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Unreal Engine C++ API Reference > Plugins > VariantManager
Inheritance Hierarchy
- FGCObject
- FEditorUndoClient
- TSharedFromThis
- FVariantManager
References
Module | VariantManager |
Header | /Engine/Plugins/Enterprise/VariantManager/Source/VariantManager/Public/VariantManager.h |
Include | #include "VariantManager.h" |
Syntax
class FVariantManager :
public FGCObject,
public FEditorUndoClient,
public TSharedFromThis< FVariantManager >
Constructors
Type | Name | Description | |
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Destructors
Type | Name | Description | |
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Functions
Type | Name | Description | |
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void | AddFunctionCallers
(
const TArray< FFunctionCaller >& Functions, |
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void | AddObjectBindings
(
const TArray< UVariantObjectBinding* >& TheseBindings, |
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void | AddPropertyCaptures
(
const TArray< UPropertyValue* >& OfThisProperty, |
Adds existing items to existing containers. |
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void | AddVariants
(
const TArray< UVariant* >& TheseVariants, |
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void | AddVariantSets
(
const TArray< UVariantSet* >& TheseVariantSets, |
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void | ApplyProperty
(
UPropertyValue* Prop |
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void | CallDirectorFunction
(
FName FunctionName, |
Function handling. |
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void | Returns which actors we can add to an existing UVariant, since we only allow one per actor per variant We can force add/replace with AddObjectBindings, but this allows us to check how many will be added, which is used for tooltips and feedback | |
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void | CanAddActorsToVariant
(
const TArray< TWeakObjectPtr< AActor >>& InActors, |
Returns which actors we can add to an existing UVariant, since we only allow one per actor per variant We can force add/replace with AddObjectBindings, but this allows us to check how many will be added, which is used for tooltips and feedback |
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void | CaptureNewProperties
(
const TArray< UVariantObjectBinding* >& Bindings |
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void | Close () |
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void | CopyVariantThumbnails
(
TArray< UVariant* > DstArray, |
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UK2Node_FunctionEntry * | CreateDirectorFunction
(
ULevelVariantSets* InLevelVariantSets, |
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UK2Node_FunctionEntry * | CreateDirectorFunctionFromFunction
(
UFunction* QuickBindFunction, |
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void | CreateFunctionCaller
(
const TArray< UVariantObjectBinding* >& Bindings |
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TArray< UPropertyValue * > | CreateLocationPropertyCaptures
(
const TArray< UVariantObjectBinding* >& InTheseBindings |
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TArray< UPropertyValue * > | CreateMaterialPropertyCaptures
(
const TArray< UVariantObjectBinding* >& InTheseBindings |
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TArray< UVariantObjectBinding * > | CreateObjectBindings
(
const TArray< AActor* >& OfTheseActors, |
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TArray< UVariantObjectBinding * > | CreateObjectBindingsAndCaptures
(
const TArray< AActor* >& OfTheseActors, |
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TArray< UPropertyValue * > | CreatePropertyCaptures
(
const TArray< TSharedPtr< FCapturableProperty >>& OfTheseProperties, |
Creates new items and add them to existing containers. |
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TArray< UPropertyValue * > | CreateRotationPropertyCaptures
(
const TArray< UVariantObjectBinding* >& InTheseBindings |
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TArray< UPropertyValue * > | CreateScale3DPropertyCaptures
(
const TArray< UVariantObjectBinding* >& InTheseBindings |
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TArray< UPropertyValue * > | CreateTransformPropertyCaptures
(
const TArray< UVariantObjectBinding* >& InTheseBindings |
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UVariant * | CreateVariant
(
UVariantSet* InThisVariantSet |
|
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UVariantSet * | CreateVariantSet
(
ULevelVariantSets* InThisLevelVariantSets |
|
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TArray< UPropertyValue * > | CreateVisibilityPropertyCaptures
(
const TArray< UVariantObjectBinding* >& InTheseBindings |
|
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void | DuplicateObjectBindings
(
const TArray< UVariantObjectBinding* >& TheseBindings, |
Duplicate existing items to existing containers. |
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void | DuplicateVariants
(
const TArray< UVariant* >& TheseVariants, |
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void | DuplicateVariantSets
(
const TArray< UVariantSet* >& TheseVariantSets, |
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void | GetCapturableProperties
(
const TArray< UClass* >& Classes, |
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void | GetCapturableProperties
(
const TArray< AActor* >& Actors, |
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ULevelVariantSets * | ||
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TSharedRef< FVariantManagerNodeTree > | GetNodeTree () |
Gets the tree of nodes which is used to populate the animation outliner. |
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UBlueprint * | GetOrCreateDirectorBlueprint
(
ULevelVariantSets* InLevelVariantSets |
Sets up the blueprint class deriving from the function director that we'll use. |
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FVariantManagerSelection & | GetSelection () |
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TSharedPtr< SVariantManager > | ||
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TArray< FObjectThumbnail * > | GetVariantThumbnails
(
const TArray< UVariant* > SrcArray |
Thumbnail operations Returns one for each variant. These can be nullptr |
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void | InitVariantManager
(
ULevelVariantSets* InLevelVariantSets |
|
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void | MergeObjectBindings
(
const UVariantObjectBinding* ThisBinding, |
Adds all children from one container to the other container, if it doesn't already have them. |
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void | MergeVariants
(
const UVariant* ThisVar, |
|
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void | MoveObjectBindings
(
const TArray< UVariantObjectBinding* >& TheseBindings, |
Remove existing items from their parents and add them to existing containers. |
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void | MoveVariants
(
const TArray< UVariant* >& TheseVariants, |
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void | MoveVariantSets
(
const TArray< UVariantSet* >& TheseVariantSets, |
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void | RecordProperty
(
UPropertyValue* Prop |
Captured property handling. |
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void | RemoveFunctionCallers
(
const TArray< FFunctionCaller* >& TheseCallers, |
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void | RemoveObjectBindingsFromParent
(
const TArray< UVariantObjectBinding* >& ThisBinding |
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void | RemovePropertyCapturesFromParent
(
const TArray< UPropertyValue* >& ThisProp |
Removes existing items from existing containers. |
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void | RemoveVariantSetsFromParent
(
const TArray< UVariantSet* >& ThisVariantSet |
|
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void | RemoveVariantsFromParent
(
const TArray< UVariant* >& ThisVariant |
|
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void | SetVariantThumbnails
(
const TArray< FObjectThumbnail* > Thumbnails, |
Expects one for each variant. Accepts nullptr (will clear any previous thumbnail when setting) |
Overridden from FGCObject
Type | Name | Description | |
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void | AddReferencedObjects
(
FReferenceCollector& Collector |
Pure virtual that must be overloaded by the inheriting class. |
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FString | Overload this method to report a name for your referencer |