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Unreal Engine C++ API Reference > Plugins > VariantManager
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- UBlueprintFunctionLibrary
- UVariantManagerBlueprintLibrary
References
Module | VariantManager |
Header | /Engine/Plugins/Enterprise/VariantManager/Source/VariantManager/Public/VariantManagerBlueprintLibrary.h |
Include | #include "VariantManagerBlueprintLibrary.h" |
Syntax
UCLASS&40;Meta&61;&40;ScriptName&61;"VariantManagerLibrary"&41;&41;
class UVariantManagerBlueprintLibrary : public UBlueprintFunctionLibrary
Remarks
Library of functions that can be used by the Python API to trigger VariantManager operations
Constructors
Type | Name | Description | |
---|---|---|---|
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UVariantManagerBlueprintLibrary
(
const FObjectInitializer& ObjectInitializer |
Functions
Type | Name | Description | |
---|---|---|---|
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void | AddActorBinding
(
UVariant* Variant, |
Binds the Actor to the Variant, internally creating a VariantObjectBinding. |
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int32 | AddDependency
(
UVariant* Variant, |
|
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void | AddVariant
(
UVariantSet* VariantSet, |
Adds Variant to the VariantSet's list of Variants. |
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void | AddVariantSet
(
ULevelVariantSets* LevelVariantSets, |
Adds VariantSet to the LevelVariantSets' list of VariantSets. |
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void | Apply
(
UPropertyValue* PropVal |
Applies the recorded data from PropVal to the actor from which it was captured. |
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UPropertyValue * | CaptureProperty
(
UVariant* Variant, |
Finds the actor binding to Actor within Variant and tries capturing a property with PropertyPath Returns the captured UPropertyValue if succeeded or nullptr if it failed. |
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ALevelVariantSetsActor * | CreateLevelVariantSetsActor
(
ULevelVariantSets* LevelVariantSetsAsset |
Creates a new ALevelVariantSetsActor in the current scene and assigns LevelVariantSetsAsset to it. |
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ULevelVariantSets * | CreateLevelVariantSetsAsset
(
const FString& AssetName, |
Creates a new LevelVariantSetsAsset named AssetName (e.g. 'MyLevelVariantSets') in the content path AssetPath (e.g. '/Game') |
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void | DeleteDependency
(
UVariant* Variant, |
|
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TArray< FString > | GetCapturableProperties
(
UObject* ActorOrClass |
Returns a property path for all the properties we can capture for an actor. |
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TArray< UPropertyValue * > | GetCapturedProperties
(
UVariant* Variant, |
Returns which properties have been captured for this actor in Variant. |
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FString | GetPropertyTypeString
(
UPropertyValue* PropVal |
This allows the scripting language to get the type of the C++ property its dealing with. |
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bool | GetValueBool
(
UPropertyValue* Property |
|
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FColor | GetValueColor
(
UPropertyValue* Property |
|
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float | GetValueFloat
(
UPropertyValue* Property |
|
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int32 | GetValueInt
(
UPropertyValue* Property |
|
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FIntPoint | GetValueIntPoint
(
UPropertyValue* Property |
|
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FLinearColor | GetValueLinearColor
(
UPropertyValue* Property |
|
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UObject * | GetValueObject
(
UPropertyValue* Property |
|
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FQuat | GetValueQuat
(
UPropertyValue* Property |
|
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FRotator | GetValueRotator
(
UPropertyValue* Property |
|
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FString | GetValueString
(
UPropertyValue* Property |
|
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FVector | GetValueVector
(
UPropertyValue* Property |
|
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FVector2D | GetValueVector2D
(
UPropertyValue* Property |
|
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FVector4 | GetValueVector4
(
UPropertyValue* Property |
|
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void | Record
(
UPropertyValue* PropVal |
Records new data for PropVal from the actor from which it was captured. |
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void | RemoveActorBinding
(
UVariant* Variant, |
Removes an actor binding to Actor from Variant, if it exists. |
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void | RemoveActorBindingByName
(
UVariant* Variant, |
Looks for an actor binding to an actor with ActorLabel within Variant and removes it, if it exists. |
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void | RemoveCapturedProperty
(
UVariant* Variant, |
Removes a property capture from an actor binding within Variant, if it exists. |
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void | RemoveCapturedPropertyByName
(
UVariant* Variant, |
Removes property capture with PropertyPath from Actor's binding within Variant, if it exists. |
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void | RemoveVariant
(
UVariantSet* VariantSet, |
Removes Variant from VariantSet, if that is its parent. |
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void | RemoveVariantByName
(
UVariantSet* VariantSet, |
Looks for a variant with VariantName within VariantSet and removes it, if it exists. |
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void | RemoveVariantSet
(
ULevelVariantSets* LevelVariantSets, |
Removes VariantSet from LevelVariantSets, if that is its parent. |
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void | RemoveVariantSetByName
(
ULevelVariantSets* LevelVariantSets, |
Looks for a variant set with VariantSetName within LevelVariantSets and removes it, if it exists. |
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void | SetDependency
(
UVariant* Variant, |
|
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void | SetValueBool
(
UPropertyValue* Property, |
|
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void | SetValueColor
(
UPropertyValue* Property, |
|
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void | SetValueFloat
(
UPropertyValue* Property, |
|
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void | SetValueInt
(
UPropertyValue* Property, |
|
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void | SetValueIntPoint
(
UPropertyValue* Property, |
|
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void | SetValueLinearColor
(
UPropertyValue* Property, |
|
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void | SetValueObject
(
UPropertyValue* Property, |
|
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void | SetValueQuat
(
UPropertyValue* Property, |
|
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void | SetValueRotator
(
UPropertyValue* Property, |
|
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void | SetValueString
(
UPropertyValue* Property, |
|
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void | SetValueVector
(
UPropertyValue* Property, |
|
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void | SetValueVector2D
(
UPropertyValue* Property, |
|
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void | SetValueVector4
(
UPropertyValue* Property, |
Constants
Name | Description |
---|---|
VariantManager |