50 results for "blueprint"
Function library that exposes FInstancedStruct — a type-erased container that can hold an instance of any UScriptStruct — to Blueprint graphs.
A static function library that exposes FPaths — engine, project, and platform directory queries and path-string manipulation — to Blueprint and Python.
Blueprint function library exposing generic map operations (add, remove, find, keys, values, length, and more) that work against any wildcard TMap type.
Blueprint function library exposing generic set operations (add, remove, contains, union, intersection, and more) that work against any wildcard TSet type.
Blueprint-thread-safe function library exposing critically damped spring interpolation, velocity-spring damping, and simple exponential damping helpers for floats, vectors, quaternions, and rotators.
Blueprint function library exposing Slate geometry and coordinate conversion utilities to Blueprints and C++.
Transforms a point from absolute Slate space into a widget's local space.
Converts an absolute desktop-space coordinate into both viewport pixel space and UMG viewport widget space.
Returns the directory used to store files saved by the automation testing framework, such as screenshot comparisons and test artifacts.
Returns the directory used for log files written specifically by the automation testing framework, separate from the main project log.
Returns the directory for automation save files that are intended to be deleted every run, as opposed to persistent test artifacts.
Returns the directory the engine writes BugIt report files to (screenshots and text dumps generated by the BugIt console command).
Changes the extension of the given filename.
Returns the local directory used to emulate or support cloud save storage, such as during development before a platform's real cloud service is wired up.
Eliminates relative ".
Joins an array of path segments into a single path, inserting separators between segments as needed.
Rewrites a path inside Saved/Sandboxes/InSandboxName back into its equivalent normal engine or project path.
Converts a spring's half life (time to close half the remaining distance to the target) into an equivalent smoothing time in seconds.
Converts a relative path into a fully qualified absolute path, resolved against InBasePath (or the process base directory if none is given).
Converts a spring's smoothing time into its equivalent half life — how long it takes the value to close half the remaining distance to the target.
Converts a spring's smoothing time into its equivalent strength, which corresponds to the spring's undamped frequency in Hz.
Converts a spring's strength (undamped frequency in Hz) into its equivalent smoothing time in seconds.
Rewrites a normal engine or project path into the equivalent path inside Saved/Sandboxes/InSandboxName, used to isolate cooked or intermediate output per platform or configuration.
Generates a filename that doesn't already exist inside Path, using Prefix and Extension, suitable for scratch/temporary file use.
Interpolates InOutAngle towards TargetAngle using the motion of a critically damped spring, storing the resulting angular velocity back into InOutAngularVelocity.
Interpolates InOutX towards TargetX using the motion of a critically damped spring, storing the resulting velocity back into InOutV.
Interpolates InOutRotation towards TargetRotation using the motion of a critically damped spring on SO(3), storing the resulting angular velocity back into InOutAngularVelocity.
Interpolates InOutRotation towards TargetRotation using the motion of a critically damped spring, storing the resulting angular velocity back into InOutAngularVelocity.
Interpolates InOutX towards TargetX using the motion of a critically damped spring, storing the resulting velocity back into InOutV.
Interpolates InOutX towards TargetX using the motion of a critically damped spring, storing the resulting velocity back into InOutV.
Smooths Angle towards TargetAngle using exponential damping, returning the new smoothed angle in degrees each call.
Smooths Value towards Target using exponential damping, returning the new smoothed value each call.
Smooths Rotation towards TargetRotation using exponential damping over the shortest arc, returning the new smoothed quaternion each call.
Smooths Rotation towards TargetRotation using exponential damping, returning the new smoothed rotator each call.
Smooths Value towards Target using exponential damping, returning the new smoothed vector each call.
Smooths a 2D vector Value towards Target using exponential damping, returning the new smoothed value each call.
Returns the directory used to store temporary files created while diffing content, such as during asset or blueprint comparison tools.
Returns true if a directory exists at the given path, false otherwise.
Returns the directory where the engine's root configuration files (BaseEngine.
Returns the Content directory of the core engine install, shared across projects and mods using the same engine.
Returns the base directory of the core engine install, shared across projects and mods that use the same engine (e.
Returns the engine's Intermediate directory, where build byproducts and other transient generated files for the engine live.
Returns the directory containing engine-level plugins, i.
Returns the engine's Saved directory, where the engine writes runtime-generated data such as logs and crash dumps that aren't tied to a specific project.
Returns the directory where the engine's C++ source code files are kept.
Returns the root directory for user-specific engine files that is always writable, regardless of where the engine itself is installed.
Returns the root directory for user-specific engine files that is shared across engine versions, unlike EngineUserDir().
Returns the base directory of the Unreal Enterprise install, used by Datasmith and other enterprise-only tooling.
Returns the FeaturePack directory under the Unreal Enterprise install, where enterprise content templates live.
Returns the plugins directory under the Unreal Enterprise install.