description: Recursively navigate the component/USCS_Node hierarchy trying to resolve our property path.

code: bool ResolveUSCSNodeRecursive ( const [USCS_Node](API\Runtime\Engine\Engine\USCS_Node) * Node, int32 SegmentIndex )


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

module: VariantManagerContent

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


description: Set the order with which the VariantManager should display this in a property list. Lower values will be shown higher up

code: void SetDisplayOrder ( uint32 InDisplayOrder )


code: virtual void SetRecordedData ( const uint8 * NewDataBytes, int32 NumBytes, int32 Offset )


description: Sets our RecordedData with the value that matchesIndex, for our Enum.

code: void SetRecordedDataFromEnumIndex ( int32 Index )


code: void SetRecordedDataInternal ( const uint8 * NewDataBytes, int32 NumBytes, int32 Offset )


className: UPropertyValue

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

bHasRecordedData

type: bool

CapturedPropSegments

type: TArray<FCaptur...

DefaultValue

type: TArray< uint8 >

FullDisplayString

type: FString

LeafProperty

type: FProperty*

description: Temp data cached from last resolve.

LeafPropertyClass

type: FFieldClass...

OnPropertyApplied

type: FOnPropertyAppl...

OnPropertyRecorded

type: FOnPropertyReco...

ParentContainerAddress

type: void *

ParentContainerClass

type: UStruct*

ParentContainerObject

type: UObject*

PropCategory

type: EPropertyValueC...

PropertySetter

type: UFunction*

PropertySetterName

type: FName

PropertySetterParameterDefaults

type: TMap<FString, ...

PropertyValuePtr

type: uint8 *

TempObjPtr

type: TSoftObjectPtr<...

TempText

type: FText


description: Fetches the value bytes for this property from the resolved object.

code: virtual [TArray](API\Runtime\Core\Containers\TArray)< uint8 > GetDataFromResolvedObject() const


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


code: virtual int32 GetValueSizeInBytes() const


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


className: UPropertyValueColor

description: Keeps anFLinearColorinterface by using the property setter/getter functions, even though the property itself is ofFColortype

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(BlueprintType) class UPropertyValueColor : public [UPropertyValue](API\Plugins\VariantManagerContent\UPropertyValue)


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


description: Applies our recorded data to the PropertyValuePtr for the resolved object.


code: virtual const [TArray](API\Runtime\Core\Containers\TArray)< uint8 > & GetDefaultValue()


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


description: Returns the type ofFProperty(FObjectProperty,FFloatProperty, etc) If checking for Enums, prefer checking ifGetEnumPropertyEnum()!= nullptr, as it may be that we received aFNumericPropertythat actually represents an enum, which wouldn't be reflected here

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


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


className: OverrideMaterialsProperty

code: static [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * OverrideMaterialsProperty = nullptr;


description: Our leaf property will always be OverrideMaterials/OverrideMaterials[0] just for the type/size/class information. It will normally fail to resolve if the StaticMeshComponent is just using default materials though, so we have to intercept resolve calls and handle them in a specific way. This will also let us zero out the value ptr and other things that shouldn't be used by themselves

code: virtual bool Resolve ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * OnObject )


code: void SetMaterial ( [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * Mat )


className: UPropertyValueMaterial

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(BlueprintType) class UPropertyValueMaterial : public [UPropertyValue](API\Plugins\VariantManagerContent\UPropertyValue)


description: Tries to resolve the property value on the passed object, or the parent binding's bound object if the argument is nullptr.


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


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


className: UPropertyValueOption

description: PropertyValue that can only be captured from ASwitchActors.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(BlueprintType) class UPropertyValueOption : public [UPropertyValue](API\Plugins\VariantManagerContent\UPropertyValue)


description: Applies the recorded data to the TargetObject via the PropertySetter function (e.g. SetIntensity instead of setting the Intensity UPROPERTY directly)

code: virtual void ApplyViaFunctionSetter ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * TargetObject )


description: Returns true if our recorded data would remain the same if we called RecordDataFromResolvedObject right now

code: virtual bool IsRecordedDataCurrent()


code: virtual void SetRecordedData ( const uint8 * NewDataBytes, int32 NumBytes, int32 Offset )


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


className: UPropertyValueSoftObject

description: Stores data from aUSoftObjectProperty. It will store it's recorded data as a raw UObject*, and use the usualUPropertyValuefacilities for serializing it as a Soft object ptr. This derived class handles converting to and from the property's underlyingFSoftObjectPtrto our UObject*. We can't keep aFSoftObjectPtrourselves, neither as a temp member nor as raw bytes, as it has internal heap-allocated data members likeFNameandFString.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(BlueprintType) class UPropertyValueSoftObject : public [UPropertyValue](API\Plugins\VariantManagerContent\UPropertyValue)


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


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


className: UPropertyValueTransform

description: Deprecated: Only here for backwards compatibility with 4.21.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(BlueprintType) class UPropertyValueTransform : public [UPropertyValue](API\Plugins\VariantManagerContent\UPropertyValue)


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


className: UPropertyValueVisibility

description: Deprecated: Only here for backwards compatibility.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(BlueprintType) class UPropertyValueVisibility : public [UPropertyValue](API\Plugins\VariantManagerContent\UPropertyValue)


description: In case of a duplicate binding these will destroy the older bindings.

code: void AddBindings ( const [TArray](API\Runtime\Core\Containers\TArray)< [UVariantObjectBinding](API\Plugins\VariantManagerContent\UVariantObjectBinding) * > & NewBindings, int32 Index )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(Category="Variant|Dependencies") void DeleteDependency ( int32 Index )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(Category="Variant|Dependencies") int32 AddDependency ( [FVariantDependency](API\Plugins\VariantManagerContent\FVariantDependency) & Dependency )


className: FOnVariantChanged

code: typedef TMulticastDelegate_OneParam< void, [UVariant](API\Plugins\VariantManagerContent\UVariant) * > FOnVariantChanged


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Variant") [AActor](API\Runtime\Engine\GameFramework\AActor) * GetActor ( int32 ActorIndex )


code: [UVariantObjectBinding](API\Plugins\VariantManagerContent\UVariantObjectBinding) * GetBindingByName ( const [FString](API\Runtime\Core\Containers\FString) & ActorName )


code: int32 GetBindingIndex ( [UVariantObjectBinding](API\Plugins\VariantManagerContent\UVariantObjectBinding) * Binding )


code: const [TArray](API\Runtime\Core\Containers\TArray)< [UVariantObjectBinding](API\Plugins\VariantManagerContent\UVariantObjectBinding) * > & GetBindings() const


description: Returning by reference in blueprint doesn't seem to work if we want to later modify theFVariantDependency, so here we leave the return type without UPARAM(ref) so C++ code can use it as ref, while this function in blueprint returns by value

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, BlueprintPure, Category="Variant|Dependencies", Meta=(ToolTip="Get the dependency at index 'Index' by value. Will crash if index is invalid")) [FVariantDependency](API\Plugins\VariantManagerContent\FVariantDependency) & GetDependency ( int32 Index )


description: Returns all the variants that have this variant as a dependency.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Variant|Dependencies") [TArray](API\Runtime\Core\Containers\TArray)< [UVariant](API\Plugins\VariantManagerContent\UVariant) * > GetDependents ( [ULevelVariantSets](API\Plugins\VariantManagerContent\ULevelVariantSets) * LevelVariantSets, bool bOnlyEnabledDependencies )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Variant") int32 GetNumActors()


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, BlueprintPure, Category="Variant|Dependencies") int32 GetNumDependencies()


description: Returns true if none of our properties are dirty.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Variant") bool IsActive()


description: Returns if we can safely trigger Other as a dependency without the danger of cycles.

code: bool IsValidDependency ( const [UVariant](API\Plugins\VariantManagerContent\UVariant) * Other ) const


className: OnDependenciesUpdated

description: Broadcast whenever we add/remove/modify a variant dependency.


className: OnThumbnailUpdated

description: Broadcast whenever we modify a variant thumbnail.


code: void RemoveBindings ( const [TArray](API\Runtime\Core\Containers\TArray)< [UVariantObjectBinding](API\Plugins\VariantManagerContent\UVariantObjectBinding) * > & Bindings )


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 )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(Category="Variant|Dependencies") void SetDependency ( int32 Index, [FVariantDependency](API\Plugins\VariantManagerContent\FVariantDependency) & Dependency )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Variant") void SetDisplayText ( const [FText](API\Runtime\Core\Internationalization\FText) & NewDisplayText )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Variant|Thumbnail", Meta=(WorldContext="WorldContextObject")) void SetThumbnailFromCamera ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, const FTransform & CameraTransform, float FOVDegrees, float MinZ, float Gamma )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Variant|Thumbnail") void SetThumbnailFromFile ( [FString](API\Runtime\Core\Containers\FString) FilePath )


description: Sets the thumbnail from the active editor viewport. Doesn't do anything if the Editor is not available.


description: Sets the thumbnail to use for this variant. Can receive nullptr to clear it.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Variant|Thumbnail") void SetThumbnailFromTexture ( [UTexture2D](API\Runtime\Engine\Engine\UTexture2D) * NewThumbnail )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Variant") void SwitchOn()


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


className: UVariant

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

FVariantImpl

type: friend


code: void AddCapturedProperties ( const [TArray](API\Runtime\Core\Containers\TArray)< [UPropertyValue](API\Plugins\VariantManagerContent\UPropertyValue) * > & Properties )


code: void AddFunctionCallers ( const [TArray](API\Runtime\Core\Containers\TArray)< [FFunctionCaller](API\Plugins\VariantManagerContent\FFunctionCaller) > & InFunctionCallers )


code: void ExecuteAllTargetFunctions()


code: void ExecuteTargetFunction ( [FName](API\Runtime\Core\UObject\FName) FunctionName )


code: const [TArray](API\Runtime\Core\Containers\TArray)< [UPropertyValue](API\Plugins\VariantManagerContent\UPropertyValue) * > & GetCapturedProperties() const


code: [TArray](API\Runtime\Core\Containers\TArray)< [FFunctionCaller](API\Plugins\VariantManagerContent\FFunctionCaller) > & GetFunctionCallers()


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


code: void RemoveCapturedProperties ( const [TArray](API\Runtime\Core\Containers\TArray)< [UPropertyValue](API\Plugins\VariantManagerContent\UPropertyValue) * > & Properties )


code: void RemoveFunctionCallers ( const [TArray](API\Runtime\Core\Containers\TArray)< [FFunctionCaller](API\Plugins\VariantManagerContent\FFunctionCaller) * > & InFunctionCallers )


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


code: void SetObject ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * InObject )


code: void SortCapturedProperties()


code: void UpdateFunctionCallerNames()


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


className: UVariantObjectBinding

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(DefaultToInstanced, Meta=(ScriptName="UVariantActorBinding")) class UVariantObjectBinding : public [UObject](API\Runtime\CoreUObject\UObject\UObject)


code: void AddVariants ( const [TArray](API\Runtime\Core\Containers\TArray)< [UVariant](API\Plugins\VariantManagerContent\UVariant) * > & NewVariants, int32 Index )


className: FOnVariantSetChanged

code: typedef TMulticastDelegate_OneParam< void, [UVariantSet](API\Plugins\VariantManagerContent\UVariantSet) * > FOnVariantSetChanged


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="VariantSet") int32 GetNumVariants() const


description: Gets the thumbnail currently used for this variant set.


code: [FString](API\Runtime\Core\Containers\FString) GetUniqueVariantName ( const [FString](API\Runtime\Core\Containers\FString) & InPrefix ) const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="VariantSet") [UVariant](API\Plugins\VariantManagerContent\UVariant) * GetVariant ( int32 VariantIndex )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="VariantSet") [UVariant](API\Plugins\VariantManagerContent\UVariant) * GetVariantByName ( [FString](API\Runtime\Core\Containers\FString) VariantName )


code: const [TArray](API\Runtime\Core\Containers\TArray)< [UVariant](API\Plugins\VariantManagerContent\UVariant) * > & GetVariants() const


code: int32 GetVariantIndex ( [UVariant](API\Plugins\VariantManagerContent\UVariant) * Var ) const


description: Sets whether this variant set is expanded or not when displayed in a variant manager

code: bool IsExpanded() const


code: void RemoveVariants ( const [TArray](API\Runtime\Core\Containers\TArray)< [UVariant](API\Plugins\VariantManagerContent\UVariant) * > & InVariants )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="VariantSet") void SetDisplayText ( const [FText](API\Runtime\Core\Internationalization\FText) & NewDisplayText )


code: void SetExpanded ( bool bInExpanded )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="VariantSet|Thumbnail", Meta=(WorldContext="WorldContextObject")) void SetThumbnailFromCamera ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, const FTransform & CameraTransform, float FOVDegrees, float MinZ, float Gamma )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="VariantSet|Thumbnail") void SetThumbnailFromFile ( [FString](API\Runtime\Core\Containers\FString) FilePath )


description: Sets the thumbnail to use for this variant set. Can receive nullptr to clear it.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="VariantSet|Thumbnail") void SetThumbnailFromTexture ( [UTexture2D](API\Runtime\Engine\Engine\UTexture2D) * NewThumbnail )


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


className: UVariantSet

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


module: VariantManagerContentEditor

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


className: AVariantManagerTestActor

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

bCapturedBoolProperty

type: bool

CapturedColorProperty

type: FColor

CapturedFloatProperty

type: float

CapturedInterfaceProperty

type: FScriptInterfac...

CapturedIntPointProperty

type: FIntPoint

CapturedLinearColorProperty

type: FLinearColor

CapturedObjectProperty

type: TObjectPtr<UOb...

CapturedQuatProperty

type: FQuat

CapturedRotatorProperty

type: FRotator

CapturedUObjectArrayProperty

type: TArray<TObject...

CapturedVectorArrayProperty

type: TArray< FVector...

CapturedVectorProperty

type: FVector

EnumWithNoDefault

type: EVariantManager...


className: EVariantManagerTestEnum

code: enum EVariantManagerTestEnum { None = 0, FirstOption = 1, SecondOption = 3, ThirdOption = 45, }


className: FOnLevelVariantSetsEditor

code: typedef TBaseDelegate_ThreeParams< void, const [EToolkitMode::Type](API\Editor\EditorFramework\Toolkits\EToolkitMode__Type), const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< class [IToolkitHost](API\Editor\EditorFramework\Toolkits\IToolkitHost) > &, class [ULevelVariantSets](API\Plugins\VariantManagerContent\ULevelVariantSets) * > FOnLevelVariantSetsEditor


code: [UObject](API\Runtime\CoreUObject\UObject\UObject) * CreateLevelVariantSetsAsset ( const [FString](API\Runtime\Core\Containers\FString) & AssetName, const [FString](API\Runtime\Core\Containers\FString) & PackagePath, bool bForceOverwrite )


code: [AActor](API\Runtime\Engine\GameFramework\AActor) * GetOrCreateLevelVariantSetsActor ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * LevelVariantSetsAsset, bool bForceCreate )


code: static bool IsAvailable()


description: This will be executed whenever FLevelVariantSetsAssetActions::OpenAssetEditor is called with a valid asset. This so that the editor toolkit can be on the VariantManager plugin and the AssetActions can be on this module

code: void RegisterOnLevelVariantSetsDelegate ( [FOnLevelVariantSetsEditor](API\Plugins\VariantManagerContentEditor\FOnLevelVariantSetsEditor) Delegate )


className: IVariantManagerContentEditorModule

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


description: Given an instance of an actor, find the wrapped asset object which can be used to create a validFAssetData. Returns nullptr if the given ActorInstance is not valid for this factory. Override this function if the factory actor is a different class than the asset data's class which this factory operates on. For example, if this is the static mesh actor factory, the class of the asset data isUStaticMesh, but the actor factory's class isAStaticMeshActor

code: virtual [UObject](API\Runtime\CoreUObject\UObject\UObject) * GetAssetFromActorInstance ( [AActor](API\Runtime\Engine\GameFramework\AActor) * ActorInstance )


code: virtual bool CanCreateActorFrom ( const [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) & AssetData, [FText](API\Runtime\Core\Internationalization\FText) & OutErrorMsg )


code: virtual [AActor](API\Runtime\Engine\GameFramework\AActor) * SpawnActor ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * InAsset, [ULevel](API\Runtime\Engine\Engine\ULevel) * InLevel, const FTransform & InTransform, const [FActorSpawnParameters](API\Runtime\Engine\Engine\FActorSpawnParameters) & InSpawnParams )


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


className: ULevelVariantSetsActorFactory

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class ULevelVariantSetsActorFactory : public [UActorFactory](API\Editor\UnrealEd\ActorFactories\UActorFactory)


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


className: USwitchActorFactory

description: The only purpose of this class is to trigger a slightly different code path withinFLevelEditorViewportClient::TryPlacingActorFromObjectwhen dragging and dropping a SwitchActor into the viewport, so that the SwitchActor labels get sanitized byFActorLabelUtilities::SetActorLabelUniqueand don't repeatedly increment

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(MinimalAPI, Config=Editor, CollapseCategories, HideCategories=Object) class USwitchActorFactory : public [UActorFactory](API\Editor\UnrealEd\ActorFactories\UActorFactory)


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 )


description: Returns true if this factory should be shown in the New Asset menu (by default calls CanCreateNew).

code: virtual bool ShouldShowInNewMenu() const


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


className: UVariantManagerFactoryNew

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


module: VCamCore

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category=VCam) [UVCamComponent](API\Plugins\VCamCore\UVCamComponent) * GetVCamComponent() const


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


className: AVCamBaseActor

description: Utility base class which sets up aUVCamComponentwith a Cine Camera. Acts as base class for Blueprint VCamActor, which has some default properties set already. Therefore Abstract and NotPlaceable.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Abstract, Blueprintable, HideCategories=(Input, VCamComponent, SceneComponent), ShowCategories=("Input|MouseInput", "Input|TouchInput"), ComponentWrapperClass) class AVCamBaseActor : public [ACineCameraActor](API\Runtime\CinematicCamera\ACineCameraActor)


className: EVCamTargetViewportID

code: enum EVCamTargetViewportID { Viewport1 = 0, Viewport2 = 1, Viewport3 = 2, Viewport4 = 3, Count, }


className: FMultiUserVCamCameraComponentEvent

CameraData

type: FMultiUserVCamC...

description: Camera data

TrackingName

type: FString

description: Name of the tracking camera


code: void ApplyTo ( [AActor](API\Runtime\Engine\GameFramework\AActor) * InOwner, [UCineCameraComponent](API\Runtime\CinematicCamera\UCineCameraComponent) * InCineCameraComponent ) const


code: FMultiUserVCamCameraData ( const [AActor](API\Runtime\Engine\GameFramework\AActor) * InOwner, const [UCineCameraComponent](API\Runtime\CinematicCamera\UCineCameraComponent) * InCineCameraComponent )


className: FMultiUserVCamCameraData

type: uint8: 1

type: uint8:  1

description: Post process settings

CameraActorLocation

description: Camera transform

CurrentAperture

description: Camera settings

FilmbackSettings

type: FCameraFilmback...

LensSettings

type: FCameraLensSett...


code: FMultiUserVCamCameraFocusData ( const [UCineCameraComponent](API\Runtime\CinematicCamera\UCineCameraComponent) * InCineCameraComponent )


className: FMultiUserVCamCameraFocusData

bSmoothFocusChanges

type: bool

FocusMethod

type: ECameraFocusMet...

FocusSmoothingInterpSpeed

type: float


className: FOnComponentReplaced

code: class FOnComponentReplaced


code: virtual void AddReferencedObjects ( [FReferenceCollector](API\Runtime\CoreUObject\UObject\FReferenceCollector) & Collector )


description: Applies this component instance data to the supplied component

code: virtual void ApplyToComponent ( [UActorComponent](API\Runtime\Engine\Components\UActorComponent) * Component, const ECacheApplyPhase CacheApplyPhase )


description: Determines if any instance data was actually saved.

code: virtual bool ContainsData() const


code: FVCamComponentInstanceData ( const [UVCamComponent](API\Plugins\VCamCore\UVCamComponent) * SourceComponent )


className: FVCamComponentInstanceData

description: Saves internalUVCamComponentstate for Blueprint created components.

code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)() struct FVCamComponentInstanceData : public [FSceneComponentInstanceData](API\Runtime\Engine\Components\FSceneComponentInstanceData)

AppliedInputContexts

description: Simple copy for carrying over player remappings

LiveLinkSubject

type: FLiveLinkSubjec...

description: The subject name would be lost when the component is reconstructed so keep track of it.

StolenOutputProviders

type: TArray<UVCamOu...

description: These output providers are renamed and re-outered to the component they're applied to.


className: EVCamInputLoggingMode

code: enum EVCamInputLoggingMode { None, OnlyConsumable, OnlyGamepad, All, }


className: EVCamInputMode

code: enum EVCamInputMode { ConsumeIfUsed, ConsumeDevice, DoNotConsume, Ignore, }


className: FVCamInputDeviceConfig

description: Tip: Filter the log by LogVCamInputDebug. |

AllowedInputDeviceIds

type: TArray<FVCamIn...

description: List of input devices from which input can trigger input actions.

bAllowAllInputDevices

description: Determines how input devices are filtered: True: Every device is allowed.

InputMode

type: EVCamInputMode

description: Determines how input is to be treated (is it consumed? is it even allowed?).

LoggingMode

type: EVCamInputLoggi...

description: What type of input should be logged.


className: FVCamInputDeviceID

DeviceId

description: The ID of an input device.


description: Implement this for deinitialization of instances of the system

code: virtual void Deinitialize()


code: const [FVCamInputDeviceConfig](API\Plugins\VCamCore\Input\FVCamInputDeviceConfig) & GetInputSettings() const


code: virtual [UEnhancedPlayerInput](API\Plugins\EnhancedInput\UEnhancedPlayerInput) * GetPlayerInput() const


code: virtual [UEnhancedInputUserSettings](API\Plugins\EnhancedInput\UserSettings\UEnhancedInputUserSettings) * GetUserSettings() const


description: Not every enhanced input subsystem needs user settings, so this is an optional feature.

code: virtual void InitalizeUserSettings()


description: Inputs a key on this subsystem's player input which can then be processed as normal during Tick.

code: bool InputKey ( const [FInputKeyParams](API\Runtime\Engine\GameFramework\FInputKeyParams) & Params )


description: Implement this for initialization of instances of the system

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


description: Called byUVCamComponent::Update(its equivalent of Tick).

code: virtual void OnUpdate ( float DeltaTime )


description: Removes this input component onto the stack to be processed by this subsystem's tick function

code: bool PopInputComponent ( [UInputComponent](API\Runtime\Engine\Components\UInputComponent) * InInputComponent )


description: Pushes this input component onto the stack to be processed by this subsystem's tick function

code: void PushInputComponent ( [UInputComponent](API\Runtime\Engine\Components\UInputComponent) * InInputComponent )


code: void SetInputSettings ( const [FVCamInputDeviceConfig](API\Plugins\VCamCore\Input\FVCamInputDeviceConfig) & Input )


className: UInputVCamSubsystem

description: Handles all input forUVCamComponent. Essentially maps input devices to UVCamComponents, similar likeAPlayerControllerdoes for gameplay code.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class UInputVCamSubsystem : public [UVCamSubsystem](API\Plugins\VCamCore\UVCamSubsystem), public [IEnhancedInputSubsystemInterface](API\Plugins\EnhancedInput\IEnhancedInputSubsystemInterface)


description: Handles a key input event. Returns true if there is an action that handles the specified key.

code: virtual bool InputKey ( const [FInputKeyParams](API\Runtime\Engine\GameFramework\FInputKeyParams) & Params )


className: UVCamPlayerInput

description: Receives raw input from input processor (or player controller in user code). Filters input

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class UVCamPlayerInput : public [UEnhancedPlayerInput](API\Plugins\EnhancedInput\UEnhancedPlayerInput)


className: IVCamCoreModule

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


code: bool operator!= ( const [FModifierStackEntry](API\Plugins\VCamCore\Modifier\FModifierStackEntry) & Other ) const


code: FModifierStackEntry ( [UVCamModifier](API\Plugins\VCamCore\Modifier\UVCamModifier) & Modifier )


description: If ModifierClass is provided then you must also supply a valid outer for the generated modifier.

code: FModifierStackEntry ( const [FName](API\Runtime\Core\UObject\FName) & InName, const [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UVCamModifier](API\Plugins\VCamCore\Modifier\UVCamModifier) > InModifierClass, [UObject](API\Runtime\CoreUObject\UObject\UObject) * InOuter )


className: FModifierStackEntry

description: Links a Modifier with a Name for use in a Modifier Stack.

bEnabled

description: Controls whether the modifier actually gets applied.

EditorGuid

type: FGuid

description: GUID used in the editor to identify specific stack entries during editor operations.

GeneratedModifier

type: TObjectPtr<UVC...

description: The current generated modifier instance.

Name

type: FName

description: Identifier for this modifier in the stack.


className: FVCamModifierConnectionPoint

AssociatedAction

type: TObjectPtr<UIn...

description: An optional action to associate with this connection point.


code: virtual void OnVCamComponentChanged_Implementation ( [UVCamComponent](API\Plugins\VCamCore\UVCamComponent) * VCam )


description: Function used to monitor the status of a VCam. If it changed, function will be triggered.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, BlueprintNativeEvent, Category="Active VCam Update") void OnVCamComponentChanged ( [UVCamComponent](API\Plugins\VCamCore\UVCamComponent) * VCam )


className: IVCamModifierInterface

description: The interface for all VCam modifier Blueprints to inherit so that we can enforce some common behaviors.

code: class IVCamModifierInterface


code: virtual void Apply ( [UVCamModifierContext](API\Plugins\VCamCore\Modifier\UVCamModifierContext) * Context, [UCineCameraComponent](API\Runtime\CinematicCamera\UCineCameraComponent) * CameraComponent, const float DeltaTime )


description: This function is deliberately non-working to force cleanup of Input Contexts Please move any previous values to the new properties in Class Defaults


code: virtual void Initialize ( [UVCamModifierContext](API\Plugins\VCamCore\Modifier\UVCamModifierContext) * Context, [UInputComponent](API\Runtime\Engine\Components\UInputComponent) * InputComponent )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintImplementableEvent, Category="VirtualCamera") void OnApply ( [UVCamModifierContext](API\Plugins\VCamCore\Modifier\UVCamModifierContext) * Context, [UCineCameraComponent](API\Runtime\CinematicCamera\UCineCameraComponent) * CameraComponent, const float DeltaTime )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintImplementableEvent, Category="VirtualCamera") void OnInitialize ( [UVCamModifierContext](API\Plugins\VCamCore\Modifier\UVCamModifierContext) * Context )


className: UVCamBlueprintModifier

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(EditInlineNew) class UVCamBlueprintModifier : public [UVCamModifier](API\Plugins\VCamCore\Modifier\UVCamModifier)


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: Gets the name of the modifier in the associated modifier stack.


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: Sets the name of the modifier in the associated modifier stack Returns a bool for whether

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="VirtualCamera", Meta=(ReturnDisplayName="Success")) bool SetStackEntryName ( [FName](API\Runtime\Core\UObject\FName) NewName )


className: UVCamModifier

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

ConnectionPoints

type: TMap<FName,FV...

InputContextPriority

description: If an Input Mapping Context is provided then this value defines the priority level that the context is added to the input system with.

InputMappingContext

description: If an Input Mapping Context is specified then that Context will be automatically added to the input system when this Modifier is Initialized.


className: UVCamModifierContext

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


className: UVCamModifierInterface

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


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

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


description: Called to create the UMG overlay widget.

code: virtual void CreateUMG()


className: UVCamOutputComposure

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Meta=(DisplayName="Composure Output Provider")) class UVCamOutputComposure : public [UVCamOutputProviderBase](API\Plugins\VCamCore\Output\UVCamOutputProviderBase)

FinalOutputRenderTarget

type: TObjectPtr<UTe...

description: TextureRenderTarget2D asset that contains the final output

LayerTargets

type: TArray<TSoftOb...

description: List of Composure stack Compositing Elements to render the requested UMG into


className: UVCamOutputMediaOutput

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Meta=(DisplayName="Media Output Provider")) class UVCamOutputMediaOutput : public [UVCamOutputProviderBase](API\Plugins\VCamCore\Output\UVCamOutputProviderBase)

FromComposureOutputProviderIndex

description: If using the output from a Composure Output Provider, specify it here

MediaCapture

type: TObjectPtr<UMe...

OutputConfig

description: Media Output configuration asset


description: Called when the provider is being shutdown such as before changing level or on exit

code: virtual void Deinitialize()


className: FActivationDelegate

code: typedef TMulticastDelegate_OneParam< void, bool > FActivationDelegate


code: class FActivationDelegate_Blueprint


description: Gets the index of this output provider in the owning UVCamComponent::OutputProviders array.

code: int32 FindOwnIndexInOwner() const


description: Utility that gets the owning VCam component and gets another output provider by its index.

code: [UVCamOutputProviderBase](API\Plugins\VCamCore\Output\UVCamOutputProviderBase) * GetOtherOutputProviderByIndex ( int32 Index ) const


description: Gets the viewport identified by the passed in parameters.

code: [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FSceneViewport](API\Runtime\Engine\Slate\FSceneViewport) > GetSceneViewport ( [EVCamTargetViewportID](API\Plugins\VCamCore\EVCamTargetViewportID) InTargetViewport ) const


code: [TWeakPtr](API\Runtime\Core\Templates\TWeakPtr)< [SWindow](API\Runtime\SlateCore\Widgets\SWindow) > GetTargetInputWindow() const


code: [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [SLevelViewport](API\Editor\LevelEditor\SLevelViewport) > GetTargetLevelViewport() const


code: [FLevelEditorViewportClient](API\Editor\UnrealEd\FLevelEditorViewportClient) * GetTargetLevelViewportClient() const


description: Gets the scene viewport identified by the currently configured TargetViewport.

code: [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FSceneViewport](API\Runtime\Engine\Slate\FSceneViewport) > GetTargetSceneViewport() const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Output") [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UUserWidget](API\Runtime\UMG\Blueprint\UUserWidget) > GetUMGClass() const


code: [UVPFullScreenUserWidget](API\Plugins\VPUtilities\Widgets\UVPFullScreenUserWidget) * GetUMGWidget() const


description: Called when the provider is brought online such as after instantiating or loading a component containing this provider Use Initialize for any setup logic that needs to survive between Start / Stop cycles such as spawning transient objects

code: virtual void Initialize()


description: Returns if this output provider has been initialized or not

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Output") bool IsInitialized() const


description: Returns if this output provider is currently active or not

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Output") bool IsActive() const


description: Calls the VCamModifierInterface on the widget if it exists and also requests any child VCam Widgets to reconnect

code: void NotifyAboutComponentChange()


description: Called when the provider is Activated

code: virtual void OnActivate()


description: Called when the provider is Deactivated

code: virtual void OnDeactivate()


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


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

code: virtual void PostEditUndo()


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

code: virtual void PostLoad()


description: Called before applying a transaction to the object. Default implementation simply calls PreEditChange.

code: virtual void PreEditUndo()


description: Reapplies the override resolution or restores back to the viewport settings.

code: void ReapplyOverrideResolution()


description: Restore the output state from previous call to disable output.

code: void RestoreOutput()


description: Removes the override resolution from the given viewport.

code: void RestoreOverrideResolutionForViewport ( [EVCamTargetViewportID](API\Plugins\VCamCore\EVCamTargetViewportID) ViewportToRestore )


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 )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Output") void SetTargetCamera ( const [UCineCameraComponent](API\Runtime\CinematicCamera\UCineCameraComponent) * InTargetCamera )


description: Called to turn on or off this output provider

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Output") void SetActive ( const bool bInActive )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Output") void SetTargetViewport ( [EVCamTargetViewportID](API\Plugins\VCamCore\EVCamTargetViewportID) Value )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Output") void SetUMGClass ( const [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UUserWidget](API\Runtime\UMG\Blueprint\UUserWidget) > InUMGClass )


description: Temporarily disable the output. Caller must eventually call RestoreOutput.

code: void SuspendOutput()


code: virtual void Tick ( const float DeltaTime )


className: UVCamOutputProviderBase

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

bUseOverrideResolution

description: Override the default output resolution with a custom value - NOTE you must toggle bIsActive off then back on for this to take effect

DisplayType

type: EVPWidgetDispla...

description: Defines how the overlay widget should be added to the viewport.

GameplayViewTargetPolicy

type: TObjectPtr<UGa...

description: In game worlds, such as PIE or shipped games, determines which a player controller whose view target should be set to the owning cine camera.

OnActivatedDelegate

type: FActivationDele...

description: Called when the activation state of this output provider changes.

OverrideResolution

type: FIntPoint

description: When bUseOverrideResolution is set, use this custom resolution


description: Called when the provider is being shutdown such as before changing level or on exit

code: virtual void Deinitialize()


description: Called when the provider is brought online such as after instantiating or loading a component containing this provider Use Initialize for any setup logic that needs to survive between Start / Stop cycles such as spawning transient objects

code: virtual void Initialize()


description: Called when the provider is Deactivated

code: virtual void OnDeactivate()


description: Called when the provider is Activated

code: virtual void OnActivate()


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

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


className: UVCamOutputRemoteSession

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Meta=(DisplayName="Unreal Remote Output Provider")) class UVCamOutputRemoteSession : public [UVCamOutputProviderBase](API\Plugins\VCamCore\Output\UVCamOutputProviderBase)

FromComposureOutputProviderIndex

description: If using the output from a Composure Output Provider, specify it here

MediaCapture

type: TObjectPtr<URe...

PortNumber

description: Network port number - change this only if connecting multiple RemoteSession devices to the same PC


className: UVCamOutputViewport

description: Adds a widget on top of the viewport locally.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Meta=(DisplayName="Viewport Output Provider")) class UVCamOutputViewport : public [UVCamOutputProviderBase](API\Plugins\VCamCore\Output\UVCamOutputProviderBase)


code: namespace UE { namespace VCamCore { int32 UE::VCamCore::ViewportIdToOrdinality ( [EVCamTargetViewportID](API\Plugins\VCamCore\EVCamTargetViewportID) TargetViewport ) } }


code: namespace UE { namespace VCamCore { [FString](API\Runtime\Core\Containers\FString) UE::VCamCore::ViewportIdToString ( [EVCamTargetViewportID](API\Plugins\VCamCore\EVCamTargetViewportID) TargetViewport ) } }


className: EConnectionUpdateResult

code: enum EConnectionUpdateResult { DidUpdateConnections, NoConnectionsUpdated, }


description: Check whether this connection was successfully connected to a Connection Point

code: bool IsConnected() const


description: Attempts to make a connection to a target Connection Point and returns a bool indicating success

code: bool AttemptConnection ( [UVCamComponent](API\Plugins\VCamCore\UVCamComponent) * VCamComponent )


description: Whether under the filter criteria of this struct it is legal to connection to ConnectionPoint from Modifier.

code: bool IsConnectionValid ( [UVCamModifier](API\Plugins\VCamCore\Modifier\UVCamModifier) & Modifier, [FName](API\Runtime\Core\UObject\FName) ConnectionPointName, bool bLogWarnings ) const


description: Clears any currently connected modifier and action

code: void ResetConnection()


className: FVCamConnection

description: A VCam Connection allows an external object (primarily widgets) to communicate with VCam Modifiers through Connection Points that have known properties. The connection allows you to specify a set of requirements that a connection point on a modifier must implement for it to be considered a valid thing to connect to and then a function "AttemptConnection" that will try to resolve a given VCam Component to a specific Modifier along with an optional associated Input Action

ActionType

type: EInputActionVal...

description: If this connection requires an Input Action then this property specifies what Input Action Type the Connection Point must provide to be considered a valid connection

bManuallyConfigureConnection

type: bool

description: If you are not using an external system to configure the connection then you can enable this to have explicit control over which Modifier and Connection Point to look for when attempting a connection

bRequiresInputAction

description: Whether this connection requires a target Connection Point to have an associated Input Action to be considered a valid connection

ConnectedAction

description: The Input Action that we are currently connected to

ConnectedModifier

description: The VCam Modifier that we are currently connected to

ConnectionTargetSettings

type: FVCamConnection...

description: A struct containing information about which Modifier and Connection Point to look for when attempting a connection

OptionalInterfaces

type: TArray<TSubcla...

description: A list of interfaces that a modifier may optionally implement that this connection can use

RequiredInterfaces

description: A list of interfaces that a modifier must implement to be considered a valid connection


code: bool operator== ( const [FVCamConnectionTargetSettings](API\Plugins\VCamCore\UI\FVCamConnectionTargetSettings) & Other ) const


className: FVCamConnectionTargetSettings

description: This stores information about the target for a given VCam Widget Connection Ideally this is controlled externally via a configurator system but can be set explicitly if required

TargetConnectionPoint

description: The name of the Connection Point to search for in a given VCam Modifier

TargetModifierName

description: The name of the Modifier to search for in a given VCam Component's Modifier Stack


className: FWidgetSnapshot

description: Saves a subset of properties of a widget.

SavedBinaryData

type: TArray< uint8 >

description: Can be empty in case no properties were saved

WidgetClass

type: TSubclassOf<UU...


className: FWidgetTreeSnapshot

description: Saves properties from widgets within a widget tree.

RootWidget

type: FName

description: The name of the root widget if it was saved (may not have passed filters).

WidgetSnapshots

type: TMap<FName,FW...

description: Stores every widget in the hierarchy which passed filters, even if there are no properties to save.


className: FChangeConnectionStateEvent

code: class FChangeConnectionStateEvent


className: FVCamWidgetConnectionState

WidgetConfigs

type: TArray<FWidget...

description: A list of widgets to update


code: [UVCamWidget](API\Plugins\VCamCore\UI\UVCamWidget) * ResolveWidget ( [UVCamStateSwitcherWidget](API\Plugins\VCamCore\UI\Switcher\UVCamStateSwitcherWidget) * OwnerWidget ) const


className: FWidgetConnectionConfig

ConnectionTargets

type: TMap<FName,FV...

description: Key: A valid key of inUVCamWidget::Connectionsof the widget identified via WidgetProperty.

Widget

type: FVCamChildWidge...

description: Defines the widget whose connections should be updated.


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Connections") bool GetStateInfo ( [FName](API\Runtime\Core\UObject\FName) State, [FVCamWidgetConnectionState](API\Plugins\VCamCore\UI\Switcher\FVCamWidgetConnectionState) & OutStateInfo ) const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Connections") [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > GetStates() const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Connections", Meta=(BlueprintInternalUseOnly="true")) void K2_SetCurrentState ( [FName](API\Runtime\Core\UObject\FName) NewState )


code: virtual void NativePreConstruct()


code: virtual void OnInitializeConnections_Implementation ( [UVCamComponent](API\Plugins\VCamCore\UVCamComponent) * VCam )


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

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


description: Switches to given state - if the state transition is valid, UpdateConnectionTargets will be called. If CurrentState == NewState, then this call will be ignored (unless bForceUpdate == true).

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Connections") bool SetCurrentState ( [FName](API\Runtime\Core\UObject\FName) NewState, bool bForceUpdate, bool bReinitializeConnections )


className: UVCamStateSwitcherWidget

description: A widget that has a set of states you can switch between using SetCurrentState. A state is a collection of VCamWidgets whose connections should be rebound to new connection points.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class UVCamStateSwitcherWidget : public [UVCamWidget](API\Plugins\VCamCore\UI\UVCamWidget)


description: Gets the input action mapped to ConnectionId on the widget.

code: static bool GetConnectedInputAction_VCamWidget ( [UVCamWidget](API\Plugins\VCamCore\UI\UVCamWidget) * Widget, [FName](API\Runtime\Core\UObject\FName) ConnectionId, [UInputAction](API\Plugins\EnhancedInput\UInputAction) *& OutInputAction )


description: Gets the modifier connected to ConnectionId on the widget.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="VCam Connections", Meta=(DisplayName="Get Connected Modifier By Name", DefaultToSelf="Widget")) static bool GetConnectedModifier_VCamWidget ( [UVCamWidget](API\Plugins\VCamCore\UI\UVCamWidget) * Widget, [FName](API\Runtime\Core\UObject\FName) ConnectionId, [UVCamModifier](API\Plugins\VCamCore\Modifier\UVCamModifier) *& OutModifier )


description: Gets the Connected Modifier for the given VCam Connection The returned Modifier is guaranteed to be valid ifIsConnected()is true

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="VCam Connections", Meta=(DisplayName="Get Connected Modifier")) static [UVCamModifier](API\Plugins\VCamCore\Modifier\UVCamModifier) * GetConnectedModifier_VCamConnection ( const [FVCamConnection](API\Plugins\VCamCore\UI\FVCamConnection) & Connection )


description: Gets a connection by its ID.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="VCam Connections", Meta=(DisplayName="Get Connection By Name", DefaultToSelf="Widget")) static bool GetConnectionByName_VCamWidget ( [UVCamWidget](API\Plugins\VCamCore\UI\UVCamWidget) * Widget, [FName](API\Runtime\Core\UObject\FName) ConnectionId, [FVCamConnection](API\Plugins\VCamCore\UI\FVCamConnection) & OutConnection )


description: Gets the name of the associated Connection Point for a given VCam Connection. This will return "None" if theIsConnected()is false

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="VCam Connections", Meta=(DisplayName="Get Connection Point Name")) static [FName](API\Runtime\Core\UObject\FName) GetConnectionPointName_VCamConnection ( const [FVCamConnection](API\Plugins\VCamCore\UI\FVCamConnection) & Connection )


description: Gets the connection point the connection ConnectionId attempts to connect to on the widget.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="VCam Connections", Meta=(DisplayName="Get Connection Point Name By Name", DefaultToSelf="Widget")) static bool GetConnectionPointName_VCamWidget ( [UVCamWidget](API\Plugins\VCamCore\UI\UVCamWidget) * Widget, [FName](API\Runtime\Core\UObject\FName) ConnectionId, [FName](API\Runtime\Core\UObject\FName) & OutConnectionPointName )


description: Gets the Connected Input Action for the given VCam Connection The returned Input Action is only guaranteed to be valid if bothIsConnected()is true AND the VCam Connection is set to require an Input Action If the VCam Connection doesn't require an Input Action then this may still return a valid Action if the Connection Point had an associated Input Action however you will need to test for this manually

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="VCam Connections", Meta=(DisplayName="Get Connected Input Action")) static [UInputAction](API\Plugins\EnhancedInput\UInputAction) * GetConnectedInputAction_VCamConnection ( const [FVCamConnection](API\Plugins\VCamCore\UI\FVCamConnection) & Connection )


description: Gets whether the ConnectionId is connected on the widget.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="VCam Connections", Meta=(DisplayName="Is Connected By Name", DefaultToSelf="Widget")) static bool IsConnected_VCamWidget ( [UVCamWidget](API\Plugins\VCamCore\UI\UVCamWidget) * Widget, [FName](API\Runtime\Core\UObject\FName) ConnectionId, bool & bOutIsConnected )


className: UVCamUIFunctionLibrary

description: Function Library primarily used for exposing functionality of UI related structs to Blueprints

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


className: FConnectionsReinitializedDelegate

code: typedef TMulticastDelegate_NoParams< void > FConnectionsReinitializedDelegate


code: [TObjectPtr](API\Runtime\Core\Delegates\TObjectPtr)< [UVCamComponent](API\Plugins\VCamCore\UVCamComponent) > GetVCamComponent() const


description: The connection is not guaranteed to succeed so "Did Connect Successfully" should be checked before using the connected modifier or action

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintImplementableEvent, Category="VCam Connections") void OnConnectionUpdated ( [FName](API\Runtime\Core\UObject\FName) ConnectionName, bool bDidConnectSuccessfully, [FName](API\Runtime\Core\UObject\FName) ModifierConnectionPointName, [UVCamModifier](API\Plugins\VCamCore\Modifier\UVCamModifier) * ConnectedModifier, [UInputAction](API\Plugins\EnhancedInput\UInputAction) * ConnectedAction )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintNativeEvent, Category="VCam Connections") void OnInitializeConnections ( [UVCamComponent](API\Plugins\VCamCore\UVCamComponent) * VCam )


description: Event called after all connections have been initialized or reinitialized

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintImplementableEvent, Category="VCam Connections") void PostConnectionsInitialized()


description: Attempts to use the cached VCam Component to initialize the connections Returns true if there was a valid VCam Component to initialize with

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="VCam Connections") bool ReinitializeConnections()


description: Note: If a connection name in the NewConnectionTargets map is not found in the Widget Connections then it is ignored no new connections will be created and no connections will be removed

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="VCam Connections", Meta=(ExpandEnumAsExecs="Result", bReinitializeOnSuccessfulUpdate=true)) void UpdateConnectionTargets ( const [TMap](API\Runtime\Core\Containers\TMap)< [FName](API\Runtime\Core\UObject\FName), [FVCamConnectionTargetSettings](API\Plugins\VCamCore\UI\FVCamConnectionTargetSettings) > & NewConnectionTargets, const bool bReinitializeOnSuccessfulUpdate, [EConnectionUpdateResult](API\Plugins\VCamCore\UI\EConnectionUpdateResult) & Result )


className: UVCamWidget

description: If you add a widget deriving fromUVCamWidgetto an Overlay Widget for a VCam Output Provider then when the Overlay is created by the Provider it will also call InitializeConnections with the owning VCam Component.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Abstract) class UVCamWidget : public [UUserWidget](API\Runtime\UMG\Blueprint\UUserWidget)

bRegisterForInput

description: Determines whether this widget will be automatically registered to receive input when the connections are initialized

Connections

description: The VCam Connections associated with this Widget

InputContextPriority

description: If this widget is registered for input then this property defines the priority that the input mapping context is added at

InputMappingContext

type: TObjectPtr<UIn...

description: If this widget is registered for input then this input mapping context will be added to the input system

OnPostConnectionsReinitializedDelegate

type: FConnectionsRei...

description: Called when ReinitializeConnections is called.


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


className: FChildWidgetReference

description: A reference to any child widget within an UMG Blueprint; only widgets in the same widget tree can be referenced. Has a detail customization for choosing widget.

Template

type: TSoftObjectPtr<...

description: Pointer to template widget within the Blueprint's widget tree.


code: [UWidget](API\Runtime\UMG\Components\UWidget) * ResolveWidget ( [UUserWidget](API\Runtime\UMG\Blueprint\UUserWidget) & OwnerWidget ) const


code: [UVCamWidget](API\Plugins\VCamCore\UI\UVCamWidget) * ResolveVCamWidget ( [UUserWidget](API\Runtime\UMG\Blueprint\UUserWidget) & OwnerWidget ) const


className: FVCamChildWidgetReference

description: Version that restraints Widget toUVCamWidgetinstances.


className: FVCamViewportLocker

description: Keeps track of which viewports are locked

Locks

type: TMap<EVCamTarg...


className: FVCamViewportLockState

type: TWeakObjectPtr<...

description: Used for gameplay to restore to the previous view taget

bIsForceLocked

description: This property is editor-only because we use it for EditCondition only.

bLockViewportToCamera

description: Whether the user wants the viewport to be locked

bWasLockedToViewport

description: Whether this viewport is currently locked

LastKnownEditorLockActor

description: Updated every time live link calls update (every tick).


code: namespace UE { namespace VCamCore { namespace ConnectionUtils { void UE::VCamCore::ConnectionUtils::ForEachCompatibleConnectionPoint ( const [FVCamConnection](API\Plugins\VCamCore\UI\FVCamConnection) & Connection, [UVCamComponent](API\Plugins\VCamCore\UVCamComponent) & Component, [FCompatibleModifierCallback](API\Plugins\VCamCore\Util\FCompatibleModifierCallback) ProcessConnectionPoint ) } } }


code: namespace UE { namespace VCamCore { namespace ConnectionUtils { [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > UE::VCamCore::ConnectionUtils::FindCompatibleModifierNames ( const [FVCamConnection](API\Plugins\VCamCore\UI\FVCamConnection) & Connection, [UVCamComponent](API\Plugins\VCamCore\UVCamComponent) & Component ) } } }


code: namespace UE { namespace VCamCore { namespace ConnectionUtils { enum EBreakBehavior { Continue, SkipCurrentModifier, Break, } } } }


description: Calls the callback for each widget, including the children of UUserWidgets.

code: namespace UE { namespace VCamCore { void UE::VCamCore::ForEachWidgetToConsiderForVCam ( [UUserWidget](API\Runtime\UMG\Blueprint\UUserWidget) & Widget, [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< void([UWidget](API\Runtime\UMG\Components\UWidget) *)> Callback ) } }


description: Adds an explicitly provided Input Mapping Context to the input system

code: void AddInputMappingContext ( [UInputMappingContext](API\Plugins\EnhancedInput\UInputMappingContext) * Context, int32 Priority )


description: Optionally this function can update an existing profile, this will only add any mappable keys that don't currently exist in the profile but will not remove any existing mappings Returns whether the profile was successfully added or updated

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="VCam Input", Meta=(ReturnDisplayName="Success")) bool AddInputProfileWithCurrentlyActiveMappings ( const [FName](API\Runtime\Core\UObject\FName) ProfileName, bool bUpdateIfProfileAlreadyExists )


description: Add a modifier to the stack with a given name. If that name is already in use then the modifier will not be added. Returns the created modifier if the Add succeeded

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="VirtualCamera", Meta=(DeterminesOutputType="ModifierClass", DynamicOutputParam="CreatedModifier", ReturnDisplayName="Success")) bool AddModifier ( const [FName](API\Runtime\Core\UObject\FName) Name, [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UVCamModifier](API\Plugins\VCamCore\Modifier\UVCamModifier) > ModifierClass, [UVCamModifier](API\Plugins\VCamCore\Modifier\UVCamModifier) *& CreatedModifier )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="VirtualCamera", Meta=(DeterminesOutputType="ProviderClass", DynamicOutputParam="CreatedProvider", ReturnDisplayName="Success")) bool AddOutputProvider ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UVCamOutputProviderBase](API\Plugins\VCamCore\Output\UVCamOutputProviderBase) > ProviderClass, [UVCamOutputProviderBase](API\Plugins\VCamCore\Output\UVCamOutputProviderBase) *& CreatedProvider )


description: Applies the component instance cache

code: void ApplyComponentInstanceData ( [FVCamComponentInstanceData](API\Plugins\VCamCore\FVCamComponentInstanceData) & ComponentInstanceData, ECacheApplyPhase CacheApplyPhase )


description: Call this after modifying the InputProfile in code to update the player mapped keys

code: void ApplyInputProfile()


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: Derived class implementations should call up to their parents.

code: virtual void CheckForErrors()


className: EPIEState

description: Variable used for pausing update on editor objects while PIE is running

code: enum EPIEState { Normal, WasInitializedBeforePIE, WasNotInitializedBeforePIE, }


description: Returns all the modifier names used to identifying connection points.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="VirtualCamera") [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > GetAllModifierNames() const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="VirtualCamera") void GetAllOutputProviders ( [TArray](API\Runtime\Core\Containers\TArray)< [UVCamOutputProviderBase](API\Plugins\VCamCore\Output\UVCamOutputProviderBase) * > & Providers ) const


description: Called before we throw away components during RerunConstructionScripts, to cache any data we wish to persist across that operation

code: virtual [TStructOnScope](API\Runtime\CoreUObject\UObject\TStructOnScope)< [FActorComponentInstanceData](API\Runtime\Engine\FActorComponentInstanceData) > GetComponentInstanceData() const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="VirtualCamera") bool GetDisableComponentWhenSpawnedBySequencer() const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="VirtualCamera") bool GetDisableOutputOnMultiUserReceiver() const


description: Gets the current input device settings being used (if this component is enabled) or that will be used (if not enabled).

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="VCam Input") const [FVCamInputDeviceConfig](API\Plugins\VCamCore\Input\FVCamInputDeviceConfig) & GetInputDeviceSettings() const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="VCam Input") const [FVCamInputProfile](API\Plugins\VCamInput\FVCamInputProfile) & GetInputProfile() const


description: Gets the subsystem responsible for input handling.


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="VirtualCamera") void GetLiveLinkDataForCurrentFrame ( [FLiveLinkCameraBlueprintData](API\Runtime\LiveLinkInterface\Roles\FLiveLinkCameraBlueprintData) & LiveLinkData )


description: Returns the Modifier in the Stack with the given index if it exist.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="VirtualCamera") [UVCamModifier](API\Plugins\VCamCore\Modifier\UVCamModifier) * GetModifierByIndex ( const int32 Index ) const


description: Tries to find a Modifier in the Stack with the given name. The returned Modifier must be checked before it is used.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="VirtualCamera") [UVCamModifier](API\Plugins\VCamCore\Modifier\UVCamModifier) * GetModifierByName ( const [FName](API\Runtime\Core\UObject\FName) Name ) const


description:
Get the current Modifier Context
Current Context


description: Given a specific Modifier class, returns a list of matching Modifiers

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="VirtualCamera", Meta=(DeterminesOutputType="ModifierClass", DynamicOutputParam="FoundModifiers")) void GetModifiersByClass ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UVCamModifier](API\Plugins\VCamCore\Modifier\UVCamModifier) > ModifierClass, [TArray](API\Runtime\Core\Containers\TArray)< [UVCamModifier](API\Plugins\VCamCore\Modifier\UVCamModifier) * > & FoundModifiers ) const


description: Given a specific Interface class, returns a list of matching Modifiers

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="VirtualCamera") void GetModifiersByInterface ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UInterface](API\Runtime\CoreUObject\UObject\UInterface) > InterfaceClass, [TArray](API\Runtime\Core\Containers\TArray)< [UVCamModifier](API\Plugins\VCamCore\Modifier\UVCamModifier) * > & FoundModifiers ) const


code: const [TArray](API\Runtime\Core\Containers\TArray)< [FModifierStackEntry](API\Plugins\VCamCore\Modifier\FModifierStackEntry) > & GetModifierStack() const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="VirtualCamera") int32 GetNumberOfModifiers() const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="VirtualCamera") int32 GetNumberOfOutputProviders() const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="VirtualCamera") [UVCamOutputProviderBase](API\Plugins\VCamCore\Output\UVCamOutputProviderBase) * GetOutputProviderByIndex ( const int32 ProviderIndex ) const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="VirtualCamera", Meta=(DeterminesOutputType="ProviderClass", DynamicOutputParam="FoundProviders")) void GetOutputProvidersByClass ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UVCamOutputProviderBase](API\Plugins\VCamCore\Output\UVCamOutputProviderBase) > ProviderClass, [TArray](API\Runtime\Core\Containers\TArray)< [UVCamOutputProviderBase](API\Plugins\VCamCore\Output\UVCamOutputProviderBase) * > & FoundProviders ) const


description: Returns a list of all player mappable keys that have been registered

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="VirtualCamera", Meta=(DeprecatedFunction, DeprecationMessage="GetPlayerMappableKeys has been deprecated. Please use UEnhancedPlayerMappableKeyProfile::GetPlayerMappingRows instead.")) PRAGMA_DISABLE_DEPRECATION_WARNINGS[TArray](API\Runtime\Core\Containers\TArray)< [FEnhancedActionKeyMapping](API\Plugins\EnhancedInput\FEnhancedActionKeyMapping) > GetPlayerMappableKeys() const


description: Searches the currently active input system for the current key mapped to a given input mapping If there is not a player mapped key, then this will return EKeys::Invalid.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="VCam Input", Meta=(ReturnDisplayName="Key")) [FKey](API\Runtime\InputCore\FKey) GetPlayerMappedKey ( const [FName](API\Runtime\Core\UObject\FName) MappingName ) const


code: template<typename TSubsystemClass> TSubsystemClass * GetSubsystem ( const [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< TSubsystemClass > & SubsystemClass ) const


description: Gets all subsystems implementing this interface

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="VirtualCamera") [TArray](API\Runtime\Core\Containers\TArray)< [UVCamSubsystem](API\Plugins\VCamCore\UVCamSubsystem) * > GetSubsystemArray ( const [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UVCamSubsystem](API\Plugins\VCamCore\UVCamSubsystem) > & Class ) const


code: template<typename TSubsystemClass> const [TArray](API\Runtime\Core\Containers\TArray)< TSubsystemClass * > & GetSubsystemArray ( const [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< TSubsystemClass > & SubsystemClass ) const


description: Injects an input action.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="VirtualCamera", Meta=(AutoCreateRefTerm="Modifiers,Triggers")) virtual void InjectInputForAction ( const [UInputAction](API\Plugins\EnhancedInput\UInputAction) * Action, [FInputActionValue](API\Plugins\EnhancedInput\FInputActionValue) RawValue, const [TArray](API\Runtime\Core\Containers\TArray)< [UInputModifier](API\Plugins\EnhancedInput\UInputModifier) * > & Modifiers, const [TArray](API\Runtime\Core\Containers\TArray)< [UInputTrigger](API\Plugins\EnhancedInput\UInputTrigger) * > & Triggers )


description: Injects an input vector for action.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="VirtualCamera", Meta=(AutoCreateRefTerm="Modifiers,Triggers")) virtual void InjectInputVectorForAction ( const [UInputAction](API\Plugins\EnhancedInput\UInputAction) * Action, FVector Value, const [TArray](API\Runtime\Core\Containers\TArray)< [UInputModifier](API\Plugins\EnhancedInput\UInputModifier) * > & Modifiers, const [TArray](API\Runtime\Core\Containers\TArray)< [UInputTrigger](API\Plugins\EnhancedInput\UInputTrigger) * > & Triggers )


description: Insert a modifier to the stack with a given name and index. If that name is already in use then the modifier will not be added. The index must be between zero and the number of existing modifiers inclusive Returns the created modifier if the Add succeeded.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="VirtualCamera", Meta=(DeterminesOutputType="ModifierClass", DynamicOutputParam="CreatedModifier", ReturnDisplayName="Success")) bool InsertModifier ( const [FName](API\Runtime\Core\UObject\FName) Name, int32 Index, [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UVCamModifier](API\Plugins\VCamCore\Modifier\UVCamModifier) > ModifierClass, [UVCamModifier](API\Plugins\VCamCore\Modifier\UVCamModifier) *& CreatedModifier )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="VirtualCamera", Meta=(DeterminesOutputType="ProviderClass", DynamicOutputParam="CreatedProvider", ReturnDisplayName="Success")) bool InsertOutputProvider ( int32 Index, [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UVCamOutputProviderBase](API\Plugins\VCamCore\Output\UVCamOutputProviderBase) > ProviderClass, [UVCamOutputProviderBase](API\Plugins\VCamCore\Output\UVCamOutputProviderBase) *& CreatedProvider )


description: Whether the VCamComponent will update every frame

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintGetter) bool IsEnabled() const


description: Called when AttachParent changes, to allow the scene to update its attachment state.

code: virtual void OnAttachmentChanged()


description: Called when a component is created (not loaded). This can happen in the editor or during gameplay

code: virtual void OnComponentCreated()


description: Called when a component is destroyed

code: virtual void OnComponentDestroyed ( bool bDestroyingHierarchy )


code: void OnOutputProvidersEdited ( [FPropertyChangedChainEvent](API\Runtime\CoreUObject\UObject\FPropertyChangedChainEvent) & PropertyChangedEvent )


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

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


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

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


description: Objects created from within PreSave will NOT have PreSave called on them!!!

code: virtual void PreSave ( [FObjectPreSaveContext](API\Runtime\CoreUObject\UObject\FObjectPreSaveContext) SaveContext )


description: Registers the given object with the VCamComponent's Input Component This allows dynamic input bindings such as input events in blueprints to work correctly Note: Ensure you call UnregisterObjectForInput when you are finished with the object otherwise input events will still fire until GC actually destroys the object

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="VirtualCamera") void RegisterObjectForInput ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object )


description: Remove all Modifiers from the Stack.


description: Removes the Input Mapping Context from a modifier, if it exists, from the input system

code: void RemoveInputMappingContext ( const [UVCamModifier](API\Plugins\VCamCore\Modifier\UVCamModifier) * Modifier )


description: Removes an explicitly provided Input Mapping Context to the input system

code: void RemoveInputMappingContext ( [UInputMappingContext](API\Plugins\EnhancedInput\UInputMappingContext) * Context )


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

code: virtual void PreEditChange ( [FEditPropertyChain](API\Runtime\CoreUObject\UObject\FEditPropertyChain) & PropertyAboutToChange )


description: Whether the modifier was removed successfully

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="VirtualCamera") bool RemoveModifier ( const [UVCamModifier](API\Plugins\VCamCore\Modifier\UVCamModifier) * Modifier )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="VirtualCamera") bool RemoveModifierByIndex ( const int ModifierIndex )


description: Whether the modifier was removed successfully.

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


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="VirtualCamera") bool RemoveOutputProvider ( const [UVCamOutputProviderBase](API\Plugins\VCamCore\Output\UVCamOutputProviderBase) * Provider )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="VirtualCamera") bool RemoveOutputProviderByIndex ( const int32 ProviderIndex )


description: Saves the current input profile settings to the VCam Input Settings using the provided Profile Name.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="VCam Input", Meta=(ReturnDisplayName="Success")) bool SaveCurrentInputProfileToSettings ( const [FName](API\Runtime\Core\UObject\FName) ProfileName ) const


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 )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="VirtualCamera") void SetDisableComponentWhenSpawnedBySequencer ( bool bValue )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="VirtualCamera") void SetDisableOutputOnMultiUserReceiver ( bool bValue )


description: Sets whether the VCamComponent will update every frame

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintSetter) void SetEnabled ( bool bNewEnabled )


description: Propagates devices settings all the way to the player input. Causes input to be filtered / consumed differently.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, BlueprintInternalUseOnly, Category="VirtualCamera") void SetInputDeviceSettings ( const [FVCamInputDeviceConfig](API\Plugins\VCamCore\Input\FVCamInputDeviceConfig) & NewInputProfile )


description: Attempts to apply key mapping settings from an input profile defined in VCam Input Settings Returns whether the profile was found and able to be applied

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="VCam Input") bool SetInputProfileFromName ( const [FName](API\Runtime\Core\UObject\FName) ProfileName )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, BlueprintInternalUseOnly, Category="VirtualCamera") void SetInputProfile ( const [FVCamInputProfile](API\Plugins\VCamInput\FVCamInputProfile) & NewInputProfile )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="VirtualCamera") void SetLiveLinkSubobject ( [FLiveLinkSubjectName](API\Runtime\LiveLinkInterface\FLiveLinkSubjectName) Value )


description: Moves an existing modifier in the stack from its current index to a new index.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="VirtualCamera", Meta=(ReturnDisplayName="Success")) bool SetModifierIndex ( int32 OriginalIndex, int32 NewIndex )


description: Moves an existing Output Provider in the stack from its current index to a new index.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="VirtualCamera", Meta=(ReturnDisplayName="Success")) bool SetOutputProviderIndex ( int32 OriginalIndex, int32 NewIndex )


description: Unregisters the given object with the VCamComponent's Input Component

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="VirtualCamera") void UnregisterObjectForInput ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object ) const


description: Updates all actor Locks on viewports to be as configured.

code: void UpdateActorViewportLocks()


className: UVCamComponent

description: There are three aspects to this component:

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Blueprintable, ClassGroup=VCam, HideCategories=(Mobility), Meta=(BlueprintSpawnableComponent)) class UVCamComponent : public [USceneComponent](API\Runtime\Engine\Components\USceneComponent)

OnComponentReplaced

type: FOnComponentRep...

description: There are situations in the editor where the component may be replaced by another component as part of the actor being reconstructed This event will notify you of that change and give you a reference to the new component.


description: Called byUVCamComponent::Update(its equivalent of Tick).

code: virtual void OnUpdate ( float DeltaTime )


className: UVCamSubsystem

description: Base class for auto instanced and initialized subsystem that share the lifetime of UVCamComponents.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Abstract, Blueprintable, Within=VCamComponent) class UVCamSubsystem : public [USubsystem](API\Runtime\Engine\Subsystems\USubsystem)


bNewIsActive

description: Whether the output provider will be made active or inactive.

CameraToAffect

type: TObjectPtr<UCi...

description: The camera the output provider is associated with.

OutputProvider

type: TObjectPtr<UVC...

description: The output provider in question


className: FUpdateViewTargetPolicyParams

PlayerControllers

type: TArray<TObject...

description: The player controllers whose view targets should be set to CameraToAffect.


code: virtual [TArray](API\Runtime\Core\Containers\TArray)< [APlayerController](API\Runtime\Engine\GameFramework\APlayerController) * > DeterminePlayerControllers_Implementation ( const [FDeterminePlayerControllersTargetPolicyParams](API\Plugins\VCamCore\ViewTargetPolicy\FDeterminePlayer-) & Params )


className: UFocusFirstPlayerViewTargetPolicy

description: Chooses the first local player controller.


description:
Called when the policy should be applied: when the output provider's activation changes in a game world.
The player controllers for which the view target should be set to the output provider's camera. Typically contains 1 element but you can return more if you wish.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintNativeEvent, BlueprintCallable, Category="VirtualCamera") [TArray](API\Runtime\Core\Containers\TArray)< [APlayerController](API\Runtime\Engine\GameFramework\APlayerController) * > DeterminePlayerControllers ( const [FDeterminePlayerControllersTargetPolicyParams](API\Plugins\VCamCore\ViewTargetPolicy\FDeterminePlayer-) & Params )


description: The default implementation sets the view target without a blend. You can override this to do a blend or perform additional actions. Note this is also called when the the owning output provider is deactivated (so you can possibly reset the view target to be the old player controller's pawn).

code: void UpdateViewTarget ( const [FUpdateViewTargetPolicyParams](API\Plugins\VCamCore\ViewTargetPolicy\FUpdateViewTargetPolicyParams) & Params )


className: UGameplayViewTargetPolicy

description: Some output providers, such as pixel streaming, require the view target to be set to the cine camera

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


module: VCamCoreEditor

code: FAddConnectionArgs ( [IDetailGroup](API\Editor\PropertyEditor\IDetailGroup) & DetailGroup, [FName](API\Runtime\Core\UObject\FName) ConnectionName, const [FVCamConnection](API\Plugins\VCamCore\UI\FVCamConnection) & ConnectionData, [FOnTargetSettingsChanged](API\Plugins\VCamCoreEditor\Customization\FOnTargetSettingsChanged) OnTargetSettingsChangedDelegate, [FSlateFontInfo](API\Runtime\SlateCore\Fonts\FSlateFontInfo) Font )


className: FAddConnectionArgs

description: Data for requesting to add connection target settings to details panel

code: struct FAddConnectionArgs

ConnectionData

type: constFVCamConn...

description: Contains the data to display

ConnectionName

description: Unique ID used for mapping data

DetailGroup

type: IDetailGroup&

Font

type: FSlateFontInfo

description: The font to use for displaying property texts.

OnTargetSettingsChangedDelegate

type: FOnTargetSettin...


className: FConnectionRemapCustomizationArgs

Builder

type: IDetailLayoutBu...

description: Use to register custom layouts or add external object / struct data.

DisplaySettings

type: FTargetConnecti...

Utils

type: TSharedRef<ICo...

WidgetGroup

description: Builder for the group under which to add the widget's data.


className: FOnTargetSettingsChanged

code: typedef TBaseDelegate_OneParam< void, const [FVCamConnectionTargetSettings](API\Plugins\VCamCore\UI\FVCamConnectionTargetSettings) &NewSettings > FOnTargetSettingsChanged


className: FShouldGenerateArgs

code: struct FShouldGenerateArgs


className: FTargetConnectionDisplaySettings

code: struct FTargetConnectionDisplaySettings

bOnlyShowManuallyConfiguredConnections

type: bool


description: Whether a group should be generated for this widget

code: bool CanGenerateGroup ( const [FShouldGenerateArgs](API\Plugins\VCamCoreEditor\Customization\FShouldGenerateArgs) & Args ) const


description: Adds rows for CustomizedWidget

code: void Customize ( const [FConnectionRemapCustomizationArgs](API\Plugins\VCamCoreEditor\Customization\FConnectionRemapCustomizationArg-) & Args )


className: IConnectionRemapCustomization

description: Instances are created when a widget needs customization and kept alive until 1. the widget becomes invalid or 2. the details panel displays a new object; stays alive across calls to IDetailBuilder::ForceRefreshDetails.

code: class IConnectionRemapCustomization : public [TSharedFromThis< IConnectionRemapCustomization >](API\Runtime\Core\Templates\TSharedFromThis)


description: Refreshes the details view and regenerates all the customized layouts Use only when you need to remove or add complicated dynamic items

code: void ForceRefreshProperties() const


description: the font used for properties and details


code: virtual ~IConnectionRemapUtils()


className: IConnectionRemapUtils

description: Passed to IConnectionTargetRemappingCustomizers to re-use functionality.

code: class IConnectionRemapUtils : public [TSharedFromThis< IConnectionRemapUtils >](API\Runtime\Core\Templates\TSharedFromThis)


className: FGetConnectionRemappingCustomization

code: typedef TBaseDelegate_NoParams< [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IConnectionRemapCustomization](API\Plugins\VCamCoreEditor\Customization\IConnectionRemapCustomization) > > FGetConnectionRemappingCustomization


code: static [IVCamCoreEditorModule](API\Plugins\VCamCoreEditor\IVCamCoreEditorModule) & Get()


description: Registers a specific remapping customization for a class. At most one customization is used per VCamWidget class. To determine a widget's customization, the class's hierarchy is navigated recursively until a customization is found that is registered with a parent class. Cannot override already registered customizations. You'd have to call UnregisterConnectionTargetRemappingCustomizer first.

code: void RegisterConnectionRemapCustomization ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UVCamWidget](API\Plugins\VCamCore\UI\UVCamWidget) > Class, [FGetConnectionRemappingCustomization](API\Plugins\VCamCoreEditor\FGetConnectionRemappingCustomiza-) GetterDelegate )


code: void UnregisterConnectionRemapCustomization ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UVCamWidget](API\Plugins\VCamCore\UI\UVCamWidget) > Class )


code: virtual ~IVCamCoreEditorModule()


className: IVCamCoreEditorModule

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


description:
Called during saving to determine if the object is forced to be editor only or not
true if this object should never be loaded outside the editor

code: virtual bool IsEditorOnly() const


className: UEditorOnlyVCamModifier

description: A modifier that only exists in uncooked builds.


description: Find all loaded VCam Components own by an actor in the world editor. Exclude actor that are pending kill, in PIE, PreviewEditor, ...

code: static void GetAllVCamComponentsInLevel ( [TArray](API\Runtime\Core\Containers\TArray)< [UVCamComponent](API\Plugins\VCamCore\UVCamComponent) * > & VCamComponents )


className: UVCamEditorLibrary

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


className: AVCamBaseActorWithPreset

description: If the platform supports pixel streaming, this activates all pixel streaming and deactivates all remote session output providers. The child Blueprint is expected to contain 1 pixel streaming and 1 remote session output provider.

module: VCamExtensions

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Abstract) class AVCamBaseActorWithPreset : public [AVCamBaseActor](API\Plugins\VCamCore\AVCamBaseActor)


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()


className: FVCamModifierConnectionBinding

ConnectionPoint

type: FName


className: UBaseModifierGroup

description: Implements base logic to keep group names unique within a hierachy

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


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

code: virtual void PostInitProperties()


description: Gets the child groups of the given group.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Virtual Camera|Hierarchies") [TSet](API\Runtime\Core\Containers\TSet)< [FName](API\Runtime\Core\UObject\FName) > GetChildNodes ( [FName](API\Runtime\Core\UObject\FName) ParentGroup ) const


description: Gets the connection point the modifier is configured to be bound to. This function is optional to implement; it is valid for it to always return false.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Virtual Camera|Hierarchies") bool GetConnectionPointTargetForNode ( [FName](API\Runtime\Core\UObject\FName) GroupName, [UVCamComponent](API\Plugins\VCamCore\UVCamComponent) * Component, [FVCamModifierConnectionBinding](API\Plugins\VCamExtensions\Hierarchies\FVCamModifierConnectionBinding) & Connection ) const


description: Gets all the modifiers on the component that belong in the given group.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Virtual Camera|Hierarchies") [UVCamModifier](API\Plugins\VCamCore\Modifier\UVCamModifier) * GetModifierInNode ( [UVCamComponent](API\Plugins\VCamCore\UVCamComponent) * Component, [FName](API\Runtime\Core\UObject\FName) GroupName ) const


description: Gets the root of the tree.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Virtual Camera|Hierarchies") [FName](API\Runtime\Core\UObject\FName) GetRootNode() const


className: UModifierHierarchyAsset

description: An example use case is if you want to have a button menu which should procedurally generate sub-button menus depending on the modifiers in the component. One group could be a Lens group which groups together modifiers that e.g. modify focal distance, filmback, and FOV. The rules are defined generically enough so as modifiers are added or removed, the groupings also update accordingly.

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

Rules

type: TObjectPtr<UMo...


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, BlueprintNativeEvent, Category="Virtual Camera|Hierarchies") [TSet](API\Runtime\Core\Containers\TSet)< [FName](API\Runtime\Core\UObject\FName) > GetChildNodes ( [FName](API\Runtime\Core\UObject\FName) Node ) const


description:
Gets the connection point the modifier is configured to be bound to, if any. This function is optional to implement; it is valid for it to always return false.
Whether there is a connection point configured for this hierarchy node.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, BlueprintNativeEvent, Category="Virtual Camera|Hierarchies") bool GetConnectionPointTargetForNode ( [FName](API\Runtime\Core\UObject\FName) GroupName, [UVCamComponent](API\Plugins\VCamCore\UVCamComponent) * Component, [FVCamModifierConnectionBinding](API\Plugins\VCamExtensions\Hierarchies\FVCamModifierConnectionBinding) & Connection ) const


description: Utility function to get all groups which contain this modifier.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, BlueprintNativeEvent, Category="Virtual Camera|Hierarchies") [TSet](API\Runtime\Core\Containers\TSet)< [FName](API\Runtime\Core\UObject\FName) > GetNodesContainingModifier ( [UVCamModifier](API\Plugins\VCamCore\Modifier\UVCamModifier) * Modifier ) const


description: Gets the root of the tree.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, BlueprintNativeEvent, Category="Virtual Camera|Hierarchies") [FName](API\Runtime\Core\UObject\FName) GetRootNode() const


TargetSettings

type: FVCamConnection...


className: UModifierHierarchyRules

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


className: EBreakBehavior

code: enum EBreakBehavior { Continue, Break, }


code: virtual [TSet](API\Runtime\Core\Containers\TSet)< [FName](API\Runtime\Core\UObject\FName) > GetChildNodes_Implementation ( [FName](API\Runtime\Core\UObject\FName) ParentGroup ) const


code: virtual bool GetConnectionPointTargetForNode_Implementation ( [FName](API\Runtime\Core\UObject\FName) GroupName, [UVCamComponent](API\Plugins\VCamCore\UVCamComponent) * Component, [FVCamModifierConnectionBinding](API\Plugins\VCamExtensions\Hierarchies\FVCamModifierConnectionBinding) & Connection ) const