore\Nodes\UInterchangeFactoryBaseNode) * SourceNode, [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | PointLightFactory") bool GetCustomLightFalloffExponent ( float & AttributeValue ) const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | PointLightFactory") bool SetCustomUseInverseSquaredFalloff ( bool AttributeValue, bool bAddApplyDelegate )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | PointLightFactory") bool GetCustomUseInverseSquaredFalloff ( bool & AttributeValue ) const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | PointLightFactory") bool SetCustomLightFalloffExponent ( float AttributeValue, bool bAddApplyDelegate )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | RectLightFactory") bool GetCustomSourceHeight ( float & AttributeValue ) const


className: UInterchangePointLightFactoryNode


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | RectLightFactory") bool GetCustomSourceWidth ( float & AttributeValue ) const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | RectLightFactory") bool SetCustomSourceWidth ( float AttributeValue, bool bAddApplyDelegate )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | RectLightFactory") bool SetCustomSourceHeight ( float AttributeValue, bool bAddApplyDelegate )


className: UInterchangeRectLightFactoryNode


description: Add one translated VariantSet's unique id to this object.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | SceneVariantSetFactory") bool AddCustomVariantSetUid ( const [FString](API\Runtime\Core\Containers\FString) & VariantUid )


className: UInterchangeSceneImportAssetFactoryNode


description: UInterchangeFactoryBaseNodeBegin.

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


description: This function allow to retrieve the number of translated VariantSets' unique ids for this object.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | SceneVariantSetFactory") int32 GetCustomVariantSetUidCount() const


description: This function allow to retrieve all the translated VariantSets' unique ids for this object.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | SceneVariantSetFactory") void GetCustomVariantSetUids ( [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & OutVariantUids ) const


description: Get the class this node want to create

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | SceneVariantSetFactory") virtual [UClass](API\Runtime\CoreUObject\UObject\UClass) * GetObjectClass() const


description: This function allow to retrieve one translated VariantSet's unique id for this object.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | SceneVariantSetFactory") void GetCustomVariantSetUid ( const int32 Index, [FString](API\Runtime\Core\Containers\FString) & OutVariantUid ) const


description: Return the node type name of the class, we use this when reporting errors

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


description: Remove one translated VariantSet's unique id from this object.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | SceneVariantSetFactory") bool RemoveCustomVariantSetUid ( const [FString](API\Runtime\Core\Containers\FString) & VariantUid )


className: UInterchangeSceneVariantSetsFactoryNode

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


description: The skeletal mesh thumbnail can have an overlay if the last re-import was geometry only. This thumbnail overlay feature use the metadata to find out if the last import was geometry only.

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


code: virtual void CopyWithObject ( const [UInterchangeFactoryBaseNode](API\Runtime\InterchangeCore\Nodes\UInterchangeFactoryBaseNode) * SourceNode, [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object )


description: Query weather the skeletal mesh factory should create a physics asset. Return false if the attribute was not set.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | SkeletalMesh") bool GetCustomCreatePhysicsAsset ( bool & AttributeValue ) const


description: Query The maximum number of bone influences to allow each vertex in this mesh to use. If set higher than the limit determined by the project settings, it has no effect. If set to 0, the value is taken from the DefaultBoneInfluenceLimit project setting.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | SkeletalMesh") bool GetCustomBoneInfluenceLimit ( int32 & AttributeValue ) const


description: Query the skeletal mesh import content type. The content type is use by the factory to import partial or full translated content. Return false if the attribute was not set.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | SkeletalMesh") bool GetCustomImportContentType ( [EInterchangeSkeletalMeshContentType](API\Plugins\InterchangeFactoryNodes\EInterchangeSkeletalMeshContentT-) & AttributeValue ) const


description: Query the skeletal mesh threshold to compare vertex position equality when computing morph target deltas.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | SkeletalMesh") bool GetCustomMorphThresholdPosition ( float & AttributeValue ) const


description: Query weather the skeletal mesh factory should create the morph target. Return false if the attribute was not set.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | SkeletalMesh") bool GetCustomImportMorphTarget ( bool & AttributeValue ) const


description: Query a physics asset the skeletal mesh factory should use. Return false if the attribute was not set.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | SkeletalMesh") bool GetCustomPhysicAssetSoftObjectPath ( [FSoftObjectPath](API\Runtime\CoreUObject\UObject\FSoftObjectPath) & AttributeValue ) const


description: Query the skeletal mesh factory skeletonUObject. Return false if the attribute was not set.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | SkeletalMesh") bool GetCustomSkeletonSoftObjectPath ( [FSoftObjectPath](API\Runtime\CoreUObject\UObject\FSoftObjectPath) & AttributeValue ) const


description: Query the skeletal mesh threshold use to decide if two vertex position are equal.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | SkeletalMesh") bool GetCustomThresholdPosition ( float & AttributeValue ) const


description: Query the skeletal mesh threshold use to decide if two UVs are equal.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | SkeletalMesh") bool GetCustomThresholdUV ( float & AttributeValue ) const


description: Query the skeletal mesh threshold use to decide if two normal, tangents or bi-normals are equal.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | SkeletalMesh") bool GetCustomThresholdTangentNormal ( float & AttributeValue ) const


description: Query the skeletal mesh UseHighPrecisionSkinWeights.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | SkeletalMesh") bool GetCustomUseHighPrecisionSkinWeights ( bool & AttributeValue ) const


description: Get the class this node want to create

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | SkeletalMesh") virtual [UClass](API\Runtime\CoreUObject\UObject\UClass) * GetObjectClass() const


description: Return the node type name of the class, we use this when reporting error


description: Set The maximum number of bone influences to allow each vertex in this mesh to use. If set higher than the limit determined by the project settings, it has no effect. If set to 0, the value is taken from the DefaultBoneInfluenceLimit project setting.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | SkeletalMesh") bool SetCustomBoneInfluenceLimit ( const int32 & AttributeValue, bool bAddApplyDelegate )


description: Initialize node data

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | SkeletalMesh") void InitializeSkeletalMeshNode ( const [FString](API\Runtime\Core\Containers\FString) & UniqueID, const [FString](API\Runtime\Core\Containers\FString) & DisplayLabel, const [FString](API\Runtime\Core\Containers\FString) & InAssetClass )


description: Set the skeletal mesh import content type. The content type is use by the factory to import partial or full translated content. Return false if the attribute cannot be set.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | SkeletalMesh") bool SetCustomImportContentType ( const [EInterchangeSkeletalMeshContentType](API\Plugins\InterchangeFactoryNodes\EInterchangeSkeletalMeshContentT-) & AttributeValue )


description: Set weather the skeletal mesh factory should create a physics asset. Return false if the attribute cannot be set.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | SkeletalMesh") bool SetCustomCreatePhysicsAsset ( const bool & AttributeValue )


description: Set weather the skeletal mesh factory should create the morph target. Return false if the attribute cannot be set.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | SkeletalMesh") bool SetCustomImportMorphTarget ( const bool & AttributeValue )


description: Set the skeletal mesh threshold to compare vertex position equality when computing morph target deltas.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | SkeletalMesh") bool SetCustomMorphThresholdPosition ( const float & AttributeValue, bool bAddApplyDelegate )


description: Set a physics asset the skeletal mesh factory should use. Return false if the attribute cannot be set.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | SkeletalMesh") bool SetCustomPhysicAssetSoftObjectPath ( const [FSoftObjectPath](API\Runtime\CoreUObject\UObject\FSoftObjectPath) & AttributeValue )


description: Set the skeletal mesh threshold use to decide if two vertex position are equal.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | SkeletalMesh") bool SetCustomThresholdPosition ( const float & AttributeValue, bool bAddApplyDelegate )


description: Set the skeletal mesh factory skeletonUObject. Return false if the attribute cannot be set.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | SkeletalMesh") bool SetCustomSkeletonSoftObjectPath ( const [FSoftObjectPath](API\Runtime\CoreUObject\UObject\FSoftObjectPath) & AttributeValue )


description: Set the skeletal mesh threshold use to decide if two normal, tangents or bi-normals are equal.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | SkeletalMesh") bool SetCustomThresholdTangentNormal ( const float & AttributeValue, bool bAddApplyDelegate )


description: Set the skeletal mesh threshold use to decide if two UVs are equal.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | SkeletalMesh") bool SetCustomThresholdUV ( const float & AttributeValue, bool bAddApplyDelegate )


description: Set the skeletal mesh UseHighPrecisionSkinWeights.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | SkeletalMesh") bool SetCustomUseHighPrecisionSkinWeights ( const bool & AttributeValue, bool bAddApplyDelegate )


code: UInterchangeSkeletalMeshFactoryNode()


className: UInterchangeSkeletalMeshFactoryNode

AssetClass

type: TSubclassOf<US...


description: Add one mesh geometry use to create this LOD geometry. Mesh uids can be either a scene or a mesh node. If its a scene it mean we want the mesh factory to bake the geo payload with the global transform of the scene node.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | SkeletalMeshLodData") bool AddMeshUid ( const [FString](API\Runtime\Core\Containers\FString) & MeshName )


description: UI that inspect node attribute call this to display the attribute under the returned category

code: virtual [FString](API\Runtime\Core\Containers\FString) GetAttributeCategory ( const [UE::Interchange::FAttributeKey](API\Runtime\InterchangeCore\Types\FAttributeKey) & NodeAttributeKey ) const


description: Query the LOD skeletal mesh factory skeleton reference. Return false if the attribute was not set.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | SkeletalMeshLodData") bool GetCustomSkeletonUid ( [FString](API\Runtime\Core\Containers\FString) & AttributeValue ) const


description: UI that inspect node attribute call this to give a readable name to attribute key

code: virtual [FString](API\Runtime\Core\Containers\FString) GetKeyDisplayName ( const [UE::Interchange::FAttributeKey](API\Runtime\InterchangeCore\Types\FAttributeKey) & NodeAttributeKey ) const


description: Return the number of mesh geometry this LOD will be made of. Mesh uids can be either a scene or a mesh node. If its a scene it mean we want the mesh factory to bake the geo payload with the global transform of the scene node.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | SkeletalMeshLodData") int32 GetMeshUidsCount() const


description: Query all mesh geometry this LOD will be made of. Mesh uids can be either a scene or a mesh node. If its a scene it mean we want the mesh factory to bake the geo payload with the global transform of the scene node.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | SkeletalMeshLodData") void GetMeshUids ( [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & OutMeshNames ) const


description: Return the node type name of the class, we use this when reporting error

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


description: Remove all mesh geometry use to create this LOD geometry. Mesh uids can be either a scene or a mesh node. If its a scene it mean we want the mesh factory to bake the geo payload with the global transform of the scene node.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | SkeletalMeshLodData") bool RemoveAllMeshes()


description: Set the LOD skeletal mesh factory skeleton reference. Return false if the attribute cannot be set.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | SkeletalMeshLodData") bool SetCustomSkeletonUid ( const [FString](API\Runtime\Core\Containers\FString) & AttributeValue )


code: UInterchangeSkeletalMeshLodDataNode()


description: Remove one mesh geometry use to create this LOD geometry. Mesh uids can be either a scene or a mesh node. If its a scene it mean we want the mesh factory to bake the geo payload with the global transform of the scene node.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | SkeletalMeshLodData") bool RemoveMeshUid ( const [FString](API\Runtime\Core\Containers\FString) & MeshName )


className: UInterchangeSkeletalMeshLodDataNode


description: Return false if the Attribute was not set previously.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | Skeleton") bool GetCustomRootJointUid ( [FString](API\Runtime\Core\Containers\FString) & AttributeValue ) const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | Skeleton") bool GetCustomSkeletalMeshFactoryNodeUid ( [FString](API\Runtime\Core\Containers\FString) & AttributeValue ) const


description: Query if this skeleton should replace joint transform with time zero evaluation instead of bind pose.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | Skeleton") bool GetCustomUseTimeZeroForBindPose ( bool & AttributeValue ) const


description: the attribute are sorted by key when building theFSHA1data. The hash will be deterministic for the same data whatever the order we add the attributes. This function interface is pure virtual

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


description: Get the class this node want to create

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | Skeleton") virtual [UClass](API\Runtime\CoreUObject\UObject\UClass) * GetObjectClass() const


description: Initialize node data

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | Skeleton") void InitializeSkeletonNode ( const [FString](API\Runtime\Core\Containers\FString) & UniqueID, const [FString](API\Runtime\Core\Containers\FString) & DisplayLabel, const [FString](API\Runtime\Core\Containers\FString) & InAssetClass )


description: Serialize the node, by default only the attribute storage is serialize for a node

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


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | Skeleton") bool SetCustomSkeletalMeshFactoryNodeUid ( const [FString](API\Runtime\Core\Containers\FString) & AttributeValue )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | Skeleton") bool SetCustomRootJointUid ( const [FString](API\Runtime\Core\Containers\FString) & AttributeValue )


description: If AttributeValue is true, force this skeleton bind pose to use time zero instead of bind pose.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | Skeleton") bool SetCustomUseTimeZeroForBindPose ( const bool & AttributeValue )


className: UInterchangeSkeletonFactoryNode


description: Copies all the attributes from SourceNode to this node.

code: virtual void CopyWithObject ( const [UInterchangeFactoryBaseNode](API\Runtime\InterchangeCore\Nodes\UInterchangeFactoryBaseNode) * SourceNode, [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | SpotLightFactory") bool GetCustomInnerConeAngle ( float & AttributeValue ) const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | SpotLightFactory") bool SetCustomInnerConeAngle ( float AttributeValue, bool bAddApplyDelegate )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | SpotLightFactory") bool GetCustomOuterConeAngle ( float & AttributeValue ) const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | SpotLightFactory") bool SetCustomOuterConeAngle ( float AttributeValue, bool bAddApplyDelegate )


className: UInterchangeSpotLightFactoryNode


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | CameraFactory") bool GetCustomAspectRatio ( float & AttributeValue ) const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | CameraFactory") bool GetCustomFarClipPlane ( float & AttributeValue ) const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | CameraFactory") bool GetCustomFieldOfView ( float & AttributeValue ) const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | CameraFactory") bool GetCustomNearClipPlane ( float & AttributeValue ) const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | CameraFactory") bool GetCustomProjectionMode ( [TEnumAsByte](API\Runtime\Core\Containers\TEnumAsByte)< [ECameraProjectionMode::Type](API\Runtime\Engine\Camera\ECameraProjectionMode__Type) > & AttributeValue ) const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | CameraFactory") bool GetCustomWidth ( float & AttributeValue ) const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | CameraFactory") bool SetCustomAspectRatio ( const float & AttributeValue, bool bAddApplyDelegate )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | CameraFactory") bool SetCustomNearClipPlane ( const float & AttributeValue, bool bAddApplyDelegate )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | CameraFactory") bool SetCustomFarClipPlane ( const float & AttributeValue, bool bAddApplyDelegate )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | CameraFactory") bool SetCustomFieldOfView ( const float & AttributeValue, bool bAddApplyDelegate )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | CameraFactory") bool SetCustomProjectionMode ( const [TEnumAsByte](API\Runtime\Core\Containers\TEnumAsByte)< [ECameraProjectionMode::Type](API\Runtime\Engine\Camera\ECameraProjectionMode__Type) > & AttributeValue, bool bAddApplyDelegate )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | CameraFactory") bool SetCustomWidth ( const float & AttributeValue, bool bAddApplyDelegate )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | StaticMesh") bool AddSocketUid ( const [FString](API\Runtime\Core\Containers\FString) & SocketUid )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | StaticMesh") bool AddSocketUids ( const [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & InSocketUids )


code: bool ApplyCustomBuildNaniteToAsset ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Asset ) const


code: bool ApplyCustomBuildScale3DToAsset ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Asset ) const


code: bool ApplyCustomDistanceFieldResolutionScaleToAsset ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Asset ) const


code: bool ApplyCustomDistanceFieldReplacementMeshToAsset ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Asset ) const


code: bool ApplyCustomDstLightmapIndexToAsset ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Asset ) const


className: UInterchangeStandardCameraFactoryNode

description: Used for common non-physical camera with orthographic or perspective projection.


code: bool ApplyCustomBuildReversedIndexBufferToAsset ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Asset ) const


code: bool ApplyCustomGenerateLightmapUVsToAsset ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Asset ) const


code: bool ApplyCustomGenerateDistanceFieldAsIfTwoSidedToAsset ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Asset ) const


code: bool ApplyCustomMaxLumenMeshCardsToAsset ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Asset ) const


code: bool ApplyCustomMinLightmapResolutionToAsset ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Asset ) const


code: bool ApplyCustomSrcLightmapIndexToAsset ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Asset ) const


code: bool ApplyCustomSupportFaceRemapToAsset ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Asset ) const


code: bool FillCustomBuildNaniteFromAsset ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Asset )


code: bool FillCustomBuildScale3DFromAsset ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Asset )


code: bool FillCustomBuildReversedIndexBufferFromAsset ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Asset )


code: bool FillCustomDistanceFieldResolutionScaleFromAsset ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Asset )


code: bool FillCustomDistanceFieldReplacementMeshFromAsset ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Asset )


code: bool FillCustomDstLightmapIndexFromAsset ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Asset )


code: bool FillCustomGenerateDistanceFieldAsIfTwoSidedFromAsset ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Asset )


code: bool FillCustomGenerateLightmapUVsFromAsset ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Asset )


code: bool FillCustomMaxLumenMeshCardsFromAsset ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Asset )


code: bool FillCustomSrcLightmapIndexFromAsset ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Asset )


code: bool FillCustomMinLightmapResolutionFromAsset ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Asset )


description: Get weather the static mesh factory should set the nanite build settings. Return false if the attribute was not set.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | StaticMesh") bool GetCustomBuildNanite ( bool & AttributeValue ) const


description: Get weather the static mesh should build build a reverse index buffer.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | StaticMesh") bool GetCustomBuildReversedIndexBuffer ( bool & AttributeValue ) const


code: bool FillCustomSupportFaceRemapFromAsset ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Asset )


description: Get the static mesh local scale applied when building the static mesh.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | StaticMesh") bool GetCustomBuildScale3D ( FVector & AttributeValue ) const


description: Get the Scale to apply to the mesh when allocating the distance field volume texture. The default scale is 1, which is assuming that the mesh will be placed unscaled in the world.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | StaticMesh") bool GetCustomDistanceFieldResolutionScale ( float & AttributeValue ) const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | StaticMesh") bool GetCustomDistanceFieldReplacementMesh ( [FSoftObjectPath](API\Runtime\CoreUObject\UObject\FSoftObjectPath) & AttributeValue ) const


description: Get weather the static mesh ... (TODO add documentation)

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | StaticMesh") bool GetCustomDstLightmapIndex ( int32 & AttributeValue ) const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | StaticMesh") bool GetCustomGenerateLightmapUVs ( bool & AttributeValue ) const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | StaticMesh") bool GetCustomMinLightmapResolution ( int32 & AttributeValue ) const


description: Get Whether to generate the distance field treating every triangle hit as a front face. When enabled prevents the distance field from being discarded due to the mesh being open, but also lowers Distance Field AO quality.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | StaticMesh") bool GetCustomGenerateDistanceFieldAsIfTwoSided ( bool & AttributeValue ) const


description: Max Lumen mesh cards to generate for this mesh. More cards means that surface will have better coverage, but will result in increased runtime overhead. Set to 0 in order to disable mesh card generation for this mesh. Default is 12.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | StaticMesh") bool GetCustomMaxLumenMeshCards ( int32 & AttributeValue ) const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | StaticMesh") bool GetCustomSrcLightmapIndex ( int32 & AttributeValue ) const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | StaticMesh") bool GetCustomSupportFaceRemap ( bool & AttributeValue ) const


description: Get the class this node want to create

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | StaticMesh") virtual [UClass](API\Runtime\CoreUObject\UObject\UClass) * GetObjectClass() const


description: Return The number of socket UIDs this static mesh has.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | StaticMesh") int32 GetSocketUidCount() const


description: Initialize node data

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | StaticMesh") void InitializeStaticMeshNode ( const [FString](API\Runtime\Core\Containers\FString) & UniqueID, const [FString](API\Runtime\Core\Containers\FString) & DisplayLabel, const [FString](API\Runtime\Core\Containers\FString) & InAssetClass )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | StaticMesh") void GetSocketUids ( [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & OutSocketUids ) const


description: Return the node type name of the class, we use this when reporting error

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


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | StaticMesh") bool RemoveSocketUd ( const [FString](API\Runtime\Core\Containers\FString) & SocketUid )


description: Set weather the static mesh factory should set the nanite build settings. Return false if the attribute was not set.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | StaticMesh") bool SetCustomBuildNanite ( const bool & AttributeValue, bool bAddApplyDelegate )


description: Set weather the static mesh should build build a reverse index buffer.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | StaticMesh") bool SetCustomBuildReversedIndexBuffer ( const bool & AttributeValue, bool bAddApplyDelegate )


description: Set the static mesh local scale applied when building the static mesh.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | StaticMesh") bool SetCustomBuildScale3D ( const FVector & AttributeValue, bool bAddApplyDelegate )


description: Set the Scale to apply to the mesh when allocating the distance field volume texture. The default scale is 1, which is assuming that the mesh will be placed unscaled in the world.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | StaticMesh") bool SetCustomDistanceFieldResolutionScale ( const float & AttributeValue, bool bAddApplyDelegate )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | StaticMesh") bool SetCustomDistanceFieldReplacementMesh ( const [FSoftObjectPath](API\Runtime\CoreUObject\UObject\FSoftObjectPath) & AttributeValue, bool bAddApplyDelegate )


description: Set weather the static mesh ... (TODO add documentation)

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | StaticMesh") bool SetCustomDstLightmapIndex ( const int32 & AttributeValue, bool bAddApplyDelegate )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | StaticMesh") bool SetCustomGenerateLightmapUVs ( const bool & AttributeValue, bool bAddApplyDelegate )


description: Set Whether to generate the distance field treating every triangle hit as a front face. When enabled prevents the distance field from being discarded due to the mesh being open, but also lowers Distance Field AO quality.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | StaticMesh") bool SetCustomGenerateDistanceFieldAsIfTwoSided ( const bool & AttributeValue, bool bAddApplyDelegate )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | StaticMesh") bool SetCustomMaxLumenMeshCards ( const int32 & AttributeValue, bool bAddApplyDelegate )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | StaticMesh") bool SetCustomMinLightmapResolution ( const int32 & AttributeValue, bool bAddApplyDelegate )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | StaticMesh") bool SetCustomSrcLightmapIndex ( const int32 & AttributeValue, bool bAddApplyDelegate )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | StaticMesh") bool SetCustomSupportFaceRemap ( const bool & AttributeValue, bool bAddApplyDelegate )


code: UInterchangeStaticMeshFactoryNode()


className: UInterchangeStaticMeshFactoryNode


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | StaticMeshLodData") bool AddBoxCollisionMeshUid ( const [FString](API\Runtime\Core\Containers\FString) & MeshName )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | StaticMeshLodData") bool AddCapsuleCollisionMeshUid ( const [FString](API\Runtime\Core\Containers\FString) & MeshName )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | StaticMeshLodData") bool AddMeshUid ( const [FString](API\Runtime\Core\Containers\FString) & MeshName )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | StaticMeshLodData") bool AddConvexCollisionMeshUid ( const [FString](API\Runtime\Core\Containers\FString) & MeshName )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | StaticMeshLodData") bool AddSphereCollisionMeshUid ( const [FString](API\Runtime\Core\Containers\FString) & MeshName )


description: UI that inspect node attribute call this to display the attribute under the returned category

code: virtual [FString](API\Runtime\Core\Containers\FString) GetAttributeCategory ( const [UE::Interchange::FAttributeKey](API\Runtime\InterchangeCore\Types\FAttributeKey) & NodeAttributeKey ) const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | StaticMeshLodData") int32 GetBoxCollisionMeshUidsCount() const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | StaticMeshLodData") void GetBoxCollisionMeshUids ( [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & OutMeshNames ) const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | StaticMeshLodData") int32 GetCapsuleCollisionMeshUidsCount() const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | StaticMeshLodData") void GetCapsuleCollisionMeshUids ( [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & OutMeshNames ) const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | StaticMeshLodData") int32 GetConvexCollisionMeshUidsCount() const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | StaticMeshLodData") void GetConvexCollisionMeshUids ( [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & OutMeshNames ) const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | StaticMeshLodData") bool GetImportCollision ( bool & AttributeValue ) const


description: UI that inspect node attribute call this to give a readable name to attribute key

code: virtual [FString](API\Runtime\Core\Containers\FString) GetKeyDisplayName ( const [UE::Interchange::FAttributeKey](API\Runtime\InterchangeCore\Types\FAttributeKey) & NodeAttributeKey ) const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | StaticMeshLodData") void GetMeshUids ( [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & OutMeshNames ) const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | StaticMeshLodData") int32 GetMeshUidsCount() const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | StaticMeshLodData") bool GetOneConvexHullPerUCX ( bool & AttributeValue ) const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | StaticMeshLodData") int32 GetSphereCollisionMeshUidsCount() const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | StaticMeshLodData") void GetSphereCollisionMeshUids ( [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & OutMeshNames ) const


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


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | StaticMeshLodData") bool RemoveAllBoxCollisionMeshes()


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | StaticMeshLodData") bool RemoveAllCapsuleCollisionMeshes()


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | StaticMeshLodData") bool RemoveAllConvexCollisionMeshes()


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | StaticMeshLodData") bool RemoveAllMeshes()


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | StaticMeshLodData") bool RemoveAllSphereCollisionMeshes()


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | StaticMeshLodData") bool RemoveBoxCollisionMeshUid ( const [FString](API\Runtime\Core\Containers\FString) & MeshName )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | StaticMeshLodData") bool RemoveCapsuleCollisionMeshUid ( const [FString](API\Runtime\Core\Containers\FString) & MeshName )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | StaticMeshLodData") bool RemoveConvexCollisionMeshUid ( const [FString](API\Runtime\Core\Containers\FString) & MeshName )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | StaticMeshLodData") bool RemoveMeshUid ( const [FString](API\Runtime\Core\Containers\FString) & MeshName )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | StaticMeshLodData") bool RemoveSphereCollisionMeshUid ( const [FString](API\Runtime\Core\Containers\FString) & MeshName )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | StaticMeshLodData") bool SetImportCollision ( bool AttributeValue )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | StaticMeshLodData") bool SetOneConvexHullPerUCX ( bool AttributeValue )


code: UInterchangeStaticMeshLodDataNode()


className: UInterchangeStaticMeshLodDataNode


description: Copies all the attributes from SourceNode to this node.

code: virtual void CopyWithObject ( const [UInterchangeFactoryBaseNode](API\Runtime\InterchangeCore\Nodes\UInterchangeFactoryBaseNode) * SourceNode, [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | Texture") bool GetCustomAddressX ( uint8 & AttributeValue ) const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | Texture") bool GetCustomAddressY ( uint8 & AttributeValue ) const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | Texture") bool GetCustomAddressZ ( uint8 & AttributeValue ) const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | Texture") bool SetCustomAddressZ ( const uint8 AttributeValue, bool bAddApplyDelegate )


code: bool SetCustomAddressY ( const uint8 AttributeValue, bool bAddApplyDelegate )


description: Return false if the Attribute was not set previously.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | Texture") bool GetCustomAddressX ( [TEnumAsByte](API\Runtime\Core\Containers\TEnumAsByte)< TextureAddress > & AttributeValue ) const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | Texture") bool GetCustomAddressY ( [TEnumAsByte](API\Runtime\Core\Containers\TEnumAsByte)< TextureAddress > & AttributeValue ) const


description: UDIMs ends here.

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


code: bool SetCustomAddressX ( const uint8 AttributeValue, bool bAddApplyDelegate )


description:
Get a source block from the texture
True if the source file for the block was found

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | Texture | UDIMs") bool GetSourceBlock ( int32 BlockIndex, [FString](API\Runtime\Core\Containers\FString) & OutSourceFile ) const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | Texture | UDIMs") bool GetSourceBlockByCoordinates ( int32 X, int32 Y, [FString](API\Runtime\Core\Containers\FString) & OutSourceFile ) const


description: UDIMs begin here UDIM base texture use a different model for the source data Get the source blocks for the texture If the map is empty then the texture will be simply be imported as normal texture using the payload key

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | Texture | UDIMs") [TMap](API\Runtime\Core\Containers\TMap)< int32, [FString](API\Runtime\Core\Containers\FString) > GetSourceBlocks() const


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

code: virtual void PostInitProperties()


description: Override serialize to restore SourceBlocks on load.

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


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | Texture") bool SetCustomAddressX ( const [TEnumAsByte](API\Runtime\Core\Containers\TEnumAsByte)< TextureAddress > AttributeValue, bool bAddApplyDelegate )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | Texture") bool SetCustomAddressY ( const [TEnumAsByte](API\Runtime\Core\Containers\TEnumAsByte)< TextureAddress > AttributeValue, bool bAddApplyDelegate )


description: The textures must be of the same format and use the same pixel format The first block in the map is used to determine the accepted texture format and pixel format

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | Texture | UDIMs") void SetSourceBlock ( int32 BlockIndex, const [FString](API\Runtime\Core\Containers\FString) & InSourceFile )


description: Set the source blocks Using this will suggest the pipeline to consider this texture as UDIM and it can chose to pass or not these block to the texture factory node.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | Texture | UDIMs") void SetSourceBlocks ( const [TMap](API\Runtime\Core\Containers\TMap)< int32, [FString](API\Runtime\Core\Containers\FString) > & InSourceBlocks )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | Texture | UDIMs") void SetSourceBlockByCoordinates ( int32 X, int32 Y, const [FString](API\Runtime\Core\Containers\FString) & InSourceFile )


code: void SetSourceBlocks ( [TMap](API\Runtime\Core\Containers\TMap)< int32, [FString](API\Runtime\Core\Containers\FString) > && InSourceBlocks )


className: UInterchangeTextureCubeArrayFactoryNode


className: UInterchangeTextureCubeFactoryNode


code: virtual void CopyWithObject ( const [UInterchangeFactoryBaseNode](API\Runtime\InterchangeCore\Nodes\UInterchangeFactoryBaseNode) * SourceNode, [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | Texture") bool GetCustomAdjustBrightness ( float & AttributeValue ) const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | Texture") bool GetCustomAdjustHue ( float & AttributeValue ) const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | Texture") bool GetCustomAdjustBrightnessCurve ( float & AttributeValue ) const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | Texture") bool GetCustomAdjustMinAlpha ( float & AttributeValue ) const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | Texture") bool GetCustomAdjustMaxAlpha ( float & AttributeValue ) const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | Texture") bool GetCustomAdjustRGBCurve ( float & AttributeValue ) const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | Texture") bool GetCustomAdjustSaturation ( float & AttributeValue ) const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | Texture") bool GetCustomAdjustVibrance ( float & AttributeValue ) const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | Texture | Import Settings") bool GetCustomAllowNonPowerOfTwo ( bool & AttributeValue ) const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | Texture") bool GetCustomAlphaCoverageThresholds ( FVector4 & AttributeValue ) const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | Texture") bool GetCustombDoScaleMipsForAlphaCoverage ( bool & AttributeValue ) const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | Texture") bool GetCustombChromaKeyTexture ( bool & AttributeValue ) const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | Texture") bool GetCustombFlipGreenChannel ( bool & AttributeValue ) const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | Texture") bool GetCustombPreserveBorder ( bool & AttributeValue ) const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | Texture") bool GetCustombUseLegacyGamma ( bool & AttributeValue ) const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | Texture") bool GetCustomChromaKeyThreshold ( float & AttributeValue ) const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | Texture") bool GetCustomChromaKeyColor ( [FColor](API\Runtime\Core\Math\FColor) & AttributeValue ) const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | Texture") bool GetCustomCompositeTextureMode ( uint8 & AttributeValue ) const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | Texture") bool GetCustomCompressionNoAlpha ( bool & AttributeValue ) const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | Texture") bool GetCustomCompositePower ( float & AttributeValue ) const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | Texture") bool GetCustomCompressionQuality ( uint8 & AttributeValue ) const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | Texture") bool GetCustomDeferCompression ( bool & AttributeValue ) const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | Texture") bool GetCustomCompressionSettings ( uint8 & AttributeValue ) const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | Texture") bool GetCustomDownscale ( float & AttributeValue ) const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | Texture") bool GetCustomDownscaleOptions ( uint8 & AttributeValue ) const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | Texture") bool GetCustomFilter ( uint8 & AttributeValue ) const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | Texture") bool GetCustomLODGroup ( uint8 & AttributeValue ) const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | Texture") bool GetCustomLODBias ( int32 & AttributeValue ) const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | Texture") bool GetCustomLossyCompressionAmount ( uint8 & AttributeValue ) const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | Texture") bool GetCustomMaxTextureSize ( int32 & AttributeValue ) const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | Texture") bool GetCustomMipGenSettings ( uint8 & AttributeValue ) const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | Texture") bool GetCustomMipLoadOptions ( uint8 & AttributeValue ) const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | Texture") bool GetCustomPaddingColor ( [FColor](API\Runtime\Core\Math\FColor) & AttributeValue ) const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | Texture") bool GetCustomPowerOfTwoMode ( uint8 & AttributeValue ) const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | Texture | Import Settings") bool GetCustomPreferCompressedSourceData ( bool & AttributeValue ) const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | Texture") bool GetCustomSRGB ( bool & AttributeValue ) const


description: Get the translated texture node unique ID.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | Texture") bool GetCustomTranslatedTextureNodeUid ( [FString](API\Runtime\Core\Containers\FString) & AttributeValue ) const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | Texture") bool GetCustomVirtualTextureStreaming ( bool & AttributeValue ) const


description: the attribute are sorted by key when building theFSHA1data. The hash will be deterministic for the same data whatever the order we add the attributes. This function interface is pure virtual

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


description: Get the class this node want to create

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | Texture") virtual [UClass](API\Runtime\CoreUObject\UObject\UClass) * GetObjectClass() const


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


description: Return the node type name of the class, we use this when reporting error

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


description: Initialize node data

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | Texture") void InitializeTextureNode ( const [FString](API\Runtime\Core\Containers\FString) & UniqueID, const [FString](API\Runtime\Core\Containers\FString) & DisplayLabel, const [FString](API\Runtime\Core\Containers\FString) & InAssetName )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | Texture") bool SetCustomAdjustBrightness ( const float & AttributeValue, bool bAddApplyDelegate )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | Texture") bool SetCustomAdjustBrightnessCurve ( const float & AttributeValue, bool bAddApplyDelegate )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | Texture") bool SetCustomAdjustHue ( const float & AttributeValue, bool bAddApplyDelegate )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | Texture") bool SetCustomAdjustMinAlpha ( const float & AttributeValue, bool bAddApplyDelegate )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | Texture") bool SetCustomAdjustMaxAlpha ( const float & AttributeValue, bool bAddApplyDelegate )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | Texture") bool SetCustomAdjustRGBCurve ( const float & AttributeValue, bool bAddApplyDelegate )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | Texture") bool SetCustomAdjustSaturation ( const float & AttributeValue, bool bAddApplyDelegate )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | Texture") bool SetCustomAdjustVibrance ( const float & AttributeValue, bool bAddApplyDelegate )


description: Should the factory allow the import of texture that would have a resolution that is not a power of twoBydefault this is not allowed

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | Texture | Import Settings") bool SetCustomAllowNonPowerOfTwo ( const bool & AttributeValue )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | Texture") bool SetCustomAlphaCoverageThresholds ( const FVector4 & AttributeValue, bool bAddApplyDelegate )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | Texture") bool SetCustombChromaKeyTexture ( const bool & AttributeValue, bool bAddApplyDelegate )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | Texture") bool SetCustombDoScaleMipsForAlphaCoverage ( const bool & AttributeValue, bool bAddApplyDelegate )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | Texture") bool SetCustombFlipGreenChannel ( const bool & AttributeValue, bool bAddApplyDelegate )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | Texture") bool SetCustombPreserveBorder ( const bool & AttributeValue, bool bAddApplyDelegate )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | Texture") bool SetCustombUseLegacyGamma ( const bool & AttributeValue, bool bAddApplyDelegate )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | Texture") bool SetCustomChromaKeyThreshold ( const float & AttributeValue, bool bAddApplyDelegate )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | Texture") bool SetCustomChromaKeyColor ( const [FColor](API\Runtime\Core\Math\FColor) & AttributeValue, bool bAddApplyDelegate )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | Texture") bool SetCustomCompositePower ( const float & AttributeValue, bool bAddApplyDelegate )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | Texture") bool SetCustomCompositeTextureMode ( const uint8 & AttributeValue, bool bAddApplyDelegate )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | Texture") bool SetCustomCompressionQuality ( const uint8 & AttributeValue, bool bAddApplyDelegate )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | Texture") bool SetCustomCompressionNoAlpha ( const bool & AttributeValue, bool bAddApplyDelegate )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | Texture") bool SetCustomCompressionSettings ( const uint8 & AttributeValue, bool bAddApplyDelegate )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | Texture") bool SetCustomDeferCompression ( const bool & AttributeValue, bool bAddApplyDelegate )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | Texture") bool SetCustomDownscale ( const float & AttributeValue, bool bAddApplyDelegate )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | Texture") bool SetCustomDownscaleOptions ( const uint8 & AttributeValue, bool bAddApplyDelegate )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | Texture") bool SetCustomFilter ( const uint8 & AttributeValue, bool bAddApplyDelegate )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | Texture") bool SetCustomLODBias ( const int32 & AttributeValue, bool bAddApplyDelegate )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | Texture") bool SetCustomLossyCompressionAmount ( const uint8 & AttributeValue, bool bAddApplyDelegate )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | Texture") bool SetCustomLODGroup ( const uint8 & AttributeValue, bool bAddApplyDelegate )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | Texture") bool SetCustomMaxTextureSize ( const int32 & AttributeValue, bool bAddApplyDelegate )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | Texture") bool SetCustomMipGenSettings ( const uint8 & AttributeValue, bool bAddApplyDelegate )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | Texture") bool SetCustomMipLoadOptions ( const uint8 & AttributeValue, bool bAddApplyDelegate )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | Texture") bool SetCustomPaddingColor ( const [FColor](API\Runtime\Core\Math\FColor) & AttributeValue, bool bAddApplyDelegate )


description: Should the factory tell the translator to provide a compressed source data payload when available. This will generally result in smaller assets, but some operations like the texture build might be slower because the source data will need to be uncompressed.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | Texture | Import Settings") bool SetCustomPreferCompressedSourceData ( const bool & AttributeValue )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | Texture") bool SetCustomPowerOfTwoMode ( const uint8 & AttributeValue, bool bAddApplyDelegate )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | Texture") bool SetCustomSRGB ( const bool & AttributeValue, bool bAddApplyDelegate )


description: Set the translated texture node unique ID. This is the reference to the node that was create by the translator and this node is needed to get the texture payload.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | Texture") bool SetCustomTranslatedTextureNodeUid ( const [FString](API\Runtime\Core\Containers\FString) & AttributeValue )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | Texture") bool SetCustomVirtualTextureStreaming ( const bool & AttributeValue, bool bAddApplyDelegate )


className: UInterchangeTextureFactoryNode

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(BlueprintType, Abstract, Experimental) class UInterchangeTextureFactoryNode : public [UInterchangeFactoryBaseNode](API\Runtime\InterchangeCore\Nodes\UInterchangeFactoryBaseNode)


code: virtual void CopyWithObject ( const [UInterchangeFactoryBaseNode](API\Runtime\InterchangeCore\Nodes\UInterchangeFactoryBaseNode) * SourceNode, [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | Texture") bool GetCustomBrightness ( float & AttributeValue ) const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | Texture") bool SetCustomBrightness ( const float AttributeValue, bool bAddApplyDelegate )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | Texture") bool GetCustomTextureMultiplier ( float & AttributeValue ) const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | Texture") bool SetCustomTextureMultiplier ( const float AttributeValue, bool bAddApplyDelegate )


className: UInterchangeVolumeTextureFactoryNode


module: InterchangeFbxParser

code: template<typename T> T * AddMessage()


description: Extract bake transform animation payload data from the fbx, the key tell the translator what payload the client ask

code: void FetchAnimationBakeTransformPayload ( const [FString](API\Runtime\Core\Containers\FString) & PayloadKey, const double BakeFrequency, const double RangeStartTime, const double RangeEndTime, const [FString](API\Runtime\Core\Containers\FString) & ResultFolder )


description: Extract mesh payload data from the fbx, the key tell the translator what payload the client ask

code: void FetchMeshPayload ( const [FString](API\Runtime\Core\Containers\FString) & PayloadKey, const FTransform & MeshGlobalTransform, const [FString](API\Runtime\Core\Containers\FString) & ResultFolder )


description: Transform the results container into an array of Json strings

code: [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > GetJsonLoadMessages() const


description: Extract payload data from the fbx, the key tell the translator what payload the client ask

code: void FetchPayload ( const [FString](API\Runtime\Core\Containers\FString) & PayloadKey, const [FString](API\Runtime\Core\Containers\FString) & ResultFolder )


code: [FString](API\Runtime\Core\Containers\FString) GetResultPayloadFilepath ( const [FString](API\Runtime\Core\Containers\FString) & PayloadKey ) const


description: Parse a file support by the fbx sdk. It just extract all the fbx node and create a FBaseNodeContainer and dump it in a json file inside the ResultFolder

code: void LoadFbxFile ( const [FString](API\Runtime\Core\Containers\FString) & Filename, const [FString](API\Runtime\Core\Containers\FString) & ResultFolder )


code: FInterchangeFbxParser()


code: ~FInterchangeFbxParser()


className: FInterchangeFbxParser

code: class FInterchangeFbxParser


code: static bool IsAvailable()


code: static [FInterchangeFbxParserModule](API\Plugins\InterchangeFbxParser\FInterchangeFbxParserModule) & Get()


className: FInterchangeFbxParserModule

description: This module allow out of process interchange translator in case a third party SDK is not thread safe.

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


description: Get animation payload data for the specified payload key. It return an array ofFRichCurve(Rich curve are float curve we can interpolate) or array of "Step" curve or an array of Baked Transformations, depending on Type

module: InterchangeImport

code: [TFuture](API\Runtime\Core\Async\TFuture)< [TOptional](API\Runtime\Core\IO\TOptional)< [UE::Interchange::FAnimationPayloadData](API\Plugins\InterchangeCommonParser\FAnimationPayloadData) > > GetAnimationPayloadData ( const [FInterchangeAnimationPayLoadKey](API\Plugins\InterchangeNodes\FInterchangeAnimationPayLoadKey) & PayLoadKey, const double BakeFrequency, const double RangeStartSecond, const double RangeStopSecond ) const


className: IInterchangeAnimationPayloadInterface

description: Animation payload interface. Derive from this interface if your payload can import skeletal mesh


className: UInterchangeAnimationPayloadInterface

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


description: Return the asset type this factory can create.


description:
Mandatory to override this function to create the assetUObjectpackage. Not mandatory for level actor, use CreateSceneObject instead.
the FImportAssetResult, see the structure to access the documentation.

code: virtual [FImportAssetResult](API\Runtime\InterchangeCore\UInterchangeFactoryBase\FImportAssetResult) BeginImportAsset_GameThread ( const [FImportAssetObjectParams](API\Runtime\InterchangeCore\UInterchangeFactoryBase\FImportAssetObjectParams) & Arguments )


description: Return theUClassthis factory can create.

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


description: Do anyUObjectsetup required before the build (before PostEditChange) and after all dependencyUObjecthave been imported.

code: virtual void SetupObject_GameThread ( const [FSetupObjectParams](API\Runtime\InterchangeCore\UInterchangeFactoryBase\FSetupObjectParams) & Arguments )


className: UInterchangeAnimationTrackSetFactory


description: Fills the OutSourceFilenames array with the list of source files contained in the asset source data. Returns true if the operation was successful.

code: virtual bool GetSourceFilenames ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object, [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & OutSourceFilenames ) const


description: Sets the object's source at the specified index to the given SourceFileName

code: virtual bool SetSourceFilename ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object, const [FString](API\Runtime\Core\Containers\FString) & SourceFilename, int32 SourceIndex ) const


className: UInterchangeAnimSequenceFactory


description:
Once the translation is done, the import process need a way to retrieve payload data. This payload will be use by the factories to create the asset.
a PayloadData containing the imported data. TheTOptionalwill not be set if there is an error.

code: virtual [TFuture](API\Runtime\Core\Async\TFuture)< [TOptional](API\Runtime\Core\IO\TOptional)< [UE::Interchange::FMeshPayloadData](API\Plugins\InterchangeImport\Mesh\FMeshPayloadData) > > GetMeshPayloadData ( const [FInterchangeMeshPayLoadKey](API\Plugins\InterchangeNodes\FInterchangeMeshPayLoadKey) & PayLoadKey, const FTransform & MeshGlobalTransform ) const


code: virtual [TFuture](API\Runtime\Core\Async\TFuture)< [TOptional](API\Runtime\Core\IO\TOptional)< [UE::Interchange::FAnimationPayloadData](API\Plugins\InterchangeCommonParser\FAnimationPayloadData) > > GetAnimationPayloadData ( const [FInterchangeAnimationPayLoadKey](API\Plugins\InterchangeNodes\FInterchangeAnimationPayLoadKey) & PayLoadKey, const double BakeFrequency, const double RangeStartSecond, const double RangeStopSecond ) const


code: virtual EInterchangeTranslatorAssetType GetSupportedAssetTypes() const


description: This function is call when the import is done (FImportAsyncHelper::CleanUp) and we are cleaning the data. Use it to free resource that need to be release before the next garbage collector pass.

code: virtual void ImportFinish()


description:
EndUInterchangeTranslatorBaseAPI Once the translation is done, the import process need a way to retrieve payload data. This payload will be use by the factories to create the asset.
a PayloadData containing the imported data. TheTOptionalwill not be set if there is an error.

code: virtual [TOptional](API\Runtime\Core\IO\TOptional)< [UE::Interchange::FImportImage](API\Plugins\InterchangeImport\Texture\FImportImage) > GetTexturePayloadData ( const [FString](API\Runtime\Core\Containers\FString) & PayloadKey, [TOptional](API\Runtime\Core\IO\TOptional)< [FString](API\Runtime\Core\Containers\FString) > & AlternateTexturePath ) const


description: List of formats supported by the translator. Each entry is of the form "ext;Description" where ext is the file extension.

code: virtual [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > GetSupportedFormats() const


description: BeginUInterchangeTranslatorBaseAPI

code: virtual EInterchangeTranslatorType GetTranslatorType() const


description: Release source is called when we do not need anymore the translator source and also early in the cancel process. This is where out of process translator will send the stop command. A good example of why its useful to release the source is when the dispatcher delete the worker, the join on the thread will be very short and will not block the main thread. If the worker stop command was send before the completion task.

code: virtual void ReleaseSource()


description:
Translate the associated source data into node(s) that are hold in the specified nodes container.
true if the translator can translate the source data, false otherwise.

code: virtual bool Translate ( [UInterchangeBaseNodeContainer](API\Runtime\InterchangeCore\Nodes\UInterchangeBaseNodeContainer) & BaseNodeContainer ) const


code: UInterchangeFbxTranslator()


className: UInterchangeFbxTranslator


className: FJointInfo

code: struct FJointInfo

LocalTransform

type: FTransform

Name

type: FString


code: static bool IsCompatibleSkeleton ( const [USkeleton](API\Runtime\Engine\Animation\USkeleton) * Skeleton, const [FString](API\Runtime\Core\Containers\FString) RootJoinUid, const [UInterchangeBaseNodeContainer](API\Runtime\InterchangeCore\Nodes\UInterchangeBaseNodeContainer) * BaseNodeContainer, bool bConvertStaticToSkeletalActive )


code: static bool ProcessImportMeshSkeleton ( const [USkeleton](API\Runtime\Engine\Animation\USkeleton) * SkeletonAsset, [FReferenceSkeleton](API\Runtime\Engine\FReferenceSkeleton) & RefSkeleton, int32 & SkeletalDepth, const [UInterchangeBaseNodeContainer](API\Runtime\InterchangeCore\Nodes\UInterchangeBaseNodeContainer) * NodeContainer, const [FString](API\Runtime\Core\Containers\FString) & RootJointNodeId, [TArray](API\Runtime\Core\Containers\TArray)< [SkeletalMeshImportData::FBone](API\Runtime\Engine\Rendering\FBone) > & RefBonesBinary, const bool bUseTimeZeroAsBindPose, bool & bOutDiffPose )


code: static void RecursiveAddSkeletonMetaDataValues ( [UInterchangeBaseNodeContainer](API\Runtime\InterchangeCore\Nodes\UInterchangeBaseNodeContainer) * NodeContainer, [UInterchangeBaseNode](API\Runtime\InterchangeCore\Nodes\UInterchangeBaseNode) * DestinationNode, const [FString](API\Runtime\Core\Containers\FString) & JointUid )


className: FSkeletonHelper

code: struct FSkeletonHelper


code: namespace UE { namespace Interchange { namespace GLTFMaterials { static UE::Interchange::GLTFMaterials::ShadingModelToMaterialFunctions; } } }


code: namespace UE { namespace Interchange { namespace GLTFMaterials { [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > UE::Interchange::GLTFMaterials::GetRequiredMaterialFunctionPaths() } } }


code: namespace UE { namespace Interchange { namespace GLTFMaterials { enum EAlphaMode { Opaque = 0, Mask, Blend, } } } }


code: namespace UE { namespace Interchange { namespace GLTFMaterials { enum EShadingModel { DEFAULT = 0, UNLIT, CLEARCOAT, SHEEN, TRANSMISSION, SPECULARGLOSSINESS, SHADINGMODELCOUNT, } } } }


className: FNodeUidMap

code: typedef [TMap](API\Runtime\Core\Containers\TMap)< const [GLTF::FNode](API\Plugins\GLTFCore\FNode) *, [FString](API\Runtime\Core\Containers\FString) > FNodeUidMap


description: IInterchangeAnimationPayloadInterfaceBegin

code: virtual [TFuture](API\Runtime\Core\Async\TFuture)< [TOptional](API\Runtime\Core\IO\TOptional)< [UE::Interchange::FAnimationPayloadData](API\Plugins\InterchangeCommonParser\FAnimationPayloadData) > > GetAnimationPayloadData ( const [FInterchangeAnimationPayLoadKey](API\Plugins\InterchangeNodes\FInterchangeAnimationPayLoadKey) & PayLoadKey, const double BakeFrequency, const double RangeStartSecond, const double RangeStopSecond ) const


code: virtual EInterchangeTranslatorAssetType GetSupportedAssetTypes() const


description: EndUInterchangeTranslatorBaseAPI

code: virtual [TFuture](API\Runtime\Core\Async\TFuture)< [TOptional](API\Runtime\Core\IO\TOptional)< [UE::Interchange::FMeshPayloadData](API\Plugins\InterchangeImport\Mesh\FMeshPayloadData) > > GetMeshPayloadData ( const [FInterchangeMeshPayLoadKey](API\Plugins\InterchangeNodes\FInterchangeMeshPayLoadKey) & PayLoadKey, const FTransform & MeshGlobalTransform ) const


code: virtual [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > GetSupportedFormats() const


description:
Once the translation is done, the import process need a way to retrieve payload data. This payload will be use by the factories to create the asset.
a PayloadData containing the import image data. TheTOptionalwill not be set if there is an error.

code: virtual [TOptional](API\Runtime\Core\IO\TOptional)< [UE::Interchange::FImportImage](API\Plugins\InterchangeImport\Texture\FImportImage) > GetTexturePayloadData ( const [FString](API\Runtime\Core\Containers\FString) & PayloadKey, [TOptional](API\Runtime\Core\IO\TOptional)< [FString](API\Runtime\Core\Containers\FString) > & AlternateTexturePath ) const


description: BeginUInterchangeTranslatorBaseAPI

code: virtual EInterchangeTranslatorType GetTranslatorType() const


description: IInterchangeVariantSetPayloadInterfaceBegin

code: virtual [TFuture](API\Runtime\Core\Async\TFuture)< [TOptional](API\Runtime\Core\IO\TOptional)< [UE::Interchange::FVariantSetPayloadData](API\Plugins\InterchangeImport\Scene\FVariantSetPayloadData) > > GetVariantSetPayloadData ( const [FString](API\Runtime\Core\Containers\FString) & PayloadKey ) const


code: bool GetVariantSetPayloadData ( [UE::Interchange::FVariantSetPayloadData](API\Plugins\InterchangeImport\Scene\FVariantSetPayloadData) & PayloadData ) const


code: void HandleGltfAnimation ( [UInterchangeBaseNodeContainer](API\Runtime\InterchangeCore\Nodes\UInterchangeBaseNodeContainer) & NodeContainer, int32 AnimationIndex ) const


code: [UInterchangeMeshNode](API\Plugins\InterchangeNodes\UInterchangeMeshNode) * HandleGltfMesh ( [UInterchangeBaseNodeContainer](API\Runtime\InterchangeCore\Nodes\UInterchangeBaseNodeContainer) & NodeContainer, const [GLTF::FMesh](API\Plugins\GLTFCore\FMesh) & GltfMesh, int MeshIndex, [TSet](API\Runtime\Core\Containers\TSet)< int > & UnusedMeshIndices, const [FString](API\Runtime\Core\Containers\FString) & SkeletalName, const [FString](API\Runtime\Core\Containers\FString) & SkeletalId ) const


code: void HandleGltfNode ( [UInterchangeBaseNodeContainer](API\Runtime\InterchangeCore\Nodes\UInterchangeBaseNodeContainer) & NodeContainer, const [GLTF::FNode](API\Plugins\GLTFCore\FNode) & GltfNode, const [FString](API\Runtime\Core\Containers\FString) & ParentNodeUid, const int32 NodeIndex, bool & bHasVariants, [TArray](API\Runtime\Core\Containers\TArray)< int32 > & SkinnedMeshNodes, [TSet](API\Runtime\Core\Containers\TSet)< int > & UnusedMeshIndices ) const


code: void HandleGltfSkeletons ( [UInterchangeBaseNodeContainer](API\Runtime\InterchangeCore\Nodes\UInterchangeBaseNodeContainer) & NodeContainer, const [FString](API\Runtime\Core\Containers\FString) & SceneNodeUid, const [TArray](API\Runtime\Core\Containers\TArray)< int32 > & SkinnedMeshNodes, [TSet](API\Runtime\Core\Containers\TSet)< int > & UnusedMeshIndices ) const


code: UInterchangeGLTFTranslator()


code: void HandleGltfVariants ( [UInterchangeBaseNodeContainer](API\Runtime\InterchangeCore\Nodes\UInterchangeBaseNodeContainer) & NodeContainer, const [FString](API\Runtime\Core\Containers\FString) & FileName ) const


code: virtual bool Translate ( [UInterchangeBaseNodeContainer](API\Runtime\InterchangeCore\Nodes\UInterchangeBaseNodeContainer) & BaseNodeContainer ) const


className: UInterchangeGLTFTranslator

description: GlTF translator class support import of texture, material, static mesh, skeletal mesh,


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 [IInterchangeImportModule](API\Plugins\InterchangeImport\IInterchangeImportModule) & 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: IInterchangeImportModule

description: The public interface to this module

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


code: [FInterchangeImportMaterialAsyncHelper](API\Plugins\InterchangeImport\Material\FInterchangeImportMaterialAsyncH-) & operator= ( const [FInterchangeImportMaterialAsyncHelper](API\Plugins\InterchangeImport\Material\FInterchangeImportMaterialAsyncH-) & )


code: void UpdateFromFunctionResource ( [UMaterialExpressionMaterialFunctionCall](API\Runtime\Engine\Materials\UMaterialExpressionMaterialFunct-) * MaterialFunctionCall )


code: void UpdateFromFunctionResource ( [UMaterialFunctionInterface](API\Runtime\Engine\Materials\UMaterialFunctionInterface) * MaterialFunction )


code: FInterchangeImportMaterialAsyncHelper ( const [FInterchangeImportMaterialAsyncHelper](API\Plugins\InterchangeImport\Material\FInterchangeImportMaterialAsyncH-) & )


description:
Mandatory to override this function to create the assetUObjectpackage. Not mandatory for level actor, use CreateSceneObject instead.
the FImportAssetResult, see the structure to access the documentation.

code: virtual [FImportAssetResult](API\Runtime\InterchangeCore\UInterchangeFactoryBase\FImportAssetResult) BeginImportAsset_GameThread ( const [FImportAssetObjectParams](API\Runtime\InterchangeCore\UInterchangeFactoryBase\FImportAssetObjectParams) & Arguments )


className: FInterchangeImportMaterialAsyncHelper

description: This class intends to avoid a race condition when importing several material functions at once, for example when importing the MaterialX file standard_surface_chess_set Only one instance of a material function can update it


description: Return the asset type this factory can create.


description: Return theUClassthis factory can create.

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


description: Fills the OutSourceFilenames array with the list of source files contained in the asset source data. Returns true if the operation was successful.

code: virtual bool GetSourceFilenames ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object, [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & OutSourceFilenames ) const


description:
Override it to import/re-import theUObjectsource data and configure the properties asynchronously. Do not create the assetUObjectasynchronously. Helpful to get all the payload in parallel or do any long import task
the FImportAssetResult, see the structure to access the documentation.

code: virtual [FImportAssetResult](API\Runtime\InterchangeCore\UInterchangeFactoryBase\FImportAssetResult) ImportAsset_Async ( const [FImportAssetObjectParams](API\Runtime\InterchangeCore\UInterchangeFactoryBase\FImportAssetObjectParams) & Arguments )


description: Sets the object's source at the specified index to the given SourceFileName

code: virtual bool SetSourceFilename ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object, const [FString](API\Runtime\Core\Containers\FString) & SourceFilename, int32 SourceIndex ) const


description: Do anyUObjectsetup required before the build (before PostEditChange) and after all dependencyUObjecthave been imported.

code: virtual void SetupObject_GameThread ( const [FSetupObjectParams](API\Runtime\InterchangeCore\UInterchangeFactoryBase\FSetupObjectParams) & Arguments )


className: UInterchangeMaterialFactory


className: UInterchangeMaterialFunctionFactory


className: EMaterialXTextureSampleBlurFilter

code: enum EMaterialXTextureSampleBlurFilter { Box, Gaussian, }


className: EMAterialXTextureSampleBlurKernel

code: enum EMAterialXTextureSampleBlurKernel { Kernel1, Kernel3, Kernel5, Kernel7, }


description: Create the new shader code chunk needed for the Abs expressionIndexto the new FMaterialCompiler::CodeChunk entry for this expression

code: virtual int32 Compile ( class [FMaterialCompiler](API\Runtime\Engine\FMaterialCompiler) * Compiler, int32 OutputIndex )


description: Returns the text to display on the material expression (in the material editor).FStringThe text to display.

code: virtual void GetCaption ( [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & OutCaptions ) const


description: Get a tooltip for the expression itself.

code: virtual void GetExpressionToolTip ( [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & OutToolTip )


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


className: UMaterialExpressionMaterialXSwizzle

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(CollapseCategories, HideCategories=Object, MinimalAPI, Meta=(Private)) class UMaterialExpressionMaterialXSwizzle : public [UMaterialExpression](API\Runtime\Engine\Materials\UMaterialExpression)

Input

type: FExpressionInpu...


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


Filter

type: EMaterialXTextu...

description: Filter to use when we blur a Texture: Gaussian or Box Linear filter

FilterOffset

type: float

description: Offset of the filter when we sample a texture coordinate

FilterSize

description: Size of the filter when we sample a texture coordinate

KernelSize

type: EMAterialXTextu...

description: The size of the blur kernel, relative to 0-1 UV space.


description: Add a texcoord input to the tiledimage nodes if the input is missing, and connect it to a texcoord node in the nodegraph This function should be called before the subgraphs substitution to avoid missing UVs input on a texture See for example standard_surface_brick_procedural where the tiledimage nodes have no texcoord input

code: static void AddTexCoordToTiledImageNodes ( MaterialX::ElementPtr Graph )


description: Convert math nodes (add, sub, div, mul) that have a neutral input, to the MaterialXnode which is simply the identity or a noop This allows us to optimize the final shader by avoiding unnecessary operation on a material (for example a*1 = a) This function should be called after the subgraphs substitution in order to search for all the nodes even in the subgraphs

code: static void ConvertNeutralNodesToDot ( MaterialX::ElementPtr NodeGraph )


className: FAttributeValue

code: typedef TPair< const char *, const char * > FAttributeValue


description:
Helper function that create a MaterialX node, useful to insert a node between 2 nodes especially when an operation cannot be done in one pass If the node already exists in the graph, this one is returned
The newly created node

code: static MaterialX::NodePtr CreateNode ( MaterialX::ElementPtr NodeGraph, const char * NodeName, const char * Category, const [TArray](API\Runtime\Core\Containers\TArray)< [FInputToCopy](API\Plugins\InterchangeImport\MaterialX\MaterialXUtils\FMaterialXBase\FInputToCopy) > & InputsToCopy, const [TArray](API\Runtime\Core\Containers\TArray)< [FInputToCreate](API\Plugins\InterchangeImport\MaterialX\MaterialXUtils\FMaterialXBase\FInputToCreate) > & InputsToCreate )


className: FInputToCopy

code: typedef TPair< const char *, MaterialX::InputPtr > FInputToCopy


className: FInputToCreate

code: typedef TPair< const char *, [FAttributeValueArray](API\Plugins\InterchangeImport\MaterialX\MaterialXUtils\FMaterialXBase\FAttributeValueA-) > FInputToCreate


description:
Return the innermost color space of an element in the current scope, if it has none, it will take the one from its parents
a color space or an empty string

code: static [FString](API\Runtime\Core\Containers\FString) GetColorSpace ( MaterialX::ElementPtr Element )


description:
Helper function that returns a linear color after a color space conversion, the function makes no assumption on the input, and it should have a value of Color3-4 type
The linear color after color space conversion

code: static [FLinearColor](API\Runtime\Core\Math\FLinearColor) GetLinearColor ( MaterialX::InputPtr Input )


description:
Retrieve the input from a surfaceshader node, or take the default input from the library, this function should only be called after testing the MaterialX libraries have been successfully imported, meaning the node definition of the surfaceshader should always be valid
the input from the given name

code: MaterialX::InputPtr GetInput ( MaterialX::NodePtr Node, const char * InputName )


code: void Translate ( MaterialX::NodePtr Node )


description: Update a MaterialX Document recursively by either initializing nodes (like) or updating some nodes (e.g: math nodes with neutral elements)

code: static void UpdateDocumentRecursively ( MaterialX::GraphElementPtr Graph )


code: FMaterialXBase ( [UInterchangeBaseNodeContainer](API\Runtime\InterchangeCore\Nodes\UInterchangeBaseNodeContainer) & BaseNodeContainer )


code: virtual ~FMaterialXBase()


className: FMaterialXBase

code: class FMaterialXBase : public [TSharedFromThis< FMaterialXBase >](API\Runtime\Core\Templates\TSharedFromThis)

NodeContainer

type: UInterchangeBas...

NodeDefinition

type: const char *...

description: It's up to the derive class to initialize it with the proper node definition


code: virtual void PostTranslate()


code: virtual void PreTranslate()


code: FMaterialXLightShaderAbstract ( [UInterchangeBaseNodeContainer](API\Runtime\InterchangeCore\Nodes\UInterchangeBaseNodeContainer) & BaseNodeContainer )


className: FMaterialXLightShaderAbstract

code: class FMaterialXLightShaderAbstract : public [FMaterialXBase](API\Plugins\InterchangeImport\MaterialX\MaterialXUtils\FMaterialXBase)

SceneNode

type: UInterchangeSce...


description: Find a corresponding Material Expression Input given a (Category, Input) pair

code: const [FString](API\Runtime\Core\Containers\FString) * FindMatchingInput ( const TPair< [FString](API\Runtime\Core\Containers\FString), [FString](API\Runtime\Core\Containers\FString) > & CategoryInputKey ) const


description: Find a matching Material Expression given a MaterialX category

code: const [FString](API\Runtime\Core\Containers\FString) * FindMatchingMaterialExpression ( const [FString](API\Runtime\Core\Containers\FString) & CategoryKey ) const


description: Find a stored Material Expression Input

code: const [FString](API\Runtime\Core\Containers\FString) * FindMaterialExpressionInput ( const [FString](API\Runtime\Core\Containers\FString) & InputKey ) const


className: FOnGetMaterialXInstance

code: typedef TBaseDelegate_OneParam< [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FMaterialXBase](API\Plugins\InterchangeImport\MaterialX\MaterialXUtils\FMaterialXBase) >, [UInterchangeBaseNodeContainer](API\Runtime\InterchangeCore\Nodes\UInterchangeBaseNodeContainer) & > FOnGetMaterialXInstance


code: static [FMaterialXManager](API\Plugins\InterchangeImport\MaterialX\MaterialXUtils\FMaterialXManager) & GetInstance()


code: [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FMaterialXBase](API\Plugins\InterchangeImport\MaterialX\MaterialXUtils\FMaterialXBase) > GetShaderTranslator ( const [FString](API\Runtime\Core\Containers\FString) & CategoryShader, [UInterchangeBaseNodeContainer](API\Runtime\InterchangeCore\Nodes\UInterchangeBaseNodeContainer) & NodeContainer )


code: [FMaterialXManager](API\Plugins\InterchangeImport\MaterialX\MaterialXUtils\FMaterialXManager) & operator= ( const [FMaterialXManager](API\Plugins\InterchangeImport\MaterialX\MaterialXUtils\FMaterialXManager) & )


code: void RegisterMaterialXInstance ( const [FString](API\Runtime\Core\Containers\FString) & CategoryShader, [FOnGetMaterialXInstance](API\Plugins\InterchangeImport\MaterialX\MaterialXUtils\FMaterialXManager\FOnGetMaterialXI-) MaterialXInstanceDelegate )


code: FMaterialXManager ( const [FMaterialXManager](API\Plugins\InterchangeImport\MaterialX\MaterialXUtils\FMaterialXManager) & )


className: TexturePayloadSeparator

code: static const TCHAR TexturePayloadSeparator = TEXT('{');


className: FMaterialXManager

code: class FMaterialXManager