| UObjectBase
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Module |
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Header |
/Engine/Plugins/Enterprise/VariantManagerContent/Source/VariantManagerContent/Public/Variant.h |
Include |
#include "Variant.h" |
[UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(BlueprintType)
class UVariant : public UObject
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friend |
FVariantImpl |
Name | Description | |
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UVariant ( |
Name | Description | ||
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AddBindings ( |
In case of a duplicate binding these will destroy the older bindings. |
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AddDependency ( |
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DeleteDependency ( |
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AActor * |
GetActor ( |
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UVariantObje... |
GetBindingByName ( |
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GetBindingIndex ( |
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const TArray... |
GetBindings() |
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FVariantDepe... |
GetDependency ( |
Returning by reference in blueprint doesn't seem to work if we want to later modify the FVariantDependency, so here we leave the return type without UPARAM(ref) so C++ code can use it as ref, while this function in blueprint returns by value |
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GetDependents ( |
Returns all the variants that have this variant as a dependency. |
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GetDisplayText() |
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GetNumActors() |
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GetNumDependencies() |
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UVariantSet ... |
GetParent() |
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UTexture2D &... |
GetThumbnail() |
Gets the thumbnail currently used for this variant. |
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IsActive() |
Returns true if none of our properties are dirty. |
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IsValidDependency ( |
Returns if we can safely trigger Other as a dependency without the danger of cycles. |
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RemoveBindings ( |
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SetDependency ( |
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SetDisplayText ( |
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SetThumbnailFromCamera ( |
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SetThumbnailFromEditorViewport() |
Sets the thumbnail from the active editor viewport. Doesn't do anything if the Editor is not available. |
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SetThumbnailFromFile ( |
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SetThumbnailFromTexture ( |
Sets the thumbnail to use for this variant. Can receive nullptr to clear it. |
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SwitchOn() |
Name |
Description |
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FOnVariantChanged |
Name |
Description |
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OnDependenciesUpdated |
Broadcast whenever we add/remove/modify a variant dependency. |
OnThumbnailUpdated |
Broadcast whenever we modify a variant thumbnail. |