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API > API/Plugins > API/Plugins/ActorModifierCore
Abstract base class for all blueprint modifier
| Name | UActorModifierCoreBlueprintBase |
| Type | class |
| Header File | /Engine/Plugins/VirtualProduction/ActorModifierCore/Source/ActorModifierCore/Public/Modifiers/Blueprints/ActorModifierCoreBlueprintBase.h |
| Include Path | #include "Modifiers/Blueprints/ActorModifierCoreBlueprintBase.h" |
Syntax
UCLASS (MinimalAPI, Blueprintable, Abstract, EditInlineNew,
HideCategories=(Tags, AssetUserData, Activation, Collision, Cooking))
class UActorModifierCoreBlueprintBase : public UActorModifierCoreBase
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UActorModifierCoreBase → UActorModifierCoreBlueprintBase
Functions
Protected
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void FlagModifierDirty() |
Flag this modifier as needing an update after a property value has changed | Modifiers/Blueprints/ActorModifierCoreBlueprintBase.h |
|
void OnModifierAddedEvent
(
AActor* InTargetActor, |
Called when this modifier is added in a stack on an actor | Modifiers/Blueprints/ActorModifierCoreBlueprintBase.h |
|
| Called to apply a custom action on an actor | Modifiers/Blueprints/ActorModifierCoreBlueprintBase.h |
|
|
void OnModifierDisabledEvent
(
AActor* InTargetActor, |
Called when this modifier is disabled | Modifiers/Blueprints/ActorModifierCoreBlueprintBase.h |
|
void OnModifierEnabledEvent
(
AActor* InTargetActor, |
Called when this modifier is enabled | Modifiers/Blueprints/ActorModifierCoreBlueprintBase.h |
|
void OnModifierRemovedEvent
(
AActor* InTargetActor, |
Called when this modifier is removed from a stack on an actor | Modifiers/Blueprints/ActorModifierCoreBlueprintBase.h |
|
void OnModifierReplacedEvent
(
AActor* InTargetActor |
Called when the modifier gets recompiled and replaced in the stack | Modifiers/Blueprints/ActorModifierCoreBlueprintBase.h |
|
void OnModifierRestoreStateEvent
(
AActor* InTargetActor |
Called to restore this modifier actions on an actor | Modifiers/Blueprints/ActorModifierCoreBlueprintBase.h |
|
void OnModifierSaveStateEvent
(
AActor* InTargetActor |
Called before this modifier is applied on an actor to save all relevant state | Modifiers/Blueprints/ActorModifierCoreBlueprintBase.h |
|
void OnModifierSetupEvent
(
UPARAM(Ref) FActorModifierCoreMetadata& InMetadata, |
Called once to setup modifier metadata | Modifiers/Blueprints/ActorModifierCoreBlueprintBase.h |
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