UVariantManagerBlueprintLibrary

Library of functions that can be used by the Python API to trigger VariantManager operations

Windows
MacOS
Linux

Inheritance Hierarchy

References

Module

VariantManager

Header

/Engine/Plugins/Enterprise/VariantManager/Source/VariantManager/Public/VariantManagerBlueprintLibrary.h

Include

#include "VariantManagerBlueprintLibrary.h"

Syntax

[UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Meta=(ScriptName="VariantManagerLibrary"))
class UVariantManagerBlueprintLibrary : public UBlueprintFunctionLibrary

Remarks

Library of functions that can be used by the Python API to trigger VariantManager operations

Constructors

Name Description

Public function

UVariantManagerBlueprintLibrary

(
    const FObjectInitializer& ObjectIn...
)

Functions

Name Description

Public function Static UFunction BlueprintCallable, Category, Meta

void

 

AddActorBinding

(
    UVariant* Variant,
    AActor* Actor
)

Binds the Actor to the Variant, internally creating a VariantObjectBinding.

Public function Static UFunction BlueprintCallable, Category, Meta

int32

 

AddDependency

(
    UVariant* Variant,
    FVariantDependency& Dependency
)

Public function Static UFunction BlueprintCallable, Category, Meta

void

 

AddVariant

(
    UVariantSet* VariantSet,
    UVariant* Variant
)

Adds Variant to the VariantSet's list of Variants.

Public function Static UFunction BlueprintCallable, Category, Meta

void

 

AddVariantSet

(
    ULevelVariantSets* LevelVarian...,
    UVariantSet* VariantSet
)

Adds VariantSet to the LevelVariantSets' list of VariantSets.

Public function Static UFunction BlueprintCallable, Category, Meta

void

 

Apply

(
    UPropertyValue* PropVal
)

Applies the recorded data from PropVal to the actor from which it was captured.

Public function Static UFunction BlueprintCallable, Category, Meta

UPropertyVal...

 

CaptureProperty

(
    UVariant* Variant,
    AActor* Actor,
    FString PropertyPath
)

Finds the actor binding to Actor within Variant and tries capturing a property with PropertyPath Returns the captured UPropertyValue if succeeded or nullptr if it failed.

Public function Static UFunction BlueprintCallable, Category

ALevelVarian...

 

CreateLevelVariantSetsActor

(
    ULevelVariantSets* LevelVarian...
)

Creates a new ALevelVariantSetsActor in the current scene and assigns LevelVariantSetsAsset to it.

Public function Static UFunction BlueprintCallable, Category

ULevelVarian...

 

CreateLevelVariantSetsAsset

(
    const FString& AssetName,
    const FString& AssetPath
)

Creates a new LevelVariantSetsAsset named AssetName (e.g. 'MyLevelVariantSets') in the content path AssetPath (e.g. '/Game')

Public function Static UFunction BlueprintCallable, Category, Meta

void

 

DeleteDependency

(
    UVariant* Variant,
    int32 Index
)

Public function Static UFunction BlueprintCallable, Category

TArray< FStr...

 

GetCapturableProperties

(
    UObject* ActorOrClass
)

Returns a property path for all the properties we can capture for an actor.

Public function Static UFunction BlueprintCallable, Category, Meta

TArray< UPro...

 

GetCapturedProperties

(
    UVariant* Variant,
    AActor* Actor
)

Returns which properties have been captured for this actor in Variant.

Public function Static UFunction BlueprintCallable, Category, Meta

FString

 

GetPropertyTypeString

(
    UPropertyValue* PropVal
)

This allows the scripting language to get the type of the C++ property its dealing with.

Public function Static UFunction BlueprintCallable, Category, Meta

bool

 

GetValueBool

(
    UPropertyValue* Property
)

Public function Static UFunction BlueprintCallable, Category, Meta

FColor

 

GetValueColor

(
    UPropertyValue* Property
)

Public function Static UFunction BlueprintCallable, Category, Meta

float

 

GetValueFloat

(
    UPropertyValue* Property
)

Public function Static UFunction BlueprintCallable, Category, Meta

int32

 

GetValueInt

(
    UPropertyValue* Property
)

Public function Static UFunction BlueprintCallable, Category, Meta

FIntPoint

 

GetValueIntPoint

(
    UPropertyValue* Property
)

Public function Static UFunction BlueprintCallable, Category, Meta

FLinearColor

 

GetValueLinearColor

(
    UPropertyValue* Property
)

Public function Static UFunction BlueprintCallable, Category, Meta

UObject *...

 

GetValueObject

(
    UPropertyValue* Property
)

Public function Static UFunction BlueprintCallable, Category, Meta

FQuat

 

GetValueQuat

(
    UPropertyValue* Property
)

Public function Static UFunction BlueprintCallable, Category, Meta

FRotator

 

GetValueRotator

(
    UPropertyValue* Property
)

Public function Static UFunction BlueprintCallable, Category, Meta

FString

 

GetValueString

(
    UPropertyValue* Property
)

Public function Static UFunction BlueprintCallable, Category, Meta

FVector

 

GetValueVector

(
    UPropertyValue* Property
)

Public function Static UFunction BlueprintCallable, Category, Meta

FVector2D

 

GetValueVector2D

(
    UPropertyValue* Property
)

Public function Static UFunction BlueprintCallable, Category, Meta

FVector4

 

GetValueVector4

(
    UPropertyValue* Property
)

Public function Static UFunction BlueprintCallable, Category, Meta

void

 

Record

(
    UPropertyValue* PropVal
)

Records new data for PropVal from the actor from which it was captured.

Public function Static UFunction BlueprintCallable, Category, Meta

void

 

RemoveActorBinding

(
    UVariant* Variant,
    AActor* Actor
)

Removes an actor binding to Actor from Variant, if it exists.

Public function Static UFunction BlueprintCallable, Category, Meta

void

 

RemoveActorBindingByName

(
    UVariant* Variant,
    const FString& ActorName
)

Looks for an actor binding to an actor with ActorLabel within Variant and removes it, if it exists.

Public function Static UFunction BlueprintCallable, Category, Meta

void

 

RemoveCapturedProperty

(
    UVariant* Variant,
    AActor* Actor,
    UPropertyValue* Property
)

Removes a property capture from an actor binding within Variant, if it exists.

Public function Static UFunction BlueprintCallable, Category, Meta

void

 

RemoveCapturedPropertyByName

(
    UVariant* Variant,
    AActor* Actor,
    FString PropertyPath
)

Removes property capture with PropertyPath from Actor's binding within Variant, if it exists.

Public function Static UFunction BlueprintCallable, Category, Meta

void

 

RemoveVariant

(
    UVariantSet* VariantSet,
    UVariant* Variant
)

Removes Variant from VariantSet, if that is its parent.

Public function Static UFunction BlueprintCallable, Category, Meta

void

 

RemoveVariantByName

(
    UVariantSet* VariantSet,
    const FString& VariantName
)

Looks for a variant with VariantName within VariantSet and removes it, if it exists.

Public function Static UFunction BlueprintCallable, Category, Meta

void

 

RemoveVariantSet

(
    ULevelVariantSets* LevelVarian...,
    UVariantSet* VariantSet
)

Removes VariantSet from LevelVariantSets, if that is its parent.

Public function Static UFunction BlueprintCallable, Category, Meta

void

 

RemoveVariantSetByName

(
    ULevelVariantSets* LevelVarian...,
    const FString& VariantSetName
)

Looks for a variant set with VariantSetName within LevelVariantSets and removes it, if it exists.

Public function Static UFunction BlueprintCallable, Category, Meta

void

 

SetDependency

(
    UVariant* Variant,
    int32 Index,
    FVariantDependency& Dependency
)

Public function Static UFunction BlueprintCallable, Category, Meta

void

 

SetValueBool

(
    UPropertyValue* Property,
    bool InValue
)

Public function Static UFunction BlueprintCallable, Category, Meta

void

 

SetValueColor

(
    UPropertyValue* Property,
    FColor InValue
)

Public function Static UFunction BlueprintCallable, Category, Meta

void

 

SetValueFloat

(
    UPropertyValue* Property,
    float InValue
)

Public function Static UFunction BlueprintCallable, Category, Meta

void

 

SetValueInt

(
    UPropertyValue* Property,
    int32 InValue
)

Public function Static UFunction BlueprintCallable, Category, Meta

void

 

SetValueIntPoint

(
    UPropertyValue* Property,
    FIntPoint InValue
)

Public function Static UFunction BlueprintCallable, Category, Meta

void

 

SetValueLinearColor

(
    UPropertyValue* Property,
    FLinearColor InValue
)

Public function Static UFunction BlueprintCallable, Category, Meta

void

 

SetValueObject

(
    UPropertyValue* Property,
    UObject* InValue
)

Public function Static UFunction BlueprintCallable, Category, Meta

void

 

SetValueQuat

(
    UPropertyValue* Property,
    FQuat InValue
)

Public function Static UFunction BlueprintCallable, Category, Meta

void

 

SetValueRotator

(
    UPropertyValue* Property,
    FRotator InValue
)

Public function Static UFunction BlueprintCallable, Category, Meta

void

 

SetValueString

(
    UPropertyValue* Property,
    const FString& InValue
)

Public function Static UFunction BlueprintCallable, Category, Meta

void

 

SetValueVector

(
    UPropertyValue* Property,
    FVector InValue
)

Public function Static UFunction BlueprintCallable, Category, Meta

void

 

SetValueVector2D

(
    UPropertyValue* Property,
    FVector2D InValue
)

Public function Static UFunction BlueprintCallable, Category, Meta

void

 

SetValueVector4

(
    UPropertyValue* Property,
    FVector4 InValue
)

Constants

Name

Description

VariantManager

Help shape the future of Unreal Engine documentation! Tell us how we're doing so we can serve you better.
Take our survey
Dismiss