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