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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
| Name | UInterchangeFactoryBaseNode |
| Type | class |
| Header File | /Engine/Source/Runtime/Interchange/Core/Public/Nodes/InterchangeFactoryBaseNode.h |
| Include Path | #include "Nodes/InterchangeFactoryBaseNode.h" |
Syntax
UCLASS (BlueprintType, MinimalAPI)
class UInterchangeFactoryBaseNode : public UInterchangeBaseNode
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UInterchangeBaseNode → UInterchangeFactoryBaseNode
Derived Classes
UInterchangeFactoryBaseNode derived class hierarchy
- UInterchangeActorFactoryNode
- UInterchangeAnimSequenceFactoryNode
- UInterchangeBaseMaterialFactoryNode
- UInterchangeCommonPipelineDataFactoryNode
- UInterchangeLevelFactoryNode
- UInterchangeLevelSequenceFactoryNode
- UInterchangeMaterialExpressionFactoryNode
- UInterchangeMeshFactoryNode
- UInterchangePhysicsAssetFactoryNode
- UInterchangeSceneImportAssetFactoryNode
- UInterchangeSceneVariantSetsFactoryNode
- UInterchangeSkeletalMeshLodDataNode
- UInterchangeSkeletonFactoryNode
- UInterchangeSparseVolumeTextureFactoryNode
- UInterchangeSpecularProfileFactoryNode
- UInterchangeStaticMeshLodDataNode
- UInterchangeTextureFactoryNode
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UInterchangeFactoryBaseNode() |
Nodes/InterchangeFactoryBaseNode.h |
Variables
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| Macro_CustomLevelUidKey | const UE::Interchange::FAttributeKey | Nodes/InterchangeFactoryBaseNode.h | ||
| Macro_CustomReferenceObjectKey | const UE::Interchange::FAttributeKey | Nodes/InterchangeFactoryBaseNode.h | ||
| Macro_CustomSubPathKey | const UE::Interchange::FAttributeKey | Nodes/InterchangeFactoryBaseNode.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
| Adds the delegates that will read and write the attribute value to a UObject. | Nodes/InterchangeFactoryBaseNode.h | ||
bool AddFactoryDependencyUid
(
const FString& DependencyUid |
Add one dependency to this object. | Nodes/InterchangeFactoryBaseNode.h |
|
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. | Nodes/InterchangeFactoryBaseNode.h | |
bool ApplyAttributeToObject
(
const FString& NodeAttributeKey, |
Specialized version of ApplyAttributeToObject for bools. | Nodes/InterchangeFactoryBaseNode.h | |
bool ApplyAttributeToObject
(
const FString& NodeAttributeKey, |
Specialized version of ApplyAttributeToObject for strings. | Nodes/InterchangeFactoryBaseNode.h | |
bool ApplyAttributeToObject
(
const FString& NodeAttributeKey, |
Writes an attribute value to a UObject. | Nodes/InterchangeFactoryBaseNode.h | |
virtual void CopyWithObject
(
const UInterchangeFactoryBaseNode* SourceNode, |
Copies all the attributes from SourceNode to this node. | Nodes/InterchangeFactoryBaseNode.h | |
void FillAllCustomAttributeFromObject
(
UObject* Object |
Nodes/InterchangeFactoryBaseNode.h | ||
bool FillAttributeFromObject
(
const FString& NodeAttributeKey, |
Reads an attribute value from a UObject. | Nodes/InterchangeFactoryBaseNode.h | |
bool FillAttributeFromObject
(
const FString& NodeAttributeKey, |
Specialized version of FillAttributeFromObject for strings. | Nodes/InterchangeFactoryBaseNode.h | |
bool FillAttributeFromObject
(
const FString& NodeAttributeKey, |
Specialized version of FillAttributeFromObject for bools. | Nodes/InterchangeFactoryBaseNode.h | |
bool GetCustomLevelUid
(
FString& AttributeValue |
If this node represent a scene asset (actor), return a specific level in which we will create this scene asset. | Nodes/InterchangeFactoryBaseNode.h |
|
bool GetCustomReferenceObject
(
FSoftObjectPath& AttributeValue |
Return the custom ReferenceObject: the UObject this factory node has created. | Nodes/InterchangeFactoryBaseNode.h |
|
bool GetCustomSubPath
(
FString& AttributeValue |
Return the custom sub-path under PackageBasePath where the assets will be created. | Nodes/InterchangeFactoryBaseNode.h |
|
void GetFactoryDependencies
(
TArray< FString >& OutDependencies |
Retrieve the dependencies for this object. | Nodes/InterchangeFactoryBaseNode.h |
|
int32 GetFactoryDependenciesCount() |
Retrieve the number of factory dependencies for this object. | Nodes/InterchangeFactoryBaseNode.h |
|
void GetFactoryDependency
(
const int32 Index, |
Retrieve one dependency for this object. | Nodes/InterchangeFactoryBaseNode.h |
|
virtual UClass * GetObjectClass() |
Return the UClass of the object we represent, so we can find the factory/writer. | Nodes/InterchangeFactoryBaseNode.h |
|
EReimportStrategyFlags GetReimportStrategyFlags() |
Return the reimport strategy flags. | Nodes/InterchangeFactoryBaseNode.h |
|
virtual bool IsRuntimeImportAllowed() |
Return if the import of the class is allowed at runtime. | Nodes/InterchangeFactoryBaseNode.h |
|
void RemoveAllCustomAttributeDelegates() |
Removes all custom attribute delegates that are currently added. | Nodes/InterchangeFactoryBaseNode.h | |
void RemoveCustomAttributesForClass
(
UClass* Class |
Removes all custom attribute delegates registered for the provided class. | Nodes/InterchangeFactoryBaseNode.h | |
bool RemoveFactoryDependencyUid
(
const FString& DependencyUid |
Remove one dependency from this object. | Nodes/InterchangeFactoryBaseNode.h |
|
void RestoreAllCustomAttributeDelegates() |
Adds apply and fill delegates for attributes again that were using custom delegates. | Nodes/InterchangeFactoryBaseNode.h | |
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. | Nodes/InterchangeFactoryBaseNode.h |
|
bool SetCustomReferenceObject
(
const FSoftObjectPath& AttributeValue |
Set the custom ReferenceObject: the UObject this factory node has created. | Nodes/InterchangeFactoryBaseNode.h |
|
bool SetCustomSubPath
(
const FString& AttributeValue |
Set the custom sub-path under PackageBasePath where the assets will be created. | Nodes/InterchangeFactoryBaseNode.h |
|
bool SetForceNodeReimport() |
Allow the creation of the Unreal object even if it has been previously deleted in the editor. | Nodes/InterchangeFactoryBaseNode.h |
|
bool SetReimportStrategyFlags
(
const EReimportStrategyFlags& ReimportStrategyFlags |
Change the reimport strategy flags. | Nodes/InterchangeFactoryBaseNode.h |
|
bool SetSkipNodeImport () |
Add the skip node attribute. | Nodes/InterchangeFactoryBaseNode.h |
|
bool ShouldForceNodeReimport () |
Return whether or not an object should be created even if it has been deleted in the editor. | Nodes/InterchangeFactoryBaseNode.h |
|
bool ShouldSkipNodeImport () |
Return true if this node should skip the factory import process, or false otherwise. | Nodes/InterchangeFactoryBaseNode.h |
|
bool UnsetForceNodeReimport() |
Disallow the creation of the Unreal object if it has been previously deleted in the editor. | Nodes/InterchangeFactoryBaseNode.h |
|
bool UnsetSkipNodeImport() |
Remove the skip node attribute. See ShouldSkipNodeImport for more documentation. | Nodes/InterchangeFactoryBaseNode.h |
|
Overridden from UInterchangeBaseNode
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual FString GetAttributeCategory
(
const UE::Interchange::FAttributeKey& NodeAttributeKey |
UI that inspects node attributes calls this to display the attribute under the returned category. | Nodes/InterchangeFactoryBaseNode.h | |
virtual FString GetKeyDisplayName
(
const UE::Interchange::FAttributeKey& NodeAttributeKey |
UI that inspects node attributes calls this to give a readable name to an attribute key. | Nodes/InterchangeFactoryBaseNode.h | |
virtual bool ShouldHideAttribute
(
const UE::Interchange::FAttributeKey& NodeAttributeKey |
UI that inspects node attributes calls this to display or hide an attribute. | Nodes/InterchangeFactoryBaseNode.h |
Protected
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void OnRestoreAllCustomAttributeDelegates() |
Adds apply and fill delegates for attributes again that were using custom delegates. | Nodes/InterchangeFactoryBaseNode.h |
Static
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static FString BuildFactoryNodeUid
(
const FString& TranslatedNodeUid |
Nodes/InterchangeFactoryBaseNode.h | ||
static FString BuildTranslatedNodeUid
(
const FString& InFactoryNodeUid |
Nodes/InterchangeFactoryBaseNode.h | ||
static UInterchangeFactoryBaseNode * DuplicateWithObject
(
const UInterchangeFactoryBaseNode* SourceNode, |
Copies all the custom attributes from SourceNode to this node, and gets the appropriate values from Object. | Nodes/InterchangeFactoryBaseNode.h |