code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=Settings) void SetTooltip ( const [FText](API\Runtime\Core\Internationalization\FText) & InTooltip )


module: PCG

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


className: UPCGPin

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

Edges

type: TArray<TObject...

Node

type: TObjectPtr<UPC...

Properties

type: FPCGPinProperti...


description: Derived classes can implement this to expose additional name information in the logs

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


description: Return the concatenation of InputPinProperties and FillOverridableParamsPins

code: [TArray](API\Runtime\Core\Containers\TArray)< [FPCGPinProperties](API\Plugins\PCG\FPCGPinProperties) > AllInputPinProperties() const


description: For symmetry reason, do the same with output pins. For now forward just the call to OutputPinProperties

code: [TArray](API\Runtime\Core\Containers\TArray)< [FPCGPinProperties](API\Plugins\PCG\FPCGPinProperties) > AllOutputPinProperties() const


description: Any final migration/recovery that can be done after pins are finalized. This function should also set DataVersion to LatestVersion.

code: virtual void ApplyDeprecation ( [UPCGNode](API\Plugins\PCG\UPCGNode) * InOutNode )


description: UpdatePins will kick off invalid edges, so this is useful for moving edges around in case of pin changes.

code: virtual void ApplyDeprecationBeforeUpdatePins ( [UPCGNode](API\Plugins\PCG\UPCGNode) * InOutNode, [TArray](API\Runtime\Core\Containers\TArray)< [TObjectPtr](API\Runtime\Core\Delegates\TObjectPtr)< [UPCGPin](API\Plugins\PCG\UPCGPin) >> & InputPins, [TArray](API\Runtime\Core\Containers\TArray)< [TObjectPtr](API\Runtime\Core\Delegates\TObjectPtr)< [UPCGPin](API\Plugins\PCG\UPCGPin) >> & OutputPins )


code: virtual void ApplyPreconfiguredSettings ( const [FPCGPreConfiguredSettingsInfo](API\Plugins\PCG\FPCGPreConfiguredSettingsInfo) & PreconfigureInfo )


description: If settings require structural changes, this will apply them

code: virtual void ApplyStructuralDeprecation ( [UPCGNode](API\Plugins\PCG\UPCGNode) * InOutNode )


description: We need the more complex function (with PropertyChain) to detect child properties in structs, if they are overridable.

code: virtual bool CanEditChange ( const [FEditPropertyChain](API\Runtime\CoreUObject\UObject\FEditPropertyChain) & InPropertyChain ) const


description: Passthrough for the simpler method, to avoid modifying the child settings already overriding this method.

code: virtual bool CanEditChange ( const [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * InProperty ) const


code: virtual [FPCGElementPtr](API\Plugins\PCG\FPCGElementPtr) CreateElement() const


code: virtual [UPCGNode](API\Plugins\PCG\UPCGNode) * CreateNode() const


description: Internal functions, should not be used by any user. Return a different subset for for input/output pin properties, in case of a default object.

code: virtual [TArray](API\Runtime\Core\Containers\TArray)< [FPCGPinProperties](API\Plugins\PCG\FPCGPinProperties) > DefaultInputPinProperties() const


code: virtual [TArray](API\Runtime\Core\Containers\TArray)< [FPCGPinProperties](API\Plugins\PCG\FPCGPinProperties) > DefaultOutputPinProperties() const


description: Methods to remove boilerplate code across settings

code: [TArray](API\Runtime\Core\Containers\TArray)< [FPCGPinProperties](API\Plugins\PCG\FPCGPinProperties) > DefaultPointInputPinProperties() const


code: [TArray](API\Runtime\Core\Containers\TArray)< [FPCGPinProperties](API\Plugins\PCG\FPCGPinProperties) > DefaultPointOutputPinProperties() const


description: Method that can be called to dirty the cache data from this settings objects if the operator== does not allow to detect changes

code: void DirtyCache()


description: Iterate over OverridableParams to automatically add param pins to the list.

code: void FillOverridableParamsPins ( [TArray](API\Runtime\Core\Containers\TArray)< [FPCGPinProperties](API\Plugins\PCG\FPCGPinProperties) > & OutPins ) const


description: There is a weird issue where the BP class is not set correctly in some Server cases. We can try to recover if the PropertyClass is null.

code: virtual void FixingOverridableParamPropertyClass ( [FPCGSettingsOverridableParam](API\Plugins\PCG\FPCGSettingsOverridableParam) & Param ) const


description: Can be overridden to add more custom params (like in BP).

code: virtual [TArray](API\Runtime\Core\Containers\TArray)< [FPCGSettingsOverridableParam](API\Plugins\PCG\FPCGSettingsOverridableParam) > GatherOverridableParams() const


description: Get the Crc value precomputed for these settings.

code: const [FPCGCrc](API\Plugins\PCG\FPCGCrc) & GetCachedCrc() const


code: virtual [EPCGDataType](API\Plugins\PCG\EPCGDataType) GetDataType() const


description: Returns the current pin types, which can either be the static types from the pin properties, or a dynamic type based on connected edges.

code: virtual [EPCGDataType](API\Plugins\PCG\EPCGDataType) GetCurrentPinTypes ( const [UPCGPin](API\Plugins\PCG\UPCGPin) * InPin ) const


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


description: Virtual


description: Override this class to provide anUObjectto jump to in case of double click on node ie. returning a blueprint instance will open the given blueprint in its editor.Bydefault, it will return the underlying class, to try to jump to its header in code

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


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


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


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


description: Can override to add a custom icon next to the pin label (and an optional tooltip). Return false if no override is available.

code: virtual bool GetPinExtraIcon ( const [UPCGPin](API\Plugins\PCG\UPCGPin) * InPin, [FName](API\Runtime\Core\UObject\FName) & OutExtraIcon, [FText](API\Runtime\Core\Internationalization\FText) & OutTooltip ) const


description: Can override the label style for a pin. Return false if no override is available.

code: virtual bool GetPinLabelStyle ( const [UPCGPin](API\Plugins\PCG\UPCGPin) * InPin, [FName](API\Runtime\Core\UObject\FName) & OutLabelStyle ) const


description: Return preconfigured info that will be filled in the editor palette action, allowing to create pre-configured settings

code: virtual [TArray](API\Runtime\Core\Containers\TArray)< [FPCGPreConfiguredSettingsInfo](API\Plugins\PCG\FPCGPreConfiguredSettingsInfo) > GetPreconfiguredInfo() const


description: Get the seed, combined with optional PCGComponent seed.

code: int GetSeed ( const [UPCGComponent](API\Plugins\PCG\UPCGComponent) * InSourceComponent ) const


code: virtual [UPCGSettings](API\Plugins\PCG\UPCGSettings) * GetSettings()


code: virtual const [UPCGSettings](API\Plugins\PCG\UPCGSettings) * GetSettings() const


description: Derived classes must implement this to communicate dependencies on external actors

code: virtual void GetTrackedActorKeys ( [FPCGActorSelectionKeyToSettingsMap](API\Plugins\PCG\FPCGActorSelectionKeyToSettingsM-) & OutKeysToSettings, [TArray](API\Runtime\Core\Containers\TArray)< [TObjectPtr](API\Runtime\Core\Delegates\TObjectPtr)< const [UPCGGraph](API\Plugins\PCG\UPCGGraph) >> & OutVisitedGraphs ) const


code: virtual [EPCGSettingsType](API\Plugins\PCG\EPCGSettingsType) GetType() const


description: Can be overriden by child class if they ever got renamed to avoid changing the default seed for this one. Otherwise default is hash of the class name.

code: virtual uint32 GetTypeNameHash() const


description: Bitwise union of the allowed types of each incident edge on pin. Returns None if no common bits, or no edges.

code: [EPCGDataType](API\Plugins\PCG\EPCGDataType) GetTypeUnionOfIncidentEdges ( const [FName](API\Runtime\Core\UObject\FName) & PinLabel ) const


description: An additional custom version number that external system users can use to track versions. This version will be serialized into the asset and will be provided by UserDataVersion after load.


description: If the node has any dynamic pins that can change based on input or settings

code: virtual bool HasDynamicPins() const


description: Check if we have some override. Can be overriden to force params pin for example

code: virtual bool HasOverridableParams() const


description: Called after intialization to construct the list of all overridable params. In Editor, it will first gather all the overridable properties names and labels, based on their metadata. Can request a "reset" if something changed in the settings. And then, in Editor and Runtime, will gather the FProperty*.

code: void InitializeCachedOverridableParams ( bool bReset )


description: Returns an array of all the input pin properties. You should not add manually a "params" pin, it is handled automatically by FillOverridableParamsPins.

code: virtual [TArray](API\Runtime\Core\Containers\TArray)< [FPCGPinProperties](API\Plugins\PCG\FPCGPinProperties) > InputPinProperties() const


description: Returns true if InPin is in use by node (assuming node enabled). Can be used to communicate when a pin is not in use to user.

code: virtual bool IsPinUsedByNodeExecution ( const [UPCGPin](API\Plugins\PCG\UPCGPin) * InPin ) const


code: virtual bool IsPropertyOverriddenByPin ( const [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * InProperty ) const


code: virtual bool IsStructuralProperty ( const [FName](API\Runtime\Core\UObject\FName) & InPropertyName ) const


description: If there are preconfigured info, we can skip the default settings and only expose pre-configured actions in the editor palette

code: virtual bool OnlyExposePreconfiguredSettings() const


description: Returns true if only the first input edge is used from the primary pin when the node is disabled.

code: virtual bool OnlyPassThroughOneEdgeWhenDisabled() const


code: virtual [TArray](API\Runtime\Core\Containers\TArray)< [FPCGPinProperties](API\Plugins\PCG\FPCGPinProperties) > OutputPinProperties() const


code: bool operator== ( const [UPCGSettings](API\Plugins\PCG\UPCGSettings) & Other ) const


description: List of all the overridable params available for this settings.

code: virtual const [TArray](API\Runtime\Core\Containers\TArray)< [FPCGSettingsOverridableParam](API\Plugins\PCG\FPCGSettingsOverridableParam) > & OverridableParams() const


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

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


description: Called after applying a transaction to the object. Default implementation simply calls PostEditChange.

code: virtual void PostEditUndo()


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: 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: Called from within SavePackage on the passed in base/root object. This function is called after the package has been saved and can perform cleanup.

code: virtual void PostSaveRoot ( [FObjectPostSaveRootContext](API\Runtime\CoreUObject\UObject\FObjectPostSaveRootContext) ObjectSaveContext )


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

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


description: Puts node title on node body, reducing overall node size

code: virtual bool ShouldDrawNodeCompact() const


description: Check if we need to hook the output of the pre-task to this. One use is to compute overrides in the subgraph element and pass the overrides as data, to all nodes that needs it.

code: virtual bool ShouldHookToPreTask() const


className: UPCGSettings

description: Base class for settings-as-data in the PCG framework

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Abstract, BlueprintType, ClassGroup=(Procedural)) class UPCGSettings : public [UPCGSettingsInterface](API\Plugins\PCG\UPCGSettingsInterface)

bExposeToLibrary

type: bool

bPassThroughFilteredOutInputs

description: Warning - this is deprecated and will be removed soon since we have a FilterByTag node for this specific purpose

bUseSeed

description: Bydefault, settings won't use a seed. Set this bool to true in the child ctor to allow edition and use it.

CachedOverridableParams

type: TArray<FPCGSet...

description: Needs to be serialized since property metadata (used to populate this array) is not available at runtime.

Category

type: FText

DataVersion

description: The version number of the data after load and after any data migration.

DeterminismSettings

type: FPCGDeterminism...

FilterOnTags

type: TSet<FString>

OriginalSettings

type: constUPCGSetti...

description: Holds the original settings used to duplicate this object if it was overridden.

Seed

type: int

TagsAppliedOnOutput

description: Applies the specified tags on the output data.

UserDataVersion

description: If a custom version guid was provided throughGetUserCustomVersionGuid(), this field will hold the version number after load and after any data migration.


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

code: virtual void BeginDestroy()


code: virtual [UPCGSettings](API\Plugins\PCG\UPCGSettings) * GetSettings()


code: virtual const [UPCGSettings](API\Plugins\PCG\UPCGSettings) * GetSettings() const


code: void OnSettingsChanged ( [UPCGSettings](API\Plugins\PCG\UPCGSettings) * InSettings, [EPCGChangeType](API\Plugins\PCG\EPCGChangeType) ChangeType )


code: void SetSettings ( [UPCGSettings](API\Plugins\PCG\UPCGSettings) * InSettings )


className: UPCGSettingsInstance

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(BlueprintType, ClassGroup=(Procedural)) class UPCGSettingsInstance : public [UPCGSettingsInterface](API\Plugins\PCG\UPCGSettingsInterface)


description: Dedicated method to change enable state because some nodes have more complex behavior on enable/disable (such as subgraphs)

code: void SetEnabled ( bool bInEnabled )


className: UPCGSettingsInterface

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Abstract) class UPCGSettingsInterface : public [UPCGData](API\Plugins\PCG\UPCGData)

bBreakDebugger

description: If a debugger is attached, triggers a breakpoint insideIPCGElement::Execute().

DebugSettings

type: FPCGDebugVisual...

OnSettingsChangedDelegate

type: FOnPCGSettingsC...


description: Overridden logic to add a default source pin


description: Add a new dynamic source pin with the specified properties

code: void AddDynamicInputPin ( [FPCGPinProperties](API\Plugins\PCG\FPCGPinProperties) && CustomProperties )


description: Check if the pin to remove is dynamic

code: virtual bool CanUserRemoveDynamicInputPin ( int32 PinIndex )


description: Validate custom pin properties

code: virtual bool CustomPropertiesAreValid ( const [FPCGPinProperties](API\Plugins\PCG\FPCGPinProperties) & CustomProperties )


description: Get the number of dynamic input pins.

code: int32 GetDynamicInputPinNum() const


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


description: Get the number of static input pins.

code: int32 GetStaticInputPinNum() const


description: A concatenation of the static and dynamic input pin properties

code: virtual [TArray](API\Runtime\Core\Containers\TArray)< [FPCGPinProperties](API\Plugins\PCG\FPCGPinProperties) > InputPinProperties() const


description: User driven event to add a dynamic source pin

code: virtual void OnUserAddDynamicInputPin()


description: User driven event to remove a dynamic source pin

code: virtual void OnUserRemoveDynamicInputPin ( [UPCGNode](API\Plugins\PCG\UPCGNode) * InOutNode, int32 PinIndex )


description: The input pin properties that are statically defined by the client class

code: virtual [TArray](API\Runtime\Core\Containers\TArray)< [FPCGPinProperties](API\Plugins\PCG\FPCGPinProperties) > StaticInputPinProperties() const


className: UPCGSettingsWithDynamicInputs

description: UPCGSettingssubclass with functionality to dynamically add/remove input pins

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Abstract, BlueprintType, ClassGroup=(Procedural)) class UPCGSettingsWithDynamicInputs : public [UPCGSettings](API\Plugins\PCG\UPCGSettings)

DynamicInputPinProperties

type: TArray<FPCGPin...

description: Dynamic pin properties that the user can add or remove from


description: ~BeginUPCGBaseSubgraphNodeinterface

code: virtual [TObjectPtr](API\Runtime\Core\Delegates\TObjectPtr)< [UPCGGraphInterface](API\Plugins\PCG\UPCGGraphInterface) > GetSubgraphInterface() const


className: UPCGSubgraphNode

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(ClassGroup=(Procedural)) class UPCGSubgraphNode : public [UPCGBaseSubgraphNode](API\Plugins\PCG\UPCGBaseSubgraphNode)


description: Derived classes can implement this to expose additional name information in the logs

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


code: virtual [FPCGElementPtr](API\Plugins\PCG\FPCGElementPtr) CreateElement() const


code: virtual [UPCGNode](API\Plugins\PCG\UPCGNode) * CreateNode() const


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


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


description: Override this class to provide anUObjectto jump to in case of double click on node ie. returning a blueprint instance will open the given blueprint in its editor.Bydefault, it will return the underlying class, to try to jump to its header in code

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


code: virtual [UPCGGraphInterface](API\Plugins\PCG\UPCGGraphInterface) * GetSubgraphInterface() const


code: virtual [EPCGSettingsType](API\Plugins\PCG\EPCGSettingsType) GetType() const


description: Returns true if the subgraphs nodes were not inlined into the parent graphs tasks during compilation.

code: virtual bool IsDynamicGraph() const


code: virtual bool IsStructuralProperty ( const [FName](API\Runtime\Core\UObject\FName) & InPropertyName ) const


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

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


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

code: virtual void PostLoad()


code: virtual void SetSubgraphInternal ( [UPCGGraphInterface](API\Plugins\PCG\UPCGGraphInterface) * InGraph )


code: UPCGSubgraphSettings ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & InObjectInitializer )


className: UPCGSubgraphSettings

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(BlueprintType, ClassGroup=(Procedural)) class UPCGSubgraphSettings : public [UPCGBaseSubgraphSettings](API\Plugins\PCG\UPCGBaseSubgraphSettings)


description: For deprecation only, register tracked actors from serialized components

code: template<typename ActorContainer> void AddSerializedTrackedActorsForDeprecation ( const ActorContainer & InActors )


description: Builds the landscape data cache

code: void BuildLandscapeCache ( bool bQuiet )


description: Cancels currently running generation on given graph

code: void CancelGeneration ( [UPCGGraph](API\Plugins\PCG\UPCGGraph) * Graph )


description: Cancels currently running generation

code: void CancelGeneration ( [UPCGComponent](API\Plugins\PCG\UPCGComponent) * Component )


description: Cleans up the graph cache on an element basis. InSettings is used for debugging and is optional.

code: void CleanFromCache ( const [IPCGElement](API\Plugins\PCG\IPCGElement) * InElement, const [UPCGSettings](API\Plugins\PCG\UPCGSettings) * InSettings )


description: Schedules an operation to cleanup the graph in the given bounds

code: [FPCGTaskId](API\Plugins\PCG\FPCGTaskId) CleanupGraph ( [UPCGComponent](API\Plugins\PCG\UPCGComponent) * Component, const FBox & InBounds, bool bRemoveComponents, bool bSave )


description: Partition actors methods

code: void CleanupPartitionActors ( const FBox & InBounds )


description: Clears the landscape data cache

code: void ClearLandscapeCache()


description: Move all resources from sub actors to a new actor

code: void ClearPCGLink ( [UPCGComponent](API\Plugins\PCG\UPCGComponent) * InComponent, const FBox & InBounds, [AActor](API\Runtime\Engine\GameFramework\AActor) * InNewActor )


description: Implement this for deinitialization of instances of the system

code: virtual void Deinitialize()


code: void DeletePartitionActors ( bool bOnlyDeleteUnused )


description: Cancels everything running

code: void CancelAllGeneration()


description: Immediately dirties the partition actors in the given bounds

code: void DirtyGraph ( [UPCGComponent](API\Plugins\PCG\UPCGComponent) * Component, const FBox & InBounds, [EPCGComponentDirtyFlag](API\Plugins\PCG\EPCGComponentDirtyFlag) DirtyFlag )


className: EOperation

code: enum EOperation { Partition, Unpartition, Generate, }


description: Flushes the graph cache completely, use only for debugging

code: void FlushCache()


description: Traverses the hierarchy associated with the given component and calls InFunc for each overlapping component.

code: void ForAllOverlappingComponentsInHierarchy ( [UPCGComponent](API\Plugins\PCG\UPCGComponent) * InComponent, const [TFunction](API\Runtime\Core\GenericPlatform\TFunction)< void([UPCGComponent](API\Plugins\PCG\UPCGComponent) *)> & InFunc ) const


description: Call the InFunc function to all local component registered to the original component. Thread safe

code: void ForAllRegisteredLocalComponents ( [UPCGComponent](API\Plugins\PCG\UPCGComponent) * OriginalComponent, const [TFunction](API\Runtime\Core\GenericPlatform\TFunction)< void([UPCGComponent](API\Plugins\PCG\UPCGComponent) *)> & InFunc ) const


description: Returns PIE world if it is active, otherwise returns editor world.

code: static [UPCGSubsystem](API\Plugins\PCG\UPCGSubsystem) * GetActiveEditorInstance()


code: [TSet](API\Runtime\Core\Containers\TSet)< [UPCGComponent](API\Plugins\PCG\UPCGComponent) * > GetAllRegisteredPartitionedComponents() const


description: Returns how many times InElement is present in the cache.

code: uint32 GetGraphCacheEntryCount ( [IPCGElement](API\Plugins\PCG\IPCGElement) * InElement ) const


description: Returns the graph compiler so we can figure out task info in the profiler view

code: const FPCGGraphCompiler * GetGraphCompiler() const


description: Will return the subsystem from the World if it exists and if it is initialized

code: static [UPCGSubsystem](API\Plugins\PCG\UPCGSubsystem) * GetInstance ( [UWorld](API\Runtime\Engine\Engine\UWorld) * World )


description: Get graph warnings and errors for all nodes.

code: const [FPCGNodeVisualLogs](API\Plugins\PCG\Utils\FPCGNodeVisualLogs) & GetNodeVisualLogs() const


description: Gets the output data for a given task

code: bool GetOutputData ( [FPCGTaskId](API\Plugins\PCG\FPCGTaskId) InTaskId, [FPCGDataCollection](API\Plugins\PCG\FPCGDataCollection) & OutData )


description: Return the stat id to use for this tickable

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


description: To be used when a PCG component can not have a world anymore, to unregister itself.

code: static [UPCGSubsystem](API\Plugins\PCG\UPCGSubsystem) * GetSubsystemForCurrentWorld()


description:
Virtual that can be overloaded by the inheriting class. It is used to determine whether an object will ever be able to tick, and if not, it will not get added to the tickable objects array. If the tickable tick type is Conditional then the virtual IsTickable will be called to determine whether to tick the object on each given frame
true if object will ever want to be ticked, false otherwise.

code: virtual ETickableTickType GetTickableTickType() const


description: True if graph cache debugging is enabled.


description: Returns true if there are any tasks for this graph currently scheduled or executing.

code: bool IsGraphCurrentlyExecuting ( [UPCGGraph](API\Plugins\PCG\UPCGGraph) * Graph )


description: Subsystem must not be used without this condition being true.

code: bool IsInitialized() const


description: Propagate to the graph compiler graph changes

code: void NotifyGraphChanged ( [UPCGGraph](API\Plugins\PCG\UPCGGraph) * InGraph )


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: Called once all UWorldSubsystems have been initialized

code: virtual void PostInitialize()


description: Register a new PCG Component or update it, will be added to the octree if it doesn't exists yet. Returns true if it was added/updated. Thread safe

code: bool RegisterOrUpdatePCGComponent ( [UPCGComponent](API\Plugins\PCG\UPCGComponent) * InComponent, bool bDoActorMapping )


description: Register a new Partition actor, will be added to a map and will query all intersecting volume to bind to them if asked. Thread safe

code: void RegisterPartitionActor ( APCGPartitionActor * InActor, bool bDoComponentMapping )


code: void RegisterPCGWorldActor ( [APCGWorldActor](API\Plugins\PCG\APCGWorldActor) * InActor )


description: In case of BP Actors, we need to remap the old component destroyed by the construction script to the new one. Returns true if re-mapping succeeded.

code: bool RemapPCGComponent ( const [UPCGComponent](API\Plugins\PCG\UPCGComponent) * OldComponent, [UPCGComponent](API\Plugins\PCG\UPCGComponent) * NewComponent, bool bDoActorMapping )


description: If the partition grid size change, call this to empty the Partition actors map

code: void ResetPartitionActorsMap()


description: Schedule cleanup(owner->graph). Note that in non-partitioned mode, cleanup is immediate.

code: [FPCGTaskId](API\Plugins\PCG\FPCGTaskId) ScheduleCleanup ( [UPCGComponent](API\Plugins\PCG\UPCGComponent) * PCGComponent, bool bRemoveComponents, bool bSave, const [TArray](API\Runtime\Core\Containers\TArray)< [FPCGTaskId](API\Plugins\PCG\FPCGTaskId) > & Dependencies )


description: Schedule graph (owner -> graph)

code: [FPCGTaskId](API\Plugins\PCG\FPCGTaskId) ScheduleComponent ( [UPCGComponent](API\Plugins\PCG\UPCGComponent) * PCGComponent, bool bSave, const [TArray](API\Runtime\Core\Containers\TArray)< [FPCGTaskId](API\Plugins\PCG\FPCGTaskId) > & InDependencies )


description: General job scheduling

code: [FPCGTaskId](API\Plugins\PCG\FPCGTaskId) ScheduleGeneric ( [TFunction](API\Runtime\Core\GenericPlatform\TFunction)< bool()> InOperation, [UPCGComponent](API\Plugins\PCG\UPCGComponent) * SourceComponent, const [TArray](API\Runtime\Core\Containers\TArray)< [FPCGTaskId](API\Plugins\PCG\FPCGTaskId) > & TaskDependencies )


description: General job scheduling with context

code: [FPCGTaskId](API\Plugins\PCG\FPCGTaskId) ScheduleGenericWithContext ( [TFunction](API\Runtime\Core\GenericPlatform\TFunction)< bool([FPCGContext](API\Plugins\PCG\FPCGContext) *)> InOperation, [UPCGComponent](API\Plugins\PCG\UPCGComponent) * SourceComponent, const [TArray](API\Runtime\Core\Containers\TArray)< [FPCGTaskId](API\Plugins\PCG\FPCGTaskId) > & TaskDependencies, bool bConsumeInputData )


description: Schedule graph (used internally for dynamic subgraph execution)

code: [FPCGTaskId](API\Plugins\PCG\FPCGTaskId) ScheduleGraph ( [UPCGComponent](API\Plugins\PCG\UPCGComponent) * SourceComponent, const [TArray](API\Runtime\Core\Containers\TArray)< [FPCGTaskId](API\Plugins\PCG\FPCGTaskId) > & Dependencies )


code: [FPCGTaskId](API\Plugins\PCG\FPCGTaskId) ScheduleGraph ( [UPCGGraph](API\Plugins\PCG\UPCGGraph) * Graph, [UPCGComponent](API\Plugins\PCG\UPCGComponent) * SourceComponent, [FPCGElementPtr](API\Plugins\PCG\FPCGElementPtr) PreGraphElement, [FPCGElementPtr](API\Plugins\PCG\FPCGElementPtr) InputElement, const [TArray](API\Runtime\Core\Containers\TArray)< [FPCGTaskId](API\Plugins\PCG\FPCGTaskId) > & Dependencies, const [FPCGStack](API\Plugins\PCG\Graph\FPCGStack) * InFromStack )


description: Schedule refresh on the current or next frame

code: [FPCGTaskId](API\Plugins\PCG\FPCGTaskId) ScheduleRefresh ( [UPCGComponent](API\Plugins\PCG\UPCGComponent) * SourceComponent, bool bForceRefresh )


description: Need UpdateStreamingState?

code: virtual void Tick ( float DeltaSeconds )


description: Unregister a PCG Component, will be removed from the octree. Can force it, if we have a delayed unregister. Thread safe

code: void UnregisterPCGComponent ( [UPCGComponent](API\Plugins\PCG\UPCGComponent) * InComponent, bool bForce )


description: Unregister a Partition actor, will be removed from the map and remove itself to all intersecting volumes. Thread safe

code: void UnregisterPartitionActor ( APCGPartitionActor * InActor )


code: void UnregisterPCGWorldActor ( [APCGWorldActor](API\Plugins\PCG\APCGWorldActor) * InActor )


description: Update the tracking on a given component.

code: void UpdateComponentTracking ( [UPCGComponent](API\Plugins\PCG\UPCGComponent) * InComponent, bool bInShouldDirtyActors )


className: UPCGSubsystem

description: UPCGSubsystem

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

UPCGActorAndComponentMapping

type: friend


code: virtual [FPCGElementPtr](API\Plugins\PCG\FPCGElementPtr) CreateElement() const


className: UPCGTrivialSettings

description: Trivial / Pass-through settings used for input/output nodes

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(BlueprintType, ClassGroup=(Procedural)) class UPCGTrivialSettings : public [UPCGSettings](API\Plugins\PCG\UPCGSettings)


className: FCallTime

code: struct FCallTime

ExecutionFrameCount

description: How many frames

ExecutionTime

type: double

description: Sum of all frames


className: FCallTreeInfo

code: struct FCallTreeInfo

CallTime

type: FCallTime

Children

type: TArray<FCallTr...

Name

type: FString

Node

type: constUPCGNode...

TaskId

type: FPCGTaskId


code: [FCallTreeInfo](API\Plugins\PCG\Utils\FCallTreeInfo) CalculateCallTreeInfo ( const [UPCGComponent](API\Plugins\PCG\UPCGComponent) * Component ) const


code: const [TTimersMap](API\Plugins\PCG\Utils\FExtraCapture\TTimersMap) & GetTimers() const


code: const [TCapturedMessageMap](API\Plugins\PCG\Utils\FExtraCapture\TCapturedMessageMap) & GetCapturedMessages() const


className: FCapturedMessage

code: struct FCapturedMessage

Namespace

type: FName


className: TCapturedMessageMap

code: typedef [TMap](API\Runtime\Core\Containers\TMap)< [TWeakObjectPtr](API\Runtime\Core\UObject\TWeakObjectPtr)< const [UPCGNode](API\Plugins\PCG\UPCGNode) >, [TArray](API\Runtime\Core\Containers\TArray)< [FCapturedMessage](API\Plugins\PCG\Utils\FCapturedMessage) >> TCapturedMessageMap


className: TTimersMap

code: typedef [TMap](API\Runtime\Core\Containers\TMap)< [FPCGTaskId](API\Plugins\PCG\FPCGTaskId), [FCallTime](API\Plugins\PCG\Utils\FCallTime) > TTimersMap


code: void Update ( const [FScopedCall](API\Plugins\PCG\Utils\FScopedCall) & InScopedCall )


code: FPCGNodeLogEntry ( const [FText](API\Runtime\Core\Internationalization\FText) & InMessage, [ELogVerbosity::Type](API\Runtime\Core\Logging\ELogVerbosity__Type) InVerbosity, [TWeakObjectPtr](API\Runtime\Core\UObject\TWeakObjectPtr)< [UPCGComponent](API\Plugins\PCG\UPCGComponent) > InComponent )


className: FPCGNodeLogEntry

code: struct FPCGNodeLogEntry

Component

type: TWeakObjectPtr<...


description: Clear all errors and warnings that occurred while executing the given component.

code: void ClearLogs ( [TWeakObjectPtr](API\Runtime\Core\UObject\TWeakObjectPtr)< const [UPCGNode](API\Plugins\PCG\UPCGNode) > InNode, const [UPCGComponent](API\Plugins\PCG\UPCGComponent) * InComponent )


description: Summary text of visual logs from recent execution, appropriate for display in graph editor tooltip.

code: [FText](API\Runtime\Core\Internationalization\FText) GetLogsSummaryText ( [TWeakObjectPtr](API\Runtime\Core\UObject\TWeakObjectPtr)< const [UPCGNode](API\Plugins\PCG\UPCGNode) > InNode, const [UPCGComponent](API\Plugins\PCG\UPCGComponent) * InComponent ) const


description: True if any issues were logged during last execution.

code: bool HasLogs ( [TWeakObjectPtr](API\Runtime\Core\UObject\TWeakObjectPtr)< const [UPCGNode](API\Plugins\PCG\UPCGNode) > InNode, const [UPCGComponent](API\Plugins\PCG\UPCGComponent) * InComponent ) const


description: True if an issue with given severity was logged during last execution.

code: bool HasLogs ( [TWeakObjectPtr](API\Runtime\Core\UObject\TWeakObjectPtr)< const [UPCGNode](API\Plugins\PCG\UPCGNode) > InNode, const [UPCGComponent](API\Plugins\PCG\UPCGComponent) * InComponent, [ELogVerbosity::Type](API\Runtime\Core\Logging\ELogVerbosity__Type) InVerbosity ) const


description: Log warnings and errors to be displayed on node in graph editor.

code: void Log ( [TWeakObjectPtr](API\Runtime\Core\UObject\TWeakObjectPtr)< const [UPCGNode](API\Plugins\PCG\UPCGNode) > InNode, [TWeakObjectPtr](API\Runtime\Core\UObject\TWeakObjectPtr)< [UPCGComponent](API\Plugins\PCG\UPCGComponent) > InComponent, [ELogVerbosity::Type](API\Runtime\Core\Logging\ELogVerbosity__Type) InVerbosity, const [FText](API\Runtime\Core\Internationalization\FText) & InMessage )


className: FPCGNodeVisualLogs

description: Collections per-node graph execution warnings and errors.

code: class FPCGNodeVisualLogs


className: FPCGPerNodeVisualLogs

code: typedef [TArray](API\Runtime\Core\Containers\TArray)< [FPCGNodeLogEntry](API\Plugins\PCG\Utils\FPCGNodeLogEntry), TInlineAllocator< 16 > > FPCGPerNodeVisualLogs


description: whether this output device can be used on any thread.

code: virtual bool CanBeUsedOnAnyThread() const


description: whether this output device can be used from multiple threads simultaneously without any locking

code: virtual bool CanBeUsedOnMultipleThreads() const


description: FOutputDevice.

code: virtual bool IsMemoryOnly() const


code: virtual void Serialize ( const TCHAR * V, [ELogVerbosity::Type](API\Runtime\Core\Logging\ELogVerbosity__Type) Verbosity, const class [FName](API\Runtime\Core\UObject\FName) & Category )


code: FScopedCall ( const [IPCGElement](API\Plugins\PCG\IPCGElement) & InOwner, [FPCGContext](API\Plugins\PCG\FPCGContext) * InContext )


className: FScopedCall

code: struct FScopedCall : public [FOutputDevice](API\Runtime\Core\Misc\FOutputDevice)

CapturedMessages

type: TArray<FCaptur...

Context

type: FPCGContext...

Owner

type: constIPCGEleme...

Phase

type: EPCGExecutionPh...

ThreadID

type: const uint32


description: Called when the children of the property should be customized or extra rows added

module: PCGEditor

code: virtual void CustomizeChildren ( [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IPropertyHandle](API\Editor\PropertyEditor\IPropertyHandle) > PropertyHandle, [IDetailChildrenBuilder](API\Editor\PropertyEditor\IDetailChildrenBuilder) & ChildBuilder, [IPropertyTypeCustomizationUtils](API\Editor\PropertyEditor\IPropertyTypeCustomizationUtils) & CustomizationUtils )


description: ~BeginIPropertyTypeCustomizationinterface

code: virtual void CustomizeHeader ( [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IPropertyHandle](API\Editor\PropertyEditor\IPropertyHandle) > InPropertyHandle, [FDetailWidgetRow](API\Editor\PropertyEditor\FDetailWidgetRow) & HeaderRow, [IPropertyTypeCustomizationUtils](API\Editor\PropertyEditor\IPropertyTypeCustomizationUtils) & CustomizationUtils )


description: ~EndIPropertyTypeCustomizationinterface


description: ~EndIPropertyTypeCustomizationinterface

code: const [FPCGAttributePropertySelector](API\Plugins\PCG\Metadata\FPCGAttributePropertySelector) * GetStruct() const


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


code: void SetAttributeName ( [FName](API\Runtime\Core\UObject\FName) NewName )


code: void SetExtraProperty ( [EPCGExtraProperties](API\Plugins\PCG\Metadata\EPCGExtraProperties) EnumValue )


code: void SetPointProperty ( [EPCGPointProperties](API\Plugins\PCG\EPCGPointProperties) EnumValue )


code: void SetText ( const [FText](API\Runtime\Core\Internationalization\FText) & NewText, [ETextCommit::Type](API\Runtime\SlateCore\Types\ETextCommit__Type) CommitInfo )


className: FPCGAttributePropertySelectorDetails

code: class FPCGAttributePropertySelectorDetails : public [IPropertyTypeCustomization](API\Editor\PropertyEditor\IPropertyTypeCustomization)

PropertyHandle

type: TSharedPtr<IPr...


description: ~BeginIDetailCustomizationinterface

code: virtual void CustomizeDetails ( [IDetailLayoutBuilder](API\Editor\PropertyEditor\IDetailLayoutBuilder) & DetailBuilder )


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


className: FPCGBlueprintSettingsDetails

code: class FPCGBlueprintSettingsDetails : public [IDetailCustomization](API\Editor\PropertyEditor\IDetailCustomization)


code: virtual bool AddDefaultProperties() const


description: ~EndIDetailCustomizationinterface

code: virtual void GatherPCGComponentsFromSelection ( const [TArray](API\Runtime\Core\Containers\TArray)< [TWeakObjectPtr](API\Runtime\Core\UObject\TWeakObjectPtr)< [UObject](API\Runtime\CoreUObject\UObject\UObject) >> & InObjectSelected )


description: Called when no longer used and will be deleted

code: virtual void PendingDelete()


className: FPCGComponentDetails

code: class FPCGComponentDetails : public [IDetailCustomization](API\Editor\PropertyEditor\IDetailCustomization)

SelectedComponents

type: TArray<TWeakOb...


description: Called when details should be customized


className: FPCGGraphDetails

code: class FPCGGraphDetails : public [IDetailCustomization](API\Editor\PropertyEditor\IDetailCustomization)


className: FPCGGraphInstanceDetails

code: class FPCGGraphInstanceDetails : public [IDetailCustomization](API\Editor\PropertyEditor\IDetailCustomization)


description: ~BeginFPCGComponentDetailsinterface


className: FPCGVolumeDetails

code: class FPCGVolumeDetails : public [FPCGComponentDetails](API\Plugins\PCGEditor\Details\FPCGComponentDetails)


code: [FLinearColor](API\Runtime\Core\Math\FLinearColor) GetColor ( [UPCGSettings](API\Plugins\PCG\UPCGSettings) * InSettings ) const


code: [FLinearColor](API\Runtime\Core\Math\FLinearColor) GetPinColor ( const [FEdGraphPinType](API\Runtime\Engine\EdGraph\FEdGraphPinType) & InPinType ) const


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


className: UPCGEditorSettings

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

bEnableNavigateToNativeNodes

type: bool

description: Specify if we want to jump to definition in case of double click on native PCG Nodes

BlueprintNodeColor

type: FLinearColor

description: Color used for blueprints

ConcreteDataPinColor

description: Color used for concrete/simple spatial data pins

ControlFlowNodeColor

description: Color used for control flow operations

DebugNodeColor

description: Color used for debug operations

DefaultNodeColor

description: Default node color

DefaultPinColor

description: Default pin color

DensityOperationNodeColor

description: Color used for density remap

FilterNodeColor

description: Color used for filter-like operations

HierarchicalGenerationNodeColor

description: Color used for hierarchical generation operations

HighlightedNodeBodyTintColor

description: Highlighted node body tint color, used to indicate available data sources in hierarchical graphs

InputOutputNodeColor

description: Color used for input & output nodes

InstancedNodeBodyTintColor

description: Instanced node body tint color

LandscapeDataPinColor

description: Color used for data pins of type Landscape

MetadataNodeColor

description: Color used for metadata operations

OverrideNodeColorByClass

type: TMap<TSubclass...

description: User-driven color overrides

ParamDataNodeColor

description: Color used for Attribute Set operations

ParamDataPinColor

description: Color used for data pins of type Attribute Set

PointDataPinColor

description: Color used for data pins of type Point

PolyLineDataPinColor

description: Color used for data pins of type Spline

PrimitiveDataPinColor

description: Color used for data pins of type Primitive

RenderTargetDataPinColor

description: Color used for data pins of type Render Target

SamplerNodeColor

description: Color used for sampler operations

SetOperationNodeColor

description: Color used for Difference, Intersection, Projection, Union

SpatialDataPinColor

description: Color used for spatial data pins

SpawnerNodeColor

description: Color used for artifact-generating operations

SubgraphNodeColor

description: Color used for subgraph-like operations

SurfaceDataPinColor

description: Color used for data pins of type Surface

TextureDataPinColor

description: Color used for data pins of type Texture

UnknownDataPinColor

description: Color used for other/unknown data types

VolumeDataPinColor

description: Color used for data pins of type Volume


className: EPCGLoadAlembicStandardSetup

module: PCGExternalDataInterop

code: enum EPCGLoadAlembicStandardSetup { None = 0, CitySample, }


code: virtual bool ExecuteLoad ( [FPCGExternalDataContext](API\Plugins\PCG\Elements\IO\FPCGExternalDataContext) * Context ) const


description: Creates a custom context object paired to this element

code: virtual [FPCGContext](API\Plugins\PCG\FPCGContext) * Initialize ( const [FPCGDataCollection](API\Plugins\PCG\FPCGDataCollection) & InputData, [TWeakObjectPtr](API\Runtime\Core\UObject\TWeakObjectPtr)< [UPCGComponent](API\Plugins\PCG\UPCGComponent) > SourceComponent, const [UPCGNode](API\Plugins\PCG\UPCGNode) * Node )


className: FPCGLoadAlembicElement

code: class FPCGLoadAlembicElement : public [FPCGExternalDataElement](API\Plugins\PCG\Elements\IO\FPCGExternalDataElement)


code: virtual bool PrepareLoad ( [FPCGExternalDataContext](API\Plugins\PCG\Elements\IO\FPCGExternalDataContext) * Context ) const


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


code: virtual [FPCGElementPtr](API\Plugins\PCG\FPCGElementPtr) CreateElement() const


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


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


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

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


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="PCG|AlembicImport") void SetupFromStandard ( [EPCGLoadAlembicStandardSetup](API\Plugins\PCGExternalDataInterop\Elements\EPCGLoadAlembicStandardSetup) InSetup )


code: static void SetupFromStandard ( [EPCGLoadAlembicStandardSetup](API\Plugins\PCGExternalDataInterop\Elements\EPCGLoadAlembicStandardSetup) InSetup, FVector & InConversionScale, FVector & InConversionRotation, bool & bInConversionFlipHandedness, [TMap](API\Runtime\Core\Containers\TMap)< [FString](API\Runtime\Core\Containers\FString), [FPCGAttributePropertyInputSelector](API\Plugins\PCG\Metadata\FPCGAttributePropertyInputSelect-) > & InAttributeMapping )


className: UPCGLoadAlembicSettings

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(BlueprintType, ClassGroup=(Procedural)) class UPCGLoadAlembicSettings : public [UPCGExternalDataSettings](API\Plugins\PCG\Elements\IO\UPCGExternalDataSettings)

AlembicFilePath

type: FFilePath

bConversionFlipHandedness

description: When changing handedness, it is sometimes needed to flip the rotation direction

ConversionRotation

type: FVector

description: Rotation in Euler angles applied during import. For Max, use (90, 0, 0).

ConversionScale

description: To prevent a dependency on the alembic editor module in this class, we'll keep around only the types we need.

Setup

type: EPCGLoadAlembic...


className: FPCGLoadAlembicBPData

module: PCGExternalDataInteropEditor

AttributeMapping

type: TMap<FString, ...

ConversionSettings

type: FAbcConversionS...

description: Conversion settings that will be applied on the transform only


className: UPCGLoadAlembicFunctionLibrary


module: PCGGeometryScriptInterop

code: ~FPCGMeshSamplerContext()


className: EPCGMeshSamplingMethod

code: enum EPCGMeshSamplingMethod { OnePointPerTriangle, OnePointPerVertex, PoissonSampling, }


className: FPCGMeshSamplerContext

description: Extra context to store all the data that need to be kept between multiple executions (time slicing)

code: struct FPCGMeshSamplerContext : public [FPCGContext](API\Plugins\PCG\FPCGContext)

bDataPrepared

description: Set to true if prepared data succeeded.

Colors

type: FGeometryScript...

DynamicMesh

type: TObjectPtr<UDy...

description: Dynamic mesh. Will be added to root.

Iterations

description: Number of iterations to be done.

OutPointData

type: UPCGPointData&...

description: Output point data.

Positions

description: Lists extracted from the mesh.

SamplingFuture

type: TFuture< bool >

description: For Poisson sampling, we are starting a future that is not framebound Store the future and synchronisation items in the context

SamplingProgess

type: TUniquePtr<FPr...

StopSampling

type: std::atomic< bo...


description: Core execution method for the given element. Will be called until it returns true.

code: virtual bool ExecuteInternal ( [FPCGContext](API\Plugins\PCG\FPCGContext) * Context ) const


description: The prepare data phase is one where it is more likely to be able to multithread

code: virtual bool PrepareDataInternal ( [FPCGContext](API\Plugins\PCG\FPCGContext) * Context ) const


className: FPCGMeshSamplerElement

code: class FPCGMeshSamplerElement : public [IPCGElement](API\Plugins\PCG\IPCGElement)


code: virtual [EPCGSettingsType](API\Plugins\PCG\EPCGSettingsType) GetType() const


code: virtual [TArray](API\Runtime\Core\Containers\TArray)< [FPCGPinProperties](API\Plugins\PCG\FPCGPinProperties) > OutputPinProperties() const


description: Returns an array of all the input pin properties. You should not add manually a "params" pin, it is handled automatically by FillOverridableParamsPins.

code: virtual [TArray](API\Runtime\Core\Containers\TArray)< [FPCGPinProperties](API\Plugins\PCG\FPCGPinProperties) > InputPinProperties() 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: UPCGMeshSamplerSettings()


className: UPCGMeshSamplerSettings

description: Sample points on a mesh

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(BlueprintType, ClassGroup=(Procedural)) class UPCGMeshSamplerSettings : public [UPCGSettings](API\Plugins\PCG\UPCGSettings)

bRemoveHiddenTriangles

description: Post-processing pass after voxelization to remove hidden triangles.

bUseRedAsDensity

description: In "One Point Per Vertex" option, will assign point density from the red component of the vertex color.

bVoxelize

description: Enable voxelisation as a preparation pass. Can be more expensive given the VoxelSize.

PointSteepness

type: float

description: Each PCG point represents a discretized, volumetric region of world space.

RequestedLODType

type: EGeometryScript...

description: LOD type to use when creating DynamicMesh from specified StaticMesh.

SamplingMethod

type: EPCGMeshSamplin...

SamplingOptions

description: Poisson Sampling parameters.

StaticMesh

type: TSoftObjectPtr<...

description: Soft Object Path to the mesh to sample from. Will be loaded.

VoxelSize

description: Size of a voxel for the voxelization.


className: EChangelistStatus

module: PerforceSourceControl

code: enum EChangelistStatus { Have, Need, Partial, }


className: FChangelistStatusEntry

code: struct FChangelistStatusEntry

ChangelistNumber

type: FString

Status

type: EChangelistStat...


description: Get the name of this operation, used as a unique identifier

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


description: This operation wraps the p4 cstat command which returns a list of all changelists for a given path and whether they are synced (have), will need to be synced (need) or partially synced. As this is somewhat specific to Perforce it can only be used directly, it is not part of the shared operation interfaces in SourceControlOperations.h

code: class FPerforceSourceControlChangeStatusOperation : public [FSourceControlOperationBase](API\Developer\SourceControl\FSourceControlOperationBase)

OutResults

type: TArray<FChange...

description: Entries will be in the order they were reported in by perforce


description:
Generate PFM file from static mesh. The UV channel must be defined, assigned range 0..1 used as screen surface. Origin assigned by function arg, or by default used mesh parent.
true, if success

module: PFMExporter

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Meta=(DisplayName="Export Static Mesh to PFM file"), Category="PFMExporter") bool ExportPFM ( [UStaticMeshComponent](API\Runtime\Engine\Components\UStaticMeshComponent) * SrcMesh, [USceneComponent](API\Runtime\Engine\Components\USceneComponent) * Origin, int Width, int Height, const [FString](API\Runtime\Core\Containers\FString) & FileName )


className: IPFMExporterBlueprintAPI

code: class IPFMExporterBlueprintAPI


className: UPFMExporterBlueprintAPI

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


description: Return Display Cluster API interface.

code: static void GetAPI ( [TScriptInterface](API\Runtime\CoreUObject\UObject\TScriptInterface)< [IPFMExporterBlueprintAPI](API\Plugins\PFMExporter\Blueprints\IPFMExporterBlueprintAPI) > & OutAPI )


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


className: UPFMExporterBlueprintLib

description: Blueprint API function library

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


description: Generate PFM file from static mesh. The UV channel must be defined, assigned range 0..1 used as screen surface.

code: bool ExportPFM ( const [FStaticMeshLODResources](API\Runtime\Engine\FStaticMeshLODResources) * SrcMeshResource, const FMatrix & MeshToOrigin, int PFMWidth, int PFMHeight, const [FString](API\Runtime\Core\Containers\FString) & LocalFileName )


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

code: static [IPFMExporter](API\Plugins\PFMExporter\IPFMExporter) & Get()


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

code: static bool IsAvailable()


className: ModuleName

code: static constexpr auto ModuleName = TEXT("PFMExporter");


className: IPFMExporter

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


module: PhysicsControl

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


className: EPhysicsControlType

description: Specifies the type of control that is created when making controls from a skeleton or a set of limbs. Note that if controls are made individually then other options are available - i.e. in a character, any body part can be controlled relative to any other part, or indeed any other object.

code: enum EPhysicsControlType { WorldSpace, ParentSpace, }


className: APhysicsControlActor

description: Actor that holds a PhysicsControlComponent which is then used to apply controls/body modifiers to other actors from "outside", and a PhysicsControlInitializerComponent which provides the ability to create those controls automatically

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


className: EPhysicsMovementType

description: Used by Body Modifiers to specify how the physical bodies should move.

code: enum EPhysicsMovementType { Static, Kinematic, Simulated, }


className: EResetToCachedTargetBehavior

description: Specifies how any reset to cached target should work.

code: enum EResetToCachedTargetBehavior { ResetImmediately, ResetDuringUpdateControls, }


className: FInitialBodyModifier

description: Structure that determines a Body Modifier used during initialization of the physics control actor

Actor

type: TObjectPtr<AAc...

description: The owner of the mesh that that we will modify

BoneName

type: FName

description: If the mesh component is skeletal, then the name of the skeletal mesh bone to modify

bUseSkeletalAnimation

type: bool

description: If true then the target will be applied on top of the skeletal animation (if there is any)

CollisionType

type: ECollisionEnabl...

description: How the associated body should collide/interact

GravityMultiplier

description: Multiplier for gravity applied to the body.

KinematicTargetOrientation

type: FQuat

description: The target orientation when kinematic.

KinematicTargetPosition

type: FVector

description: The target position when kinematic.

MeshComponentName

description: The mesh that will be modify.

MovementType

type: EPhysicsMovemen...

description: How the associated body should move.


code: FInitialCharacterControls()


className: FInitialCharacterControls

description: Structure that holds the data necessary to set up a default set of limb controls for a character

CharacterActor

description: The owner of the character skeletal mesh

LimbSetupData

type: TArray<FPhysic...

ParentSpaceControlData

type: FPhysicsControl...

SkeletalMeshComponentName

description: The skeletal mesh that will have controls set up.


className: FInitialPhysicsControl

description: Structure that determines a Physics Control used during initialization of the physics control actor

ChildActor

description: The owner of the mesh that the control will be driving

ChildBoneName

description: If the child mesh component is skeletal, then the name of the skeletal mesh bone that the control will be driving.

ChildMeshComponentName

description: The mesh that the control will be driving.

ControlData

description: Strength and damping parameters.

ControlMultiplier

description: Multiplier for the ControlData.

ControlSettings

description: More general settings for the control

ControlTarget

description: The position/orientation etc targets for the controls.

ParentActor

description: The owner of the mesh that will be doing the driving.

ParentBoneName

description: If the parent mesh component is skeletal, then the name of the skeletal mesh bone that will be doing the driving.

ParentMeshComponentName

description: The mesh that will be doing the driving.


code: FPhysicsControl ( [UMeshComponent](API\Runtime\Engine\Components\UMeshComponent) * InParentMeshComponent, const [FName](API\Runtime\Core\UObject\FName) & InParentBoneName, [UMeshComponent](API\Runtime\Engine\Components\UMeshComponent) * InChildMeshComponent, const [FName](API\Runtime\Core\UObject\FName) & InChildBoneName, const [FPhysicsControlData](API\Plugins\PhysicsControl\FPhysicsControlData) & InControlData, const [FPhysicsControlTarget](API\Plugins\PhysicsControl\FPhysicsControlTarget) & InControlTarget, const [FPhysicsControlSettings](API\Plugins\PhysicsControl\FPhysicsControlSettings) & InControlSettings )


className: FPhysicsControl

description: Structure that determines a "control" - this contains all the information needed to drive (with spring-dampers) a child body relative to a parent body. These bodies will be associated with either a static or skeletal mesh.

ChildBoneName

description: The name of the skeletal mesh bone or the name of the static mesh body that the control will be driving.

ChildMeshComponent

type: TObjectPtr<UMe...

ControlData

description: Strength and damping parameters.

ControlMultiplier

description: Multiplier for the ControlData.

ControlSettings

description: More general settings for the control

ParentBoneName

description: The name of the skeletal mesh bone or the name of the static mesh body that will be doing the driving.

ParentMeshComponent

description: The mesh that will be doing the driving. Blank/non-existent means it will happen in world space


className: FPhysicsControlData

description: Contains data associated with how physical bodies should be controlled/directed towards their targets. The underlying control is done through damped springs, so the parameters here relate to that.

AngularDampingRatio

type: float

description: The amount of damping associated with the angular strength.

AngularExtraDamping

description: The amount of additional angular damping.

AngularStrength

description: The strength used to drive angular motion

LinearDampingRatio

description: The amount of damping associated with the linear strength.

LinearExtraDamping

description: The amount of additional linear damping.

LinearStrength

description: The strength used to drive linear motion

MaxForce

description: The maximum force used to drive the linear motion. Zero indicates no limit.

MaxTorque

description: The maximum torque used to drive the angular motion. Zero indicates no limit.


className: FPhysicsControlLimbSetupData

description: Setup data that is used to create the representation of a single limb. A limb is an array of contiguous bones (e.g. left arm, or the spine etc). We can define it has the set of bones that are children of a start bone (plus the start bone itself), plus optionally the parent of that start bone (this is useful when defining the spine, since you will want to include the pelvis, but you don't to include all the children of the pelvis since that would include the legs), but excluding any bones that are already part of another limb. This implies limbs should be constructed in order from leaf to root.

bIncludeParentBone

description: Whether or not to include the parent of the start bone.

LimbName

description: The name of the limb that this will be used to create

StartBone

description: Normally the root-most bone of the limb (e.g. left clavicle when defining the left arm) - so the limb will contain children of this bone (plus this bone itself).


className: FPhysicsControlLimbBones

description: Wrapper for the array of bone names, so that the limbs can we can work with a map of arrays of names.

bFirstBoneIsAdditional

description: Indicates if the first bone in this limb was included due to "IncludeParentBone".

BoneNames

type: TArray<FName>

description: The names of the bones in the limb

SkeletalMeshComponent

type: TObjectPtr<USk...

description: The Skeletal mesh that this limb is associated with


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

code: virtual void ShutdownModule()


description: IModuleInterfaceimplementation

code: virtual void StartupModule()


className: FPhysicsControlModule

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


code: FPhysicsControlMultiplier()


className: FPhysicsControlMultiplier

description: They make it easy to create the controls with "default" strength/damping (e.g. taken from the physics asset) inFPhysicsControlData, and then the strength/damping etc can be scaled every tick (typically between 0 and 1, though that is up to the user).

AngularDampingRatioMultiplier

description: Multiplier on the angular damping ratio.

AngularExtraDampingMultiplier

description: Multiplier on the angular extra damping.

AngularStrengthMultiplier

description: Multiplier on the angular strength.

LinearDampingRatioMultiplier

description: Per-direction multiplier on the linear damping ratio.

LinearExtraDampingMultiplier

description: Per-direction multiplier on the linear extra damping.

LinearStrengthMultiplier

description: Per-direction multiplier on the linear strength.

MaxForceMultiplier

description: Per-direction multiplier on the maximum force that can be applied. Note that zero means zero force.

MaxTorqueMultiplier

description: Per-direction multiplier on the maximum torque that can be applied. Note that zero means zero torque.


className: FPhysicsControlNames

description: Wrapper for the array of names, so that the control/modifier sets can we work with a map of arrays of names. Note that in practice, the names will be of either controls or body modifiers.

Names

description: The names of either controls of body modifiers (depending on context)


className: FPhysicsControlSettings

description: General settings for a control

bAutoDisable

description: Whether or not this control should automatically disable itself at the end of each tick.

bDisableCollision

description: Whether or not this control should disable collision between the parent and child bodies (only has an effect if there is a parent body)

bUseSkeletalAnimation

description: If true then the target will be applied on top of the skeletal animation (if there is any)

ControlPoint

description: The position of the control point relative to the child mesh.

SkeletalAnimationVelocityMultiplier

description: The amount of skeletal animation velocity to use in the targets


className: FPhysicsControlTarget

description: Defines a target position and orientation, and also the target velocity and angular velocity. In many cases the velocities will be calculated automatically (e.g. when setting the target position, the component will optionally calculate an implied velocity. However, the user can also specify a target velocity directly. Note that the velocity influences the control through the damping parameters inFPhysicsControlData

bApplyControlPointToTarget

description: Whether to use the ControlPoint as an offset for the target transform, as well as the physical body.

TargetAngularVelocity

description: The target angular velocity (revolutions per second) of the child body, relative to the parent body

TargetOrientation

type: FRotator

description: The target orientation of the child body, relative to the parent body

TargetPosition

description: The target position of the child body, relative to the parent body

TargetVelocity

description: The target velocity of the child body, relative to the parent body


description: Adds BodyModifiers to a Set. This will add a new set if necessary. For example, you might make a set of Arm body modifiers by calling this twice, passing in the left and right arm body modifiers.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=PhysicsControl) void AddBodyModifiersToSet ( [FPhysicsControlNames](API\Plugins\PhysicsControl\FPhysicsControlNames) & NewSet, const [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & BodyModifiers, const [FName](API\Runtime\Core\UObject\FName) Set )


description: Adds a BodyModifier to a Set. This will add a new set if necessary. For example, you might make a set of body modifiers called "Feet" by calling this twice, passing in the left and right foot body modifiers.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=PhysicsControl) void AddBodyModifierToSet ( [FPhysicsControlNames](API\Plugins\PhysicsControl\FPhysicsControlNames) & NewSet, const [FName](API\Runtime\Core\UObject\FName) BodyModifier, const [FName](API\Runtime\Core\UObject\FName) Set )


description:
Adds Controls to a Set. This will add a new set if necessary. For example, you might make a set of ParentSpace Arm controls by calling this twice, passing in the left and right arm ParentSpace controls.
The new/updated set of controls, in case you want to store it

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=PhysicsControl) void AddControlsToSet ( [FPhysicsControlNames](API\Plugins\PhysicsControl\FPhysicsControlNames) & NewSet, const [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & Controls, const [FName](API\Runtime\Core\UObject\FName) Set )


description:
Adds a Control to a Set. This will add a new set if necessary. For example, you might make a set of Controls called "ParentSpace_Feet" by calling this twice, passing in the left and right foot ParentSpace controls.
The new/updated set of controls, in case you want to store it

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=PhysicsControl) void AddControlToSet ( [FPhysicsControlNames](API\Plugins\PhysicsControl\FPhysicsControlNames) & NewSet, const [FName](API\Runtime\Core\UObject\FName) Control, const [FName](API\Runtime\Core\UObject\FName) Set )


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

code: virtual void BeginDestroy()


description: Creates new body modifiers for skeletal mesh components

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=PhysicsControl) [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > CreateBodyModifiersFromSkeletalMeshBelow ( [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * SkeletalMeshComponent, const [FName](API\Runtime\Core\UObject\FName) BoneName, const bool bIncludeSelf, const [FName](API\Runtime\Core\UObject\FName) Set, const [EPhysicsMovementType](API\Plugins\PhysicsControl\EPhysicsMovementType) MovementType, const [ECollisionEnabled::Type](API\Runtime\Engine\Engine\ECollisionEnabled__Type) CollisionType, const float GravityMultiplier, const float PhysicsBlendWeight, const bool bUseSkeletalAnimation, const bool bUpdateKinematicFromSimulation )


description:
Creates a collection of controls controlling a skeletal mesh, grouped together in limbs
A map containing the modifiers for each limb

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=PhysicsControl) [TMap](API\Runtime\Core\Containers\TMap)< [FName](API\Runtime\Core\UObject\FName), [FPhysicsControlNames](API\Plugins\PhysicsControl\FPhysicsControlNames) > CreateBodyModifiersFromLimbBones ( [FPhysicsControlNames](API\Plugins\PhysicsControl\FPhysicsControlNames) & AllBodyModifiers, const [TMap](API\Runtime\Core\Containers\TMap)< [FName](API\Runtime\Core\UObject\FName), [FPhysicsControlLimbBones](API\Plugins\PhysicsControl\FPhysicsControlLimbBones) > & LimbBones, const [EPhysicsMovementType](API\Plugins\PhysicsControl\EPhysicsMovementType) MovementType, const [ECollisionEnabled::Type](API\Runtime\Engine\Engine\ECollisionEnabled__Type) CollisionType, const float GravityMultiplier, const float PhysicsBlendWeight, const bool bUseSkeletalAnimation, const bool bUpdateKinematicFromSimulation )


description: Creates a new body modifier for mesh components

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=PhysicsControl) [FName](API\Runtime\Core\UObject\FName) CreateBodyModifier ( [UMeshComponent](API\Runtime\Engine\Components\UMeshComponent) * MeshComponent, const [FName](API\Runtime\Core\UObject\FName) BoneName, const [FName](API\Runtime\Core\UObject\FName) Set, const [EPhysicsMovementType](API\Plugins\PhysicsControl\EPhysicsMovementType) MovementType, const [ECollisionEnabled::Type](API\Runtime\Engine\Engine\ECollisionEnabled__Type) CollisionType, const float GravityMultiplier, const float PhysicsBlendWeight, const bool bUseSkeletalAnimation, const bool bUpdateKinematicFromSimulation )


description:
Creates a new control for mesh components
The name of the new control

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=PhysicsControl) [FName](API\Runtime\Core\UObject\FName) CreateControl ( [UMeshComponent](API\Runtime\Engine\Components\UMeshComponent) * ParentMeshComponent, [FName](API\Runtime\Core\UObject\FName) ParentBoneName, [UMeshComponent](API\Runtime\Engine\Components\UMeshComponent) * ChildMeshComponent, const [FName](API\Runtime\Core\UObject\FName) ChildBoneName, const [FPhysicsControlData](API\Plugins\PhysicsControl\FPhysicsControlData) ControlData, const [FPhysicsControlTarget](API\Plugins\PhysicsControl\FPhysicsControlTarget) ControlTarget, const [FPhysicsControlSettings](API\Plugins\PhysicsControl\FPhysicsControlSettings) ControlSettings, [FName](API\Runtime\Core\UObject\FName) Set, const bool bEnabled )


description: Creates a collections of controls and body modifiers for a character, based on the description passed in. This makes:

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=PhysicsControl) void CreateControlsAndBodyModifiersFromLimbBones ( [FPhysicsControlNames](API\Plugins\PhysicsControl\FPhysicsControlNames) & AllWorldSpaceControls, [TMap](API\Runtime\Core\Containers\TMap)< [FName](API\Runtime\Core\UObject\FName), [FPhysicsControlNames](API\Plugins\PhysicsControl\FPhysicsControlNames) > & LimbWorldSpaceControls, [FPhysicsControlNames](API\Plugins\PhysicsControl\FPhysicsControlNames) & AllParentSpaceControls, [TMap](API\Runtime\Core\Containers\TMap)< [FName](API\Runtime\Core\UObject\FName), [FPhysicsControlNames](API\Plugins\PhysicsControl\FPhysicsControlNames) > & LimbParentSpaceControls, [FPhysicsControlNames](API\Plugins\PhysicsControl\FPhysicsControlNames) & AllBodyModifiers, [TMap](API\Runtime\Core\Containers\TMap)< [FName](API\Runtime\Core\UObject\FName), [FPhysicsControlNames](API\Plugins\PhysicsControl\FPhysicsControlNames) > & LimbBodyModifiers, [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * SkeletalMeshComponent, const [TArray](API\Runtime\Core\Containers\TArray)< [FPhysicsControlLimbSetupData](API\Plugins\PhysicsControl\FPhysicsControlLimbSetupData) > & LimbSetupData, const [FPhysicsControlData](API\Plugins\PhysicsControl\FPhysicsControlData) WorldSpaceControlData, const [FPhysicsControlSettings](API\Plugins\PhysicsControl\FPhysicsControlSettings) WorldSpaceControlSettings, const bool bEnableWorldSpaceControls, const [FPhysicsControlData](API\Plugins\PhysicsControl\FPhysicsControlData) ParentSpaceControlData, const [FPhysicsControlSettings](API\Plugins\PhysicsControl\FPhysicsControlSettings) ParentSpaceControlSettings, const bool bEnableParentSpaceControls, const [EPhysicsMovementType](API\Plugins\PhysicsControl\EPhysicsMovementType) PhysicsMovementType, const float GravityMultiplier, const float PhysicsBlendWeight )


description:
Creates a collection of controls controlling a skeletal mesh
An array of the controls that have been created

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=PhysicsControl) [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > CreateControlsFromSkeletalMeshBelow ( [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * SkeletalMeshComponent, const [FName](API\Runtime\Core\UObject\FName) BoneName, const bool bIncludeSelf, const [EPhysicsControlType](API\Plugins\PhysicsControl\EPhysicsControlType) ControlType, const [FPhysicsControlData](API\Plugins\PhysicsControl\FPhysicsControlData) ControlData, const [FPhysicsControlSettings](API\Plugins\PhysicsControl\FPhysicsControlSettings) ControlSettings, const [FName](API\Runtime\Core\UObject\FName) Set, const bool bEnabled )


description:
Creates a collection of ParentSpace controls controlling a skeletal mesh, initializing them with a constraint profile
An array of the controls that have been created

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=PhysicsControl) [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > CreateControlsFromSkeletalMeshAndConstraintProfileBelow ( [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * SkeletalMeshComponent, const [FName](API\Runtime\Core\UObject\FName) BoneName, const bool bIncludeSelf, const [FName](API\Runtime\Core\UObject\FName) ConstraintProfile, const [FName](API\Runtime\Core\UObject\FName) Set, const bool bEnabled )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=PhysicsControl) [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > CreateControlsFromSkeletalMesh ( [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * SkeletalMeshComponent, const [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & BoneNames, const [EPhysicsControlType](API\Plugins\PhysicsControl\EPhysicsControlType) ControlType, const [FPhysicsControlData](API\Plugins\PhysicsControl\FPhysicsControlData) ControlData, const [FPhysicsControlSettings](API\Plugins\PhysicsControl\FPhysicsControlSettings) ControlSettings, const [FName](API\Runtime\Core\UObject\FName) Set, const bool bEnabled )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=PhysicsControl) [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > CreateControlsFromSkeletalMeshAndConstraintProfile ( [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * SkeletalMeshComponent, const [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & BoneNames, const [FName](API\Runtime\Core\UObject\FName) ConstraintProfile, const [FName](API\Runtime\Core\UObject\FName) Set, const bool bEnabled )


description:
Creates a collection of ParentSpace controls controlling a skeletal mesh, grouped together in limbs, initializing them with a constraint profile
A map containing the controls for each limb

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=PhysicsControl) [TMap](API\Runtime\Core\Containers\TMap)< [FName](API\Runtime\Core\UObject\FName), [FPhysicsControlNames](API\Plugins\PhysicsControl\FPhysicsControlNames) > CreateControlsFromLimbBonesAndConstraintProfile ( [FPhysicsControlNames](API\Plugins\PhysicsControl\FPhysicsControlNames) & AllControls, const [TMap](API\Runtime\Core\Containers\TMap)< [FName](API\Runtime\Core\UObject\FName), [FPhysicsControlLimbBones](API\Plugins\PhysicsControl\FPhysicsControlLimbBones) > & LimbBones, const [FName](API\Runtime\Core\UObject\FName) ConstraintProfile, const bool bEnabled )


description:
Creates a collection of controls controlling a skeletal mesh, grouped together in limbs
A map containing the controls for each limb

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=PhysicsControl) [TMap](API\Runtime\Core\Containers\TMap)< [FName](API\Runtime\Core\UObject\FName), [FPhysicsControlNames](API\Plugins\PhysicsControl\FPhysicsControlNames) > CreateControlsFromLimbBones ( [FPhysicsControlNames](API\Plugins\PhysicsControl\FPhysicsControlNames) & AllControls, const [TMap](API\Runtime\Core\Containers\TMap)< [FName](API\Runtime\Core\UObject\FName), [FPhysicsControlLimbBones](API\Plugins\PhysicsControl\FPhysicsControlLimbBones) > & LimbBones, const [EPhysicsControlType](API\Plugins\PhysicsControl\EPhysicsControlType) ControlType, const [FPhysicsControlData](API\Plugins\PhysicsControl\FPhysicsControlData) ControlData, const [FPhysicsControlSettings](API\Plugins\PhysicsControl\FPhysicsControlSettings) ControlSettings, const bool bEnabled )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=PhysicsControl) bool CreateNamedBodyModifier ( const [FName](API\Runtime\Core\UObject\FName) Name, [UMeshComponent](API\Runtime\Engine\Components\UMeshComponent) * MeshComponent, const [FName](API\Runtime\Core\UObject\FName) BoneName, const [FName](API\Runtime\Core\UObject\FName) Set, const [EPhysicsMovementType](API\Plugins\PhysicsControl\EPhysicsMovementType) MovementType, const [ECollisionEnabled::Type](API\Runtime\Engine\Engine\ECollisionEnabled__Type) CollisionType, const float GravityMultiplier, const float PhysicsBlendWeight, const bool bUseSkeletalAnimation, const bool bUpdateKinematicFromSimulation )


description:
Creates a new control for mesh components
True if a new control was created, false if a control of the specified name already exists

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=PhysicsControl) bool CreateNamedControl ( [FName](API\Runtime\Core\UObject\FName) Name, [UMeshComponent](API\Runtime\Engine\Components\UMeshComponent) * ParentMeshComponent, const [FName](API\Runtime\Core\UObject\FName) ParentBoneName, [UMeshComponent](API\Runtime\Engine\Components\UMeshComponent) * ChildMeshComponent, const [FName](API\Runtime\Core\UObject\FName) ChildBoneName, const [FPhysicsControlData](API\Plugins\PhysicsControl\FPhysicsControlData) ControlData, const [FPhysicsControlTarget](API\Plugins\PhysicsControl\FPhysicsControlTarget) ControlTarget, const [FPhysicsControlSettings](API\Plugins\PhysicsControl\FPhysicsControlSettings) ControlSettings, const [FName](API\Runtime\Core\UObject\FName) Set, const bool bEnabled )


description: Used by the component visualizer.

code: void DebugDraw ( [FPrimitiveDrawInterface](API\Runtime\Engine\FPrimitiveDrawInterface) * PDI ) const


description: Used by the component visualizer.

code: void DebugDrawControl ( [FPrimitiveDrawInterface](API\Runtime\Engine\FPrimitiveDrawInterface) * PDI, const FPhysicsControlRecord & Record, const [FName](API\Runtime\Core\UObject\FName) ControlName ) const


description: Destroys BodyModifiers

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=PhysicsControl) void DestroyBodyModifiers ( const [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & Names )


description:
Destroys a BodyModifier
Returns true if the body modifier was found and destroyed, false if not

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=PhysicsControl) bool DestroyBodyModifier ( const [FName](API\Runtime\Core\UObject\FName) Name )


description: Destroys BodyModifiers

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=PhysicsControl) void DestroyBodyModifiersInSet ( const [FName](API\Runtime\Core\UObject\FName) Set )


description:
Destroys a control
Returns true if the control was found and destroyed, false if not

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=PhysicsControl) bool DestroyControl ( const [FName](API\Runtime\Core\UObject\FName) Name )


description: Destroys all controls

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=PhysicsControl) void DestroyControls ( const [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & Names )


description: Destroys all controls in a set

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=PhysicsControl) void DestroyControlsInSet ( const [FName](API\Runtime\Core\UObject\FName) Set )


description: Returns a reference to all the body modifier names that have been created.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=PhysicsControl) const [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & GetAllBodyModifierNames() const


description: Returns a reference to all the control names that have been created.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=PhysicsControl) const [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & GetAllControlNames() const


description: Returns a reference to all the body modifier names that have been created and are in the specified set, which could be a limb, or a subsequently created set. Standard sets will include "All" and things like "ArmLeft", depending on how body modifiers have been created.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=PhysicsControl) const [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & GetBodyModifierNamesInSet ( const [FName](API\Runtime\Core\UObject\FName) Set ) const


description: Gets the angular velocities of the requested bones that will be used as targets (in world space). Target velocities for bones that are not found will be set to zero. Note that these targets will have been calculated and cached at the start of the Physics Control Component, so if using the built in tick, may be too old to be useful. If you manually update the component then you can access these target velocities prior to applying your own targets.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=PhysicsControl) [TArray](API\Runtime\Core\Containers\TArray)< FVector > GetCachedBoneAngularVelocities ( const [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * SkeletalMeshComponent, const [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & BoneNames )


description: Gets the angular velocity of the requested bone that will be used as a target (in world space). Target velocities for bones that are not found will be set to zero. Note that these targets will have been calculated and cached at the start of the Physics Control Component update, so if using the built in tick, may be too old to be useful. If you manually update the component then you can access these target velocities prior to applying your own targets.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=PhysicsControl) FVector GetCachedBoneAngularVelocity ( const [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * SkeletalMeshComponent, const [FName](API\Runtime\Core\UObject\FName) BoneName )


description: Gets the orientation of the requested bone that will be used as a target (in world space). Targets for bones that are not found will be set to Identity. Note that these targets will have been calculated and cached at the start of the Physics Control Component, so if using the built in tick, may be too old to be useful. If you manually update the component then you can access these target transforms prior to applying your own targets.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=PhysicsControl) FRotator GetCachedBoneOrientation ( const [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * SkeletalMeshComponent, const [FName](API\Runtime\Core\UObject\FName) BoneName )


description: Gets the orientations of the requested bones that will be used as targets (in world space). Targets for bones that are not found will be set to identity. Note that these targets will have been calculated and cached at the start of the Physics Control Component, so if using the built in tick, may be too old to be useful. If you manually update the component then you can access these target transforms prior to applying your own targets.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=PhysicsControl) [TArray](API\Runtime\Core\Containers\TArray)< FRotator > GetCachedBoneOrientations ( const [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * SkeletalMeshComponent, const [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & BoneNames )


description: Gets the position of the requested bone that will be used as a target (in world space). Targets for bones that are not found will be set to zero. Note that these targets will have been calculated and cached at the start of the Physics Control Component, so if using the built in tick, may be too old to be useful. If you manually update the component then you can access these target transforms prior to applying your own targets.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=PhysicsControl) FVector GetCachedBonePosition ( const [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * SkeletalMeshComponent, const [FName](API\Runtime\Core\UObject\FName) BoneName )


description: Gets the positions of the requested bones that will be used as targets (in world space). Targets for bones that are not found will be set to zero. Note that these targets will have been calculated and cached at the start of the Physics Control Component, so if using the built in tick, may be too old to be useful. If you manually update the component then you can access these target transforms prior to applying your own targets.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=PhysicsControl) [TArray](API\Runtime\Core\Containers\TArray)< FVector > GetCachedBonePositions ( const [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * SkeletalMeshComponent, const [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & BoneNames )


description: Gets the transforms of the requested bone that will be used as a target (in world space). Targets for bones that are not found will be set to Identity. Note that these targets will have been calculated and cached at the start of the Physics Control Component, so if using the built in tick, may be too old to be useful. If you manually update the component then you can access these target transforms prior to applying your own targets.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=PhysicsControl) FTransform GetCachedBoneTransform ( const [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * SkeletalMeshComponent, const [FName](API\Runtime\Core\UObject\FName) BoneName )


description: Gets the transforms of the requested bones that will be used as targets (in world space). Targets for bones that are not found will be set to Identity. Note that these targets will have been calculated and cached at the start of the Physics Control Component, so if using the built in tick, may be too old to be useful. If you manually update the component then you can access these target transforms prior to applying your own targets.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=PhysicsControl) [TArray](API\Runtime\Core\Containers\TArray)< FTransform > GetCachedBoneTransforms ( const [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * SkeletalMeshComponent, const [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & BoneNames )


description: Gets the linear velocities of the requested bones that will be used as targets (in world space). Target velocities for bones that are not found will be set to zero. Note that these targets will have been calculated and cached at the start of the Physics Control Component, so if using the built in tick, may be too old to be useful. If you manually update the component then you can access these target velocities prior to applying your own targets.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=PhysicsControl) [TArray](API\Runtime\Core\Containers\TArray)< FVector > GetCachedBoneVelocities ( const [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * SkeletalMeshComponent, const [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & BoneNames )


description: Gets the linear velocity of the requested bone that will be used as a target (in world space). Target velocities for bones that are not found will be set to zero. Note that these targets will have been calculated and cached at the start of the Physics Control Component, so if using the built in tick, may be too old to be useful. If you manually update the component then you can access these target velocities prior to applying your own targets.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=PhysicsControl) FVector GetCachedBoneVelocity ( const [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * SkeletalMeshComponent, const [FName](API\Runtime\Core\UObject\FName) BoneName )


description: Returns true if the control is marked to automatically disable after each tick

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=PhysicsControl) bool GetControlAutoDisable ( const [FName](API\Runtime\Core\UObject\FName) Name ) const


description: Returns true if the control was found, false if not

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=PhysicsControl) bool GetControlData ( const [FName](API\Runtime\Core\UObject\FName) Name, [FPhysicsControlData](API\Plugins\PhysicsControl\FPhysicsControlData) & ControlData ) const


description: Returns true if the control is enabled

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=PhysicsControl) bool GetControlEnabled ( const [FName](API\Runtime\Core\UObject\FName) Name ) const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=PhysicsControl) bool GetControlMultiplier ( const [FName](API\Runtime\Core\UObject\FName) Name, [FPhysicsControlMultiplier](API\Plugins\PhysicsControl\FPhysicsControlMultiplier) & ControlMultiplier ) const


description: Returns a reference to all the control names that have been created and are in the specified set, which could be a limb, or a subsequently created set. Standard sets will include "All", "WorldSpace", "ParentSpace" and things like "WorldSpace-ArmLeft", depending on how controls have been created.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=PhysicsControl) const [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & GetControlNamesInSet ( const [FName](API\Runtime\Core\UObject\FName) Set ) const


description:
Calculates which bones belong to which limb in a skeletal mesh
A map of limb names to bones

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=PhysicsControl) [TMap](API\Runtime\Core\Containers\TMap)< [FName](API\Runtime\Core\UObject\FName), [FPhysicsControlLimbBones](API\Plugins\PhysicsControl\FPhysicsControlLimbBones) > GetLimbBonesFromSkeletalMesh ( [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * SkeletalMeshComponent, const [TArray](API\Runtime\Core\Containers\TArray)< [FPhysicsControlLimbSetupData](API\Plugins\PhysicsControl\FPhysicsControlLimbSetupData) > & LimbSetupData ) const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=PhysicsControl) bool GetControlTarget ( const [FName](API\Runtime\Core\UObject\FName) Name, [FPhysicsControlTarget](API\Plugins\PhysicsControl\FPhysicsControlTarget) & ControlTarget ) const


description: Returns the names of all sets containing the body modifier (may be empty - e.g. if it doesn't exist)

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=PhysicsControl) [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > GetSetsContainingBodyModifier ( const [FName](API\Runtime\Core\UObject\FName) Control ) const


description: Returns the names of all sets containing the control (may be empty - e.g. if it doesn't exist)

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=PhysicsControl) [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > GetSetsContainingControl ( const [FName](API\Runtime\Core\UObject\FName) Control ) const


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

code: virtual void InitializeComponent()


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

code: virtual void OnRegister()


description:
This flags the body associated with the modifier to set (using teleport) its position and velocity to the cached animation target. This will only affect skeletal mesh component bodies.
true if the body modifier is found (even if no cached target is found), and false otherwise.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=PhysicsControl) bool ResetBodyModifierToCachedBoneTransform ( const [FName](API\Runtime\Core\UObject\FName) Name, const [EResetToCachedTargetBehavior](API\Plugins\PhysicsControl\EResetToCachedTargetBehavior) Behavior )


description: Calls ResetBodyModifierToCachedTarget for each of the body modifiers

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=PhysicsControl) void ResetBodyModifiersToCachedBoneTransforms ( const [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & Names, const [EResetToCachedTargetBehavior](API\Plugins\PhysicsControl\EResetToCachedTargetBehavior) Behavior )


description: Calls ResetBodyModifierToCachedTarget for each of the body modifiers in the set

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=PhysicsControl) void ResetBodyModifiersInSetToCachedBoneTransforms ( const [FName](API\Runtime\Core\UObject\FName) SetName, const [EResetToCachedTargetBehavior](API\Plugins\PhysicsControl\EResetToCachedTargetBehavior) Behavior )


description: Resets the control point to the center of mass of the mesh

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=PhysicsControl) bool ResetControlPoint ( const [FName](API\Runtime\Core\UObject\FName) Name )


description:
Sets the collision type for a body modifier
true if the body modifier was found, false if not

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=PhysicsControl) bool SetBodyModifierCollisionType ( const [FName](API\Runtime\Core\UObject\FName) Name, const [ECollisionEnabled::Type](API\Runtime\Engine\Engine\ECollisionEnabled__Type) CollisionType )


description:
Sets the gravity multiplier for a body modifier
true if the body modifier was found, false if not

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=PhysicsControl) bool SetBodyModifierGravityMultiplier ( const [FName](API\Runtime\Core\UObject\FName) Name, const float GravityMultiplier )


description:
Sets the movement type for a body modifier
true if the body modifier was found, false if not

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=PhysicsControl) bool SetBodyModifierMovementType ( const [FName](API\Runtime\Core\UObject\FName) Name, const [EPhysicsMovementType](API\Plugins\PhysicsControl\EPhysicsMovementType) MovementType )


description:
Sets the kinematic target transform for a body modifier.
true if the body modifier was found, false if not

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=PhysicsControl) bool SetBodyModifierKinematicTarget ( const [FName](API\Runtime\Core\UObject\FName) Name, const FVector KinematicTargetPosition, const FRotator KinematicTargetOrienation, const bool bMakeKinematic )


description:
Sets the physics blend weight for a body modifier
true if the body modifier was found, false if not

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=PhysicsControl) bool SetBodyModifierPhysicsBlendWeight ( const [FName](API\Runtime\Core\UObject\FName) Name, const float PhysicsBlendWeight )