code: const [FMVVMBlueprintViewBinding](API\Plugins\ModelViewViewModelBlueprint\FMVVMBlueprintViewBinding) * GetBindingAt ( int32 Index ) const


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

module: ModelViewViewModelBlueprint

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


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

code: virtual void PostLoad()


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

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


code: void RemoveBinding ( const [FMVVMBlueprintViewBinding](API\Plugins\ModelViewViewModelBlueprint\FMVVMBlueprintViewBinding) * Binding )


code: void RemoveBindingAt ( int32 Index )


code: bool RemoveViewModel ( [FGuid](API\Runtime\Core\Misc\FGuid) ViewModelId )


code: int32 RemoveViewModels ( const [TArrayView](API\Runtime\Core\Containers\TArrayView)< [FGuid](API\Runtime\Core\Misc\FGuid) > ViewModelIds )


code: bool RenameViewModel ( [FName](API\Runtime\Core\UObject\FName) OldViewModelName, [FName](API\Runtime\Core\UObject\FName) NewViewModelName )


code: void ResetBindingMessages()


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

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


code: void WidgetRenamed ( [FName](API\Runtime\Core\UObject\FName) OldObjectName, [FName](API\Runtime\Core\UObject\FName) NewObjectName )


code: UMVVMBlueprintView()


className: UMVVMBlueprintView

OnBindingsAdded

type: FOnBindingsAdde...

OnBindingsUpdated

type: FOnBindingsUpda...

OnViewModelsUpdated

type: FOnViewModelsUp...

TemporaryGraph

type: TArray<TObject...

description: Use during compilation to clean the automatically generated graph.


description: the conversion function uses at runtime. The wrapper function if complex or GetFunction is simple.

code: const [UFunction](API\Runtime\CoreUObject\UObject\UFunction) * GetCompiledFunction ( const [UClass](API\Runtime\CoreUObject\UObject\UClass) * SelfContext ) const


description: the conversion function.

code: [TVariant](API\Runtime\Core\Misc\TVariant)< const [UFunction](API\Runtime\CoreUObject\UObject\UFunction) *, [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UK2Node](API\Editor\BlueprintGraph\UK2Node) > > GetConversionFunction ( const [UClass](API\Runtime\CoreUObject\UObject\UClass) * SelfContext ) const


description: Returns the pin from the graph. Create the graph and all the nodes for that graph if the graph doesn't exist and it's needed.

code: [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * GetOrCreateGraphPin ( [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * Blueprint, [FName](API\Runtime\Core\UObject\FName) PinName ) const


description: If needed, create the graph and all the nodes for that graph when compiling. Returns the existing one, if one was created from GetOrCreateWrapperGraph.

code: [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * GetOrCreateIntermediateWrapperGraph ( [FKismetCompilerContext](API\Editor\KismetCompiler\FKismetCompilerContext) & Context ) const


description: If needed, create the graph and all the nodes for that graph.

code: [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * GetOrCreateWrapperGraph ( [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * Blueprint ) const


code: [TArrayView](API\Runtime\Core\Containers\TArrayView)< const [FMVVMBlueprintPin](API\Plugins\ModelViewViewModelBlueprint\FMVVMBlueprintPin) > GetPins() const


description: Return the wrapper graph, if it exists.

code: [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * GetWrapperGraph() const


code: [UK2Node](API\Editor\BlueprintGraph\UK2Node) * GetWrapperNode() const


description: Set the function. Generate a Graph is the conversion function is complex.

code: void InitFromFunction ( [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * SelfContext, const [UFunction](API\Runtime\CoreUObject\UObject\UFunction) * Function )


code: void InitFromFunction ( [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * SelfContext, const [UFunction](API\Runtime\CoreUObject\UObject\UFunction) * Function, [FName](API\Runtime\Core\UObject\FName) GraphName )


description: For deprecation.

code: void InitializeFromMemberReference ( [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * SelfContext, [FMemberReference](API\Runtime\Engine\Engine\FMemberReference) MemberReference )


description: For deprecation.

code: void InitializeFromWrapperGraph ( [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * SelfContext, [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * Graph )


description: The wrapper Graph is generated on domains and is not saved.

code: bool IsWrapperGraphTransient() const


description: The function has more than one argument and requires a wrapper or it uses a FunctionNode.

code: bool NeedsWrapperGraph() const


description: The conversion function is going to be removed from the Blueprint. Do any cleanup that is needed.

code: void RemoveWrapperGraph ( [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * Blueprint )


description: Generates SavedPins from the wrapper graph, if it exists.

code: void SavePinValues ( [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * Blueprint )


code: void SetGraphPin ( [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * Blueprint, [FName](API\Runtime\Core\UObject\FName) PinName, const [FMVVMBlueprintPropertyPath](API\Plugins\ModelViewViewModelBlueprint\FMVVMBlueprintPropertyPath) & Path )


className: UMVVMBlueprintViewConversionFunction

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


className: UMVVMBlueprintViewModel

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(DisplayName="ViewModel Blueprint") class UMVVMBlueprintViewModel : public [UObject](API\Runtime\CoreUObject\UObject\UObject)


className: UMVVMBlueprintViewSettings

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

bInitializeBindingsOnConstruct

type: bool

description: Auto initialize the view bindings when the Widget is constructed.

bInitializeSourcesOnConstruct

description: Auto initialize the view sources when the Widget is constructed.


code: [TArray](API\Runtime\Core\Containers\TArray)< const [UClass](API\Runtime\CoreUObject\UObject\UClass) * > GetAllowedConversionFunctionClasses() const


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

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


description: Gets the section text, uses the classes DisplayName by default.

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


code: bool IsContextCreationTypeAllowed ( [EMVVMBlueprintViewModelContextCreationType](API\Plugins\ModelViewViewModelBlueprint\EMVVMBlueprintVi-) ContextCreationType ) const


code: bool IsConversionFunctionAllowed ( const [UFunction](API\Runtime\CoreUObject\UObject\UFunction) * Function ) const


code: bool IsExecutionModeAllowed ( [EMVVMExecutionMode](API\Plugins\ModelViewViewModel\Types\EMVVMExecutionMode) ExecutionMode ) const


code: bool IsFunctionAllowed ( const [UFunction](API\Runtime\CoreUObject\UObject\UFunction) * Function ) const


code: bool IsPropertyAllowed ( const [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * Property ) const


code: UMVVMDeveloperProjectSettings()


className: UMVVMDeveloperProjectSettings

description: Implements the settings for the MVVM Editor

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Config=ModelViewViewModel, defaultconfig) class UMVVMDeveloperProjectSettings : public [UDeveloperSettings](API\Runtime\DeveloperSettings\Engine\UDeveloperSettings)

AllowedClassForConversionFunctions

type: TSet<FSoftClas...

description: Individual class that are allowed to be uses as conversion functions.

bAllowBindingFromDetailView

description: Binding can be made from the DetailView Bind option.

description: When a conversion function requires a wrapper graph, add and save the generated graph to the blueprint.

bAllowGeneratedViewModelSetter

description: When generating a source in the viewmodel editor, allow the compiler to generate a setter function.

bAllowLongSourcePath

description: When generating a binding with a long source path, allow the compiler to generate a new viewmodel source.

bShowDetailViewOptionInBindingPanel

description: For the binding list widget, allow the user to edit the binding in the detail view.

bShowViewSettings

description: For the binding list widget and the viewmodel panel, allow the user to edit the view settings in the detail view.

ConversionFunctionFilter

type: EMVVMDeveloperC...

description: Permission list for filtering which execution mode is allowed.

FilterSettings

type: FMVVMViewBindin...

description: Settings for filtering the list of available properties and functions on binding creation.


code: void CreateBlueprintViewInstance()


code: void DestroyBlueprintViewInstance()


code: const [UMVVMBlueprintView](API\Plugins\ModelViewViewModelBlueprint\UMVVMBlueprintView) * GetBlueprintView() const


description: Override point called when a compiler context is created for the WidgetBlueprint

code: virtual void HandleBeginCompilation ( [FWidgetBlueprintCompilerContext](API\Editor\UMGEditor\FWidgetBlueprintCompilerContext) & InCreationContext )


code: virtual void HandleCleanAndSanitizeClass ( [UWidgetBlueprintGeneratedClass](API\Runtime\UMG\Blueprint\UWidgetBlueprintGeneratedClass) * ClassToClean, [UObject](API\Runtime\CoreUObject\UObject\UObject) * OldCDO )


code: virtual void HandleCreateClassVariablesFromBlueprint ( const [FWidgetBlueprintCompilerContext::FCreateVariableContext](API\Editor\UMGEditor\FWidgetBlueprintCompilerContext\FCreateVariableContext) & Context )


code: virtual void HandleCreateFunctionList()


description: Override point called when a compiler context is destroyed for the WidgetBlueprint. Can be used to clean up resources.

code: virtual void HandleEndCompilation()


code: virtual void HandleFinishCompilingClass ( [UWidgetBlueprintGeneratedClass](API\Runtime\UMG\Blueprint\UWidgetBlueprintGeneratedClass) * Class )


description: Override this function to define custom function generation logic for gathering search data

code: virtual [FSearchData](API\Runtime\Engine\Blueprint\UBlueprintExtension\FSearchData) HandleGatherSearchData ( const [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * OwningBlueprint ) const


description: Override this function to define custom preload logic into the specified blueprint

code: virtual void HandlePreloadObjectsForCompilation ( [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * OwningBlueprint )


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()


code: void SetFilterSettings ( [FMVVMViewBindingFilterSettings](API\Plugins\ModelViewViewModelBlueprint\FMVVMViewBindingFilterSettings) InFilterSettings )


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

code: virtual void PostLoad()


className: UMVVMViewModelBlueprint

description: Will be deprecated in the next version.

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


className: EType

module: ModelViewViewModelDebugger

code: enum EType { Invalid, View, ViewModel, }


code: bool operator== ( const [FDebugItemId](API\Plugins\ModelViewViewModelDebugger\FDebugItemId) & Other ) const


code: FDebugItemId()


code: FDebugItemId ( [EType](API\Plugins\ModelViewViewModelDebugger\FDebugItemId\EType) InType, [FGuid](API\Runtime\Core\Misc\FGuid) InId )


className: FDebugItemId

code: struct FDebugItemId

Id

type: FGuid


code: static [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FDebugSnapshot](API\Plugins\ModelViewViewModelDebugger\FDebugSnapshot) > CreateSnapshot()


code: [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FMVVMViewDebugEntry](API\Plugins\ModelViewViewModelDebugger\FMVVMViewDebugEntry) > FindView ( [FGuid](API\Runtime\Core\Misc\FGuid) Id ) const


code: [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FMVVMViewModelDebugEntry](API\Plugins\ModelViewViewModelDebugger\FMVVMViewModelDebugEntry) > FindViewModel ( [FGuid](API\Runtime\Core\Misc\FGuid) Id ) const


className: FDebugSnapshot

code: class FDebugSnapshot


className: FMVVMViewBindingDebugEntry

ConversionFunctionFieldPath

type: FString

FieldId

type: FName


className: FMVVMViewClassDebugEntry

Bindings

type: TArray<FMVVMVi...

LiveViewClass

type: TWeakObjectPtr<...


className: FMVVMViewDebugEntry

UserWidgetAsset

type: FAssetData


className: FMVVMViewModelDebugEntry


className: FMVVMViewModelFieldBoundDebugEntry

KeyFieldId

type: FFieldNotificat...


className: FMVVMViewSourceDebugEntry


module: ModelViewViewModelEditor

code: static const [FMVVMEditorCommands](API\Plugins\ModelViewViewModelEditor\FMVVMEditorCommands) & Get()


description: Pure virtual to override; describe and instantiate the commands in here by using the UI COMMAND macro.

code: virtual void RegisterCommands()


code: FMVVMEditorCommands()


className: FMVVMEditorCommands

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

ToggleMVVMDrawer

type: TSharedPtr<FUI...

description: Command to toggle MVVM drawer in widget editor


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Viewmodel") [FMVVMBlueprintViewBinding](API\Plugins\ModelViewViewModelBlueprint\FMVVMBlueprintViewBinding) & AddBinding ( [UWidgetBlueprint](API\Editor\UMGEditor\UWidgetBlueprint) * WidgetBlueprint )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Viewmodel") [FName](API\Runtime\Core\UObject\FName) AddViewModel ( [UWidgetBlueprint](API\Editor\UMGEditor\UWidgetBlueprint) * WidgetBlueprint, const [UClass](API\Runtime\CoreUObject\UObject\UClass) * ViewModel )


code: [TArray](API\Runtime\Core\Containers\TArray)< UE::MVVM::FBindingSource > GetAllViewModels ( const [UWidgetBlueprint](API\Editor\UMGEditor\UWidgetBlueprint) * WidgetBlueprint ) const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Viewmodel") [TArray](API\Runtime\Core\Containers\TArray)< [UFunction](API\Runtime\CoreUObject\UObject\UFunction) * > GetAvailableConversionFunctions ( const [UWidgetBlueprint](API\Editor\UMGEditor\UWidgetBlueprint) * WidgetBlueprint, const [FMVVMBlueprintPropertyPath](API\Plugins\ModelViewViewModelBlueprint\FMVVMBlueprintPropertyPath) & Source, const [FMVVMBlueprintPropertyPath](API\Plugins\ModelViewViewModelBlueprint\FMVVMBlueprintPropertyPath) & Destination ) const


code: [TArray](API\Runtime\Core\Containers\TArray)< UE::MVVM::FBindingSource > GetBindableWidgets ( const [UWidgetBlueprint](API\Editor\UMGEditor\UWidgetBlueprint) * WidgetBlueprint ) const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Viewmodel") [TArray](API\Runtime\Core\Containers\TArray)< [FMVVMAvailableBinding](API\Plugins\ModelViewViewModel\Types\FMVVMAvailableBinding) > GetChildViewModels ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UObject](API\Runtime\CoreUObject\UObject\UObject) > Class, [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UObject](API\Runtime\CoreUObject\UObject\UObject) > Accessor )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Viewmodel") [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * GetConversionFunctionGraph ( const [UWidgetBlueprint](API\Editor\UMGEditor\UWidgetBlueprint) * WidgetBlueprint, const [FMVVMBlueprintViewBinding](API\Plugins\ModelViewViewModelBlueprint\FMVVMBlueprintViewBinding) & Binding, bool bSourceToDestination ) const


description: Deprecated* GetConversionFunctionNode was moved to MVVMBlueprintViewConversionFunction.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Viewmodel") [UK2Node_CallFunction](API\Editor\BlueprintGraph\UK2Node_CallFunction) * GetConversionFunctionNode ( const [UWidgetBlueprint](API\Editor\UMGEditor\UWidgetBlueprint) * WidgetBlueprint, const [FMVVMBlueprintViewBinding](API\Plugins\ModelViewViewModelBlueprint\FMVVMBlueprintViewBinding) & Binding, bool bSourceToDestination ) const


code: [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * GetConversionFunctionArgumentPin ( const [UWidgetBlueprint](API\Editor\UMGEditor\UWidgetBlueprint) * WidgetBlueprint, const [FMVVMBlueprintViewBinding](API\Plugins\ModelViewViewModelBlueprint\FMVVMBlueprintViewBinding) & Binding, [FName](API\Runtime\Core\UObject\FName) ParameterName, bool bSourceToDestination )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Viewmodel") [UFunction](API\Runtime\CoreUObject\UObject\UFunction) * GetConversionFunction ( const [UWidgetBlueprint](API\Editor\UMGEditor\UWidgetBlueprint) * WidgetBlueprint, const [FMVVMBlueprintViewBinding](API\Plugins\ModelViewViewModelBlueprint\FMVVMBlueprintViewBinding) & Binding, bool bSourceToDestination ) const


code: [FGuid](API\Runtime\Core\Misc\FGuid) GetFirstBindingThatUsesViewModel ( const [UWidgetBlueprint](API\Editor\UMGEditor\UWidgetBlueprint) * WidgetBlueprint, [FGuid](API\Runtime\Core\Misc\FGuid) ViewModelId ) const


code: [FMVVMBlueprintPropertyPath](API\Plugins\ModelViewViewModelBlueprint\FMVVMBlueprintPropertyPath) GetPathForConversionFunctionArgument ( const [UWidgetBlueprint](API\Editor\UMGEditor\UWidgetBlueprint) * WidgetBlueprint, const [FMVVMBlueprintViewBinding](API\Plugins\ModelViewViewModelBlueprint\FMVVMBlueprintViewBinding) & Binding, [FName](API\Runtime\Core\UObject\FName) ArgumentName, bool bSourceToDestination ) const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Viewmodel") [UMVVMBlueprintView](API\Plugins\ModelViewViewModelBlueprint\UMVVMBlueprintView) * GetView ( const [UWidgetBlueprint](API\Editor\UMGEditor\UWidgetBlueprint) * WidgetBlueprint ) const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Viewmodel") bool IsSimpleConversionFunction ( const [UFunction](API\Runtime\CoreUObject\UObject\UFunction) * Function ) const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Viewmodel") bool IsValidConversionFunction ( const [UWidgetBlueprint](API\Editor\UMGEditor\UWidgetBlueprint) * WidgeteBlueprint, const [UFunction](API\Runtime\CoreUObject\UObject\UFunction) * Function, const [FMVVMBlueprintPropertyPath](API\Plugins\ModelViewViewModelBlueprint\FMVVMBlueprintPropertyPath) & Source, const [FMVVMBlueprintPropertyPath](API\Plugins\ModelViewViewModelBlueprint\FMVVMBlueprintPropertyPath) & Destination ) const


code: void OverrideExecutionModeForBinding ( [UWidgetBlueprint](API\Editor\UMGEditor\UWidgetBlueprint) * WidgetBlueprint, [FMVVMBlueprintViewBinding](API\Plugins\ModelViewViewModelBlueprint\FMVVMBlueprintViewBinding) & Binding, [EMVVMExecutionMode](API\Plugins\ModelViewViewModel\Types\EMVVMExecutionMode) Mode )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Viewmodel") void RemoveBinding ( [UWidgetBlueprint](API\Editor\UMGEditor\UWidgetBlueprint) * WidgetBlueprint, const [FMVVMBlueprintViewBinding](API\Plugins\ModelViewViewModelBlueprint\FMVVMBlueprintViewBinding) & Binding )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Viewmodel") void RemoveViewModel ( [UWidgetBlueprint](API\Editor\UMGEditor\UWidgetBlueprint) * WidgetBlueprint, [FName](API\Runtime\Core\UObject\FName) ViewModel )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Viewmodel") bool RenameViewModel ( [UWidgetBlueprint](API\Editor\UMGEditor\UWidgetBlueprint) * WidgetBlueprint, [FName](API\Runtime\Core\UObject\FName) ViewModel, [FName](API\Runtime\Core\UObject\FName) NewViewModel, [FText](API\Runtime\Core\Internationalization\FText) & OutError )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Viewmodel") [UMVVMBlueprintView](API\Plugins\ModelViewViewModelBlueprint\UMVVMBlueprintView) * RequestView ( [UWidgetBlueprint](API\Editor\UMGEditor\UWidgetBlueprint) * WidgetBlueprint ) const


code: void ResetExecutionModeForBinding ( [UWidgetBlueprint](API\Editor\UMGEditor\UWidgetBlueprint) * WidgetBlueprint, [FMVVMBlueprintViewBinding](API\Plugins\ModelViewViewModelBlueprint\FMVVMBlueprintViewBinding) & Binding )


code: void SetBindingTypeForBinding ( [UWidgetBlueprint](API\Editor\UMGEditor\UWidgetBlueprint) * WidgetBlueprint, [FMVVMBlueprintViewBinding](API\Plugins\ModelViewViewModelBlueprint\FMVVMBlueprintViewBinding) & Binding, [EMVVMBindingMode](API\Plugins\ModelViewViewModel\Types\EMVVMBindingMode) Type )


code: void SetCompileForBinding ( [UWidgetBlueprint](API\Editor\UMGEditor\UWidgetBlueprint) * WidgetBlueprint, [FMVVMBlueprintViewBinding](API\Plugins\ModelViewViewModelBlueprint\FMVVMBlueprintViewBinding) & Binding, bool bCompile )


code: void SetDestinationPathForBinding ( [UWidgetBlueprint](API\Editor\UMGEditor\UWidgetBlueprint) * WidgetBlueprint, [FMVVMBlueprintViewBinding](API\Plugins\ModelViewViewModelBlueprint\FMVVMBlueprintViewBinding) & Binding, [FMVVMBlueprintPropertyPath](API\Plugins\ModelViewViewModelBlueprint\FMVVMBlueprintPropertyPath) Field )


code: void SetDestinationToSourceConversionFunction ( [UWidgetBlueprint](API\Editor\UMGEditor\UWidgetBlueprint) * WidgetBlueprint, [FMVVMBlueprintViewBinding](API\Plugins\ModelViewViewModelBlueprint\FMVVMBlueprintViewBinding) & Binding, const [UFunction](API\Runtime\CoreUObject\UObject\UFunction) * ConversionFunction )


code: void SetEnabledForBinding ( [UWidgetBlueprint](API\Editor\UMGEditor\UWidgetBlueprint) * WidgetBlueprint, [FMVVMBlueprintViewBinding](API\Plugins\ModelViewViewModelBlueprint\FMVVMBlueprintViewBinding) & Binding, bool bEnabled )


code: void SetPathForConversionFunctionArgument ( [UWidgetBlueprint](API\Editor\UMGEditor\UWidgetBlueprint) * WidgetBlueprint, [FMVVMBlueprintViewBinding](API\Plugins\ModelViewViewModelBlueprint\FMVVMBlueprintViewBinding) & Binding, [FName](API\Runtime\Core\UObject\FName) ArgumentName, const [FMVVMBlueprintPropertyPath](API\Plugins\ModelViewViewModelBlueprint\FMVVMBlueprintPropertyPath) & Path, bool bSourceToDestination ) const


code: void SetSourcePathForBinding ( [UWidgetBlueprint](API\Editor\UMGEditor\UWidgetBlueprint) * WidgetBlueprint, [FMVVMBlueprintViewBinding](API\Plugins\ModelViewViewModelBlueprint\FMVVMBlueprintViewBinding) & Binding, [FMVVMBlueprintPropertyPath](API\Plugins\ModelViewViewModelBlueprint\FMVVMBlueprintPropertyPath) Field )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Viewmodel") bool VerifyViewModelRename ( [UWidgetBlueprint](API\Editor\UMGEditor\UWidgetBlueprint) * WidgetBlueprint, [FName](API\Runtime\Core\UObject\FName) ViewModel, [FName](API\Runtime\Core\UObject\FName) NewViewModel, [FText](API\Runtime\Core\Internationalization\FText) & OutError )


className: UMVVMEditorSubsystem

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(DisplayName="Viewmodel Editor Subsystem") class UMVVMEditorSubsystem : public [UEditorSubsystem](API\Editor\EditorSubsystem\UEditorSubsystem)


className: FActorInitStateChangedBPDelegate

description: Blueprint delegate called when an actor feature changes init state

module: ModularGameplay

code: class FActorInitStateChangedBPDelegate


code: void SetSourceToDestinationConversionFunction ( [UWidgetBlueprint](API\Editor\UMGEditor\UWidgetBlueprint) * WidgetBlueprint, [FMVVMBlueprintViewBinding](API\Plugins\ModelViewViewModelBlueprint\FMVVMBlueprintViewBinding) & Binding, const [UFunction](API\Runtime\CoreUObject\UObject\UFunction) * ConversionFunction )


className: FActorInitStateChangedDelegate

description: Native delegate called when an actor feature changes init state

code: typedef TBaseDelegate_OneParam< void, const [FActorInitStateChangedParams](API\Plugins\ModularGameplay\Components\FActorInitStateChangedParams) & > FActorInitStateChangedDelegate


code: FActorInitStateChangedParams()


code: FActorInitStateChangedParams ( [AActor](API\Runtime\Engine\GameFramework\AActor) * InOwningActor, [FName](API\Runtime\Core\UObject\FName) InFeatureName, [UObject](API\Runtime\CoreUObject\UObject\UObject) * InImplementer, [FGameplayTag](API\Runtime\GameplayTags\FGameplayTag) InFeatureState )


description: Returns true if the manager that this request is for still exists

code: bool IsValid() const


className: FActorInitStateChangedParams

description: Parameters struct for Init State change functions

FeatureName

description: Name of the feature that changed

FeatureState

type: FGameplayTag

description: The new state of the feature

Implementer

type: TObjectPtr<UOb...

description: The object (often a component) that implements the feature

OwningActor

type: TObjectPtr<AAc...

description: The actor owning the feature that changed


code: FComponentRequestHandle ( const [TWeakObjectPtr](API\Runtime\Core\UObject\TWeakObjectPtr)< [UGameFrameworkComponentManager](API\Plugins\ModularGameplay\Components\UGameFrameworkComponentManager) > & InOwningManager, const [TSoftClassPtr](API\Runtime\CoreUObject\UObject\TSoftClassPtr)< [AActor](API\Runtime\Engine\GameFramework\AActor) > & InReceiverClass, const [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UActorComponent](API\Runtime\Engine\Components\UActorComponent) > & InComponentClass )


code: FComponentRequestHandle ( const [TWeakObjectPtr](API\Runtime\Core\UObject\TWeakObjectPtr)< [UGameFrameworkComponentManager](API\Plugins\ModularGameplay\Components\UGameFrameworkComponentManager) > & InOwningManager, const [TSoftClassPtr](API\Runtime\CoreUObject\UObject\TSoftClassPtr)< [AActor](API\Runtime\Engine\GameFramework\AActor) > & InReceiverClass, [FDelegateHandle](API\Runtime\Core\Delegates\FDelegateHandle) InExtensionHandle )


code: ~FComponentRequestHandle()


className: FComponentRequestHandle

description: A handle for a request to put components or call a delegate for an extensible actor class. When this handle is destroyed, it will remove the associated request from the system.

code: struct FComponentRequestHandle


description: Should be overridden to perform class-specific checks to see if the desired state can be reached

code: virtual bool CanChangeInitState ( [UGameFrameworkComponentManager](API\Plugins\ModularGameplay\Components\UGameFrameworkComponentManager) * Manager, [FGameplayTag](API\Runtime\GameplayTags\FGameplayTag) CurrentState, [FGameplayTag](API\Runtime\GameplayTags\FGameplayTag) DesiredState ) const


description: Call to bind the OnActorInitStateChanged function to the appropriate delegate on the component manager

code: virtual void BindOnActorInitStateChanged ( [FName](API\Runtime\Core\UObject\FName) FeatureName, [FGameplayTag](API\Runtime\GameplayTags\FGameplayTag) RequiredState, bool bCallIfReached )


description: Override to try and progress the default initialization path, likely using ContinueInitStateChain


description: This will call CheckDefaultInitialization on all other feature implementers using this interface, useful to update the state of any dependencies


description: Tries to follow a chain of connected init states, will progress states in order and returns the final state reached

code: virtual [FGameplayTag](API\Runtime\GameplayTags\FGameplayTag) ContinueInitStateChain ( const [TArray](API\Runtime\Core\Containers\TArray)< [FGameplayTag](API\Runtime\GameplayTags\FGameplayTag) > & InitStateChain )


description: Gets the component manager corresponding to this object based on owning actor


description: Returns the feature this object implements, this interface is only meant for simple objects with a single feature like Actor

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="InitState") virtual [FName](API\Runtime\Core\UObject\FName) GetFeatureName() const


description: Returns the current feature state of this object, the default behavior is to query the manager

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="InitState") virtual [FGameplayTag](API\Runtime\GameplayTags\FGameplayTag) GetInitState() const


description: Returns the Actor this object is bound to, might be this object

code: virtual [AActor](API\Runtime\Engine\GameFramework\AActor) * GetOwningActor() const


description: Should be overridden to perform class-specific state changes, this is called right before notifying the component manager

code: virtual void HandleChangeInitState ( [UGameFrameworkComponentManager](API\Plugins\ModularGameplay\Components\UGameFrameworkComponentManager) * Manager, [FGameplayTag](API\Runtime\GameplayTags\FGameplayTag) CurrentState, [FGameplayTag](API\Runtime\GameplayTags\FGameplayTag) DesiredState )


description: Checks the component manager to see if we have already reached the desired state or a later one

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="InitState") virtual bool HasReachedInitState ( [FGameplayTag](API\Runtime\GameplayTags\FGameplayTag) DesiredState ) const


description: Signature for handling a game feature state, this is not registered by default

code: virtual void OnActorInitStateChanged ( const [FActorInitStateChangedParams](API\Plugins\ModularGameplay\Components\FActorInitStateChangedParams) & Params )


description: Binds a BP delegate to get called on a state change for this feature

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="InitState") virtual bool RegisterAndCallForInitStateChange ( [FGameplayTag](API\Runtime\GameplayTags\FGameplayTag) RequiredState, [FActorInitStateChangedBPDelegate](API\Plugins\ModularGameplay\Components\FActorInitStateChangedBPDelegate) Delegate, bool bCallImmediately )


description: Checks to see if a change is possible, then calls execute and notify

code: virtual bool TryToChangeInitState ( [FGameplayTag](API\Runtime\GameplayTags\FGameplayTag) DesiredState )


description: Call to register with the component manager during spawn if this is a game world

code: virtual void RegisterInitStateFeature()


description: Unregisters state and delegate binding with component manager


description: Unbinds a BP delegate from changes to this feature

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="InitState") virtual bool UnregisterInitStateDelegate ( [FActorInitStateChangedBPDelegate](API\Plugins\ModularGameplay\Components\FActorInitStateChangedBPDelegate) Delegate )


className: IGameFrameworkInitStateInterface

code: class IGameFrameworkInitStateInterface

ActorInitStateChangedHandle

type: FDelegateHandle

description: Default handle created from calling BindOnActorInitStateChanged


description: Moves the iterator to the next valid component

code: bool Advance()


description: Gets the current component

code: T * GetComponent() const


className: TComponentIterator::operator bool

code: operator bool() const


code: TComponentIterator ( [AActor](API\Runtime\Engine\GameFramework\AActor) * OwnerActor )


className: TComponentIterator

description: Iterator for registered components on an actor

code: template<typename T> class TComponentIterator


description: Gets the current component

code: const T * GetComponent() const


code: const T * operator->() const


code: const T * operator*() const


className: TConstComponentIterator::operator bool


code: TConstComponentIterator ( const [AActor](API\Runtime\Engine\GameFramework\AActor) * OwnerActor )


description: Gets the controller that owns the component, this will always be valid during gameplay but can return null in the editor

code: template<class T> T * GetController() const


className: TConstComponentIterator

description: Const iterator for registered components on an actor

code: template<typename T> class TConstComponentIterator


code: template<class T> T * GetControllerChecked() const


description: Controller accessors Usable for any type ofAControllerowner, only valid if called during gameplayReturns the pawn that is currently possessed by the owning controller, will often return null

code: template<class T> T * GetPawn() const


description: If this controller is possessing a pawn return the pawn, if not return the view target

code: template<class T> T * GetPawnOrViewTarget() const


description: PlayerController accessors Only returns correct values forAPlayerControllerowners

code: template<class T> T * GetPlayer() const


description: Returns the player state attached to this controller if there is one

code: template<class T> T * GetPlayerState() const


description: Returns the point of view for either a player or controlled pawn

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


description: Returns true if the owning controller is considered to be local

code: bool IsLocalController() const


description: Returns the actor that is serving as the current view target for the owning controller

code: template<class T> T * GetViewTarget() const


description: PlayerTick is only called if the PlayerController has a PlayerInput object. Therefore, it will only be called for locally controlled PlayerControllers.

code: virtual void PlayerTick ( float DeltaTime )


description: PlayerController events These only happen if the controller is a PlayerControllerCalled after the PlayerController's viewport/net connection is associated with this player controller.

code: virtual void ReceivedPlayer()


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


className: UControllerComponent

description: ControllerComponent is an actor component made forAControllerand receives controller events.


description: Gets the game instance this component is a part of, this will return null if not called during normal gameplay

code: template<class T> T * GetGameInstance() const


code: template<class T> T * GetGameInstanceChecked() const


description: Returns the world's timer manager

code: [FTimerManager](API\Runtime\Engine\FTimerManager) & GetWorldTimerManager() const


description: Returns true if the owner's role is ROLE_Authority

code: bool HasAuthority() const


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


className: UGameFrameworkComponent

description: GameFrameworkComponent is a base class for actor components made for the basic game framework classes.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Blueprintable, BlueprintType, HideCategories=(Trigger, PhysicsVolume)) class UGameFrameworkComponent : public [UActorComponent](API\Runtime\Engine\Components\UActorComponent)


description: Adds a request to instantiate components on actors of the given classes. Returns a handle that will keep the request "alive" until it is destructed, at which point the request is removed.

code: [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FComponentRequestHandle](API\Plugins\ModularGameplay\Components\FComponentRequestHandle) > AddComponentRequest ( const [TSoftClassPtr](API\Runtime\CoreUObject\UObject\TSoftClassPtr)< [AActor](API\Runtime\Engine\GameFramework\AActor) > & ReceiverClass, [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UActorComponent](API\Runtime\Engine\Components\UActorComponent) > ComponentClass )


description: Adds an extension handler to run on actors of the given class. Returns a handle that will keep the handler "alive" until it is destructed, at which point the delegate is removed

code: [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FComponentRequestHandle](API\Plugins\ModularGameplay\Components\FComponentRequestHandle) > AddExtensionHandler ( const [TSoftClassPtr](API\Runtime\CoreUObject\UObject\TSoftClassPtr)< [AActor](API\Runtime\Engine\GameFramework\AActor) > & ReceiverClass, [FExtensionHandlerDelegate](API\Plugins\ModularGameplay\Components\UGameFrameworkComponentManager\FExtensionHandle-_2) ExtensionHandler )


description: Adds an actor as a receiver for components (automatically finding the manager for the actor's game instance). If it passes the actorclass filter on requests it will get the components.

code: static void AddGameFrameworkComponentReceiver ( [AActor](API\Runtime\Engine\GameFramework\AActor) * Receiver, bool bAddOnlyInGameWorlds )


description: Adds an actor as a receiver for components. If it passes the actorclass filter on requests it will get the components.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Gameplay", Meta=(DefaultToSelf="Receiver", AdvancedDisplay=1)) void AddReceiver ( [AActor](API\Runtime\Engine\GameFramework\AActor) * Receiver, bool bAddOnlyInGameWorlds )


code: static void AddReferencedObjects ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * InThis, class [FReferenceCollector](API\Runtime\CoreUObject\UObject\FReferenceCollector) & Collector )


description: Changes the current actor feature state, this will call registered callbacks and return true if anything changed

code: bool ChangeFeatureInitState ( [AActor](API\Runtime\Engine\GameFramework\AActor) * Actor, [FName](API\Runtime\Core\UObject\FName) FeatureName, [UObject](API\Runtime\CoreUObject\UObject\UObject) * Implementer, [FGameplayTag](API\Runtime\GameplayTags\FGameplayTag) FeatureState )


description: Implement this for deinitialization of instances of the system

code: virtual void Deinitialize()


className: FExtensionHandlerEvent

code: typedef [TMap](API\Runtime\Core\Containers\TMap)< [FDelegateHandle](API\Runtime\Core\Delegates\FDelegateHandle), FExtensionHandlerDelegateInternal > FExtensionHandlerEvent


className: FExtensionHandlerDelegateInternal

description: Using a fake multicast delegate so order can be kept consistent

code: typedef TBaseDelegate_TwoParams< void, [AActor](API\Runtime\Engine\GameFramework\AActor) *, [FName](API\Runtime\Core\UObject\FName) > FExtensionHandlerDelegateInternal


className: FExtensionHandlerDelegate

description: Delegate types for extension handlers


description: Gets all implementing objects for an actor that are at RequiredState or later, other than excluding feature if specified

code: void GetAllFeatureImplementers ( [TArray](API\Runtime\Core\Containers\TArray)< [UObject](API\Runtime\CoreUObject\UObject\UObject) * > & OutImplementers, [AActor](API\Runtime\Engine\GameFramework\AActor) * Actor, [FGameplayTag](API\Runtime\GameplayTags\FGameplayTag) RequiredState, [FName](API\Runtime\Core\UObject\FName) ExcludingFeature ) const


description: Utility to get this manager from an actor, will return null if actor is null or not in a world

code: static [UGameFrameworkComponentManager](API\Plugins\ModularGameplay\Components\UGameFrameworkComponentManager) * GetForActor ( const [AActor](API\Runtime\Engine\GameFramework\AActor) * Actor, bool bOnlyGameWorlds )


description: Returns the object implementing specified feature, filtered by required state if not none

code: [UObject](API\Runtime\CoreUObject\UObject\UObject) * GetImplementerForFeature ( [AActor](API\Runtime\Engine\GameFramework\AActor) * Actor, [FName](API\Runtime\Core\UObject\FName) FeatureName, [FGameplayTag](API\Runtime\GameplayTags\FGameplayTag) RequiredState ) const


description: Returns the earliest state found for the given feature

code: [FGameplayTag](API\Runtime\GameplayTags\FGameplayTag) GetInitStateForFeature ( [AActor](API\Runtime\Engine\GameFramework\AActor) * Actor, [FName](API\Runtime\Core\UObject\FName) FeatureName ) const


description: Returns true if feature has reached query state or later

code: bool HasFeatureReachedInitState ( [AActor](API\Runtime\Engine\GameFramework\AActor) * Actor, [FName](API\Runtime\Core\UObject\FName) FeatureName, [FGameplayTag](API\Runtime\GameplayTags\FGameplayTag) FeatureState ) const


description: Checks to see if all features of object, other than the excluding feature if specified, have reached a specified state or later

code: bool HaveAllFeaturesReachedInitState ( [AActor](API\Runtime\Engine\GameFramework\AActor) * Actor, [FGameplayTag](API\Runtime\GameplayTags\FGameplayTag) RequiredState, [FName](API\Runtime\Core\UObject\FName) ExcludingFeature ) const


description: Implement this for initialization of instances of the system

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


description: Returns true if FeatureState comes after the second state (or is equal)

code: bool IsInitStateAfterOrEqual ( [FGameplayTag](API\Runtime\GameplayTags\FGameplayTag) FeatureState, [FGameplayTag](API\Runtime\GameplayTags\FGameplayTag) RelativeState ) const


description: A new extension handler was added

code: static [FName](API\Runtime\Core\UObject\FName) NAME_ExtensionAdded = FName("ExtensionAdded");


description: An extension handler was removed by a freed request handle

code: static [FName](API\Runtime\Core\UObject\FName) NAME_ExtensionRemoved = FName("ExtensionRemoved");


description: Game-specific event indicating an actor is mostly initialized and ready for extension. All extensible games are expected to send this event at the appropriate actor-specific point, as plugins may be listening for it.

code: static [FName](API\Runtime\Core\UObject\FName) NAME_GameActorReady = FName("GameActorReady");


description: The extension system allows registering for arbitrary event callbacks on receiver actors. These are the default events but games can define, send, and listen for their own. AddReceiver was called for a registered class and components were added, called early in initialization

code: static [FName](API\Runtime\Core\UObject\FName) NAME_ReceiverAdded = FName("ReceiverAdded");


description:
Registers native delegate for feature state change notifications on a specific actor and may call it immediately
DelegateHandle used for later removal

code: [FDelegateHandle](API\Runtime\Core\Delegates\FDelegateHandle) RegisterAndCallForActorInitState ( [AActor](API\Runtime\Engine\GameFramework\AActor) * Actor, [FName](API\Runtime\Core\UObject\FName) FeatureName, [FGameplayTag](API\Runtime\GameplayTags\FGameplayTag) RequiredState, [FActorInitStateChangedDelegate](API\Plugins\ModularGameplay\Components\FActorInitStateChangedDelegate) Delegate, bool bCallImmediately )


description:
Registers blueprint delegate for feature state change notifications on a specific actor and may call it immediately
true if delegate was registered

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="InitState") bool RegisterAndCallForActorInitState ( [AActor](API\Runtime\Engine\GameFramework\AActor) * Actor, [FName](API\Runtime\Core\UObject\FName) FeatureName, [FGameplayTag](API\Runtime\GameplayTags\FGameplayTag) RequiredState, [FActorInitStateChangedBPDelegate](API\Plugins\ModularGameplay\Components\FActorInitStateChangedBPDelegate) Delegate, bool bCallImmediately )


description:
Registers native delegate for feature state change notifications on a class of actors and may call it immediately
DelegateHandle used for later removal

code: [FDelegateHandle](API\Runtime\Core\Delegates\FDelegateHandle) RegisterAndCallForClassInitState ( const [TSoftClassPtr](API\Runtime\CoreUObject\UObject\TSoftClassPtr)< [AActor](API\Runtime\Engine\GameFramework\AActor) > & ActorClass, [FName](API\Runtime\Core\UObject\FName) FeatureName, [FGameplayTag](API\Runtime\GameplayTags\FGameplayTag) RequiredState, [FActorInitStateChangedDelegate](API\Plugins\ModularGameplay\Components\FActorInitStateChangedDelegate) Delegate, bool bCallImmediately )


description:
Registers blueprint delegate for feature state change notifications on a class of actors and may call it immediately
true if delegate was registered

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="InitState") bool RegisterAndCallForClassInitState ( [TSoftClassPtr](API\Runtime\CoreUObject\UObject\TSoftClassPtr)< [AActor](API\Runtime\Engine\GameFramework\AActor) > ActorClass, [FName](API\Runtime\Core\UObject\FName) FeatureName, [FGameplayTag](API\Runtime\GameplayTags\FGameplayTag) RequiredState, [FActorInitStateChangedBPDelegate](API\Plugins\ModularGameplay\Components\FActorInitStateChangedBPDelegate) Delegate, bool bCallImmediately )


description: Registers an implementer for a given feature, this will create a feature if required and set the implementer object but will not change the current state

code: bool RegisterFeatureImplementer ( [AActor](API\Runtime\Engine\GameFramework\AActor) * Actor, [FName](API\Runtime\Core\UObject\FName) FeatureName, [UObject](API\Runtime\CoreUObject\UObject\UObject) * Implementer )


description: RemoveReceiver was called for a registered class and components were removed, normally called from EndPlay

code: static [FName](API\Runtime\Core\UObject\FName) NAME_ReceiverRemoved = FName("ReceiverRemoved");


description: The init state system can be used by components to coordinate their initialization using game-specific states specified as gameplay tagsIGameFrameworkInitStateInterfaceprovides a simple implementation that can be inherted by components Adds a new global actor feature state, either before or after an existing one. This will generally be called from game global or game feature initialization

code: void RegisterInitState ( [FGameplayTag](API\Runtime\GameplayTags\FGameplayTag) NewState, bool bAddBefore, [FGameplayTag](API\Runtime\GameplayTags\FGameplayTag) ExistingState )


description: Removes an actor and all of it's state information

code: void RemoveActorFeatureData ( [AActor](API\Runtime\Engine\GameFramework\AActor) * Actor )


description: Removes an implementing object and any feature states it implements

code: void RemoveFeatureImplementer ( [AActor](API\Runtime\Engine\GameFramework\AActor) * Actor, [UObject](API\Runtime\CoreUObject\UObject\UObject) * Implementer )


description: Removes an actor as a receiver for components (automatically finding the manager for the actor's game instance).

code: static void RemoveGameFrameworkComponentReceiver ( [AActor](API\Runtime\Engine\GameFramework\AActor) * Receiver )


description: Sends an arbitrary extension event that can be listened for by other systems

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Gameplay", Meta=(DefaultToSelf="Receiver", AdvancedDisplay=1)) void SendExtensionEvent ( [AActor](API\Runtime\Engine\GameFramework\AActor) * Receiver, [FName](API\Runtime\Core\UObject\FName) EventName, bool bOnlyInGameWorlds )


description: Removes an actor as a receiver for components.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Gameplay", Meta=(DefaultToSelf="Receiver")) void RemoveReceiver ( [AActor](API\Runtime\Engine\GameFramework\AActor) * Receiver )


code: static void SendGameFrameworkComponentExtensionEvent ( [AActor](API\Runtime\Engine\GameFramework\AActor) * Receiver, const [FName](API\Runtime\Core\UObject\FName) & EventName, bool bOnlyInGameWorlds )


description: Removes a registered delegate bound to a specific actor

code: bool UnregisterActorInitStateDelegate ( [AActor](API\Runtime\Engine\GameFramework\AActor) * Actor, [FDelegateHandle](API\Runtime\Core\Delegates\FDelegateHandle) & Handle )


description: Removes a registered delegate bound to a class

code: bool UnregisterClassInitStateDelegate ( const [TSoftClassPtr](API\Runtime\CoreUObject\UObject\TSoftClassPtr)< [AActor](API\Runtime\Engine\GameFramework\AActor) > & ActorClass, [FDelegateHandle](API\Runtime\Core\Delegates\FDelegateHandle) & Handle )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="InitState") bool UnregisterActorInitStateDelegate ( [AActor](API\Runtime\Engine\GameFramework\AActor) * Actor, [FActorInitStateChangedBPDelegate](API\Plugins\ModularGameplay\Components\FActorInitStateChangedBPDelegate) DelegateToRemove )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="InitState") bool UnregisterClassInitStateDelegate ( [TSoftClassPtr](API\Runtime\CoreUObject\UObject\TSoftClassPtr)< [AActor](API\Runtime\Engine\GameFramework\AActor) > ActorClass, [FActorInitStateChangedBPDelegate](API\Plugins\ModularGameplay\Components\FActorInitStateChangedBPDelegate) DelegateToRemove )


className: UGameFrameworkComponentManager

description: A manager to handle putting components on actors as they come and go. Put in a request to instantiate components of a given class on actors of a given class and they will automatically be made for them as the actors are spawned. Submit delegate handlers to listen for actors of a given class. Those handlers will automatically run when actors of a given class or registered as receivers or game events are sent. Actors must opt-in to this behavior by calling AddReceiver/RemoveReceiver for themselves when they are ready to receive the components and when they want to remove them. Any actors that are in memory when a request is made will automatically get the components, and any in memory when a request is removed will lose the components immediately. Requests are reference counted, so if multiple requests are made for the same actor class and component class, only one component will be added and that component wont be removed until all requests are removed.


className: UGameFrameworkInitStateInterface

description: Interface that can be implemented by actors/components to make interacting with the init state system easier

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


description: Gets the game mode that owns this component, this will always return null on the client

code: template<class T> T * GetGameMode() const


description: Gets the game state that owns the component, this will always be valid during gameplay but can return null in the editor

code: template<class T> T * GetGameState() const


code: template<class T> T * GetGameStateChecked() const


description: Called when gameplay has fully ended

code: virtual void HandleMatchHasEnded()


description: Called when gameplay has fully started

code: virtual void HandleMatchHasStarted()


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


className: UGameStateComponent

description: GameStateComponent is an actor component made forAGameStateBaseand receives GameState events.


description: Gets the controller that owns the component, this will usually be null on clients

code: template<class T> T * GetController() const


description: Gets the pawn that owns the component, this will always be valid during gameplay but can return null in the editor

code: template<class T> T * GetPawn() const


code: template<class T> T * GetPawnChecked() const


description: Gets the player state that owns the component, this can return null on clients for player pawns that are still being replicated

code: template<class T> T * GetPlayerState() const


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


className: UPawnComponent

description: PawnComponent is an actor component made forAPawnand receives pawn events.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class UPawnComponent : public [UGameFrameworkComponent](API\Plugins\ModularGameplay\Components\UGameFrameworkComponent)


description: Copy properties which need to be saved in inactive PlayerState

code: virtual void CopyProperties ( [UPlayerStateComponent](API\Plugins\ModularGameplay\Components\UPlayerStateComponent) * TargetPlayerStateComponent )


description: Gets the pawn that owns the component, this will return null if the pawn does not exist or is still replicating


description: Gets the player state that owns the component, this will always be valid during gameplay but can return null in the editor


code: template<class T> T * GetPlayerStateChecked() const


description: Reset properties to default state

code: virtual void Reset()


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


className: UPlayerStateComponent

description: PlayerStateComponent is an actor component made forAPlayerStateand receives PlayerState events.


code: static [IModularGameplayModule](API\Plugins\ModularGameplay\IModularGameplayModule) & Get()


className: IModularGameplayModule

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


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

module: MotionTrajectory

code: virtual void ShutdownModule()


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

code: virtual void StartupModule()


className: FMotionTrajectoryModule

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


className: FMotionTrajectorySettings

description: Specifies the chosen domain parameters for trajectory sample retention and creation.

Seconds

type: float

description: Sample time horizon.


description: Approximate the behavior of theUCharacterMovementComponentduring ground locomotion.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Motion Trajectory") static void StepCharacterMovementGroundPrediction ( float InDeltaTime, const FVector & InVelocity, const FVector & InAcceleration, const [UCharacterMovementComponent](API\Runtime\Engine\GameFramework\UCharacterMovementComponent) * InCharacterMovementComponent, FVector & OutVelocity )


className: UCharacterMovementTrajectoryLibrary

description: Library of functions useful for generating trajectories based on the behavior of theUCharacterMovementComponent.


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

code: virtual void BeginPlay()


code: FRotator CalculateControllerRotationRate ( float DeltaSeconds, bool bShouldRemainVertical )


description: This can be used to override the facing used for trajectory calculation.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintNativeEvent, Category="Trajectory") FRotator GetFacingFromMeshComponent ( const [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * MeshComponent ) const


code: virtual FRotator GetFacingFromMeshComponent_Implementation ( const [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * MeshComponent ) const


description: Initializes the component. Occurs at level startup or actor spawn. This is before BeginPlay (Actor or Component). All Components in the level will be Initialized on load before any Actor/Component gets BeginPlay Requires component to be registered, and bWantsInitializeComponent to be true.

code: virtual void InitializeComponent()


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)() void OnMovementUpdated ( float DeltaSeconds, FVector OldLocation, FVector OldVelocity )


code: void UpdateHistory ( float DeltaSeconds )


code: void UpdatePrediction ( const FVector & PositionWS, const FQuat & FacingWS, const FVector & VelocityWS, const FVector & AccelerationWS, const FRotator & ControllerRotationRate )


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

code: virtual void UninitializeComponent()


description: This can be called when bAutoUpdateTrajectory is false to manually control when trajectory updates.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Trajectory") void UpdateTrajectory ( float DeltaSeconds )


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


className: UCharacterTrajectoryComponent

description: Component for generating trajectories usable by Motion Matching. This component generates trajectories fromACharacter. This is intended to provide an example and starting point for using Motion Matching with a common setup using the defaultUCharacterMovementComponent. It is expected work flow to extend or replace this component for projects that use a custom movement component or custom movement modes.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Blueprintable, BlueprintType, Meta=(BlueprintSpawnableComponent), Experimental) class UCharacterTrajectoryComponent : public [UActorComponent](API\Runtime\Engine\Components\UActorComponent)

bAutoUpdateTrajectory

type: bool

description: Bydefault the component will always update trajectory.

CharacterMovementComponent

type: TObjectPtr<UCh...

DesiredControllerRotationLastUpdate

type: FRotator

ForwardFacingCS

type: FQuat

description: Forward axis for the SkeletalMeshComponent. It's common for skeletal mesh and animation data to not be X forward.

HistoryLengthSeconds

description: This should generally match the longest history required by a Motion Matching Database in the project.

HistorySamplesPerSecond

description: Higher values will cost more storage and processing time, but give higher accuracy.

MaxControllerRotationRate

description: Maximum controller rotation rate in degrees per second used to clamp the character owner controller desired rotation to generate the prediction trajectory.

PredictionLengthSeconds

description: This should match the longest trajectory prediction required by a Motion Matching Database in the project.

RotateTowardsMovementSpeed

description: If the character is forward facing (i.e. bOrientRotationToMovement is true), this controls how quickly the trajectory will rotate to face acceleration.

SkelMeshComponent

type: TObjectPtr<USk...

Trajectory

type: FPoseSearchQuer...

description: Trajectory stored in world space so it can be directly passed to Motion Matching.


className: EMotionWarpRotationMethod

module: MotionWarping

code: enum EMotionWarpRotationMethod { Slerp, SlerpWithClampedRate, ConstantRate, }


className: EMotionWarpRotationType

code: enum EMotionWarpRotationType { Default, Facing, }


className: EWarpPointAnimProvider

description: Method used to extract the warp point from the animation

code: enum EWarpPointAnimProvider { None, Static, Bone, }


className: ERootMotionModifierState

description: The possible states of a Root Motion Modifier

code: enum ERootMotionModifierState { Waiting, Active, MarkedForRemoval, Disabled, }


className: FMotionDeltaTrack

BoneTransformTrack

type: TArray< FTransf...

DeltaRotationTrack

type: TArray< FRotato...

DeltaTranslationTrack

type: TArray< FVector...

TotalTranslation

type: FVector


code: void Init ( int32 InNumTracks )


className: FMotionDeltaTrackContainer

Tracks

type: TArray<FMotion...


className: CVarMotionWarpingDebug

code: static [TAutoConsoleVariable](API\Runtime\Core\HAL\TAutoConsoleVariable)< int32 > CVarMotionWarpingDebug;


className: CVarMotionWarpingDisable

code: static [TAutoConsoleVariable](API\Runtime\Core\HAL\TAutoConsoleVariable)< int32 > CVarMotionWarpingDisable;


className: CVarMotionWarpingDrawDebugDuration

code: static [TAutoConsoleVariable](API\Runtime\Core\HAL\TAutoConsoleVariable)< float > CVarMotionWarpingDrawDebugDuration;


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

code: virtual void ShutdownModule()


className: FMotionWarpingCVars

code: struct FMotionWarpingCVars


description: IModuleInterfaceimplementation

code: virtual void StartupModule()


className: FMotionWarpingModule

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


className: FMotionWarpingPreUpdate

code: class FMotionWarpingPreUpdate


code: FVector GetLocation() const


code: FTransform GetTargetTrasform() const


code: static FTransform GetTargetTransformFromComponent ( const [USceneComponent](API\Runtime\Engine\Components\USceneComponent) * Comp, const [FName](API\Runtime\Core\UObject\FName) & BoneName )


code: bool operator== ( const [FMotionWarpingTarget](API\Plugins\MotionWarping\FMotionWarpingTarget) & Other ) const


code: bool operator!= ( const [FMotionWarpingTarget](API\Plugins\MotionWarping\FMotionWarpingTarget) & Other ) const


code: FMotionWarpingTarget ( const [FName](API\Runtime\Core\UObject\FName) & InName, const FTransform & InTransform )


code: FMotionWarpingTarget ( const [FName](API\Runtime\Core\UObject\FName) & InName, const [USceneComponent](API\Runtime\Engine\Components\USceneComponent) * InComp, [FName](API\Runtime\Core\UObject\FName) InBoneName, bool bInbFollowComponent )


className: FMotionWarpingTarget

description: Represents a point of alignment in the world

bFollowComponent

description: Whether the target transform calculated from a component and an optional bone should be updated during the warp

BoneName

type: FName

description: Optional bone name in the component used to calculate the final target transform

Component

type: TWeakObjectPtr<...

description: Optional component used to calculate the final target transform

Location

description: When the warp target is created from a component this stores the location of the component at the time of creation, otherwise its the location supplied by the user

Name

description: Unique name for this warp target

Rotation

description: When the warp target is created from a component this stores the rotation of the component at the time of creation, otherwise its the rotation supplied by the user


className: FMotionWarpingUpdateContext

description: Context passed to any active root motion modifier during the update phase. Contains relevant data from the animation that contributed to root motion this frame (or in the past when replaying saved moves)


className: FMotionWarpingWindowData

AnimNotify

type: TObjectPtr<UAn...


className: FOnRootMotionModifierDelegate

code: class FOnRootMotionModifierDelegate


description: Creates a root motion modifier from the config class defined in the notify

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintNativeEvent, Category="Motion Warping") [URootMotionModifier](API\Plugins\MotionWarping\URootMotionModifier) * AddRootMotionModifier ( [UMotionWarpingComponent](API\Plugins\MotionWarping\UMotionWarpingComponent) * MotionWarpingComp, const [UAnimSequenceBase](API\Runtime\Engine\Animation\UAnimSequenceBase) * Animation, float StartTime, float EndTime ) const


description: Called from the MotionWarpingComp when this notify becomes relevant. See:UMotionWarpingComponent::Update

code: void OnBecomeRelevant ( [UMotionWarpingComponent](API\Plugins\MotionWarping\UMotionWarpingComponent) * MotionWarpingComp, const [UAnimSequenceBase](API\Runtime\Engine\Animation\UAnimSequenceBase) * Animation, float StartTime, float EndTime ) const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)() void OnRootMotionModifierActivate ( [UMotionWarpingComponent](API\Plugins\MotionWarping\UMotionWarpingComponent) * MotionWarpingComp, [URootMotionModifier](API\Plugins\MotionWarping\URootMotionModifier) * Modifier )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)() void OnRootMotionModifierUpdate ( [UMotionWarpingComponent](API\Plugins\MotionWarping\UMotionWarpingComponent) * MotionWarpingComp, [URootMotionModifier](API\Plugins\MotionWarping\URootMotionModifier) * Modifier )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)() void OnRootMotionModifierDeactivate ( [UMotionWarpingComponent](API\Plugins\MotionWarping\UMotionWarpingComponent) * MotionWarpingComp, [URootMotionModifier](API\Plugins\MotionWarping\URootMotionModifier) * Modifier )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintImplementableEvent, Category="Motion Warping") void OnWarpBegin ( [UMotionWarpingComponent](API\Plugins\MotionWarping\UMotionWarpingComponent) * MotionWarpingComp, [URootMotionModifier](API\Plugins\MotionWarping\URootMotionModifier) * Modifier ) const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintImplementableEvent, Category="Motion Warping") void OnWarpEnd ( [UMotionWarpingComponent](API\Plugins\MotionWarping\UMotionWarpingComponent) * MotionWarpingComp, [URootMotionModifier](API\Plugins\MotionWarping\URootMotionModifier) * Modifier ) const


code: virtual void ValidateAssociatedAssets()


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintImplementableEvent, Category="Motion Warping") void OnWarpUpdate ( [UMotionWarpingComponent](API\Plugins\MotionWarping\UMotionWarpingComponent) * MotionWarpingComp, [URootMotionModifier](API\Plugins\MotionWarping\URootMotionModifier) * Modifier ) const


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


description: AnimNotifyState used to define a motion warping window in the animation

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Meta=(DisplayName="Motion Warping")) class UAnimNotifyState_MotionWarping : public [UAnimNotifyState](API\Runtime\Engine\Animation\AnimNotifies\UAnimNotifyState)

RootMotionModifier

type: TObjectPtr<URo...


code: virtual FTransform ProcessRootMotion ( const FTransform & InRootMotion, float DeltaSeconds )


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


description: URootMotionModifier_SimpleWarp. DEPRECATED in favor ofURootMotionModifier_SkewWarp(kept for reference)

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Deprecated, Meta=(DisplayName="Simple Warp")) class UDEPRECATED_RootMotionModifier_SimpleWarp : public [URootMotionModifier_Warp](API\Plugins\MotionWarping\URootMotionModifier_Warp)


description: Add a new modifier

code: int32 AddModifier ( [URootMotionModifier](API\Plugins\MotionWarping\URootMotionModifier) * Modifier )


code: [URootMotionModifier](API\Plugins\MotionWarping\URootMotionModifier) * AddModifierFromTemplate ( [URootMotionModifier](API\Plugins\MotionWarping\URootMotionModifier) * Template, const [UAnimSequenceBase](API\Runtime\Engine\Animation\UAnimSequenceBase) * Animation, float StartTime, float EndTime )


description: Create and adds or update a target associated with a specified name

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Motion Warping") void AddOrUpdateWarpTargetFromTransform ( [FName](API\Runtime\Core\UObject\FName) WarpTargetName, FTransform TargetTransform )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Motion Warping") void AddOrUpdateWarpTargetFromComponent ( [FName](API\Runtime\Core\UObject\FName) WarpTargetName, const [USceneComponent](API\Runtime\Engine\Components\USceneComponent) * Component, [FName](API\Runtime\Core\UObject\FName) BoneName, bool bFollowComponent )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Motion Warping") void AddOrUpdateWarpTargetFromLocation ( [FName](API\Runtime\Core\UObject\FName) WarpTargetName, FVector TargetLocation )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Motion Warping") void AddOrUpdateWarpTargetFromLocationAndRotation ( [FName](API\Runtime\Core\UObject\FName) WarpTargetName, FVector TargetLocation, FRotator TargetRotation )


description: Adds or update a warp target

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Motion Warping") void AddOrUpdateWarpTarget ( const [FMotionWarpingTarget](API\Plugins\MotionWarping\FMotionWarpingTarget) & WarpTarget )


description: Check if we contain a RootMotionModifier for the supplied animation and time range

code: bool ContainsModifier ( const [UAnimSequenceBase](API\Runtime\Engine\Animation\UAnimSequenceBase) * Animation, float StartTime, float EndTime ) const


description: Mark all the modifiers as Disable

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Motion Warping") void DisableAllRootMotionModifiers()


code: bool FindAndUpdateWarpTarget ( const [FMotionWarpingTarget](API\Plugins\MotionWarping\FMotionWarpingTarget) & WarpTarget )


description: Find the target associated with a specified name

code: const [FMotionWarpingTarget](API\Plugins\MotionWarping\FMotionWarpingTarget) * FindWarpTarget ( const [FName](API\Runtime\Core\UObject\FName) & WarpTargetName ) const


description: Gets the character this component belongs to

code: [ACharacter](API\Runtime\Engine\GameFramework\ACharacter) * GetCharacterOwner() const


description: Returns properties that are replicated for the lifetime of the actor channel

code: virtual void GetLifetimeReplicatedProps ( [TArray](API\Runtime\Core\Containers\TArray)< [FLifetimeProperty](API\Runtime\CoreUObject\UObject\FLifetimeProperty) > & OutLifetimeProps ) const


description: Returns the list of root motion modifiers

code: const [TArray](API\Runtime\Core\Containers\TArray)< [URootMotionModifier](API\Plugins\MotionWarping\URootMotionModifier) * > & GetModifiers() const


description: Initializes the component. Occurs at level startup or actor spawn. This is before BeginPlay (Actor or Component). All Components in the level will be Initialized on load before any Actor/Component gets BeginPlay Requires component to be registered, and bWantsInitializeComponent to be true.

code: virtual void InitializeComponent()


code: FTransform ProcessRootMotionPreConvertToWorld ( const FTransform & InRootMotion, class [UCharacterMovementComponent](API\Runtime\Engine\GameFramework\UCharacterMovementComponent) * CharacterMovementComponent, float DeltaSeconds )


description: Removes the warp target associated with the specified key

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Motion Warping") int32 RemoveWarpTarget ( [FName](API\Runtime\Core\UObject\FName) WarpTargetName )


code: void Update ( float DeltaSeconds )


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


className: UMotionWarpingComponent

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

bSearchForWindowsInAnimsWithinMontages

description: Whether to look inside animations within montage when looking for warping windows

CharacterOwner

description: Character this component belongs to

Modifiers

type: TArray<TObject...

description: List of root motion modifiers

OnPreUpdate

type: FMotionWarpingP...

description: Event called before Root Motion Modifiers are updated

OriginalRootMotionAccum

type: TOptional< FVec...


description: root transform relative to the warp point bone at the supplied time

code: static FTransform CalculateRootTransformRelativeToWarpPointAtTime ( const [ACharacter](API\Runtime\Engine\GameFramework\ACharacter) & Character, const [UAnimSequenceBase](API\Runtime\Engine\Animation\UAnimSequenceBase) * Animation, float Time, const [FName](API\Runtime\Core\UObject\FName) & WarpPointBoneName )


description: root transform relative to the warp point transform at the supplied time

code: static FTransform CalculateRootTransformRelativeToWarpPointAtTime ( const [ACharacter](API\Runtime\Engine\GameFramework\ACharacter) & Character, const [UAnimSequenceBase](API\Runtime\Engine\Animation\UAnimSequenceBase) * Animation, float Time, const FTransform & WarpPointTransform )


description: Extract bone pose in component space for all bones in BoneContainer. If Animation is a Montage the pose is extracted from the first track

code: static void ExtractComponentSpacePose ( const [UAnimSequenceBase](API\Runtime\Engine\Animation\UAnimSequenceBase) * Animation, const [FBoneContainer](API\Runtime\Engine\FBoneContainer) & BoneContainer, float Time, bool bExtractRootMotion, [FCSPose](API\Runtime\Engine\FCSPose)< [FCompactPose](API\Runtime\Engine\FCompactPose) > & OutPose )


description: Extract bone pose in local space for all bones in BoneContainer. If Animation is a Montage the pose is extracted from the first track

code: static void ExtractLocalSpacePose ( const [UAnimSequenceBase](API\Runtime\Engine\Animation\UAnimSequenceBase) * Animation, const [FBoneContainer](API\Runtime\Engine\FBoneContainer) & BoneContainer, float Time, bool bExtractRootMotion, [FCompactPose](API\Runtime\Engine\FCompactPose) & OutPose )


description: Extract root bone transform at a given time

code: static FTransform ExtractRootTransformFromAnimation ( const [UAnimSequenceBase](API\Runtime\Engine\Animation\UAnimSequenceBase) * Animation, float Time )


description: Extract Root Motion transform from a contiguous position range

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Motion Warping") static FTransform ExtractRootMotionFromAnimation ( const [UAnimSequenceBase](API\Runtime\Engine\Animation\UAnimSequenceBase) * Animation, float StartTime, float EndTime )


description: All the MotionWarping windows within the supplied animation

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Motion Warping") static void GetMotionWarpingWindowsFromAnimation ( const [UAnimSequenceBase](API\Runtime\Engine\Animation\UAnimSequenceBase) * Animation, [TArray](API\Runtime\Core\Containers\TArray)< [FMotionWarpingWindowData](API\Plugins\MotionWarping\FMotionWarpingWindowData) > & OutWindows )


description: All the MotionWarping windows within the supplied animation for a given Warp Target

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Motion Warping") static void GetMotionWarpingWindowsForWarpTargetFromAnimation ( const [UAnimSequenceBase](API\Runtime\Engine\Animation\UAnimSequenceBase) * Animation, [FName](API\Runtime\Core\UObject\FName) WarpTargetName, [TArray](API\Runtime\Core\Containers\TArray)< [FMotionWarpingWindowData](API\Plugins\MotionWarping\FMotionWarpingWindowData) > & OutWindows )


className: UMotionWarpingUtilities

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


code: const [UAnimSequenceBase](API\Runtime\Engine\Animation\UAnimSequenceBase) * GetAnimation() const


description: Returns a pointer to the character that owns the component that owns this modifier

code: [ACharacter](API\Runtime\Engine\GameFramework\ACharacter) * GetCharacterOwner() const


description: Returns a pointer to the component that owns this modifier

code: [UMotionWarpingComponent](API\Plugins\MotionWarping\UMotionWarpingComponent) * GetOwnerComponent() const


description: Returns the state of the modifier


description: Called when the state of the modifier changes

code: virtual void OnStateChanged ( [ERootMotionModifierState](API\Plugins\MotionWarping\ERootMotionModifierState) LastState )


description: Sets the state of the modifier

code: void SetState ( [ERootMotionModifierState](API\Plugins\MotionWarping\ERootMotionModifierState) NewState )


code: virtual FTransform ProcessRootMotion ( const FTransform & InRootMotion, float DeltaSeconds )


code: virtual void Update ( const [FMotionWarpingUpdateContext](API\Plugins\MotionWarping\FMotionWarpingUpdateContext) & Context )


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


className: URootMotionModifier

description: URootMotionModifier.

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

ActualStartTime

type: float

description: Actual playback time when the modifier becomes active

Animation

description: Source of the root motion we are warping

CurrentPosition

description: Current playback time of the animation

EndTime

description: End time of the warping window

OnActivateDelegate

type: FOnRootMotionMo...

description: Delegate called when this modifier is activated (starts affecting the root motion)

OnDeactivateDelegate

description: Delegate called when this modifier is deactivated (stops affecting the root motion)

OnUpdateDelegate

description: Delegate called when this modifier updates while active (affecting the root motion)

PreviousPosition

description: Previous playback time of the animation

StartTime

description: Start time of the warping window

StartTransform

type: FTransform

description: Character owner transform at the time this modifier becomes active

Weight

description: Current blend weight of the animation


code: static [URootMotionModifier_AdjustmentBlendWarp](API\Plugins\MotionWarping\URootMotionModifier_AdjustmentBl-) * AddRootMotionModifierAdjustmentBlendWarp ( [UMotionWarpingComponent](API\Plugins\MotionWarping\UMotionWarpingComponent) * InMotionWarpingComp, const [UAnimSequenceBase](API\Runtime\Engine\Animation\UAnimSequenceBase) * InAnimation, float InStartTime, float InEndTime, [FName](API\Runtime\Core\UObject\FName) InWarpTargetName, [EWarpPointAnimProvider](API\Plugins\MotionWarping\EWarpPointAnimProvider) InWarpPointAnimProvider, FTransform InWarpPointAnimTransform, [FName](API\Runtime\Core\UObject\FName) InWarpPointAnimBoneName, bool bInWarpTranslation, bool bInIgnoreZAxis, bool bInWarpRotation, bool bInWarpIKBones, const [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & InIKBones )


code: static void AdjustmentBlendWarp ( const [FBoneContainer](API\Runtime\Engine\FBoneContainer) & BoneContainer, const [FCSPose](API\Runtime\Engine\FCSPose)< [FCompactPose](API\Runtime\Engine\FCompactPose) > & AdditivePose, const [FMotionDeltaTrackContainer](API\Plugins\MotionWarping\FMotionDeltaTrackContainer) & MotionDeltaTracks, [FAnimSequenceTrackContainer](API\Runtime\Engine\Animation\FAnimSequenceTrackContainer) & Output )


code: void DrawDebugWarpedTracks ( float DrawDuration ) const


code: void ExtractBoneTransformAtTime ( FTransform & OutTransform, const [FName](API\Runtime\Core\UObject\FName) & BoneName, float Time ) const


code: void ExtractBoneTransformAtTime ( FTransform & OutTransform, int32 TrackIndex, float Time ) const


code: void ExtractBoneTransformAtFrame ( FTransform & OutTransform, int32 TrackIndex, int32 Frame ) const


code: static void ExtractMotionDeltaFromRange ( const [FBoneContainer](API\Runtime\Engine\FBoneContainer) & BoneContainer, const [UAnimSequenceBase](API\Runtime\Engine\Animation\UAnimSequenceBase) * Animation, float StartTime, float EndTime, float SampleRate, [FMotionDeltaTrackContainer](API\Plugins\MotionWarping\FMotionDeltaTrackContainer) & OutMotionDeltaTracks )


code: static void GetAdjustmentBlendIKBoneTransformAndAlpha ( [ACharacter](API\Runtime\Engine\GameFramework\ACharacter) * Character, [FName](API\Runtime\Core\UObject\FName) BoneName, FTransform & OutTransform, float & OutAlpha )


code: void GetIKBoneTransformAndAlpha ( [FName](API\Runtime\Core\UObject\FName) BoneName, FTransform & OutTransform, float & OutAlpha ) const


description: Event called during update if the target transform changes while the warping is active

code: virtual void OnTargetTransformChanged()


code: void PrecomputeWarpedTracks()


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


description: EXPERIMENTAL: Marked with 'hidedropdown' to prevent it from showing up in the UI since it is not ready for production.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(HideDropDown, Meta=(DisplayName="Adjustment Blend Warp")) class URootMotionModifier_AdjustmentBlendWarp : public [URootMotionModifier_Warp](API\Plugins\MotionWarping\URootMotionModifier_Warp)

bWarpIKBones

type: bool

IKBones

type: TArray<FName>

Result

type: FAnimSequenceTr...


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Motion Warping") static [URootMotionModifier_Scale](API\Plugins\MotionWarping\URootMotionModifier_Scale) * AddRootMotionModifierScale ( [UMotionWarpingComponent](API\Plugins\MotionWarping\UMotionWarpingComponent) * InMotionWarpingComp, const [UAnimSequenceBase](API\Runtime\Engine\Animation\UAnimSequenceBase) * InAnimation, float InStartTime, float InEndTime, FVector InScale )


code: virtual FTransform ProcessRootMotion ( const FTransform & InRootMotion, float DeltaSeconds )


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


Scale

description: Vector used to scale each component of the translation


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Motion Warping") static [URootMotionModifier_SkewWarp](API\Plugins\MotionWarping\URootMotionModifier_SkewWarp) * AddRootMotionModifierSkewWarp ( [UMotionWarpingComponent](API\Plugins\MotionWarping\UMotionWarpingComponent) * InMotionWarpingComp, const [UAnimSequenceBase](API\Runtime\Engine\Animation\UAnimSequenceBase) * InAnimation, float InStartTime, float InEndTime, [FName](API\Runtime\Core\UObject\FName) InWarpTargetName, [EWarpPointAnimProvider](API\Plugins\MotionWarping\EWarpPointAnimProvider) InWarpPointAnimProvider, FTransform InWarpPointAnimTransform, [FName](API\Runtime\Core\UObject\FName) InWarpPointAnimBoneName, bool bInWarpTranslation, bool bInIgnoreZAxis, bool bInWarpRotation, [EMotionWarpRotationType](API\Plugins\MotionWarping\EMotionWarpRotationType) InRotationType, [EMotionWarpRotationMethod](API\Plugins\MotionWarping\EMotionWarpRotationMethod) InRotationMethod, float InWarpRotationTimeMultiplier, float InWarpMaxRotationRate )


code: static FVector WarpTranslation ( const FTransform & CurrentTransform, const FVector & DeltaTranslation, const FVector & TotalTranslation, const FVector & TargetLocation )


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


code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Meta=(DisplayName="Skew Warp")) class URootMotionModifier_SkewWarp : public [URootMotionModifier_Warp](API\Plugins\MotionWarping\URootMotionModifier_Warp)


code: FVector GetTargetLocation() const


code: FQuat GetTargetRotation() const


code: FRotator GetTargetRotator() const


code: void PrintLog ( const [FString](API\Runtime\Core\Containers\FString) & Name, const FTransform & OriginalRootMotion, const FTransform & WarpedRootMotion ) const


code: virtual void Update ( const [FMotionWarpingUpdateContext](API\Plugins\MotionWarping\FMotionWarpingUpdateContext) & Context )


code: FQuat WarpRotation ( const FTransform & RootMotionDelta, const FTransform & RootMotionTotal, float DeltaSeconds )


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


code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Abstract) class URootMotionModifier_Warp : public [URootMotionModifier](API\Plugins\MotionWarping\URootMotionModifier)

AddTranslationEasingCurve

type: TObjectPtr< cla...

description: Custom curve used to add translation when there is none to warp.

AddTranslationEasingFunc

type: EAlphaBlendOpti...

description: Easing function used when adding translation.

bIgnoreZAxis

description: Whether to ignore the Z component of the translation. Z motion will remain untouched

bWarpRotation

description: Whether to warp the rotation component of the root motion

bWarpTranslation

description: Whether to warp the translation component of the root motion

CachedOffsetFromWarpPoint

type: TOptional< FTra...

description: Cached of the offset from the warp target.

RotationMethod

type: EMotionWarpRota...

description: The method of rotation to use

RotationType

description: Whether rotation should be warp to match the rotation of the sync point or to face the sync point

WarpMaxRotationRate

description: Maximum rotation rate in degrees/sec. Will be the value used in constant rotation rate

WarpPointAnimProvider

type: EWarpPointAnimP...

WarpRotationTimeMultiplier

description: Allow to modify how fast the rotation is warped.

WarpTargetName

description: Name used to find the warp target for this modifier


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

module: MotorSimOutputMotoSynth

code: virtual void ShutdownModule()


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

code: virtual void StartupModule()


className: FMotorSimOutputMotoSynthModule

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


code: virtual void StartOutput()


code: virtual void StopOutput()


code: virtual void Update ( [FAudioMotorSimInputContext](API\Plugins\AudioMotorSim\FAudioMotorSimInputContext) & Input, [FAudioMotorSimRuntimeContext](API\Plugins\AudioMotorSim\FAudioMotorSimRuntimeContext) & RuntimeInfo )


className: FGrainTableEntry

module: MotoSynth

RPM

description: The RPM of the grain when it starts.


className: UMotorSimOutputMotoSynth

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


className: FGrainInitParams

code: struct FGrainInitParams

GrainView

type: TArrayView< con...


description: Retrieves the moto synth asset manager.

code: static [FMotoSynthAssetManager](API\Plugins\MotoSynth\FMotoSynthAssetManager) & Get()


className: FMotoSynthAssetManager

code: class FMotoSynthAssetManager


description: Returns the number of samples to render per callback.

code: virtual int32 GetDesiredNumSamplesToRenderPerCallback() const


description: Returns the min and max RPM range, taking into account the acceleration and deceleration data.

code: void GetRPMRange ( FVector2D & OutRPMRange )


code: void Init ( int32 InSampleRate )


description: Queries if the engine is enabled at all. Checks a cvar.

code: static bool IsMotoSynthEngineEnabled()


description: Called when a new buffer is required.

code: virtual int32 OnGenerateAudio ( float * OutAudio, int32 NumSamples )


description: Sets a pitch scale on the moto synth to scale up or down the pitch of the output.

code: void SetPitchScale ( float InPitchScale )


description: Sets the RPM directly. Used if the engine is in ManualRPM mode. Will be ignored if we're in simulation mode.

code: void SetRPM ( float InRPM, float InTimeSec )


code: virtual void SetSettings ( const [FMotoSynthRuntimeSettings](API\Plugins\MotoSynth\FMotoSynthRuntimeSettings) & InSettings )


description: Sets all the source data for the moto synth.

code: void SetSourceData ( uint32 AccelerationSourceID, uint32 DecelerationSourceID )


className: FMotoSynthEngine

description: Class for granulating an engine.

code: class FMotoSynthEngine : public [ISoundGenerator](API\Runtime\Engine\Sound\ISoundGenerator), public [IMotoSynthEngine](API\Plugins\MotoSynth\IMotoSynthEngine)


description: ISubmixBufferListener.

code: virtual void OnNewSubmixBuffer ( const [USoundSubmix](API\Runtime\Engine\Sound\USoundSubmix) * OwningSubmix, float * AudioData, int32 NumSamples, int32 NumChannels, const int32 InSampleRate, double AudioClock )


code: void SetPreviewRPMCurve ( const [FRichCurve](API\Runtime\Engine\Curves\FRichCurve) & InRPMCurve )


code: void SetSettings ( const [FMotoSynthRuntimeSettings](API\Plugins\MotoSynth\FMotoSynthRuntimeSettings) & InSettings )


code: virtual ~FMotoSynthEnginePreviewer()


className: FMotoSynthEnginePreviewer

description: FMotoSynthEnginePreviewerClass used to render the moto synth audio in the content browser. Used to preview the moto synth engine without running PIE.

code: class FMotoSynthEnginePreviewer : public [ISubmixBufferListener](API\Runtime\Engine\ISubmixBufferListener)


description: Generates a sample from the grain. Returns true if fading out.

code: float GenerateSample()


code: void Init ( const [FGrainInitParams](API\Plugins\MotoSynth\FGrainInitParams) & InInitParams )


description: Returns true if the grain is nearing its end (and a new grain needs to start fading in.

code: bool IsNearingEnd() const


description: Updates the grain's RPM.

code: void SetRPM ( int32 InRPM )


className: FMotoSynthGrainRuntime

code: class FMotoSynthGrainRuntime


description: If the grain is done.

code: bool IsDone() const


code: virtual void ShutdownModule()


code: virtual void StartupModule()


className: FMotoSynthModule

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


className: FMotoSynthRuntimeSettings

AccelerationSource

type: TObjectPtr<UMo...

description: Motosynth source to use for granular engine acceleration.

bGranularEngineEnabled

description: If the granular engine is enabled.

bNoiseEnabled

description: If the noise generator enabled.

bNoiseEnvelopeEnabled

description: If the noise generator has the envelope enabled.

bStereoWidenerEnabled

description: If the stereo widener is enabled.

bStereoWidenerFilterEnabled

description: Delay ratio of left/right channels for stereo widener effect.

bSynthToneEnabled

description: If the synth tone is enabled.

bSynthToneEnvelopeEnabled

description: Enable the synth tone envelope generator.

DecelerationSource

description: Motosynth source to use for granular engine deceleration.

GrainCrossfadeSamplesForConstantRPMs

description: Number of samples to cross fade grains when on a constant-RPM state. More crossfaded samples can reduce the robotic sound.

GrainTableRandomOffsetForConstantRPMs

description: Random grain table offset for cases where RPM is constant. Allows random shuffling of grains to avoid a robotic sound.

GranularEnginePitchScale

description: The pitch scale of the granular engine.

GranularEngineVolume

description: The volume of the granular engine.

NoiseAttackCurveRange

description: Noise envelope attack curve. 1.0 = linear growth, < 1.0 logorithmic growth, > 1.0 exponential growth.

NoiseAttackTimeMsecRange

description: Noise envelope attack time in milliseconds between min/max RPM.

NoiseDecayCurveRange

description: Noise envelope attack curve between min/max RPM. 1.0 = linear growth, < 1.0 logorithmic growth, > 1.0 exponential growth.

NoiseLPFRange

description: The filter frequency of the noise generator between min/max RPM.

NoiseVolumeRange

description: The volume of the noise source.

NumGrainTableEntriesPerGrain

description: How many grain-table entries to use per runtime grain.

NumSamplesToCrossfadeBetweenGrains

description: The volume of the granular engine.

StereoDelayMsec

description: If the stereo widener is enabled.

StereoFeedback

description: Amount of feedback for stereo widener.

StereoWidenerDryLevel

description: Dry level of stereo delay used for stereo widener.

StereoWidenerWetlevel

description: Wet level of stereo delay used for stereo widener.

SynthOctaveShift

description: Octave shift of the synth.

SynthToneAttackCurveRange

description: Synth tone envelope attack curve. 1.0 = linear growth, < 1.0 logorithmic growth, > 1.0 exponential growth.

SynthToneAttackTimeMsecRange

description: Synth tone envelope attack time in milliseconds between min/max RPM.

SynthToneDecayCurveRange

description: Synth tone envelope decay curve. 1.0 = linear decay, < 1.0 exponential decay, > 1.0 logarithmic decay.

SynthToneDecayTimeMsecRange

description: Synth tone decay time in milliseconds.

SynthToneFilterFrequencyRange

description: The filter frequency of the synth tone between min/max RPM.

SynthToneVolumeRange

description: The volume of the synth tone between min and max RPM.


description: ISubmixBufferListener.

code: virtual void OnNewSubmixBuffer ( const [USoundSubmix](API\Runtime\Engine\Sound\USoundSubmix) * OwningSubmix, float * AudioData, int32 NumSamples, int32 NumChannels, const int32 SampleRate, double AudioClock )


code: void SetAudioFile ( [TArrayView](API\Runtime\Core\Containers\TArrayView)< const int16 > & InAudioFile, int32 SampleRate )


code: void StartTestTone ( float InVolume )


code: void SetPitchCurve ( [FRichCurve](API\Runtime\Engine\Curves\FRichCurve) & InRPMCurve )


code: virtual ~FRPMEstimationPreviewTone()


className: FRPMEstimationPreviewTone

description: Class for playing a match tone for estimating RPMs.

code: class FRPMEstimationPreviewTone : public [ISubmixBufferListener](API\Runtime\Engine\ISubmixBufferListener)


code: void SetSettings ( const [FMotoSynthRuntimeSettings](API\Plugins\MotoSynth\FMotoSynthRuntimeSettings) & InSettings )


className: IMotoSynthEngine

code: class IMotoSynthEngine


description: Implemented by the synth component to create a generator object instead of generating audio directly on the synth component. This method prevents UObjects from having to exist in the audio render thread.

code: virtual ISoundGeneratorPtr CreateSoundGenerator ( const [FSoundGeneratorInitParams](API\Runtime\Engine\Sound\FSoundGeneratorInitParams) & InParams )


description: Retrieves RPM range of the moto synth, taking into account the acceleration and deceleration sources. The min RPM is the largest of the min RPms of either and the max RPM is min of the max RPMs of either.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="MotoSynth") void GetRPMRange ( float & OutMinRPM, float & OutMaxRPM )


description: Returns if the moto synth is enabled.

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


description: Sets the RPM of the granular engine directly.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="MotoSynth") void SetRPM ( float InRPM, float InTimeSec )


description: Sets a moto synth settings dynamically.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="MotoSynth") void SetSettings ( const [FMotoSynthRuntimeSettings](API\Plugins\MotoSynth\FMotoSynthRuntimeSettings) & InSettings )


code: USynthComponentMoto ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjInitializer )


className: USynthComponentMoto

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(ClassGroup=Synth, Meta=(BlueprintSpawnableComponent)) class USynthComponentMoto : public [USynthComponent](API\Runtime\AudioMixer\Components\USynthComponent)

MotoSynthPreset

description: The moto synth preset to use for the moto synth component.

RPM

description: Sets the starting RPM of the engine


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

code: virtual void BeginDestroy()


description: Dumps memory usage of the preset (i.e. of the source assets)


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

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


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

code: virtual void PostLoad()


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(Category="Engine Preview", Meta=(CallInEditor="true")) void StartEnginePreview()


className: UMotoSynthPreset

description: Asset used to store moto synth preset data.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(ClassGroup=Synth, Meta=(BlueprintSpawnableComponent)) class UMotoSynthPreset : public [UObject](API\Runtime\CoreUObject\UObject\UObject)

EnginePreviewer

type: FMotoSynthEngin...

description: The engine previewer which is using this preset.

EnginePreviewRPMCurve

type: FRuntimeFloatCu...

description: Engine preview RPM curve.

Settings

type: FMotoSynthRunti...