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Node that creates a new object by setting its levels-of-detail and its children.
| Name | NodeObjectNew |
| Type | class |
| Header File | /Engine/Plugins/Mutable/Source/MutableTools/Public/MuT/NodeObjectNew.h |
| Include Path | #include "MuT/NodeObjectNew.h" |
Syntax
class NodeObjectNew : public mu::NodeObject
Inheritance Hierarchy
- CSharedMix → Node → NodeObject → NodeObjectNew
- RefCounted → Node → NodeObject → NodeObjectNew
Destructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
~NodeObjectNew() |
Forbidden. Manage with the Ptr<> template. | MuT/NodeObjectNew.h |
Structs
| Name | Remarks |
|---|---|
| FNamedExtensionDataNode | Extension data attached to this object. |
Constants
| Name | Type | Remarks | Include Path |
|---|---|---|---|
| StaticType | FNodeType | MuT/NodeObjectNew.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| Children | TArray< Ptr< NodeObject > > | Children objects. | MuT/NodeObjectNew.h | |
| Components | TArray< Ptr< NodeComponent > > | Components defined in the object. | MuT/NodeObjectNew.h | |
| ExtensionDataNodes | TArray< FNamedExtensionDataNode > | MuT/NodeObjectNew.h | ||
| Modifiers | TArray< Ptr< NodeModifier > > | Modifiers defined in the object. | MuT/NodeObjectNew.h | |
| Name | FString | Name of the object. | MuT/NodeObjectNew.h | |
| States | TArray< FObjectState > | States defined in this object. | MuT/NodeObjectNew.h | |
| Uid | FString | Externally provided id for the object. | MuT/NodeObjectNew.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void AddExtensionDataNode
(
Ptr< NodeExtensionData > Node, |
Connect a node that produces ExtensionData to be added to the final Instance, and provide a name to associate with the data. | MuT/NodeObjectNew.h | |
void AddStateParam
(
int32 s, |
Add a runtime parameter to the state. | MuT/NodeObjectNew.h | |
int32 GetStateCount() |
Set the number of states that the model can be in. | MuT/NodeObjectNew.h | |
bool HasStateParam
(
int32 s, |
See if a state has a parameter as runtime. | MuT/NodeObjectNew.h | |
void SetStateCount
(
int32 c |
MuT/NodeObjectNew.h | ||
void SetStateName
(
int32 s, |
Set the name of a state. | MuT/NodeObjectNew.h | |
void SetStateProperties
(
int32 StateIndex, |
Set the optimisation properties of a state. | MuT/NodeObjectNew.h |
Overridden from NodeObject
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual const FString & GetName() |
Get the name of the object. | MuT/NodeObjectNew.h | |
virtual const FString & GetUid() |
Get the uid of the object. | MuT/NodeObjectNew.h | |
virtual void SetName
(
const FString& |
Set the name of the object. | MuT/NodeObjectNew.h | |
virtual void SetUid
(
const FString& |
Set the uid of the object. | MuT/NodeObjectNew.h |
Overridden from Node
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual const FNodeType * GetType() |
Node type hierarchy data. | MuT/NodeObjectNew.h |
Protected
Static
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static const FNodeType * GetStaticType() |
MuT/NodeObjectNew.h |