code: namespace UE { namespace AnimNext { constexpr [EReferencePoseGenerationFlags](API\Plugins\AnimNext\UE__AnimNext__EReferencePoseGene-) UE::AnimNext::operator& ( [EReferencePoseGenerationFlags](API\Plugins\AnimNext\UE__AnimNext__EReferencePoseGene-) Lhs, [EReferencePoseGenerationFlags](API\Plugins\AnimNext\UE__AnimNext__EReferencePoseGene-) Rhs ) } }


module: AnimToTexture

code: namespace AnimToTextureParamNames { static const [FName](API\Runtime\Core\UObject\FName) AnimToTextureParamNames::AutoPlay = TEXT("AutoPlay"); }


code: namespace AnimToTextureParamNames { static const [FName](API\Runtime\Core\UObject\FName) AnimToTextureParamNames::BonePositionTexture = TEXT("BonePositionTexture"); }


code: namespace AnimToTextureParamNames { static const [FName](API\Runtime\Core\UObject\FName) AnimToTextureParamNames::BoneRotationTexture = TEXT("BoneRotationTexture"); }


code: namespace AnimToTextureParamNames { static const [FName](API\Runtime\Core\UObject\FName) AnimToTextureParamNames::BoneWeightRowsPerFrame = TEXT("BoneWeightsRowsPerFrame"); }


code: namespace AnimToTextureParamNames { static const [FName](API\Runtime\Core\UObject\FName) AnimToTextureParamNames::BoneWeightsTexture = TEXT("BoneWeightsTexture"); }


code: namespace AnimToTextureParamNames { static const [FName](API\Runtime\Core\UObject\FName) AnimToTextureParamNames::EndFrame = TEXT("EndFrame"); }


code: namespace AnimToTextureParamNames { static const [FName](API\Runtime\Core\UObject\FName) AnimToTextureParamNames::Frame = TEXT("Frame"); }


code: namespace AnimToTextureParamNames { static const [FName](API\Runtime\Core\UObject\FName) AnimToTextureParamNames::NumBones = TEXT("NumBones"); }


code: namespace AnimToTextureParamNames { static const [FName](API\Runtime\Core\UObject\FName) AnimToTextureParamNames::MinBBox = TEXT("MinBBox"); }


code: namespace AnimToTextureParamNames { static const [FName](API\Runtime\Core\UObject\FName) AnimToTextureParamNames::NumFrames = TEXT("NumFrames"); }


code: namespace AnimToTextureParamNames { static const [FName](API\Runtime\Core\UObject\FName) AnimToTextureParamNames::RowsPerFrame = TEXT("RowsPerFrame"); }


code: namespace AnimToTextureParamNames { static const [FName](API\Runtime\Core\UObject\FName) AnimToTextureParamNames::SampleRate = TEXT("SampleRate"); }


code: namespace AnimToTextureParamNames { static const [FName](API\Runtime\Core\UObject\FName) AnimToTextureParamNames::SizeBBox = TEXT("SizeBBox"); }


code: namespace AnimToTextureParamNames { static const [FName](API\Runtime\Core\UObject\FName) AnimToTextureParamNames::StartFrame = TEXT("StartFrame"); }


code: namespace AnimToTextureParamNames { static const [FName](API\Runtime\Core\UObject\FName) AnimToTextureParamNames::UseFourInfluences = TEXT("UseFourInfluences"); }


code: namespace AnimToTextureParamNames { static const [FName](API\Runtime\Core\UObject\FName) AnimToTextureParamNames::UseTwoInfluences = TEXT("UseTwoInfluences"); }


code: namespace AnimToTextureParamNames { static const [FName](API\Runtime\Core\UObject\FName) AnimToTextureParamNames::UseUV0 = TEXT("UseUV0"); }


code: namespace AnimToTextureParamNames { static const [FName](API\Runtime\Core\UObject\FName) AnimToTextureParamNames::UseUV1 = TEXT("UseUV1"); }


code: namespace AnimToTextureParamNames { static const [FName](API\Runtime\Core\UObject\FName) AnimToTextureParamNames::UseUV2 = TEXT("UseUV2"); }


code: namespace AnimToTextureParamNames { static const [FName](API\Runtime\Core\UObject\FName) AnimToTextureParamNames::UseUV3 = TEXT("UseUV3"); }


code: namespace AnimToTextureParamNames { static const [FName](API\Runtime\Core\UObject\FName) AnimToTextureParamNames::VertexNormalTexture = TEXT("NormalTexture"); }


className: EAnimToTextureNumBoneInfluences

code: enum EAnimToTextureNumBoneInfluences { One, Two, Four, }


className: EAnimToTextureMode

code: enum EAnimToTextureMode { Vertex, Bone, }


code: namespace AnimToTextureParamNames { static const [FName](API\Runtime\Core\UObject\FName) AnimToTextureParamNames::VertexPositionTexture = TEXT("PositionTexture"); }


className: EAnimToTexturePrecision

code: enum EAnimToTexturePrecision { EightBits, SixteenBits, }


className: FAnimToTextureAnimSequenceInfo

AnimSequence

type: TObjectPtr<UAn...

bEnabled

type: bool

bUseCustomRange

description: Use Custom FrameRange

EndFrame

description: Animation End Frame (Inclusive)

StartFrame

description: Animation Start Frame


className: FAnimToTextureAutoPlayData

EndFrame

type: float

description: Last frame of animation

PlayRate

description: Rate for increasing and decreasing speed.

description: Starting frame for animation.

TimeOffset

description: Adds offset to time


className: FAnimToTextureFrameData

Frame

description: Frame to be played

PrevFrame

description: Previous Frame (this is needeed for motion blur)


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: FAnimToTextureModule

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


description: IModuleInterfaceimplementation

code: virtual void StartupModule()


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category=Default, Meta=(DisplayName="Get Bone Position Texture")) [UTexture2D](API\Runtime\Engine\Engine\UTexture2D) * BP_GetBonePositionTexture()


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category=Default, Meta=(DisplayName="Get Bone Rotation Texture")) [UTexture2D](API\Runtime\Engine\Engine\UTexture2D) * BP_GetBoneRotationTexture()


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category=Default, Meta=(DisplayName="Get Bone Weight Texture")) [UTexture2D](API\Runtime\Engine\Engine\UTexture2D) * BP_GetBoneWeightTexture()


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category=Default, Meta=(DisplayName="Get Skeletal Mesh")) [USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) * BP_GetSkeletalMesh()


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category=Default, Meta=(DisplayName="Get Static Mesh")) [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * BP_GetStaticMesh()


description: If we weren't in a plugin, we could unify this in a base class.

code: template<typename AssetType> static AssetType * GetAsset ( const [TSoftObjectPtr](API\Runtime\CoreUObject\UObject\TSoftObjectPtr)< AssetType > & AssetPointer )


code: [UTexture2D](API\Runtime\Engine\Engine\UTexture2D) * GetBoneRotationTexture() const


code: [UTexture2D](API\Runtime\Engine\Engine\UTexture2D) * GetBonePositionTexture() const


code: [UTexture2D](API\Runtime\Engine\Engine\UTexture2D) * GetBoneWeightTexture() const


description: Finds AnimSequenceIndexin the Animations Array. Only Enabled elements are returned. Returns -1 if not found.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=Default) int32 GetIndexFromAnimSequence ( const [UAnimSequence](API\Runtime\Engine\Animation\UAnimSequence) * Sequence )


code: [USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) * GetSkeletalMesh() const


code: [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * GetStaticMesh() const


code: [UTexture2D](API\Runtime\Engine\Engine\UTexture2D) * GetVertexNormalTexture() const


description: Updates all instances with the given Transforms and AutoPlayData

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="AnimToTexture|Playback") static bool BatchUpdateInstancesAutoPlayData ( [UInstancedStaticMeshComponent](API\Runtime\Engine\Components\UInstancedStaticMeshComponent) * InstancedMeshComponent, const [TArray](API\Runtime\Core\Containers\TArray)< [FAnimToTextureAutoPlayData](API\Plugins\AnimToTexture\FAnimToTextureAutoPlayData) > & AutoPlayData, const [TArray](API\Runtime\Core\Containers\TArray)< FMatrix > & Transforms, bool bMarkRenderStateDirty )


description: Updates all instances with the given Transforms and FrameData

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="AnimToTexture|Playback") static bool BatchUpdateInstancesFrameData ( [UInstancedStaticMeshComponent](API\Runtime\Engine\Components\UInstancedStaticMeshComponent) * InstancedMeshComponent, const [TArray](API\Runtime\Core\Containers\TArray)< [FAnimToTextureFrameData](API\Plugins\AnimToTexture\FAnimToTextureFrameData) > & FrameData, const [TArray](API\Runtime\Core\Containers\TArray)< FMatrix > & Transforms, bool bMarkRenderStateDirty )


code: [UTexture2D](API\Runtime\Engine\Engine\UTexture2D) * GetVertexPositionTexture() const


description: Returns an AutoPlayData with the Start and End Frame for the given AnimationIndex. If AnimationIndex is out of range, false will be returned.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="AnimToTexture|Playback") static bool GetAutoPlayDataFromDataAsset ( const [UAnimToTextureDataAsset](API\Plugins\AnimToTexture\UAnimToTextureDataAsset) * DataAsset, int32 AnimationIndex, [FAnimToTextureAutoPlayData](API\Plugins\AnimToTexture\FAnimToTextureAutoPlayData) & AutoPlayData, float TimeOffset, float PlayRate )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="AnimToTexture|Playback") static float GetFrame ( float Time, float StartFrame, float EndFrame, float TimeOffset, float PlayRate, float SampleRate )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="AnimToTexture|Playback") static bool GetFrameDataFromDataAsset ( const [UAnimToTextureDataAsset](API\Plugins\AnimToTexture\UAnimToTextureDataAsset) * DataAsset, int32 AnimationIndex, float Time, [FAnimToTextureFrameData](API\Plugins\AnimToTexture\FAnimToTextureFrameData) & AutoPlayData, float TimeOffset, float PlayRate )


className: UAnimToTextureDataAsset

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Blueprintable, BlueprintType) class UAnimToTextureDataAsset : public [UPrimaryDataAsset](API\Runtime\Engine\Engine\UPrimaryDataAsset)

AnimationIndex

description: AnimationIndexIndexof the animation to play.

Animations

type: TArray<FAnimTo...

AttachToSocket

type: FName

description: Bone used for Rigid Binding.

bAutoPlay

description: Material Layer Static Switches AutoPlay will use Engine Time for driving the animation.

bEnforcePowerOfTwo

description: Enforce Power Of Two on texture resolutions.

BonePositionTexture

type: TSoftObjectPtr<...

description: Texture for storing bone positions This is only used on Bone Mode

BoneRotationTexture

description: Texture for storing bone rotations This is only used on Bone Mode

BoneWeightTexture

description: Texture for storing vertex/bone weighting This is only used on Bone Mode

Frame

description: Frame to play When not using AutoPlay, user is responsible of setting the frame.

MaxHeight

description: Texture Max resolution of the texture. A smaller size will be used if the data fits.

Mode

type: EAnimToTextureM...

description: Storage Mode.

NumBoneInfluences

type: EAnimToTextureN...

description: Number of Bone Influences for deformation.

NumBones

description: Total Number of Bones

NumDriverTriangles

description: Number of Driver Triangles Each StaticMesh Vertex will be influenced by N SkeletalMesh (Driver) Triangles.

NumFrames

description: Info Total Number of Frames in all animations

Precision

type: EAnimToTextureP...

description: Texture Precision

RootTransform

type: FTransform

description: Animation Adds transformation to baked textures.

Sigma

description: Inverse Distance Weighting This exponent value will be used for computing weights for the DriverTriangles.

SkeletalLODIndex

description: SkeletalMesh LOD to bake.

SkeletalMesh

description: SkeletalMesh to bake animations from.

StaticLODIndex

description: StaticMesh LOD to bake to.

StaticMesh

description: StaticMesh to bake to.

UVChannel

description: StaticMesh UVChannelIndexfor storing vertex information.

VertexNormalTexture

description: Texture for storing vertex normals This is only used on Vertex Mode

VertexPositionTexture

description: Texture for storing vertex positions This is only used on Vertex Mode


description: Adds Instances and allocates the necessary CustomData.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="AnimToTexture|Playback") static bool SetupInstancedMeshComponent ( [UInstancedStaticMeshComponent](API\Runtime\Engine\Components\UInstancedStaticMeshComponent) * InstancedMeshComponent, int32 NumInstances, bool bAutoPlay )


description: Updates a single instance with given AutoPlayData

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="AnimToTexture|Playback") static bool UpdateInstanceAutoPlayData ( [UInstancedStaticMeshComponent](API\Runtime\Engine\Components\UInstancedStaticMeshComponent) * InstancedMeshComponent, int32 InstanceIndex, const [FAnimToTextureAutoPlayData](API\Plugins\AnimToTexture\FAnimToTextureAutoPlayData) & AutoPlayData, bool bMarkRenderStateDirty )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="AnimToTexture|Playback") static bool UpdateInstanceFrameData ( [UInstancedStaticMeshComponent](API\Runtime\Engine\Components\UInstancedStaticMeshComponent) * InstancedMeshComponent, int32 InstanceIndex, const [FAnimToTextureFrameData](API\Plugins\AnimToTexture\FAnimToTextureFrameData) & FrameData, bool bMarkRenderStateDirty )


className: UAnimToTextureInstancePlaybackLibrary


module: AnimToTextureEditor

code: namespace AnimToTexture_Private { template<class V, class C> void AnimToTexture_Private::VectorToColor ( const V & Vector, C & Color ) }


description: Writes list of skinweights into texture. The SkinWeights data is already in uint8 & uint16 format, no need for normalizing it.

code: namespace AnimToTexture_Private { template<class TextureSettings> bool AnimToTexture_Private::WriteSkinWeightsToTexture ( const [TArray](API\Runtime\Core\Containers\TArray)< [VertexSkinWeightFour](API\Plugins\AnimToTextureEditor\VertexSkinWeightFour) > & SkinWeights, const int32 NumBones, const int32 RowsPerFrame, const int32 Height, const int32 Width, [UTexture2D](API\Runtime\Engine\Engine\UTexture2D) * Texture ) }


description: Helper utility for writing 8 or 16 bits textures

code: namespace AnimToTexture_Private { template<class TextureSettings> bool AnimToTexture_Private::WriteToTexture ( [UTexture2D](API\Runtime\Engine\Engine\UTexture2D) * Texture, const uint32 Height, const uint32 Width, const [TArray](API\Runtime\Core\Containers\TArray)< typename TextureSettings::ColorType > & Data ) }


description: Writes list of vectors into texture Note: They must be pre-normalized.

code: namespace AnimToTexture_Private { template<class V, class TextureSettings> bool AnimToTexture_Private::WriteVectorsToTexture ( const [TArray](API\Runtime\Core\Containers\TArray)< V > & Vectors, const int32 NumFrames, const int32 RowsPerFrame, const int32 Height, const int32 Width, [UTexture2D](API\Runtime\Engine\Engine\UTexture2D) * Texture ) }


description: Generates a menubuilder for the specified objects.

code: virtual void GetActions ( const [TArray](API\Runtime\Core\Containers\TArray)< [UObject](API\Runtime\CoreUObject\UObject\UObject) * > & InObjects, [FMenuBuilder](API\Runtime\Slate\Framework\MultiBox\FMenuBuilder) & MenuBuilder )


description: Returns the categories that this asset type appears in. The return value is one or more flags from EAssetTypeCategories.

code: virtual uint32 GetCategories()


description: IAssetTypeActionsImplementation.

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


description: Returns array of sub-menu names that this asset type is parented under in the Asset Creation Context Menu.

code: virtual const [TArray](API\Runtime\Core\Containers\TArray)< [FText](API\Runtime\Core\Internationalization\FText) > & GetSubMenus() const


description: Get the supported class of this type.

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


description: Optionally returns a custom widget to overlay on top of this assets' thumbnail

code: virtual [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > GetThumbnailOverlay ( const [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) & AssetData ) const


description: Returns the color associated with this type

code: virtual [FColor](API\Runtime\Core\Math\FColor) GetTypeColor() const


className: FAnimToTextureAssetActions

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


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()


description: IModuleInterfaceimplementation

code: virtual void StartupModule()


className: FAnimToTextureEditorModule

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


className: CompressionSettings

code: static constexpr TextureCompressionSettings CompressionSettings = TextureCompressionSettings::TC_HDR;


className: DefaultColor

code: static constexpr [ColorType](API\Plugins\AnimToTextureEditor\FHighPrecision\ColorType) DefaultColor = { 0, 0, 0, 0 };


className: PixelFormat

code: static constexpr EPixelFormat PixelFormat = EPixelFormat::PF_R16G16B16A16_UNORM;


className: TextureSourceFormat

code: static constexpr ETextureSourceFormat TextureSourceFormat = ETextureSourceFormat::TSF_RGBA16;


className: FHighPrecision

code: struct FHighPrecision


code: static constexpr TextureCompressionSettings CompressionSettings = TextureCompressionSettings::TC_VectorDisplacementmap;


code: static constexpr EPixelFormat PixelFormat = EPixelFormat::PF_B8G8R8A8;


code: static constexpr ETextureSourceFormat TextureSourceFormat = ETextureSourceFormat::TSF_BGRA8;


className: FLowPrecision

code: struct FLowPrecision


description: Deforms Source Vertices with Driver Triangles.

code: void DeformVerticesAndNormals ( const [TArray](API\Runtime\Core\Containers\TArray)< FVector3f > & DriverVertices, [TArray](API\Runtime\Core\Containers\TArray)< FVector3f > & OutVertices, [TArray](API\Runtime\Core\Containers\TArray)< FVector3f > & OutNormals ) const


description: Returns Number of Source Vertices.

code: int32 GetNumSourceVertices() const


description: Returns Source Normals.

code: int32 GetSourceNormals ( [TArray](API\Runtime\Core\Containers\TArray)< FVector3f > & OutNormals ) const


description: Returns Source Vertices.

code: int32 GetSourceVertices ( [TArray](API\Runtime\Core\Containers\TArray)< FVector3f > & OutVertices ) const


description: Project SkinWeights.

code: void ProjectSkinWeights ( [TArray](API\Runtime\Core\Containers\TArray)< [VertexSkinWeightMax](API\Plugins\AnimToTextureEditor\VertexSkinWeightMax) > & OutSkinWeights ) const


code: void Update ( const [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * StaticMesh, const int32 StaticMeshLODIndex, const [USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) * SkeletalMesh, const int32 SkeletalMeshLODIndex, const int32 NumDrivers, const float Sigma )


code: FSourceMeshToDriverMesh()


code: static constexpr [ColorType](API\Plugins\AnimToTextureEditor\FLowPrecision\ColorType) DefaultColor = FColor(0, 0, 0, 0);


className: FSourceMeshToDriverMesh

description: Creates Mapping between StaticMesh (Source) and SkeletalMesh (Driver)

code: class FSourceMeshToDriverMesh


code: void Update ( const FVector3f & SourceVertex, const [TArray](API\Runtime\Core\Containers\TArray)< FVector3f > & DriverVertices, const [TArray](API\Runtime\Core\Containers\TArray)< FIntVector3 > & DriverTriangles, const [TArray](API\Runtime\Core\Containers\TArray)< [VertexSkinWeightMax](API\Plugins\AnimToTextureEditor\VertexSkinWeightMax) > & DriverSkinWeights, const int32 NumDrivers, const float Sigma )


className: FSourceVertexData

code: class FSourceVertexData

DriverTriangleData

type: TArray<FSource...

description: DriverTriangle Data specific to this SourceVertex.


className: FSourceVertexDriverTriangleData

code: struct FSourceVertexDriverTriangleData

SkinWeights

type: VertexSkinWeigh...


className: TVertexSkinWeight

code: template<uint16 NumInfluences> struct TVertexSkinWeight

BoneWeights

type: TStaticArray< u...


description: Bakes Animation Data into Textures.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Meta=(Category="AnimToTexture")) static bool AnimationToTexture ( [UAnimToTextureDataAsset](API\Plugins\AnimToTexture\UAnimToTextureDataAsset) * DataAsset )


description: Utility for converting SkeletalMesh into a StaticMesh

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="AnimToTexture") static [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * ConvertSkeletalMeshToStaticMesh ( [USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) * SkeletalMesh, const [FString](API\Runtime\Core\Containers\FString) PackageName, const int32 LODIndex )


description: Utility for setting a StaticMesh LightMapIndex.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="AnimToTexture") static bool SetLightMapIndex ( [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * StaticMesh, const int32 LODIndex, const int32 LightmapIndex, bool bGenerateLightmapUVs )


description: Updates a material's parameters to match those of an AnimToTexture DataAsset

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Meta=(Category="AnimToTexture")) static void UpdateMaterialInstanceFromDataAsset ( const [UAnimToTextureDataAsset](API\Plugins\AnimToTexture\UAnimToTextureDataAsset) * DataAsset, class [UMaterialInstanceConstant](API\Runtime\Engine\Materials\UMaterialInstanceConstant) * MaterialInstance, const EMaterialParameterAssociation MaterialParameterAssociation )


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


className: UAnimToTextureBPLibrary

description: The texture can store Vertex positions and normals or Bone positions and rotations.

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


className: VertexSkinWeightFour

code: typedef [TVertexSkinWeight](API\Plugins\AnimToTextureEditor\TVertexSkinWeight)< 4 > VertexSkinWeightFour


className: VertexSkinWeightMax

code: typedef [TVertexSkinWeight](API\Plugins\AnimToTextureEditor\TVertexSkinWeight)< 12 > VertexSkinWeightMax


description: Returns DestructibleComponent subobject

module: ApexDestruction


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

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


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


className: ADestructibleActor

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(HideCategories=(Input), ShowCategories=("Input|MouseInput", "Input|TouchInput"), ComponentWrapperClass) class ADestructibleActor : public [AActor](API\Runtime\Engine\GameFramework\AActor)

OnActorFracture

type: FActorFractureS...


className: deprecated

code: class deprecated ( "APEX is deprecated. Destruction in future will be supported using Chaos Destruction."" Please update your code to the new API before upgrading to the next release, otherwise your project will no longer compile." )


description: TheUSkeletalMeshpointer in the base class (SkinnedMeshComponent) MUST be a DestructibleMesh


description: Options for APEX asset import.

code: namespace EDestructibleImportOptions { enum Type { None = 0, PreserveSettings = 1<<0, } }


className: EImpactDamageOverride

description: Chunks up to the depth DefaultImpactDamageDepth will take impact damage, unless IDO_On or IDO_Off is chosen.

code: enum EImpactDamageOverride { IDO_None, IDO_On, IDO_Off, IDO_MAX, }


className: FActorFractureSignature

description: Delegate for notification when fracture occurs

code: class FActorFractureSignature


className: FComponentFractureSignature

code: class FComponentFractureSignature


className: FDestructibleAdvancedParameters

code: FDestructibleAdvancedParameters()


className: FDestructibleChunkParameters

code: FDestructibleChunkParameters()


className: FDestructibleDebrisParameters

code: FDestructibleDebrisParameters()


className: FDestructibleDepthParameters

description: Properties that may be set for all chunks at a particular depth in the fracture hierarchy.

code: FDestructibleDepthParameters()


className: FDestructibleParametersFlag

code: FDestructibleParametersFlag()


className: FDestructibleSpecialHierarchyDepths

description: Default constructor.

code: FDestructibleSpecialHierarchyDepths()


className: FFractureMaterial

description: Parameters to describe the application of U,V coordinates on a particular slice within a destructible.

InteriorElementIndex

description: The element index to use for the newly-created triangles.

Tangent

type: FVector

description: Object-space vector specifying surface tangent direction.

UAngle

description: Angle from tangent direction for the u coordinate axis. Default = 0.0f.

UVOffset

description: A UV origin offset for interior materials. Default = (0.0f,0.0f).

UVScale

description: The UV scale (geometric distance/unit texture distance) for interior materials.


description: Activates the SceneComponent, should be overridden by native child classes.

code: virtual void Activate ( bool bReset )


className: FUpdateChunksInfo

code: FUpdateChunksInfo ( int32 InChunkIndex, const FTransform & InWorldTM )


description: Add a force to a single rigid body. This is like a 'thruster'. Good for adding a burst over some (non zero) time. Should be called every frame for the duration of the force.

code: virtual void AddForce ( FVector Force, [FName](API\Runtime\Core\UObject\FName) BoneName, bool bAccelChange )


description: Add a force to a single rigid body at a particular location in world space. This is like a 'thruster'. Good for adding a burst over some (non zero) time. Should be called every frame for the duration of the force.

code: virtual void AddForceAtLocation ( FVector Force, FVector Location, [FName](API\Runtime\Core\UObject\FName) BoneName )


description: Add a force to a single rigid body at a particular location. Both Force and Location should be in body space. This is like a 'thruster'. Good for adding a burst over some (non zero) time. Should be called every frame for the duration of the force.

code: virtual void AddForceAtLocationLocal ( FVector Force, FVector Location, [FName](API\Runtime\Core\UObject\FName) BoneName )


description: Add an impulse to a single rigid body. Good for one time instant burst.

code: virtual void AddImpulse ( FVector Impulse, [FName](API\Runtime\Core\UObject\FName) BoneName, bool bVelChange )


description: Add an impulse to a single rigid body at a specific location.

code: virtual void AddImpulseAtLocation ( FVector Impulse, FVector Location, [FName](API\Runtime\Core\UObject\FName) BoneName )


className: FDestructibleDamageParameters

code: FDestructibleDamageParameters()


description: Add a force to all bodies in this component, originating from the supplied world-space location.

code: virtual void AddRadialForce ( FVector Origin, float Radius, float Strength, ERadialImpulseFalloff Falloff, bool bAccelChange )


description: Add an impulse to all rigid bodies in this component, radiating out from the specified position.

code: virtual void AddRadialImpulse ( FVector Origin, float Radius, float Strength, ERadialImpulseFalloff Falloff, bool bVelChange )


description: Take damage.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Components|Destructible") virtual void ApplyDamage ( float DamageAmount, const FVector & HitLocation, const FVector & ImpulseDir, float ImpulseStrength )


description: Take radius damage.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Components|Destructible") virtual void ApplyRadiusDamage ( float BaseDamage, const FVector & HurtOrigin, float DamageRadius, float ImpulseStrength, bool bFullDamage )


description: Used to detach physics objects before simulation begins. This is needed because at runtime we can't have simulated objects inside the attachment hierarchy

code: virtual void BeginPlay()


code: static int32 BoneIdxToChunkIdx ( int32 BoneIdx )


description: Calculate the bounds of the component. Default behavior is a bounding box/sphere of zero size.

code: virtual FBoxSphereBounds CalcBounds ( const FTransform & LocalToWorld ) const


description: Determines whether or not the simulate physics setting can be edited interactively on this component

code: virtual bool CanEditSimulatePhysics()


code: static int32 ChunkIdxToBoneIdx ( int32 ChunkIdx )


description: Deactivates the SceneComponent.

code: virtual void Deactivate()


description:
Collects custom navigable geometry of component.
true if regular navigable geometry exporting should be run as well

code: virtual bool DoCustomNavigableGeometryExport ( [FNavigableGeometryExport](API\Runtime\Engine\AI\FNavigableGeometryExport) & GeomExport ) const


description:
Returns BodyInstance of the component.
Returns the BodyInstance based on various states (does component have multiple bodies? Is the body welded to another body?)

code: virtual [FBodyInstance](API\Runtime\Engine\PhysicsEngine\FBodyInstance) * GetBodyInstance ( [FName](API\Runtime\Core\UObject\FName) BoneName, bool bGetWelded, int32 Index ) const


description: Return the BodySetup to use for this PrimitiveComponent (single body case)

code: virtual [UBodySetup](API\Runtime\Engine\PhysicsEngine\UBodySetup) * GetBodySetup()


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, BlueprintGetter, Category="Components|Destructible", Meta=(DeprecatedFunction, DeprecationMessage="Destructible mesh is now deprected, use UGeometryCollection instead")) UDestructibleMesh * GetDestructibleMesh()


description:
Get world-space socket transform.
Socket transform in world space if socket if found. Otherwise it will return component's transform in world space.

code: virtual FTransform GetSocketTransform ( [FName](API\Runtime\Core\UObject\FName) InSocketName, ERelativeTransformSpace TransformSpace ) const


description: Returns whether the specified body is currently using physics simulation

code: virtual bool IsAnySimulatingPhysics() const


description:
Trace a ray against just this component.
true if a hit is found

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


description: Called on each component when the Actor's bEnableCollisionChanged flag changes


description: Used to create any physics engine information for this component

code: virtual void OnCreatePhysicsState()


description: Used to shut down and physics engine structure for this component

code: virtual void OnDestroyPhysicsState()


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

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


description: Native callback when this component is moved

code: virtual void OnUpdateTransform ( EUpdateTransformFlags UpdateTransformFlags, ETeleportType Teleport )


description: Event called when a component is 'damaged', allowing for component class specific behaviour

code: virtual void ReceiveComponentDamage ( float DamageAmount, [FDamageEvent](API\Runtime\Engine\Engine\FDamageEvent) const & DamageEvent, [AController](API\Runtime\Engine\GameFramework\AController) * EventInstigator, [AActor](API\Runtime\Engine\GameFramework\AActor) * DamageCauser )


description: Update functions Refresh Bone Transforms Each class will need to implement this function Ideally this function should be atomic (not relying on Tick or any other update.)

code: virtual void RefreshBoneTransforms ( [FActorComponentTickFunction](API\Runtime\Engine\Engine\FActorComponentTickFunction) * TickFunction )


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

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


description: This method makes a chunk (fractured piece) visible or invisible.

code: void SetChunkVisible ( int32 ChunkIndex, bool bInVisible )


description: This method sets a chunk's (fractured piece's) world rotation and translation.

code: void SetChunkWorldRT ( int32 ChunkIndex, const FQuat & WorldRotation, const FVector & WorldTranslation )


description: Controls what kind of collision is enabled for this body

code: virtual void SetCollisionEnabled ( [ECollisionEnabled::Type](API\Runtime\Engine\Engine\ECollisionEnabled__Type) NewType )


description: Set Collision Profile Name This function is called by constructors when they set ProfileName This will change current CollisionProfileName to be this, and overwrite Collision Setting

code: virtual void SetCollisionProfileName ( [FName](API\Runtime\Core\UObject\FName) InCollisionProfileName, bool bUpdateOverlaps )


description: Changes all ResponseToChannels container for this PrimitiveComponent. to be NewResponse

code: virtual void SetCollisionResponseToAllChannels ( ECollisionResponse NewResponse )


description: Changes a member of the ResponseToChannels container for this PrimitiveComponent.

code: virtual void SetCollisionResponseToChannel ( ECollisionChannel Channel, ECollisionResponse NewResponse )


description: Changes the whole ResponseToChannels container for this PrimitiveComponent.

code: virtual void SetCollisionResponseToChannels ( const [FCollisionResponseContainer](API\Runtime\Engine\Engine\FCollisionResponseContainer) & NewReponses )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, BlueprintSetter, Category="Components|Destructible", Meta=(DeprecatedFunction, DeprecationMessage="Destructible mesh is now deprected, use UGeometryCollection instead")) void SetDestructibleMesh ( class UDestructibleMesh * NewMesh )


description: Enables/disables whether this component is affected by gravity. This applies only to components with bSimulatePhysics set to true.

code: virtual void SetEnableGravity ( bool bGravityEnabled )


description:
Changes the material applied to an element of the mesh.
the material used by the indexed element of this mesh.

code: virtual void SetMaterial ( int32 ElementIndex, [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * Material )


description: Sets whether or not a single body should use physics simulation, or should be 'fixed' (kinematic). Note that if this component is currently attached to something, beginning simulation will detach it.

code: virtual void SetSimulatePhysics ( bool bSimulate )


description: Change the SkeletalMesh that is rendered for this Component. Will re-initialize the animation tree etc.

code: virtual void SetSkeletalMesh ( [USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) * NewMesh, bool bReinitPose )


code: virtual bool ShouldUpdateTransform ( bool bLODHasChanged ) const


description:
Trace a shape against just this component.
true if a hit is found

code: virtual bool SweepComponent ( [FHitResult](API\Runtime\Engine\Engine\FHitResult) & OutHit, const FVector Start, const FVector End, const FQuat & ShapeWorldRotation, const [FCollisionShape](API\Runtime\PhysicsCore\FCollisionShape) & CollisionShape, bool bTraceComplex )


description: 'Wake' physics simulation for a single body.

code: virtual void WakeRigidBody ( [FName](API\Runtime\Core\UObject\FName) BoneName )


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


className: UDestructibleComponent

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(ClassGroup=Physics, HideCategories=(Object, Mesh, "Mesh|SkeletalAsset", "Components|SkinnedMesh", Mirroring, Activation, "Components|Activation"), Config=Engine, EditInlineNew, Meta=(BlueprintSpawnableComponent)) class UDestructibleComponent : public [USkinnedMeshComponent](API\Runtime\Engine\Components\USkinnedMeshComponent), public [IDestructibleInterface](API\Runtime\Engine\IDestructibleInterface)

bEnableHardSleeping

description: Enable "hard sleeping" for destruction-generated PxActors.

bFractureEffectOverride

type: uint32: 1

description: If set, use this actor's fracture effects instead of the asset's fracture effects.

FractureEffects

type: TArray< struct ...

description: Fracture effects for each fracture level. Used only if Fracture Effect Override is set.

LargeChunkThreshold

description: The minimum size required to treat chunks as Large.

OnComponentFracture

type: FComponentFract...

description: Called when a component is touched


module: AppleARKit

code: namespace ARKitUtil { static [UARPin](API\Runtime\AugmentedReality\UARPin) * ARKitUtil::PinFromComponent ( const [USceneComponent](API\Runtime\Engine\Components\USceneComponent) * Component, const [TArray](API\Runtime\Core\Containers\TArray)< [UARPin](API\Runtime\AugmentedReality\UARPin) * > & InPins ) }


code: namespace ARKitUtil { static [TArray](API\Runtime\Core\Containers\TArray)< [UARPin](API\Runtime\AugmentedReality\UARPin) * > ARKitUtil::PinsFromGeometry ( const [UARTrackedGeometry](API\Runtime\AugmentedReality\UARTrackedGeometry) * Geometry, const [TArray](API\Runtime\Core\Containers\TArray)< [UARPin](API\Runtime\AugmentedReality\UARPin) * > & InPins ) }


className: EARFaceTrackingFileWriterType

description: MERGE-TODO - this now seems to be private.

code: enum EARFaceTrackingFileWriterType { None, CSV, JSON, }


className: EARSaveWorldVersions

code: enum EARSaveWorldVersions { Default = 1, AddAlignmentTransform = 2, Latest = AddAlignmentTransform, }


className: ELivelinkTrackingType

code: enum ELivelinkTrackingType { FaceTracking, PoseTracking, }


className: FAppleARKitAvailability

code: class FAppleARKitAvailability


code: static bool IsSceneReconstructionSupported ( EARSessionType SessionType, EARSceneReconstruction SceneReconstructionMethod )


code: static bool IsSessionTrackingFeatureSupported ( EARSessionType SessionType, EARSessionTrackingFeature SessionTrackingFeature )


className: CachedMeshData

description: Global cached mesh data records, one for each anchor

code: static [TMap](API\Runtime\Core\Containers\TMap)< [FGuid](API\Runtime\Core\Misc\FGuid), [MeshDataPtr](API\Plugins\AppleARKit\FARKitMeshData\MeshDataPtr) > CachedMeshData;


className: FAppleARKitConversion

code: struct FAppleARKitConversion


description: Returns the cached data for a particular mesh anchor, identified by the GUID

code: static [MeshDataPtr](API\Plugins\AppleARKit\FARKitMeshData\MeshDataPtr) GetMeshData ( const [FGuid](API\Runtime\Core\Misc\FGuid) & InGuid )


description: Clears the cached data for all the mesh anchors

code: static void ClearAllMeshData()


description: Gets the object classification for a location in the world space SeeUARBlueprintLibrary::GetObjectClassificationAtLocation

code: bool GetClassificationAtLocation ( const FVector & InWorldLocation, const FTransform & InLocalToWorldTransform, uint8 & OutClassification, FVector & OutClassificationLocation, float MaxLocationDiff )


className: MeshDataPtr

code: typedef [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FARKitMeshData](API\Plugins\AppleARKit\FARKitMeshData), ESPMode::ThreadSafe > MeshDataPtr


description: Removes the cached data for a particular mesh anchor, identified by the GUID

code: static void RemoveMeshData ( const [FGuid](API\Runtime\Core\Misc\FGuid) & InGuid )


description: Updates a MR mesh with the data cached in a particular mesh data object

code: static void UpdateMRMesh ( const FTransform & MeshTransform, [MeshDataPtr](API\Plugins\AppleARKit\FARKitMeshData\MeshDataPtr) MeshData, [UMRMeshComponent](API\Runtime\MRMesh\UMRMeshComponent) * InMeshComponent )


className: GlobalLock

description: Lock protecting the access to CachedMeshData

code: static FCriticalSection GlobalLock;


className: FARKitMeshData

description: Represents a cached version of the data coming from an ARKit mesh anchor

code: class FARKitMeshData : public [IMRMesh::FBrickDataReceipt](API\Runtime\MRMesh\IMRMesh\FBrickDataReceipt)


code: FARWorldSaveHeader ( uint8 * Header )


className: FARWorldSaveHeader

code: struct FARWorldSaveHeader


className: FImageBlurParams

description: Parameters used to scale and blur an image

code: struct FImageBlurParams

GaussianBlurSigma

description: Sigma for the gaussian blur operation

ImageSizeScale

description: Scale applied to the original image before it's blurred


description: the max number of faces can be tracked at the same time


className: IAppleARKitFaceSupport

code: class IAppleARKitFaceSupport : public [IModularFeature](API\Runtime\Core\Features\IModularFeature)


code: virtual const [TArray](API\Runtime\Core\Containers\TArray)< FTransform > * GetRefPoseTransforms() const


description:
Publishes any body tracking AR data that needs to be sent to LiveLink. Done as a separate step because MakeAnchorData is called on an arbitrary thread and we can't access UObjects there safely
the set of body tracking anchors to dispatch

code: virtual void PublishLiveLinkData ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< FAppleARKitAnchorData > Anchor )


className: IAppleARKitPoseTrackingLiveLink

code: class IAppleARKitPoseTrackingLiveLink : public [IModularFeature](API\Runtime\Core\Features\IModularFeature)


description: UTextureinterface implementation.

code: virtual [FTextureResource](API\Runtime\Engine\FTextureResource) * CreateResource()


description: The material value type of this texture.

code: virtual EMaterialValueType GetMaterialType() const


description: the type of image held by the implementing object

code: virtual [EAppleTextureType](API\Plugins\AppleImageUtils\EAppleTextureType) GetTextureType() const


code: void UpdateFrame ( const FAppleARKitFrame & InFrame )


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


description: UTextureinterface implementation.

code: virtual void BeginDestroy()


description: Implemented by subclasses to create a new resource for the texture.


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


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


className: UAppleARKitOcclusionTexture

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(NotBlueprintType) class UAppleARKitOcclusionTexture : public [UARTexture](API\Runtime\AugmentedReality\UARTexture), public [IAppleImageInterface](API\Plugins\AppleImageUtils\IAppleImageInterface)


code: static void CreateFaceTrackingLogDir()


code: static void CreateImageLogDir()


description: Implementation of Exec that is called on all targets where UE_ALLOW_EXEC_COMMANDS is true

code: virtual bool Exec_Runtime ( [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld, const TCHAR * Cmd, [FOutputDevice](API\Runtime\Core\Misc\FOutputDevice) & Ar )


description: Accessors to the properties.


code: int32 GetGameThreadPriorityOverride()


code: int32 GetLiveLinkPublishingPort()


code: static [UTimecodeProvider](API\Runtime\Engine\Engine\UTimecodeProvider) * GetTimecodeProvider()


code: int32 GetRenderThreadPriorityOverride()


code: int32 GetWrittenCameraImageQuality()


code: float GetWrittenCameraImageScale()


code: bool IsFaceTrackingLoggingEnabled()


code: bool IsLiveLinkEnabledForFaceTracking()


code: bool IsLiveLinkEnabledForPoseTracking()


code: bool ShouldAdjustThreadPriorities()


code: bool ShouldFaceTrackingLogPerFrame()


code: bool ShouldWriteCameraImagePerFrame()


className: UAppleARKitSettings

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Config=Engine, defaultconfig) class UAppleARKitSettings : public [UObject](API\Runtime\CoreUObject\UObject\UObject), public [FSelfRegisteringExec](API\Runtime\Core\Misc\FSelfRegisteringExec)

ARKitTimecodeProvider

type: FString

description: Used to specify the timecode provider to use when identifying when an update occurred.

bAdjustThreadPrioritiesDuringARSession

type: bool

description: Whether to adjust thread priorities during an AR session or not

bFaceTrackingLogData

description: Whether file writing is enabled at all or not

bFaceTrackingWriteEachFrame

description: Whether to publish each frame or when the "FaceAR WriteCurveFile

bRequireARKitSupport

description: Where to write the curve files and image files

bShouldWriteCameraImagePerFrame

description: Whether to publish the camera image each frame

DefaultFaceTrackingDirection

type: EARFaceTracking...

description: The default tracking to use when tracking face blend shapes (face relative or mirrored).

DefaultFaceTrackingLiveLinkSubjectName

description: The default name to use when publishing face tracking name If multiple faces are tracked, the subject name for the faces will be: #1: DefaultFaceTrackingLiveLinkSubjectName #2: DefaultFaceTrackingLiveLinkSubjectName-1 #3: DefaultFaceTrackingLiveLinkSubjectName-2, etc

DefaultPoseTrackingLiveLinkSubjectName

description: The default name to use when publishing pose tracking name

FaceTrackingFileWriterType

description: The type of face AR publisher that writes to disk to create

GameThreadPriorityOverride

description: The game thread priority to change to when an AR session is running, default is 47

LiveLinkPublishingPort

description: The port to use when listening/sending LiveLink face blend shapes via the network

LivelinkTrackingTypes

type: TArray<ELiveli...

description: Livelink tracking type. To publish face blend shapes, or body pose data to LiveLink, or none

RenderThreadPriorityOverride

description: The render thread priority to change to when an AR session is running, default is 45

WrittenCameraImageQuality

description: The quality setting to generate the jpeg images at.

WrittenCameraImageRotation

type: ETextureRotatio...

description: Defaults to none. Use Right when in portrait mode

WrittenCameraImageScale

description: The scale to write the images at. Used to reduce data footprint


description: UTextureinterface implementation.

code: virtual void BeginDestroy()


description: Implemented by subclasses to create a new resource for the texture.

code: virtual [FTextureResource](API\Runtime\Engine\FTextureResource) * CreateResource()


description: The material value type of this texture.

code: virtual EMaterialValueType GetMaterialType() const


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


description: the type of image held by the implementing object

code: virtual [EAppleTextureType](API\Plugins\AppleImageUtils\EAppleTextureType) GetTextureType() const


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


className: EARFaceComponentTransformMixing

module: AppleARKitFaceSupport

code: enum EARFaceComponentTransformMixing { ComponentOnly, ComponentLocationTrackedRotation, ComponentWithTracked, TrackingOnly, }


description: Creates the publisher that will write the curve data to disk


description: Creates the singleton listener that will receive remote events and publish them locally


description: Creates the publisher that will send remote events to a specified IP

code: static [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IARKitBlendShapePublisher](API\Plugins\AppleARKitFaceSupport\IARKitBlendShapePublisher), ESPMode::ThreadSafe > CreateLiveLinkRemotePublisher ( const [FString](API\Runtime\Core\Containers\FString) & RemoteAddr )


description: Creates a face mesh source that will autobind to the tracked face mesh


className: FAppleARKitLiveLinkSourceFactory

description: Factory that creates and registers the sources with the LiveLink client

code: class FAppleARKitLiveLinkSourceFactory


code: float GetAmountAsFloat() const


code: EARFaceBlendShape GetBlendShape() const


className: InvScale

code: static constexpr float InvScale = 1.f / Scale;


code: static bool IsDifferentEnough ( float Val1, float Val2 )


code: bool NetSerialize ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar, class [UPackageMap](API\Runtime\CoreUObject\UObject\UPackageMap) * Map, bool & bOutSuccess )


className: Scale

code: static constexpr float Scale = 127.f;


code: FNetQuantizeFaceCurve()


code: FNetQuantizeFaceCurve ( EARFaceBlendShape InBlendShape, float InAmount )


className: FNetQuantizeFaceCurve

description: Packs the curve into 2 bytes with the amount being +/- 127


code: void PublishBlendShapes ( [FName](API\Runtime\Core\UObject\FName) SubjectName, const [FQualifiedFrameTime](API\Runtime\Core\Misc\FQualifiedFrameTime) & FrameTime, const FARBlendShapeMap & BlendShapes, [FName](API\Runtime\Core\UObject\FName) DeviceID )


code: virtual void SetTimecodeProvider ( [UTimecodeProvider](API\Runtime\Engine\Engine\UTimecodeProvider) * InTimecodeProvider )


className: IARKitBlendShapePublisher

description: Interface that publishes face ar blend shape information

code: class IARKitBlendShapePublisher


className: ILiveLinkSourceARKit

description: Interface that publishes face ar blend shape information via LiveLink

code: class ILiveLinkSourceARKit : public [IARKitBlendShapePublisher](API\Plugins\AppleARKitFaceSupport\IARKitBlendShapePublisher), public [ILiveLinkSource](API\Runtime\LiveLinkInterface\ILiveLinkSource)


className: WithNetSerializer

code: enum &123; WithNetSerializer = true &125;


className: WithNetSharedSerialization

code: enum &123; WithNetSharedSerialization = true &125;


code: template<> struct TStructOpsTypeTraits< FNetQuantizeFaceCurve > : public [TStructOpsTypeTraitsBase2< FNetQuantizeFaceCurve >](API\Runtime\CoreUObject\UObject\TStructOpsTypeTraitsBase2)


description: Create the initial face mesh from raw mesh data

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Components|ARFaceMesh", Meta=(DisplayName="Create Face Mesh", AutoCreateRefTerm="UV0")) void CreateMesh ( const [TArray](API\Runtime\Core\Containers\TArray)< FVector > & Vertices, const [TArray](API\Runtime\Core\Containers\TArray)< int32 > & Triangles, const [TArray](API\Runtime\Core\Containers\TArray)< FVector2D > & UV0 )


description:
Returns the value of the specified blend shape
the current amount the blend shape should be applied

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Components|ARFaceMesh") float GetFaceBlendShapeAmount ( EARFaceBlendShape BlendShape ) const


description: Returns the frame number that was last used to update this component

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Components|ARFaceMesh") int32 GetLastUpdateFrameNumber() const


description: Returns the frame timestamp that was last used to update this component

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Components|ARFaceMesh") float GetLastUpdateTimestamp() const


description: Get the transform that the AR camera has detected

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Components|ARFaceMesh") FTransform GetTransform() const


description: Starts LiveLink publishing of this face component's data so that it can be used by the animation system

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Components|ARFaceMesh") void PublishViaLiveLink ( [FName](API\Runtime\Core\UObject\FName) SubjectName )


description: If auto bind is true, then this component will update itself from the local face tracking data each tick. If auto bind is off, ticking is disabled

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Components|ARFaceMesh", Meta=(DisplayName="Modify auto bind to local face tracking")) void SetAutoBind ( bool bAutoBind )


description: Sets the amount for a given blend shape

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Components|ARFaceMesh", Meta=(DisplayName="Set the value of a Blend Shape")) void SetBlendShapeAmount ( EARFaceBlendShape BlendShape, float Amount )


description: Set all of the blend shapes for this instance from a set of blend shapes

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Components|ARFaceMesh", Meta=(DisplayName="Create Face Mesh from Blend Shapes")) void SetBlendShapes ( const [TMap](API\Runtime\Core\Containers\TMap)< EARFaceBlendShape, float > & InBlendShapes )


description: Updates the face mesh vertices. The topology and UVs do not change post creation so only vertices are updated

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Components|ARFaceMesh", Meta=(DisplayName="Update Mesh Section FColor")) void UpdateMesh ( const [TArray](API\Runtime\Core\Containers\TArray)< FVector > & Vertices )


description: Create/replace the face mesh from the current set of blend shapes if the device supports it

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Components|ARFaceMesh", Meta=(DisplayName="Update Face Mesh from Blend Shapes")) void UpdateMeshFromBlendShapes()


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


className: UAppleARKitFaceMeshComponent

description: This component is updated by the ARSystem with face data on devices that have support for it

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(HideCategories=(Object, LOD, "Components|ProceduralMesh"), Meta=(BlueprintSpawnableComponent), ClassGroup="AR") class UAppleARKitFaceMeshComponent : public [UProceduralMeshComponent](API\Plugins\ProceduralMeshComponent\UProceduralMeshComponent)

bAutoBindToLocalFaceMesh

description: If true, the mesh data will come from the local ARKit face mesh data.

bFlipTrackedRotation

description: If true, the face mesh will be rotated to face out of the screen (-X) rather than into the screen (+X) and corresponding axises to match

bWantsCollision

description: Indicates whether collision should be created for this face mesh.

bWantsMeshUpdates

description: Indicates whether the face mesh data should be built for rendering or not

FaceMaterial

type: TObjectPtr< cla...

description: Used when rendering the face mesh (mostly debug reasons)

LiveLinkSubjectName

type: FName

description: Used to identify this component's face ar data uniquely as part of the LiveLink animation pipeline

RemoteCurves

type: TArray<FNetQua...

description: The set of changed curves to replicate to the other clients

TransformSetting

type: EARFaceComponen...

description: Determines how the transform from tracking data and the component's transform are mixed together


description: Creates a face mesh source that will autobind to the tracked face mesh

module: AppleARKitPoseTrackingLiveLink


description: Factory that creates and registers the sources with the LiveLink client


code: const [TArray](API\Runtime\Core\Containers\TArray)< FTransform > * GetRefPoseTransforms() const


code: void UpdateLiveLink ( [FName](API\Runtime\Core\UObject\FName) SubjectName, const [FTimecode](API\Runtime\Core\Misc\FTimecode) & Timecode, uint32 FrameRate, const [FARPose3D](API\Runtime\AugmentedReality\FARPose3D) & PoseData, const [FARPose3D](API\Runtime\AugmentedReality\FARPose3D) & RefPoseData, [FName](API\Runtime\Core\UObject\FName) DeviceID )


className: ILiveLinkSourceARKitPoseTracking

description: Interface that publishes face ar blend shape information via LiveLink

code: class ILiveLinkSourceARKitPoseTracking : public [ILiveLinkSource](API\Runtime\LiveLinkInterface\ILiveLinkSource)


className: EAppleTextureType

module: AppleImageUtils

code: enum EAppleTextureType { Unknown, Image, PixelBuffer, Surface, MetalTexture, }


className: ETextureRotationDirection

code: enum ETextureRotationDirection { None, Left, Right, Down, LeftMirrored, RightMirrored, DownMirrored, UpMirrored, }


className: FAppleImageConversionDelegate

code: class FAppleImageConversionDelegate


code: static bool SupportsImageUtils10()


code: static bool SupportsImageUtils20()


code: static bool SupportsImageUtils21()


className: FAppleImageUtilsAvailability

code: class FAppleImageUtilsAvailability


description: the size of the converted image

code: virtual FIntPoint GetConvertedImageSize() const


description: how long it took this task to complete

code: virtual float GetElapsedTime() const


description: information about the error if there was one

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


description: whether the task succeeded or not

code: virtual bool HadError() const


description: whether the task has completed or not

code: virtual bool IsDone() const


code: FAppleImageUtilsConversionTaskBase()


className: FAppleImageUtilsConversionTaskBase

description: Base class for implementing IAppleImageUtilsCompressionTasks

code: class FAppleImageUtilsConversionTaskBase : public [IAppleImageUtilsConversionTask](API\Plugins\AppleImageUtils\IAppleImageUtilsConversionTask)

bHadError

type: FThreadSafeBool

EndTime

type: double


className: FAppleImageUtilsImageConversionResult

ImageData

type: TArray< uint8 >


description: the type of image held by the implementing object


className: IAppleImageInterface

description: Base class for accessing the raw Apple image data

code: class IAppleImageInterface


description: the size of the converted image

code: FIntPoint GetConvertedImageSize() const


description: the data once the task has completed or empty array if still in progress. NOTE: this should use MoveTemp() to avoid duplication so call once :)

code: [TArray](API\Runtime\Core\Containers\TArray)< uint8 > GetData()


description: how long it took this task to complete

code: float GetElapsedTime() const


description: whether the task succeeded or not

code: bool HadError() const


description: whether the task has completed or not

code: bool IsDone() const


className: IAppleImageUtilsConversionTask

description: Interface to access the async compression request

code: class IAppleImageUtilsConversionTask


description:
Converts a image to an array of HEIF data in a background task
the async task that is doing the conversion

code: [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FAppleImageUtilsConversionTaskBase](API\Plugins\AppleImageUtils\FAppleImageUtilsConversionTaskBa-), ESPMode::ThreadSafe > ConvertToHEIF ( [UTexture](API\Runtime\Engine\Engine\UTexture) * SourceImage, int32 Quality, bool bWantColor, bool bUseGpu, float Scale, [ETextureRotationDirection](API\Plugins\AppleImageUtils\ETextureRotationDirection) Rotate )


description:
Converts a image to an array of JPEG data in a background task
the async task that is doing the conversion

code: [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FAppleImageUtilsConversionTaskBase](API\Plugins\AppleImageUtils\FAppleImageUtilsConversionTaskBa-), ESPMode::ThreadSafe > ConvertToJPEG ( [UTexture](API\Runtime\Engine\Engine\UTexture) * SourceImage, int32 Quality, bool bWantColor, bool bUseGpu, float Scale, [ETextureRotationDirection](API\Plugins\AppleImageUtils\ETextureRotationDirection) Rotate )


description:
Converts a image to an array of PNG data in a background task
the async task that is doing the conversion

code: [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FAppleImageUtilsConversionTaskBase](API\Plugins\AppleImageUtils\FAppleImageUtilsConversionTaskBa-), ESPMode::ThreadSafe > ConvertToPNG ( [UTexture](API\Runtime\Engine\Engine\UTexture) * SourceImage, bool bWantColor, bool bUseGpu, float Scale, [ETextureRotationDirection](API\Plugins\AppleImageUtils\ETextureRotationDirection) Rotate )


description:
Converts a image to an array of TIFF data in a background task
the async task that is doing the conversion

code: [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FAppleImageUtilsConversionTaskBase](API\Plugins\AppleImageUtils\FAppleImageUtilsConversionTaskBa-), ESPMode::ThreadSafe > ConvertToTIFF ( [UTexture](API\Runtime\Engine\Engine\UTexture) * SourceImage, bool bWantColor, bool bUseGpu, float Scale, [ETextureRotationDirection](API\Plugins\AppleImageUtils\ETextureRotationDirection) Rotate )


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

code: static [IAppleImageUtilsPlugin](API\Plugins\AppleImageUtils\IAppleImageUtilsPlugin) & Get()


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

code: static bool IsAvailable()


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

code: static [IAppleImageUtilsPlugin](API\Plugins\AppleImageUtils\IAppleImageUtilsPlugin) & Load()


className: IAppleImageUtilsPlugin

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


description: Dummy class needed to support Cast(Object)

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


className: UAppleImageInterface

description: Dummy class needed to support Cast(Object).

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


description: Converts a image to an array of JPEG data in a background task

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Meta=(BlueprintInternalUseOnly="true", DisplayName="Convert To JPEG"), Category="Image Conversion") static [UAppleImageUtilsBaseAsyncTaskBlueprintProxy](API\Plugins\AppleImageUtils\UAppleImageUtilsBaseAsyncTaskBlu-) * CreateProxyObjectForConvertToJPEG ( [UTexture](API\Runtime\Engine\Engine\UTexture) * SourceImage, int32 Quality, bool bWantColor, bool bUseGpu, float Scale, [ETextureRotationDirection](API\Plugins\AppleImageUtils\ETextureRotationDirection) Rotate )


description: Converts a image to an array of HEIF data in a background task

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Meta=(BlueprintInternalUseOnly="true", DisplayName="Convert To HEIF"), Category="Image Conversion") static [UAppleImageUtilsBaseAsyncTaskBlueprintProxy](API\Plugins\AppleImageUtils\UAppleImageUtilsBaseAsyncTaskBlu-) * CreateProxyObjectForConvertToHEIF ( [UTexture](API\Runtime\Engine\Engine\UTexture) * SourceImage, int32 Quality, bool bWantColor, bool bUseGpu, float Scale, [ETextureRotationDirection](API\Plugins\AppleImageUtils\ETextureRotationDirection) Rotate )


description: Converts a image to an array of TIFF data in a background task

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Meta=(BlueprintInternalUseOnly="true", DisplayName="Convert To TIFF"), Category="Image Conversion") static [UAppleImageUtilsBaseAsyncTaskBlueprintProxy](API\Plugins\AppleImageUtils\UAppleImageUtilsBaseAsyncTaskBlu-) * CreateProxyObjectForConvertToTIFF ( [UTexture](API\Runtime\Engine\Engine\UTexture) * SourceImage, bool bWantColor, bool bUseGpu, float Scale, [ETextureRotationDirection](API\Plugins\AppleImageUtils\ETextureRotationDirection) Rotate )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Meta=(BlueprintInternalUseOnly="true", DisplayName="Convert To PNG"), Category="Image Conversion") static [UAppleImageUtilsBaseAsyncTaskBlueprintProxy](API\Plugins\AppleImageUtils\UAppleImageUtilsBaseAsyncTaskBlu-) * CreateProxyObjectForConvertToPNG ( [UTexture](API\Runtime\Engine\Engine\UTexture) * SourceImage, bool bWantColor, bool bUseGpu, float Scale, [ETextureRotationDirection](API\Plugins\AppleImageUtils\ETextureRotationDirection) Rotate )


description: Return the stat id to use for this tickable

code: virtual [TStatId](API\Runtime\Core\Stats\TStatId) GetStatId() const


description:
Virtual that can be overloaded by the inheriting class. It is used to determine whether an object is ready to be ticked. This is required for example for allUObjectderived classes as they might be loaded async and therefore won't be ready immediately.
true if object is ready to be ticked, false otherwise.

code: virtual bool IsTickable() const


description: Pure virtual that must be overloaded by the inheriting class. It will be called from within LevelTick.cpp after ticking all actors or from the rendering thread (depending on bIsRenderingThreadObject)

code: virtual void Tick ( float DeltaTime )


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


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

ConversionResult

type: FAppleImageUtil...

ConversionTask

type: TSharedPtr<FAp...

description: The async task to check duringTick()

OnFailure

type: FAppleImageConv...


module: AppleImageUtilsBlueprintSupport

code: UK2Node_ConvertToHEIF ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class UK2Node_ConvertToHEIF : public [UK2Node_BaseAsyncTask](API\Editor\BlueprintGraph\UK2Node_BaseAsyncTask)


code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class UK2Node_ConvertToJPEG : public [UK2Node_BaseAsyncTask](API\Editor\BlueprintGraph\UK2Node_BaseAsyncTask)


code: UK2Node_ConvertToJPEG ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class UK2Node_ConvertToTIFF : public [UK2Node_BaseAsyncTask](API\Editor\BlueprintGraph\UK2Node_BaseAsyncTask)


code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class UK2Node_ConvertToPNG : public [UK2Node_BaseAsyncTask](API\Editor\BlueprintGraph\UK2Node_BaseAsyncTask)


code: UK2Node_ConvertToPNG ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


code: UK2Node_ConvertToTIFF ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: EAppleProResEncoderCodec

module: AppleProResMedia

code: enum EAppleProResEncoderCodec { ProRes_422Proxy, ProRes_422LT, ProRes_422, ProRes_422HQ, ProRes_4444, ProRes_4444XQ, }


className: EAppleProResEncoderColorPrimaries

code: enum EAppleProResEncoderColorPrimaries { CD_SDREC601_525_60HZ, CD_SDREC601_625_50HZ, CD_HDREC709, }


className: EAppleProResEncoderScanMode

code: enum EAppleProResEncoderScanMode { IM_PROGRESSIVE_SCAN, IM_INTERLACED_TOP_FIELD_FIRST, IM_INTERLATED_BOTTOM_FIRST_FIRST, }


description: Finalize the video file and finish writing it to disk. Called by the destructor if not automatically called.

code: void Finalize()


className: FTimecodePayload

code: struct FTimecodePayload : public [IImagePixelDataPayload](API\Runtime\ImageWriteQueue\IImagePixelDataPayload)


description: Call to initialize the Sink Writer. This must be done before attempting to write data to it.

code: bool Initialize()


description: Appends a new audio sample onto the audio stream.

code: bool WriteAudioSample ( const [TArrayView](API\Runtime\Core\Containers\TArrayView)< int16 > & InAudioSamples )


description: Appends a new frame onto the output file.

code: bool WriteFrame ( const [FImagePixelData](API\Runtime\ImageWriteQueue\FImagePixelData) * InPixelData )


code: FAppleProResEncoder ( const [FAppleProResEncoderOptions](API\Plugins\AppleProResMedia\AppleProResEncoder\FAppleProResEncoderOptions) & InOptions )


className: FAppleProResEncoderOptions

code: struct FAppleProResEncoderOptions

bDropFrameTimecode

description: If true, timecode track will use drop frame notation for the 29.97 frame rate.

bWriteAlpha

description: If true, attempts to write the alpha channel from the incoming pixel data.

Codec

type: EAppleProResEnc...

description: Which ProRes codec should we use? Not all support alpha channels.

ColorPrimaries

description: Which color primaries do we use? Only Rec 709 is well tested right now.

FrameNumberOffset

description: The number of frames to offset the Timecode track by.

FrameRate

type: FFrameRate

description: Frame Rate of the output video.

Height

description: The height of the video file.

MaxNumberOfEncodingThreads

description: Maximum number of threads to use for encoding. Set to 0 for auto-determine based on hardware.

OutputFilename

description: The absolute path on disk to try and save the video file to.

ScanMode

description: Which scan mode do we use? Only Progressive is tested right now.

Width

description: The width of the video file.


code: FAppleProResEncoderOptions()


className: FAppleProResEncoder

code: class FAppleProResEncoder


className: EDetectedFaceFeatureType

description: Features of a face that can be detected

module: AppleVision

code: enum EDetectedFaceFeatureType { Unkown, FaceContour, InnerLips, LeftEye, LeftEyebrow, LeftPupil, MedianLine, Nose, NoseCrest, OuterLips, RightEye, RightEyebrow, RightPupil, }


code: virtual ~FAppleVisionAsyncTaskBase()


className: FAppleVisionAsyncTaskBase

description: Base class for implementing Apple Vision async tasks

code: class FAppleVisionAsyncTaskBase

Error

type: FString


code: static bool SupportsAppleVision10()


className: FAppleVisionAvailability

code: class FAppleVisionAvailability


code: FAppleVisionDetectFacesAsyncTaskBase()


className: FAppleVisionDetectFacesAsyncTaskBase

code: class FAppleVisionDetectFacesAsyncTaskBase : public [FAppleVisionAsyncTaskBase](API\Plugins\AppleVision\FAppleVisionAsyncTaskBase)


className: FAppleVisionDetectFacesDelegate

code: class FAppleVisionDetectFacesDelegate


className: FDetectedFace

description: Area of the image that the computer vision task detected as being a face

BoundingBox

description: The bounding box of the detected face

FeatureRegions

type: TArray<FDetect...

description: The set of region features that were detected

Features

description: The set of 2D features that were detected


description: Area of the image that the computer vision task detected as being part of a face

FeatureType

type: EDetectedFaceFe...

description: The type of region that was detected


className: FDetectedFeature

description: Base type for a detected feature

Confidence

type: float

description: How confident the ML was in determining this feature and its type


className: FDetectedFaceFeatureRegion

FeatureType

description: The type of region that was detected


description: Area of the image that the computer vision task detected as being of a particular type

BoundingBox

description: The bounding box of the detected feature in the image


className: FDetectedFeatureRegion

Points

type: TArray< FVector...

description: The set of points that encompass the detected feature area


className: FFaceDetectionResult

description: The result of a face detection request with information about the detected faces

DetectedFaces

description: The set of faces that were detected


description:
Performs a face detection computer vision task in the background
the async task that is doing the conversion

code: [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FAppleVisionDetectFacesAsyncTaskBase](API\Plugins\AppleVision\FAppleVisionDetectFacesAsyncTask-), ESPMode::ThreadSafe > DetectFaces ( [UTexture](API\Runtime\Engine\Engine\UTexture) * SourceImage )


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

code: static [IAppleVisionPlugin](API\Plugins\AppleVision\IAppleVisionPlugin) & Get()


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

code: static bool IsAvailable()


className: IAppleVisionPlugin

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


description: Detects faces within an image

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Meta=(BlueprintInternalUseOnly="true", DisplayName="Detect Faces"), Category="Apple Vision") static [UAppleVisionDetectFacesAsyncTaskBlueprintProxy](API\Plugins\AppleVision\UAppleVisionDetectFacesAsyncTask-) * CreateProxyObjectForDetectFaces ( [UTexture](API\Runtime\Engine\Engine\UTexture) * SourceImage )


description: Return the stat id to use for this tickable

code: virtual [TStatId](API\Runtime\Core\Stats\TStatId) GetStatId() const


description:
Virtual that can be overloaded by the inheriting class. It is used to determine whether an object is ready to be ticked. This is required for example for allUObjectderived classes as they might be loaded async and therefore won't be ready immediately.
true if object is ready to be ticked, false otherwise.

code: virtual bool IsTickable() const


description: Pure virtual that must be overloaded by the inheriting class. It will be called from within LevelTick.cpp after ticking all actors or from the rendering thread (depending on bIsRenderingThreadObject)

code: virtual void Tick ( float DeltaTime )


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


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

AsyncTask

description: The async task to check duringTick()

FaceDetectionResult

type: FFaceDetectionR...

OnFailure

type: FAppleVisionDet...


module: AppleVisionBlueprintSupport

code: UK2Node_DetectFaces ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class UK2Node_DetectFaces : public [UK2Node_BaseAsyncTask](API\Editor\BlueprintGraph\UK2Node_BaseAsyncTask)


description: Helper

module: ArchVisCharacter


description:
Get the view rotation of the Pawn (direction they are looking, normally Controller->ControlRotation).
The view rotation of the Pawn.

code: virtual FRotator GetViewRotation() const


code: virtual void LookUp ( float Val )


code: virtual void LookUpAtRate ( float Val )


code: virtual void MoveForward ( float Val )


code: virtual void MoveRight ( float Val )


description: Allows a Pawn to set up custom input bindings. Called upon possession by a PlayerController, using the InputComponent created byCreatePlayerInputComponent().

code: virtual void SetupPlayerInputComponent ( [UInputComponent](API\Runtime\Engine\Components\UInputComponent) * PlayerInputComponent )


description: Input handlers

code: virtual void Turn ( float Val )


description: Input handlers

code: virtual void TurnAtRate ( float Val )


description: Ctor

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


className: AArchVisCharacter

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Blueprintable) class AArchVisCharacter : public [ACharacter](API\Runtime\Engine\GameFramework\ACharacter)

LookUpAtRateAxisName

description: Axis name for rate-based look up/down inputs (e.g. joystick).

LookUpAxisName

description: Axis name for direct look up/down inputs (e.g. mouse).

description: Controls how aggressively mouse motion translates to character rotation in the pitch axis.

description: Controls how aggressively mouse motion translates to character rotation in the yaw axis.

MoveForwardAxisName

description: Axis name for "move forward/back" control. This should match an Axis Binding in your input settings

MoveRightAxisName

description: Axis name for "move left/right" control. This should match an Axis Binding in your input settings

TurnAtRateAxisName

description: Axis name for rate-based turn left/right inputs (e.g. joystick).

TurnAxisName

description: Axis name for direct turn left/right inputs (e.g. mouse).


description: Adds rotational input.

code: void AddRotInput ( float Pitch, float Yaw, float Roll )


description: Movement update functions should only be called throughStartNewPhysics()

code: virtual void PhysWalking ( float deltaTime, int32 Iterations )


description: Overridden to update component properties that should be updated while being edited.

code: virtual void OnRegister()


description: Ctor

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


className: UArchVisCharMovementComponent

CurrentRotationalVelocity

type: FRotator

MaxPitch

description: Controls how far up you can look

MaxRotationalVelocity

description: Fastest possible turn rate

MinPitch

description: Controls how far down you can look

RotationalAcceleration

description: Controls how fast the character's turn rate accelerates when rotating and looking up/down

RotationalDeceleration

description: Controls how fast the character's turn rate decelerates to 0 when user stops turning

WalkingAcceleration

description: How fast the character accelerates.

WalkingFriction

description: Controls walking deceleration.

WalkingSpeed

description: How fast the character can walk.


description: Overridable native event for when play begins for this actor.

module: ARUtilities

code: virtual void BeginPlay()


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


className: AARPassthroughManager

description: A helper actor that collects the ARComponent in the scene and apply the passthrough material to them.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(BlueprintType, ClassGroup="AR") class AARPassthroughManager : public [AActor](API\Runtime\Engine\GameFramework\AActor)

ARComponentClasses

type: TArray<TSubcla...

description: What kinds of AR components should be gathered


className: EARLiveLinkSourceType

code: enum EARLiveLinkSourceType { None, ARKitPoseTracking, }


className: FARKitPoseTrackingConfig

HumanForward

type: FVector


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: FARUtilitiesModule

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


code: void BuildPoseFromAnimationData ( const [UARLiveLinkRetargetAsset](API\Plugins\ARUtilities\UARLiveLinkRetargetAsset) & SourceAsset, float DeltaTime, const [FLiveLinkSkeletonStaticData](API\Runtime\LiveLinkInterface\Roles\FLiveLinkSkeletonStaticData) * InSkeletonData, const [FLiveLinkAnimationFrameData](API\Runtime\LiveLinkInterface\Roles\FLiveLinkAnimationFrameData) * InFrameData, [FCompactPose](API\Runtime\Engine\FCompactPose) & OutPose )


code: static const [FName](API\Runtime\Core\UObject\FName) & GetModularFeatureName()


className: IARLiveLinkRetargetingLogic

description: Interface that allows each platform to implement its own retarting logic

code: class IARLiveLinkRetargetingLogic : public [IModularFeature](API\Runtime\Core\Features\IModularFeature)


description: Build OutPose from AnimationData if subject was from this type.

code: virtual void BuildPoseFromAnimationData ( float DeltaTime, const [FLiveLinkSkeletonStaticData](API\Runtime\LiveLinkInterface\Roles\FLiveLinkSkeletonStaticData) * InSkeletonData, const [FLiveLinkAnimationFrameData](API\Runtime\LiveLinkInterface\Roles\FLiveLinkAnimationFrameData) * InFrameData, [FCompactPose](API\Runtime\Engine\FCompactPose) & OutPose )


code: [FName](API\Runtime\Core\UObject\FName) GetRemappedBoneName ( [FName](API\Runtime\Core\UObject\FName) BoneName ) const


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

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


className: UARLiveLinkRetargetAsset

description: Platform agnostic live link retarget asset

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Blueprintable, Abstract) class UARLiveLinkRetargetAsset : public [ULiveLinkRetargetAsset](API\Runtime\LiveLinkAnimationCore\ULiveLinkRetargetAsset)

ARKitPoseTrackingConfig

type: FARKitPoseTrack...

description: Configuration when using ARKit pose tracking

BoneMap

type: TMap<FName,FN...

description: Mapping from AR platform bone name to UE4 skeleton bone name

SourceType

type: EARLiveLinkSour...


description: Fill out quad vertices in OutUVs using the specified UV offset

code: static void GetPassthroughCameraUVs ( [TArray](API\Runtime\Core\Containers\TArray)< FVector2D > & OutUVs, const FVector2D & UVOffset )


description: Return the UV offset by trying to fit a specific texture size onto the view (cropping)

code: static FVector2D GetUVOffset ( const FVector2D & ViewSize, const FVector2D & TextureSize )


description: IModuleInterfaceimplementation

code: virtual void StartupModule()


description: Update material texture parameter using pre-defined names: For regular texture: CameraTexture For external texture: ExternalCameraTexture

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="AR Utilities") static void UpdateCameraTextureParam ( [UMaterialInstanceDynamic](API\Runtime\Engine\Materials\UMaterialInstanceDynamic) * MaterialInstance, [UTexture](API\Runtime\Engine\Engine\UTexture) * CameraTexture, float ColorScale )


description: Update material texture parameter using pre-defined names: Scene depth texture: SceneDepthTexture Depth to meter scale: DepthToMeterScale

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="AR Utilities") static void UpdateSceneDepthTexture ( [UMaterialInstanceDynamic](API\Runtime\Engine\Materials\UMaterialInstanceDynamic) * MaterialInstance, [UTexture](API\Runtime\Engine\Engine\UTexture) * SceneDepthTexture, float DepthToMeterScale )


description: Update material texture parameter using pre-defined names: World to meter scale: WorldToMeterScale

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="AR Utilities") static void UpdateWorldToMeterScale ( [UMaterialInstanceDynamic](API\Runtime\Engine\Materials\UMaterialInstanceDynamic) * MaterialInstance, float WorldToMeterScale )


description: Add a component to be affected by the passthrough rendering

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Passthrough") void AddAffectedComponent ( [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * InComponent )


description: Remove the component from passthrough rendering

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Passthrough") void RemoveAffectedComponent ( [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * InComponent )


description: Update the passthrough debug color

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Passthrough") void SetPassthroughDebugColor ( [FLinearColor](API\Runtime\Core\Math\FLinearColor) NewDebugColor )


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

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


code: UPassthroughMaterialUpdateComponent()


className: UPassthroughMaterialUpdateComponent

description: Helper component that automatically pick the correct passthrough material to use and handles updating the camera texture in the tick.

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

PassthroughDebugColor

type: FLinearColor

description: The debug color used to modulate the passthrough material.

PassthroughMaterial

type: TObjectPtr<UMa...

description: Which material to use for a regular camera texture

PassthroughMaterialExternalTexture

description: Which material to use for an external camera texture

TextureType

type: EARTextureType

description: Which AR texture to use as the camera texture


module: AssetManagerEditor

code: FAssetManagerDependencyQuery()


className: FAssetManagerDependencyQuery

description: AssetRegistry Dependency Category + QueryFlags, to pass around the two enums in a single variable.

code: struct FAssetManagerDependencyQuery


className: EditorSourceName

description: If SourceName matches this, this is the editor

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


className: CustomSourceName

description: If SourceName matches this, this is the custom source loaded from an arbitrary path

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


description: Functions to forward on to the RegistryState, either the owned one or the editor's global State.

code: [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) GetAssetByObjectPath ( const [FSoftObjectPath](API\Runtime\CoreUObject\UObject\FSoftObjectPath) & ObjectPath ) const


description: Deprecated* Asset path FNames have been deprecated, useFSoftObjectPathinstead.

code: [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) GetAssetByObjectPath ( [FName](API\Runtime\Core\UObject\FName) ObjectPath ) const


code: [TOptional](API\Runtime\Core\IO\TOptional)< [FAssetPackageData](API\Runtime\CoreUObject\AssetRegistry\FAssetPackageData) > GetAssetPackageDataCopy ( [FName](API\Runtime\Core\UObject\FName) PackageName ) const


code: template<typename ValueType> bool GetAssetTagByObjectPath ( const [FSoftObjectPath](API\Runtime\CoreUObject\UObject\FSoftObjectPath) & InObjectPath, [FName](API\Runtime\Core\UObject\FName) InTagName, ValueType & OutTagValue ) const


description: Returns the RegistryState owned by this. Will be null if this does not have a Registry or is using the global editor Registry

code: const [FAssetRegistryState](API\Runtime\AssetRegistry\AssetRegistry\FAssetRegistryState) * GetOwnedRegistryState() const


code: bool GetDependencies ( const [FAssetIdentifier](API\Runtime\CoreUObject\AssetRegistry\FAssetIdentifier) & AssetIdentifier, [TArray](API\Runtime\Core\Containers\TArray)< [FAssetIdentifier](API\Runtime\CoreUObject\AssetRegistry\FAssetIdentifier) > & OutDependencies, [UE::AssetRegistry::EDependencyCategory](API\Runtime\CoreUObject\Misc\UE__AssetRegistry__EDependencyCa-) Category, const [UE::AssetRegistry::FDependencyQuery](API\Runtime\CoreUObject\Misc\FDependencyQuery) & Flags ) const


code: bool GetReferencers ( const [FAssetIdentifier](API\Runtime\CoreUObject\AssetRegistry\FAssetIdentifier) & AssetIdentifier, [TArray](API\Runtime\Core\Containers\TArray)< [FAssetIdentifier](API\Runtime\CoreUObject\AssetRegistry\FAssetIdentifier) > & OutReferencers, [UE::AssetRegistry::EDependencyCategory](API\Runtime\CoreUObject\Misc\UE__AssetRegistry__EDependencyCa-) Category, const [UE::AssetRegistry::FDependencyQuery](API\Runtime\CoreUObject\Misc\FDependencyQuery) & Flags ) const


code: bool HasRegistry() const


description: Grabs the SourceTimestamp from the asset registry file changed times.

code: void LoadRegistryTimestamp()


code: [FAssetManagerEditorRegistrySource](API\Plugins\AssetManagerEditor\FAssetManagerEditorRegistrySourc-) & operator= ( const [FAssetManagerEditorRegistrySource](API\Plugins\AssetManagerEditor\FAssetManagerEditorRegistrySourc-) & Other )


code: [FAssetManagerEditorRegistrySource](API\Plugins\AssetManagerEditor\FAssetManagerEditorRegistrySourc-) & operator= ( [FAssetManagerEditorRegistrySource](API\Plugins\AssetManagerEditor\FAssetManagerEditorRegistrySourc-) && Other )


description: Set the RegistryState viewed by thisFAssetManagerEditorRegistrySourceto a dynamically allocatedFAssetRegistryStateFAssetManagerEditorRegistrySourcetakes ownership of the given AssetRegistry and deletes it is when cleared. Do not call with AssetRegistry->GetAssetRegistryState; use SetUseEditorAssetRegistry(AssetRegistry) instead.

code: void SetRegistryState ( const [FAssetRegistryState](API\Runtime\AssetRegistry\AssetRegistry\FAssetRegistryState) * InRegistryState )


description: Set the RegistryState viewed by thisFAssetManagerEditorRegistrySourceto theFAssetRegistryStateowned by the given global AssetRegistry.

code: void SetUseEditorAssetRegistry ( const [IAssetRegistry](API\Runtime\AssetRegistry\AssetRegistry\IAssetRegistry) * AssetRegistry )


code: FAssetManagerEditorRegistrySource()


description: We delete the copy constructor because it's not clear whether we should copy RegistryStatePrivate.

code: FAssetManagerEditorRegistrySource ( const [FAssetManagerEditorRegistrySource](API\Plugins\AssetManagerEditor\FAssetManagerEditorRegistrySourc-) & Other )


code: FAssetManagerEditorRegistrySource ( [FAssetManagerEditorRegistrySource](API\Plugins\AssetManagerEditor\FAssetManagerEditorRegistrySourc-) && Other )


className: FAssetManagerEditorRegistrySource

description: Struct containing the information about currently investigated asset context

bIsEditor

type: uint8:  1

description: If true, this is the editor

bManagementDataInitialized

description: If true, management data has been initialized

ChunkAssignments

type: TMap< int32,FA...

description: Map of chunk information, from chunk id to primary assets/specific assets that are explicitly assigned to that chunk

SourceFilename

description: Filename registry was loaded from

SourceName

description: Display name of the source, equal to target Platform, Editor, or Custom

SourceTimestamp

description: Timestamp for the registry we loaded from, if from a file.

TargetPlatform

type: ITargetPlatform...

description: Target platform for this state, may be null


code: ~FAssetManagerEditorRegistrySource()


className: FOnGetPrimaryAssetDisplayText

code: typedef TBaseDelegate_NoParams< [FText](API\Runtime\Core\Internationalization\FText) > FOnGetPrimaryAssetDisplayText


className: FOnSetPrimaryAssetId

code: typedef TBaseDelegate_OneParam< void, [FPrimaryAssetId](API\Runtime\CoreUObject\UObject\FPrimaryAssetId) > FOnSetPrimaryAssetId


className: FOnSetPrimaryAssetType

code: typedef TBaseDelegate_OneParam< void, [FPrimaryAssetType](API\Runtime\CoreUObject\UObject\FPrimaryAssetType) > FOnSetPrimaryAssetType


className: AllPrimaryAssetTypes

description: Fake type returned from type combo box to mean all types

code: static const [FPrimaryAssetType](API\Runtime\CoreUObject\UObject\FPrimaryAssetType) AllPrimaryAssetTypes = FName("AllTypes");


className: ChunkFakeAssetDataPackageName

description: Specific package path inside PrimaryAssetFakeAssetDataPackagePath representing chunks

code: static const [FName](API\Runtime\Core\UObject\FName) ChunkFakeAssetDataPackageName = FName("/Temp/PrimaryAsset/PackageChunk");


className: ChunksName

code: static const [FName](API\Runtime\Core\UObject\FName) ChunksName = FName("Chunks");


className: CookRuleName

code: static const [FName](API\Runtime\Core\UObject\FName) CookRuleName = FName("CookRule");


description: Creates fake AssetData to represent chunks

code: static [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) CreateFakeAssetDataFromChunkId ( int32 ChunkID )


description: Creates fake AssetData to represent a primary asset

code: static [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) CreateFakeAssetDataFromPrimaryAssetId ( const [FPrimaryAssetId](API\Runtime\CoreUObject\UObject\FPrimaryAssetId) & PrimaryAssetId )


className: DiskSizeName

code: static const [FName](API\Runtime\Core\UObject\FName) DiskSizeName = FName("DiskSize");


description: Parses a list of AssetData and extracts AssetIdentifiers, handles the fake asset data

code: static void ExtractAssetIdentifiersFromAssetDataList ( const [TArray](API\Runtime\Core\Containers\TArray)< [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) > & AssetDataList, [TArray](API\Runtime\Core\Containers\TArray)< [FAssetIdentifier](API\Runtime\CoreUObject\AssetRegistry\FAssetIdentifier) > & OutAssetIdentifiers )


description: Returns >= 0 if this is a fake chunk AssetData, otherwise INDEX_NONE

code: static int32 ExtractChunkIdFromFakeAssetData ( const [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) & InAssetData )


className: FCanOpenReferenceViewerUI

description: Returns false if should not open reference viewer for items

code: typedef TBaseDelegate_TwoParams< bool, const [TArray](API\Runtime\Core\Containers\TArray)< [FAssetIdentifier](API\Runtime\CoreUObject\AssetRegistry\FAssetIdentifier) > &, [FText](API\Runtime\Core\Internationalization\FText) * > FCanOpenReferenceViewerUI


description: Returns valid PrimaryAssetId if this is a fake AssetData for a primary asset

code: static [FPrimaryAssetId](API\Runtime\CoreUObject\UObject\FPrimaryAssetId) ExtractPrimaryAssetIdFromFakeAssetData ( const [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) & InAssetData )


description: Filters list of identifiers and removes ones that do not exist in this registry source. Handles replacing redirectors as well

code: bool FilterAssetIdentifiersForCurrentRegistrySource ( [TArray](API\Runtime\Core\Containers\TArray)< [FAssetIdentifier](API\Runtime\CoreUObject\AssetRegistry\FAssetIdentifier) > & AssetIdentifiers, const [FAssetManagerDependencyQuery](API\Plugins\AssetManagerEditor\FAssetManagerDependencyQuery) & DependencyQuery, bool bForwardDependency )


description: Called to get list of valid primary asset types

code: static void GeneratePrimaryAssetTypeComboBoxStrings ( [TArray](API\Runtime\Core\Containers\TArray)< [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FString](API\Runtime\Core\Containers\FString) > > & OutComboBoxStrings, [TArray](API\Runtime\Core\Containers\TArray)< [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [SToolTip](API\Runtime\Slate\Widgets\SToolTip) >> & OutToolTips, [TArray](API\Runtime\Core\Containers\TArray)< bool > & OutRestrictedItems, bool bAllowClear, bool bAllowAll )


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

code: static [IAssetManagerEditorModule](API\Plugins\AssetManagerEditor\IAssetManagerEditorModule) & Get()


description: Gets the list of registry sources that are available

code: void GetAvailableRegistrySources ( [TArray](API\Runtime\Core\Containers\TArray)< const [FAssetManagerEditorRegistrySource](API\Plugins\AssetManagerEditor\FAssetManagerEditorRegistrySourc-) * > & AvailableSources )


description: Returns the currently selected registry source. If bNeedManagementData is set it it will cache the chunk/management information

code: const [FAssetManagerEditorRegistrySource](API\Plugins\AssetManagerEditor\FAssetManagerEditorRegistrySourc-) * GetCurrentRegistrySource ( bool bNeedManagementData )