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API > API/Plugins > API/Plugins/GameplayCameras > API/Plugins/GameplayCameras/TCameraRigAssetAssemblerBase
Overloads
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
ThisType & AddDataParameter
(
const FString& ParameterName, |
Creates a new exposed rig parameter and hooks it up to the given camera node's property. | Build/CameraAssetAssembleUtils.h | |
ThisType & AddDataParameter
(
const FString& ParameterName, |
Creates a new exposed rig parameter and hooks it up to the given camera node's property. | Build/CameraAssetAssembleUtils.h | |
ThisType & AddDataParameter
(
const FString& ParameterName, |
A variant of AddDataParameter that retrieves the target node from the named registry. | Build/CameraAssetAssembleUtils.h | |
ThisType & AddDataParameter
(
const FString& ParameterName, |
A variant of AddDataParameter that retrieves the target node from the named registry. | Build/CameraAssetAssembleUtils.h |
AddDataParameter(const FString &, TSubclassOf< UObject >, UCameraNode *, FName)
Description
Creates a new exposed rig parameter and hooks it up to the given camera node's property. When building the node hierarchy, you can use the Pin() method on the node assemblers to save a pointer to nodes you need for ExposeParameter().
The created parameter is automatically stored in the named object registry under its name.
| Name | AddDataParameter |
| Type | function |
| Header File | /Engine/Plugins/Cameras/GameplayCameras/Source/GameplayCameras/Public/Build/CameraAssetAssembleUtils.h |
| Include Path | #include "Build/CameraAssetAssembleUtils.h" |
ThisType & AddDataParameter
(
const FString & ParameterName,
TSubclassOf < UObject > ObjectClass,
UCameraNode * Target,
FName TargetPropertyName
)
AddDataParameter(const FString &, const UScriptStruct , UCameraNode , FName)
Description
Creates a new exposed rig parameter and hooks it up to the given camera node's property. When building the node hierarchy, you can use the Pin() method on the node assemblers to save a pointer to nodes you need for ExposeParameter().
The created parameter is automatically stored in the named object registry under its name.
| Name | AddDataParameter |
| Type | function |
| Header File | /Engine/Plugins/Cameras/GameplayCameras/Source/GameplayCameras/Public/Build/CameraAssetAssembleUtils.h |
| Include Path | #include "Build/CameraAssetAssembleUtils.h" |
ThisType & AddDataParameter
(
const FString & ParameterName,
const UScriptStruct * InScriptStruct,
UCameraNode * Target,
FName TargetPropertyName
)
AddDataParameter(const FString &, TSubclassOf< UObject >, const FString &, FName)
Description
A variant of AddDataParameter that retrieves the target node from the named registry.
The created parameter is automatically stored in the named object registry under its name.
| Name | AddDataParameter |
| Type | function |
| Header File | /Engine/Plugins/Cameras/GameplayCameras/Source/GameplayCameras/Public/Build/CameraAssetAssembleUtils.h |
| Include Path | #include "Build/CameraAssetAssembleUtils.h" |
ThisType & AddDataParameter
(
const FString & ParameterName,
TSubclassOf < UObject > ObjectClass,
const FString & TargetName,
FName TargetPropertyName
)
AddDataParameter(const FString &, const UScriptStruct *, const FString &, FName)
Description
A variant of AddDataParameter that retrieves the target node from the named registry.
The created parameter is automatically stored in the named object registry under its name.
| Name | AddDataParameter |
| Type | function |
| Header File | /Engine/Plugins/Cameras/GameplayCameras/Source/GameplayCameras/Public/Build/CameraAssetAssembleUtils.h |
| Include Path | #include "Build/CameraAssetAssembleUtils.h" |
ThisType & AddDataParameter
(
const FString & ParameterName,
const UScriptStruct * InScriptStruct,
const FString & TargetName,
FName TargetPropertyName
)