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API > API/Plugins > API/Plugins/MLDeformerFrameworkEditor
An actor in the ML Deformer asset editor viewport. The UE Actor object itself is created by the FMLDeformerEditorModel class, after which this editor actor class can create components on it. It also contains some methods to control visibility and playback, among some other helper methods.
| Name | FMLDeformerEditorActor |
| Type | class |
| Header File | /Engine/Plugins/Animation/MLDeformer/MLDeformerFramework/Source/MLDeformerFrameworkEditor/Public/MLDeformerEditorActor.h |
| Include Path | #include "MLDeformerEditorActor.h" |
Syntax
class FMLDeformerEditorActor
Derived Classes
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FMLDeformerEditorActor
(
const FConstructSettings& Settings |
MLDeformerEditorActor.h |
Destructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual ~FMLDeformerEditorActor() |
MLDeformerEditorActor.h |
Structs
| Name | Remarks |
|---|---|
| FConstructSettings | The construction settings, which can be used as info when creating new components. |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
AActor * GetActor() |
MLDeformerEditorActor.h | ||
int32 GetActorTypeInstanceIndex() |
MLDeformerEditorActor.h | ||
virtual FBox GetBoundingBox() |
MLDeformerEditorActor.h | ||
UTextRenderComponent * GetLabelComponent() |
MLDeformerEditorActor.h | ||
float GetMeshOffsetFactor() |
MLDeformerEditorActor.h | ||
UMLDeformerComponent * GetMLDeformerComponent() |
MLDeformerEditorActor.h | ||
virtual float GetPlayPosition() |
MLDeformerEditorActor.h | ||
virtual float GetPlaySpeed() |
MLDeformerEditorActor.h | ||
UDebugSkelMeshComponent * GetSkeletalMeshComponent() |
MLDeformerEditorActor.h | ||
int32 GetTypeID() |
MLDeformerEditorActor.h | ||
virtual bool HasVisualMesh() |
MLDeformerEditorActor.h | ||
virtual bool IsGroundTruthActor() |
MLDeformerEditorActor.h | ||
virtual bool IsPlaying() |
MLDeformerEditorActor.h | ||
bool IsTestActor() |
MLDeformerEditorActor.h | ||
bool IsTrainingActor() |
MLDeformerEditorActor.h | ||
virtual bool IsVisible() |
MLDeformerEditorActor.h | ||
virtual void Pause
(
bool bPaused |
MLDeformerEditorActor.h | ||
void SetActorTypeInstanceIndex
(
int32 Index |
MLDeformerEditorActor.h | ||
void SetMeshOffsetFactor
(
float OffsetFactor |
MLDeformerEditorActor.h | ||
void SetMLDeformerComponent
(
UMLDeformerComponent* Component |
MLDeformerEditorActor.h | ||
virtual void SetPlayPosition
(
float TimeInSeconds, |
MLDeformerEditorActor.h | ||
virtual void SetPlaySpeed
(
float PlaySpeed |
MLDeformerEditorActor.h | ||
void SetSkeletalMeshComponent
(
UDebugSkelMeshComponent* SkelMeshComponent |
MLDeformerEditorActor.h | ||
virtual void SetVisibility
(
bool bIsVisible |
Main methods you can override. | MLDeformerEditorActor.h |
Protected
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UTextRenderComponent * CreateLabelComponent
(
AActor* InActor, |
MLDeformerEditorActor.h |