code: [UE::PoseSearch::FSearchResult](API\Plugins\PoseSearch\PoseSearch\FSearchResult) Search ( [UE::PoseSearch::FSearchContext](API\Plugins\PoseSearch\PoseSearch\FSearchContext) & SearchContext ) const


module: PoseSearch

code: [FPoseSearchCost](API\Plugins\PoseSearch\PoseSearch\FPoseSearchCost) SearchContinuingPose ( [UE::PoseSearch::FSearchContext](API\Plugins\PoseSearch\PoseSearch\FSearchContext) & SearchContext ) 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: void UnregisterOnDerivedDataRebuild ( void * Unregister )


code: virtual ~UPoseSearchDatabase()


className: UPoseSearchDatabase

description: A data asset for indexing a collection of animation sequences.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(BlueprintType, Category="Animation|Pose Search", Experimental, Meta=(DisplayName="Motion Database")) class UPoseSearchDatabase : public [UDataAsset](API\Runtime\Engine\Engine\UDataAsset)

AnimationAssets

type: TArray<FInstan...

bSkipSearchIfPossible

type: bool

description: When evaluating multiple searches, including the continuing pose search, the system keeps track of the best pose and associated cost.

ExcludeFromDatabaseParameters

type: FPoseSearchExcl...

description: These settings allow users to trim the start and end of animations in the database to preserve start/end frames for blending, and prevent the system from selecting the very last frames before it blends out.

KDTreeQueryNumNeighbors

description: Out of a kdtree search, results will have only an approximate cost, so the database search will select the best “KDTree Query Num Neighbors” poses to perform the full cost analysis, and be able to elect the best pose.

NormalizationSet

type: TObjectPtr< con...

description: This optional asset defines a list of databases you want to normalize together.

NumberOfPrincipalComponents

description: Number of dimensions used to create the kdtree. More dimensions allows a better explanation of the variance of the dataset that usually translates in better search results, but will imply more memory usage and worse performances.

PoseSearchMode

type: EPoseSearchMode

description: This dictates how the database will perform the search.

PreviewMesh

type: TObjectPtr<USk...

description: If null, the default preview mesh for the skeleton will be used.

Schema

description: The Motion Database Config sets what channels this database will use to match against (bones, trajectory and what properties of those you’re interested in, such as position and velocity).


code: virtual void AddDependentChannels ( [UPoseSearchSchema](API\Plugins\PoseSearch\PoseSearch\UPoseSearchSchema) * Schema ) const


description: Called at runtime to add this channel's data to the query pose vector.

code: virtual void BuildQuery ( [UE::PoseSearch::FSearchContext](API\Plugins\PoseSearch\PoseSearch\FSearchContext) & SearchContext, [UE::PoseSearch::FFeatureVectorBuilder](API\Plugins\PoseSearch\PoseSearch\FFeatureVectorBuilder) & InOutQuery ) const


code: void SetSearchIndex ( const [UE::PoseSearch::FSearchIndex](API\Plugins\PoseSearch\PoseSearch\FSearchIndex) & SearchIndex )


description: Draw this channel's data for the given pose vector.

code: virtual void DebugDraw ( const [UE::PoseSearch::FDebugDrawParams](API\Plugins\PoseSearch\PoseSearch\FDebugDrawParams) & DrawParams, TConstArrayView< float > PoseVector ) const


code: virtual bool CanBeNormalizedWith ( const [UPoseSearchFeatureChannel](API\Plugins\PoseSearch\PoseSearch\UPoseSearchFeatureChannel) * Other ) const


description: Called at database build time to collect feature weights. Weights is sized to the cardinality of the schema and the feature channel should write its weights at the channel's data offset. Channels should provide a weight for each dimension.

code: virtual void FillWeights ( [TArrayView](API\Runtime\Core\Containers\TArrayView)< float > Weights ) const


description: Called during UPoseSearchSchema::Finalize to prepare the schema for this channel.

code: virtual void Finalize ( [UPoseSearchSchema](API\Plugins\PoseSearch\PoseSearch\UPoseSearchSchema) * Schema )


code: int32 GetChannelCardinality() const


code: int32 GetChannelDataOffset() const


code: virtual [EPermutationTimeType](API\Plugins\PoseSearch\PoseSearch\EPermutationTimeType) GetPermutationTimeType() const


description: Returns theFStringused editor side to identify thisUPoseSearchFeatureChannel(for instance in the pose search debugger)

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


code: static void GetPermutationTimeOffsets ( [EPermutationTimeType](API\Plugins\PoseSearch\PoseSearch\EPermutationTimeType) PermutationTimeType, float DesiredPermutationTimeOffset, float & OutPermutationSampleTimeOffset, float & OutPermutationOriginTimeOffset )


code: const [UPoseSearchSchema](API\Plugins\PoseSearch\PoseSearch\UPoseSearchSchema) * GetSchema() const


description: UPoseSearchFeatureChannels can hold sub channels.

code: virtual [TArrayView](API\Runtime\Core\Containers\TArrayView)< [TObjectPtr](API\Runtime\Core\Delegates\TObjectPtr)< [UPoseSearchFeatureChannel](API\Plugins\PoseSearch\PoseSearch\UPoseSearchFeatureChannel) > > GetSubChannels()


code: virtual TConstArrayView< [TObjectPtr](API\Runtime\Core\Delegates\TObjectPtr)< [UPoseSearchFeatureChannel](API\Plugins\PoseSearch\PoseSearch\UPoseSearchFeatureChannel) > > GetSubChannels() const


className: UPoseSearchFeatureChannel

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Abstract, BlueprintType, EditInlineNew) class UPoseSearchFeatureChannel : public [UObject](API\Runtime\CoreUObject\UObject\UObject), public [IBoneReferenceSkeletonProvider](API\Runtime\Engine\Interfaces\IBoneReferenceSkeletonProvider), public [IPoseSearchFilter](API\Plugins\PoseSearch\PoseSearch\IPoseSearchFilter)


description: Implementation of the core motion matching algorithm

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Animation|Pose Search", Meta=(BlueprintThreadSafe, Keywords="PoseMatch")) static void MotionMatch ( [UAnimInstance](API\Runtime\Engine\Animation\UAnimInstance) * AnimInstance, const [UPoseSearchDatabase](API\Plugins\PoseSearch\PoseSearch\UPoseSearchDatabase) * Database, const [FPoseSearchQueryTrajectory](API\Plugins\PoseSearch\PoseSearch\FPoseSearchQueryTrajectory) Trajectory, float TrajectorySpeedMultiplier, const [FName](API\Runtime\Core\UObject\FName) PoseHistoryName, [UAnimationAsset](API\Runtime\Engine\Animation\UAnimationAsset) *& SelectedAnimation, float & SelectedTime, bool & bLoop, bool & bIsMirrored, FVector & BlendParameters, float & SearchCost, const [UAnimationAsset](API\Runtime\Engine\Animation\UAnimationAsset) * FutureAnimation, float FutureAnimationStartTime, float TimeToFutureAnimationStart, const int DebugSessionUniqueIdentifier )


description: Called at database build time to populate pose vectors with this channel's data.

code: virtual void IndexAsset ( [UE::PoseSearch::FAssetIndexer](API\Plugins\PoseSearch\PoseSearch\FAssetIndexer) & Indexer ) const


code: static void UpdateMotionMatchingState ( const [FAnimationUpdateContext](API\Runtime\Engine\Animation\FAnimationUpdateContext) & Context, const [TArray](API\Runtime\Core\Containers\TArray)< [TObjectPtr](API\Runtime\Core\Delegates\TObjectPtr)< const [UPoseSearchDatabase](API\Plugins\PoseSearch\PoseSearch\UPoseSearchDatabase) >> & Databases, const [FPoseSearchQueryTrajectory](API\Plugins\PoseSearch\PoseSearch\FPoseSearchQueryTrajectory) & Trajectory, float TrajectorySpeedMultiplier, float BlendTime, int32 MaxActiveBlends, float PoseJumpThresholdTime, float PoseReselectHistory, float SearchThrottleTime, const [FFloatInterval](API\Runtime\Core\Math\FFloatInterval) & PlayRate, [FMotionMatchingState](API\Plugins\PoseSearch\PoseSearch\FMotionMatchingState) & InOutMotionMatchingState, float YawFromAnimationBlendRate, float YawFromAnimationTrajectoryBlendTime, bool bForceInterrupt, bool bShouldSearch, bool bDebugDrawQuery, bool bDebugDrawCurResult )


className: UPoseSearchLibrary

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


code: void AddUniqueDatabases ( [TArray](API\Runtime\Core\Containers\TArray)< [TObjectPtr](API\Runtime\Core\Delegates\TObjectPtr)< const [UPoseSearchDatabase](API\Plugins\PoseSearch\PoseSearch\UPoseSearchDatabase) >> & UniqueDatabases ) const


className: UPoseSearchNormalizationSet

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(BlueprintType, Category="Animation|Pose Search", Experimental, Meta=(DisplayName="Normalization Set")) class UPoseSearchNormalizationSet : public [UDataAsset](API\Runtime\Engine\Engine\UDataAsset)

Databases

type: TArray<TObject...


code: int8 AddBoneReference ( const [FBoneReference](API\Runtime\Engine\Animation\FBoneReference) & BoneReference )


code: void AddTemporaryChannel ( [UPoseSearchFeatureChannel](API\Plugins\PoseSearch\PoseSearch\UPoseSearchFeatureChannel) * DependentChannel )


code: void AddChannel ( [UPoseSearchFeatureChannel](API\Plugins\PoseSearch\PoseSearch\UPoseSearchFeatureChannel) * Channel )


code: void BuildQuery ( [UE::PoseSearch::FSearchContext](API\Plugins\PoseSearch\PoseSearch\FSearchContext) & SearchContext, [UE::PoseSearch::FFeatureVectorBuilder](API\Plugins\PoseSearch\PoseSearch\FFeatureVectorBuilder) & InOutQuery ) const


code: template<typename FindPredicateType> const [UPoseSearchFeatureChannel](API\Plugins\PoseSearch\PoseSearch\UPoseSearchFeatureChannel) * FindChannel ( FindPredicateType FindPredicate ) const


code: template<typename ChannelType> const ChannelType * FindFirstChannelOfType() const


code: FBoneIndexType GetBoneIndexType ( int8 SchemaBoneIdx ) const


code: TConstArrayView< [TObjectPtr](API\Runtime\Core\Delegates\TObjectPtr)< [UPoseSearchFeatureChannel](API\Plugins\PoseSearch\PoseSearch\UPoseSearchFeatureChannel) > > GetChannels() const


description: IBoneReferenceSkeletonProvider.

code: [USkeleton](API\Runtime\Engine\Animation\USkeleton) * GetSkeleton ( bool & bInvalidSkeletonIsError, const [IPropertyHandle](API\Editor\PropertyEditor\IPropertyHandle) * PropertyHandle )


code: bool IsRootBone ( int8 SchemaBoneIdx ) const


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

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


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

code: virtual void PostLoad()


description: UObject.

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


className: UPoseSearchSchema

description: Specifies the format of a pose search index. At runtime, queries are built according to the schema for searching.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(BlueprintType, Category="Animation|Pose Search", Experimental, Meta=(DisplayName="Motion Database Config"), CollapseCategories) class UPoseSearchSchema : public [UDataAsset](API\Runtime\Engine\Engine\UDataAsset), public [IBoneReferenceSkeletonProvider](API\Runtime\Engine\Interfaces\IBoneReferenceSkeletonProvider)

bAddDataPadding

description: If true a padding channel will be added to make sure the data is 16 bytes (aligned) and padded, to facilitate performance improvements at cost of eventual additional memory

BaseCostBias

type: float

description: Base Cost added or removed to all poses from databases that use this config.

bInjectAdditionalDebugChannels

description: If bInjectAdditionalDebugChannels is true, channels will be asked to inject additional channels into this schema.

BoneIndicesWithParents

type: TArray< uint16 ...

BoneReferences

type: TArray<FBoneRe...

ContinuingPoseCostBias

description: Cost added to the continuing pose from databases that uses this config.

DataPreprocessor

type: EPoseSearchData...

description: Type of operation performed to the full pose features dataset.

LoopingCostBias

description: Cost added to all looping animation assets in a database that uses this config.

MirrorDataTable

type: TObjectPtr<UMi...

description: Setting up and assigning a mirror data table will allow all your assets in your database to access the mirrored version of the data. This is required for mirroring to work with Motion Matching.

NumberOfPermutations

description: How many times the animation assets of the database using this schema will be indexed.

PermutationsSampleRate

description: Delta time between every permutation indexing.

PermutationsTimeOffset

description: Starting offset of the "PermutationTime" from the "SamplingTime" of the first permutation.

SampleRate

description: The update rate at which we sample the animation data in the database. The higher the SampleRate the more refined your searches will be, but the more memory will be required.

Skeleton

description: Skeleton Reference for Motion Matching Database assets. Must be set to a compatible skeleton to the animation data in the database.


className: FChannelItemPtr

module: PoseSearchEditor

code: typedef [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< class FChannelItem > FChannelItemPtr


code: bool IsRootMotionEnabled() const


code: [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [ITableRow](API\Runtime\Slate\Widgets\Views\ITableRow) > MakeTreeRowWidget ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [STableViewBase](API\Runtime\Slate\Widgets\Views\STableViewBase) > & InOwnerTable, [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FDatabaseAssetTreeNode](API\Plugins\PoseSearchEditor\FDatabaseAssetTreeNode) > InDatabaseAssetNode, [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FUICommandList](API\Runtime\Slate\Framework\Commands\FUICommandList) > InCommandList, [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [SDatabaseAssetTree](API\Plugins\PoseSearchEditor\SDatabaseAssetTree) > InHierarchy )


code: FDatabaseAssetTreeNode ( int32 InSourceAssetIdx, const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FDatabaseViewModel](API\Plugins\PoseSearchEditor\FDatabaseViewModel) > & InEditorViewModel )


className: FDatabaseAssetTreeNode

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

Children

type: TArray<TShared...

EditorViewModel

type: TWeakPtr<FData...

Parent

type: TSharedPtr<FDa...


description: Returns the localized name of this toolkit type (typically just "editor")

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


code: const [UPoseSearchDatabase](API\Plugins\PoseSearch\PoseSearch\UPoseSearchDatabase) * GetPoseSearchDatabase() const


description: Returns the invariant name of this toolkit type

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


description: Returns the localized name of this toolkit

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


code: [FDatabaseViewModel](API\Plugins\PoseSearchEditor\FDatabaseViewModel) * GetViewModel() const


code: [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FDatabaseViewModel](API\Plugins\PoseSearchEditor\FDatabaseViewModel) > GetViewModelSharedPtr() const


description: Returns the color and opacity to use for the color that appears behind the tab text for this toolkit's tab in world-centric mode.

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


description: Returns the localize prefix string to use for tab labels in world-centric mode.

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


code: void InitAssetEditor ( const [EToolkitMode::Type](API\Editor\EditorFramework\Toolkits\EToolkitMode__Type) Mode, const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IToolkitHost](API\Editor\EditorFramework\Toolkits\IToolkitHost) > & InitToolkitHost, [UPoseSearchDatabase](API\Plugins\PoseSearch\PoseSearch\UPoseSearchDatabase) * DatabaseAsset )


code: void PreviewBackwardEnd()


code: void PreviewBackwardStep()


code: void PreviewForwardEnd()


code: void PreviewForwardStep()


description: IToolkitinterface

code: virtual void RegisterTabSpawners ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FTabManager](API\Runtime\Slate\Framework\Docking\FTabManager) > & TabManager )


code: void SetDrawQueryVector ( bool bValue )


code: void SetSelectedPoseIdx ( int32 PoseIdx, bool bDrawQuery, TConstArrayView< float > InQueryVector )


className: FDatabaseEditor

code: class FDatabaseEditor : public [FAssetEditorToolkit](API\Editor\UnrealEd\Toolkits\FAssetEditorToolkit), public [FNotifyHook](API\Runtime\CoreUObject\Misc\FNotifyHook)


description: Unregister tabs that this toolkit can spawn

code: virtual void UnregisterTabSpawners ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FTabManager](API\Runtime\Slate\Framework\Docking\FTabManager) > & TabManager )


description: Pure virtual to override; describe and instantiate the commands in here by using the UI COMMAND macro.

code: virtual void RegisterCommands()


code: FDatabaseEditorCommands()


className: FDatabaseEditorCommands

code: class FDatabaseEditorCommands : public [TCommands< FDatabaseEditorCommands >](API\Runtime\Slate\Framework\Commands\TCommands)

ShowAnimationOriginalAndMirrored

type: TSharedPtr<FUI...


code: virtual bool AllowWidgetMove()


className: EdModeId

code: static const FEditorModeID EdModeId = TEXT("PoseSearchDatabaseEdMode");


code: virtual bool EndTracking ( [FEditorViewportClient](API\Editor\UnrealEd\FEditorViewportClient) * InViewportClient, [FViewport](API\Runtime\Engine\FViewport) * InViewport )


code: virtual bool GetCustomDrawingCoordinateSystem ( FMatrix & InMatrix, void * InData )


code: virtual bool GetCustomInputCoordinateSystem ( FMatrix & InMatrix, void * InData )


code: virtual bool HandleClick ( [FEditorViewportClient](API\Editor\UnrealEd\FEditorViewportClient) * InViewportClient, [HHitProxy](API\Runtime\Engine\HHitProxy) * HitProxy, const [FViewportClick](API\Editor\UnrealEd\FViewportClick) & Click )


code: virtual FVector GetWidgetLocation() const


code: virtual bool InputKey ( [FEditorViewportClient](API\Editor\UnrealEd\FEditorViewportClient) * ViewportClient, [FViewport](API\Runtime\Engine\FViewport) * Viewport, [FKey](API\Runtime\InputCore\FKey) Key, EInputEvent Event )


code: virtual bool InputDelta ( [FEditorViewportClient](API\Editor\UnrealEd\FEditorViewportClient) * InViewportClient, [FViewport](API\Runtime\Engine\FViewport) * InViewport, FVector & InDrag, FRotator & InRot, FVector & InScale )


description: Draws translucent polygons on brushes and volumes.

code: virtual void Render ( const [FSceneView](API\Runtime\Engine\FSceneView) * View, [FViewport](API\Runtime\Engine\FViewport) * Viewport, [FPrimitiveDrawInterface](API\Runtime\Engine\FPrimitiveDrawInterface) * PDI )


code: virtual bool StartTracking ( [FEditorViewportClient](API\Editor\UnrealEd\FEditorViewportClient) * InViewportClient, [FViewport](API\Runtime\Engine\FViewport) * InViewport )


code: virtual bool ShouldDrawWidget() const


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


code: virtual ~FDatabaseEdMode()


className: FDatabaseEdMode

code: class FDatabaseEdMode : public [FEdMode](API\Editor\UnrealEd\FEdMode)


code: void Process ( const [FBoneContainer](API\Runtime\Engine\FBoneContainer) & BoneContainer )


className: FDatabasePreviewActor

code: struct FDatabasePreviewActor

Actor

type: TObjectPtr<AAc...

QuantizedTimeRootTransform

type: FTransform

Sampler

type: FAnimationAsset...


code: FDatabasePreviewRequiredArgs ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FDatabaseEditor](API\Plugins\PoseSearchEditor\FDatabaseEditor) > & InAssetEditor, const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FDatabasePreviewScene](API\Plugins\PoseSearchEditor\FDatabasePreviewScene) > & InPreviewScene )


className: FDatabasePreviewRequiredArgs

code: struct FDatabasePreviewRequiredArgs

AssetEditor

type: TSharedRef<FDa...


code: [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FDatabaseEditor](API\Plugins\PoseSearchEditor\FDatabaseEditor) > GetEditor() const


description: EndFPreviewSceneBeginFTickableEditorObject

code: virtual void Tick ( float DeltaTime )


code: FDatabasePreviewScene ( [ConstructionValues](API\Runtime\Engine\FPreviewScene\ConstructionValues) CVs, const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FDatabaseEditor](API\Plugins\PoseSearchEditor\FDatabaseEditor) > & Editor )


code: ~FDatabasePreviewScene()


className: FDatabasePreviewScene

code: class FDatabasePreviewScene : public [FAdvancedPreviewScene](API\Editor\AdvancedPreviewScene\FAdvancedPreviewScene)


code: void AddAnimMontageToDatabase ( [UAnimMontage](API\Runtime\Engine\Animation\UAnimMontage) * AnimMontage )


code: void AddAnimCompositeToDatabase ( [UAnimComposite](API\Runtime\Engine\Animation\UAnimComposite) * AnimComposite )


code: void AddBlendSpaceToDatabase ( [UBlendSpace](API\Runtime\Engine\Animation\UBlendSpace) * BlendSpace )


description: Pure virtual that must be overloaded by the inheriting class. Use this method to serialize any UObjects contained that you wish to keep around.

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


code: void AddSequenceToDatabase ( [UAnimSequence](API\Runtime\Engine\Animation\UAnimSequence) * AnimSequence )


code: void DeleteFromDatabase ( int32 AnimationAssetIndex )


code: bool GetAnimationTime ( int32 SourceAssetIdx, float & CurrentPlayTime, FVector & BlendParameters ) const


code: float GetPlayTime() const


code: [TArray](API\Runtime\Core\Containers\TArray)< [FDatabasePreviewActor](API\Plugins\PoseSearchEditor\FDatabasePreviewActor) > & GetPreviewActors()


code: const [TArray](API\Runtime\Core\Containers\TArray)< [FDatabasePreviewActor](API\Plugins\PoseSearchEditor\FDatabasePreviewActor) > & GetPreviewActors() const


code: TConstArrayView< float > GetQueryVector() const


code: [TRange](API\Runtime\Core\Math\TRange)< double > GetPreviewPlayRange() const


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

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


code: const [FSearchIndexAsset](API\Plugins\PoseSearch\PoseSearch\FSearchIndexAsset) * GetSelectedActorIndexAsset() const


code: void Initialize ( [UPoseSearchDatabase](API\Plugins\PoseSearch\PoseSearch\UPoseSearchDatabase) * InPoseSearchDatabase, const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FDatabasePreviewScene](API\Plugins\PoseSearchEditor\FDatabasePreviewScene) > & InPreviewScene, const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SDatabaseDataDetails](API\Plugins\PoseSearchEditor\SDatabaseDataDetails) > & InDatabaseDataDetails )


code: bool IsAnimationPreviewMode ( [EAnimationPreviewMode](API\Plugins\PoseSearchEditor\UE__PoseSearch__EAnimationPrevie-) PreviewMode ) const


code: bool IsEditorSelection() const


code: bool IsEnabled ( int32 AnimationAssetIndex ) const


code: bool IsPoseFeaturesDrawMode ( [EFeaturesDrawMode](API\Plugins\PoseSearchEditor\UE__PoseSearch__EFeaturesDrawMod-) DrawMode ) const


code: void OnPreviewActorClassChanged()


code: bool IsShowBones() const


code: void OnSetAnimationPreviewMode ( [EAnimationPreviewMode](API\Plugins\PoseSearchEditor\UE__PoseSearch__EAnimationPrevie-) PreviewMode )


code: void OnSetPoseFeaturesDrawMode ( [EFeaturesDrawMode](API\Plugins\PoseSearchEditor\UE__PoseSearch__EFeaturesDrawMod-) DrawMode )


code: void OnToggleShowBones()


code: void PreviewBackwardEnd()


code: void OnToggleDisplayRootMotionSpeed()


code: void PreviewBackwardStep()


code: void PreviewForwardEnd()


code: void PreviewForwardStep()


code: void ProcessSelectedActor ( [AActor](API\Runtime\Engine\GameFramework\AActor) * Actor )


code: void RemovePreviewActors()


code: void SetIsEnabled ( int32 AnimationAssetIndex, bool bEnabled )


code: void SetDrawQueryVector ( bool bValue )


code: void SetPlayTime ( float NewPlayTime, bool bInTickPlayTime )


code: int32 SetSelectedNode ( int32 PoseIdx, bool bClearSelection, bool bDrawQuery, TConstArrayView< float > InQueryVector )


code: void SetSelectedNodes ( const [TArrayView](API\Runtime\Core\Containers\TArrayView)< [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FDatabaseAssetTreeNode](API\Plugins\PoseSearchEditor\FDatabaseAssetTreeNode) >> & InSelectedNodes )


code: bool ShouldDrawQueryVector() const


code: void Tick ( float DeltaSeconds )


code: virtual ~FDatabaseViewModel()


className: FDatabaseViewModel

code: class FDatabaseViewModel : public [TSharedFromThis< FDatabaseViewModel >](API\Runtime\Core\Templates\TSharedFromThis), public [FGCObject](API\Runtime\CoreUObject\UObject\FGCObject)


description: FViewElementDrawerinterface

code: virtual void Draw ( const [FSceneView](API\Runtime\Engine\FSceneView) * View, [FPrimitiveDrawInterface](API\Runtime\Engine\FPrimitiveDrawInterface) * PDI )


code: [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FDatabaseEditor](API\Plugins\PoseSearchEditor\FDatabaseEditor) > GetAssetEditor() const


description: Get the preview scene we are viewing

code: [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FDatabasePreviewScene](API\Plugins\PoseSearchEditor\FDatabasePreviewScene) > GetPreviewScene() const


description: Called when mouse movement tracking begins

code: virtual void TrackingStarted ( const struct [FInputEventState](API\Editor\UnrealEd\FInputEventState) & InInputState, bool bIsDraggingWidget, bool bNudge )


description: Called when mouse movement tracking stops

code: virtual void TrackingStopped()


code: FDatabaseViewportClient ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FDatabasePreviewScene](API\Plugins\PoseSearchEditor\FDatabasePreviewScene) > & InPreviewScene, const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SDatabaseViewport](API\Plugins\PoseSearchEditor\SDatabaseViewport) > & InViewport, const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FDatabaseEditor](API\Plugins\PoseSearchEditor\FDatabaseEditor) > & InAssetEditor )


code: virtual ~FDatabaseViewportClient()


className: FDatabaseViewportClient

code: class FDatabaseViewportClient : public [FEditorViewportClient](API\Editor\UnrealEd\FEditorViewportClient)


className: FPoseSearchDatabaseAnimCompositeEx

bHasRootMotion

type: bool

description: Does this animation have root motion enabled ? If you want to change this you need to change it in the base Anim Sequence.

bLooping

description: Is this animation set as looping? If you want to change this you need to change it in the base Anim Sequence.


className: FPoseSearchDatabaseAnimMontageEx


description: Called when details should be customized

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


description: FPoseSearchDatabaseDetails.

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


className: FPoseSearchDatabaseDetails

description: CustomizesUPoseSearchDatabaseto improve workflow

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


code: void Initialize ( const [UPoseSearchDatabase](API\Plugins\PoseSearch\PoseSearch\UPoseSearchDatabase) * PoseSearchDatabase )


className: FPoseSearchDatabaseMemoryStats

AssetsSize

type: FText


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

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


description: IPropertyTypeCustomizationinterface

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


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


description: CustomizesFPoseSearchDatabaseSequenceto show the name of the sequence and the groups in the header

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


className: FPoseSearchDatabaseBlendSpaceEx


className: FPoseSearchDatabaseSequenceEx

code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)() struct FPoseSearchDatabaseSequenceEx : public [FPoseSearchDatabaseSequence](API\Plugins\PoseSearch\PoseSearch\FPoseSearchDatabaseSequence)


className: IPoseSearchEditorModuleInterface

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


className: SChannelItemsTreeView

code: typedef [STreeView](API\Editor\UnrealEd\STreeView)< [FChannelItemPtr](API\Plugins\PoseSearchEditor\FChannelItemPtr) > SChannelItemsTreeView


code: void Construct ( const [FArguments](API\Runtime\Slate\Widgets\Layout\SBorder\FArguments) & InArgs, const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FDatabaseViewModel](API\Plugins\PoseSearchEditor\FDatabaseViewModel) > & InEditorViewModel, const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [STableViewBase](API\Runtime\Slate\Widgets\Views\STableViewBase) > & OwnerTable, [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FDatabaseAssetTreeNode](API\Plugins\PoseSearchEditor\FDatabaseAssetTreeNode) > InAssetTreeNode, [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FUICommandList](API\Runtime\Slate\Framework\Commands\FUICommandList) > InCommandList, [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [SDatabaseAssetTree](API\Plugins\PoseSearchEditor\SDatabaseAssetTree) > InHierarchy )


code: void ConstructAssetItem ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [STableViewBase](API\Runtime\Slate\Widgets\Views\STableViewBase) > & OwnerTable )


code: void ConstructGroupItem ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [STableViewBase](API\Runtime\Slate\Widgets\Views\STableViewBase) > & OwnerTable )


code: const [FSlateBrush](API\Runtime\SlateCore\Styling\FSlateBrush) * GetGroupBackgroundImage() const


code: const [FSlateBrush](API\Runtime\SlateCore\Styling\FSlateBrush) * GetMirrorOptionSlateBrush() const


code: void OnAddAnimComposite()


code: void OnAssetIsEnabledChanged ( ECheckBoxState NewCheckboxState )


description:
Called when a mouse button is double clicked. Override this in derived classes.
Returns whether the event was handled, along with other possible actions.

code: virtual [FReply](API\Runtime\SlateCore\Input\FReply) OnMouseButtonDoubleClick ( const [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) & InMyGeometry, const [FPointerEvent](API\Runtime\SlateCore\Input\FPointerEvent) & InMouseEvent )


className: SDatabaseAssetListItem

code: class SDatabaseAssetListItem : public [STableRow< TSharedPtr< FDatabaseAssetTreeNode > >](API\Runtime\Slate\Widgets\Views\STableRow)

SkeletonView

type: TWeakPtr<SData...


description: Removes existing selected component nodes from the tree

code: bool CanDeleteNodes() const


code: void Construct ( const [FArguments](API\Plugins\PoseSearchEditor\SDatabaseAssetTree\FArguments) & InArgs, [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FDatabaseViewModel](API\Plugins\PoseSearchEditor\FDatabaseViewModel) > InEditorViewModel )


code: void CreateCommandList()


code: void EnableSelectedNodes ( bool bIsEnabled )


className: WidgetArgsType

code: typedef FArguments WidgetArgsType


className: FArguments

code: struct FArguments : public [TSlateBaseNamedArgs< SDatabaseAssetTree >](API\Runtime\SlateCore\Widgets\TSlateBaseNamedArgs)


code: void FinalizeTreeChanges ( bool bRecoverSelection )


className: FOnSelectionChangedMulticaster

description: Called when an item is selected/deselected.

code: typedef TMulticastDelegate_TwoParams< void, const [TArrayView](API\Runtime\Core\Containers\TArrayView)< [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FDatabaseAssetTreeNode](API\Plugins\PoseSearchEditor\FDatabaseAssetTreeNode) > > &, [ESelectInfo::Type](API\Runtime\SlateCore\Types\ESelectInfo__Type) > FOnSelectionChangedMulticaster


code: void HandleGetChildrenForTree ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FDatabaseAssetTreeNode](API\Plugins\PoseSearchEditor\FDatabaseAssetTreeNode) > InNode, [TArray](API\Runtime\Core\Containers\TArray)< [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FDatabaseAssetTreeNode](API\Plugins\PoseSearchEditor\FDatabaseAssetTreeNode) >> & OutChildren )


code: [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [ITableRow](API\Runtime\Slate\Widgets\Views\ITableRow) > MakeTableRowWidget ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FDatabaseAssetTreeNode](API\Plugins\PoseSearchEditor\FDatabaseAssetTreeNode) > InItem, const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [STableViewBase](API\Runtime\Slate\Widgets\Views\STableViewBase) > & OwnerTable )


description:
Called to see if the context of the current undo/redo operation is a match for the client Default state matching old context-less undo is Context="" and PrimaryObject=NULL
True if client wishes to handle the undo/redo operation for this context. False otherwise

code: virtual bool MatchesContext ( const [FTransactionContext](API\Runtime\Core\Misc\FTransactionContext) & InContext, const [TArray](API\Runtime\Core\Containers\TArray)< TPair< [UObject](API\Runtime\CoreUObject\UObject\UObject) *, [FTransactionObjectEvent](API\Runtime\CoreUObject\Misc\FTransactionObjectEvent) >> & TransactionObjectContexts ) const


code: [FReply](API\Runtime\SlateCore\Input\FReply) OnAcceptDrop ( const [FDragDropEvent](API\Runtime\SlateCore\Input\FDragDropEvent) & DragDropEvent, EItemDropZone DropZone, [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FDatabaseAssetTreeNode](API\Plugins\PoseSearchEditor\FDatabaseAssetTreeNode) > TargetItem )


code: void OnAddAnimComposite ( bool bFinalizeChanges )


code: void OnAddAnimMontage ( bool bFinalizeChanges )


code: void OnAddBlendSpace ( bool bFinalizeChanges )


code: void OnAddSequence ( bool bFinalizeChanges )


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


code: [TOptional](API\Runtime\Core\IO\TOptional)< EItemDropZone > OnCanAcceptDrop ( const [FDragDropEvent](API\Runtime\SlateCore\Input\FDragDropEvent) & DragDropEvent, EItemDropZone DropZone, [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FDatabaseAssetTreeNode](API\Plugins\PoseSearchEditor\FDatabaseAssetTreeNode) > TargetItem )


code: void OnDeleteAsset ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FDatabaseAssetTreeNode](API\Plugins\PoseSearchEditor\FDatabaseAssetTreeNode) > Node, bool bFinalizeChanges )


description:
Called during drag and drop when the the mouse is being dragged over a widget.
A reply that indicated whether this event was handled.

code: virtual [FReply](API\Runtime\SlateCore\Input\FReply) OnDragOver ( const [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) & MyGeometry, const [FDragDropEvent](API\Runtime\SlateCore\Input\FDragDropEvent) & DragDropEvent )


description:
Called when the user is dropping something onto a widget; terminates drag and drop.
A reply that indicated whether this event was handled.

code: virtual [FReply](API\Runtime\SlateCore\Input\FReply) OnDrop ( const [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) & MyGeometry, const [FDragDropEvent](API\Runtime\SlateCore\Input\FDragDropEvent) & DragDropEvent )


description:
Called after a key is pressed when this widget has focus (this event bubbles if not handled)
Returns whether the event was handled, along with other possible actions

code: virtual [FReply](API\Runtime\SlateCore\Input\FReply) OnKeyDown ( const [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) & MyGeometry, const [FKeyEvent](API\Runtime\SlateCore\Input\FKeyEvent) & InKeyEvent )


description: Signal that client should run any PostRedo code

code: virtual void PostRedo ( bool bSuccess )


description: Signal that client should run any PostUndo code

code: virtual void PostUndo ( bool bSuccess )


code: void RecoverSelection ( const [TArray](API\Runtime\Core\Containers\TArray)< [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FDatabaseAssetTreeNode](API\Plugins\PoseSearchEditor\FDatabaseAssetTreeNode) >> & PreviouslySelectedNodes )


code: void RefreshTreeView ( bool bIsInitialSetup, bool bRecoverSelection )


code: void RegisterOnSelectionChanged ( const [FOnSelectionChanged](API\Plugins\PoseSearchEditor\SDatabaseAssetTree\FOnSelectionChanged) & Delegate )


code: void SetAssetFilterString ( [FString](API\Runtime\Core\Containers\FString) InString )


code: void SetSelectedItem ( int32 SourceAssetIdx, bool bClearSelection )


code: void UnregisterOnSelectionChanged ( void * Unregister )


code: virtual ~SDatabaseAssetTree()


className: SDatabaseAssetTree

code: class SDatabaseAssetTree : public [SCompoundWidget](API\Runtime\SlateCore\Widgets\SCompoundWidget), public [FSelfRegisteringEditorUndoClient](API\Editor\UnrealEd\FSelfRegisteringEditorUndoClient)

AssetFilterString

type: FString

description: String Filter For Database View.

ColumnSizeData

type: FDetailColumnSi...

CommandList

description: Command list we bind to

OnSelectionChanged

type: FOnSelectionCha...

SDatabaseAssetListItem

type: friend

TreeView

type: TSharedPtr<STr...

description: Tree view widget

TreeViewDragAndDropSuggestion

type: TSharedPtr<SWi...


code: void Construct ( const [FArguments](API\Plugins\PoseSearchEditor\SDatabaseDataDetails\FArguments) & Args, [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FDatabaseViewModel](API\Plugins\PoseSearchEditor\FDatabaseViewModel) > InEditorViewModel )


code: typedef FArguments WidgetArgsType


code: struct FArguments : public [TSlateBaseNamedArgs< SDatabaseDataDetails >](API\Runtime\SlateCore\Widgets\TSlateBaseNamedArgs)


code: void Reconstruct ( int32 MaxPreviewActors )


className: SDatabaseDataDetails

code: class SDatabaseDataDetails : public [SCompoundWidget](API\Runtime\SlateCore\Widgets\SCompoundWidget)


code: void Construct ( const [FArguments](API\Plugins\PoseSearchEditor\SDatabasePreview\FArguments) & InArgs, const [FDatabasePreviewRequiredArgs](API\Plugins\PoseSearchEditor\FDatabasePreviewRequiredArgs) & InRequiredArgs )


code: WidgetArgsType & OnBackward &40; const FOnButtonClickedEvent & InDelegate &41;


code: WidgetArgsType & OnBackwardEnd &40; const FOnButtonClickedEvent & InDelegate &41;


code: WidgetArgsType & OnBackwardStep &40; const FOnButtonClickedEvent & InDelegate &41;


code: WidgetArgsType & OnForward &40; const FOnButtonClickedEvent & InDelegate &41;


code: WidgetArgsType & OnForwardEnd &40; const FOnButtonClickedEvent & InDelegate &41;


code: WidgetArgsType & OnPause &40; const FOnButtonClickedEvent & InDelegate &41;


code: WidgetArgsType & OnForwardStep &40; const FOnButtonClickedEvent & InDelegate &41;


code: WidgetArgsType & OnSliderScrubPositionChanged &40; const FOnScrubPositionChanged & InDelegate &41;


code: WidgetArgsType & SliderColor &40; const TAttribute< FLinearColor > & InAttribute &41;


code: WidgetArgsType & SliderScrubTime &40; const TAttribute< double > & InAttribute &41;


code: WidgetArgsType & SliderViewRange &40; const TAttribute< TRange< double > > & InAttribute &41;


code: struct FArguments : public [TSlateBaseNamedArgs< SDatabasePreview >](API\Runtime\SlateCore\Widgets\TSlateBaseNamedArgs)


className: FOnButtonClickedEvent

code: typedef TBaseDelegate_NoParams< void > FOnButtonClickedEvent


className: FOnScrubPositionChanged

code: typedef TBaseDelegate_TwoParams< void, double, bool > FOnScrubPositionChanged


code: virtual void BindCommands()


code: void Construct ( const [FArguments](API\Plugins\PoseSearchEditor\SDatabaseViewport\FArguments) & InArgs, const [FDatabasePreviewRequiredArgs](API\Plugins\PoseSearchEditor\FDatabasePreviewRequiredArgs) & InRequiredArgs )


code: typedef FArguments WidgetArgsType


className: SDatabasePreview

code: class SDatabasePreview : public [SCompoundWidget](API\Runtime\SlateCore\Widgets\SCompoundWidget)

OnBackward

type: FOnButtonClicke...

OnSliderScrubPositionChanged

type: FOnScrubPositio...

SliderColor

type: TAttribute<FLi...

SliderScrubTime

type: TAttribute< dou...

SliderViewRange

type: TAttribute<TRa...


code: struct FArguments : public [TSlateBaseNamedArgs< SDatabaseViewport >](API\Runtime\SlateCore\Widgets\TSlateBaseNamedArgs)


description: FLevelEditorModule& LevelEditorModule =FModuleManager::GetModuleChecked(TEXT("LevelEditor"));TSharedPtrLevelEditorExtenders = LevelEditorModule.GetMenuExtensibilityManager()->GetAllExtenders();

code: virtual [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FExtender](API\Runtime\Slate\Framework\MultiBox\FExtender) > GetExtenders() const


code: virtual [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FEditorViewportClient](API\Editor\UnrealEd\FEditorViewportClient) > MakeEditorViewportClient()


description: Get the viewport widget.

code: virtual [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< class [SEditorViewport](API\Editor\UnrealEd\SEditorViewport) > GetViewportWidget()


description: Implement this to add a viewport toolbar to the inside top of the viewport.

code: virtual [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > MakeViewportToolbar()


description: Called to inform the host that a button was clicked (typically used to focus on a particular viewport in a multi-viewport setup)

code: virtual void OnFloatingButtonClicked()


code: virtual ~SDatabaseViewport()


className: SDatabaseViewport

code: class SDatabaseViewport : public [SEditorViewport](API\Editor\UnrealEd\SEditorViewport), public [ICommonEditorViewportToolbarInfoProvider](API\Editor\UnrealEd\ICommonEditorViewportToolbarInfo-)

AssetEditorPtr

type: TWeakPtr<FData...

description: Asset editor we are embedded in

PreviewScenePtr

description: The preview scene that we are viewing

ViewportClient

type: TSharedPtr<FDa...

description: Viewport client

ViewportToolbar

type: TSharedPtr<SPo...

description: The viewport toolbar


code: void Construct ( const [FArguments](API\Plugins\PoseSearchEditor\SPoseSearchDatabaseViewportToolB-\FArguments) & InArgs, [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [SDatabaseViewport](API\Plugins\PoseSearchEditor\SDatabaseViewport) > InViewport )


code: struct FArguments : public [TSlateBaseNamedArgs< SPoseSearchDatabaseViewportToolBar >](API\Runtime\SlateCore\Widgets\TSlateBaseNamedArgs)


description:
Generates the toolbar show menu content
The widget containing the show menu content

code: virtual [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > GenerateShowMenu() const


className: SPoseSearchDatabaseViewportToolBar

code: class SPoseSearchDatabaseViewportToolBar : public [SCommonEditorViewportToolbarBase](API\Editor\UnrealEd\SCommonEditorViewportToolbarBase)


code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(MinimalAPI, Experimental) class UAnimGraphNode_BlendStack : public [UAnimGraphNode_AssetPlayerBase](API\Editor\AnimGraph\UAnimGraphNode_AssetPlayerBase)


code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(MinimalAPI, Experimental) class UAnimGraphNode_MotionMatching : public [UAnimGraphNode_AssetPlayerBase](API\Editor\AnimGraph\UAnimGraphNode_AssetPlayerBase)


code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Abstract, BlueprintType, Experimental) class UAnimGraphNode_PoseSearchHistoryCollector_Base : public [UAnimGraphNode_Base](API\Editor\AnimGraph\UAnimGraphNode_Base)


description: Restore static analysis warnings.

code: namespace UE { namespace PoseSearch { enum EAnimationPreviewMode { OriginalOnly, OriginalAndMirrored, } } }


description: Restore static analysis warnings.

code: namespace UE { namespace PoseSearch { enum EFeaturesDrawMode { None, All, Detailed, } } }


code: namespace UE { namespace PoseSearch { [EFeaturesDrawMode](API\Plugins\PoseSearchEditor\UE__PoseSearch__EFeaturesDrawMod-) & UE::PoseSearch::operator&= ( [EFeaturesDrawMode](API\Plugins\PoseSearchEditor\UE__PoseSearch__EFeaturesDrawMod-) & Lhs, [EFeaturesDrawMode](API\Plugins\PoseSearchEditor\UE__PoseSearch__EFeaturesDrawMod-) Rhs ) } }


code: namespace UE { namespace PoseSearch { [EAnimationPreviewMode](API\Plugins\PoseSearchEditor\UE__PoseSearch__EAnimationPrevie-) & UE::PoseSearch::operator&= ( [EAnimationPreviewMode](API\Plugins\PoseSearchEditor\UE__PoseSearch__EAnimationPrevie-) & Lhs, [EAnimationPreviewMode](API\Plugins\PoseSearchEditor\UE__PoseSearch__EAnimationPrevie-) Rhs ) } }


code: namespace UE { namespace PoseSearch { [EFeaturesDrawMode](API\Plugins\PoseSearchEditor\UE__PoseSearch__EFeaturesDrawMod-) & UE::PoseSearch::operator^= ( [EFeaturesDrawMode](API\Plugins\PoseSearchEditor\UE__PoseSearch__EFeaturesDrawMod-) & Lhs, [EFeaturesDrawMode](API\Plugins\PoseSearchEditor\UE__PoseSearch__EFeaturesDrawMod-) Rhs ) } }


code: namespace UE { namespace PoseSearch { [EAnimationPreviewMode](API\Plugins\PoseSearchEditor\UE__PoseSearch__EAnimationPrevie-) & UE::PoseSearch::operator^= ( [EAnimationPreviewMode](API\Plugins\PoseSearchEditor\UE__PoseSearch__EAnimationPrevie-) & Lhs, [EAnimationPreviewMode](API\Plugins\PoseSearchEditor\UE__PoseSearch__EAnimationPrevie-) Rhs ) } }


code: namespace UE { namespace PoseSearch { constexpr [EFeaturesDrawMode](API\Plugins\PoseSearchEditor\UE__PoseSearch__EFeaturesDrawMod-) UE::PoseSearch::operator& ( [EFeaturesDrawMode](API\Plugins\PoseSearchEditor\UE__PoseSearch__EFeaturesDrawMod-) Lhs, [EFeaturesDrawMode](API\Plugins\PoseSearchEditor\UE__PoseSearch__EFeaturesDrawMod-) Rhs ) } }


code: namespace UE { namespace PoseSearch { constexpr [EAnimationPreviewMode](API\Plugins\PoseSearchEditor\UE__PoseSearch__EAnimationPrevie-) UE::PoseSearch::operator& ( [EAnimationPreviewMode](API\Plugins\PoseSearchEditor\UE__PoseSearch__EAnimationPrevie-) Lhs, [EAnimationPreviewMode](API\Plugins\PoseSearchEditor\UE__PoseSearch__EAnimationPrevie-) Rhs ) } }


code: namespace UE { namespace PoseSearch { constexpr [EFeaturesDrawMode](API\Plugins\PoseSearchEditor\UE__PoseSearch__EFeaturesDrawMod-) UE::PoseSearch::operator^ ( [EFeaturesDrawMode](API\Plugins\PoseSearchEditor\UE__PoseSearch__EFeaturesDrawMod-) Lhs, [EFeaturesDrawMode](API\Plugins\PoseSearchEditor\UE__PoseSearch__EFeaturesDrawMod-) Rhs ) } }


code: namespace UE { namespace PoseSearch { constexpr [EAnimationPreviewMode](API\Plugins\PoseSearchEditor\UE__PoseSearch__EAnimationPrevie-) UE::PoseSearch::operator^ ( [EAnimationPreviewMode](API\Plugins\PoseSearchEditor\UE__PoseSearch__EAnimationPrevie-) Lhs, [EAnimationPreviewMode](API\Plugins\PoseSearchEditor\UE__PoseSearch__EAnimationPrevie-) Rhs ) } }


code: namespace UE { namespace PoseSearch { constexpr bool UE::PoseSearch::operator! ( [EFeaturesDrawMode](API\Plugins\PoseSearchEditor\UE__PoseSearch__EFeaturesDrawMod-) E ) } }


code: namespace UE { namespace PoseSearch { constexpr bool UE::PoseSearch::operator! ( [EAnimationPreviewMode](API\Plugins\PoseSearchEditor\UE__PoseSearch__EAnimationPrevie-) E ) } }


code: namespace UE { namespace PoseSearch { constexpr [EFeaturesDrawMode](API\Plugins\PoseSearchEditor\UE__PoseSearch__EFeaturesDrawMod-) UE::PoseSearch::operator~ ( [EFeaturesDrawMode](API\Plugins\PoseSearchEditor\UE__PoseSearch__EFeaturesDrawMod-) E ) } }


code: namespace UE { namespace PoseSearch { constexpr [EAnimationPreviewMode](API\Plugins\PoseSearchEditor\UE__PoseSearch__EAnimationPrevie-) UE::PoseSearch::operator~ ( [EAnimationPreviewMode](API\Plugins\PoseSearchEditor\UE__PoseSearch__EAnimationPrevie-) E ) } }


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

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


className: UPoseSearchDatabaseBlendSpaceReflection

BlendSpace

type: FPoseSearchData...


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 a new starting point name for newly created assets in the content browser

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


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


className: UPoseSearchDatabaseFactory

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


code: void SetSourceLink ( const [TWeakPtr](API\Runtime\Core\Templates\TWeakPtr)< [UE::PoseSearch::FDatabaseAssetTreeNode](API\Plugins\PoseSearchEditor\FDatabaseAssetTreeNode) > & InWeakAssetTreeNode, const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [UE::PoseSearch::SDatabaseAssetTree](API\Plugins\PoseSearchEditor\SDatabaseAssetTree) > & InAssetTreeWidget )


className: UPoseSearchDatabaseReflectionBase

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


className: UPoseSearchDatabaseSequenceReflection


description: Initialize statistics given a database

code: void Initialize ( const [UPoseSearchDatabase](API\Plugins\PoseSearch\PoseSearch\UPoseSearchDatabase) * PoseSearchDatabase )


className: UPoseSearchDatabaseStatistics

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

AnimationSequences

description: Number of Animation Sequences in the database.

AssetsSize

type: FText

description: Partial memory size used to animation data sub ranges, mirror state, blend parameters.

AverageAcceleration

description: The average acceleration of the characters trajectory across all the animations in the database.

AverageSpeed

description: Average speed of the characters trajectory across all animations in the database.

ConfigCardinality

description: Cardinality for the database config (how many floats per pose to store the pose features data)

EstimatedDatabaseSize

description: Aggregated total memory used by this database.

ExplainedVariance

type: float

description: When Pose Search Mode is set to PCAKDTree this value represents how well the variance of the dataset is explained within the chosen Number Of Principal Components: the higher, the better the quality (statistically more significant result) out of the kdtree search.

KDTreeSize

description: Partial memory size used by the kdtree.

MaxAcceleration

description: The max acceleration of the characters trajectory across all the animations in the database.

MaxSpeed

description: Highest speed of the characters trajectory across all animations in the database.

PCAValuesSize

description: Partial memory size used to store the pose feature vectors in PCA space.

PoseMetadataSize

description: Partial memory size used to store database metadata.

SearchableFrames

description: Amount of animation frames that are searchable in the database (this will exclude frames that have been removed using Sampling Range).

SearchableTime

description: Amount of animation in time that are searchable in the database (this will exclude time that have been removed using Sampling Range).

TotalAnimationPosesInFrames

description: Number of total animation poses in frames in the database.

TotalAnimationPosesInTime

description: Number of total animation poses in time in the database.

ValuesSize

description: Partial memory size used to store the pose feature vectors.


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


className: UPoseSearchNormalizationSetFactory

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


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


className: UPoseSearchSchemaFactory

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


description: True if any movie paths.

module: PreLoadScreenMoviePlayer

code: bool IsValid() const


className: EMovieScreenPlaybackType

code: enum EMovieScreenPlaybackType { MT_MS_Normal, MT_MS_Looped, MT_MS_LoadingLoop, MT_MS_MAX, }


code: FPreLoadMovieAttributes()


className: FPreLoadMovieAttributes

description: Struct of all the attributes a loading screen will have.

code: struct FPreLoadMovieAttributes

bAutoCompleteWhenLoadingCompletes

type: bool

description: If true, the loading screen will disappear as soon as all movies are played and loading is done.

bMoviesAreSkippable

description: If true, movies can be skipped by clicking the loading screen as long as loading is done.

bWaitForManualStop

description: If true, movie playback continues until Stop is called.

MinimumLoadingScreenDisplayTime

description: The minimum time that a loading screen should be opened for.

MoviePaths

type: TArray<FString...

description: The movie paths local to the game's Content/Movies/ directory we will play.

PlaybackType

type: TEnumAsByte<EM...

description: Should we just play back, loop, etc.


code: virtual void CleanUp()


code: virtual [FOptionalSize](API\Runtime\SlateCore\Types\FOptionalSize) GetMovieHeight() const


description: Callbacks for movie viewport

code: virtual FVector2D GetMovieSize() const


code: virtual [FOptionalSize](API\Runtime\SlateCore\Types\FOptionalSize) GetMovieWidth() const


code: virtual [EVisibility](API\Runtime\SlateCore\Layout\EVisibility) GetSlateBackgroundVisibility() const


code: virtual [EVisibility](API\Runtime\SlateCore\Layout\EVisibility) GetViewportVisibility() const


code: virtual [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > GetWidget()


code: virtual const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< const [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > GetWidget() const


description: Handles constructing aFPreLoadSettingsContainerBasewith the.

code: virtual void InitSettingsFromConfig ( const [FString](API\Runtime\Core\Containers\FString) & ConfigFileName )


description: Default behavior is just to see if we have an active widget. Should really overload with our own behavior to see if we are done displaying.

code: virtual bool IsDone() const


code: virtual void Init()


code: virtual bool IsMovieStreamingFinished() const


code: virtual bool MovieStreamingIsPrepared() const


code: virtual [FReply](API\Runtime\SlateCore\Input\FReply) OnLoadingScreenKeyDown ( const [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) & Geometry, const [FKeyEvent](API\Runtime\SlateCore\Input\FKeyEvent) & KeyEvent )


code: virtual [FReply](API\Runtime\SlateCore\Input\FReply) OnLoadingScreenMouseButtonDown ( const [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) & Geometry, const [FPointerEvent](API\Runtime\SlateCore\Input\FPointerEvent) & PointerEvent )


description: Store off TargetWindow.

code: virtual void OnPlay ( [TWeakPtr](API\Runtime\Core\Templates\TWeakPtr)< [SWindow](API\Runtime\SlateCore\Widgets\SWindow) > TargetWindow )


description: Callback for when a PreLoadScreen is no longer being displayed.

code: virtual void OnStop()


code: virtual void RegisterMovieStreamer ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IMovieStreamer](API\Runtime\MoviePlayer\IMovieStreamer), ESPMode::ThreadSafe > MovieStreamerIn )


description: Called on the render thread

code: virtual void RenderTick ( float DeltaTime )


code: virtual void SetMovieAttributes ( const [FPreLoadMovieAttributes](API\Plugins\PreLoadScreenMoviePlayer\FPreLoadMovieAttributes) & MovieAttributesIn )


description: We don't use these in theFPreLoadScreenBase, but they are useful for game-specific implementations.

code: virtual void Tick ( float DeltaTime )


code: FPreLoadMoviePlayerScreenBase()


className: FPreLoadMoviePlayerScreenBase

code: class FPreLoadMoviePlayerScreenBase : public [FPreLoadScreenBase](API\Runtime\PreLoadScreen\FPreLoadScreenBase)

bUserCalledFinish

description: User has called finish (needed if LoadingScreenAttributes.bAutoCompleteWhenLoadingCompletes is off)

LastPlayTime

type: double

description: The last time a movie was started

MovieAttributes

type: FPreLoadMovieAt...

description: Attributes of the loading screen we are currently displaying

MovieStreamer

type: TSharedPtr<IMo...

MovieStreamingIsDone

type: FThreadSafeCoun...

description: True if all movies have successfully streamed and completed

MovieViewport

type: TSharedPtr<SVi...


code: virtual void CleanUpMovieStreamer()


description:
Returns true if this module hosts gameplay code
True for "gameplay modules", or false for engine code modules, plugins, etc.

code: virtual bool IsGameModule() const


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

code: virtual void ShutdownModule()


code: virtual void RegisterMovieStreamer ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< class [IMovieStreamer](API\Runtime\MoviePlayer\IMovieStreamer), ESPMode::ThreadSafe > InMovieStreamer )


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

code: virtual void StartupModule()


className: FPreLoadMoviePlayerScreenModuleBase

code: class FPreLoadMoviePlayerScreenModuleBase : public [IPreLoadMoviePlayerScreenModule](API\Plugins\PreLoadScreenMoviePlayer\IPreLoadMoviePlayerScreenModule)


code: virtual void UnRegisterMovieStreamer ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< class [IMovieStreamer](API\Runtime\MoviePlayer\IMovieStreamer), ESPMode::ThreadSafe > InMovieStreamer )


description:
Simple Getter for the static name of this module
The Module Name as constFName

code: static const [FName](API\Runtime\Core\UObject\FName) GetModuleName()


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

code: static [IPreLoadMoviePlayerScreenModule](API\Plugins\PreLoadScreenMoviePlayer\IPreLoadMoviePlayerScreenModule) & Get()


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

code: static bool IsAvailable()


className: IPreLoadMoviePlayerScreenModule

description: Module interface for handling any PreLoad Movie Player Screens. Mainly used to play movies before/during engine load.

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


className: BuildMeshDescription

module: ProceduralMeshComponent

code: [FMeshDescription](API\Runtime\MeshDescription\FMeshDescription) PROCEDURALMESHCOMPONENT_API BuildMeshDescription ( [UProceduralMeshComponent](API\Plugins\ProceduralMeshComponent\UProceduralMeshComponent) * ProcMeshComp )


className: EProcMeshSliceCapOption

description: Options for creating cap geometry when slicing

code: enum EProcMeshSliceCapOption { NoCap, CreateNewSectionForCap, UseLastSectionForCap, }


code: FProcMeshSection()


description: Reset this section, clear all mesh info.

code: void Reset()


className: FProcMeshSection

description: One section of the procedural mesh. Each material has its own section.

bEnableCollision

description: Should we build collision data for triangles in this section

bSectionVisible

description: Should we display this section

ProcIndexBuffer

type: TArray< uint32 ...

description: Indexbuffer for this section

ProcVertexBuffer

type: TArray<FProcMe...

description: Vertex buffer for this section

SectionLocalBox

type: FBox

description: Local bounding box of section


code: FProcMeshTangent()


code: FProcMeshTangent ( FVector InTangentX, bool bInFlipTangentY )


code: FProcMeshTangent ( float X, float Y, float Z )


className: FProcMeshTangent

description: Struct used to specify a tangent vector for a vertex The Y tangent is computed from the cross product of the vertex normal (Tangent Z) and the TangentX member.

bFlipTangentY

description: Bool that indicates whether we should flip the Y tangent when we compute it using cross product

TangentX

type: FVector

description: Direction of X tangent for this vertex


code: FProcMeshVertex()


className: FProcMeshVertex

description: One vertex for the procedural mesh, used for storing data internally

Color

type: FColor

description: Vertex color

Normal

description: Vertex normal

Position

description: Vertex position

Tangent

type: FProcMeshTangen...

description: Vertex tangent

description: Vertex texture co-ordinate

description: Vertex texture co-ordinate

description: Vertex texture co-ordinate

description: Vertex texture co-ordinate


code: static [IProceduralMeshComponentPlugin](API\Plugins\ProceduralMeshComponent\IProceduralMeshComponentPlugin) & Get()


className: IProceduralMeshComponentPlugin

description: The public interface to this module

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


className: MeshDescriptionToProcMesh

code: void PROCEDURALMESHCOMPONENT_API MeshDescriptionToProcMesh ( const [FMeshDescription](API\Runtime\MeshDescription\FMeshDescription) & MeshDescription, [UProceduralMeshComponent](API\Plugins\ProceduralMeshComponent\UProceduralMeshComponent) * ProcMeshComp )


description: Automatically generate normals and tangent vectors for a mesh UVs are required for correct tangent generation.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Components|ProceduralMesh", Meta=(AutoCreateRefTerm="SmoothingGroups,UVs")) static void CalculateTangentsForMesh ( const [TArray](API\Runtime\Core\Containers\TArray)< FVector > & Vertices, const [TArray](API\Runtime\Core\Containers\TArray)< int32 > & Triangles, const [TArray](API\Runtime\Core\Containers\TArray)< FVector2D > & UVs, [TArray](API\Runtime\Core\Containers\TArray)< FVector > & Normals, [TArray](API\Runtime\Core\Containers\TArray)< [FProcMeshTangent](API\Plugins\ProceduralMeshComponent\FProcMeshTangent) > & Tangents )


description: Add a quad, specified by four indices, to a triangle index buffer as two triangles.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Components|ProceduralMesh") static void ConvertQuadToTriangles ( [TArray](API\Runtime\Core\Containers\TArray)< int32 > & Triangles, int32 Vert0, int32 Vert1, int32 Vert2, int32 Vert3 )


description: Copy materials from StaticMeshComponent to ProceduralMeshComponent.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Components|ProceduralMesh") static void CopyProceduralMeshFromStaticMeshComponent ( [UStaticMeshComponent](API\Runtime\Engine\Components\UStaticMeshComponent) * StaticMeshComponent, int32 LODIndex, [UProceduralMeshComponent](API\Plugins\ProceduralMeshComponent\UProceduralMeshComponent) * ProcMeshComponent, bool bCreateCollision )


description: Generate a vertex buffer, index buffer and UVs for a grid mesh where each quad is split, with standard 0-1 UVs on UV0 and point sampled texel center UVs for UV1.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Components|ProceduralMesh") static void CreateGridMeshSplit ( int32 NumX, int32 NumY, [TArray](API\Runtime\Core\Containers\TArray)< int32 > & Triangles, [TArray](API\Runtime\Core\Containers\TArray)< FVector > & Vertices, [TArray](API\Runtime\Core\Containers\TArray)< FVector2D > & UVs, [TArray](API\Runtime\Core\Containers\TArray)< FVector2D > & UV1s, float GridSpacing )


description: Generate a vertex buffer, index buffer and UVs for a tessellated grid mesh.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Components|ProceduralMesh") static void CreateGridMeshWelded ( int32 NumX, int32 NumY, [TArray](API\Runtime\Core\Containers\TArray)< int32 > & Triangles, [TArray](API\Runtime\Core\Containers\TArray)< FVector > & Vertices, [TArray](API\Runtime\Core\Containers\TArray)< FVector2D > & UVs, float GridSpacing )


description: Generate an index buffer for a grid of quads.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Components|ProceduralMesh") static void CreateGridMeshTriangles ( int32 NumX, int32 NumY, bool bWinding, [TArray](API\Runtime\Core\Containers\TArray)< int32 > & Triangles )


description: Generate vertex and index buffer for a simple box, given the supplied dimensions. Normals, UVs and tangents are also generated for each vertex.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Components|ProceduralMesh") static void GenerateBoxMesh ( FVector BoxRadius, [TArray](API\Runtime\Core\Containers\TArray)< FVector > & Vertices, [TArray](API\Runtime\Core\Containers\TArray)< int32 > & Triangles, [TArray](API\Runtime\Core\Containers\TArray)< FVector > & Normals, [TArray](API\Runtime\Core\Containers\TArray)< FVector2D > & UVs, [TArray](API\Runtime\Core\Containers\TArray)< [FProcMeshTangent](API\Plugins\ProceduralMeshComponent\FProcMeshTangent) > & Tangents )


description: Grab geometry data from a ProceduralMeshComponent.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Components|ProceduralMesh") static void GetSectionFromProceduralMesh ( [UProceduralMeshComponent](API\Plugins\ProceduralMeshComponent\UProceduralMeshComponent) * InProcMesh, int32 SectionIndex, [TArray](API\Runtime\Core\Containers\TArray)< FVector > & Vertices, [TArray](API\Runtime\Core\Containers\TArray)< int32 > & Triangles, [TArray](API\Runtime\Core\Containers\TArray)< FVector > & Normals, [TArray](API\Runtime\Core\Containers\TArray)< FVector2D > & UVs, [TArray](API\Runtime\Core\Containers\TArray)< [FProcMeshTangent](API\Plugins\ProceduralMeshComponent\FProcMeshTangent) > & Tangents )


description: Grab geometry data from a StaticMesh asset.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Components|ProceduralMesh") static void GetSectionFromStaticMesh ( [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * InMesh, int32 LODIndex, int32 SectionIndex, [TArray](API\Runtime\Core\Containers\TArray)< FVector > & Vertices, [TArray](API\Runtime\Core\Containers\TArray)< int32 > & Triangles, [TArray](API\Runtime\Core\Containers\TArray)< FVector > & Normals, [TArray](API\Runtime\Core\Containers\TArray)< FVector2D > & UVs, [TArray](API\Runtime\Core\Containers\TArray)< [FProcMeshTangent](API\Plugins\ProceduralMeshComponent\FProcMeshTangent) > & Tangents )


description: Slice the ProceduralMeshComponent (including simple convex collision) using a plane. Optionally create 'cap' geometry.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Components|ProceduralMesh") static void SliceProceduralMesh ( [UProceduralMeshComponent](API\Plugins\ProceduralMeshComponent\UProceduralMeshComponent) * InProcMesh, FVector PlanePosition, FVector PlaneNormal, bool bCreateOtherHalf, [UProceduralMeshComponent](API\Plugins\ProceduralMeshComponent\UProceduralMeshComponent) *& OutOtherHalfProcMesh, [EProcMeshSliceCapOption](API\Plugins\ProceduralMeshComponent\EProcMeshSliceCapOption) CapOption, [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * CapMaterial )


className: UKismetProceduralMeshLibrary


description: Add simple collision convex to this component

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Components|ProceduralMesh") void AddCollisionConvexMesh ( [TArray](API\Runtime\Core\Containers\TArray)< FVector > ConvexVerts )


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

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


description: Clear all mesh sections and reset to empty state


description: Clear a section of the procedural mesh. Other sections do not change index.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Components|ProceduralMesh") void ClearMeshSection ( int32 SectionIndex )


description:
Interface for checking if the implementing objects contains triangle mesh collision data
true if the implementing object contains triangle mesh data, false otherwise

code: virtual bool ContainsPhysicsTriMeshData ( bool InUseAllTriData ) const


code: void CreateMeshSection_LinearColor ( int32 SectionIndex, const [TArray](API\Runtime\Core\Containers\TArray)< FVector > & Vertices, const [TArray](API\Runtime\Core\Containers\TArray)< int32 > & Triangles, const [TArray](API\Runtime\Core\Containers\TArray)< FVector > & Normals, const [TArray](API\Runtime\Core\Containers\TArray)< FVector2D > & UV0, const [TArray](API\Runtime\Core\Containers\TArray)< [FLinearColor](API\Runtime\Core\Math\FLinearColor) > & VertexColors, const [TArray](API\Runtime\Core\Containers\TArray)< [FProcMeshTangent](API\Plugins\ProceduralMeshComponent\FProcMeshTangent) > & Tangents, bool bCreateCollision, bool bSRGBConversion )


description: Create/replace a section for this procedural mesh component.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Components|ProceduralMesh", Meta=(DisplayName="Create Mesh Section", AutoCreateRefTerm="Normals,UV0,UV1,UV2,UV3,VertexColors,Tangents", AdvancedDisplay="UV1,UV2,UV3")) void CreateMeshSection_LinearColor ( int32 SectionIndex, const [TArray](API\Runtime\Core\Containers\TArray)< FVector > & Vertices, const [TArray](API\Runtime\Core\Containers\TArray)< int32 > & Triangles, const [TArray](API\Runtime\Core\Containers\TArray)< FVector > & Normals, const [TArray](API\Runtime\Core\Containers\TArray)< FVector2D > & UV0, const [TArray](API\Runtime\Core\Containers\TArray)< FVector2D > & UV1, const [TArray](API\Runtime\Core\Containers\TArray)< FVector2D > & UV2, const [TArray](API\Runtime\Core\Containers\TArray)< FVector2D > & UV3, const [TArray](API\Runtime\Core\Containers\TArray)< [FLinearColor](API\Runtime\Core\Math\FLinearColor) > & VertexColors, const [TArray](API\Runtime\Core\Containers\TArray)< [FProcMeshTangent](API\Plugins\ProceduralMeshComponent\FProcMeshTangent) > & Tangents, bool bCreateCollision, bool bSRGBConversion )


description: Create/replace a section for this procedural mesh component. This function is deprecated for Blueprints because it uses the unsupported 'Color' type. Use new 'Create Mesh Section' function which uses LinearColor instead.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Components|ProceduralMesh", Meta=(DeprecatedFunction, DeprecationMessage="This function is deprecated for Blueprints because it uses the unsupported 'Color' type. Use new 'Create Mesh Section' function which uses LinearColor instead.", DisplayName="Create Mesh Section FColor", AutoCreateRefTerm="Normals,UV0,VertexColors,Tangents")) void CreateMeshSection ( int32 SectionIndex, const [TArray](API\Runtime\Core\Containers\TArray)< FVector > & Vertices, const [TArray](API\Runtime\Core\Containers\TArray)< int32 > & Triangles, const [TArray](API\Runtime\Core\Containers\TArray)< FVector > & Normals, const [TArray](API\Runtime\Core\Containers\TArray)< FVector2D > & UV0, const [TArray](API\Runtime\Core\Containers\TArray)< [FColor](API\Runtime\Core\Math\FColor) > & VertexColors, const [TArray](API\Runtime\Core\Containers\TArray)< [FProcMeshTangent](API\Plugins\ProceduralMeshComponent\FProcMeshTangent) > & Tangents, bool bCreateCollision )


code: void CreateMeshSection ( int32 SectionIndex, const [TArray](API\Runtime\Core\Containers\TArray)< FVector > & Vertices, const [TArray](API\Runtime\Core\Containers\TArray)< int32 > & Triangles, const [TArray](API\Runtime\Core\Containers\TArray)< FVector > & Normals, const [TArray](API\Runtime\Core\Containers\TArray)< FVector2D > & UV0, const [TArray](API\Runtime\Core\Containers\TArray)< FVector2D > & UV1, const [TArray](API\Runtime\Core\Containers\TArray)< FVector2D > & UV2, const [TArray](API\Runtime\Core\Containers\TArray)< FVector2D > & UV3, const [TArray](API\Runtime\Core\Containers\TArray)< [FColor](API\Runtime\Core\Math\FColor) > & VertexColors, const [TArray](API\Runtime\Core\Containers\TArray)< [FProcMeshTangent](API\Plugins\ProceduralMeshComponent\FProcMeshTangent) > & Tangents, bool bCreateCollision )


description: Remove collision meshes from this component


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

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


description: Return the BodySetup to use for this PrimitiveComponent (single body case)

code: virtual [UBodySetup](API\Runtime\Engine\PhysicsEngine\UBodySetup) * GetBodySetup()


description:
Try and retrieve the material applied to a particular collision face of mesh. Used with face index returned from collision trace.
Material applied to section that the hit face belongs to

code: virtual [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * GetMaterialFromCollisionFaceIndex ( int32 FaceIndex, int32 & SectionIndex ) const


description: Return number of material elements in this primitive

code: virtual int32 GetNumMaterials() const


description: Returns number of sections currently created for this component

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Components|ProceduralMesh") int32 GetNumSections() const


description:
Interface for retrieving triangle mesh collision data from the implementing object
true if successful, false if unable to successfully fill in data structure

code: virtual bool GetPhysicsTriMeshData ( struct [FTriMeshCollisionData](API\Runtime\PhysicsCore\FTriMeshCollisionData) * CollisionData, bool InUseAllTriData )


description: Get pointer to internal data for one section of this procedural mesh component. Note that pointer will becomes invalid if sections are added or removed.

code: [FProcMeshSection](API\Plugins\ProceduralMeshComponent\FProcMeshSection) * GetProcMeshSection ( int32 SectionIndex )


description: Returns whether a particular section is currently visible

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Components|ProceduralMesh") bool IsMeshSectionVisible ( int32 SectionIndex ) const


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

code: virtual void PostLoad()


description:
Returns an estimate of how much data would be retrieved by GetPhysicsTriMeshData.
true if successful, false if unable to successfully fill in data structure

code: virtual bool GetTriMeshSizeEstimates ( struct [FTriMeshCollisionDataEstimates](API\Runtime\PhysicsCore\FTriMeshCollisionDataEstimates) & OutTriMeshEstimates, bool bInUseAllTriData ) const


description: Control visibility of a particular section

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Components|ProceduralMesh") void SetMeshSectionVisible ( int32 SectionIndex, bool bNewVisibility )


description: Function to replaceallsimple collision in one go

code: void SetCollisionConvexMeshes ( const [TArray](API\Runtime\Core\Containers\TArray)< [TArray](API\Runtime\Core\Containers\TArray)< FVector > > & ConvexMeshes )


description: Replace a section with new section geometry

code: void SetProcMeshSection ( int32 SectionIndex, const [FProcMeshSection](API\Plugins\ProceduralMeshComponent\FProcMeshSection) & Section )


code: void UpdateMeshSection_LinearColor ( int32 SectionIndex, const [TArray](API\Runtime\Core\Containers\TArray)< FVector > & Vertices, const [TArray](API\Runtime\Core\Containers\TArray)< FVector > & Normals, const [TArray](API\Runtime\Core\Containers\TArray)< FVector2D > & UV0, const [TArray](API\Runtime\Core\Containers\TArray)< [FLinearColor](API\Runtime\Core\Math\FLinearColor) > & VertexColors, const [TArray](API\Runtime\Core\Containers\TArray)< [FProcMeshTangent](API\Plugins\ProceduralMeshComponent\FProcMeshTangent) > & Tangents, bool bSRGBConversion )


description: Updates a section of this procedural mesh component. This is faster than CreateMeshSection, but does not let you change topology. Collision info is also updated.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Components|ProceduralMesh", Meta=(DisplayName="Update Mesh Section", AutoCreateRefTerm="Normals,UV0,UV1,UV2,UV3,VertexColors,Tangents", AdvancedDisplay="UV1,UV2,UV3")) void UpdateMeshSection_LinearColor ( int32 SectionIndex, const [TArray](API\Runtime\Core\Containers\TArray)< FVector > & Vertices, const [TArray](API\Runtime\Core\Containers\TArray)< FVector > & Normals, const [TArray](API\Runtime\Core\Containers\TArray)< FVector2D > & UV0, const [TArray](API\Runtime\Core\Containers\TArray)< FVector2D > & UV1, const [TArray](API\Runtime\Core\Containers\TArray)< FVector2D > & UV2, const [TArray](API\Runtime\Core\Containers\TArray)< FVector2D > & UV3, const [TArray](API\Runtime\Core\Containers\TArray)< [FLinearColor](API\Runtime\Core\Math\FLinearColor) > & VertexColors, const [TArray](API\Runtime\Core\Containers\TArray)< [FProcMeshTangent](API\Plugins\ProceduralMeshComponent\FProcMeshTangent) > & Tangents, bool bSRGBConversion )


description: Updates a section of this procedural mesh component. This is faster than CreateMeshSection, but does not let you change topology. Collision info is also updated. This function is deprecated for Blueprints because it uses the unsupported 'Color' type. Use new 'Create Mesh Section' function which uses LinearColor instead.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Components|ProceduralMesh", Meta=(DeprecatedFunction, DeprecationMessage="This function is deprecated for Blueprints because it uses the unsupported 'Color' type. Use new 'Update Mesh Section' function which uses LinearColor instead.", DisplayName="Update Mesh Section FColor", AutoCreateRefTerm="Normals,UV0,VertexColors,Tangents")) void UpdateMeshSection ( int32 SectionIndex, const [TArray](API\Runtime\Core\Containers\TArray)< FVector > & Vertices, const [TArray](API\Runtime\Core\Containers\TArray)< FVector > & Normals, const [TArray](API\Runtime\Core\Containers\TArray)< FVector2D > & UV0, const [TArray](API\Runtime\Core\Containers\TArray)< [FColor](API\Runtime\Core\Math\FColor) > & VertexColors, const [TArray](API\Runtime\Core\Containers\TArray)< [FProcMeshTangent](API\Plugins\ProceduralMeshComponent\FProcMeshTangent) > & Tangents )


code: void UpdateMeshSection ( int32 SectionIndex, const [TArray](API\Runtime\Core\Containers\TArray)< FVector > & Vertices, const [TArray](API\Runtime\Core\Containers\TArray)< FVector > & Normals, const [TArray](API\Runtime\Core\Containers\TArray)< FVector2D > & UV0, const [TArray](API\Runtime\Core\Containers\TArray)< FVector2D > & UV1, const [TArray](API\Runtime\Core\Containers\TArray)< FVector2D > & UV2, const [TArray](API\Runtime\Core\Containers\TArray)< FVector2D > & UV3, const [TArray](API\Runtime\Core\Containers\TArray)< [FColor](API\Runtime\Core\Math\FColor) > & VertexColors, const [TArray](API\Runtime\Core\Containers\TArray)< [FProcMeshTangent](API\Plugins\ProceduralMeshComponent\FProcMeshTangent) > & Tangents )


description: Do we want to create a negative version of this mesh

code: virtual bool WantsNegXTriMesh()


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


className: UProceduralMeshComponent

description: Component that allows you to specify custom triangle mesh geometry Beware! This feature is experimental and may be substantially changed in future releases.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(HideCategories=(Object, LOD), Meta=(BlueprintSpawnableComponent), ClassGroup=Rendering) class UProceduralMeshComponent : public [UMeshComponent](API\Runtime\Engine\Components\UMeshComponent), public [IInterface_CollisionDataProvider](API\Runtime\Engine\Interfaces\IInterface_CollisionDataProvider)

bUseAsyncCooking

description: Controls whether the physics cooking should be done off the game thread.

bUseComplexAsSimpleCollision

description: Controls whether the complex (Per poly) geometry should be treated as 'simple' collision.

ProcMeshBodySetup

type: TObjectPtr< cla...

description: Collision data


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

module: ProceduralMeshComponentEditor


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

code: static bool IsAvailable()


className: IProceduralMeshComponentEditorPlugin

description: The public interface to this module

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


module: ProxyLODMeshReduction


className: IProxyLODMeshReduction

description: The public interface to this module. In most cases, this interface is only public to sibling modules within this plugin.

code: class IProxyLODMeshReduction : public [IMeshReductionModule](API\Developer\MeshReductionInterface\IMeshReductionModule)


code: static [IProxyLODMeshReduction](API\Plugins\ProxyLODMeshReduction\IProxyLODMeshReduction) & Get()


description:
Lower-level entry point: Method that generates new UVs inconstant with the mesh defined by the VertexBuffer/IndexBuffer according to the parameters specified in the FTextureAtlasDesc The underlying code uses Isometeric approach (Iso-Charts) in UV generation. This assumes that the caller has already generated the mesh adjacency information.
'true' if the UV generation succeeded, 'false' if it failed.

code: bool GenerateUVs ( int32 Width, int32 Height, float GutterSpace, const [TArray](API\Runtime\Core\Containers\TArray)< FVector3f > & VertexBuffer, const [TArray](API\Runtime\Core\Containers\TArray)< int32 > & IndexBuffer, const [TArray](API\Runtime\Core\Containers\TArray)< int32 > & AdjacencyBuffer, [TFunction](API\Runtime\Core\GenericPlatform\TFunction)< bool(float)> & Callback, [TArray](API\Runtime\Core\Containers\TArray)< FVector2D > & UVVertexBuffer, [TArray](API\Runtime\Core\Containers\TArray)< int32 > & UVIndexBuffer, [TArray](API\Runtime\Core\Containers\TArray)< int32 > & VertexRemapArray, float & MaxStretch, int32 & NumCharts ) const


code: bool ParameterizeMeshDescription ( [FMeshDescription](API\Runtime\MeshDescription\FMeshDescription) & MeshDescription, int32 Width, int32 Height, float GutterSpace, float Stretch, int32 ChartNum, bool bUseNormals, bool bRecomputeTangentSpace, bool bPrintDebugMessages ) const


code: virtual ~IProxyLODParameterization()


description: Close any gap in OpenVDB volume which radius is less than given one in given maximum iteration

code: void CloseGaps ( const double GapRadius, const int32 MaxDilations )


className: IProxyLODParameterization

code: class IProxyLODParameterization


description: Extract iso distance 0 from OpenVDB volume as a RawMesh

code: void ConvertToRawMesh ( [FMeshDescription](API\Runtime\MeshDescription\FMeshDescription) & OutRawMesh ) const


description: Create OpenVDB volume from input geometry

code: static [TUniquePtr](API\Runtime\Core\Templates\TUniquePtr)< [IProxyLODVolume](API\Plugins\ProxyLODMeshReduction\IProxyLODVolume) > CreateSDFVolumeFromMeshArray ( const [TArray](API\Runtime\Core\Containers\TArray)< [FMeshMergeData](API\Developer\MeshMergeUtilities\FMeshMergeData) > & Geometry, float Step )


code: static [TUniquePtr](API\Runtime\Core\Templates\TUniquePtr)< [IProxyLODVolume](API\Plugins\ProxyLODMeshReduction\IProxyLODVolume) > CreateSDFVolumeFromMeshArray ( const [TArray](API\Runtime\Core\Containers\TArray)< [FInstancedMeshMergeData](API\Developer\MeshMergeUtilities\FInstancedMeshMergeData) > & Geometry, float Step )


description: Expand exterior and interior narrow band of OpenVDB volume by given amount

code: void ExpandNarrowBand ( float ExteriorWidth, float InteriorWidth )


code: int32 MinIndex&40;&41; const


code: int32 operator&91;&93; &40; int32 Index &41; const


code: FVector3i &40; int32 InX, int32 InY, int32 InZ &41;


description: Helper class to extract dimensions in voxel size units of OpenVDB volume

code: struct FVector3i


description: Get dimensions of bounding box of OpenVDB volume in multiple of size of voxel cell


description: Get size of voxel cell

code: double GetVoxelSize() const


code: virtual ~IProxyLODVolume()


description: Returns distance between given point and iso distance 0 of OpenVDB volume. Note: Returned value is clamped between -'dimension of interior narrow band' and +'dimension of exterior narrow band'

code: float QueryDistance ( const FVector & Point ) const


className: IProxyLODVolume

code: class IProxyLODVolume


code: FVector ComputeDifference ( const [FPlacedMesh](API\Plugins\ProxyLODMeshReduction\IVoxelBasedCSG\FPlacedMesh) & PlacedMeshA, const [FPlacedMesh](API\Plugins\ProxyLODMeshReduction\IVoxelBasedCSG\FPlacedMesh) & PlacedMeshB, [FMeshDescription](API\Runtime\MeshDescription\FMeshDescription) & ResultMesh, double Adaptivity, double IsoSurface ) const


code: bool ComputeDifference ( [IVoxelBasedCSG::FInterrupter](API\Plugins\ProxyLODMeshReduction\IVoxelBasedCSG\FInterrupter) & Interrupter, const [FPlacedMesh](API\Plugins\ProxyLODMeshReduction\IVoxelBasedCSG\FPlacedMesh) & PlacedMeshA, const [FPlacedMesh](API\Plugins\ProxyLODMeshReduction\IVoxelBasedCSG\FPlacedMesh) & PlacedMeshB, [FMeshDescription](API\Runtime\MeshDescription\FMeshDescription) & ResultMesh, FVector & AverageTranslation, double Adaptivity, double IsoSurface ) const


code: FVector ComputeIntersection ( const [FPlacedMesh](API\Plugins\ProxyLODMeshReduction\IVoxelBasedCSG\FPlacedMesh) & PlacedMeshA, const [FPlacedMesh](API\Plugins\ProxyLODMeshReduction\IVoxelBasedCSG\FPlacedMesh) & PlacedMeshB, [FMeshDescription](API\Runtime\MeshDescription\FMeshDescription) & ResultMesh, double Adaptivity, double IsoSurface ) const


code: bool ComputeIntersection ( [IVoxelBasedCSG::FInterrupter](API\Plugins\ProxyLODMeshReduction\IVoxelBasedCSG\FInterrupter) & Interrupter, const [FPlacedMesh](API\Plugins\ProxyLODMeshReduction\IVoxelBasedCSG\FPlacedMesh) & PlacedMeshA, const [FPlacedMesh](API\Plugins\ProxyLODMeshReduction\IVoxelBasedCSG\FPlacedMesh) & PlacedMeshB, [FMeshDescription](API\Runtime\MeshDescription\FMeshDescription) & ResultMesh, FVector & AverageTranslation, double Adaptivity, double IsoSurface ) const


description: Will destroy UVs and other attributes Returns the average location of the input meshes.

code: FVector ComputeUnion ( const [TArray](API\Runtime\Core\Containers\TArray)< [IVoxelBasedCSG::FPlacedMesh](API\Plugins\ProxyLODMeshReduction\IVoxelBasedCSG\FPlacedMesh) > & MeshArray, [FMeshDescription](API\Runtime\MeshDescription\FMeshDescription) & ResultMesh, double Adaptivity, double IsoSurfcae ) const


code: FVector ComputeUnion ( const [FPlacedMesh](API\Plugins\ProxyLODMeshReduction\IVoxelBasedCSG\FPlacedMesh) & PlacedMeshA, const [FPlacedMesh](API\Plugins\ProxyLODMeshReduction\IVoxelBasedCSG\FPlacedMesh) & PlacedMeshB, [FMeshDescription](API\Runtime\MeshDescription\FMeshDescription) & ResultMesh, double Adaptivity, double IsoSurface ) const


description: Interruptible versions. return true on success.

code: bool ComputeUnion ( [IVoxelBasedCSG::FInterrupter](API\Plugins\ProxyLODMeshReduction\IVoxelBasedCSG\FInterrupter) & Interrupter, const [TArray](API\Runtime\Core\Containers\TArray)< [IVoxelBasedCSG::FPlacedMesh](API\Plugins\ProxyLODMeshReduction\IVoxelBasedCSG\FPlacedMesh) > & MeshArray, [FMeshDescription](API\Runtime\MeshDescription\FMeshDescription) & ResultMesh, FVector & AverageTranslation, double Adaptivity, double IsoSurfcae ) const


code: bool ComputeUnion ( [IVoxelBasedCSG::FInterrupter](API\Plugins\ProxyLODMeshReduction\IVoxelBasedCSG\FInterrupter) & Interrupter, const [FPlacedMesh](API\Plugins\ProxyLODMeshReduction\IVoxelBasedCSG\FPlacedMesh) & PlacedMeshA, const [FPlacedMesh](API\Plugins\ProxyLODMeshReduction\IVoxelBasedCSG\FPlacedMesh) & PlacedMeshB, [FMeshDescription](API\Runtime\MeshDescription\FMeshDescription) & ResultMesh, FVector & AverageTranslation, double Adaptivity, double IsoSurface ) const


code: static [TUniquePtr](API\Runtime\Core\Templates\TUniquePtr)< [IVoxelBasedCSG](API\Plugins\ProxyLODMeshReduction\IVoxelBasedCSG) > CreateCSGTool ( float VoxelSize )


code: virtual void end&40;&41;


description: Templated openvdb code requires these functions.

code: virtual void start &40; const char &42; name &41;


code: virtual bool wasInterrupted &40; int percent &41;


code: virtual &126;FInterrupter&40;&41;


className: FInterrupter

code: struct FInterrupter


code: FPlacedMesh & operator&61; &40; const FPlacedMesh & other &41;


code: FPlacedMesh &40; const FPlacedMesh & other &41;


code: FPlacedMesh &40; const FMeshDescription &42; MeshIn, const FTransform & TransformIn &41;


className: FPlacedMesh

code: class FPlacedMesh

Mesh

type: constFMeshDesc...

Transform

type: FTransform


code: double GetVoxelSize() const


code: void SetVoxelSize ( double VolexSize )


code: virtual ~IVoxelBasedCSG()


className: IVoxelBasedCSG

code: class IVoxelBasedCSG


module: ProxyTable

code: virtual bool GetValue ( [FChooserEvaluationContext](API\Plugins\Chooser\FChooserEvaluationContext) & Context, const [UProxyTable](API\Plugins\ProxyTable\UProxyTable) *& OutResult ) const


className: FChooserParameterProxyTableBase

code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)() struct FChooserParameterProxyTableBase : public [FChooserParameterBase](API\Plugins\Chooser\FChooserParameterBase)


description: Proxy Entry.

code: const [FGuid](API\Runtime\Core\Misc\FGuid) GetGuid() const


code: bool operator== ( const [FProxyEntry](API\Plugins\ProxyTable\FProxyEntry) & Other ) const


code: bool operator< ( const [FProxyEntry](API\Plugins\ProxyTable\FProxyEntry) & Other ) const


className: FProxyEntry

Key

type: FName

description: Temporarily leaving this property for backwards compatibility with old content which used FNames rather thanUProxyAsset

OutputStructData

type: TArray<FProxyS...

Proxy

type: TObjectPtr<UPr...

ValueStruct

type: FInstancedStruc...


className: FProxyStructOutput

Binding

type: FChooserStructP...


className: FProxyTableChanged

code: typedef TMulticastDelegate_NoParams< void > FProxyTableChanged


className: FProxyTypeChanged

code: typedef TMulticastDelegate_OneParam< void, const [UClass](API\Runtime\CoreUObject\UObject\UClass) *OutputObjectType > FProxyTypeChanged


className: FRuntimeProxyValue


className: GetTypeHash

code: uint32 GetTypeHash ( const [FProxyEntry](API\Plugins\ProxyTable\FProxyEntry) & Entry )


code: virtual void ConvertToInstancedStruct ( [FInstancedStruct](API\Plugins\StructUtils\FInstancedStruct) & OutInstancedStruct ) const


className: IChooserParameterProxyTable

code: class IChooserParameterProxyTable


className: UChooserParameterProxyTable

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


code: [UObject](API\Runtime\CoreUObject\UObject\UObject) * FindProxyObject ( [FChooserEvaluationContext](API\Plugins\Chooser\FChooserEvaluationContext) & Context ) const


code: virtual TConstArrayView< [FInstancedStruct](API\Plugins\StructUtils\FInstancedStruct) > GetContextData() const


code: virtual void PostDuplicate ( [EDuplicateMode::Type](API\Runtime\CoreUObject\UObject\EDuplicateMode__Type) DuplicateMode )


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

code: virtual void PostEditUndo()


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

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


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

code: virtual void PostLoad()


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


className: UProxyAsset

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(MinimalAPI, BlueprintType) class UProxyAsset : public [UObject](API\Runtime\CoreUObject\UObject\UObject), public [IHasContextClass](API\Plugins\Chooser\IHasContextClass)

CachedPreviousResultType

type: EObjectChooserR...

CachedPreviousType

type: UClass*

description: Caching the type so that on Undo, we can tell if we should fire the changed delegate

ContextData

type: TArray<FInstan...

Guid

type: FGuid

OnTypeChanged

type: FProxyTypeChang...

Type

type: TObjectPtr<UCl...


code: [UObject](API\Runtime\CoreUObject\UObject\UObject) * FindProxyObject ( const [FGuid](API\Runtime\Core\Misc\FGuid) & Key, [FChooserEvaluationContext](API\Plugins\Chooser\FChooserEvaluationContext) & Context ) const


description: Unlike PostEditUndo (which is called for any object in the transaction), this is only called on objects that are actually changed by the transaction.

code: virtual void PostTransacted ( const [FTransactionObjectEvent](API\Runtime\CoreUObject\Misc\FTransactionObjectEvent) & TransactionEvent )


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


className: UProxyTable

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

Entries

type: TArray<FProxyE...

InheritEntriesFrom

type: TArray<TObject...

Keys

type: TArray<FGuid>

OnProxyTableChanged

type: FProxyTableChan...

RuntimeValues

type: TArray<FRuntim...


description: Resolve a proxy asset and return the selectedUObject, or null

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Meta=(BlueprintThreadSafe, DeterminesOutputType="ObjectClass", BlueprintInternalUseOnly="true"), Category="Animation") static [UObject](API\Runtime\CoreUObject\UObject\UObject) * EvaluateProxyAsset ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * ContextObject, const [UProxyAsset](API\Plugins\ProxyTable\UProxyAsset) * Proxy, [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UObject](API\Runtime\CoreUObject\UObject\UObject) > ObjectClass )


description: Temporary backwards compatibility function! please switch to EvaluateProxyAsset

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Meta=(BlueprintThreadSafe, BlueprintInternalUseOnly="true"), Category="Animation") static [UObject](API\Runtime\CoreUObject\UObject\UObject) * EvaluateProxyTable ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * ContextObject, const [UProxyTable](API\Plugins\ProxyTable\UProxyTable) * ProxyTable, [FName](API\Runtime\Core\UObject\FName) Key )


description: Create a LookupProxy struct

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Animation", Meta=(BlueprintThreadSafe, BlueprintInternalUseOnly="true")) static [FInstancedStruct](API\Plugins\StructUtils\FInstancedStruct) MakeLookupProxy ( [UProxyAsset](API\Plugins\ProxyTable\UProxyAsset) * Proxy )


code: static [FInstancedStruct](API\Plugins\StructUtils\FInstancedStruct) MakeLookupProxyWithOverrideTable ( [UProxyAsset](API\Plugins\ProxyTable\UProxyAsset) * Proxy, [UProxyTable](API\Plugins\ProxyTable\UProxyTable) * ProxyTable )


className: UProxyTableFunctionLibrary

description: Proxy Table Function Library

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