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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
- UInterchangeDecalNode
- UInterchangeFactoryBaseNode
- UInterchangeActorFactoryNode
- UInterchangeBaseLightFactoryNode
- UInterchangeDirectionalLightFactoryNode
- UInterchangeLightFactoryNode
- UInterchangePointLightFactoryNode
- UInterchangeSpotLightFactoryNode
- UInterchangeRectLightFactoryNode
- UInterchangeDatasmithAreaLightFactoryNode
- UInterchangeDecalActorFactoryNode
- UInterchangeMeshActorFactoryNode
- UInterchangePhysicalCameraFactoryNode
- UInterchangeStandardCameraFactoryNode
- UInterchangeAnimSequenceFactoryNode
- UInterchangeBaseMaterialFactoryNode
- UInterchangeDecalMaterialFactoryNode
- UInterchangeMaterialFactoryNode
- UInterchangeMaterialFunctionFactoryNode
- UInterchangeMaterialInstanceFactoryNode
- UInterchangeCommonPipelineDataFactoryNode
- UInterchangeLevelSequenceFactoryNode
- UInterchangeMaterialExpressionFactoryNode
- UInterchangeMaterialFunctionCallExpressionFactoryNode
- UInterchangeMeshFactoryNode
- UInterchangeSkeletalMeshFactoryNode
- UInterchangeStaticMeshFactoryNode
- UInterchangePhysicsAssetFactoryNode
- UInterchangeSceneImportAssetFactoryNode
- UInterchangeSceneVariantSetsFactoryNode
- UInterchangeSkeletalMeshLodDataNode
- UInterchangeSkeletonFactoryNode
- UInterchangeStaticMeshLodDataNode
- UInterchangeTextureFactoryNode
- UInterchangeTexture2DArrayFactoryNode
- UInterchangeTexture2DFactoryNode
- UInterchangeTextureLightProfileFactoryNode
- UInterchangeTextureCubeArrayFactoryNode
- UInterchangeTextureCubeFactoryNode
- UInterchangeVolumeTextureFactoryNode
- UInterchangeMaterialInstanceNode
- UInterchangeMeshNode
- UInterchangePhysicalCameraNode
- UInterchangeSceneNode
- UInterchangeSceneVariantSetsNode
- UInterchangeShaderNode
- UInterchangeDecalMaterialNode
- 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
UCLASS (BlueprintType, MinimalAPI)
class UInterchangeBaseNode : public UObject
Remarks
This struct is used to store and retrieve key-value attributes. The attributes are stored in a generic FAttributeStorage that serializes the values 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 | |
| EInterchangeNodeUserInterfaceContext | UserInterfaceContext | Temporary property set by UI to have the context for ShouldHideAttribute. |
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 an FLinearColor attribute to this node. | |
| bool | AddStringAttribute
(
const FString& NodeAttributeKey, |
Add a string attribute to this node. | |
| bool | AddTargetNodeUid
(
const FString& AssetUid |
Add an 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 | AppendAssetRegistryTags
(
FAssetRegistryTagsContext Context |
||
| void | CompareNodeStorage
(
const UInterchangeBaseNode* NodeA, |
||
| void | CopyStorage
(
const UInterchangeBaseNode* SourceNode, |
||
| void | CopyStorageAttributes
(
const UInterchangeBaseNode* SourceNode, |
||
| void | CopyStorageAttributes
(
const UInterchangeBaseNode* SourceNode, |
||
| void | CopyStorageAttributes
(
const UE::Interchange::FAttributeStorage& SourceStorage, |
||
| FString | GetAssetName () |
Optional. | |
| bool | GetAttribute
(
const FString& NodeAttributeKey, |
||
| FString | GetAttributeCategory
(
const UE::Interchange::FAttributeKey& NodeAttributeKey |
UI that inspects node attributes calls 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 returns an attribute handle for the specified Key. | |
| void | GetAttributeKeys
(
TArray< UE::Interchange::FAttributeKey >& AttributeKeys |
Query all the node attribute keys. | |
| UE::Interchange::EAttributeTypes | GetAttributeType
(
const UE::Interchange::FAttributeKey& NodeAttributeKey |
This function returns an attribute type for the specified Key. | |
| bool | GetBooleanAttribute
(
const FString& NodeAttributeKey, |
Get a Boolean attribute from this node. Returns false if the attribute does not exist. | |
| FString | Return the display label. | ||
| bool | GetDoubleAttribute
(
const FString& NodeAttributeKey, |
Get a double attribute from this node. Returns false if the attribute does not exist. | |
| bool | GetFloatAttribute
(
const FString& NodeAttributeKey, |
Get a float attribute from this node. Returns false if the attribute does not exist. | |
| bool | GetGuidAttribute
(
const FString& NodeAttributeKey, |
Get a GUID attribute from this node. Returns false if the attribute does not exist. | |
| FGuid | GetHash () |
Return an FGuid built from the FSHA1 of all the attribute data contained in the node. | |
| FName | GetIconName () |
Icon name, used to retrieve the brush when we display the node in any UI. | |
| bool | GetInt32Attribute
(
const FString& NodeAttributeKey, |
Get a int32 attribute from this node. Returns false if the attribute does not exist. | |
| FString | GetKeyDisplayName
(
const UE::Interchange::FAttributeKey& NodeAttributeKey |
UI that inspects node attributes calls this to give a readable name to an attribute key. | |
| bool | GetLinearColorAttribute
(
const FString& NodeAttributeKey, |
Get an FLinearColor attribute from this node. | |
| EInterchangeNodeContainerType | Return the node container type that defines 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. Returns false if the attribute does not exist. | |
| int32 | Get the number of target assets relating to this object. | ||
| void | GetTargetNodeUids
(
TArray< FString >& OutTargetAssets |
Get the target assets relating to this object. | |
| FString | GetTypeName () |
Return the node type name of the class. This is used when reporting errors. | |
| FString | GetUniqueID () |
Return the unique ID passed in the constructor. | |
| bool | GetVector2Attribute
(
const FString& NodeAttributeKey, |
Get a Vector2 attribute from this node. Returns false if the attribute does not exist. | |
| bool | HasAttribute
(
const UE::Interchange::FAttributeKey& NodeAttributeKey |
Return true if the node contains 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 () |
If true, the node is imported or exported. | |
| UE::Interchange::FAttributeStorage::TAttributeHandle< T > | RegisterAttribute
(
const UE::Interchange::FAttributeKey& NodeAttributeKey, |
Add an attribute to the node. | |
| bool | RemoveAttribute
(
const FString& NodeAttributeKey |
Remove the specified attribute from this node. | |
| bool | RemoveTargetNodeUid
(
const FString& AssetUid |
Remove an asset node UID relating to this object. | |
| bool | SetAssetName
(
const FString& AssetName |
Set the name for the imported asset this node represents. | |
| bool | SetAttribute
(
const FString& NodeAttributeKey, |
||
| bool | SetDisplayLabel
(
const FString& DisplayName |
Change the display label. | |
| bool | SetEnabled
(
const bool bIsEnabled |
Determine whether this node should be part of the import or export process. | |
| bool | SetParentUid
(
const FString& ParentUid |
Set the parent unique ID. | |
| bool | ShouldHideAttribute
(
const UE::Interchange::FAttributeKey& NodeAttributeKey |
UI that inspects node attributes calls this to display or hide an attribute. |
Overridden from UObject
| Type | Name | Description | |
|---|---|---|---|
| void | Serialize the node. By default, only the attribute storage is serialized for a node. |
Constants
| Name | Description |
|---|---|
| HierarchySeparator |