className: NodeScalarVariationPtrConst

code: typedef [Ptr](API\Plugins\CustomizableObject\MuCO\Ptr)< const [NodeScalarVariation](API\Plugins\MutableTools\MuT\NodeScalarVariation) > NodeScalarVariationPtrConst


className: EType

description: Possible subclasses.

module: MutableTools

code: enum EType { Constant = 0, Parameter = 1, None, }


code: static const [NODE_TYPE](API\Plugins\MutableTools\MuT\NODE_TYPE) * GetStaticType()


description: Nodetype hierarchy data.

code: virtual const [NODE_TYPE](API\Plugins\MutableTools\MuT\NODE_TYPE) * GetType() const


className: Private

code: class Private : public [mu::Node::Private](API\Plugins\MutableTools\MuT\Node\Private)


description: Life cycle.

code: static void Serialise ( const [NodeString](API\Plugins\MutableTools\MuT\NodeString) * pNode, [OutputArchive](API\Plugins\MutableRuntime\MuR\OutputArchive) & arch )


code: static [NodeStringPtr](API\Plugins\MutableTools\MuT\NodeStringPtr) StaticUnserialise ( [InputArchive](API\Plugins\MutableRuntime\MuR\InputArchive) & arch )


description: Forbidden. Manage with the Ptr<> template.

code: ~NodeString()


className: NodeString

description: Base class of any node that outputs a string value.

code: class NodeString : public [mu::Node](API\Plugins\MutableTools\MuT\Node)

Type

type: EType


code: virtual [Node::Private](API\Plugins\MutableTools\MuT\Node\Private) * GetBasePrivate() const


code: [Private](API\Plugins\MutableTools\MuT\NodeStringConstant\Private) * GetPrivate() const


description: Generic access to graph connections.

code: virtual int GetInputCount() const


code: virtual [Node](API\Plugins\MutableTools\MuT\Node) * GetInputNode ( int i ) const


description: Get the value to be returned by the node.

code: const char * GetValue() const


code: ReturnType Accept &40; ::mu::BaseVisitor & guest &41; const


code: void Serialise &40; OutputArchive & arch &41; const


code: static s_type = NODE_TYPE( "StringConstant", NodeString::GetStaticType() );


code: void Unserialise &40; InputArchive & arch &41;


code: class Private : public [mu::NodeString::Private](API\Plugins\MutableTools\MuT\NodeString\Private)

type: string


code: static void Serialise ( const [NodeStringConstant](API\Plugins\MutableTools\MuT\NodeStringConstant) * pNode, [OutputArchive](API\Plugins\MutableRuntime\MuR\OutputArchive) & arch )


code: virtual void SerialiseWrapper ( [OutputArchive](API\Plugins\MutableRuntime\MuR\OutputArchive) & arch ) const


code: virtual void SetInputNode ( int i, [NodePtr](API\Plugins\MutableTools\MuT\NodePtr) pNode )


description: Set the value to be returned by the node.

code: void SetValue ( const char * v )


code: static [NodeStringConstantPtr](API\Plugins\MutableTools\MuT\NodeStringConstantPtr) StaticUnserialise ( [InputArchive](API\Plugins\MutableRuntime\MuR\InputArchive) & arch )


description: Life cycle.

code: NodeStringConstant()


code: ~NodeStringConstant()


className: NodeStringConstantPtrConst

code: typedef [Ptr](API\Plugins\CustomizableObject\MuCO\Ptr)< const [NodeStringConstant](API\Plugins\MutableTools\MuT\NodeStringConstant) > NodeStringConstantPtrConst


className: NodeStringConstant

description: Nodereturning a string constant value.

code: class NodeStringConstant : public [mu::NodeString](API\Plugins\MutableTools\MuT\NodeString)


className: NodeStringConstantPtr

code: typedef [Ptr](API\Plugins\CustomizableObject\MuCO\Ptr)< [NodeStringConstant](API\Plugins\MutableTools\MuT\NodeStringConstant) > NodeStringConstantPtr


code: virtual [Node::Private](API\Plugins\MutableTools\MuT\Node\Private) * GetBasePrivate() const


description: Get the default value of the parameter.

code: const char * GetDefaultValue() const


description: Get the additional information about the type.


description: Generic access to graph connections.

code: virtual int GetInputCount() const


code: virtual [Node](API\Plugins\MutableTools\MuT\Node) * GetInputNode ( int i ) const


description: Get the name of the parameter. It will be exposed in the final compiled data.

code: const char * GetName() const


code: static const [NODE_TYPE](API\Plugins\MutableTools\MuT\NODE_TYPE) * GetStaticType()


code: [Private](API\Plugins\MutableTools\MuT\NodeStringParameter\Private) * GetPrivate() const


description: Nodetype hierarchy data.

code: virtual const [NODE_TYPE](API\Plugins\MutableTools\MuT\NODE_TYPE) * GetType() const


description: Get the uid of the parameter. It will be exposed in the final compiled data.

code: const char * GetUid() const


code: ReturnType Accept &40; ::mu::BaseVisitor & guest &41; const


code: void Serialise &40; OutputArchive & arch &41; const


code: static s_type = NODE_TYPE( "StringParameter", NodeString::GetStaticType() );


code: void Unserialise &40; InputArchive & arch &41;


code: class Private : public [mu::NodeString::Private](API\Plugins\MutableTools\MuT\NodeString\Private)

type: TArray<Ptr<No...


code: static void Serialise ( const [NodeStringParameter](API\Plugins\MutableTools\MuT\NodeStringParameter) * pNode, [OutputArchive](API\Plugins\MutableRuntime\MuR\OutputArchive) & arch )


code: virtual void SerialiseWrapper ( [OutputArchive](API\Plugins\MutableRuntime\MuR\OutputArchive) & arch ) const


code: void SetDefaultValue ( const char * v )


code: void SetDetailedType ( [PARAMETER_DETAILED_TYPE](API\Plugins\MutableRuntime\MuR\mu__PARAMETER_DETAILED_TYPE) type )


code: virtual void SetInputNode ( int i, [NodePtr](API\Plugins\MutableTools\MuT\NodePtr) pNode )


description: Set the number of ranges (dimensions) for this parameter.Bydefault a parameter has 0 ranges, meaning it only has one value.

code: void SetRange ( int i, [NodeRangePtr](API\Plugins\MutableTools\MuT\NodeRangePtr) pRange )


code: void SetName ( const char * )


code: void SetUid ( const char * )


code: void SetRangeCount ( int i )


description: Life cycle.

code: NodeStringParameter()


code: static [NodeStringParameterPtr](API\Plugins\MutableTools\MuT\NodeStringParameterPtr) StaticUnserialise ( [InputArchive](API\Plugins\MutableRuntime\MuR\InputArchive) & arch )


code: ~NodeStringParameter()


className: NodeStringParameterPtr

code: typedef [Ptr](API\Plugins\CustomizableObject\MuCO\Ptr)< [NodeStringParameter](API\Plugins\MutableTools\MuT\NodeStringParameter) > NodeStringParameterPtr


className: NodeStringParameter

description: Nodethat defines a string model parameter.

code: class NodeStringParameter : public [mu::NodeString](API\Plugins\MutableTools\MuT\NodeString)


className: NodeStringParameterPtrConst

code: typedef [Ptr](API\Plugins\CustomizableObject\MuCO\Ptr)< const [NodeStringParameter](API\Plugins\MutableTools\MuT\NodeStringParameter) > NodeStringParameterPtrConst


className: NodeStringPtr

code: typedef [Ptr](API\Plugins\CustomizableObject\MuCO\Ptr)< [NodeString](API\Plugins\MutableTools\MuT\NodeString) > NodeStringPtr


className: NodeStringPtrConst

code: typedef [Ptr](API\Plugins\CustomizableObject\MuCO\Ptr)< const [NodeString](API\Plugins\MutableTools\MuT\NodeString) > NodeStringPtrConst


description: Possible subclasses.

code: enum EType { New = 0, Edit = 1, Variation = 3, None, }


code: static const [NODE_TYPE](API\Plugins\MutableTools\MuT\NODE_TYPE) * GetStaticType()


description: Life cycle.

code: static void Serialise ( const [NodeSurface](API\Plugins\MutableTools\MuT\NodeSurface) * pNode, [OutputArchive](API\Plugins\MutableRuntime\MuR\OutputArchive) & arch )


description: Nodetype hierarchy data.

code: virtual const [NODE_TYPE](API\Plugins\MutableTools\MuT\NODE_TYPE) * GetType() const


code: static [NodeSurfacePtr](API\Plugins\MutableTools\MuT\NodeSurfacePtr) StaticUnserialise ( [InputArchive](API\Plugins\MutableRuntime\MuR\InputArchive) & arch )


code: ~NodeSurface()


className: NodeSurface

description: This class is the parent of all nodes that output a Surface.

code: class NodeSurface : public [mu::Node](API\Plugins\MutableTools\MuT\Node)


description: Add a tag to the surface:

code: void AddTag ( const char * tagName )


code: virtual [Node::Private](API\Plugins\MutableTools\MuT\Node\Private) * GetBasePrivate() const


description: Get the factor: weight used to select (and combine) the morphs to apply.


description: Get the image node that extends a parent image, adding new blocks.

code: [NodeImagePtr](API\Plugins\MutableTools\MuT\NodeImagePtr) GetImage ( int index ) const


description: Get the number of images to modify. Should match the parent image count.

code: int GetImageCount() const


code: virtual [Node](API\Plugins\MutableTools\MuT\Node) * GetInputNode ( int i ) const


description: Generic access to graph connections.

code: virtual int GetInputCount() const


description: Get the node to morph the parent mesh.


description: Get the node to extend the parent mesh.

code: [NodePatchMesh](API\Plugins\MutableTools\MuT\NodePatchMesh) * GetMesh() const


code: [NodeSurface](API\Plugins\MutableTools\MuT\NodeSurface) * GetParent() const


description: Get the image node that patches a parent image, blending on existing blocks.

code: [NodePatchImagePtr](API\Plugins\MutableTools\MuT\NodePatchImagePtr) GetPatch ( int index ) const


code: [Private](API\Plugins\MutableTools\MuT\NodeSurfaceEdit\Private) * GetPrivate() const


description: Get a tag string from an index (0 to GetTagCount-1)

code: const char * GetTag ( int ) const


description: Nodetype hierarchy data.


description: Get the number of tags added to the Surface.

code: int GetTagCount() const


code: ReturnType Accept &40; ::mu::BaseVisitor & guest &41; const


code: void Serialise &40; OutputArchive & arch &41; const


code: static s_type = NODE_TYPE( "EditSurface", NodeSurface::GetStaticType() );


code: void Unserialise &40; InputArchive & arch &41;


className: TEXTURE

description: Unserialise(InputArchive& arch)

code: struct TEXTURE


code: class Private : public [mu::Node::Private](API\Plugins\MutableTools\MuT\Node\Private)

type: bool

description: This flag indicates that the mesh in the m_pMorph connection is a target mesh, and not morph information.

type: NodeScalarPtr

description: Factor of the morph.

type: NodePatchMeshPt...

type: NodeMeshPtr

type: NodeSurfacePtr

type: TArray< mu::str...

description: Tags in this surface edit.

type: TArray<TEXTURE...


code: static void Serialise ( const [NodeSurfaceEdit](API\Plugins\MutableTools\MuT\NodeSurfaceEdit) * pNode, [OutputArchive](API\Plugins\MutableRuntime\MuR\OutputArchive) & arch )


code: virtual void SerialiseWrapper ( [OutputArchive](API\Plugins\MutableRuntime\MuR\OutputArchive) & arch ) const


description: Set the factor: weight used to select (and combine) the morphs to apply.

code: void SetFactor ( [NodeScalarPtr](API\Plugins\MutableTools\MuT\NodeScalarPtr) )


description: Set the number of images to modify. Should match the parent image count.

code: void SetImageCount ( int )


description: Set the image node that extends a parent image, adding new blocks.

code: void SetImage ( int index, [NodeImagePtr](API\Plugins\MutableTools\MuT\NodeImagePtr) )


code: virtual void SetInputNode ( int i, [NodePtr](API\Plugins\MutableTools\MuT\NodePtr) pNode )


description: Mesha node to extend the parent mesh.

code: void SetMesh ( [NodePatchMesh](API\Plugins\MutableTools\MuT\NodePatchMesh) * )


description: Set a node to morph the parent mesh.

code: void SetMorph ( [NodeMeshPtr](API\Plugins\MutableTools\MuT\NodeMeshPtr) )


description: Set the parent Surface to modify. It should be a node from the same LOD of one of the parent objects of this node's object.

code: void SetParent ( [NodeSurface](API\Plugins\MutableTools\MuT\NodeSurface) * )


description: Set the image node that patches a parent image, blending on existing blocks.

code: void SetPatch ( int index, [NodePatchImagePtr](API\Plugins\MutableTools\MuT\NodePatchImagePtr) )


code: static [NodeSurfaceEditPtr](API\Plugins\MutableTools\MuT\NodeSurfaceEditPtr) StaticUnserialise ( [InputArchive](API\Plugins\MutableRuntime\MuR\InputArchive) & arch )


description: Life cycle.

code: NodeSurfaceEdit()


description: Forbidden. Manage with the Ptr<> template.

code: ~NodeSurfaceEdit()


className: NodeSurfaceEdit

description: This node modifies a node of the parent object of the object that this node belongs to. It allows to extend, cut and morph the parent Surface's meshes. It also allows to patch the parent Surface's textures.

code: class NodeSurfaceEdit : public [mu::NodeSurface](API\Plugins\MutableTools\MuT\NodeSurface)


className: NodeSurfaceEditPtr

code: typedef [Ptr](API\Plugins\CustomizableObject\MuCO\Ptr)< [NodeSurfaceEdit](API\Plugins\MutableTools\MuT\NodeSurfaceEdit) > NodeSurfaceEditPtr


className: NodeSurfaceEditPtrConst

code: typedef [Ptr](API\Plugins\CustomizableObject\MuCO\Ptr)< const [NodeSurfaceEdit](API\Plugins\MutableTools\MuT\NodeSurfaceEdit) > NodeSurfaceEditPtrConst


description: Add a tag to the surface:

code: void AddTag ( const char * tagName )


code: virtual [Node::Private](API\Plugins\MutableTools\MuT\Node\Private) * GetBasePrivate() const


description: Get the node generating one of the images in the Surface.

code: [NodeImagePtr](API\Plugins\MutableTools\MuT\NodeImagePtr) GetImage ( int index ) const


description: Get the number of images in the Surface.

code: int GetImageCount() const


description: Get the name of a image in the Surface.

code: int GetImageLayoutIndex ( int index ) const


description: Get the name of a image in the Surface.

code: const char * GetImageName ( int index ) const


description: Generic access to graph connections.

code: virtual int GetInputCount() const


code: virtual [Node](API\Plugins\MutableTools\MuT\Node) * GetInputNode ( int i ) const


description: Get the node generating one of the meshes in the Surface.

code: [NodeMeshPtr](API\Plugins\MutableTools\MuT\NodeMeshPtr) GetMesh ( int index ) const


description: Get the number of meshes in the Surface.

code: int GetMeshCount() const


description: Get the name of a mesh in the Surface.

code: const char * GetMeshName ( int index ) const


description: Get the name of the Surface.

code: const char * GetName() const


code: [Private](API\Plugins\MutableTools\MuT\NodeSurfaceNew\Private) * GetPrivate() const


description: Get the node generating one of the Scalars in the Surface.

code: [NodeScalarPtr](API\Plugins\MutableTools\MuT\NodeScalarPtr) GetScalar ( int index ) const


description: Get the number of Scalars in the Surface.

code: int GetScalarCount() const


description: Get the name of a Scalars in the Surface.

code: const char * GetScalarName ( int index ) const


description: Return the surface ID shared between LODs.

code: int32 GetSharedSurfaceId() const


description: Get the node generating one of the strings in the Surface.

code: [NodeStringPtr](API\Plugins\MutableTools\MuT\NodeStringPtr) GetString ( int index ) const


code: static const [NODE_TYPE](API\Plugins\MutableTools\MuT\NODE_TYPE) * GetStaticType()


description: Get the number of strings in the Surface.

code: int GetStringCount() const


description: Get the name of aStringin the Surface.

code: const char * GetStringName ( int index ) const


description: Get the number of tags added to the Surface.

code: int GetTagCount() const


description: Get a tag string from an index (0 to GetTagCount-1)

code: const char * GetTag ( int ) const


description: Nodetype hierarchy data.

code: virtual const [NODE_TYPE](API\Plugins\MutableTools\MuT\NODE_TYPE) * GetType() const


description: Get the node generating one of the vectors in the Surface.

code: [NodeColourPtr](API\Plugins\MutableTools\MuT\NodeColourPtr) GetVector ( int index ) const


description: Get the number of vectors in the Surface.

code: int GetVectorCount() const


description: Get the name of a vectors in the Surface.

code: const char * GetVectorName ( int index ) const


code: ReturnType Accept &40; ::mu::BaseVisitor & guest &41; const


description: Find an image node index by name or return -1.

code: int FindImage &40; const char &42; strName &41; const


description: Find a mesh node index by name or return -1.

code: int FindMesh &40; const char &42; strName &41; const


description: Find a scalar node index by name or return -1.

code: int FindScalar &40; const char &42; strName &41; const


description: Find a string node index by name or return -1.

code: int FindString &40; const char &42; strName &41; const


description: Find a vector node index by name or return -1.

code: int FindVector &40; const char &42; strName &41; const


code: void Serialise &40; OutputArchive & arch &41; const


code: void Unserialise &40; InputArchive & arch &41;


className: IMAGE

description: Unserialise(InputArchive& arch)

code: struct IMAGE


className: MESH

description: Unserialise(InputArchive& arch)

code: struct MESH


className: SCALAR

description: Unserialise(InputArchive& arch)

code: struct SCALAR


className: STRING

description: Unserialise(InputArchive& arch)

code: struct STRING


code: static s_type = NODE_TYPE( "NewSurface", NodeSurface::GetStaticType() );


className: VECTOR

description: Unserialise(InputArchive& arch)

code: struct VECTOR


className: Private

code: class Private : public [mu::Node::Private](API\Plugins\MutableTools\MuT\Node\Private)

type: TArray<IMAGE>

type: TArray<MESH>

type: TArray<SCALAR...

type: TArray<STRING...

description: Tags in this surface.

type: TArray<VECTOR...


code: static void Serialise ( const [NodeSurfaceNew](API\Plugins\MutableTools\MuT\NodeSurfaceNew) * pNode, [OutputArchive](API\Plugins\MutableRuntime\MuR\OutputArchive) & arch )


code: virtual void SerialiseWrapper ( [OutputArchive](API\Plugins\MutableRuntime\MuR\OutputArchive) & arch ) const


description: Add an optional, opaque id that will be returned in the surfaces of the created instances. Can be useful to identify surfaces on the application side. SeeInstance::GetSurfaceCustomId

code: void SetCustomID ( uint32 id )


description: Set the node generating one of the images in the Surface.

code: void SetImage ( int index, [NodeImagePtr](API\Plugins\MutableTools\MuT\NodeImagePtr) )


description: This can be used to ser additional information for error reporting. It is not propagated to compiled objects in any way.

code: void SetImageAdditionalNames ( int index, const char * strMaterialName, const char * strMaterialParameterName )


description: Set the name of a image in the Surface.

code: void SetImageLayoutIndex ( int imageIndex, int layoutIndex )


description: Set the number of images in the Surface.

code: void SetImageCount ( int )


description: Set the name of a image in the Surface.

code: void SetImageName ( int index, const char * strName )


code: virtual void SetInputNode ( int i, [NodePtr](API\Plugins\MutableTools\MuT\NodePtr) pNode )


code: void Unserialise &40; InputArchive & arch &41;


description: Set the node generating one of the meshes in the Surface.

code: void SetMesh ( int index, [NodeMeshPtr](API\Plugins\MutableTools\MuT\NodeMeshPtr) )


description: Set the number of meshes in the Surface.

code: void SetMeshCount ( int )


description: Set the name of a mesh in the Surface.

code: void SetMeshName ( int index, const char * strName )


description: Set the name of the Surface.

code: void SetName ( const char * )


description: Set the node generating one of the Scalars in the Surface.

code: void SetScalar ( int index, [NodeScalarPtr](API\Plugins\MutableTools\MuT\NodeScalarPtr) )


description: Set the number of Scalars in the Surface.

code: void SetScalarCount ( int )


description: Set the name of a image in the Surface.

code: void SetScalarName ( int index, const char * strName )


description: Add an id that will be used to identify the same surface in other LODs.

code: void SetSharedSurfaceId ( int32 SharedSurfaceId )


description: Set the node generating one of the Strings in the Surface.

code: void SetString ( int index, [NodeStringPtr](API\Plugins\MutableTools\MuT\NodeStringPtr) )


description: Set the number of strings in the Surface.

code: void SetStringCount ( int )


description: Set the name of a image in the Surface.

code: void SetStringName ( int index, const char * strName )


description: Set the node generating one of the vectors in the Surface.

code: void SetVector ( int index, [NodeColourPtr](API\Plugins\MutableTools\MuT\NodeColourPtr) )


description: Set the name of a image in the Surface.

code: void SetVectorName ( int index, const char * strName )


description: Set the number of vectors in the Surface.

code: void SetVectorCount ( int )


description: Life cycle.

code: NodeSurfaceNew()


code: static [NodeSurfaceNewPtr](API\Plugins\MutableTools\MuT\NodeSurfaceNewPtr) StaticUnserialise ( [InputArchive](API\Plugins\MutableRuntime\MuR\InputArchive) & arch )


description: Forbidden. Manage with the Ptr<> template.

code: ~NodeSurfaceNew()


className: NodeSurfaceNew

description: This node makes a new Surface from several meshes and images.

code: class NodeSurfaceNew : public [mu::NodeSurface](API\Plugins\MutableTools\MuT\NodeSurface)


className: NodeSurfaceNewPtr

code: typedef [Ptr](API\Plugins\CustomizableObject\MuCO\Ptr)< [NodeSurfaceNew](API\Plugins\MutableTools\MuT\NodeSurfaceNew) > NodeSurfaceNewPtr


className: NodeSurfaceNewPtrConst

code: typedef [Ptr](API\Plugins\CustomizableObject\MuCO\Ptr)< const [NodeSurfaceNew](API\Plugins\MutableTools\MuT\NodeSurfaceNew) > NodeSurfaceNewPtrConst


className: NodeSurfacePtr

code: typedef [Ptr](API\Plugins\CustomizableObject\MuCO\Ptr)< [NodeSurface](API\Plugins\MutableTools\MuT\NodeSurface) > NodeSurfacePtr


className: NodeSurfacePtrConst

code: typedef [Ptr](API\Plugins\CustomizableObject\MuCO\Ptr)< const [NodeSurface](API\Plugins\MutableTools\MuT\NodeSurface) > NodeSurfacePtrConst


code: void AddDefaultModifier ( [NodeModifier](API\Plugins\MutableTools\MuT\NodeModifier) * modifier )


code: void AddDefaultSurface ( [NodeSurface](API\Plugins\MutableTools\MuT\NodeSurface) * surface )


code: void AddVariationModifier ( int index, [NodeModifier](API\Plugins\MutableTools\MuT\NodeModifier) * modifier )


description: Generic access to graph connections.

code: virtual int GetInputCount() const


code: void AddVariationSurface ( int index, [NodeSurface](API\Plugins\MutableTools\MuT\NodeSurface) * surface )


code: virtual [Node::Private](API\Plugins\MutableTools\MuT\Node\Private) * GetBasePrivate() const


code: virtual [Node](API\Plugins\MutableTools\MuT\Node) * GetInputNode ( int i ) const


code: [Private](API\Plugins\MutableTools\MuT\NodeSurfaceVariation\Private) * GetPrivate() const


code: static const [NODE_TYPE](API\Plugins\MutableTools\MuT\NODE_TYPE) * GetStaticType()


description: Nodetype hierarchy data.

code: virtual const [NODE_TYPE](API\Plugins\MutableTools\MuT\NODE_TYPE) * GetType() const


code: int GetVariationCount() const


code: ReturnType Accept &40; ::mu::BaseVisitor & guest &41; const


code: void Serialise &40; OutputArchive & arch &41; const


code: static s_type = NODE_TYPE( "SurfaceVariation", NodeSurface::GetStaticType() );


code: void Unserialise &40; InputArchive & arch &41;


className: VARIATION

description: Unserialise(InputArchive& arch)

code: struct VARIATION


code: class Private : public [mu::Node::Private](API\Plugins\MutableTools\MuT\Node\Private)

type: TArray<NodeMod...

type: TArray<NodeSur...

type: NodeSurfaceVari...

type: TArray<VARIATI...


code: static void Serialise ( const [NodeSurfaceVariation](API\Plugins\MutableTools\MuT\NodeSurfaceVariation) * pNode, [OutputArchive](API\Plugins\MutableRuntime\MuR\OutputArchive) & arch )


code: virtual void SerialiseWrapper ( [OutputArchive](API\Plugins\MutableRuntime\MuR\OutputArchive) & arch ) const


code: virtual void SetInputNode ( int i, [NodePtr](API\Plugins\MutableTools\MuT\NodePtr) pNode )


description: Set the number of tags to consider in this variation.

code: void SetVariationCount ( int count )


description: Set the tag or state name that will enable a specific vartiation.

code: void SetVariationTag ( int index, const char * strTag )


code: void SetVariationType ( [VariationType](API\Plugins\MutableTools\MuT\NodeSurfaceVariation\VariationType) )


code: static [NodeSurfaceVariationPtr](API\Plugins\MutableTools\MuT\NodeSurfaceVariationPtr) StaticUnserialise ( [InputArchive](API\Plugins\MutableRuntime\MuR\InputArchive) & arch )


className: VariationType

code: enum VariationType { Tag = 0, State, }


description: Life cycle.

code: NodeSurfaceVariation()


code: ~NodeSurfaceVariation()


className: NodeSurfaceVariation

description: This node modifies a node of the parent object of the object that this node belongs to. It allows to extend, cut and morph the parent Surface's meshes. It also allows to patch the parent Surface's textures.

code: class NodeSurfaceVariation : public [mu::NodeSurface](API\Plugins\MutableTools\MuT\NodeSurface)


className: NodeSurfaceVariationPtr

code: typedef [Ptr](API\Plugins\CustomizableObject\MuCO\Ptr)< [NodeSurfaceVariation](API\Plugins\MutableTools\MuT\NodeSurfaceVariation) > NodeSurfaceVariationPtr


className: NodeSurfaceVariationPtrConst

code: typedef [Ptr](API\Plugins\CustomizableObject\MuCO\Ptr)< const [NodeSurfaceVariation](API\Plugins\MutableTools\MuT\NodeSurfaceVariation) > NodeSurfaceVariationPtrConst


code: NODE_TYPE ( const char * strName, const [NODE_TYPE](API\Plugins\MutableTools\MuT\NODE_TYPE) * pParent )


description: Information about the type of a node, to provide some means to the tools to deal generically with nodes.

code: struct NODE_TYPE

type: const char *...


description: Write the pending data to disk. After this call, the stream becomes invalid and cannot receive any more serialisation.

code: void Flush()


code: class Private : public [mu::Base](API\Plugins\MutableRuntime\MuR\Base)

type: FILE *


description: Write a byte buffer

code: virtual void Write ( const void * pData, uint64 size )


description: Create a stream that will write to a file. The file will be created overwriting any other file with the same name.

code: OutputFileStream ( const char * strFile )


className: OutputFileStream

description: This classes are for reference and they are not specially good at error handling, or working efficiently.

code: class OutputFileStream : public [mu::OutputStream](API\Plugins\MutableRuntime\MuR\OutputStream)


code: virtual [Ptr](API\Plugins\CustomizableObject\MuCO\Ptr)< [ResourceProxy](API\Plugins\MutableRuntime\MuR\ResourceProxy)< [mu::Image](API\Plugins\MutableRuntime\MuR\Image) > > NewImageProxy ( [InputArchive](API\Plugins\MutableRuntime\MuR\InputArchive) & arch )


className: ProxyFactoryFiles

description: ProxyFactory that provides proxies for data stored in temporary files.

code: class ProxyFactoryFiles : public [mu::InputArchiveWithProxies::ProxyFactory](API\Plugins\MutableRuntime\MuR\InputArchiveWithProxies\ProxyFactory)


type: InputFileStream...


code: ProxyFactoryMutableSourceFile ( const char * strFileName, [InputFileStream](API\Plugins\MutableTools\MuT\InputFileStream) * )


code: ~ProxyFactoryMutableSourceFile()


className: ProxyFactoryMutableSourceFile

description: ProxyFactory that provides proxies for data stored in a mutable_source file.

code: class ProxyFactoryMutableSourceFile : public [mu::InputArchiveWithProxies::ProxyFactory](API\Plugins\MutableRuntime\MuR\InputArchiveWithProxies\ProxyFactory)


code: int AddColumn ( const char * strName, [TABLE_COLUMN_TYPE](API\Plugins\MutableTools\MuT\mu__TABLE_COLUMN_TYPE) type )


description: Return the column index with the given name. -1 if not found.

code: int FindColumn ( const char * strName ) const


code: const char * GetName() const


code: [Private](API\Plugins\MutableTools\MuT\Table\Private) * GetPrivate() const


description: Find a row in the table by id. Return -1 if not found.

code: int FindRow &40; uint32_t id &41; const


code: void Serialise &40; OutputArchive & arch &41; const


code: void Unserialise &40; InputArchive & arch &41;


type: TArray< TABLE_C...

type: string

type: bool

type: TArray< TABLE_R...


code: static void Serialise ( const [Table](API\Plugins\MutableTools\MuT\Table) * p, [OutputArchive](API\Plugins\MutableRuntime\MuR\OutputArchive) & arch )


code: void SetCell ( int column, uint32 rowId, float value )


code: void SetCell ( int column, uint32 rowId, [Image](API\Plugins\MutableRuntime\MuR\Image) * pImage )


code: void SetCell ( int column, uint32 rowId, [Mesh](API\Plugins\MutableRuntime\MuR\Mesh) * pMesh )


code: void SetCell ( int column, uint32 rowId, const char * strValue )


code: void SetName ( const char * strName )


description: Adds a "NONE" option.

code: void SetNoneOption ( bool bAddOption )


code: static [TablePtr](API\Plugins\MutableTools\MuT\TablePtr) StaticUnserialise ( [InputArchive](API\Plugins\MutableRuntime\MuR\InputArchive) & arch )


code: ~Table()


description: Life cycle.

code: Table()


className: Table

description: A table that contains many rows and defines attributes like meshes, images, colours, etc. for every column. It is useful to define a big number of similarly structured objects, by using the NodeDatabase in a model expression.

code: class Table : public [mu::RefCounted](API\Plugins\MutableRuntime\MuR\RefCounted)


className: TablePtr

code: typedef [Ptr](API\Plugins\CustomizableObject\MuCO\Ptr)< [Table](API\Plugins\MutableTools\MuT\Table) > TablePtr


className: TablePtrConst

code: typedef [Ptr](API\Plugins\CustomizableObject\MuCO\Ptr)< const [Table](API\Plugins\MutableTools\MuT\Table) > TablePtrConst


className: TransformPtr

code: typedef [Ptr](API\Plugins\CustomizableObject\MuCO\Ptr)< Transform > TransformPtr


className: TransformPtrConst

code: typedef [Ptr](API\Plugins\CustomizableObject\MuCO\Ptr)< const Transform > TransformPtrConst


code: static const char * s_curveTangentModeName = { "Auto", "Manual", "Broken", "None", };


code: static const char * s_blendModeName = { "None", "SoftLight", "HardLight", "Burn", "Dodge", "Screen", "Overlay", "Blend", "Multiply", "Lighten", "NormalCombine", };


code: static const char * s_curveInterpolationModeName = { "Linear", "Constant", "Cubic", "None", };


code: static const char * s_curveTangentWeightModeName = { "Auto", "Manual", "Broken", "None", };


code: void SetCell ( int column, uint32 rowId, float r, float g, float b, float a )


code: static const char * s_imageFormatName;


code: static const char * s_meshBufferFormatName = { "None", "Float16", "Float32", "UInt8", "UInt16", "UInt32", "Int8", "Int16", "Int32", "NUInt8", "NUInt16", "NUInt32", "NInt8", "NInt16", "NInt32", "PackedDir8", "PackedDir8_WTangentSign", "PackedDirS8", "PackedDirS8_WTangentSign", "Float64", };


code: static const char * s_meshBufferSemanticName = { "None", "VertexIndex", "Position", "Normal", "Tangent", "Binormal", "Tex Coords", "Colour", "Bone Weights", "Bone Indices", "Layout Block", "Chart", "Other", "Tangent Space Sign", "TriangleIndex", "BarycentricCoords", "Distance" };


code: static const char * s_projectorTypeName = { "Planar", "Cylindrical", "Wrapping", };


module: MutableValidation

code: bool HandleSettingsSaved() const


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

code: virtual void ShutdownModule()


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

code: virtual void StartupModule()


className: FMutableValidationModule

description: StaticMesh editor module

code: class FMutableValidationModule : public [FDefaultModuleImpl](API\Runtime\Core\Modules\FDefaultModuleImpl)


className: InitializeModule

description:
InitializeModule function, called by module manager after this module's DLL has been loaded
Returns an instance of this module

code: C [IModuleInterface](API\Runtime\Core\Modules\IModuleInterface) * InitializeModule()


className: operator delete

code: void operator delete ( void * Ptr )


className: operator delete[]

code: void operator delete[] ( void * Ptr )


code: void operator delete ( void * Ptr, const std::nothrow_t & )


code: void operator delete ( void * Ptr, size_t Size )


code: void operator delete ( void * Ptr, std::align_val_t Alignment )


description: Forced reference to this function is added by the linker to check that each module uses IMPLEMENT_MODULE


code: void operator delete ( void * Ptr, size_t Size, const std::nothrow_t & )


code: void operator delete ( void * Ptr, std::align_val_t Alignment, const std::nothrow_t & )


code: void operator delete ( void * Ptr, size_t Size, std::align_val_t Alignment )


code: void operator delete ( void * Ptr, size_t Size, std::align_val_t Alignment, const std::nothrow_t & )


code: void operator delete[] ( void * Ptr, const std::nothrow_t & )


code: void operator delete[] ( void * Ptr, std::align_val_t Alignment )


code: void operator delete[] ( void * Ptr, size_t Size )


code: void operator delete[] ( void * Ptr, size_t Size, const std::nothrow_t & )


code: void operator delete[] ( void * Ptr, std::align_val_t Alignment, const std::nothrow_t & )


code: void operator delete[] ( void * Ptr, size_t Size, std::align_val_t Alignment )


code: void operator delete[] ( void * Ptr, size_t Size, std::align_val_t Alignment, const std::nothrow_t & )


className: operator new

code: void * operator new ( size_t Size )


className: operator new[]

code: void * operator new[] ( size_t Size )


code: void * operator new ( size_t Size, const std::nothrow_t & )


code: void * operator new ( size_t Size, std::align_val_t Alignment )


code: void * operator new ( size_t Size, std::align_val_t Alignment, const std::nothrow_t & )


code: void * operator new[] ( size_t Size, const std::nothrow_t & )


code: void * operator new[] ( size_t Size, std::align_val_t Alignment )


code: void * operator new[] ( size_t Size, std::align_val_t Alignment, const std::nothrow_t & )


className: StdFree

code: void StdFree ( void * Ptr )


className: StdMalloc

code: void * StdMalloc ( size_t Size, size_t Alignment )


className: StdRealloc

code: void * StdRealloc ( void * Original, size_t Size, size_t Alignment )


className: AlreadyValidatedRootObjects

description: Collection with all root objects tested during this IsDataValidRun. Shared with all COs

code: static [TSet](API\Runtime\Core\Containers\TSet)< [UCustomizableObject](API\Plugins\CustomizableObject\MuCO\UCustomizableObject) * > AlreadyValidatedRootObjects;


code: virtual bool CanValidateAsset_Implementation ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * InAsset ) const


description: UEditorValidatorBase.

code: virtual bool CanValidate_Implementation ( const [EDataValidationUsecase](API\Plugins\DataValidation\EDataValidationUsecase) InUsecase ) const


description:
Checks the validity of the provided CustomizableObject by compiling and recalling the compilation status and the raised compilation warning and error messages.
Validation result for the provided object.

code: static EDataValidationResult IsCustomizableObjectValid ( [UCustomizableObject](API\Plugins\CustomizableObject\MuCO\UCustomizableObject) * InCustomizableObject, [TArray](API\Runtime\Core\Containers\TArray)< [FText](API\Runtime\Core\Internationalization\FText) > & OutValidationErrors, [TArray](API\Runtime\Core\Containers\TArray)< [FText](API\Runtime\Core\Internationalization\FText) > & OutValidationWarnings )


className: OnPostCOValidationHandle

description: Cached handle to be able later to remove the bound method from the FEditorDelegates::OnPostAssetValidation delegate


code: virtual EDataValidationResult ValidateLoadedAsset_Implementation ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * InAsset, [TArray](API\Runtime\Core\Containers\TArray)< [FText](API\Runtime\Core\Internationalization\FText) > & ValidationErrors )


code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class UAssetValidator_CustomizableObjects : public [UEditorValidatorBase](API\Plugins\DataValidation\UEditorValidatorBase)


description: Entry point for your commandlet

code: virtual int32 Main ( const [FString](API\Runtime\Core\Containers\FString) & Params )


className: UCustomizableObjectValidationCommandlet

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


className: FNaniteData

module: NaniteDisplacedMesh

code: struct FNaniteData

MeshSections

type: FStaticMeshSect...

description: Material section information that matches displaced mesh.

ResourcesPtr

type: TPimplPtr<Nani...


code: bool operator== ( const [FNaniteDisplacedMeshDisplacementMap](API\Plugins\NaniteDisplacedMesh\FNaniteDisplacedMeshDisplacement-) & Other ) const


code: bool operator!= ( const [FNaniteDisplacedMeshDisplacementMap](API\Plugins\NaniteDisplacedMesh\FNaniteDisplacedMeshDisplacement-) & Other ) const


code: FNaniteDisplacedMeshDisplacementMap()


description: Does the settings would result in the creation of some rendering data.

code: bool IsDisplacementRequired() const


className: FNaniteDisplacedMeshDisplacementMap

Center

type: float

Texture

type: TObjectPtr< cla...


description: Equality operator.

code: bool operator== ( const [FNaniteDisplacedMeshParams](API\Plugins\NaniteDisplacedMesh\FNaniteDisplacedMeshParams) & Other ) const


description: Inequality operator.

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


description: Default settings.

code: FNaniteDisplacedMeshParams()


className: FNaniteDisplacedMeshParams

DisplacementMaps

type: TArray<FNanite...


description: Starts caching of platform specific data for the target platform Called when cooking before serialization so that object can prepare platform specific data Not called during normal loading of objects

code: virtual void BeginCacheForCookedPlatformData ( const [ITargetPlatform](API\Developer\TargetPlatform\Interfaces\ITargetPlatform) * TargetPlatform )


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

code: virtual void BeginDestroy()


description: Clear all cached cooked platform data


description: Make sure all async tasks are completed before returning

code: void FinishAsyncTasks()


code: const [FStaticMeshSectionArray](API\Runtime\Engine\FStaticMeshSectionArray) & GetMeshSections() const


code: typedef TMulticastDelegate_NoParams< void > FOnNaniteDisplacedMeshRenderingDataChanged


code: bool HasValidNaniteData() const


code: const [Nanite::FResources](API\Runtime\Engine\Rendering\FResources) * GetNaniteData() const


description: Returns false if there is currently an async task running

code: bool IsAsyncTaskComplete() const


description: Have we finished loading all the cooked platform data for the target platforms requested in BeginCacheForCookedPlatformData

code: virtual bool IsCachedCookedPlatformDataLoaded ( const [ITargetPlatform](API\Developer\TargetPlatform\Interfaces\ITargetPlatform) * TargetPlatform )


description: Returns whether or not the asset is currently being compiled

code: virtual bool IsCompiling() const


description: Does the NaniteDisplacedMesh provide some additional value for that platform

code: static bool IsSupportedByTargetPlatform ( const [ITargetPlatform](API\Developer\TargetPlatform\Interfaces\ITargetPlatform) * TargetPlatform )


code: virtual bool NeedsLoadForTargetPlatform ( const [ITargetPlatform](API\Developer\TargetPlatform\Interfaces\ITargetPlatform) * TargetPlatform ) const


code: void NotifyOnRenderingDataChanged()


className: OnDependenciesChanged


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

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


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

code: virtual void PostLoad()


code: [FDelegateHandle](API\Runtime\Core\Delegates\FDelegateHandle) RegisterOnRenderingDataChanged ( const [FOnRebuild](API\Plugins\NaniteDisplacedMesh\UNaniteDisplacedMesh\FOnRebuild) & Delegate )


code: void ReleaseResources()


code: void UnregisterOnRenderingDataChanged ( void * Unregister )


description:
Called to check if the object is ready for FinishDestroy. This is called after BeginDestroy to check the completion of the potentially asynchronous object cleanup.
True if the object's asynchronous cleanup has completed and it is ready for FinishDestroy to be called.

code: virtual bool IsReadyForFinishDestroy()


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

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


description: Try to cancel any pending async tasks. Returns true if there is no more async tasks pending, false otherwise.

code: bool TryCancelAsyncTasks()


code: void UnregisterOnRenderingDataChanged ( [FDelegateHandle](API\Runtime\Core\Delegates\FDelegateHandle) Handle )


code: UNaniteDisplacedMesh ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & Init )


className: UNaniteDisplacedMesh

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class UNaniteDisplacedMesh : public [UObject](API\Runtime\CoreUObject\UObject\UObject), public [IInterface_AsyncCompilation](API\Runtime\Engine\Interfaces\IInterface_AsyncCompilation)

bIsEditable

description: Was this asset created by a procedural tool? This flag is generally set by tool that created the asset.

Parameters

type: FNaniteDisplace...


code: virtual void BeginDestroy()


description:
Creates a proxy to represent the primitive to the scene manager in the rendering thread.
The proxy object.

code: virtual [FPrimitiveSceneProxy](API\Runtime\Engine\FPrimitiveSceneProxy) * CreateSceneProxy()


code: virtual const [Nanite::FResources](API\Runtime\Engine\Rendering\FResources) * GetNaniteResources() const


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

code: virtual void OnRegister()


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

code: virtual void PostEditUndo()


description: This is called when a property is about to be modified externally

code: virtual void PreEditChange ( [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * PropertyAboutToChange )


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


className: UNaniteDisplacedMeshComponent

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(ClassGroup=Rendering, HideCategories=(Object, Activation, Collision, "Components|Activation", Physics), EditInlineNew, Meta=(BlueprintSpawnableComponent)) class UNaniteDisplacedMeshComponent : public [UStaticMeshComponent](API\Runtime\Engine\Components\UStaticMeshComponent)


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

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


className: ELinkDisplacedMeshAssetSetting

module: NaniteDisplacedMeshEditor

code: enum ELinkDisplacedMeshAssetSetting { LinkAgainstPersistentAsset, CanLinkAgainstPersistentAndTransientAsset, LinkAgainstTransientAsset, LinkAgainstExistingPersistentAsset, }


code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetAssetDescription ( const struct [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) & AssetData ) const


description: Generates a menubuilder for the specified objects.

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


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

code: virtual uint32 GetCategories()


description: Returns the name of this type

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


description: Returns the color associated with this type

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


description: Opens the asset editor for the specified objects. If EditWithinLevelEditor is valid, the world-centric editor will be used.

code: virtual void OpenAssetEditor ( const [TArray](API\Runtime\Core\Containers\TArray)< [UObject](API\Runtime\CoreUObject\UObject\UObject) * > & InObjects, [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IToolkitHost](API\Editor\EditorFramework\Toolkits\IToolkitHost) > EditWithinLevelEditor )


description: Get the supported class of this type.

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


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


description: IDetailCustomizationinterface

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


description: Makes a new instance of this detail layout class for a specific detail view requesting it

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


className: FNaniteDisplacedMeshDetails

description: Customization of the details view for the NaniteDisplacedMesh

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


className: GenerateLinkedDisplacedMeshAssetName

code: [FString](API\Runtime\Core\Containers\FString) GenerateLinkedDisplacedMeshAssetName ( const [FNaniteDisplacedMeshParams](API\Plugins\NaniteDisplacedMesh\FNaniteDisplacedMeshParams) & InParameters )


className: GetAggregatedId

code: [FGuid](API\Runtime\Core\Misc\FGuid) GetAggregatedId ( const [FNaniteDisplacedMeshParams](API\Plugins\NaniteDisplacedMesh\FNaniteDisplacedMeshParams) & DisplacedMeshParams )


code: [FGuid](API\Runtime\Core\Misc\FGuid) GetAggregatedId ( const [UNaniteDisplacedMesh](API\Plugins\NaniteDisplacedMesh\UNaniteDisplacedMesh) & DisplacedMesh )


className: GetAggregatedIdString

code: [FString](API\Runtime\Core\Containers\FString) GetAggregatedIdString ( const [FNaniteDisplacedMeshParams](API\Plugins\NaniteDisplacedMesh\FNaniteDisplacedMeshParams) & DisplacedMeshParams )


className: LinkDisplacedMeshAsset

code: [UNaniteDisplacedMesh](API\Plugins\NaniteDisplacedMesh\UNaniteDisplacedMesh) * LinkDisplacedMeshAsset ( [UNaniteDisplacedMesh](API\Plugins\NaniteDisplacedMesh\UNaniteDisplacedMesh) * ExistingDisplacedMesh, const [FNaniteDisplacedMeshParams](API\Plugins\NaniteDisplacedMesh\FNaniteDisplacedMeshParams) & InParameters, const [FString](API\Runtime\Core\Containers\FString) & DisplacedMeshFolder, [ELinkDisplacedMeshAssetSetting](API\Plugins\NaniteDisplacedMeshEditor\ELinkDisplacedMeshAssetSetting) LinkDisplacedMeshAssetSetting, bool * bOutCreatedNewMesh )


description: Implement this for deinitialization of instances of the system

code: virtual void Deinitialize()


className: FActorClassHandler

code: struct FActorClassHandler

Callback

type: FOnActorDepende...

PropertiesToWatchPerAssetType

type: TMap<UClass&#...

description: If empty it will accept any change.


className: FOnActorDependencyChanged

description: Utility functions to setup an automatic update of the level actors that have a generated NaniteDisplacedMesh constructed some assets data.

code: typedef [TUniqueFunction](API\Runtime\Core\Templates\TUniqueFunction)< void([AActor](API\Runtime\Engine\GameFramework\AActor) *, [UObject](API\Runtime\CoreUObject\UObject\UObject) *, [FPropertyChangedEvent](API\Runtime\CoreUObject\UObject\FPropertyChangedEvent) &)> FOnActorDependencyChanged


description: Implement this for initialization of instances of the system

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


description: Called whenUObjectArray is being shut down, this is where all listeners should be removed from it


description: Tell the system what to callback when a dependency was changed for an actor the specified type.

code: void RegisterClassHandler ( const [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [AActor](API\Runtime\Engine\GameFramework\AActor) > & ActorClass, [FActorClassHandler](API\Plugins\NaniteDisplacedMeshEditor\UGeneratedNanite-\FActorClassHandler) && ActorClassHandler )


description: Tell the system to stop tracking stuff for this actor.

code: void RemoveActor ( const [AActor](API\Runtime\Engine\GameFramework\AActor) * ActorToRemove )


code: bool RemoveActor &40; TObjectKey< AActor > InActorToRemove, uint32 InWeakActorHash &41;


code: [FString](API\Runtime\Core\Containers\FString) GetAggregatedIdString ( const [UNaniteDisplacedMesh](API\Plugins\NaniteDisplacedMesh\UNaniteDisplacedMesh) & DisplacedMesh )


code: void UnregisterClassHandler ( const [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [AActor](API\Runtime\Engine\GameFramework\AActor) > & ActorClass )


description: Tell the system to track for change to the dependencies of the actor. The system will invoke a callback after a change to any asset that this actor has a dependency.

code: void UpdateActorDependencies ( [AActor](API\Runtime\Engine\GameFramework\AActor) * Actor, [TArray](API\Runtime\Core\Containers\TArray)< [TObjectKey](API\Runtime\CoreUObject\UObject\TObjectKey)< [UObject](API\Runtime\CoreUObject\UObject\UObject) >> && Dependencies )


description:
Create a new object by class.
The new object.

code: virtual [UObject](API\Runtime\CoreUObject\UObject\UObject) * FactoryCreateNew ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * InClass, [UObject](API\Runtime\CoreUObject\UObject\UObject) * InParent, [FName](API\Runtime\Core\UObject\FName) InName, EObjectFlags Flags, [UObject](API\Runtime\CoreUObject\UObject\UObject) * Context, [FFeedbackContext](API\Runtime\Core\Misc\FFeedbackContext) * Warn )


code: static [UNaniteDisplacedMesh](API\Plugins\NaniteDisplacedMesh\UNaniteDisplacedMesh) * StaticFactoryCreateNew ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * Class, [UObject](API\Runtime\CoreUObject\UObject\UObject) * InParent, [FName](API\Runtime\Core\UObject\FName) Name, EObjectFlags Flags, [UObject](API\Runtime\CoreUObject\UObject\UObject) * Context, [FFeedbackContext](API\Runtime\Core\Misc\FFeedbackContext) * Warn )


code: UNaniteDisplacedMeshFactory()


className: UNaniteDisplacedMeshFactory

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(HideCategories=Object) class UNaniteDisplacedMeshFactory : public [UFactory](API\Editor\UnrealEd\Factories\UFactory)


description: Called after an actor has been moved in the editor

module: NavCorridor

code: virtual void PostEditMove ( bool bFinished )


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


className: ANavCorridorTestingActor

description: Debug actor to visually test zone graph.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(HideCategories=(Actor, Input, Collision, Rendering, Replication, Partition, HLOD, Cooking)) class ANavCorridorTestingActor : public [AActor](API\Runtime\Engine\GameFramework\AActor)

DebugComp

type: TObjectPtr<UNa...


description: Advances path location along the path that goes through the corridor.

code: [FNavCorridorLocation](API\Plugins\NavCorridor\FNavCorridorLocation) AdvancePathLocation ( const [FNavCorridorLocation](API\Plugins\NavCorridor\FNavCorridorLocation) & PathLocation, const [FVector::FReal](API\Runtime\Core\Math\TVector\FReal) AdvanceDistance ) const


description: Builds the corridor from a given Path.

code: void BuildFromPath ( const [FNavigationPath](API\Runtime\NavigationSystem\FNavigationPath) & Path, FSharedConstNavQueryFilter NavQueryFilter, const [FNavCorridorParams](API\Plugins\NavCorridor\FNavCorridorParams) & Params )


description: Builds the corridor from a given array of Path points

code: void BuildFromPathPoints ( const [FNavigationPath](API\Runtime\NavigationSystem\FNavigationPath) & Path, TConstArrayView< [FNavPathPoint](API\Runtime\Engine\AI\Navigation\FNavPathPoint) > PathPoints, const int32 PathPointBaseIndex, FSharedConstNavQueryFilter NavQueryFilter, const [FNavCorridorParams](API\Plugins\NavCorridor\FNavCorridorParams) & Params )


description: target vector that is visible from Source.

code: FVector ConstrainVisibility ( const [FNavCorridorLocation](API\Plugins\NavCorridor\FNavCorridorLocation) & PathLocation, const FVector Source, const FVector Target, const float ForceLookAheadDistance ) const


description: Finds nearest location on path going through the corridor.

code: [FNavCorridorLocation](API\Plugins\NavCorridor\FNavCorridorLocation) FindNearestLocationOnPath ( const FVector Location ) const


description: distance to the end of the path starting from the given the path location.

code: [FVector::FReal](API\Runtime\Core\Math\TVector\FReal) GetDistanceToEndOfPath ( const [FNavCorridorLocation](API\Plugins\NavCorridor\FNavCorridorLocation) & PathLocation ) const


description: direction of the path at given path location.

code: FVector GetPathDirection ( const [FNavCorridorLocation](API\Plugins\NavCorridor\FNavCorridorLocation) & PathLocation ) const


description: true if the segment hints the corridor boundary.

code: bool HitTest ( const FVector SegmentStart, const FVector SegmentEnd, double & HitT )


description: true if the corridor is valid (has portals).

code: bool IsValid() const


description: Offsets the path locations away from walls.

code: void OffsetPathLocationsFromWalls ( const float Offset, bool bOffsetFirst, bool bOffsetLast )


description: Resets and empties the corridor.

code: void Reset()


className: FNavCorridor

description: Navigation corridor defines free space around path. It is expanded from a string pulled path. The corridor is represented as an array of portals, which leaves convex sectors in between them.

code: struct FNavCorridor : public [TSharedFromThis< FNavCorridor >](API\Runtime\Core\Templates\TSharedFromThis)

Portals

type: TArray<FNavCor...

description: Portal points defining the corridor.


className: FNavCorridorLocation

description: Location along the path through the corridor.

code: struct FNavCorridorLocation

Location

type: FVector

description: Location on the path

PortalIndex

description: Indexof the start portal in the section where the location lies.

T

description: Interpolation value representing the point between PortalIndex and PortalIndex+1


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

code: virtual void ShutdownModule()


description: IModuleInterfaceimplementation

code: virtual void StartupModule()


className: FNavCorridorModule

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


description: Sets good default values for the params based on corridor width.

code: void SetFromWidth ( const float InWidth )


className: FNavCorridorParams

bSimplifyConcavePortals

description: If true do concave portals simplification.

bSimplifyConvexPortals

description: If true do convex portals simplification.

bSimplifyFlipPortals

description: If true do flip portals simplification.

LargeSectorThreshold

description: Simplification is skipped if two neighbour sectors combined are longer than this.

ObstacleTaperAngle

description: How much the outer edges of obstacles are tapered out. This prevents small sectors and local traps.

SimplifyEdgeThreshold

description: Corridor edge max simplification distance.

SmallSectorThreshold

description: Attempt to remove sectors narrower than this from the corridor.

Width

description: Width of the corridor to build


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

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


description: Method that derived class should override to create the scene proxy and customize a custom delegate helper (if any)

code: virtual [FDebugRenderSceneProxy](API\Runtime\Engine\FDebugRenderSceneProxy) * CreateDebugSceneProxy()


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

code: virtual void OnRegister()


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

code: virtual void OnUnregister()


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

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


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

code: virtual void PostLoad()


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

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


className: FNavCorridorPortal

description: Portal of a section of the corridor.

code: struct FNavCorridorPortal

bIsPathCorner

description: True if the portal is at original path point corner.

Left

description: Left side of the portal

Location

description: Path location at the portal

PathPointIndex

description: Path point index of the original path

Right

description: Righ side of the portal


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


className: UNavCorridorTestingComponent

description: Component for testing AI Locomotion functionality.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(ClassGroup=Custom, HideCategories=(Physics, Collision, Rendering, Cooking, Lighting, Navigation, Tags, HLOD, Mobile, AssetUserData, Activation)) class UNavCorridorTestingComponent : public [UDebugDrawComponent](API\Runtime\Engine\Debug\UDebugDrawComponent)

bFindCorridorToGoal

description: If true, finds path to Goal actor.

bFollowPathOnGoalCorridor

description: If true, finds nearest path location on Goal actor corridor.

Corridor

type: FNavCorridor

CorridorParams

type: FNavCorridorPar...

FilterClass

type: TSubclassOf< cl...

GoalActor

type: TObjectPtr<AAc...

LastTargetLocation

description: Location used to track of the target actor moves.

LookAheadPathLocation

type: FNavCorridorLoc...

NavAgentProps

type: FNavAgentProper...

NavData

type: TObjectPtr<ANa...

Path

type: FNavPathSharedP...


module: NearestNeighborModel

code: void Init ( [TArray](API\Runtime\Core\Containers\TArray)< T > * InArray, const [FString](API\Runtime\Core\Containers\FString) & InDebugName )


className: FArrayBufferWithSRV

code: template<class T> class FArrayBufferWithSRV : public [FVertexBufferWithSRV](API\Runtime\RenderCore\FVertexBufferWithSRV)


className: FClothPartEditorData

VertexMapPath

type: FString


className: FClothPartData

NeighborCoeffs

type: TArray< float >

description: PCA coefficients of the nearest neighbors.

NeighborOffsets

description: The remaining offsets of the nearest neighbor shapes (after reducing PCA offsets).

NumNeighbors

description: Number of neighbors used for this cloth part

NumVertices

description: Number of vertices in this cloth part

PCABasis

description: PCA basis for this cloth part. This is a flattened array of size (PCACoeffNum, NumVertices * 3)

PCACoeffNum

description: Number of PCA coefficients for this cloth part.

PCACoeffStart

description: The start index of PCA coeffcients of this cloth part

VertexMap

type: TArray< uint32 ...

description: Vertex indices for this cloth part

VertexMean

description: Vertex mean for PCA computation. This has the size of NumVertices * 3


className: FSkeletonCachePair

Cache

type: TObjectPtr<UGe...

Skeletons

type: TObjectPtr<UAn...


code: void Init ( int32 InNumElements, const [FString](API\Runtime\Core\Containers\FString) & InDebugName )


className: FVertexBufferWithUAV

code: template<class T> class FVertexBufferWithUAV : public [FVertexBufferWithSRV](API\Runtime\RenderCore\FVertexBufferWithSRV)


code: namespace UE { namespace NearestNeighborModel { enum EUpdateResult { SUCCESS = 0, ERROR = 1, WARNING = 2, } } }


code: namespace UE { namespace NearestNeighborModel { static bool UE::NearestNeighborModel::HasError ( uint8 Flag ) } }


code: virtual [UMLDeformerInputInfo](API\Plugins\MLDeformerFramework\UMLDeformerInputInfo) * CreateInputInfo()


code: virtual [UMLDeformerModelInstance](API\Plugins\MLDeformerFramework\UMLDeformerModelInstance) * CreateModelInstance ( [UMLDeformerComponent](API\Plugins\MLDeformerFramework\UMLDeformerComponent) * Component )


code: virtual bool DoesSupportQualityLevels() const


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


className: NearestNeighborNumFloatsPerBone

code: static constexpr int32 NearestNeighborNumFloatsPerBone = 3;


className: NearestNeighborNumFloatsPerCurve

code: static constexpr int32 NearestNeighborNumFloatsPerCurve = 0;


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


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


className: UNearestNeighborModel

description: The nearest neighbor model. This model contains the PCA basis of the cloth vertex deltas and a small set of cloth for nearest neighbor search. Given a new pose, the pre-trained neural network first predicts the PCA coefficients of the vertex deltas. Then this model uses the predicted PCA coeffcients to find a nearest neighbor in the small cloth set. The total vertex delta is computed by vertex_delta = mean_delta + pca_basis * pca_coeff + nearest_neighbor_delta To prevent popping, a time filtering is applied on predicted vertex deltas. The vertex delta at time t is computed by vertex_delta(t) = decay_factor * vertex_delta(t-1) + (1 - decay_factor) * vertex_delta The cloth can be separated into several parts (e.g. shirt, pants...). The nearest neighbor search is carried out separately for each part. The pca basis and the nearest neighbor data are compressed into morph targets.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class UNearestNeighborModel : public [UMLDeformerMorphModel](API\Plugins\MLDeformerFramework\UMLDeformerMorphModel)

bClothPartDataValid

type: bool

ClothPartData

type: TArray<FClothP...

DecayFactor

type: float

HiddenLayerDims

type: TArray< int32 >

InputMultipliers

type: TArray< FVector...

NearestNeighborData

type: TArray<FSkelet...

SourceAnims

type: TArray<TObject...


className: UNearestNeighborModelInputInfo


description: Extract bone space rotations, as a float array. The number of output rotations are NumBones * 6, where the array contains a set two columns of a 3x3 rotation matrix values. components of the bone's bone space (local space) rotation quaternion.

code: virtual void ExtractBoneRotations ( [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * SkelMeshComponent, [TArray](API\Runtime\Core\Containers\TArray)< float > & OutRotations ) const


description:
Calculate how many inputs this input info generates for the neural network. A single bone on default takes 6 inputs.
THe number of input float values to the neural network.

code: virtual int32 CalcNumNeuralNetInputs() const


description:
Check whether the deformer is compatible with a given skeletal mesh component. This internally also edits the value returned byGetCompatibilityErrorText().
Returns the error string. When the returned string is empty, there were no errors and thus the specified skeletal mesh component is compatible.

code: virtual [FString](API\Runtime\Core\Containers\FString) CheckCompatibility ( [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * InSkelMeshComponent, bool bLogIssues )


description: Execute the model instance, which can run the neural network inference in case the model uses a neural network. This already assumes that compatibility checks are done, and that the network inputs are set etc.

code: virtual void Execute ( float ModelWeight )


description: Initialize the model instance. This internally builds the structures to quickly grab bone transforms. If you override this method, you probably also want to call the Init of this base class inside your overloaded method.

code: virtual void Init ( [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * SkelMeshComponent )


description:
Setup the neural network for this frame. This has to perform compatibility checks, valid pointer checks, and call the SetNeuralNetworkInputValues. After this method is executed, the neural network should be ready to execute. TheUMLDeformerModelInstance::Tickmethod internally calls both the SetupNeuralNetworkForFrame and RunNeuralNetwork methods.
Returns true when the setup is done correctly and the neural network is ready to be executed. Otherwise false is returned, which can happen when the NeuralNetwork pointer is invalid, when the model is not set, when the network is not compatible, etc.

code: virtual bool SetupInputs()


className: UNearestNeighborModelInstance


className: UNearestNeighborModelVizSettings

description: The vizualization settings specific to the the vertex delta model.


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Nearest Neighbor Model") UNearestNeighborOptimizedNetwork * GetOptimizedNetwork() const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintImplementableEvent, Category="Nearest Neighbor Model") bool LoadOptimizedNetwork ( const [FString](API\Runtime\Core\Containers\FString) & OnnxPath )


code: void SetOptimizedNetwork ( UNearestNeighborOptimizedNetwork * InNetwork )


description: Update the deformer instance. If you use a neural network, this should provide inputs to the neural network.

code: virtual void Tick ( float DeltaTime, float ModelWeight )


className: UNearestNeighborOptimizedNetworkLoader

description: Helper class to load the optimized network from disk. LoadOptimizedNetwork is implemented in python.

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

Network

type: TObjectPtr< UNe...


description: Create the editor actors. These are the actors that will appear in the viewport of the asset editor. Every actor has some specific ID. The base implementation of certain methods will assume there are specific actors, such as a linear skinned actor, ML Deformed actor, and a ground truth one. You can find the ID values of those inside the FMLDeformerEditorActor.h file. The ID values are things like: ActorID_Train_Base, ActorID_Train_GroundTruth, ActorID_Test_Base, ActorID_Test_MLDeformed and ActorID_Test_GroundTruth. Nothing prevents you from adding more or less actors though.

module: NearestNeighborModelEditor

code: virtual void CreateActors ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IPersonaPreviewScene](API\Editor\Persona\IPersonaPreviewScene) > & InPersonaPreviewScene )


description:
Create an actor in the editor viewport. Each actor will have a specific ID and a label that is displayed above it, with a specific color. The ID values are things like: ActorID_Train_Base, ActorID_Train_GroundTruth, ActorID_Test_Base, ActorID_Test_MLDeformed and ActorID_Test_GroundTruth. You can find the ID values of those inside the FMLDeformerEditorActor.h file.
A pointer to the editor actor object that was created.

code: virtual [FMLDeformerEditorActor](API\Plugins\MLDeformerFrameworkEditor\FMLDeformerEditorActor) * CreateEditorActor ( const [FMLDeformerEditorActor::FConstructSettings](API\Plugins\MLDeformerFrameworkEditor\FMLDeformerEditorActor\FConstructSettings) & Settings ) const


description:
Create the vertex delta sampler object. You can create your own sampler in case you use anything else than say a Geometry Cache as ground truth target data. A geometry cache based editor model would create a new FMLDeformerGeomCacheSampler for example.
A pointer to the newly created sampler.

code: virtual [FMLDeformerSampler](API\Plugins\MLDeformerFrameworkEditor\FMLDeformerSampler) * CreateSampler() const


description:
Get the number of training frames. This must not be clamped yet to the maximum training frame limit. It must return the full amount of frames available in your training data. For example this could return the number of frames inside your geometry cache.
The number of frames in the training data.

code: virtual int32 GetNumTrainingFrames() const


description: Overload this method to report a name for your referencer

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


description: Get the onnx file name of the trained network. This is the filename that your python script will save the onnx file to. On default this will return the following filename: "/YourModel/YourModel.onnx". Where "intermediatedir" is your project's Intermediate folder. And "YourModel" is the name of your runtime model class. So if you have a model class named UFancyModel, on default this method will return "/FancyModel/FancyModel.onnx"

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


description: Initialize the model. This will mainly create the delta sampler, editor input info and some other things.

code: virtual void Init ( const [InitSettings](API\Plugins\MLDeformerFrameworkEditor\FMLDeformerEditorModel\InitSettings) & Settings )


description:
Check whether our model is trained or not. This is determined by looking whether the neural network pointer is nullptr or not.
Returns true when the model is trained already, or false if it hasn't been trained yet.

code: virtual bool IsTrained() const


description: Initialize the input information, which basically describes what the inputs to the neural network are going to be. This contains things such as bone and curve names. The input info is used during both training and inference time. It is used to see what bone transforms and curve values to feed into the network inputs. Next to bones and curve reference it also stores the vertex counts of the base and target meshes, so we can later do some compatibility checks when applying this ML Deformer onto some character.

code: virtual void InitInputInfo ( [UMLDeformerInputInfo](API\Plugins\MLDeformerFramework\UMLDeformerInputInfo) * InputInfo )


description: Load the trained network from an onnx file. The filename of the onnx file is determined by the GetTrainedNetworkOnnxFile method.

code: virtual bool LoadTrainedNetwork() const


description: We need to implement this static MakeInstance method.

code: static [FMLDeformerEditorModel](API\Plugins\MLDeformerFrameworkEditor\FMLDeformerEditorModel) * MakeInstance()


description: This method is executed after training.

code: virtual void OnPostTraining ( [ETrainingResult](API\Plugins\MLDeformerFrameworkEditor\ETrainingResult) TrainingResult, bool bUsePartiallyTrainedWhenAborted )


description: This is called whenever a property value changes in the UI. The default implementation handles all the shared property changes already. You can overload this and call the base class method inside it, and then handle your own model specific property changes.

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


description: Tick the editor viewport.

code: virtual void Tick ( [FEditorViewportClient](API\Editor\UnrealEd\FEditorViewportClient) * ViewportClient, float DeltaTime )


description:
Calling the TrainModel function inside will then trigger the Python train method to be called.
The training result.


code: FNearestNeighborEditorModelActor ( const [FConstructSettings](API\Plugins\MLDeformerFrameworkEditor\FMLDeformerEditorActor\FConstructSettings) & Settings )


className: FNearestNeighborEditorModel


className: FNearestNeighborEditorModelActor

code: class FNearestNeighborEditorModelActor : public [UE::MLDeformer::FMLDeformerGeomCacheActor](API\Plugins\MLDeformerFrameworkEditor\FMLDeformerGeomCacheActor)


className: FNearestNeighborGeomCacheSampler

code: class FNearestNeighborGeomCacheSampler : public [UE::MLDeformer::FMLDeformerGeomCacheSampler](API\Plugins\MLDeformerFrameworkEditor\FMLDeformerGeomCacheSampler)


description: Call this every time the frame changes. This will update all buffer contents.

code: virtual void Sample ( int32 AnimFrameIndex )


description: Create the categories that we can add properties to. This will update the category member pointers.

code: virtual void CreateCategories()


description: Called when details should be customized

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


description: Makes a new instance of this detail layout class for a specific detail view requesting it.

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


description: Update the class member pointers, which includes the pointer to the model, and its editor model.

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


className: FNearestNeighborModelDetails

code: class FNearestNeighborModelDetails : public [UE::MLDeformer::FMLDeformerMorphModelDetails](API\Plugins\MLDeformerFrameworkEditor\FMLDeformerMorphModelDetails)


code: FNearestNeighborModelEditorStyle()


code: ~FNearestNeighborModelEditorStyle()


className: FNearestNeighborModelEditorStyle

code: class FNearestNeighborModelEditorStyle : public [FSlateStyleSet](API\Runtime\SlateCore\Styling\FSlateStyleSet)


description: Add any additional settings.

code: virtual void AddAdditionalSettings()


className: FNearestNeighborModelVizSettingsDetails


code: namespace UE { namespace NearestNeighborModel { enum { ActorID_NearestNeighborActors = 6, } } }


description: Initialize the training model. This is automatically called by the editor.

code: virtual void Init ( [UE::MLDeformer::FMLDeformerEditorModel](API\Plugins\MLDeformerFrameworkEditor\FMLDeformerEditorModel) * InEditorModel )


description: Main training function, with implementation in python.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintImplementableEvent, Category="Python") int32 Train() const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintImplementableEvent, Category="Python") int32 KmeansClusterPoses ( const int32 PartId ) const


className: UNearestNeighborTrainingModel


className: AccessPrivate

description: This template, is used to link an arbitrary class member, to the GetPrivate function.

module: NetcodeUnitTest

code: template<typename Accessor, typename Accessor::Member Member> struct AccessPrivate


description: Executes a console command on the server

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(Exec) void Admin ( [FString](API\Runtime\Core\Containers\FString) Command )


description: FExecinterface

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


description: Executes the function specified in the delegate, on the server (used within unit tests)

code: void ExecuteOnServer ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * InTargetObj, [FString](API\Runtime\Core\Containers\FString) InTargetFunc )


description:
Get the owning connection used for communicating between client/server
NetConnection to the client or server for this actor

code: virtual [UNetConnection](API\Runtime\Engine\Engine\UNetConnection) * GetNetConnection() const


description: Hooks control channel messages for the specified net driver

code: void HookNetDriver ( [UNetDriver](API\Runtime\Engine\Engine\UNetDriver) * TargetNetDriver )


description: Flushes all pending net connection packets


description: Received by all clients, emits a ping to log

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(Reliable, NetMulticast) void NetMulticastPing()


code: bool NotifyControlMessage ( [UNetConnection](API\Runtime\Engine\Engine\UNetConnection) * Connection, uint8 MessageType, [FInBunch](API\Runtime\Engine\Net\FInBunch) & Bunch )


code: static void NotifyPostLoadMap ( [UWorld](API\Runtime\Engine\Engine\UWorld) * LoadedWorld )


description: Called when an actor is done spawning into the world (fromUWorld::SpawnActor), both in the editor and during gameplay For actors with a root component, the location and rotation will have already been set. This is called before calling construction scripts, but after native components have been created

code: virtual void PostActorCreated()


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(Reliable, Server, WithValidation) void ServerAdmin ( const [FString](API\Runtime\Core\Containers\FString) & Command )


description: Notifies the server that the client is still around

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(Reliable, Server, WithValidation) void ServerClientStillAlive()


description: Takes a string representing a delegate (can't replicate delegate parameters), and executes that delegate on the server

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(Reliable, Server, WithValidation) void ServerExecute ( const [FString](API\Runtime\Core\Containers\FString) & InDelegate )


description: Test log function

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(Reliable, Server, WithValidation) void ServerReceiveText ( const [FText](API\Runtime\Core\Internationalization\FText) & InText )


description: Function called every frame on this Actor. Override this function to implement custom logic to be executed every frame. Note that Tick is disabled by default, and you will need to check PrimaryActorTick.bCanEverTick is set to true to enable it.

code: virtual void Tick ( float DeltaSeconds )


description: Triggers seamless travel

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(Exec) void UnitSeamlessTravel ( [FString](API\Runtime\Core\Containers\FString) Dest )


description: Triggers normal travel

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(Exec) void UnitTravel ( [FString](API\Runtime\Core\Containers\FString) Dest )


description: Update the owner for the NUTActor, if the current owner is no longer valid

code: void UpdateOwner()


code: static bool VerifyEventWatcher()


description: Makes the game thread wait for the specified number of seconds

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(Exec) void Wait ( uint16 Seconds )


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


description: Send a 'ping' RPC to all clients, to make them log a ping, which unit tests then use to verify the presence of a client process

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(Reliable, Server, WithValidation) void ServerClientPing()


className: EErrorLogStage

description: Enum for different stages of error log parsing (mainly applicable to Unreal Engine processes)

code: enum EErrorLogStage { ELS_NoError, ELS_ErrorStart, ELS_ErrorDesc, ELS_ErrorCallstack, ELS_ErrorExit, }


className: ANUTActor

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class ANUTActor : public [AActor](API\Runtime\Engine\GameFramework\AActor), public [FSelfRegisteringExec](API\Runtime\Core\Misc\FSelfRegisteringExec)

bMonitorForBeacon

description: Monitors for the creation of the beacon net driver, if -BeaconPort=x was specified on the commandline

LastAliveTime

description: The value of World.RealTimeSeconds as of the last time the client was marked as still alive

TempDelegate

type: FExecuteOnServe...

description: A delegate property, used solely for converting strings to delegates


className: ELogTraceFlags

description: Flags specifying the type of log trace

code: enum ELogTraceFlags { Full = 0x0001, Partial = 0x0002, DumpTrace = 0x0004, Debug = 0x0008, }


className: ELogType

description: NOTE: This enum is not compatible with UENUM (that requires uint8)

code: enum ELogType { None = 0x00000000, OriginUnitTest = 0x00000001, OriginEngine = 0x00000002, OriginNet = 0x00000004, OriginConsole = 0x00000008, OriginVoid = 0x00000010, OriginMask = OriginUnitTest | OriginEngine | OriginNet | OriginConsole | OriginVoid, Local = 0x00000080, Server = 0x00000100, Client = 0x00000200, GlobalStatus = 0x00000400, UnitStatus = 0x00000800, StatusImportant = 0x00001000, StatusSuccess = 0x00002000 | StatusImportant, StatusWarning = 0x00004000 | StatusImportant, StatusFailure = 0x00008000 | StatusImportant, StatusError = 0x00010000 | StatusFailure, StatusDebug = 0x00020000, StatusAdvanced = 0x00040000, StatusVerbose = 0x00080000, StatusAutomation = 0x00100000, StyleBold = 0x00200000, StyleItalic = 0x00400000, StyleUnderline = 0x00800000, StyleMonospace = 0x01000000, All = 0xFFFFFFFF, FocusMask = OriginConsole, }


className: EMinClientFlags

description: Flags for configuring the minimal client, what parts of the netcode should be enabled etc.

code: enum EMinClientFlags { None = 0x00000000, AcceptActors = 0x00000001, AcceptRPCs = 0x00000002, SendRPCs = 0x00000004, AcceptRepNotifies = 0x00000008, SkipControlJoin = 0x00000010, BeaconConnect = 0x00000020, NotifyNetActors = 0x00000100, NotifyProcessNetEvent = 0x00000200, DumpReceivedRaw = 0x00001000, DumpSendRaw = 0x00002000, DumpReceivedRPC = 0x00004000, DumpSendRPC = 0x00008000, }


className: ENUTControlCommand

description: Enum for defining custom NetcodeUnitTest control channel commands (sent through NMT_NUTControl)

code: enum ENUTControlCommand { Command_NoResult = 0, Command_SendResult = 1, CommandResult_Failed = 2, CommandResult_Success = 3, Ping = 4, Pong = 5, WatchEvent = 6, NotifyEvent = 7, Summon = 8, SuspendProcess = 9, }


className: ESuspendState

description: Enum for specifying the suspend state of a process (typically the server)

code: enum ESuspendState { Active, Suspended, }


className: EUnitTaskFlags

description: Enums Flags for specifying the required conditions for executing a UnitTask, and what stages of the unit test to block until completion

code: enum EUnitTaskFlags { None = 0x00, RequireServer = 0x01, RequireMinClient = 0x02, RequirementsMask = RequireServer | RequireMinClient, BlockUnitTest = 0x04, BlockMinClient = 0x08, BlockMask = BlockUnitTest | BlockMinClient, AlterMinClient = 0x10, PriorityMask_One = None, PriorityMask_Two = BlockUnitTest, PriorityMask_Three = RequireServer, PriorityMask_Four = BlockMinClient, PriorityMask_Five = AlterMinClient, PriorityMask_Six = RequireMinClient, PriorityMask_MAX = PriorityMask_Six, }


className: EUnitTestFlags

description: Types of things these flags control:

code: enum EUnitTestFlags { None = 0x00000000, LaunchServer = 0x00000001, LaunchClient = 0x00000002, AcceptPlayerController = 0x00000004, BeaconConnect = 0x00000008, AutoReconnect = 0x00000010, RequirePlayerController = 0x00000100, RequirePawn = 0x00000200, RequirePlayerState = 0x00000400, RequirePing = 0x00000800, RequireNUTActor = 0x00001000, RequireBeacon = 0x00002000, RequireCustom = 0x00004000, RequirementsMask = RequirePlayerController | RequirePawn | RequirePlayerState | RequirePing | RequireNUTActor | RequireBeacon | RequireCustom, ExpectServerCrash = 0x00100000, ExpectDisconnect = 0x00200000, IgnoreServerCrash = 0x00400000, IgnoreClientCrash = 0x00800000, IgnoreDisconnect = 0x01000000, NotifyProcessEvent = 0x02000000, CaptureReceivedRaw = 0x04000000, DumpControlMessages = 0x08000000, }


className: EUnitTestResetStage

description: The different stages that unit tests can be reset to - a global/non-locally-customizable list, for now NOTE: Stages MUST be sequential! (e.g. ResetConnection implies ResetExecute, FullReset implies both ResetConnection and ResetExecute) NOTE: Apart from checking for 'None', all comparisons should be either <= or >=, to support potential enum additions

code: enum EUnitTestResetStage { None, FullReset, ResetConnection, ResetExecute, }


className: EUnitTestVerification

description: Enums The verification status of the current unit test - normally its execution completes immediately after positive/negative verification

code: enum EUnitTestVerification { Unverified, VerifiedNotFixed, VerifiedFixed, VerifiedNeedsUpdate, VerifiedUnreliable, }


className: EVMRefWarning

description: Used for specifying the warning level, for reflection helpers

code: enum EVMRefWarning { Warn, NoWarn, }


description: FAssertHookDevice

code: static void AddAssertHook ( [FString](API\Runtime\Core\Containers\FString) Assert )


code: bool IsAssertDisabled ( const TCHAR * V )


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


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


className: FAssertHookDevice

description: Output device for replacing GError, and catching specific asserts so they don't crash the game.

code: class FAssertHookDevice : public [FHookOutputDevice](API\Plugins\NetcodeUnitTest\FHookOutputDevice)

DisabledAsserts

type: TArray<FString...

description: List of disabled asserts


code: FContextPointer ( [FReflEvaluationContext](API\Plugins\NetcodeUnitTest\FReflEvaluationContext) * InContext )


className: FContextPointer

description: This means you can not modify Context (which I need to do, to pass state information within the parser), but there is a loophole, where you are able to modify anything Context points to, so I use this struct to wrap the REAL context (FReflEvaluationContext), as a pointer in a dud struct.

code: struct FContextPointer

Context

type: FReflEvaluation...


className: FOnFlushOrTearDown

code: typedef TMulticastDelegate_NoParams< void > FOnFlushOrTearDown


className: FOnSerialize

code: typedef TMulticastDelegate_ThreeParams< void, const TCHAR *, [ELogVerbosity::Type](API\Runtime\Core\Logging\ELogVerbosity__Type), const [FName](API\Runtime\Core\UObject\FName) & > FOnSerialize


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


description: Closes output device and cleans up. This can't happen in the destructor as we might have to call "delete" which cannot be done for static/ global objects.

code: virtual void TearDown()


className: FDynamicOutputDevice

description: Output device for allowing quick/dynamic creation of a customized output device, using lambda's passed to delegates

code: class FDynamicOutputDevice : public [FOutputDevice](API\Runtime\Core\Misc\FOutputDevice)

OnFlush

type: FOnFlushOrTearD...

OnSerialize

type: FOnSerialize


description: Base constructor

code: FErrorLog()


code: FErrorLog ( [EErrorLogStage](API\Plugins\NetcodeUnitTest\EErrorLogStage) InStage, const [FString](API\Runtime\Core\Containers\FString) & InLine )


className: FErrorLog

description: Struct used for storing and classifying each log error line

code: struct FErrorLog

Line

type: FString

description: The error log line

Stage

type: EErrorLogStage

description: The stage of this error log line


className: FExecuteOnServer

description: Delegate for executing a unit test function on the server

code: class FExecuteOnServer


code: FORCEINLINEvoid * GetParms() const


code: FORCEINLINEbool IsValid() const


code: FFuncReflection &40; UFunction &42; InFunction, const TCHAR &42; InFuncName &41;


description: Constructor for creating a function instance and (optionally) filling in its parameters

code: FFuncReflection ( const TCHAR * InClassName, const TCHAR * InFuncName )


code: FFuncReflection ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * TargetObj, const TCHAR * InFuncName )


description: Constructor for reading (and optionally modifying) an existing functions parameters (e.g. from received RPC's)

code: FFuncReflection ( [UFunction](API\Runtime\CoreUObject\UObject\UFunction) * InFunction, void * InParms )


className: FFuncReflection

description: FFuncReflection- helper for quickly/concisely setting function parameters through reflection

code: class FFuncReflection

Function

type: UFunction*

description: Reference to the function

FunctionName

type: const TCHAR ...

description: The name of the function

ParmsRefl

type: constFVMReflec...

description: Reflection instance, for writing the function parameters - initialize a new instance from this, e.g.FVMReflection(ParmsRefl)


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

code: virtual bool CanBeUsedOnAnyThread() const


description: Dumps the contents of this output device's buffer to an archive (supported by output device that have a memory buffer)

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


code: virtual void HandleError()


code: void HookDevice ( [FOutputDeviceError](API\Runtime\Core\Misc\FOutputDeviceError) * OldDevice )


code: FFuncReflection &40; UFunction &42; InFunction, const TCHAR &42; InFuncName, void &42; InParmsMemory &41;


description: whether this output device is a memory-only device

code: virtual bool IsMemoryOnly() const


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


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


code: virtual void TearDown()


className: FHookOutputDevice

description: Output device for hijacking/hooking an existing output device (e.g. to hijack GError, to block specific asserts) Inherit this class, to implement desired hook behaviour in subclass

code: class FHookOutputDevice : public [FOutputDeviceError](API\Runtime\Core\Misc\FOutputDeviceError)


description: Adds a new log command

code: void AddLogCommand ( [FString](API\Runtime\Core\Containers\FString) LogLine, [FString](API\Runtime\Core\Containers\FString) Command )


description: Removes a log command based on the console command it executes

code: void RemoveByCommand ( [FString](API\Runtime\Core\Containers\FString) Command )


description: Removes a log command based on the log line used for matching

code: void RemoveByLog ( [FString](API\Runtime\Core\Containers\FString) LogLine )


description: FLogCommandManager

code: ~FLogCommandManager()


className: FLogCommandManager

description: Used by the LogCommand console command and commandline parameters.

code: class FLogCommandManager


className: FLogHook

description: Function to call as the log hook

code: typedef [TUniqueFunction](API\Runtime\Core\Templates\TUniqueFunction)< void(const TCHAR *, [ELogVerbosity::Type](API\Runtime\Core\Logging\ELogVerbosity__Type), const class [FName](API\Runtime\Core\UObject\FName) &)> FLogHook


description:
Adds a log hook, with the specified matching
Returns a unique id for the newly added log hook entry, which should be used to remove it later

code: [FLogHookID](API\Plugins\NetcodeUnitTest\FLogHookID) AddLogHook ( [FLogHook](API\Plugins\NetcodeUnitTest\FLogHook) && InHookFunc, [FString](API\Runtime\Core\Containers\FString) InMatchStr, [ELogHookType](API\Plugins\NetcodeUnitTest\UE__NUT__ELogHookType) InHookType )


className: FLogHookID

description: Log hook ID, for removing later if desired

code: typedef int32 FLogHookID


description: Removes a log hook using its unique id

code: void RemoveLogHook ( [FLogHookID](API\Plugins\NetcodeUnitTest\FLogHookID) InHookID )


description: FLogHookManager

code: virtual ~FLogHookManager()


className: FLogHookManager

description: Generic log hook, for calling a hook function upon detecting a specific log entry

code: class FLogHookManager : protected [FOutputDevice](API\Runtime\Core\Misc\FOutputDevice)


description: Adds a log line for log trace tracking NOTE: The LogLine does NOT match the category or verbosity (e.g. LogNet or Warning/Verbose) of logs NOTE: Partial matches, will output to log when encountered, so matched logs can be identified

code: void AddLogTrace ( [FString](API\Runtime\Core\Containers\FString) LogLine, [ELogTraceFlags](API\Plugins\NetcodeUnitTest\ELogTraceFlags) TraceFlags )


description: Clears all log tracing

code: void ClearAll ( bool bDump )


description: Removes a log line from trace tracking

code: void ClearLogTrace ( [FString](API\Runtime\Core\Containers\FString) LogLine, bool bDump )


description: FLogTraceManager

code: ~FLogTraceManager()


className: FLogTraceManager

description: Most easily used through the LogTrace console command, as documented in UnitTestManager.cpp

code: class FLogTraceManager


code: void CopyHooks ( [FMinClientHooks](API\Plugins\NetcodeUnitTest\FMinClientHooks) & Target )


description: Default constructor

code: FMinClientHooks()


className: FMinClientHooks

description: Delegate hooks for the minimal client - also directly inherited byUMinimalClient

code: struct FMinClientHooks

ConnectedDel

type: FOnMinClientCon...

description: Delegate for notifying of successful minimal client connection

HandleClientPlayerDel

type: FOnHandleClient...

description: Delegate for notifying of the net connection HandlerClientPlayer event

LowLevelSendDel

type: FOnLowLevelSend

description: Delegate for notifying of net connection low level packet sends

NetActorDel

type: FOnMinClientNet...

description: Delegate for notifying AFTER net actor creation

NetworkFailureDel

description: Delegate notifying of network failure

ReceivedControlBunchDel

type: FOnMinClientRec...

description: Delegate for notifying of control channel bunches

ReceivedRawPacketDel

description: Delegate for notifying of net connection raw packet receives

ReceiveRPCDel

type: FOnProcessNetEv...

description: Delegate for notifying/controlling RPC receives

RepActorSpawnDel

type: FOnMinClientRep...

description: Delegate for notifying/controlling replicated actor spawning

RPCFailureDel

type: FOnRPCFailure

description: Delegate for notifying of failure during call of SendRPCChecked

SendRPCDel

type: FOnSendRPC

description: Delegate for notifying/controlling RPC sends

UMinimalClient

type: friend


code: void CopyParms ( [FMinClientParms](API\Plugins\NetcodeUnitTest\FMinClientParms) & Target )


description: FMinClientParms

code: void ValidateParms()


description: Default constructor

code: FMinClientParms()


className: FMinClientParms

description: Parameters for configuring the minimal client - also directly inherited byUMinimalClient

code: struct FMinClientParms

AllowedClientRPCs

type: TArray<FString...

description: Clientside RPC's that should be allowed to execute (requires the NotifyProcessNetEvent flag)

BeaconAddress

description: The address of the server beacon (if MinClientFlags are set to connect to a beacon)

BeaconType

description: If connecting to a beacon, the beacon type name we are connecting to

JoinUID

description: If overriding the UID used for joining, this specifies it

MinClientFlags

type: EMinClientFlags

description: The flags used for configuring the minimal client

NetDriverClass

description: The net driver class to use (defaults to IpNetDriver, if not specified)

ServerAddress

description: The address of the launched server

Timeout

description: The amount of time (in seconds) before the connection should timeout

URLOptions

description: The URL options to connect with


className: FNetControlMessage< 250 >::Discard

description: Throws away a message of this type from the passed in bunch

code: static void Discard &40; FInBunch & Bunch &41;


className: FNetControlMessage< 250 >::Initialize

code: static uint8 Initialize&40;&41;


className: FNetControlMessage< 250 >::Receive

description: Receives a message of this type from the passed in bunch

code: template<typename... ParamTypes> static bool Receive &40; FInBunch & Bunch, ParamTypes &... Params &41;


className: FNetControlMessage< 250 >

code: template<> class FNetControlMessage< 250 >


className: FNetControlMessage< 250 >::Send

description: const not used only because of theFArchiveinterface; the parameters are not modified \

code: template<typename... ParamTypes> static void Send &40; UNetConnection &42; Conn, ParamTypes &... Params &41;