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Defines a tree hierarchy. Each node is called a group. A group consists of connections and (sub) groups. A connection is a modifier and a corresponding connection point.
An example use case is if you want to have a button menu which should procedurally generate sub-button menus depending on the modifiers in the component. One group could be a Lens group which groups together modifiers that e.g. modify focal distance, filmback, and FOV. The rules are defined generically enough so as modifiers are added or removed, the groupings also update accordingly.
| Name | UModifierHierarchyRules |
| Type | class |
| Header File | /Engine/Plugins/VirtualProduction/VirtualCamera/Source/VCamExtensions/Public/Hierarchies/ModifierHierarchyRules.h |
| Include Path | #include "Hierarchies/ModifierHierarchyRules.h" |
Syntax
UCLASS (Abstract, Blueprintable, EditInlineNew)
class UModifierHierarchyRules : public UObject
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UModifierHierarchyRules
Derived Classes
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
| Gets the child groups of the given group. | Hierarchies/ModifierHierarchyRules.h |
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bool GetConnectionPointTargetForNode
(
FName GroupName, |
Gets the connection point the modifier is configured to be bound to, if any. | Hierarchies/ModifierHierarchyRules.h |
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UVCamModifier * GetModifierInNode
(
UVCamComponent* Component, |
Gets all the modifiers on the component that belong in the given group. | Hierarchies/ModifierHierarchyRules.h |
|
TSet< FName > GetNodesContainingModifier
(
UVCamModifier* Modifier |
Utility function to get all groups which contain this modifier. | Hierarchies/ModifierHierarchyRules.h |
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| Gets the parent of this given group. Fails if called on the root node. | Hierarchies/ModifierHierarchyRules.h |
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FName GetRootNode() |
Gets the root of the tree. | Hierarchies/ModifierHierarchyRules.h |
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