| UObjectBase
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Module |
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Header |
/Engine/Plugins/Enterprise/VariantManager/Source/VariantManager/Public/VariantManagerBlueprintLibrary.h |
Include |
#include "VariantManagerBlueprintLibrary.h" |
[UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Meta=(ScriptName="VariantManagerLibrary"))
class UVariantManagerBlueprintLibrary : public UBlueprintFunctionLibrary
Library of functions that can be used by the Python API to trigger VariantManager operations
Name | Description | |
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UVariantManagerBlueprintLibrary ( |
Name | Description | ||
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AddActorBinding |
Binds the Actor to the Variant, internally creating a VariantObjectBinding. |
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AddDependency ( |
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AddVariant ( |
Adds Variant to the VariantSet's list of Variants. |
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AddVariantSet ( |
Adds VariantSet to the LevelVariantSets' list of VariantSets. |
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Apply ( |
Applies the recorded data from PropVal to the actor from which it was captured. |
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UPropertyVal... |
CaptureProperty |
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. |
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ALevelVarian... |
CreateLevelVariantSetsActor ( |
Creates a new ALevelVariantSetsActor in the current scene and assigns LevelVariantSetsAsset to it. |
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ULevelVarian... |
CreateLevelVariantSetsAsset |
Creates a new LevelVariantSetsAsset named AssetName (e.g. 'MyLevelVariantSets') in the content path AssetPath (e.g. '/Game') |
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DeleteDependency |
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GetCapturableProperties ( |
Returns a property path for all the properties we can capture for an actor. |
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GetCapturedProperties |
Returns which properties have been captured for this actor in Variant. |
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GetPropertyTypeString ( |
This allows the scripting language to get the type of the C++ property its dealing with. |
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GetValueBool ( |
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GetValueColor ( |
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float |
GetValueFloat ( |
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GetValueInt ( |
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GetValueIntPoint ( |
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GetValueLinearColor ( |
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UObject *... |
GetValueObject ( |
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GetValueQuat ( |
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GetValueRotator ( |
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GetValueString ( |
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GetValueVector ( |
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GetValueVector2D ( |
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GetValueVector4 ( |
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Record ( |
Records new data for PropVal from the actor from which it was captured. |
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RemoveActorBinding |
Removes an actor binding to Actor from Variant, if it exists. |
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RemoveActorBindingByName |
Looks for an actor binding to an actor with ActorLabel within Variant and removes it, if it exists. |
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RemoveCapturedProperty ( |
Removes a property capture from an actor binding within Variant, if it exists. |
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RemoveCapturedPropertyByName |
Removes property capture with PropertyPath from Actor's binding within Variant, if it exists. |
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RemoveVariant ( |
Removes Variant from VariantSet, if that is its parent. |
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RemoveVariantByName ( |
Looks for a variant with VariantName within VariantSet and removes it, if it exists. |
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RemoveVariantSet ( |
Removes VariantSet from LevelVariantSets, if that is its parent. |
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RemoveVariantSetByName ( |
Looks for a variant set with VariantSetName within LevelVariantSets and removes it, if it exists. |
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SetDependency ( |
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SetValueBool ( |
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SetValueColor ( |
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SetValueFloat ( |
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SetValueInt ( |
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SetValueIntPoint ( |
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SetValueLinearColor ( |
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SetValueObject ( |
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SetValueQuat ( |
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SetValueRotator ( |
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SetValueString ( |
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SetValueVector ( |
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SetValueVector2D ( |
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SetValueVector4 ( |
Name |
Description |
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VariantManager |