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API > API/Runtime > API/Runtime/InterchangeCore > API/Runtime/InterchangeCore/Nodes
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- UInterchangeBaseNode
- UInterchangeAnimationTrackBaseNode
- UInterchangeAnimationTrackNode
- UInterchangeTransformAnimationTrackNode
- UInterchangeAnimationTrackSetInstanceNode
- UInterchangeSkeletalAnimationTrackNode
- UInterchangeAnimationTrackSetNode
- UInterchangeBaseLightNode
- UInterchangeDirectionalLightNode
- UInterchangeLightNode
- UInterchangeDatasmithAreaLightNode
- UInterchangePointLightNode
- UInterchangeSpotLightNode
- UInterchangeRectLightNode
- UInterchangeDatasmithSceneNode
- UInterchangeFactoryBaseNode
- UInterchangeActorFactoryNode
- UInterchangeBaseLightFactoryNode
- UInterchangeDirectionalLightFactoryNode
- UInterchangeLightFactoryNode
- UInterchangePointLightFactoryNode
- UInterchangeSpotLightFactoryNode
- UInterchangeRectLightFactoryNode
- UInterchangeDatasmithAreaLightFactoryNode
- UInterchangeMeshActorFactoryNode
- UInterchangePhysicalCameraFactoryNode
- UInterchangeStandardCameraFactoryNode
- UInterchangeAnimationTrackSetFactoryNode
- UInterchangeAnimSequenceFactoryNode
- UInterchangeBaseMaterialFactoryNode
- UInterchangeMaterialFactoryNode
- UInterchangeMaterialFunctionFactoryNode
- UInterchangeMaterialInstanceFactoryNode
- UInterchangeCommonPipelineDataFactoryNode
- UInterchangeDatasmithSceneFactoryNode
- UInterchangeMaterialExpressionFactoryNode
- UInterchangeMaterialFunctionCallExpressionFactoryNode
- UInterchangeMeshFactoryNode
- UInterchangeSkeletalMeshFactoryNode
- UInterchangeStaticMeshFactoryNode
- UInterchangePhysicsAssetFactoryNode
- UInterchangeSceneImportAssetFactoryNode
- UInterchangeSceneVariantSetsFactoryNode
- UInterchangeSkeletalMeshLodDataNode
- UInterchangeSkeletonFactoryNode
- UInterchangeStaticMeshLodDataNode
- UInterchangeTextureFactoryNode
- UInterchangeTexture2DArrayFactoryNode
- UInterchangeTexture2DFactoryNode
- UInterchangeTextureLightProfileFactoryNode
- UInterchangeTextureCubeArrayFactoryNode
- UInterchangeTextureCubeFactoryNode
- UInterchangeVolumeTextureFactoryNode
- UInterchangeMaterialInstanceNode
- UInterchangeMeshNode
- UInterchangePhysicalCameraNode
- UInterchangeSceneNode
- UInterchangeSceneVariantSetsNode
- UInterchangeShaderNode
- UInterchangeFunctionCallShaderNode
- UInterchangeShaderGraphNode
- UInterchangeSourceNode
- UInterchangeStandardCameraNode
- UInterchangeTextureNode
- UInterchangeTexture2DArrayNode
- UInterchangeTexture2DNode
- UInterchangeTextureBlurNode
- UInterchangeTextureCubeArrayNode
- UInterchangeTextureCubeNode
- UInterchangeTextureLightProfileNode
- UInterchangeVolumeTextureNode
- UInterchangeVariantSetNode
References
| Module | InterchangeCore |
| Header | /Engine/Source/Runtime/Interchange/Core/Public/Nodes/InterchangeBaseNode.h |
| Include | #include "Nodes/InterchangeBaseNode.h" |
Syntax
class UInterchangeBaseNode : public UObject
Remarks
This struct is used to store and retrieve key value attributes. The attributes are store in a generic FAttributeStorage which serialize the value in a TArray64
Variables
| Type | Name | Description | |
|---|---|---|---|
| TSharedPtr< UE::Interchange::FAttributeStorage, ESPMode::ThreadSafe > | Attributes | The storage use to store the Key value attribute for this node. | |
| bool | bIsInitialized | ||
| UE::Interchange::TArrayAttributeHelper< FString > | TargetNodes | This tracks the IDs of asset nodes which are the target of factories |
Constructors
| Type | Name | Description | |
|---|---|---|---|
Functions
| Type | Name | Description | |
|---|---|---|---|
| bool | AddBooleanAttribute
(
const FString& NodeAttributeKey, |
Add a boolean attribute to this node. | |
| bool | AddDoubleAttribute
(
const FString& NodeAttributeKey, |
Add a double attribute to this node. | |
| bool | AddFloatAttribute
(
const FString& NodeAttributeKey, |
Add a float attribute to this node. | |
| bool | AddGuidAttribute
(
const FString& NodeAttributeKey, |
Add a guid attribute to this node. | |
| bool | AddInt32Attribute
(
const FString& NodeAttributeKey, |
Add a int32 attribute to this node. | |
| bool | AddLinearColorAttribute
(
const FString& NodeAttributeKey, |
Add a FLinearColor attribute to this node. | |
| bool | AddStringAttribute
(
const FString& NodeAttributeKey, |
Add a string attribute to this node. | |
| bool | AddTargetNodeUid
(
const FString& AssetUid |
Add asset node UID relating to this object. | |
| bool | AddVector2Attribute
(
const FString& NodeAttributeKey, |
Add a Vector2 attribute to this node. | |
| void | AppendAssetRegistryTags
(
TArray< FAssetRegistryTag >& OutTags |
||
| void | CompareNodeStorage
(
const UInterchangeBaseNode* NodeA, |
||
| void | CopyStorage
(
const UInterchangeBaseNode* SourceNode, |
||
| void | CopyStorageAttributes
(
const UInterchangeBaseNode* SourceNode, |
||
| FString | GetAssetName () |
Optional, Any node that can import/export an asset should set the proper name we will give to the asset. | |
| bool | GetAttribute
(
const FString& NodeAttributeKey, |
||
| FString | GetAttributeCategory
(
const UE::Interchange::FAttributeKey& NodeAttributeKey |
UI that inspect node attribute call this to display the attribute under the returned category | |
| AttributeType | GetAttributeChecked
(
const FString& NodeAttributeKey |
||
| UE::Interchange::FAttributeStorage::TAttributeHandle< T > | GetAttributeHandle
(
const UE::Interchange::FAttributeKey& NodeAttributeKey |
This function return an attribute handle for the specified Key. | |
| void | GetAttributeKeys
(
TArray< UE::Interchange::FAttributeKey >& AttributeKeys |
Use this function to query all the node attribute keys | |
| UE::Interchange::EAttributeTypes | GetAttributeType
(
const UE::Interchange::FAttributeKey& NodeAttributeKey |
This function return an attribute type for the specified Key. | |
| bool | GetBooleanAttribute
(
const FString& NodeAttributeKey, |
Get a boolean attribute from this node. Return false if the attribute do not exist | |
| FString | Return the display label. | ||
| bool | GetDoubleAttribute
(
const FString& NodeAttributeKey, |
Get a double attribute from this node. Return false if the attribute do not exist | |
| bool | GetFloatAttribute
(
const FString& NodeAttributeKey, |
Get a float attribute from this node. Return false if the attribute do not exist | |
| bool | GetGuidAttribute
(
const FString& NodeAttributeKey, |
Get a guid attribute from this node. Return false if the attribute do not exist | |
| FGuid | GetHash () |
Return a FGuid build from the FSHA1 of all the attribute data contain in the node. | |
| FName | GetIconName () |
Icon name, use to retrieve the brush when we display the node in any UI | |
| bool | GetInt32Attribute
(
const FString& NodeAttributeKey, |
Get a int32 attribute from this node. Return false if the attribute do not exist | |
| FString | GetKeyDisplayName
(
const UE::Interchange::FAttributeKey& NodeAttributeKey |
UI that inspect node attribute call this to give a readable name to attribute key | |
| bool | GetLinearColorAttribute
(
const FString& NodeAttributeKey, |
Get a FLinearColor attribute from this node. | |
| EInterchangeNodeContainerType | Return the node container type which define the purpose of the node (Factory node, translated scene node or translated asset node). | ||
| FString | GetParentUid () |
Return the parent unique id. | |
| bool | GetStringAttribute
(
const FString& NodeAttributeKey, |
Get a string attribute from this node. Return false if the attribute do not exist | |
| int32 | Get number of target assets relating to this object. | ||
| void | GetTargetNodeUids
(
TArray< FString >& OutTargetAssets |
Get target assets relating to this object. | |
| FString | GetTypeName () |
Return the node type name of the class, we use this when reporting error | |
| FString | GetUniqueID () |
Return the unique id pass in the constructor. | |
| bool | GetVector2Attribute
(
const FString& NodeAttributeKey, |
Get a Vector2 attribute from this node. Return false if the attribute do not exist | |
| bool | HasAttribute
(
const UE::Interchange::FAttributeKey& NodeAttributeKey |
Return true if the node contain an attribute with the specified Key | |
| void | InitializeNode
(
const FString& UniqueID, |
Initialize the base data of the node | |
| FString | Return the invalid unique ID | ||
| bool | IsEnabled () |
IsEnable true mean that the node will be import/export, if false it will be discarded. | |
| UE::Interchange::FAttributeStorage::TAttributeHandle< T > | RegisterAttribute
(
const UE::Interchange::FAttributeKey& NodeAttributeKey, |
Add an attribute to the node | |
| bool | RemoveAttribute
(
const FString& NodeAttributeKey |
Remove any attribute from this node. | |
| bool | RemoveTargetNodeUid
(
const FString& AssetUid |
Remove asset node UID relating to this object. | |
| bool | SetAssetName
(
const FString& AssetName |
Set the name we want for the imported asset this node represent. | |
| bool | SetAttribute
(
const FString& NodeAttributeKey, |
||
| bool | SetDisplayLabel
(
const FString& DisplayName |
Change the display label. | |
| bool | SetEnabled
(
const bool bIsEnabled |
Set the IsEnable attribute to determine if this node should be part of the import/export process | |
| bool | ShouldHideAttribute
(
const UE::Interchange::FAttributeKey& NodeAttributeKey |
UI that inspect node attribute call this to display or hide an attribute |
Overridden from UObject
| Type | Name | Description | |
|---|---|---|---|
| void | Serialize the node, by default only the attribute storage is serialize for a node |
Constants
| Name | Description |
|---|---|
| HierarchySeparator |
Deprecated Functions
| Type | Name | Description | |
|---|---|---|---|
| bool | SetParentUid
(
const FString& ParentUid |
This function should not be use - Use UInterchangeBaseNodeContainer::SetNodeParentUid function to create a parent hierarchy. This will ensure the container cache is always in sync |