Navigation
API > API/Plugins > API/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 | |
|---|---|---|---|
UVariantManagerBlueprintLibrary
(
const FObjectInitializer& ObjectInitializer |
Functions
| Type | Name | Description | |
|---|---|---|---|
| void | AddActorBinding
(
UVariant* Variant, |
Binds the Actor to the Variant, internally creating a VariantObjectBinding. | |
| int32 | AddDependency
(
UVariant* Variant, |
||
| void | AddVariant
(
UVariantSet* VariantSet, |
Adds Variant to the VariantSet's list of Variants. | |
| void | AddVariantSet
(
ULevelVariantSets* LevelVariantSets, |
Adds VariantSet to the LevelVariantSets' list of VariantSets. | |
| void | Apply
(
UPropertyValue* PropVal |
Applies the recorded data from PropVal to the actor from which it was captured. | |
| 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. | |
| ALevelVariantSetsActor * | CreateLevelVariantSetsActor
(
ULevelVariantSets* LevelVariantSetsAsset |
Creates a new ALevelVariantSetsActor in the current scene and assigns LevelVariantSetsAsset to it. | |
| ULevelVariantSets * | CreateLevelVariantSetsAsset
(
const FString& AssetName, |
Creates a new LevelVariantSetsAsset named AssetName (e.g. 'MyLevelVariantSets') in the content path AssetPath (e.g. '/Game') | |
| void | DeleteDependency
(
UVariant* Variant, |
||
| TArray< FString > | GetCapturableProperties
(
UObject* ActorOrClass |
Returns a property path for all the properties we can capture for an actor. | |
| TArray< UPropertyValue * > | GetCapturedProperties
(
UVariant* Variant, |
Returns which properties have been captured for this actor in Variant. | |
| FString | GetPropertyTypeString
(
UPropertyValue* PropVal |
This allows the scripting language to get the type of the C++ property its dealing with. | |
| bool | GetValueBool
(
UPropertyValue* Property |
||
| FColor | GetValueColor
(
UPropertyValue* Property |
||
| float | GetValueFloat
(
UPropertyValue* Property |
||
| int32 | GetValueInt
(
UPropertyValue* Property |
||
| FIntPoint | GetValueIntPoint
(
UPropertyValue* Property |
||
| FLinearColor | GetValueLinearColor
(
UPropertyValue* Property |
||
| UObject * | GetValueObject
(
UPropertyValue* Property |
||
| FQuat | GetValueQuat
(
UPropertyValue* Property |
||
| FRotator | GetValueRotator
(
UPropertyValue* Property |
||
| FString | GetValueString
(
UPropertyValue* Property |
||
| FVector | GetValueVector
(
UPropertyValue* Property |
||
| FVector2D | GetValueVector2D
(
UPropertyValue* Property |
||
| FVector4 | GetValueVector4
(
UPropertyValue* Property |
||
| void | Record
(
UPropertyValue* PropVal |
Records new data for PropVal from the actor from which it was captured. | |
| void | RemoveActorBinding
(
UVariant* Variant, |
Removes an actor binding to Actor from Variant, if it exists. | |
| void | RemoveActorBindingByName
(
UVariant* Variant, |
Looks for an actor binding to an actor with ActorLabel within Variant and removes it, if it exists. | |
| void | RemoveCapturedProperty
(
UVariant* Variant, |
Removes a property capture from an actor binding within Variant, if it exists. | |
| void | RemoveCapturedPropertyByName
(
UVariant* Variant, |
Removes property capture with PropertyPath from Actor's binding within Variant, if it exists. | |
| void | RemoveVariant
(
UVariantSet* VariantSet, |
Removes Variant from VariantSet, if that is its parent. | |
| void | RemoveVariantByName
(
UVariantSet* VariantSet, |
Looks for a variant with VariantName within VariantSet and removes it, if it exists. | |
| void | RemoveVariantSet
(
ULevelVariantSets* LevelVariantSets, |
Removes VariantSet from LevelVariantSets, if that is its parent. | |
| void | RemoveVariantSetByName
(
ULevelVariantSets* LevelVariantSets, |
Looks for a variant set with VariantSetName within LevelVariantSets and removes it, if it exists. | |
| void | SetDependency
(
UVariant* Variant, |
||
| void | SetValueBool
(
UPropertyValue* Property, |
||
| void | SetValueColor
(
UPropertyValue* Property, |
||
| void | SetValueFloat
(
UPropertyValue* Property, |
||
| void | SetValueInt
(
UPropertyValue* Property, |
||
| void | SetValueIntPoint
(
UPropertyValue* Property, |
||
| void | SetValueLinearColor
(
UPropertyValue* Property, |
||
| void | SetValueObject
(
UPropertyValue* Property, |
||
| void | SetValueQuat
(
UPropertyValue* Property, |
||
| void | SetValueRotator
(
UPropertyValue* Property, |
||
| void | SetValueString
(
UPropertyValue* Property, |
||
| void | SetValueVector
(
UPropertyValue* Property, |
||
| void | SetValueVector2D
(
UPropertyValue* Property, |
||
| void | SetValueVector4
(
UPropertyValue* Property, |
Constants
| Name | Description |
|---|---|
| VariantManager |