description:
Add an attribute to a shader node from the given MaterialX input, only floats and linear colors are supported for the moment
true if the attribute was successfully added

code: bool AddAttribute ( MaterialX::InputPtr Input, const [FString](API\Runtime\Core\Containers\FString) & InputChannelName, [UInterchangeShaderNode](API\Plugins\InterchangeNodes\UInterchangeShaderNode) * ShaderNode ) const


description:
Add a float attribute to a shader node only if its value taken from the input is not equal to its default value. Return false if the attribute does not exist or if we cannot add it
true if the attribute was successfully added

module: InterchangeImport

code: bool AddFloatAttribute ( MaterialX::InputPtr Input, const [FString](API\Runtime\Core\Containers\FString) & InputChannelName, [UInterchangeShaderNode](API\Plugins\InterchangeNodes\UInterchangeShaderNode) * ShaderNode, float DefaultValue ) const


description:
Add an attribute to a shader node from the given MaterialX input if that input has either a value or an interface name
true if the attribute was successfully added

code: bool AddAttributeFromValueOrInterface ( MaterialX::InputPtr Input, const [FString](API\Runtime\Core\Containers\FString) & InputChannelName, [UInterchangeShaderNode](API\Plugins\InterchangeNodes\UInterchangeShaderNode) * ShaderNode ) const


description:
Add aFLinearColorattribute to a shader node only if its value taken from the input is not equal to its default value. Return false if the attribute does not exist or if we cannot add it
true if the attribute was successfully added

code: bool AddLinearColorAttribute ( MaterialX::InputPtr Input, const [FString](API\Runtime\Core\Containers\FString) & InputChannelName, [UInterchangeShaderNode](API\Plugins\InterchangeNodes\UInterchangeShaderNode) * ShaderNode, const [FLinearColor](API\Runtime\Core\Math\FLinearColor) & DefaultValue ) const


code: bool AddVectorAttribute ( MaterialX::InputPtr Input, const [FString](API\Runtime\Core\Containers\FString) & InputChannelName, [UInterchangeShaderNode](API\Plugins\InterchangeNodes\UInterchangeShaderNode) * ShaderNode, const FVector4f & DefaultValue ) const


code: void ConnectBitangentInputToOutput ( const [FConnectNode](API\Plugins\InterchangeImport\MaterialX\MaterialXUtils\FMaterialXSurfac-\FConnectNode) & Connect )


code: void ConnectBlurInputToOutput ( const [FConnectNode](API\Plugins\InterchangeImport\MaterialX\MaterialXUtils\FMaterialXSurfac-\FConnectNode) & Connect )


code: void ConnectCellNoise3DInputToOutput ( const [FConnectNode](API\Plugins\InterchangeImport\MaterialX\MaterialXUtils\FMaterialXSurfac-\FConnectNode) & Connect )


description: Begin Connect MaterialX nodes

code: void ConnectConstantInputToOutput ( const [FConnectNode](API\Plugins\InterchangeImport\MaterialX\MaterialXUtils\FMaterialXSurfac-\FConnectNode) & Connect )


code: void ConnectConvertInputToOutput ( const [FConnectNode](API\Plugins\InterchangeImport\MaterialX\MaterialXUtils\FMaterialXSurfac-\FConnectNode) & Connect )


code: void ConnectDotInputToOutput ( const [FConnectNode](API\Plugins\InterchangeImport\MaterialX\MaterialXUtils\FMaterialXSurfac-\FConnectNode) & Connect )


code: void ConnectExtractInputToOutput ( const [FConnectNode](API\Plugins\InterchangeImport\MaterialX\MaterialXUtils\FMaterialXSurfac-\FConnectNode) & Connect )


code: void ConnectHeightToNormalInputToOutput ( const [FConnectNode](API\Plugins\InterchangeImport\MaterialX\MaterialXUtils\FMaterialXSurfac-\FConnectNode) & Connect )


code: void ConnectIfEqualInputToOutput ( const [FConnectNode](API\Plugins\InterchangeImport\MaterialX\MaterialXUtils\FMaterialXSurfac-\FConnectNode) & Connect )


code: void ConnectIfGreaterInputToOutput ( const [FConnectNode](API\Plugins\InterchangeImport\MaterialX\MaterialXUtils\FMaterialXSurfac-\FConnectNode) & Connect )


code: void ConnectIfGreaterEqInputToOutput ( const [FConnectNode](API\Plugins\InterchangeImport\MaterialX\MaterialXUtils\FMaterialXSurfac-\FConnectNode) & Connect )


code: void ConnectImageInputToOutput ( const [FConnectNode](API\Plugins\InterchangeImport\MaterialX\MaterialXUtils\FMaterialXSurfac-\FConnectNode) & Connect )


description:
Create and Connect the output of a MaterialX node that has already a matching in UE to a shader node, If not search for a registered delegate
true if a shader node has been successfully created and is connected to the given input

code: bool ConnectMatchingNodeOutputToInput ( const [FConnectNode](API\Plugins\InterchangeImport\MaterialX\MaterialXUtils\FMaterialXSurfac-\FConnectNode) & Connect )


description:
Create and Connect manually the output of a MaterialX node to a shader node
true if a shader node has been successfully created and is connected to the given input

code: void ConnectNodeCategoryOutputToInput ( const MaterialX::Edge & Edge, [UInterchangeShaderNode](API\Plugins\InterchangeNodes\UInterchangeShaderNode) * ParentShaderNode, const [FString](API\Runtime\Core\Containers\FString) & InputChannelName )


description:
Connect an ouput in the NodeGraph to the ShaderGraph
true if the given input is attached to one of the outputs of a node graph

code: bool ConnectNodeGraphOutputToInput ( MaterialX::InputPtr InputToNodeGraph, [UInterchangeShaderNode](API\Plugins\InterchangeNodes\UInterchangeShaderNode) * ShaderNode, const [FString](API\Runtime\Core\Containers\FString) & ParentInputName )


description:
Create and Connect a node name directly connected from an input to a shader node
true if a shader node has been successfully created and is connected to the given input

code: bool ConnectNodeNameOutputToInput ( MaterialX::InputPtr Input, [UInterchangeShaderNode](API\Plugins\InterchangeNodes\UInterchangeShaderNode) * ShaderNode, const [FString](API\Runtime\Core\Containers\FString) & ParentInputName )


description: Connect an output either from a node name or a node graph from a MaterialX input to the ShaderNode

code: template<typename T> bool ConnectNodeOutputToInput ( const char * InputName, [UInterchangeShaderNode](API\Plugins\InterchangeNodes\UInterchangeShaderNode) * ShaderNode, const [FString](API\Runtime\Core\Containers\FString) & InputShaderName, T DefaultValue, const [TOptional](API\Runtime\Core\IO\TOptional)< TextureCompressionSettings > & OptionalTextureCompression )


code: void ConnectNoise3DInputToOutput ( const [FConnectNode](API\Plugins\InterchangeImport\MaterialX\MaterialXUtils\FMaterialXSurfac-\FConnectNode) & Connect )


code: void ConnectNormalInputToOutput ( const [FConnectNode](API\Plugins\InterchangeImport\MaterialX\MaterialXUtils\FMaterialXSurfac-\FConnectNode) & Connect )


code: void ConnectOutsideInputToOutput ( const [FConnectNode](API\Plugins\InterchangeImport\MaterialX\MaterialXUtils\FMaterialXSurfac-\FConnectNode) & Connect )


code: void ConnectPositionInputToOutput ( const [FConnectNode](API\Plugins\InterchangeImport\MaterialX\MaterialXUtils\FMaterialXSurfac-\FConnectNode) & Connect )


code: void ConnectRotate3DInputToOutput ( const [FConnectNode](API\Plugins\InterchangeImport\MaterialX\MaterialXUtils\FMaterialXSurfac-\FConnectNode) & Connect )


code: void ConnectSeparateInputToOutput ( const [FConnectNode](API\Plugins\InterchangeImport\MaterialX\MaterialXUtils\FMaterialXSurfac-\FConnectNode) & Connect )


code: void ConnectSwizzleInputToOutput ( const [FConnectNode](API\Plugins\InterchangeImport\MaterialX\MaterialXUtils\FMaterialXSurfac-\FConnectNode) & Connect )


code: void ConnectTangentInputToOutput ( const [FConnectNode](API\Plugins\InterchangeImport\MaterialX\MaterialXUtils\FMaterialXSurfac-\FConnectNode) & Connect )


code: void ConnectTexCoordInputToOutput ( const [FConnectNode](API\Plugins\InterchangeImport\MaterialX\MaterialXUtils\FMaterialXSurfac-\FConnectNode) & Connect )


code: void ConnectTimeInputToOutput ( const [FConnectNode](API\Plugins\InterchangeImport\MaterialX\MaterialXUtils\FMaterialXSurfac-\FConnectNode) & Connect )


code: void ConnectTransformPositionInputToOutput ( const [FConnectNode](API\Plugins\InterchangeImport\MaterialX\MaterialXUtils\FMaterialXSurfac-\FConnectNode) & Connect )


code: void ConnectTransformVectorInputToOutput ( const [FConnectNode](API\Plugins\InterchangeImport\MaterialX\MaterialXUtils\FMaterialXSurfac-\FConnectNode) & Connect )


code: void ConnectWorleyNoise3DInputToOutput ( const [FConnectNode](API\Plugins\InterchangeImport\MaterialX\MaterialXUtils\FMaterialXSurfac-\FConnectNode) & Connect )


description:
End Connect MaterialX nodes Create a ComponentMask shader node.
The ComponentMask node

code: [UInterchangeShaderNode](API\Plugins\InterchangeNodes\UInterchangeShaderNode) * CreateMaskShaderNode ( uint8 RGBA, const [FString](API\Runtime\Core\Containers\FString) & NodeName, const [FString](API\Runtime\Core\Containers\FString) & OutputName )


description:
Helper function to create an InterchangeShaderNode
The shader node that was created

code: [UInterchangeShaderNode](API\Plugins\InterchangeNodes\UInterchangeShaderNode) * CreateShaderNode ( const [FString](API\Runtime\Core\Containers\FString) & NodeName, const [FString](API\Runtime\Core\Containers\FString) & ShaderType, const [FString](API\Runtime\Core\Containers\FString) & OutputName )


className: DefaultOutput

description: MaterialX states the default output name of the different nodes is 'out'.

code: static [FString](API\Runtime\Core\Containers\FString) DefaultOutput {TEXT("out")};


description:
Helper function to create an InterchangeTextureNode
The texture node that was created

code: template<typename TextureTypeNode> [UInterchangeTextureNode](API\Plugins\InterchangeNodes\UInterchangeTextureNode) * CreateTextureNode ( MaterialX::NodePtr Node ) const


className: EmptyString

code: static [FString](API\Runtime\Core\Containers\FString) EmptyString {};


className: FConnectNode

code: struct FConnectNode

InputChannelName

type: FString

description: The input of the ParentShaderNode to connect to.

OutputName

description: The output name of the MaterialX node, default name is 'out' as stated by the standard library.

ParentShaderNode

type: UInterchangeSha...

description: The shader node to connect to.

UpstreamNode

description: The MaterialX node of a given type used to create the appropriate shader node.


className: FNodeOutput

code: typedef TPair< [FString](API\Runtime\Core\Containers\FString), [FString](API\Runtime\Core\Containers\FString) > FNodeOutput


className: FOnConnectNodeOutputToInput

code: typedef TBaseDelegate_OneParam< void, const [FConnectNode](API\Plugins\InterchangeImport\MaterialX\MaterialXUtils\FMaterialXSurfac-\FConnectNode) & > FOnConnectNodeOutputToInput


description:
Retrieve the interchange parent name of a MaterialX node, useful when a node is a combination of several nodes connected to different inputs (look for example Noise3D)
The node of the parent

code: [FString](API\Runtime\Core\Containers\FString) GetAttributeParentName ( MaterialX::NodePtr Node ) const


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

code: [FString](API\Runtime\Core\Containers\FString) GetFilePrefix ( MaterialX::ElementPtr Element ) const


description:
Get the input name, use this function instead of getName, because a renaming may have occured and we ensure to have the proper name that will be used by UE inputs
The input name

code: [FString](API\Runtime\Core\Containers\FString) GetInputName ( MaterialX::InputPtr Input ) const


description:
Get the UE corresponding name of a MaterialX Node category and input for a material
The matched name of the Node/Input else empty string

code: const [FString](API\Runtime\Core\Containers\FString) & GetMatchedInputName ( MaterialX::NodePtr Node, MaterialX::InputPtr Input ) const


description:
Helper function that returns a vector, the function makes no assumption on the input, and it should have a value of vectorN type
The vector

code: [FLinearColor](API\Runtime\Core\Math\FLinearColor) GetVector ( MaterialX::InputPtr Input ) const


description: Add the input new name under the attribute UE::NewName.

code: void SetAttributeNewName ( MaterialX::InputPtr Input, const char * NewName ) const


description: Set the matching inputs names of a node to correspond to the one used by UE, the matching name is stored under the attribute UE::NewName

code: void SetMatchingInputsNames ( MaterialX::NodePtr Node ) const


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


className: FMaterialXSurfaceShaderAbstract

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

MatchingConnectNodeDelegates

type: TMap<FString, ...

description: Matching MaterialX category and Connect function

ShaderGraphNode

description: Initialized by the material shader (e.g: surfacematerial), the derived class should only set the ShaderType

ShaderNodes

type: TMap<FNodeOutp...

description: Store the shader nodes only when we create the shader graph node

SurfaceShaderNode

description: The surface shader node processed during the Translate, up to the derived class to initialize it

TextureCompression

type: TOptional< Text...


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

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


code: virtual EInterchangeTranslatorAssetType GetSupportedAssetTypes() const


description: EndUInterchangeTranslatorBaseAPI

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


description:
Translate the associated source data into a node hold by the specified nodes container.
true if the translator can translate the source data, false otherwise.

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


description: BeginUInterchangeTranslatorBaseAPI

code: virtual EInterchangeTranslatorType GetTranslatorType() const


className: UInterchangeMaterialXTranslator


className: FMeshPayloadData

code: struct FMeshPayloadData

GlobalTransform

type: TOptional< FTra...

description: MORPH

JointNames

type: TArray<FString...

description: This map the indice use in the meshdescription to the bone name, so we can use this information to remap properly the skinning when we merge the meshdescription.

MeshDescription

type: FMeshDescriptio...

description: Currently the skeletalmesh payload data is editor only, we have to move to something available at runtime.

MorphTargetName

description: The name of the morph target.

VertexOffset

description: The vertex offset of the morph target in case we combine mesh node together.


description:
Once the translation is done, the import process need a way to retrieve payload data. This payload will be use by the factories to create the asset.
a PayloadData containing the the data ask with the key.

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


className: IInterchangeMeshPayloadInterface

description: Static mesh payload interface. Derive from this interface if your payload can import static mesh

code: class IInterchangeMeshPayloadInterface


className: UInterchangeMeshPayloadInterface

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


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


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


code: UInterchangeOBJTranslator()


code: virtual ~UInterchangeOBJTranslator()


className: UInterchangeOBJTranslator


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

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


description: Return the asset type this factory can create.


description: Return theUClassthis factory can create.

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


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

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


className: UInterchangePhysicsAssetFactory

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(BlueprintType, Experimental) class UInterchangePhysicsAssetFactory : public [UInterchangeFactoryBase](API\Runtime\InterchangeCore\UInterchangeFactoryBase)


description: Call when the user cancel the operation.

code: virtual void Cancel()


description:
Override it to end import/re-import on the game thread. Helpful if you need to display ui (i.e. re-import material conflict resolution) or if you need to do anything not thread safe to complete the import/re-import.
the FImportAssetResult, see the structure to access the documentation.

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


code: bool IsValid&40;&41; const


className: FImportAssetObjectLODData

code: struct FImportAssetObjectLODData

type: TArray<FName>

ImportedMaterials

type: TArray<Skeleta...


className: FImportAssetObjectData

code: struct FImportAssetObjectData

bApplyGeometryOnly

type: bool

LodDatas

type: TArray<FImport...

SkeletonReference

type: USkeleton*


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

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


description: Set the object's reimport source at the specified index value.

code: virtual bool SetReimportSourceIndex ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object, int32 SourceIndex ) const


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

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


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

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


className: UInterchangeSkeletalMeshFactory

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(BlueprintType, Experimental) class UInterchangeSkeletalMeshFactory : public [UInterchangeFactoryBase](API\Runtime\InterchangeCore\UInterchangeFactoryBase)


className: UInterchangeSkeletonFactory

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(BlueprintType, Experimental) class UInterchangeSkeletonFactory : public [UInterchangeFactoryBase](API\Runtime\InterchangeCore\UInterchangeFactoryBase)


className: UInterchangeStaticMeshFactory

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(BlueprintType, Experimental) class UInterchangeStaticMeshFactory : public [UInterchangeFactoryBase](API\Runtime\InterchangeCore\UInterchangeFactoryBase)


className: FVariant

code: struct FVariant

Bindings

type: TArray<FVarian...


className: FVariantBinding

code: struct FVariantBinding


className: FVariantPropertyCaptureData

code: struct FVariantPropertyCaptureData

Buffer

type: TOptional<TArr...

Category

type: EVariantPropert...

ObjectUid

type: TOptional<FStr...


className: FVariantSetPayloadData

code: struct FVariantSetPayloadData


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


className: IInterchangeVariantSetPayloadInterface

description: VariantSet payload interface. Derive from this interface if your payload can import Variant's data


description: Interchange namespace.

code: namespace UE { namespace Interchange { enum EVariantPropertyCaptureCategory { Undefined = 0x0000, Generic = 0x0001, RelativeLocation = 0x0002, RelativeRotation = 0x0004, RelativeScale3D = 0x0008, Visibility = 0x0010, Material = 0x0020, Color = 0x0040, Option = 0x0080, } } }


description: Returns the parent actor of the actor described by the FactoryNode using the node hierarchy.

code: namespace UE { namespace Interchange { namespace ActorHelper { [AActor](API\Runtime\Engine\GameFramework\AActor) * UE::Interchange::ActorHelper::GetSpawnedParentActor ( const [UInterchangeBaseNodeContainer](API\Runtime\InterchangeCore\Nodes\UInterchangeBaseNodeContainer) * NodeContainer, const [UInterchangeActorFactoryNode](API\Plugins\InterchangeFactoryNodes\UInterchangeActorFactoryNode) * FactoryNode ) } } }


description: Spawns and return a AAActor using the given SceneObjectsParam. The actor's parent will be determine by the node hierarchy and its type by the factory node's ObjectClass.

code: namespace UE { namespace Interchange { namespace ActorHelper { [AActor](API\Runtime\Engine\GameFramework\AActor) * UE::Interchange::ActorHelper::SpawnFactoryActor ( const [UInterchangeFactoryBase::FImportSceneObjectsParams](API\Runtime\InterchangeCore\UInterchangeFactoryBase\FImportSceneObjectsParams) & CreateSceneObjectsParams ) } } }


description: Returns the factory node of the asset instanced by ActorFactoryNode.

code: namespace UE { namespace Interchange { namespace ActorHelper { const [UInterchangeFactoryBaseNode](API\Runtime\InterchangeCore\Nodes\UInterchangeFactoryBaseNode) * UE::Interchange::ActorHelper::FindAssetInstanceFactoryNode ( const [UInterchangeBaseNodeContainer](API\Runtime\InterchangeCore\Nodes\UInterchangeBaseNodeContainer) * NodeContainer, const [UInterchangeFactoryBaseNode](API\Runtime\InterchangeCore\Nodes\UInterchangeFactoryBaseNode) * ActorFactoryNode ) } } }


description: Applies material slot dependencies stored in ActorFactoryNode to MeshComponent.

code: namespace UE { namespace Interchange { namespace ActorHelper { void UE::Interchange::ActorHelper::ApplySlotMaterialDependencies ( const [UInterchangeBaseNodeContainer](API\Runtime\InterchangeCore\Nodes\UInterchangeBaseNodeContainer) & NodeContainer, const [UInterchangeMeshActorFactoryNode](API\Plugins\InterchangeFactoryNodes\UInterchangeMeshActorFactoryNode) & ActorFactoryNode, [UMeshComponent](API\Runtime\Engine\Components\UMeshComponent) & MeshComponent ) } } }


description: Applies custom attributes from to ObjectToUpdate based on content of CreateSceneObjectsParams Reimport policies will be applied if applicable

code: namespace UE { namespace Interchange { namespace ActorHelper { void UE::Interchange::ActorHelper::ApplyAllCustomAttributes ( const [UInterchangeFactoryBase::FImportSceneObjectsParams](API\Runtime\InterchangeCore\UInterchangeFactoryBase\FImportSceneObjectsParams) & CreateSceneObjectsParams, [UObject](API\Runtime\CoreUObject\UObject\UObject) & ObjectToUpdate ) } } }


code: namespace UE { namespace Interchange { [EVariantPropertyCaptureCategory](API\Plugins\InterchangeImport\Scene\UE__Interchange_-) & UE::Interchange::operator&= ( [EVariantPropertyCaptureCategory](API\Plugins\InterchangeImport\Scene\UE__Interchange_-) & Lhs, [EVariantPropertyCaptureCategory](API\Plugins\InterchangeImport\Scene\UE__Interchange_-) Rhs ) } }


code: namespace UE { namespace Interchange { constexpr [EVariantPropertyCaptureCategory](API\Plugins\InterchangeImport\Scene\UE__Interchange_-) UE::Interchange::operator& ( [EVariantPropertyCaptureCategory](API\Plugins\InterchangeImport\Scene\UE__Interchange_-) Lhs, [EVariantPropertyCaptureCategory](API\Plugins\InterchangeImport\Scene\UE__Interchange_-) Rhs ) } }


code: namespace UE { namespace Interchange { [EVariantPropertyCaptureCategory](API\Plugins\InterchangeImport\Scene\UE__Interchange_-) & UE::Interchange::operator^= ( [EVariantPropertyCaptureCategory](API\Plugins\InterchangeImport\Scene\UE__Interchange_-) & Lhs, [EVariantPropertyCaptureCategory](API\Plugins\InterchangeImport\Scene\UE__Interchange_-) Rhs ) } }


code: namespace UE { namespace Interchange { constexpr [EVariantPropertyCaptureCategory](API\Plugins\InterchangeImport\Scene\UE__Interchange_-) UE::Interchange::operator^ ( [EVariantPropertyCaptureCategory](API\Plugins\InterchangeImport\Scene\UE__Interchange_-) Lhs, [EVariantPropertyCaptureCategory](API\Plugins\InterchangeImport\Scene\UE__Interchange_-) Rhs ) } }


code: namespace UE { namespace Interchange { constexpr bool UE::Interchange::operator! ( [EVariantPropertyCaptureCategory](API\Plugins\InterchangeImport\Scene\UE__Interchange_-) E ) } }


code: namespace UE { namespace Interchange { constexpr [EVariantPropertyCaptureCategory](API\Plugins\InterchangeImport\Scene\UE__Interchange_-) UE::Interchange::operator~ ( [EVariantPropertyCaptureCategory](API\Plugins\InterchangeImport\Scene\UE__Interchange_-) E ) } }


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


description: Method called in UInterchangeActorFactory::ImportSceneObject_GameThread to allow child class to complete the creation of the actor. This method is expected to return the UOBject to apply the factory node's custom attributes to.

code: virtual [UObject](API\Runtime\CoreUObject\UObject\UObject) * ProcessActor ( [AActor](API\Runtime\Engine\GameFramework\AActor) & SpawnedActor, const [UInterchangeActorFactoryNode](API\Plugins\InterchangeFactoryNodes\UInterchangeActorFactoryNode) & FactoryNode, const [UInterchangeBaseNodeContainer](API\Runtime\InterchangeCore\Nodes\UInterchangeBaseNodeContainer) & NodeContainer )


className: UInterchangeActorFactory


code: virtual [UObject](API\Runtime\CoreUObject\UObject\UObject) * ProcessActor ( class [AActor](API\Runtime\Engine\GameFramework\AActor) & SpawnedActor, const [UInterchangeActorFactoryNode](API\Plugins\InterchangeFactoryNodes\UInterchangeActorFactoryNode) & FactoryNode, const [UInterchangeBaseNodeContainer](API\Runtime\InterchangeCore\Nodes\UInterchangeBaseNodeContainer) & NodeContainer )


className: UInterchangeCameraActorFactory


className: UInterchangeCineCameraActorFactory


className: UInterchangeLightActorFactory


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

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


description: Do any finalUObjectsetup after the build (after PostEditChange)

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


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


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


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


className: UInterchangeSceneImportAssetFactory

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(BlueprintType, Experimental) class UInterchangeSceneImportAssetFactory : public [UInterchangeFactoryBase](API\Runtime\InterchangeCore\UInterchangeFactoryBase)


className: UInterchangeSceneVariantSetsFactory

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(BlueprintType, Experimental) class UInterchangeSceneVariantSetsFactory : public [UInterchangeFactoryBase](API\Runtime\InterchangeCore\UInterchangeFactoryBase)


className: UInterchangeSkeletalMeshActorFactory


className: UInterchangeStaticMeshActorFactory


className: UInterchangeVariantSetPayloadInterface

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


code: int64 ComputeBufferSize() const


description: Everything except the RawData and BlocksData must be initialized before calling this function

code: bool InitBlockFromImage ( int32 BlockX, int32 BlockY, const [FImportImage](API\Plugins\InterchangeImport\Texture\FImportImage) & Image )


code: bool InitDataSharedAmongBlocks ( const [FImportImage](API\Plugins\InterchangeImport\Texture\FImportImage) & Image )


description: Everything except the RawData must be initialized before calling this function

code: bool MigrateDataFromImagesToRawData ( [TArray](API\Runtime\Core\Containers\TArray)< [FImportImage](API\Plugins\InterchangeImport\Texture\FImportImage) > & Images )


className: FImportBlockedImage

description: Also known as a UDIMs texture.

code: struct FImportBlockedImage

BlocksData

type: TArray<FTextur...

CompressionSettings

type: TextureCompress...

Format

type: ETextureSourceF...

RawData

type: FUniqueBuffer


code: virtual int64 ComputeBufferSize() const


code: TArrayView64< uint8 > GetArrayViewOfRawData()


code: virtual int64 GetMipSize ( int32 InMipIndex ) const


code: void Init2DWithMips ( int32 InSizeX, int32 InSizeY, int32 InNumMips, ETextureSourceFormat InFormat, const void * InData )


code: void Init2DWithOneMip ( int32 InSizeX, int32 InSizeY, ETextureSourceFormat InFormat, const void * InData )


code: void Init2DWithParams ( int32 InSizeX, int32 InSizeY, ETextureSourceFormat InFormat, bool bInSRGB, bool bShouldAllocateRawData )


code: void Init2DWithParams ( int32 InSizeX, int32 InSizeY, int32 InNumMips, ETextureSourceFormat InFormat, bool bInSRGB, bool bShouldAllocateRawData )


code: virtual bool IsValid() const


code: [FImportImage](API\Plugins\InterchangeImport\Texture\FImportImage) & operator= ( [FImportImage](API\Plugins\InterchangeImport\Texture\FImportImage) && )


code: [FImportImage](API\Plugins\InterchangeImport\Texture\FImportImage) & operator= ( const [FImportImage](API\Plugins\InterchangeImport\Texture\FImportImage) & )


code: FImportImage ( [FImportImage](API\Plugins\InterchangeImport\Texture\FImportImage) && )


code: FImportImage ( const [FImportImage](API\Plugins\InterchangeImport\Texture\FImportImage) & )


code: virtual ~FImportImage()


className: FImportImage

code: struct FImportImage

MipGenSettings

type: TOptional< Text...

RawDataCompressionFormat

type: ETextureSourceC...

description: Which compression format (if any) that is applied to RawData


description:
Tests if the given height and width specify a supported texture resolution to import; Can optionally check if the height/width are powers of two
bool true if the given height/width represent a supported texture resolution, false if not

code: static bool IsImportResolutionValid ( int64 Width, int64 Height, bool bAllowNonPowerOfTwo, [FText](API\Runtime\Core\Internationalization\FText) * OutErrorMessage )


className: FImportImageHelper

code: struct FImportImageHelper


className: FImportLightProfile

code: struct FImportLightProfile : public [UE::Interchange::FImportImage](API\Plugins\InterchangeImport\Texture\FImportImage)

Brightness

type: float


code: virtual int64 ComputeBufferSize() const


code: const uint8 * GetMipData ( int32 InMipIndex, int32 InSliceIndex ) const


code: uint8 * GetMipData ( int32 InMipIndex, int32 InSliceIndex )


code: virtual int64 GetMipSize ( int32 InMipIndex ) const


code: void Init ( int32 InSizeX, int32 InSizeY, int32 InNumSlice, int32 InNumMips, ETextureSourceFormat InFormat, bool InSRGB )


code: void InitVolume ( int32 InSizeX, int32 InSizeY, int32 InNumSlice, int32 InNumMips, ETextureSourceFormat InFormat, bool InSRGB )


className: FImportSlicedImage

code: struct FImportSlicedImage : public [UE::Interchange::FImportImage](API\Plugins\InterchangeImport\Texture\FImportImage)


code: [FProcessedPayload](API\Plugins\InterchangeImport\Texture\FProcessedPayload) & operator= ( [FProcessedPayload](API\Plugins\InterchangeImport\Texture\FProcessedPayload) && )


code: [FProcessedPayload](API\Plugins\InterchangeImport\Texture\FProcessedPayload) & operator= ( const [FProcessedPayload](API\Plugins\InterchangeImport\Texture\FProcessedPayload) & )


code: [FProcessedPayload](API\Plugins\InterchangeImport\Texture\FProcessedPayload) & operator= ( [UE::Interchange::Private::InterchangeTextureFactory::FTexturePayloadVariant](API\Plugins\InterchangeImport\Texture\FTexturePayloadVariant) && InPayloadVariant )


code: FProcessedPayload ( [FProcessedPayload](API\Plugins\InterchangeImport\Texture\FProcessedPayload) && )


code: FProcessedPayload ( const [FProcessedPayload](API\Plugins\InterchangeImport\Texture\FProcessedPayload) & )


className: FProcessedPayload

code: struct FProcessedPayload


description: Deprecated* Deprecated. Use GetBlockedTexturePayloadData(const FString&, TOptional&) instead.

code: virtual [TOptional](API\Runtime\Core\IO\TOptional)< [UE::Interchange::FImportBlockedImage](API\Plugins\InterchangeImport\Texture\FImportBlockedImage) > GetBlockedTexturePayloadData ( const [UInterchangeSourceData](API\Runtime\InterchangeCore\UInterchangeSourceData) * PayloadSourceData, const [FString](API\Runtime\Core\Containers\FString) & PayloadKey )


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

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


description: Blocked Texture payload interface (Also know as UDIM(s)). Derive from it if your payload can import blocked/UDIMs texture


description: Deprecated* Deprecated. Use GetSlicedTexturePayloadData(const FString&, TOptional&) instead.

code: virtual [TOptional](API\Runtime\Core\IO\TOptional)< [UE::Interchange::FImportSlicedImage](API\Plugins\InterchangeImport\Texture\FImportSlicedImage) > GetSlicedTexturePayloadData ( const [UInterchangeSourceData](API\Runtime\InterchangeCore\UInterchangeSourceData) * SourceData, const [FString](API\Runtime\Core\Containers\FString) & PayloadKey ) const


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

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


description: Texture payload interface. Derive from it if your payload can import texture


description: Deprecated* Deprecated. Use GetLightProfilePayloadData(const FString&, TOptional&) instead.

code: virtual [TOptional](API\Runtime\Core\IO\TOptional)< [UE::Interchange::FImportLightProfile](API\Plugins\InterchangeImport\Texture\FImportLightProfile) > GetLightProfilePayloadData ( const [UInterchangeSourceData](API\Runtime\InterchangeCore\UInterchangeSourceData) * SourceData, const [FString](API\Runtime\Core\Containers\FString) & PayloadKey ) const


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

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


description: Deprecated* Deprecated. Use GetCompressedTexturePayloadData(const FString&, TOptional&) instead.

code: virtual [TOptional](API\Runtime\Core\IO\TOptional)< [UE::Interchange::FImportImage](API\Plugins\InterchangeImport\Texture\FImportImage) > GetCompressedTexturePayloadData ( const [UInterchangeSourceData](API\Runtime\InterchangeCore\UInterchangeSourceData) * PayloadSourceData, const [FString](API\Runtime\Core\Containers\FString) & PayloadKey )


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

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


description: Deprecated* Deprecated. Use GetTexturePayloadData(const FString&, TOptional&) instead.

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


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


description: Does this translator support the request for a compressed source data?

code: virtual bool SupportCompressedTexturePayloadData() const


className: IInterchangeTexturePayloadInterface


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


description: Return true if the translator can translate the specified source data.

code: virtual bool CanImportSourceData ( const [UInterchangeSourceData](API\Runtime\InterchangeCore\UInterchangeSourceData) * InSourceData ) const


code: virtual EInterchangeTranslatorAssetType GetSupportedAssetTypes() const


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

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


description:
Translate the associated source data into a node hold by the specified nodes container.
true if the translator can translate the source data, false otherwise.

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


className: UInterchangeDDSTranslator


className: UInterchangeIESTranslator


code: [TOptional](API\Runtime\Core\IO\TOptional)< [UE::Interchange::FImportImage](API\Plugins\InterchangeImport\Texture\FImportImage) > GetTexturePayloadDataFromBuffer ( const TArray64< uint8 > & SourceDataBuffer ) const


code: UInterchangeImageWrapperTranslator()


className: UInterchangeImageWrapperTranslator

description: A translator for most of the image wrapper supported formats


className: UInterchangeJPGTranslator


description:
Translates the associated source data into a node hold by the specified nodes container.
true if the translator can translate the source data, false otherwise.


className: UInterchangePCXTranslator


className: UInterchangePSDTranslator


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


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


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

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


description: Return the asset type this factory can create.


description: Return theUClassthis factory can create.

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


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

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


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

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


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

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


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

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


className: UInterchangeTextureFactory

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(BlueprintType, Experimental) class UInterchangeTextureFactory : public [UInterchangeFactoryBase](API\Runtime\InterchangeCore\UInterchangeFactoryBase)


className: UInterchangeTexturePayloadInterface

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


description: Return a user-readable message.

module: InterchangeMessages

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


className: UInterchangeResultMeshError

description: Base class for FBX parser errors

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class UInterchangeResultMeshError : public [UInterchangeResultError](API\Runtime\InterchangeCore\UInterchangeResultError)

MeshName

type: FString


description: A generic class for FBX parser warnings, with no additional metadata, and where the text is specified by the user

Text

type: FText


description: A generic class for FBX parser errors, with no additional metadata, and where the text is specified by the user


className: UInterchangeResultMeshWarning

description: Base class for FBX parser warnings


className: UInterchangeResultTextureWarning

description: Base class for FBX parser warnings


className: EInterchangeAimationCompletionMode

description: Enumeration specifying how to handle the state of the animated property at the end of an animation track

module: InterchangeNodes

code: enum EInterchangeAimationCompletionMode { KeepState, RestoreState, ProjectDefault, }


className: EInterchangeAnimatedProperty

description: Enumeration specifying which properties of a camera, light or scene node can be animated besides transform.

code: enum EInterchangeAnimatedProperty { None, Visibility, MAX, }


className: EInterchangeAnimationPayLoadType

code: enum EInterchangeAnimationPayLoadType { NONE = 0, CURVE, MORPHTARGETCURVE, STEPCURVE, BAKED, MORPHTARGETCURVEWEIGHTINSTANCE, }


className: EInterchangeCameraProjectionType

code: enum EInterchangeCameraProjectionType { Perspective, Orthographic, }


className: EInterchangeLightUnits

description: This enum is used as a placeholder for ELightUnits, because InterchangeWorker is not compiled against Engine, the LightFactoryNode is not affected.

code: enum EInterchangeLightUnits { Unitless, Candelas, Lumens, EV, }


className: EInterchangeMeshPayLoadType

code: enum EInterchangeMeshPayLoadType { NONE = 0, STATIC, SKELETAL, MORPHTARGET, }


className: EInterchangeTextureFilterMode

code: enum EInterchangeTextureFilterMode { Nearest, Bilinear, Trilinear, Default, }


className: EInterchangeTextureWrapMode

code: enum EInterchangeTextureWrapMode { Wrap, Clamp, Mirror, }


code: static const [FAttributeKey](API\Runtime\InterchangeCore\Types\FAttributeKey) & AnimationPayLoadTypeKey()


code: static const [FAttributeKey](API\Runtime\InterchangeCore\Types\FAttributeKey) & AnimationPayLoadUidKey()


code: static const [FAttributeKey](API\Runtime\InterchangeCore\Types\FAttributeKey) & MorphTargetAnimationPayLoadUidKey()


code: static const [FAttributeKey](API\Runtime\InterchangeCore\Types\FAttributeKey) & MorphTargetAnimationPayLoadTypeKey()


code: FInterchangeAnimationPayLoadKey()


code: FInterchangeAnimationPayLoadKey ( const [FString](API\Runtime\Core\Containers\FString) & InUniqueId, const [EInterchangeAnimationPayLoadType](API\Plugins\InterchangeNodes\EInterchangeAnimationPayLoadType) & InType )


className: FInterchangeAnimationPayLoadKey

Type

type: EInterchangeAni...


code: FInterchangeMeshPayLoadKey()


code: FInterchangeMeshPayLoadKey ( const [FString](API\Runtime\Core\Containers\FString) & InUniqueId, const [EInterchangeMeshPayLoadType](API\Plugins\InterchangeNodes\EInterchangeMeshPayLoadType) & InType )


className: FInterchangeMeshPayLoadKey

type: EInterchangeMes...


code: static const [FAttributeKey](API\Runtime\InterchangeCore\Types\FAttributeKey) & GetMorphTargetDependenciesKey()


code: static const [FAttributeKey](API\Runtime\InterchangeCore\Types\FAttributeKey) & GetSceneInstancesUidsKey()


className: FAnimationStaticData

code: struct FAnimationStaticData : public [UE::Interchange::FBaseNodeStaticData](API\Runtime\InterchangeCore\Nodes\FBaseNodeStaticData)


code: static const [FAttributeKey](API\Runtime\InterchangeCore\Types\FAttributeKey) & GetSkeletonDependenciesKey()


code: static const [FAttributeKey](API\Runtime\InterchangeCore\Types\FAttributeKey) & GetSlotMaterialDependenciesKey()


code: static const [FAttributeKey](API\Runtime\InterchangeCore\Types\FAttributeKey) & IsMorphTargetKey()


code: static const [FAttributeKey](API\Runtime\InterchangeCore\Types\FAttributeKey) & IsSkinnedMeshKey()


code: static const [FAttributeKey](API\Runtime\InterchangeCore\Types\FAttributeKey) & PayLoadKey()


code: static const [FAttributeKey](API\Runtime\InterchangeCore\Types\FAttributeKey) & MorphTargetNameKey()


code: static const [FAttributeKey](API\Runtime\InterchangeCore\Types\FAttributeKey) & PayLoadTypeKey()


className: FMeshNodeStaticData

code: struct FMeshNodeStaticData : public [UE::Interchange::FBaseNodeStaticData](API\Runtime\InterchangeCore\Nodes\FBaseNodeStaticData)


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


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


code: static const [FAttributeKey](API\Runtime\InterchangeCore\Types\FAttributeKey) & GetMaterialDependencyUidsBaseKey()


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


code: static const [FAttributeKey](API\Runtime\InterchangeCore\Types\FAttributeKey) & GetNodeSpecializeTypeBaseKey()


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


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


code: static const [FAttributeKey](API\Runtime\InterchangeCore\Types\FAttributeKey) & GetBaseSourceBlocksKey()


className: FSceneNodeStaticData

code: struct FSceneNodeStaticData : public [UE::Interchange::FBaseNodeStaticData](API\Runtime\InterchangeCore\Nodes\FBaseNodeStaticData)


code: struct FTexture2DNodeStaticData : public [UE::Interchange::FBaseNodeStaticData](API\Runtime\InterchangeCore\Nodes\FBaseNodeStaticData)


code: static const [FAttributeKey](API\Runtime\InterchangeCore\Types\FAttributeKey) & PayloadSourceFileKey()


className: FTextureNodeStaticData

code: struct FTextureNodeStaticData : public [UE::Interchange::FBaseNodeStaticData](API\Runtime\InterchangeCore\Nodes\FBaseNodeStaticData)


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 [IInterchangeNodesModule](API\Plugins\InterchangeNodes\IInterchangeNodesModule) & 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: IInterchangeNodesModule

description: The public interface to this module

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


description: Get how the actor's animated property behaves once this animation is complete. The output value will be clamped to the range of values defined in EInterchangeAimationCompletionMode

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


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

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


description: Set how the actor's animated property should behave once its animation completes.

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


className: UInterchangeAnimationTrackBaseNode

description: Abstract class providing the minimal services required for an animation track node

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


description: Get the actor dependency to this object.

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


description: Get the payload key needed to retrieve the animation for this track.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | AnimationTrack") bool GetCustomAnimationPayloadKey ( [FInterchangeAnimationPayLoadKey](API\Plugins\InterchangeNodes\FInterchangeAnimationPayLoadKey) & AnimationPayLoadKey ) const


description: Get the number of frames for the animation of this track.

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


description: Get the property animated by this track.

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


description: Set the actor dependency to this object.

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


description: Set the payload key needed to retrieve the animation for this track.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | AnimationTrack") bool SetCustomAnimationPayloadKey ( const [FString](API\Runtime\Core\Containers\FString) & InUniqueId, const [EInterchangeAnimationPayLoadType](API\Plugins\InterchangeNodes\EInterchangeAnimationPayLoadType) & InType )


description: Set the number of frames for the animation of this track.

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


description: Set the property animated by this track.

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


className: UInterchangeAnimationTrackNode

description: Class to represent an animation on the property of a camera, light or scene node The list of supported properties is enumerated in EInterchangeAnimatedProperty


description: Get the level sequence instance duration in number of frames.

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


description: Get the frame where the level sequence instance starts.

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


description: Get the time scale used for the level sequence instance.

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


description: Get the unique id of the level sequence this instance references.

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


description: Set the level sequence instance duration in number of frames.

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


description: Set the frame where the level sequence instance starts.

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


description: Set the time scale used for the level sequence instance.

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


description: Set the unique id of the level sequence this instance references.

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


description: Class to represent an animation which instances another animation track set node


description: Add one track dependency to this object.

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


description: This function allow to retrieve the number of track dependencies for this object.

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


description: This function allow to retrieve the track dependency for this object.

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


description: This function allow to retrieve one track dependency for this object.

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


description: Get the frame rate for the animations in the level sequence.

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


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

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


description: Remove one track dependency from this object.

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


description: Set the frame rate for the animations in the level sequence.

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


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


className: UInterchangeAnimationTrackSetNode

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


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


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


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


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


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


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


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


className: UInterchangeBaseLightNode


className: UInterchangeDirectionalLightNode


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


description: Sets the unique id of the material function referenced by the function call expression.

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


className: UInterchangeFunctionCallShaderNode

description: A function call shader node has a named set of inputs and outputs which corresponds to the inputs and outputs of the shader function it instances.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(BlueprintType, Experimental) class UInterchangeFunctionCallShaderNode : public [UInterchangeShaderNode](API\Plugins\InterchangeNodes\UInterchangeShaderNode)


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


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


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


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | LocalLight") bool GetCustomIntensityUnits ( [EInterchangeLightUnits](API\Plugins\InterchangeNodes\EInterchangeLightUnits) & AttributeValue ) const


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


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


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


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | LocalLight") bool SetCustomIntensityUnits ( const [EInterchangeLightUnits](API\Plugins\InterchangeNodes\EInterchangeLightUnits) & AttributeValue )


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


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


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


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | Material Instance") bool AddVectorParameterValue ( const [FString](API\Runtime\Core\Containers\FString) & ParameterName, const [FLinearColor](API\Runtime\Core\Math\FLinearColor) & AttributeValue )


description: Creates a newUInterchangeShaderGraphNodeand adds it to NodeContainer as a translated node.

code: static [UInterchangeMaterialInstanceNode](API\Plugins\InterchangeNodes\UInterchangeMaterialInstanceNode) * Create ( [UInterchangeBaseNodeContainer](API\Runtime\InterchangeCore\Nodes\UInterchangeBaseNodeContainer) * NodeContainer, const FStringView NodeName, const FStringView ParentNodeUid )


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


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


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


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


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | Material Instance") bool GetVectorParameterValue ( const [FString](API\Runtime\Core\Containers\FString) & ParameterName, [FLinearColor](API\Runtime\Core\Math\FLinearColor) & AttributeValue ) const


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


description: Build and return a UID name for a shader node.

code: static [FString](API\Runtime\Core\Containers\FString) MakeNodeUid ( const FStringView NodeName, const FStringView ParentNodeUid )


className: UInterchangeMaterialInstanceNode


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

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


description: Query this mesh bounding box. Return false if the attribute was not set.

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


description: Query if this mesh has smooth group. Return false if the attribute was not set.

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


description: Query if this mesh has vertex color. Return false if the attribute was not set.

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


description: Query if this mesh has vertex normal. Return false if the attribute was not set.

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


description: Query if this mesh has vertex tangent. Return false if the attribute was not set.

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


description: Query this mesh polygon count. Return false if the attribute was not set.

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


description: Query this mesh UV count. Return false if the attribute was not set.

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


description: Query if this mesh has vertex bi-normal. Return false if the attribute was not set.

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


description: Query this mesh vertices count. Return false if the attribute was not set.

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


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

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


description: Icon name are simply create by adding "InterchangeIcon_" in front of the specialized type. If there is no special type the function will return NAME_None which will use the default icon.

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


description: This function allow to retrieve the number of morph target dependencies for this object.

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


description: This function allow to retrieve the morph target dependency for this object.

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


description: This function allow to retrieve one morph target dependency for this object.

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


description: Get the morph target name. Return true if we successfully query the MorphTargetName attribute

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


description: Mesh node Interface Begin

code: virtual const [TOptional](API\Runtime\Core\IO\TOptional)< [FInterchangeMeshPayLoadKey](API\Plugins\InterchangeNodes\FInterchangeMeshPayLoadKey) > GetPayLoadKey() const


description: This function allow to retrieve an asset instance this scene node is refering.

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


description: This function allow to retrieve the asset instances this scene node is refering.

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


description: This function allow to retrieve the number of scene node instancing this mesh.

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


description: This function allow to retrieve the number of skeleton dependencies for this object.

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


description: This function allow to retrieve the skeleton dependency for this object.

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


description: This function allow to retrieve one skeleton dependency for this object.

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


description: Allow to retrieve the correspondence table between slot names and assigned materials for this object.

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


description: Allow to retrieve one Material dependency for a given slot of this object.

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


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

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


description: Return true if this node represent a skinned mesh

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


description: Return true if this node represent a morph target

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


description: Remove one morph target dependency from this object.

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


description: Remove one asset instance this scene node is refering.

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


description: Remove the Material dependency associated with the given slot name from this object.

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


description: Remove one skeleton dependency from this object.

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


description: Override serialize to restore SlotMaterialDependencies on load.

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


description: Set this mesh bounding box. Return false if the attribute cannot be set.

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


description: Set this mesh has smooth group attribute. Return false if the attribute cannot be set.

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


description: Set this mesh has vertex bi-normal attribute. Return false if the attribute cannot be set.

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


description: Set this mesh has vertex normal attribute. Return false if the attribute cannot be set.

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


description: Set this mesh has vertex color attribute. Return false if the attribute cannot be set.

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


description: Set this mesh has vertex tangent attribute. Return false if the attribute cannot be set.

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


description: Set this mesh polygon count. Return false if the attribute cannot be set.

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


description: Set this mesh vertices count. Return false if the attribute cannot be set.

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


description: Set this mesh UV count attribute. Return false if the attribute cannot be set.

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


description: Set the IsMorphTarget attribute to determine if this node represent a morph target.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | Mesh") bool SetMorphTarget ( const bool bIsMorphTarget )


description: Add one morph target dependency to this object.

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


description: Set the MorphTargetName attribute to determine if this node represent a morph target.

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


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | Mesh") virtual void SetPayLoadKey ( const [FString](API\Runtime\Core\Containers\FString) & PayLoadKey, const [EInterchangeMeshPayLoadType](API\Plugins\InterchangeNodes\EInterchangeMeshPayLoadType) & PayLoadType )


description: Add one asset instance this scene node is refering.

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


description: Add one skeleton dependency to this object.

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


description: Add one Material dependency to a specific slot name of this object.

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


description: Set the IsSkinnedMesh attribute to determine if this node represent a skinned mesh.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | Mesh") bool SetSkinnedMesh ( const bool bIsSkinnedMesh )


className: UInterchangeMeshNode

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


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


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


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


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


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

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


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


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


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


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


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


className: UInterchangePhysicalCameraNode


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


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


className: UInterchangePointLightNode


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


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


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


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


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


className: UInterchangeRectLightNode


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


description: Get the Animation Asset To Play by this Scene Node.

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


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

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


description: Get which asset, if any, a scene node is instantiating. Return false if the Attribute was not set previously.

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


description: Get the bind pose scene node local transform.

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


description: Get the bind pose scene node global transform. This value is computed with all parent bind pose local transform.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | Joint") bool GetCustomBindPoseGlobalTransform ( const [UInterchangeBaseNodeContainer](API\Runtime\InterchangeCore\Nodes\UInterchangeBaseNodeContainer) * BaseNodeContainer, const FTransform & GlobalOffsetTransform, FTransform & AttributeValue, bool bForceRecache ) const


description: Get the geometric offset. Any mesh attach to this scene node will be offset using this transform.

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


description: Get the default scene node local transform. Default transform is the local transform we have in the node(no bind pose, no time evaluation).

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


description: Get the time zero scene node global transform. This value is computed with all parent timezero local transform.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | Joint") bool GetCustomTimeZeroGlobalTransform ( const [UInterchangeBaseNodeContainer](API\Runtime\InterchangeCore\Nodes\UInterchangeBaseNodeContainer) * BaseNodeContainer, const FTransform & GlobalOffsetTransform, FTransform & AttributeValue, bool bForceRecache ) const


description: Icon name are simply create by adding "InterchangeIcon_" in front of the specialized type. If there is no special type the function will return NAME_None which will use the default icon.

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


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

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


description: Get the default scene node global transform. This value is computed with all parent local transform.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | Scene") bool GetCustomGlobalTransform ( const [UInterchangeBaseNodeContainer](API\Runtime\InterchangeCore\Nodes\UInterchangeBaseNodeContainer) * BaseNodeContainer, const FTransform & GlobalOffsetTransform, FTransform & AttributeValue, bool bForceRecache ) const


description: Get MorphTargets and their weights.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | SkeletalMesh") void GetMorphTargetCurveWeights ( [TMap](API\Runtime\Core\Containers\TMap)< [FString](API\Runtime\Core\Containers\FString), float > & OutMorphTargetCurveWeights ) const


description: Time zero transform is the transform of the node at time zero. This is useful when there is no bind pose or when we import rigid mesh. Get the time zero scene node local transform.

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


description: Allow to retrieve the correspondence table between slot names and assigned materials for this object.

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


description: Allow to retrieve one Material dependency for a given slot of this object.

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


description: Get the Specialized type this scene node represent (Joint, LODGroup, ...).

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


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


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


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

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


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


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


description: Skeleton bone API EndThis static function make sure all the global transform caches are reset for all theUInterchangeSceneNodenodes in theUInterchangeBaseNodeContainer

code: static void ResetAllGlobalTransformCaches ( const [UInterchangeBaseNodeContainer](API\Runtime\InterchangeCore\Nodes\UInterchangeBaseNodeContainer) * BaseNodeContainer )


description: Remove the Material dependency associated with the given slot name from this object.

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


description: This static function make sure all the global transform caches are reset for all theUInterchangeSceneNodenodes children in theUInterchangeBaseNodeContainer

code: static void ResetGlobalTransformCachesOfNodeAndAllChildren ( const [UInterchangeBaseNodeContainer](API\Runtime\InterchangeCore\Nodes\UInterchangeBaseNodeContainer) * BaseNodeContainer, const [UInterchangeBaseNode](API\Runtime\InterchangeCore\Nodes\UInterchangeBaseNode) * ParentNode )


description: Override serialize to restore SlotMaterialDependencies on load.

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


description: Set the Animation Asset To Play by this Scene Node. (only relevant for SkeletalMeshActors (SceneNodes that are instantiating Skeletal Meshes))

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


description: Set the bind pose scene node local transform.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | Joint") bool SetCustomBindPoseLocalTransform ( const [UInterchangeBaseNodeContainer](API\Runtime\InterchangeCore\Nodes\UInterchangeBaseNodeContainer) * BaseNodeContainer, const FTransform & AttributeValue, bool bResetCache )


description: Add asset this scene node is instantiating

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


description: Set the geometric offset. Any mesh attach to this scene node will be offset using this transform.

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


description: Set the time zero scene node local transform.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | Joint") bool SetCustomTimeZeroLocalTransform ( const [UInterchangeBaseNodeContainer](API\Runtime\InterchangeCore\Nodes\UInterchangeBaseNodeContainer) * BaseNodeContainer, const FTransform & AttributeValue, bool bResetCache )


description: Set the default scene node local transform. Default transform is the local transform we have in the node(no bind pose, no time evaluation).

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | Scene") bool SetCustomLocalTransform ( const [UInterchangeBaseNodeContainer](API\Runtime\InterchangeCore\Nodes\UInterchangeBaseNodeContainer) * BaseNodeContainer, const FTransform & AttributeValue, bool bResetCache )


description: Set MorphTarget with given weight.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | SkeletalMesh") bool SetMorphTargetCurveWeight ( const [FString](API\Runtime\Core\Containers\FString) & MorphTargetName, const float & Weight )


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

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