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API > API/Runtime > API/Runtime/InterchangeCore > API/Runtime/InterchangeCore/Nodes
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- UInterchangeBaseNode
- UInterchangeFactoryBaseNode
- UInterchangeActorFactoryNode
- UInterchangeBaseLightFactoryNode
- UInterchangeDirectionalLightFactoryNode
- UInterchangeLightFactoryNode
- UInterchangePointLightFactoryNode
- UInterchangeSpotLightFactoryNode
- UInterchangeRectLightFactoryNode
- UInterchangeDatasmithAreaLightFactoryNode
- UInterchangeDecalActorFactoryNode
- UInterchangeLevelInstanceActorFactoryNode
- UInterchangeMeshActorFactoryNode
- UInterchangePhysicalCameraFactoryNode
- UInterchangeStandardCameraFactoryNode
- UInterchangeAnimSequenceFactoryNode
- UInterchangeBaseMaterialFactoryNode
- UInterchangeDecalMaterialFactoryNode
- UInterchangeMaterialFactoryNode
- UInterchangeMaterialFunctionFactoryNode
- UInterchangeMaterialInstanceFactoryNode
- UInterchangeCommonPipelineDataFactoryNode
- UInterchangeLevelFactoryNode
- UInterchangeLevelSequenceFactoryNode
- UInterchangeMaterialExpressionFactoryNode
- UInterchangeMaterialFunctionCallExpressionFactoryNode
- UInterchangeMeshFactoryNode
- UInterchangeSkeletalMeshFactoryNode
- UInterchangeStaticMeshFactoryNode
- UInterchangePhysicsAssetFactoryNode
- UInterchangeSceneImportAssetFactoryNode
- UInterchangeSceneVariantSetsFactoryNode
- UInterchangeSkeletalMeshLodDataNode
- UInterchangeSkeletonFactoryNode
- UInterchangeStaticMeshLodDataNode
- UInterchangeTextureFactoryNode
- UInterchangeTexture2DArrayFactoryNode
- UInterchangeTexture2DFactoryNode
- UInterchangeTextureLightProfileFactoryNode
- UInterchangeTextureCubeArrayFactoryNode
- UInterchangeTextureCubeFactoryNode
- UInterchangeVolumeTextureFactoryNode
References
| Module | InterchangeCore |
| Header | /Engine/Source/Runtime/Interchange/Core/Public/Nodes/InterchangeFactoryBaseNode.h |
| Include | #include "Nodes/InterchangeFactoryBaseNode.h" |
Syntax
UCLASS (BlueprintType, MinimalAPI)
class UInterchangeFactoryBaseNode : public UInterchangeBaseNode
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 | |
|---|---|---|---|
| TMap< UClass *, TArray< UE::Interchange::FApplyAttributeToAsset > > | ApplyCustomAttributeDelegates | This array holds the delegate to apply the attribute that has to be set on an UObject. | |
| UE::Interchange::TArrayAttributeHelper< FString > | FactoryDependencies | Those dependencies are used by the Interchange parsing task to make sure the assets are created in the correct order. | |
| TMap< UClass *, TArray< UE::Interchange::FFillAttributeToAsset > > | FillCustomAttributeDelegates |
Constructors
| Type | Name | Description | |
|---|---|---|---|
Functions
| Type | Name | Description | |
|---|---|---|---|
| void | AddApplyAndFillDelegates
(
const FString& NodeAttributeKey, |
Adds the delegates that will read and write the attribute value to a UObject. | |
| bool | AddFactoryDependencyUid
(
const FString& DependencyUid |
Add one dependency to this object. | |
| void | ApplyAllCustomAttributeToObject
(
UObject* Object |
Each Attribute that was set and has a delegate set for the specified UObject->UClass will have the delegate executed so it applies the attribute to the UObject property. | |
| bool | ApplyAttributeToObject
(
const FString& NodeAttributeKey, |
Specialized version of ApplyAttributeToObject for bools. | |
| bool | ApplyAttributeToObject
(
const FString& NodeAttributeKey, |
Specialized version of ApplyAttributeToObject for strings. | |
| bool | ApplyAttributeToObject
(
const FString& NodeAttributeKey, |
Writes an attribute value to a UObject. | |
| FString | BuildFactoryNodeUid
(
const FString& TranslatedNodeUid |
||
| void | CopyWithObject
(
const UInterchangeFactoryBaseNode* SourceNode, |
Copies all the attributes from SourceNode to this node. | |
| UInterchangeFactoryBaseNode * | DuplicateWithObject
(
const UInterchangeFactoryBaseNode* SourceNode, |
Copies all the custom attributes from SourceNode to this node, and gets the appropriate values from Object. | |
| void | FillAllCustomAttributeFromObject
(
UObject* Object |
||
| bool | FillAttributeFromObject
(
const FString& NodeAttributeKey, |
Reads an attribute value from a UObject. | |
| bool | FillAttributeFromObject
(
const FString& NodeAttributeKey, |
Specialized version of FillAttributeFromObject for strings. | |
| bool | FillAttributeFromObject
(
const FString& NodeAttributeKey, |
Specialized version of FillAttributeFromObject for bools. | |
| bool | GetCustomLevelUid
(
FString& AttributeValue |
If this node represent a scene asset (actor), return a specific level in which we will create this scene asset. | |
| bool | GetCustomReferenceObject
(
FSoftObjectPath& AttributeValue |
Return the custom ReferenceObject: the UObject this factory node has created. | |
| bool | GetCustomSubPath
(
FString& AttributeValue |
Return the custom sub-path under PackageBasePath where the assets will be created. | |
| void | GetFactoryDependencies
(
TArray< FString >& OutDependencies |
Retrieve the dependencies for this object. | |
| int32 | Retrieve the number of factory dependencies for this object. | ||
| void | GetFactoryDependency
(
const int32 Index, |
Retrieve one dependency for this object. | |
| UClass * | Return the UClass of the object we represent, so we can find the factory/writer. | ||
| EReimportStrategyFlags | Return the reimport strategy flags. | ||
| bool | Return if the import of the class is allowed at runtime. | ||
| void | RemoveCustomAttributesForClass
(
UClass* Class |
Removes all custom attribute delegates registered for the provided class. | |
| bool | RemoveFactoryDependencyUid
(
const FString& DependencyUid |
Remove one dependency from this object. | |
| bool | SetCustomLevelUid
(
const FString& AttributeValue |
If this node represent a scene asset (actor), you can set a specific level in which we will create this scene asset. | |
| bool | SetCustomReferenceObject
(
const FSoftObjectPath& AttributeValue |
Set the custom ReferenceObject: the UObject this factory node has created. | |
| bool | SetCustomSubPath
(
const FString& AttributeValue |
Set the custom sub-path under PackageBasePath where the assets will be created. | |
| bool | Allow the creation of the Unreal object even if it has been previously deleted in the editor. | ||
| bool | SetReimportStrategyFlags
(
const EReimportStrategyFlags& ReimportStrategyFlags |
Change the reimport strategy flags. | |
| bool | Add the skip node attribute. | ||
| bool | Return whether or not an object should be created even if it has been deleted in the editor. | ||
| bool | Return true if this node should skip the factory import process, or false otherwise. | ||
| bool | Disallow the creation of the Unreal object if it has been previously deleted in the editor. | ||
| bool | Remove the skip node attribute. See ShouldSkipNodeImport for more documentation. |
Overridden from UInterchangeBaseNode
| Type | Name | Description | |
|---|---|---|---|
| FString | GetAttributeCategory
(
const UE::Interchange::FAttributeKey& NodeAttributeKey |
UI that inspects node attributes calls this to display the attribute under the returned category. | |
| FString | GetKeyDisplayName
(
const UE::Interchange::FAttributeKey& NodeAttributeKey |
UI that inspects node attributes calls this to give a readable name to an attribute key. | |
| bool | ShouldHideAttribute
(
const UE::Interchange::FAttributeKey& NodeAttributeKey |
UI that inspects node attributes calls this to display or hide an attribute. |