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Unreal Engine C++ API Reference > Plugins > VariantManagerContent
Inheritance Hierarchy
- UObject
- UVariant
References
Module | VariantManagerContent |
Header | /Engine/Plugins/Enterprise/VariantManagerContent/Source/VariantManagerContent/Public/Variant.h |
Include | #include "Variant.h" |
Syntax
UCLASS (BlueprintType)
class UVariant : public UObject
Variables
Type | Name | Description | |
---|---|---|---|
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friend | FVariantImpl |
Constructors
Type | Name | Description | |
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UVariant
(
const FObjectInitializer& ObjectInitializer |
Functions
Type | Name | Description | |
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void | AddBindings
(
const TArray< UVariantObjectBinding* >& NewBindings, |
In case of a duplicate binding these will destroy the older bindings. |
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int32 | AddDependency
(
FVariantDependency& Dependency |
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void | DeleteDependency
(
int32 Index |
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AActor * | GetActor
(
int32 ActorIndex |
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UVariantObjectBinding * | GetBindingByName
(
const FString& ActorName |
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int32 | GetBindingIndex
(
UVariantObjectBinding* Binding |
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const TArray< UVariantObjectBinding * > & | GetBindings () |
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FVariantDependency & | GetDependency
(
int32 Index |
Returning by reference in blueprint doesn't seem to work if we want to later modify the FVariantDependency, so here we leave the return type without UPARAM(ref) so C++ code can use it as ref, while this function in blueprint returns by value |
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TArray< UVariant * > | GetDependents
(
ULevelVariantSets* LevelVariantSets, |
Returns all the variants that have this variant as a dependency. |
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FText | ||
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int32 | GetNumActors () |
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int32 | ||
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UVariantSet * | GetParent () |
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UTexture2D * | GetThumbnail () |
Gets the thumbnail currently used for this variant. |
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bool | IsActive () |
Returns true if none of our properties are dirty. |
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bool | IsValidDependency
(
const UVariant* Other |
Returns if we can safely trigger Other as a dependency without the danger of cycles. |
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void | RemoveBindings
(
const TArray< UVariantObjectBinding* >& Bindings |
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void | Serialize
(
FArchive& Ar |
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void | SetDependency
(
int32 Index, |
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void | SetDisplayText
(
const FText& NewDisplayText |
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void | SetThumbnailFromCamera
(
UObject* WorldContextObject, |
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void | Sets the thumbnail from the active editor viewport. Doesn't do anything if the Editor is not available. | |
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void | SetThumbnailFromFile
(
FString FilePath |
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void | SetThumbnailFromTexture
(
UTexture2D* NewThumbnail |
Sets the thumbnail to use for this variant. Can receive nullptr to clear it. |
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void | SwitchOn () |
Typedefs
Name | Description |
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FOnVariantChanged |
Constants
Name | Description |
---|---|
OnDependenciesUpdated | Broadcast whenever we add/remove/modify a variant dependency. |
OnThumbnailUpdated | Broadcast whenever we modify a variant thumbnail. |