description: Get the LensFile used by this component

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Lens Component") [ULensFile](API\Plugins\CameraCalibrationCore\ULensFile) * GetLensFile() const


description: Get the data used by this component to evaluate the LensFile

module: CameraCalibrationCore

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Lens Component") const [FLensFileEvaluationInputs](API\Plugins\CameraCalibrationCore\FLensFileEvaluationInputs) & GetLensFileEvaluationInputs() const


description: Get the LensFile picker used by this component

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Lens Component") [FLensFilePicker](API\Plugins\CameraCalibrationCore\FLensFilePicker) GetLensFilePicker() const


description: Get the current lens model

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Lens Component") [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [ULensModel](API\Plugins\CameraCalibrationCore\Models\ULensModel) > GetLensModel() const


description: Get the original (not adjusted for overscan) focal length of the camera

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Lens Component") float GetOriginalFocalLength() const


description: Get the evaluation mode used to evaluate the LensFile

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Lens Component") float GetOverscanMultiplier() const


description: Returns the delegate that is triggered when the LensModel changes


description: Called when a component is registered, after Scene is set, but before CreateRenderState_Concurrent or OnCreatePhysicsState are called.

code: virtual void OnRegister()


description: Called when a component is unregistered. Called after DestroyRenderState_Concurrent and OnDestroyPhysicsState are called.

code: virtual void OnUnregister()


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

code: virtual void PostDuplicate ( bool bDuplicateForPIE )


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

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


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

code: virtual void PostEditImport()


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

code: virtual void PostLoad()


description: Reset the tracked component back to its original tracked pose and reapply nodal offset to it by re-evaluating the LensFile

code: void ReapplyNodalOffset()


description: Set whether distortion should be applied to the target camera

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Lens Component") void SetApplyDistortion ( bool bApply )


description: Set whether nodal offset should be automatically applied during this component's tick

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Lens Component") void SetApplyNodalOffsetOnTick ( bool bApplyNodalOffset )


description: Set the cropped filmback (only relevant if the filmback override setting is set to use the CroppedFilmback

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Lens Component") void SetCroppedFilmback ( [FCameraFilmbackSettings](API\Runtime\CinematicCamera\FCameraFilmbackSettings) Filmback )


description: Set the distortion source setting

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Lens Component") void SetDistortionSource ( [EDistortionSource](API\Plugins\CameraCalibrationCore\EDistortionSource) Source )


description: Set the current distortion state

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Lens Component") void SetDistortionState ( [FLensDistortionState](API\Plugins\CameraCalibrationCore\FLensDistortionState) State )


description: Set the filmback override setting

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Lens Component") void SetFilmbackOverrideSetting ( [EFilmbackOverrideSource](API\Plugins\CameraCalibrationCore\EFilmbackOverrideSource) Setting )


description: Set the evaluation mode used to evaluate the LensFile

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Lens Component", Meta=(DisplayName="Set FIZ Evaluation Mode")) void SetFIZEvaluationMode ( [EFIZEvaluationMode](API\Plugins\CameraCalibrationCore\EFIZEvaluationMode) Mode )


description: Set the LensFile used by this component

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Lens Component") void SetLensFile ( [ULensFile](API\Plugins\CameraCalibrationCore\ULensFile) * LensFile )


description: Set the LensFile used by this component

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Lens Component") void SetOverscanMultiplier ( float Multiplier )


description: Set the LensFile picker used by this component

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Lens Component") void SetLensFilePicker ( [FLensFilePicker](API\Plugins\CameraCalibrationCore\FLensFilePicker) LensFile )


description: Whether distortion should be applied to the target camera

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Lens Component") bool ShouldApplyDistortion() const


description: Set the current lens model

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Lens Component") void SetLensModel ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [ULensModel](API\Plugins\CameraCalibrationCore\Models\ULensModel) > Model )


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 )


description: Returns true if nodal offset will be automatically applied during this component's tick, false otherwise

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Lens Component") bool ShouldApplyNodalOffsetOnTick() const


description: Returns true if distortion was evaluated this tick

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Lens Component") bool WasDistortionEvaluated() const


description: Returns true if nodal offset was applied during the current tick, false otherwise

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Lens Component") bool WasNodalOffsetAppliedThisTick() const


className: ULensComponent

description: Component for applying a post-process lens distortion effect to a CineCameraComponent on the same actor

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(HideCategories=(Tags, Activation, Cooking, AssetUserData, Collision), Meta=(BlueprintSpawnableComponent)) class ULensComponent : public [UActorComponent](API\Runtime\Engine\Components\UActorComponent)

bApplyDistortion

type: bool

description: Whether or not to apply distortion to the target camera component

bApplyNodalOffsetOnTick

description: If checked, nodal offset will be applied automatically when this component ticks.

bIsDistortionSetup

description: Whether a distortion effect is currently being applied to the target camera component

bScaleOverscan

description: Whether to scale the computed overscan by the overscan percentage

CroppedFilmback

type: FCameraFilmback...

description: Cropped filmback to use if the filmback override settings are set to use it

DistortionState

type: FLensDistortion...

description: The current distortion state

DistortionStateSource

type: EDistortionSour...

description: Specifies from where the distortion state information comes

EvalInputs

type: FLensFileEvalua...

description: Inputs to LensFile evaluation

EvaluationMode

type: EFIZEvaluationM...

description: Specify how the Lens File should be evaluated

FilmbackOverride

type: EFilmbackOverri...

description: Controls whether this component can override the camera's filmback, and if so, which override to use

LastCameraComponent

type: TObjectPtr<UCi...

description: Cached most recent target camera, used to clean up the old camera when the user changes the target

LastDistortionMID

type: TObjectPtr<UMa...

description: Cached MID last applied to the target camera

LensDistortionHandlerMap

type: TMap<TSubclass...

description: Map of lens models to handlers

LensFilePicker

type: FLensFilePicker

description: Lens File used to drive distortion with current camera settings

LensModel

type: TSubclassOf<UL...

description: The current lens model used for distortion

OriginalFocalLength

type: float

description: Focal length of the target camera before any overscan has been applied

OriginalTrackedComponentTransform

type: FTransform

description: Serialized transform of the TrackedComponent prior to nodal offset being applied

OverscanMultiplier

description: The percentage of the computed overscan that should be applied to the target camera

TargetCameraComponent

type: FComponentRefer...

description: The CineCameraComponent on which to apply the post-process distortion effect

TrackedComponent

type: TWeakObjectPtr<...

description: Scene component that should have nodal offset applied

TrackedComponentName

type: FString

description: Serialized name of the TrackedComponent, used to determine which component to re-apply nodal offset to in spawnables

WeakCachedLensFile

description: Weak pointer to the currently set LensFile.


description: Use the current distortion state to compute the overscan factor needed such that all distorted UVs will fall into the valid range of [0,1]

code: float ComputeOverscanFactor() const


description: Create two displacement maps, for distortion and undistortion, using the input resolution

code: void CreateDisplacementMaps ( const FIntPoint DisplacementMapResolution )


description: Draw the distortion displacement map associated with the current state to the DestinationTexture

code: bool DrawDistortionDisplacementMap ( [UTextureRenderTarget2D](API\Runtime\Engine\Engine\UTextureRenderTarget2D) * DestinationTexture )


description: Get the current distortion state (the lens model and properties that mathematically represent the distortion characteristics


description: Draw the undistortion displacement map associated with the current state to the DestinationTexture

code: bool DrawUndistortionDisplacementMap ( [UTextureRenderTarget2D](API\Runtime\Engine\Engine\UTextureRenderTarget2D) * DestinationTexture )


description: Get the display name of this lens distortion model handler


description: Computes the distorted version of UndistortedUVs based on the current state

code: [TArray](API\Runtime\Core\Containers\TArray)< FVector2D > GetDistortedUVs ( TConstArrayView< FVector2D > UndistortedUVs ) const


description: Get the UV displacement map used to distort an undistorted image


description: Get the post-process MID for the currently specified lens model

code: [UMaterialInstanceDynamic](API\Runtime\Engine\Materials\UMaterialInstanceDynamic) * GetDistortionMID() const


description: Get theUObjectthat produces the distortion state for this handler


description: Get the normalized focal length (unitless)

code: FVector2D GetFxFy() const


description: Returns the last overscan factor that was set

code: float GetOverscanFactor() const


description: Get the specified lens model that characterizes the distortion effect

code: const [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [ULensModel](API\Plugins\CameraCalibrationCore\Models\ULensModel) > & GetLensModelClass() const


description: Get the normalized center of projection of the image, in the range [0.0f, 1.0f]

code: FVector2D GetPrincipalPoint() const


description: Get the UV displacement map used to undistort a distorted image


description: Returns true if the input model is supported by this model handler, false otherwise.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Distortion") bool IsModelSupported ( const [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [ULensModel](API\Plugins\CameraCalibrationCore\Models\ULensModel) > & ModelToSupport ) const


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

code: virtual void PostInitProperties()


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

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


description: Draws the current distortion state to the internal displacement map

code: void ProcessCurrentDistortion()


description: Set the display name of this lens distortion model handler

code: void SetDisplayName ( [FString](API\Runtime\Core\Containers\FString) InDisplayName )


description: Specify the filmback settings of the CineCamera that is being used for distortion

code: void SetCameraFilmback ( const [FCameraFilmbackSettings](API\Runtime\CinematicCamera\FCameraFilmbackSettings) & InCameraFilmback )


description: Set theUObjectthat produces the distortion state for this handler

code: void SetDistortionProducerID ( const [FGuid](API\Runtime\Core\Misc\FGuid) & InDistortionProducerID )


description: Update the lens distortion state, recompute the overscan factor, and set all material parameters

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Distortion") void SetDistortionState ( const [FLensDistortionState](API\Plugins\CameraCalibrationCore\FLensDistortionState) & InNewState )


description: Updates overscan factor and applies to material instances

code: void SetOverscanFactor ( float OverscanFactor )


code: ULensDistortionModelHandlerBase()


className: ULensDistortionModelHandlerBase

description: Asset user data that can be used on Camera Actors to manage lens distortion state and utilities

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

CameraFilmback

description: Filmback settings of the camera that is being used for distortion

CurrentState

description: Current state as set by the most recent call to Update()

DisplayName

description: Display name, used to identify handler in-editor details panels

DistortionDisplacementMapMID

description: MID used to draw the distortion displacement map

DistortionDisplacementMapRT

type: TObjectPtr<UTe...

description: UV displacement map used to distort an undistorted image

DistortionPostProcessMID

description: Dynamically created post-process material instance for the currently specified lens model

DistortionProducerID

type: FGuid

description: UObjectthat is producing the distortion state for this handler

LensModelClass

description: Lens Model describing how to interpret the distortion parameters

OverscanFactor

description: Computed overscan factor needed to scale the camera's FOV (read-only)

UndistortionDisplacementMapMID

description: MID used to draw the undistortion displacement map

UndistortionDisplacementMapRT

description: UV displacement map used to undistort a distorted image


description: Adds a distortion point in our map. If a point already exist at the location, it is updated

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Lens Table") void AddDistortionPoint ( float NewFocus, float NewZoom, const [FDistortionInfo](API\Plugins\CameraCalibrationCore\FDistortionInfo) & NewPoint, const [FFocalLengthInfo](API\Plugins\CameraCalibrationCore\FFocalLengthInfo) & NewFocalLength )


description: Adds a focal length point in our map. If a point already exist at the location, it is updated

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Lens Table") void AddFocalLengthPoint ( float NewFocus, float NewZoom, const [FFocalLengthInfo](API\Plugins\CameraCalibrationCore\FFocalLengthInfo) & NewFocalLength )


description: Adds an ImageCenter point in our map. If a point already exist at the location, it is updated

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Lens Table") void AddImageCenterPoint ( float NewFocus, float NewZoom, const [FImageCenterInfo](API\Plugins\CameraCalibrationCore\FImageCenterInfo) & NewPoint )


description: Adds an NodalOffset point in our map. If a point already exist at the location, it is updated

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Lens Table") void AddNodalOffsetPoint ( float NewFocus, float NewZoom, const [FNodalPointOffset](API\Plugins\CameraCalibrationCore\FNodalPointOffset) & NewPoint )


description: Adds an STMap point in our map. If a point already exist at the location, it is updated

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Lens Table") void AddSTMapPoint ( float NewFocus, float NewZoom, const [FSTMapInfo](API\Plugins\CameraCalibrationCore\FSTMapInfo) & NewPoint )


description: Removes all points of all tables

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Lens Table") void ClearAll()


description: Removes table associated to data category

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Lens Table") void ClearData ( [ELensDataCategory](API\Plugins\CameraCalibrationCore\ELensDataCategory) InDataCategory )


description: Returns the overscan factor based on distorted UV and image center

code: float ComputeOverscan ( const [FDistortionData](API\Plugins\CameraCalibrationCore\FDistortionData) & DerivedData, FVector2D PrincipalPoint ) const


description: Create the intermediate displacement maps needed to do map blending to get final distortion/undistortion maps

code: void CreateIntermediateDisplacementMaps ( const FIntPoint DisplacementMapResolution )


description: Draws the distortion map based on evaluation point

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Utility") bool EvaluateDistortionData ( float InFocus, float InZoom, FVector2D InFilmback, [ULensDistortionModelHandlerBase](API\Plugins\CameraCalibrationCore\ULensDistortionModelHandlerBase) * InLensHandler ) const


description: Evaluates distortion based on InFocus and InZoom using parameters

code: bool EvaluateDistortionForParameters ( float InFocus, float InZoom, FVector2D InFilmback, [ULensDistortionModelHandlerBase](API\Plugins\CameraCalibrationCore\ULensDistortionModelHandlerBase) * LensHandler ) const


description: Evaluates distortion based on InFocus and InZoom using STMaps

code: bool EvaluateDistortionForSTMaps ( float InFocus, float InZoom, FVector2D InFilmback, [ULensDistortionModelHandlerBase](API\Plugins\CameraCalibrationCore\ULensDistortionModelHandlerBase) * LensHandler ) const


description: Returns interpolated distortion parameters

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Utility") bool EvaluateDistortionParameters ( float InFocus, float InZoom, [FDistortionInfo](API\Plugins\CameraCalibrationCore\FDistortionInfo) & OutEvaluatedValue ) const


description: Returns interpolated focal length

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Utility") bool EvaluateFocalLength ( float InFocus, float InZoom, [FFocalLengthInfo](API\Plugins\CameraCalibrationCore\FFocalLengthInfo) & OutEvaluatedValue ) const


className: DisplacementMapHolderCount

description: The number of intermediate displacement maps needed to do map blending

code: static constexpr int32 DisplacementMapHolderCount = 4;


description: Returns interpolated image center parameters based on input focus and zoom

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Utility") bool EvaluateImageCenterParameters ( float InFocus, float InZoom, [FImageCenterInfo](API\Plugins\CameraCalibrationCore\FImageCenterInfo) & OutEvaluatedValue ) const


description: Returns interpolated nodal point offset based on input focus and zoom

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Utility") bool EvaluateNodalPointOffset ( float InFocus, float InZoom, [FNodalPointOffset](API\Plugins\CameraCalibrationCore\FNodalPointOffset) & OutEvaluatedValue ) const


description: Returns interpolated focus based on input normalized value and mapping

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Utility") float EvaluateNormalizedFocus ( float InNormalizedValue ) const


description: Returns interpolated iris based on input normalized value and mapping

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Utility") float EvaluateNormalizedIris ( float InNormalizedValue ) const


description: Get data table reference based on given category

code: const [FBaseLensTable](API\Plugins\CameraCalibrationCore\Tables\FBaseLensTable) * GetDataTable ( [ELensDataCategory](API\Plugins\CameraCalibrationCore\ELensDataCategory) InDataCategory ) const


description: Gets a Distortion point by given focus and zoom, if point does not exists returns false

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Lens Table") bool GetDistortionPoint ( float InFocus, float InZoom, [FDistortionInfo](API\Plugins\CameraCalibrationCore\FDistortionInfo) & OutDistortionInfo ) const


description: Gets all Distortion points struct with focus, zoom and info

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Lens Table") [TArray](API\Runtime\Core\Containers\TArray)< [FDistortionPointInfo](API\Plugins\CameraCalibrationCore\FDistortionPointInfo) > GetDistortionPoints() const


description: Gets a Focal Length point by given focus and zoom, if point does not exists returns false

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Lens Table") bool GetFocalLengthPoint ( float InFocus, float InZoom, [FFocalLengthInfo](API\Plugins\CameraCalibrationCore\FFocalLengthInfo) & OutFocalLengthInfo ) const


description: Gets all Focal Length points struct with focus, zoom and info

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Lens Table") [TArray](API\Runtime\Core\Containers\TArray)< [FFocalLengthPointInfo](API\Plugins\CameraCalibrationCore\FFocalLengthPointInfo) > GetFocalLengthPoints() const


description: Gets all Image Center points struct with focus, zoom and info

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Lens Table") [TArray](API\Runtime\Core\Containers\TArray)< [FImageCenterPointInfo](API\Plugins\CameraCalibrationCore\FImageCenterPointInfo) > GetImageCenterPoints() const


description: Gets a Image Center point by given focus and zoom, if point does not exists returns false

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Lens Table") bool GetImageCenterPoint ( float InFocus, float InZoom, [FImageCenterInfo](API\Plugins\CameraCalibrationCore\FImageCenterInfo) & OutImageCenterInfo ) const


description: Gets all Nodal Offset points struct with focus, zoom and info

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Lens Table") [TArray](API\Runtime\Core\Containers\TArray)< [FNodalOffsetPointInfo](API\Plugins\CameraCalibrationCore\FNodalOffsetPointInfo) > GetNodalOffsetPoints() const


description: Return the stat id to use for this tickable

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


description: Gets a ST Map point by given focus and zoom, if point does not exists returns false

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Lens Table") bool GetSTMapPoint ( float InFocus, float InZoom, [FSTMapInfo](API\Plugins\CameraCalibrationCore\FSTMapInfo) & OutSTMapInfo ) const


description: Gets all ST Map points struct with focus, zoom and info

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Lens Table") [TArray](API\Runtime\Core\Containers\TArray)< [FSTMapPointInfo](API\Plugins\CameraCalibrationCore\FSTMapPointInfo) > GetSTMapPoints() const


description: Returns total number of the points for given category

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Lens Table") int32 GetTotalPointNum ( [ELensDataCategory](API\Plugins\CameraCalibrationCore\ELensDataCategory) InDataCategory ) const


description: Whether focus encoder mapping is configured

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Lens Table") bool HasFocusEncoderMapping() const


description: Whether iris encoder mapping is configured

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Lens Table") bool HasIrisEncoderMapping() const


description: Returns whether a category has data samples

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Lens Table") bool HasSamples ( [ELensDataCategory](API\Plugins\CameraCalibrationCore\ELensDataCategory) InDataCategory ) const


description: Gets a Nodal Offset point by given focus and zoom, if point does not exists returns false

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Lens Table") bool GetNodalOffsetPoint ( float InFocus, float InZoom, [FNodalPointOffset](API\Plugins\CameraCalibrationCore\FNodalPointOffset) & OutNodalPointOffset ) const


description:
Used to determine whether the object should be ticked in the editor. Defaults to false since that is the previous behavior.
true if this tickable object can be ticked in the editor

code: virtual bool IsTickableInEditor() const


description: Callbacked when stmap derived data has completed

code: void OnDistortionDerivedDataJobCompleted ( const FDerivedDistortionDataJobOutput & JobOutput )


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

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


description: Returns the delegate that is triggered when the LensModel changes


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

code: virtual void PostInitProperties()


description: Removes a zoom point

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Lens Table") void RemoveZoomPoint ( [ELensDataCategory](API\Plugins\CameraCalibrationCore\ELensDataCategory) InDataCategory, float InFocus, float InZoom )


description: Removes a focus point

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Lens Table") void RemoveFocusPoint ( [ELensDataCategory](API\Plugins\CameraCalibrationCore\ELensDataCategory) InDataCategory, float InFocus )


description: Clears output displacement map on LensHandler to have no distortion and setup distortion data to match that

code: void SetupNoDistortionOutput ( [ULensDistortionModelHandlerBase](API\Plugins\CameraCalibrationCore\ULensDistortionModelHandlerBase) * LensHandler ) 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 )


description: Updates derived data entries to make sure it matches what is assigned in map points based on data mode

code: void UpdateDerivedData()


description: Update the resolution used for intermediate blending displacement maps and for STMap derived data

code: void UpdateDisplacementMapResolution ( const FIntPoint NewDisplacementMapResolution )


className: UndistortedUVs

description: UV coordinates of 8 points (4 corners + 4 mid points)

code: static const [TArray](API\Runtime\Core\Containers\TArray)< FVector2D > UndistortedUVs = { FVector2D(0.0f, 0.0f), FVector2D(0.5f, 0.0f), FVector2D(1.0f, 0.0f), FVector2D(1.0f, 0.5f), FVector2D(1.0f, 1.0f), FVector2D(0.5f, 1.0f), FVector2D(0.0f, 1.0f), FVector2D(0.0f, 0.5f) };


description: Update the input tolerance used when adding points to calibration tables

code: void UpdateInputTolerance ( const float NewTolerance )


className: ULensFile

description: A Lens file containing calibration mapping from FIZ data

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

AssetImportData

type: TObjectPtr<UAs...

description: Importing data and options used for importing ulens files.

CalibratedMapProcessor

type: TUniquePtr<ICa...

description: Processor handling derived data out of calibrated st maps

CameraFeedInfo

type: FCameraFeedInfo

description: Camera feed information

DataMode

type: ELensDataMode

description: Type of data used for lens mapping

DerivedDataInFlightCount

description: Derived data compute jobs we are waiting on

DistortionDisplacementMapHolders

type: TArray<TObject...

description: Texture used to store temporary distortion displacement map when using map blending

DistortionTable

type: FDistortionTabl...

description: Distortion parameters table mapping to input focus/zoom

EncodersTable

type: FEncodersTable

description: Encoder mapping table

FocalLengthTable

type: FFocalLengthTab...

description: Focal length table mapping to input focus/zoom

ImageCenterTable

type: FImageCenterTab...

description: Image center table mapping to input focus/zoom

InputTolerance

description: Tolerance used to consider input focus or zoom to be identical

LensInfo

type: FLensInfo

description: Lens information

NodalOffsetTable

type: FNodalOffsetTab...

description: Nodal offset table mapping to input focus/zoom

OnLensFileModelChangedDelegate

type: FOnLensFileMode...

description: Delegate that is triggered when the LensModel changes

SimulcamInfo

type: FSimulcamInfo

description: Simulcam information

STMapTable

type: FSTMapTable

description: STMap table mapping to input focus/zoom

UndistortionDisplacementMapHolders

description: Texture used to store temporary undistortion displacement map when using map blending

UserMetadata

type: TMap<FString, ...

description: Metadata user could enter for its lens


code: virtual FVector2D ComputeDistortedUV ( const FVector2D & InScreenUV ) const


code: virtual void InitDistortionMaterials()


code: virtual void InitializeHandler()


code: virtual void UpdateMaterialParameters()


className: USphericalLensDistortionModelHandler

description: Lens distortion handler for a spherical lens model that implements the Brown-Conrady polynomial model


description: Returns a copy of the set of registered calibration point details rows

module: CameraCalibrationCoreEditor


description: Register a details row generator for CalibrationPointComponent

code: void RegisterCalibrationPointDetailsRow ( const [TWeakPtr](API\Runtime\Core\Templates\TWeakPtr)< [ICalibrationPointComponentDetailsRow](API\Plugins\CameraCalibrationCoreEditor\ICalibrationPointComponentDetail-) > Row )


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

code: virtual void StartupModule()


description: Unregister a details row generator for CalibrationPointComponent

code: void UnregisterCalibrationPointDetailsRow ( const [TWeakPtr](API\Runtime\Core\Templates\TWeakPtr)< [ICalibrationPointComponentDetailsRow](API\Plugins\CameraCalibrationCoreEditor\ICalibrationPointComponentDetail-) > Row )


description: Customizes the given details widget row

code: void CustomizeRow ( [FDetailWidgetRow](API\Editor\PropertyEditor\FDetailWidgetRow) & WidgetRow, const [TArray](API\Runtime\Core\Containers\TArray)< [TWeakObjectPtr](API\Runtime\Core\UObject\TWeakObjectPtr)< [UObject](API\Runtime\CoreUObject\UObject\UObject) >> & SelectedObjectsList )


className: FCameraCalibrationCoreEditorModule

description: Implements the CameraCalibrationCoreEditor module.

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


description: Returns the search string for this details row


description: True if this details row should appear in advanced section

code: bool IsAdvanced() const


className: ICalibrationPointComponentDetailsRow


module: CameraCalibrationCoreMovieScene

code: virtual void Begin ( [IMovieScenePlayer](API\Runtime\MovieScene\IMovieScenePlayer) * Player, const [UE::MovieScene::FEvaluationHookParams](API\Runtime\MovieScene\Evaluation\FEvaluationHookParams) & Params ) const


code: virtual void End ( [IMovieScenePlayer](API\Runtime\MovieScene\IMovieScenePlayer) * Player, const [UE::MovieScene::FEvaluationHookParams](API\Runtime\MovieScene\Evaluation\FEvaluationHookParams) & Params ) const


description: Reduce keys in each of the recorded channels

code: void Finalize()


description: Initialize the section with the Lens Component whose properties it will record

code: void Initialize ( [ULensComponent](API\Plugins\CameraCalibrationCore\ULensComponent) * Component )


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

code: virtual void PostEditImport()


description: Record the current value of each distortion state property to its appropriate track

code: void RecordFrame ( [FFrameNumber](API\Runtime\Core\Misc\FFrameNumber) FrameNumber )


code: virtual void Update ( [IMovieScenePlayer](API\Runtime\MovieScene\IMovieScenePlayer) * Player, const [UE::MovieScene::FEvaluationHookParams](API\Runtime\MovieScene\Evaluation\FEvaluationHookParams) & Params ) 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: UMovieSceneLensComponentSection ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UMovieSceneLensComponentSection

description: Movie Scene section for Lens Component

bReapplyNodalOffset

type: bool

description: If true, then every Update, the nodal offset will be re-evaluated on the lens component

OverrideLensFile

type: TObjectPtr<ULe...

description: LensFile asset that should be used instead of the cached LensFile during playback


description:
Generates a new section suitable for use with this track.
a new section suitable for use with this track.

code: virtual [UMovieSceneSection](API\Runtime\MovieScene\UMovieSceneSection) * CreateNewSection()


description: Add a section to this track.

code: virtual void AddSection ( [UMovieSceneSection](API\Runtime\MovieScene\UMovieSceneSection) & Section )


description:
Get the track's display name.
Display name text.

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


description:
Called when all the sections of the track need to be retrieved.
List of all the sections in the track.

code: virtual const [TArray](API\Runtime\Core\Containers\TArray)< [UMovieSceneSection](API\Runtime\MovieScene\UMovieSceneSection) * > & GetAllSections() const


description:
Checks to see if the section is in this track.
True if the section is in this track.

code: virtual bool HasSection ( const [UMovieSceneSection](API\Runtime\MovieScene\UMovieSceneSection) & Section ) const


description: Whether or not this track has any data in it.

code: virtual bool IsEmpty() const


description: Removes animation data.

code: virtual void RemoveAllAnimationData()


description: Removes a section from this track.

code: virtual void RemoveSection ( [UMovieSceneSection](API\Runtime\MovieScene\UMovieSceneSection) & Section )


description: Removes a section from this track at a particular index

code: virtual void RemoveSectionAt ( int32 SectionIndex )


description:
Does this track support this section class type?
Whether this track supports this section class type

code: virtual bool SupportsType ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UMovieSceneSection](API\Runtime\MovieScene\UMovieSceneSection) > SectionClass ) const


className: UMovieSceneLensComponentTrack

description: Movie Scene track for Lens Component

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class UMovieSceneLensComponentTrack : public [UMovieSceneNameableTrack](API\Runtime\MovieScene\UMovieSceneNameableTrack)

Sections

description: Array of movie scene sections managed by this track


description: Gets whether the given viewport is supporting camera shakes.

module: CameraShakePreviewer

code: bool HasCameraShakesPreview ( [FLevelEditorViewportClient](API\Editor\UnrealEd\FLevelEditorViewportClient) * ViewportClient ) const


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

code: virtual void StartupModule()


description: Toggles whether the given viewport should show camera shakes.

code: void ToggleCameraShakesPreview ( [FLevelEditorViewportClient](API\Editor\UnrealEd\FLevelEditorViewportClient) * ViewportClient )


className: FCameraShakePreviewerModule

description: Module for managing the camera shake previewer tool.

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

OnTogglePreviewCameraShakes

type: FOnTogglePrevie...

description: Callback for when a viewport's ability to show camera shakes is toggled.


className: FOnTogglePreviewCameraShakes

code: typedef TMulticastDelegate_OneParam< void, const [FTogglePreviewCameraShakesParams](API\Plugins\CameraShakePreviewer\FTogglePreviewCameraShakesParams) & > FOnTogglePreviewCameraShakes


className: FTogglePreviewCameraShakesParams

code: struct FTogglePreviewCameraShakesParams

ViewportClient

type: FLevelEditorVie...


className: ECascadeRendererType

module: CascadeToNiagaraConverter

code: enum ECascadeRendererType { Sprite = 0, Mesh, Ribbon, Beam, AnimTrail, NONE, }


className: EDistributionType

code: enum EDistributionType { Const = 0, ConstCurve, Uniform, UniformCurve, Parameter, NONE, }


className: EDistributionValueType

code: enum EDistributionValueType { Float = 0, Vector, NONE, }


className: ENiagaraEventHandlerAddMode

code: enum ENiagaraEventHandlerAddMode { AddEvent, AddEventAndEventGenerator, NONE, }


className: ENiagaraScriptInputType

code: enum ENiagaraScriptInputType { Int = 0, Float, Vec2, Vec3, Vec4, LinearColor, Quaternion, Struct, Enum, DataInterface, Bool, Position, NONE, }


className: ERibbonConversionMode

code: enum ERibbonConversionMode { Event = 0, DirectRead, NONE, }


className: EScriptExecutionCategory

code: enum EScriptExecutionCategory { EmitterSpawn = 0, EmitterUpdate, ParticleSpawn, ParticleUpdate, ParticleEvent, NONE, }


className: EStackEntryAddActionMode

code: enum EStackEntryAddActionMode { Module = 0, SetParameter, NONE, }


code: FCreateScriptContextArgs()


code: FCreateScriptContextArgs ( [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) InScriptAsset )


code: FCreateScriptContextArgs ( [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) InScriptAsset, [FNiagaraScriptVersion](API\Plugins\CascadeToNiagaraConverter\FNiagaraScriptVersion) InScriptVersion )


className: FCreateScriptContextArgs

ScriptAsset

type: FAssetData

ScriptVersion

type: FNiagaraScriptV...


code: FEmitterDynamicParameterBP()


code: FEmitterDynamicParameterBP ( const [FEmitterDynamicParameter](API\Runtime\Engine\Particles\Parameter\FEmitterDynamicParameter) & DynamicParameter )


code: FEmitterDynamicParameterBP ( [FName](API\Runtime\Core\UObject\FName) InParamName, uint32 InUseEmitterTime, [TEnumAsByte](API\Runtime\Core\Containers\TEnumAsByte)< EEmitterDynamicParameterValue > InValueMethod, [UDistributionFloatConstant](API\Runtime\Engine\Distributions\UDistributionFloatConstant) * InDistribution )


className: FEmitterDynamicParameterBP

description: BlueprintType wrapper aroundFEmitterDynamicParameterto allow managing in blueprint/python logic.

bScaleVelocityByParamValue

description: If true, scale the velocity value selected in ValueMethod by the evaluated ParamValue.

bSpawnTimeOnly

description: If true, only set the value at spawn time of the particle, otherwise update each frame.

bUseEmitterTime

description: If true, use the EmitterTime to retrieve the value, otherwise use Particle RelativeTime.

ParamName

type: FName

description: The parameter name - from the material DynamicParameter expression. READ-ONLY

ParamValue

type: FRawDistributio...

description: The distribution for the parameter value.

ValueMethod

type: TEnumAsByte< EE...

description: Where to get the parameter value from.


code: FGenericConverterMessage()


code: FGenericConverterMessage ( [FString](API\Runtime\Core\Containers\FString) InMessage, [ENiagaraMessageSeverity](API\Plugins\NiagaraEditor\ENiagaraMessageSeverity) InMessageSeverity, bool bInIsVerbose )


code: FLocationBoneSocketInfoBP()


className: FGenericConverterMessage

Message

type: FString

MessageSeverity

type: ENiagaraMessage...


code: FLocationBoneSocketInfoBP ( const [FLocationBoneSocketInfo](API\Runtime\Engine\Particles\Location\FLocationBoneSocketInfo) & Other )


className: FLocationBoneSocketInfoBP


code: FNiagaraAddEventGeneratorOptions()


className: ConversionEventTopicName

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


className: FNiagaraAddEventGeneratorOptions

EventGeneratorScriptAssetData

description: AssetData pointing to theUNiagaraScriptthat generates the event.

SourceEmitterName

description: The name to lookup the emitter which has the event generator.


className: FNiagaraConverterMessageTopics

code: struct FNiagaraConverterMessageTopics


className: VerboseConversionEventTopicName

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


code: FNiagaraEventHandlerAddAction()


code: FNiagaraScriptVersion()


className: FNiagaraEventHandlerAddAction

AddEventGeneratorOptions

type: FNiagaraAddEven...

bRandomSpawnNumber

description: Whether using a random spawn number.

ExecutionMode

type: EScriptExecutio...

description: BeginFNiagaraEventScriptProperties.

MaxEventsPerFrame

description: Controls how many events are consumed by this event handler.

MinSpawnNumber

description: The minimum spawn number when random spawn is used. Spawn Number is used as the maximum range.

Mode

type: ENiagaraEventHa...

SourceEmitterID

type: FGuid

description: Id of the Emitter Handle that generated the event.

SourceEventName

description: The name of the event generated.

SpawnNumber

description: Controls whether or not particles are spawned as a result of handling the event.


className: FNiagaraScriptVersion


code: FNiagaraScriptVersion ( const int32 InMajorVersion, const int32 InMinorVersion )


code: FOrbitOptionsBP()


code: FOrbitOptionsBP ( const [FOrbitOptions](API\Runtime\Engine\Particles\Orbit\FOrbitOptions) & OrbitOptions )


className: FOrbitOptionsBP

description: BlueprintType wrapper aroundFOrbitOptionsto allow managing in blueprint/python logic.

bProcessDuringSpawn

description: Whether to process the data during spawning.

bProcessDuringUpdate

description: Whether to process the data during updating.

bUseEmitterTime

description: Whether to use emitter time during data retrieval.


code: FParticleBurstBlueprint()


code: FParticleBurstBlueprint ( const [FParticleBurst](API\Runtime\Engine\Particles\FParticleBurst) & InParticleBurst )


className: FParticleBurstBlueprint

description: BlueprintType wrapper aroundFParticleBurstto allow managing in blueprint/python logic.

Count

description: The number of particles to burst

CountLow

description: If >= 0, use as a range [CountLow..Count]

Time

type: float

description: The time at which to burst them (0..1: emitter lifetime)


code: static [TArray](API\Runtime\Core\Containers\TArray)< [FRichCurveKey](API\Runtime\Engine\Curves\FRichCurveKey) > KeysToBase ( const [TArray](API\Runtime\Core\Containers\TArray)< [FRichCurveKeyBP](API\Plugins\CascadeToNiagaraConverter\FRichCurveKeyBP) > & InKeyBPs )


code: FRichCurveKeyBP()


code: FRichCurveKeyBP ( const [FRichCurveKey](API\Runtime\Engine\Curves\FRichCurveKey) & Other )


code: FStackEntryAddAction()


className: FRichCurveKeyBP

code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)(BlueprintInternalUseOnly) struct FRichCurveKeyBP : public [FRichCurveKey](API\Runtime\Engine\Curves\FRichCurveKey)


code: FStackEntryAddAction ( [UNiagaraScriptConversionContext](API\Plugins\CascadeToNiagaraConverter\UNiagaraScriptConversionContext) * InScriptConversionContext, const [FStackEntryID](API\Plugins\CascadeToNiagaraConverter\FStackEntryID) & InStackEntryID, const [FName](API\Runtime\Core\UObject\FName) & InModuleName )


code: FStackEntryAddAction ( [UNiagaraClipboardFunction](API\Plugins\NiagaraEditor\UNiagaraClipboardFunction) * InParameterSetClipboardFunction, const [FStackEntryID](API\Plugins\CascadeToNiagaraConverter\FStackEntryID) & InStackEntryID )


className: FStackEntryAddAction

ClipboardFunction

type: TObjectPtr<UNi...

description: If mode is SetParameter, represents the pending parameter to set directly and create a stack entry for. Otherwise this value is ignored.

Mode

type: EStackEntryAddA...

description: The mode of the AddStackEntryAction: when the action is applied to aUNiagaraEmitterConversionContextduring Finalize(), the mode chooses what form of stack entry to add.

ModuleName

description: If Mode is Module, acts as a key to lookup the ScriptConversionContext.

ScriptConversionContext

description: If Mode is Module, represents the pending module script to create a stack entry for. Otherwise this value is ignored.

StackEntryID

type: FStackEntryID

description: Info to find the category of the stack to add the stack entry to.


code: FStackEntryID()


code: FStackEntryID ( [EScriptExecutionCategory](API\Plugins\CascadeToNiagaraConverter\EScriptExecutionCategory) TargetExecutionCategory )


code: FStackEntryID ( const [FNiagaraEventHandlerAddAction](API\Plugins\CascadeToNiagaraConverter\FNiagaraEventHandlerAddAction) & TargetEventHandlerStackEntry )


className: FStackEntryID

EventName

description: If the ScriptExecutionCategory is ParticleEvent, thisFNameis the key to find the desired event stack group.

ScriptExecutionCategory

description: The stack group to put a stack entry in.


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: ICascadeToNiagaraConverterModule

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


description: IModuleInterfaceimplementation

code: virtual void StartupModule()


className: UConvertCascadeToNiagaraResults

description: Wrapper class for passing results back from the ConvertCascadeToNiagara python script.

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

bCancelledByPythonError

type: bool

description: Whether the converter process was cancelled due to an unrecoverable error in the python script process.

bCancelledByUser

description: Whether the converter process was cancelled by the user.


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="FXConverterUtilities") static [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) CreateAssetData ( [FString](API\Runtime\Core\Containers\FString) InPath )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="FXConverterUtilities") static [UNiagaraDataInterfaceCurve](API\Plugins\Niagara\UNiagaraDataInterfaceCurve) * CreateFloatCurveDI ( [TArray](API\Runtime\Core\Containers\TArray)< [FRichCurveKeyBP](API\Plugins\CascadeToNiagaraConverter\FRichCurveKeyBP) > Keys )


description: Niagara Script and Script Input Helpers.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Meta=(ScriptMethod), Category="FXConverterUtilities") static [UNiagaraScriptConversionContext](API\Plugins\CascadeToNiagaraConverter\UNiagaraScriptConversionContext) * CreateScriptContext ( const [FCreateScriptContextArgs](API\Plugins\CascadeToNiagaraConverter\FCreateScriptContextArgs) & Args )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="FXConverterUtilities") static [UNiagaraScriptConversionContextInput](API\Plugins\CascadeToNiagaraConverter\UNiagaraScriptConversionContextI-) * CreateScriptInputLinkedParameter ( [FString](API\Runtime\Core\Containers\FString) ParameterNameString, [ENiagaraScriptInputType](API\Plugins\CascadeToNiagaraConverter\ENiagaraScriptInputType) InputType )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="FXConverterUtilities") static [UNiagaraScriptConversionContextInput](API\Plugins\CascadeToNiagaraConverter\UNiagaraScriptConversionContextI-) * CreateScriptInputFloat ( float Value )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="FXConverterUtilities") static [UNiagaraScriptConversionContextInput](API\Plugins\CascadeToNiagaraConverter\UNiagaraScriptConversionContextI-) * CreateScriptInputVec2 ( FVector2D Value )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="FXConverterUtilities") static [UNiagaraScriptConversionContextInput](API\Plugins\CascadeToNiagaraConverter\UNiagaraScriptConversionContextI-) * CreateScriptInputVector ( FVector Value )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="FXConverterUtilities") static [UNiagaraScriptConversionContextInput](API\Plugins\CascadeToNiagaraConverter\UNiagaraScriptConversionContextI-) * CreateScriptInputStruct ( [UUserDefinedStruct](API\Runtime\Engine\Engine\UUserDefinedStruct) * Value )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="FXConverterUtilities") static [UNiagaraScriptConversionContextInput](API\Plugins\CascadeToNiagaraConverter\UNiagaraScriptConversionContextI-) * CreateScriptInputEnum ( const [FString](API\Runtime\Core\Containers\FString) & UserDefinedEnumAssetPath, const [FString](API\Runtime\Core\Containers\FString) & UserDefinedEnumValueNameString )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="FXConverterUtilities") static [UNiagaraScriptConversionContextInput](API\Plugins\CascadeToNiagaraConverter\UNiagaraScriptConversionContextI-) * CreateScriptInputInt ( int32 Value )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="FXConverterUtilities") static [UNiagaraScriptConversionContextInput](API\Plugins\CascadeToNiagaraConverter\UNiagaraScriptConversionContextI-) * CreateScriptInputDynamic ( [UNiagaraScriptConversionContext](API\Plugins\CascadeToNiagaraConverter\UNiagaraScriptConversionContext) * Value, [ENiagaraScriptInputType](API\Plugins\CascadeToNiagaraConverter\ENiagaraScriptInputType) InputType )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="FXConverterUtilities") static [UNiagaraScriptConversionContextInput](API\Plugins\CascadeToNiagaraConverter\UNiagaraScriptConversionContextI-) * CreateScriptInputDI ( [UNiagaraDataInterface](API\Plugins\Niagara\UNiagaraDataInterface) * Value )


description: Niagara DI Helpers.


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="FXConverterUtilities") static [UNiagaraScriptConversionContextInput](API\Plugins\CascadeToNiagaraConverter\UNiagaraScriptConversionContextI-) * CreateScriptInputBool ( bool Value )


description: Niagara System and Emitter Helpers.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Meta=(ScriptMethod), Category="FXConverterUtilities") static [UNiagaraSystemConversionContext](API\Plugins\CascadeToNiagaraConverter\UNiagaraSystemConversionContext) * CreateSystemConversionContext ( [UNiagaraSystem](API\Plugins\Niagara\UNiagaraSystem) * InSystem )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="FXConverterUtilities") static [UNiagaraDataInterfaceVector2DCurve](API\Plugins\Niagara\UNiagaraDataInterfaceVector2DCur-) * CreateVec2CurveDI ( [TArray](API\Runtime\Core\Containers\TArray)< [FRichCurveKeyBP](API\Plugins\CascadeToNiagaraConverter\FRichCurveKeyBP) > X_Keys, [TArray](API\Runtime\Core\Containers\TArray)< [FRichCurveKeyBP](API\Plugins\CascadeToNiagaraConverter\FRichCurveKeyBP) > Y_Keys )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="FXConverterUtilities") static [UNiagaraDataInterfaceVectorCurve](API\Plugins\Niagara\UNiagaraDataInterfaceVectorCurve) * CreateVec3CurveDI ( [TArray](API\Runtime\Core\Containers\TArray)< [FRichCurveKeyBP](API\Plugins\CascadeToNiagaraConverter\FRichCurveKeyBP) > X_Keys, [TArray](API\Runtime\Core\Containers\TArray)< [FRichCurveKeyBP](API\Plugins\CascadeToNiagaraConverter\FRichCurveKeyBP) > Y_Keys, [TArray](API\Runtime\Core\Containers\TArray)< [FRichCurveKeyBP](API\Plugins\CascadeToNiagaraConverter\FRichCurveKeyBP) > Z_Keys )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Meta=(ScriptMethod), Category="FXConverterUtilities") static [UParticleLODLevel](API\Runtime\Engine\Particles\UParticleLODLevel) * GetCascadeEmitterLodLevel ( [UParticleEmitter](API\Runtime\Engine\Particles\UParticleEmitter) * Emitter, const int32 Idx )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Meta=(ScriptMethod), Category="FXConverterUtilities") static [FName](API\Runtime\Core\UObject\FName) GetCascadeEmitterName ( [UParticleEmitter](API\Runtime\Engine\Particles\UParticleEmitter) * Emitter )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Meta=(ScriptMethod), Category="FXConverterUtilities") static int32 GetCascadeEmitterRenderMode ( [UParticleEmitter](API\Runtime\Engine\Particles\UParticleEmitter) * Emitter )


description: Cascade Emitter and ParticleLodLevel Getters.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Meta=(ScriptMethod), Category="FXConverterUtilities") static [TArray](API\Runtime\Core\Containers\TArray)< [UParticleEmitter](API\Runtime\Engine\Particles\UParticleEmitter) * > GetCascadeSystemEmitters ( const [UParticleSystem](API\Runtime\Engine\Particles\UParticleSystem) * System )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Meta=(ScriptMethod), Category="FXConverterUtilities") static [TArray](API\Runtime\Core\Containers\TArray)< [TEnumAsByte](API\Runtime\Core\Containers\TEnumAsByte)< EDistributionVectorLockFlags > > GetDistributionLockedAxes ( [UDistribution](API\Runtime\Engine\Distributions\UDistribution) * Distribution )


description: Cascade Distribution Getters.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Meta=(ScriptMethod), Category="FXConverterUtilities") static void GetDistributionMinMaxValues ( [UDistribution](API\Runtime\Engine\Distributions\UDistribution) * Distribution, bool & bOutSuccess, FVector & OutMinValue, FVector & OutMaxValue )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Meta=(ScriptMethod), Category="FXConverterUtilities") static void GetFloatDistributionConstValues ( [UDistributionFloatConstant](API\Runtime\Engine\Distributions\UDistributionFloatConstant) * Distribution, float & OutConstFloat )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="FXConverterUtilities") static [UNiagaraDataInterfaceVector4Curve](API\Plugins\Niagara\UNiagaraDataInterfaceVector4Curv-) * CreateVec4CurveDI ( [TArray](API\Runtime\Core\Containers\TArray)< [FRichCurveKeyBP](API\Plugins\CascadeToNiagaraConverter\FRichCurveKeyBP) > X_Keys, [TArray](API\Runtime\Core\Containers\TArray)< [FRichCurveKeyBP](API\Plugins\CascadeToNiagaraConverter\FRichCurveKeyBP) > Y_Keys, [TArray](API\Runtime\Core\Containers\TArray)< [FRichCurveKeyBP](API\Plugins\CascadeToNiagaraConverter\FRichCurveKeyBP) > Z_Keys, [TArray](API\Runtime\Core\Containers\TArray)< [FRichCurveKeyBP](API\Plugins\CascadeToNiagaraConverter\FRichCurveKeyBP) > W_Keys )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Meta=(ScriptMethod), Category="FXConverterUtilities") static void GetDistributionType ( [UDistribution](API\Runtime\Engine\Distributions\UDistribution) * Distribution, [EDistributionType](API\Plugins\CascadeToNiagaraConverter\EDistributionType) & OutDistributionType, [EDistributionValueType](API\Plugins\CascadeToNiagaraConverter\EDistributionValueType) & OutCascadeDistributionValueType )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Meta=(ScriptMethod), Category="FXConverterUtilities") static void GetFloatDistributionUniformValues ( [UDistributionFloatUniform](API\Runtime\Engine\Distributions\UDistributionFloatUniform) * Distribution, float & OutMin, float & OutMax )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Meta=(ScriptMethod), Category="FXConverterUtilities") static void GetFloatDistributionConstCurveValues ( [UDistributionFloatConstantCurve](API\Runtime\Engine\Distributions\UDistributionFloatConstantCurve) * Distribution, [FInterpCurveFloat](API\Runtime\Core\Math\FInterpCurveFloat) & OutInterpCurveFloat )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Meta=(ScriptMethod), Category="FXConverterUtilities") static void GetFloatDistributionUniformCurveValues ( [UDistributionFloatUniformCurve](API\Runtime\Engine\Distributions\UDistributionFloatUniformCurve) * Distribution, [FInterpCurveVector2D](API\Runtime\Core\Math\FInterpCurveVector2D) & OutInterpCurveVector2D )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Meta=(ScriptMethod), Category="FXConverterUtilities") static void GetFloatDistributionParameterValues ( [UDistributionFloatParameterBase](API\Runtime\Engine\Distributions\UDistributionFloatParameterBase) * Distribution, [FName](API\Runtime\Core\UObject\FName) & OutParameterName, float & OutMinInput, float & OutMaxInput, float & OutMinOutput, float & OutMaxOutput )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Meta=(ScriptMethod), Category="FXConverterUtilities") static bool GetLodLevelIsEnabled ( [UParticleLODLevel](API\Runtime\Engine\Particles\UParticleLODLevel) * LodLevel )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Meta=(ScriptMethod), Category="FXConverterUtilities") static [TArray](API\Runtime\Core\Containers\TArray)< [UParticleModule](API\Runtime\Engine\Particles\UParticleModule) * > GetLodLevelModules ( [UParticleLODLevel](API\Runtime\Engine\Particles\UParticleLODLevel) * LodLevel )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Meta=(ScriptMethod), Category="FXConverterUtilities") static [UParticleModuleRequired](API\Runtime\Engine\Particles\UParticleModuleRequired) * GetLodLevelRequiredModule ( [UParticleLODLevel](API\Runtime\Engine\Particles\UParticleLODLevel) * LodLevel )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Meta=(ScriptMethod), Category="FXConverterUtilities") static [UParticleModuleSpawn](API\Runtime\Engine\Particles\Spawn\UParticleModuleSpawn) * GetLodLevelSpawnModule ( [UParticleLODLevel](API\Runtime\Engine\Particles\UParticleLODLevel) * LodLevel )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Meta=(ScriptMethod), Category="FXConverterUtilities") static [UParticleModuleTypeDataBase](API\Runtime\Engine\Particles\TypeData\UParticleModuleTypeDataBase) * GetLodLevelTypeDataModule ( [UParticleLODLevel](API\Runtime\Engine\Particles\UParticleLODLevel) * LodLevel )


description: Generic Utilities.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="FXConverterUtilities") static [FString](API\Runtime\Core\Containers\FString) GetLongPackagePath ( const [FString](API\Runtime\Core\Containers\FString) & InLongPackageName )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Meta=(ScriptMethod), Category="FXConverterUtilities") static void GetParticleModuleTypeDataGpuProps ( [UParticleModuleTypeDataGpu](API\Runtime\Engine\Particles\TypeData\UParticleModuleTypeDataGpu) * ParticleModule )


description: Code only utilities.

code: static [FName](API\Runtime\Core\UObject\FName) GetNiagaraScriptInputTypeName ( [ENiagaraScriptInputType](API\Plugins\CascadeToNiagaraConverter\ENiagaraScriptInputType) InputType )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Meta=(ScriptMethod), Category="FXConverterUtilities") static void GetParticleModuleTypeDataMeshProps ( [UParticleModuleTypeDataMesh](API\Runtime\Engine\Particles\TypeData\UParticleModuleTypeDataMesh) * ParticleModule, [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) *& OutMesh, float & OutLODSizeScale, bool & bOutUseStaticMeshLODs, bool & bOutCastShadows, bool & bOutDoCollisions, [TEnumAsByte](API\Runtime\Core\Containers\TEnumAsByte)< EMeshScreenAlignment > & OutMeshAlignment, bool & bOutOverrideMaterial, bool & bOutOverrideDefaultMotionBlurSettings, bool & bOutEnableMotionBlur, [UDistribution](API\Runtime\Engine\Distributions\UDistribution) *& OutRollPitchYawRange, [TEnumAsByte](API\Runtime\Core\Containers\TEnumAsByte)< EParticleAxisLock > & OutAxisLockOption, bool & bOutCameraFacing, [TEnumAsByte](API\Runtime\Core\Containers\TEnumAsByte)< EMeshCameraFacingUpAxis > & OutCameraFacingUpAxisOption_DEPRECATED, [TEnumAsByte](API\Runtime\Core\Containers\TEnumAsByte)< EMeshCameraFacingOptions > & OutCameraFacingOption, bool & bOutApplyParticleRotationAsSpin, bool & bOutFacingCameraDirectionRatherThanPosition, bool & bOutCollisionsConsiderParticleSize )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Meta=(ScriptMethod), Category="FXConverterUtilities") static void GetParticleModuleColorOverLifeProps ( [UParticleModuleColorOverLife](API\Runtime\Engine\Particles\Color\UParticleModuleColorOverLife) * ParticleModule, [UDistribution](API\Runtime\Engine\Distributions\UDistribution) *& OutColorOverLife, [UDistribution](API\Runtime\Engine\Distributions\UDistribution) *& OutAlphaOverLife, bool & bOutClampAlpha )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Meta=(ScriptMethod), Category="FXConverterUtilities") static void GetParticleModuleLifetimeProps ( [UParticleModuleLifetime](API\Runtime\Engine\Particles\Lifetime\UParticleModuleLifetime) * ParticleModule, [UDistribution](API\Runtime\Engine\Distributions\UDistribution) *& OutLifetime )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Meta=(ScriptMethod), Category="FXConverterUtilities") static void GetParticleModuleSizeProps ( [UParticleModuleSize](API\Runtime\Engine\Particles\Size\UParticleModuleSize) * ParticleModule, [UDistribution](API\Runtime\Engine\Distributions\UDistribution) *& OutStartSize )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Meta=(ScriptMethod), Category="FXConverterUtilities") static void GetParticleModuleVelocityProps ( [UParticleModuleVelocity](API\Runtime\Engine\Particles\Velocity\UParticleModuleVelocity) * ParticleModule, [UDistribution](API\Runtime\Engine\Distributions\UDistribution) *& OutStartVelocity, [UDistribution](API\Runtime\Engine\Distributions\UDistribution) *& OutStartVelocityRadial, bool & bOutInWorldSpace, bool & bOutApplyOwnerScale )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Meta=(ScriptMethod), Category="FXConverterUtilities") static void GetParticleModuleVelocityOverLifetimeProps ( [UParticleModuleVelocityOverLifetime](API\Runtime\Engine\Particles\Velocity\UParticleModuleVelocityOverLifet-) * ParticleModule, [UDistribution](API\Runtime\Engine\Distributions\UDistribution) *& OutVelOverLife, bool & bOutAbsolute, bool & bOutInWorldSpace, bool & bOutApplyOwnerScale )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Meta=(ScriptMethod), Category="FXConverterUtilities") static void GetParticleModuleConstantAccelerationProps ( [UParticleModuleAccelerationConstant](API\Runtime\Engine\Particles\Acceleration\UParticleModuleAccelerationConst-) * ParticleModule, FVector & OutConstAcceleration )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Meta=(ScriptMethod), Category="FXConverterUtilities") static void GetParticleModuleLocationPrimitiveSphereProps ( [UParticleModuleLocationPrimitiveSphere](API\Runtime\Engine\Particles\Location\UParticleModuleLocationPrimitive-_2) * ParticleModule, [UDistribution](API\Runtime\Engine\Distributions\UDistribution) *& OutStartRadius, bool & bOutPositiveX, bool & bOutPositiveY, bool & bOutPositiveZ, bool & bOutNegativeX, bool & bOutNegativeY, bool & bOutNegativeZ, bool & bOutSurfaceOnly, bool & bOutVelocity, [UDistribution](API\Runtime\Engine\Distributions\UDistribution) *& OutVelocityScale, [UDistribution](API\Runtime\Engine\Distributions\UDistribution) *& OutStartLocation )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Meta=(ScriptMethod), Category="FXConverterUtilities") static void GetParticleModuleLocationPrimitiveCylinderProps ( [UParticleModuleLocationPrimitiveCylinder](API\Runtime\Engine\Particles\Location\UParticleModuleLocationPrimitive-_1) * ParticleModule, bool & bOutRadialVelocity, [UDistribution](API\Runtime\Engine\Distributions\UDistribution) *& OutStartRadius, [UDistribution](API\Runtime\Engine\Distributions\UDistribution) *& OutStartHeight, [TEnumAsByte](API\Runtime\Core\Containers\TEnumAsByte)< CylinderHeightAxis > & OutHeightAxis, bool & bOutPositiveX, bool & bOutPositiveY, bool & bOutPositiveZ, bool & bOutNegativeX, bool & bOutNegativeY, bool & bOutNegativeZ, bool & bOutSurfaceOnly, bool & bOutVelocity, [UDistribution](API\Runtime\Engine\Distributions\UDistribution) *& OutVelocityScale, [UDistribution](API\Runtime\Engine\Distributions\UDistribution) *& OutStartLocation )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Meta=(ScriptMethod), Category="FXConverterUtilities") static void GetParticleModuleOrientationAxisLockProps ( [UParticleModuleOrientationAxisLock](API\Runtime\Engine\Particles\Orientation\UParticleModuleOrientationAxisLo-) * ParticleModule, [TEnumAsByte](API\Runtime\Core\Containers\TEnumAsByte)< EParticleAxisLock > & OutLockAxisFlags )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Meta=(ScriptMethod), Category="FXConverterUtilities") static void GetParticleModuleVelocityInheritParentProps ( [UParticleModuleVelocityInheritParent](API\Runtime\Engine\Particles\Velocity\UParticleModuleVelocityInheritPa-) * ParticleModule, [UDistribution](API\Runtime\Engine\Distributions\UDistribution) *& OutScale, bool & bOutInWorldSpace, bool & bOutApplyOwnerScale )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Meta=(ScriptMethod), Category="FXConverterUtilities") static void GetParticleModuleMeshRotationProps ( [UParticleModuleMeshRotation](API\Runtime\Engine\Particles\Rotation\UParticleModuleMeshRotation) * ParticleModule, [UDistribution](API\Runtime\Engine\Distributions\UDistribution) *& OutStartRotation, bool & bOutInheritParentRotation )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Meta=(ScriptMethod), Category="FXConverterUtilities") static void GetParticleModuleCollisionProps ( [UParticleModuleCollision](API\Runtime\Engine\Particles\Collision\UParticleModuleCollision) * ParticleModule, [UDistribution](API\Runtime\Engine\Distributions\UDistribution) *& OutDampingFactor, [UDistribution](API\Runtime\Engine\Distributions\UDistribution) *& OutDampingFactorRotation, [UDistribution](API\Runtime\Engine\Distributions\UDistribution) *& OutMaxCollisions, [TEnumAsByte](API\Runtime\Core\Containers\TEnumAsByte)< EParticleCollisionComplete > & OutCollisionCompleteOption, [TArray](API\Runtime\Core\Containers\TArray)< [TEnumAsByte](API\Runtime\Core\Containers\TEnumAsByte)< EObjectTypeQuery >> & OutCollisionTypes, bool & bOutApplyPhysics, bool & bOutIgnoreTriggerVolumes, [UDistribution](API\Runtime\Engine\Distributions\UDistribution) *& OutParticleMass, float & OutDirScalar, bool & bOutPawnsDoNotDecrementCount, bool & bOutOnlyVerticalNormalsDecrementCount, float & OutVerticalFudgeFactor, [UDistribution](API\Runtime\Engine\Distributions\UDistribution) *& OutDelayAmount, bool & bOutDropDetail, bool & bOutCollideOnlyIfVisible, bool & bOutIgnoreSourceActor, float & OutMaxCollisionDistance )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Meta=(ScriptMethod), Category="FXConverterUtilities") static void GetParticleModuleSizeScaleProps ( [UParticleModuleSizeScale](API\Runtime\Engine\Particles\Size\UParticleModuleSizeScale) * ParticleModule, [UDistribution](API\Runtime\Engine\Distributions\UDistribution) *& OutSizeScale )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Meta=(ScriptMethod), Category="FXConverterUtilities") static void GetParticleModuleSizeScaleBySpeedProps ( [UParticleModuleSizeScaleBySpeed](API\Runtime\Engine\Particles\Size\UParticleModuleSizeScaleBySpeed) * ParticleModule, FVector2D & OutSpeedScale, FVector2D & OutMaxScale )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Meta=(ScriptMethod), Category="FXConverterUtilities") static void GetParticleModuleVectorFieldLocalProps ( [UParticleModuleVectorFieldLocal](API\Runtime\Engine\Particles\VectorField\UParticleModuleVectorFieldLocal) * ParticleModule, [UVectorField](API\Runtime\Engine\VectorField\UVectorField) * OutVectorField, FVector & OutRelativeTranslation, FRotator & OutRelativeRotation, FVector & OutRelativeScale3D, float & OutIntensity, float & OutTightness, bool & bOutIgnoreComponentTransform, bool & bOutTileX, bool & bOutTileY, bool & bOutTileZ, bool & bOutUseFixDT )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Meta=(ScriptMethod), Category="FXConverterUtilities") static void GetParticleModuleVectorFieldRotationRateProps ( [UParticleModuleVectorFieldRotationRate](API\Runtime\Engine\Particles\VectorField\UParticleModuleVectorFieldRotati-_1) * ParticleModule, FVector & OutRotationRate )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="FXConverterUtilities") static void GetParticleModuleSizeMultiplyLifeProps ( [UParticleModuleSizeMultiplyLife](API\Runtime\Engine\Particles\Size\UParticleModuleSizeMultiplyLife) * ParticleModule, [UDistribution](API\Runtime\Engine\Distributions\UDistribution) *& OutLifeMultiplier, bool & OutMultiplyX, bool & OutMultiplyY, bool & OutMultiplyZ )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="FXConverterUtilities") static void GetParticleModuleColorScaleOverLifeProps ( [UParticleModuleColorScaleOverLife](API\Runtime\Engine\Particles\Color\UParticleModuleColorScaleOverLif-) * ParticleModule, [UDistribution](API\Runtime\Engine\Distributions\UDistribution) *& OutColorScaleOverLife, [UDistribution](API\Runtime\Engine\Distributions\UDistribution) *& OutAlphaScaleOverLife, bool & bOutEmitterTime )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="FXConverterUtilities") static void GetParticleModuleRotationProps ( [UParticleModuleRotation](API\Runtime\Engine\Particles\Rotation\UParticleModuleRotation) * ParticleModule, [UDistribution](API\Runtime\Engine\Distributions\UDistribution) *& OutStartRotation )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Meta=(ScriptMethod), Category="FXConverterUtilities") static void GetParticleModuleTypeDataRibbonProps ( [UParticleModuleTypeDataRibbon](API\Runtime\Engine\Particles\TypeData\UParticleModuleTypeDataRibbon) * ParticleModule, int32 & OutMaxTessellationBetweenParticles, int32 & OutSheetsPerTrail, int32 & OutMaxTrailCount, int32 & OutMaxParticleInTrailCount, bool & bOutDeadTrailsOnDeactivate, bool & bOutClipSourceSegment, bool & bOutEnablePreviousTangentRecalculation, bool & bOutTangentRecalculationEveryFrame, bool & bOutSpawnInitialParticle, [TEnumAsByte](API\Runtime\Core\Containers\TEnumAsByte)< ETrailsRenderAxisOption > & OutRenderAxis, float & OutTangentSpawningScalar, bool & bOutRenderGeometry, bool & bOutRenderSpawnPoints, bool & bOutRenderTangents, bool & bOutRenderTessellation, float & OutTilingDistance, float & OutDistanceTessellationStepSize, bool & bOutEnableTangentDiffInterpScale, float & OutTangentTessellationScalar )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="FXConverterUtilities") static void GetParticleModuleRotationRateProps ( [UParticleModuleRotationRate](API\Runtime\Engine\Particles\RotationRate\UParticleModuleRotationRate) * ParticleModule, [UDistribution](API\Runtime\Engine\Distributions\UDistribution) *& OutStartRotationRate )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="FXConverterUtilities") static void GetParticleModuleMeshRotationRateProps ( [UParticleModuleMeshRotationRate](API\Runtime\Engine\Particles\RotationRate\UParticleModuleMeshRotationRate) * ParticleModule, [UDistribution](API\Runtime\Engine\Distributions\UDistribution) *& OutStartRotationRate )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="FXConverterUtilities") static void GetParticleModuleRotationOverLifetimeProps ( [UParticleModuleRotationOverLifetime](API\Runtime\Engine\Particles\Rotation\UParticleModuleRotationOverLifet-) * ParticleModule, [UDistribution](API\Runtime\Engine\Distributions\UDistribution) *& OutRotationOverLife, bool & bOutScale )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="FXConverterUtilities") static void GetParticleModuleMeshRotationRateMultiplyLifeProps ( [UParticleModuleMeshRotationRateMultiplyLife](API\Runtime\Engine\Particles\RotationRate\UParticleModuleM-) * ParticleModule, [UDistribution](API\Runtime\Engine\Distributions\UDistribution) *& OutLifeMultiplier )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="FXConverterUtilities") static void GetParticleModulePivotOffsetProps ( [UParticleModulePivotOffset](API\Runtime\Engine\Particles\Modules\Location\UParticleModulePivotOffset) * ParticleModule, FVector2D & OutPivotOffset )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="FXConverterUtilities") static void GetParticleModuleSubUVProps ( [UParticleModuleSubUV](API\Runtime\Engine\Particles\SubUV\UParticleModuleSubUV) * ParticleModule, [USubUVAnimation](API\Runtime\Engine\Particles\USubUVAnimation) *& OutAnimation, [UDistribution](API\Runtime\Engine\Distributions\UDistribution) *& OutSubImageIndex, bool & bOutUseRealTime )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="FXConverterUtilities") static void GetParticleModuleCameraOffsetProps ( [UParticleModuleCameraOffset](API\Runtime\Engine\Particles\Camera\UParticleModuleCameraOffset) * ParticleModule, [UDistribution](API\Runtime\Engine\Distributions\UDistribution) *& OutCameraOffset, bool & bOutSpawnTimeOnly, [TEnumAsByte](API\Runtime\Core\Containers\TEnumAsByte)< EParticleCameraOffsetUpdateMethod > & OutUpdateMethod )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="FXConverterUtilities") static void GetParticleModuleParameterDynamicProps ( [UParticleModuleParameterDynamic](API\Runtime\Engine\Particles\Parameter\UParticleModuleParameterDynamic) * ParticleModule, [TArray](API\Runtime\Core\Containers\TArray)< [FEmitterDynamicParameterBP](API\Plugins\CascadeToNiagaraConverter\FEmitterDynamicParameterBP) > & OutDynamicParams, bool & bOutUsesVelocity )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="FXConverterUtilities") static void GetParticleModuleOrbitProps ( [UParticleModuleOrbit](API\Runtime\Engine\Particles\Orbit\UParticleModuleOrbit) * ParticleModule, [TEnumAsByte](API\Runtime\Core\Containers\TEnumAsByte)< EOrbitChainMode > & OutChainMode, [UDistribution](API\Runtime\Engine\Distributions\UDistribution) *& OutOffsetAmount, [FOrbitOptionsBP](API\Plugins\CascadeToNiagaraConverter\FOrbitOptionsBP) & OutOffsetOptions, [UDistribution](API\Runtime\Engine\Distributions\UDistribution) *& OutRotationAmount, [FOrbitOptionsBP](API\Plugins\CascadeToNiagaraConverter\FOrbitOptionsBP) & OutRotationOptions, [UDistribution](API\Runtime\Engine\Distributions\UDistribution) *& OutRotationRateAmount, [FOrbitOptionsBP](API\Plugins\CascadeToNiagaraConverter\FOrbitOptionsBP) & OutRotationRateOptions )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="FXConverterUtilities") static void GetParticleModuleAccelerationDragProps ( [UParticleModuleAccelerationDrag](API\Runtime\Engine\Particles\Acceleration\UParticleModuleAccelerationDrag) * ParticleModule, [UDistribution](API\Runtime\Engine\Distributions\UDistribution) *& OutDragCoefficientRaw )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="FXConverterUtilities") static void GetParticleModuleSubUVMovieProps ( [UParticleModuleSubUVMovie](API\Runtime\Engine\Particles\SubUV\UParticleModuleSubUVMovie) * ParticleModule, bool & bOutUseEmitterTime, [UDistribution](API\Runtime\Engine\Distributions\UDistribution) *& OutFrameRate, int32 & OutStartingFrame )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Meta=(ScriptMethod), Category="FXConverterUtilities") static void GetParticleModuleSpawnProps ( [UParticleModuleSpawn](API\Runtime\Engine\Particles\Spawn\UParticleModuleSpawn) * ParticleModuleSpawn, [UDistribution](API\Runtime\Engine\Distributions\UDistribution) *& OutRate, [UDistribution](API\Runtime\Engine\Distributions\UDistribution) *& OutRateScale, [TEnumAsByte](API\Runtime\Core\Containers\TEnumAsByte)< EParticleBurstMethod > & OutBurstMethod, [TArray](API\Runtime\Core\Containers\TArray)< [FParticleBurstBlueprint](API\Plugins\CascadeToNiagaraConverter\FParticleBurstBlueprint) > & OutBurstList, [UDistribution](API\Runtime\Engine\Distributions\UDistribution) *& OutBurstScale, bool & bOutApplyGlobalSpawnRateScale, bool & bOutProcessSpawnRate, bool & bOutProcessSpawnBurst )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="FXConverterUtilities") static void GetParticleModuleAccelerationDragScaleOverLifeProps ( [UParticleModuleAccelerationDragScaleOverLife](API\Runtime\Engine\Particles\Acceleration\UParticleModuleA-) * ParticleModule, [UDistribution](API\Runtime\Engine\Distributions\UDistribution) *& OutDragScaleRaw )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="FXConverterUtilities") static void GetParticleModuleAccelerationProps ( [UParticleModuleAcceleration](API\Runtime\Engine\Particles\Acceleration\UParticleModuleAcceleration) * ParticleModule, [UDistribution](API\Runtime\Engine\Distributions\UDistribution) *& OutAcceleration, bool & bOutApplyOwnerScale )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="FXConverterUtilities") static void GetParticleModuleAccelerationOverLifetimeProps ( [UParticleModuleAccelerationOverLifetime](API\Runtime\Engine\Particles\Acceleration\UParticleModuleAccelerationOverL-) * ParticleModule, [UDistribution](API\Runtime\Engine\Distributions\UDistribution) *& OutAccelOverLife )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="FXConverterUtilities") static void GetParticleModuleTrailSourceProps ( [UParticleModuleTrailSource](API\Runtime\Engine\Particles\Trail\UParticleModuleTrailSource) * ParticleModule, [TEnumAsByte](API\Runtime\Core\Containers\TEnumAsByte)< ETrail2SourceMethod > & OutSourceMethod, [FName](API\Runtime\Core\UObject\FName) & OutSourceName, [UDistribution](API\Runtime\Engine\Distributions\UDistribution) *& OutSourceStrength, bool & bOutLockSourceStrength, int32 & OutSourceOffsetCount, [TArray](API\Runtime\Core\Containers\TArray)< FVector > & OutSourceOffsetDefaults, [TEnumAsByte](API\Runtime\Core\Containers\TEnumAsByte)< EParticleSourceSelectionMethod > & OutSelectionMethod, bool & bOutInheritRotation )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="FXConverterUtilities") static void GetParticleModuleAttractorParticleProps ( [UParticleModuleAttractorParticle](API\Runtime\Engine\Particles\Attractor\UParticleModuleAttractorParticle) * ParticleModule, [FName](API\Runtime\Core\UObject\FName) & OutEmitterName, [UDistribution](API\Runtime\Engine\Distributions\UDistribution) *& OutRange, bool & bOutStrengthByDistance, [UDistribution](API\Runtime\Engine\Distributions\UDistribution) *& OutStrength, bool & bOutAffectBaseVelocity, [TEnumAsByte](API\Runtime\Core\Containers\TEnumAsByte)< EAttractorParticleSelectionMethod > & OutSelectionMethod, bool & bOutRenewSource, bool & bOutInheritSourceVelocity )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="FXConverterUtilities") static void GetParticleModuleAttractorPointProps ( [UParticleModuleAttractorPoint](API\Runtime\Engine\Particles\Attractor\UParticleModuleAttractorPoint) * ParticleModule, [UDistribution](API\Runtime\Engine\Distributions\UDistribution) *& OutPosition, [UDistribution](API\Runtime\Engine\Distributions\UDistribution) *& OutRange, [UDistribution](API\Runtime\Engine\Distributions\UDistribution) *& OutStrength, bool & boutStrengthByDistance, bool & bOutAffectsBaseVelocity, bool & bOutOverrideVelocity, bool & bOutUseWorldSpacePosition, bool & bOutPositiveX, bool & bOutPositiveY, bool & bOutPositiveZ, bool & bOutNegativeX, bool & bOutNegativeY, bool & bOutNegativeZ )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="FXConverterUtilities") static void GetParticleModuleAttractorLineProps ( [UParticleModuleAttractorLine](API\Runtime\Engine\Particles\Attractor\UParticleModuleAttractorLine) * ParticleModule, FVector & OutStartPoint, FVector & OutEndPoint, [UDistribution](API\Runtime\Engine\Distributions\UDistribution) *& OutRange, [UDistribution](API\Runtime\Engine\Distributions\UDistribution) *& OutStrength )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="FXConverterUtilities") static void GetParticleModuleLocationDirectProps ( [UParticleModuleLocationDirect](API\Runtime\Engine\Particles\Location\UParticleModuleLocationDirect) * ParticleModule, [UDistribution](API\Runtime\Engine\Distributions\UDistribution) *& OutLocation, [UDistribution](API\Runtime\Engine\Distributions\UDistribution) *& OutLocationOffset, [UDistribution](API\Runtime\Engine\Distributions\UDistribution) *& OutScaleFactor )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="FXConverterUtilities") static void GetParticleModuleLocationProps ( [UParticleModuleLocation](API\Runtime\Engine\Particles\Location\UParticleModuleLocation) * ParticleModule, [UDistribution](API\Runtime\Engine\Distributions\UDistribution) *& OutStartLocation, float & OutDistributeOverNPoints, float & OutDistributeThreshold )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="FXConverterUtilities") static void GetParticleModuleLocationBoneSocketProps ( [UParticleModuleLocationBoneSocket](API\Runtime\Engine\Particles\Location\UParticleModuleLocationBoneSocke-) * ParticleModule, [TEnumAsByte](API\Runtime\Core\Containers\TEnumAsByte)< ELocationBoneSocketSource > & OutSourceType, FVector & OutUniversalOffset, [TArray](API\Runtime\Core\Containers\TArray)< [FLocationBoneSocketInfoBP](API\Plugins\CascadeToNiagaraConverter\FLocationBoneSocketInfoBP) > & OutSourceLocations, [TEnumAsByte](API\Runtime\Core\Containers\TEnumAsByte)< ELocationBoneSocketSelectionMethod > & OutSelectionMethod, bool & bOutUpdatePositionEachFrame, bool & bOutOrientMeshEmitters, bool & bOutInheritBoneVelocity, float & OutInheritVelocityScale, [FName](API\Runtime\Core\UObject\FName) & OutSkelMeshActorParamName, int32 & OutNumPreSelectedIndices, [USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) *& OutEditorSkelMesh )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Meta=(ScriptMethod), Category="FXConverterUtilities") static void GetParticleModuleSpawnPerUnitProps ( [UParticleModuleSpawnPerUnit](API\Runtime\Engine\Particles\Spawn\UParticleModuleSpawnPerUnit) * ParticleModule, float & OutUnitScalar, float & OutMovementTolerance, [UDistribution](API\Runtime\Engine\Distributions\UDistribution) *& OutSpawnPerUnit, float & OutMaxFrameDistance, bool & bOutIgnoreSpawnRateWhenMoving, bool & bOutIgnoreMovementAlongX, bool & bOutIgnoreMovementAlongY, bool & bOutIgnoreMovementAlongZ, bool & bOutProcessSpawnRate, bool & bOutProcessBurstList )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="FXConverterUtilities") static void GetParticleModuleKillBoxProps ( [UParticleModuleKillBox](API\Runtime\Engine\Particles\Kill\UParticleModuleKillBox) * ParticleModule, [UDistribution](API\Runtime\Engine\Distributions\UDistribution) *& OutLowerLeftCorner, [UDistribution](API\Runtime\Engine\Distributions\UDistribution) *& OutUpperRightCorner, bool & bOutWorldSpaceCoords, bool & bOutKillInside, bool & bOutAxisAlignedAndFixedSize )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="FXConverterUtilities") static void GetParticleModuleMeshMaterialProps ( [UParticleModuleMeshMaterial](API\Runtime\Engine\Particles\Material\UParticleModuleMeshMaterial) * ParticleModule, [TArray](API\Runtime\Core\Containers\TArray)< [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * > & OutMeshMaterials )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="FXConverterUtilities") static void GetParticleModuleLightProps ( [UParticleModuleLight](API\Runtime\Engine\Particles\Light\UParticleModuleLight) * ParticleModule, bool & bOutUseInverseSquaredFalloff, bool & bOutAffectsTranslucency, bool & bOutPreviewLightRadius, float & OutSpawnFraction, [UDistribution](API\Runtime\Engine\Distributions\UDistribution) *& OutColorScaleOverLife, [UDistribution](API\Runtime\Engine\Distributions\UDistribution) *& OutBrightnessOverLife, [UDistribution](API\Runtime\Engine\Distributions\UDistribution) *& OutRadiusScale, [UDistribution](API\Runtime\Engine\Distributions\UDistribution) *& OutLightExponent, [FLightingChannels](API\Runtime\Engine\Engine\FLightingChannels) & OutLightingChannels, float & OutVolumetricScatteringIntensity, bool & bOutHighQualityLights, bool & bOutShadowCastingLights )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Meta=(ScriptMethod), Category="FXConverterUtilities") static void GetParticleModuleRequiredPerRendererProps ( [UParticleModuleRequired](API\Runtime\Engine\Particles\UParticleModuleRequired) * ParticleModuleRequired, [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) *& OutMaterialInterface, [TEnumAsByte](API\Runtime\Core\Containers\TEnumAsByte)< EParticleScreenAlignment > & OutScreenAlignment, int32 & OutSubImages_Horizontal, int32 & OutSubImages_Vertical, [TEnumAsByte](API\Runtime\Core\Containers\TEnumAsByte)< EParticleSortMode > & OutSortMode, [TEnumAsByte](API\Runtime\Core\Containers\TEnumAsByte)< EParticleSubUVInterpMethod > & OutInterpolationMethod, uint8 & bOutRemoveHMDRoll, float & OutMinFacingCameraBlendDistance, float & OutMaxFacingCameraBlendDistance, [UTexture2D](API\Runtime\Engine\Engine\UTexture2D) *& OutCutoutTexture, [TEnumAsByte](API\Runtime\Core\Containers\TEnumAsByte)< ESubUVBoundingVertexCount > & OutBoundingMode, [TEnumAsByte](API\Runtime\Core\Containers\TEnumAsByte)< EOpacitySourceMode > & OutOpacitySourceMode, [TEnumAsByte](API\Runtime\Core\Containers\TEnumAsByte)< EEmitterNormalsMode > & OutEmitterNormalsMode, float & OutAlphaThreshold )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Meta=(ScriptMethod), Category="FXConverterUtilities") static void GetParticleModuleRequiredPerModuleProps ( [UParticleModuleRequired](API\Runtime\Engine\Particles\UParticleModuleRequired) * ParticleModuleRequired, bool & bOutOrbitModuleAffectsVelocityAlignment, float & OutRandomImageTime, int32 & OutRandomImageChanges, bool & bOutOverrideSystemMacroUV, FVector & OutMacroUVPosition, float & OutMacroUVRadius )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Meta=(ScriptMethod), Category="FXConverterUtilities") static void GetParticleModuleRequiredPerEmitterProps ( [UParticleModuleRequired](API\Runtime\Engine\Particles\UParticleModuleRequired) * ParticleModuleRequired, FVector & OutEmitterOrigin, FRotator & OutEmitterRotation, bool & bOutUseLocalSpace, bool & bOutKillOnDeactivate, bool & bOutKillOnCompleted, bool & bOutUseLegacyEmitterTime, bool & bOutEmitterDurationUseRange, float & OutEmitterDuration, float & OutEmitterDurationLow, bool & bOUtEmitterDelayUseRange, bool & bOutDelayFirstLoopOnly, float & OutEmitterDelay, float & OutEmitterDelayLow, bool & bOutDurationRecalcEachLoop, int32 & OutEmitterLoops )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Meta=(ScriptMethod), Category="FXConverterUtilities") static void GetParticleModuleColorProps ( [UParticleModuleColor](API\Runtime\Engine\Particles\Color\UParticleModuleColor) * ParticleModule, [UDistribution](API\Runtime\Engine\Distributions\UDistribution) *& OutStartColor, [UDistribution](API\Runtime\Engine\Distributions\UDistribution) *& OutStartAlpha, bool & bOutClampAlpha )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Meta=(ScriptMethod), Category="FXConverterUtilities") static void GetVectorDistributionConstValues ( [UDistributionVectorConstant](API\Runtime\Engine\Distributions\UDistributionVectorConstant) * Distribution, FVector & OutConstVector )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Meta=(ScriptMethod), Category="FXConverterUtilities") static void GetVectorDistributionUniformValues ( [UDistributionVectorUniform](API\Runtime\Engine\Distributions\UDistributionVectorUniform) * Distribution, FVector & OutMin, FVector & OutMax )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Meta=(ScriptMethod), Category="FXConverterUtilities") static void GetVectorDistributionUniformCurveValues ( [UDistributionVectorUniformCurve](API\Runtime\Engine\Distributions\UDistributionVectorUniformCurve) * Distribution, [FInterpCurveTwoVectors](API\Runtime\Core\Math\FInterpCurveTwoVectors) & OutInterpCurveTwoVectors )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Meta=(ScriptMethod), Category="FXConverterUtilities") static void GetVectorDistributionConstCurveValues ( [UDistributionVectorConstantCurve](API\Runtime\Engine\Distributions\UDistributionVectorConstantCurve) * Distribution, [FInterpCurveVector](API\Runtime\Core\Math\FInterpCurveVector) & OutInterpCurveVector )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Meta=(ScriptMethod), Category="FXConverterUtilities") static void GetVectorDistributionParameterValues ( [UDistributionVectorParameterBase](API\Runtime\Engine\Distributions\UDistributionVectorParameterBase) * Distribution, [FName](API\Runtime\Core\UObject\FName) & OutParameterName, FVector & OutMinInput, FVector & OutMaxInput, FVector & OutMinOutput, FVector & OutMaxOutput )


description: Cascade curve helpers.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Meta=(ScriptMethod), Category="FXConverterUtilities") static [TArray](API\Runtime\Core\Containers\TArray)< [FRichCurveKeyBP](API\Plugins\CascadeToNiagaraConverter\FRichCurveKeyBP) > KeysFromInterpCurveFloat ( [FInterpCurveFloat](API\Runtime\Core\Math\FInterpCurveFloat) Curve )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Meta=(ScriptMethod), Category="FXConverterUtilities") static [TArray](API\Runtime\Core\Containers\TArray)< [FRichCurveKeyBP](API\Plugins\CascadeToNiagaraConverter\FRichCurveKeyBP) > KeysFromInterpCurveVector ( [FInterpCurveVector](API\Runtime\Core\Math\FInterpCurveVector) Curve, int32 ComponentIdx )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Meta=(ScriptMethod), Category="FXConverterUtilities") static [TArray](API\Runtime\Core\Containers\TArray)< [FRichCurveKeyBP](API\Plugins\CascadeToNiagaraConverter\FRichCurveKeyBP) > KeysFromInterpCurveVector2D ( [FInterpCurveVector2D](API\Runtime\Core\Math\FInterpCurveVector2D) Curve, int32 ComponentIdx )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="FXConverterUtilities") static void SetMeshRendererMaterialOverridesFromCascade ( [UNiagaraMeshRendererProperties](API\Plugins\Niagara\UNiagaraMeshRendererProperties) * MeshRendererProps, [TArray](API\Runtime\Core\Containers\TArray)< [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * > MeshMaterials )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Meta=(ScriptMethod), Category="FXConverterUtilities") static [TArray](API\Runtime\Core\Containers\TArray)< [FRichCurveKeyBP](API\Plugins\CascadeToNiagaraConverter\FRichCurveKeyBP) > KeysFromInterpCurveTwoVectors ( [FInterpCurveTwoVectors](API\Runtime\Core\Math\FInterpCurveTwoVectors) Curve, int32 ComponentIdx )


className: UFXConverterUtilitiesLibrary

description: A C++ and Blueprint accessible library for converting fx type assets (Cascade and Niagara)


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="FXConverterUtilities") void AddModuleScript ( [FString](API\Runtime\Core\Containers\FString) ScriptNameString, [UNiagaraScriptConversionContext](API\Plugins\CascadeToNiagaraConverter\UNiagaraScriptConversionContext) * ScriptConversionContext, [EScriptExecutionCategory](API\Plugins\CascadeToNiagaraConverter\EScriptExecutionCategory) ModuleScriptExecutionCategory )