unreal-engine-5-code-split / ue5-api-ARUtilities.jsonl
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{"className": "AARPassthroughManager::BeginPlay", "headerPath": "/Engine/Plugins/Runtime/AR/ARUtilities/Source/ARUtilities/Public/ARPassthroughManager.h", "description": "Overridable native event for when play begins for this actor.", "module": "ARUtilities", "code": "virtual void BeginPlay()", "variables": []}
{"className": "AARPassthroughManager::GetPassthroughMaterialUpdateComponent", "headerPath": "/Engine/Plugins/Runtime/AR/ARUtilities/Source/ARUtilities/Public/ARPassthroughManager.h", "description": "", "module": "ARUtilities", "code": "[UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category=\"Passthrough\") [UPassthroughMaterialUpdateComponent](API\\Plugins\\ARUtilities\\UPassthroughMaterialUpdateCompon-) * GetPassthroughMaterialUpdateComponent() const", "variables": []}
{"className": "AARPassthroughManager::AARPassthroughManager", "headerPath": "/Engine/Plugins/Runtime/AR/ARUtilities/Source/ARUtilities/Public/ARPassthroughManager.h", "description": "", "module": "ARUtilities", "code": "AARPassthroughManager ( const [FObjectInitializer](API\\Runtime\\CoreUObject\\UObject\\FObjectInitializer) & ObjectInitializer )", "variables": []}
{"className": "AARPassthroughManager", "headerPath": "/Engine/Plugins/Runtime/AR/ARUtilities/Source/ARUtilities/Public/ARPassthroughManager.h", "description": "A helper actor that collects the ARComponent in the scene and apply the passthrough material to them.", "module": "ARUtilities", "code": "[UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(BlueprintType, ClassGroup=\"AR\") class AARPassthroughManager : public [AActor](API\\Runtime\\Engine\\GameFramework\\AActor)", "variables": [{"type": "TArray<TSubcla...", "name": "ARComponentClasses", "description": "What kinds of AR components should be gathered"}]}
{"className": "EARLiveLinkSourceType", "headerPath": "/Engine/Plugins/Runtime/AR/ARUtilities/Source/ARUtilities/Public/ARLiveLinkRetargetAsset.h", "description": "", "module": "ARUtilities", "code": "enum EARLiveLinkSourceType { None, ARKitPoseTracking, }", "variables": []}
{"className": "FARKitPoseTrackingConfig", "headerPath": "/Engine/Plugins/Runtime/AR/ARUtilities/Source/ARUtilities/Public/ARLiveLinkRetargetAsset.h", "description": "", "module": "ARUtilities", "code": "[USTRUCT](Programming/UnrealArchitecture/Reference/Structs)([BlueprintType](Programming/UnrealArchitecture/Reference/Structs/Specifiers/BlueprintType)) struct FARKitPoseTrackingConfig", "variables": [{"type": "FVector", "name": "HumanForward", "description": ""}, {"type": "FVector", "name": "MeshForward", "description": ""}]}
{"className": "FARUtilitiesModule::ShutdownModule", "headerPath": "/Engine/Plugins/Runtime/AR/ARUtilities/Source/ARUtilities/Public/ARUtilities.h", "description": "Called before the module is unloaded, right before the module object is destroyed. During normal shutdown, this is called in reverse order that modules finishStartupModule(). This means that, as long as a module references dependent modules in it'sStartupModule(), it can safely reference those dependencies inShutdownModule()as well.", "module": "ARUtilities", "code": "virtual void ShutdownModule()", "variables": []}
{"className": "FARUtilitiesModule", "headerPath": "/Engine/Plugins/Runtime/AR/ARUtilities/Source/ARUtilities/Public/ARUtilities.h", "description": "", "module": "ARUtilities", "code": "class FARUtilitiesModule : public [IModuleInterface](API\\Runtime\\Core\\Modules\\IModuleInterface)", "variables": []}
{"className": "IARLiveLinkRetargetingLogic::BuildPoseFromAnimationData", "headerPath": "/Engine/Plugins/Runtime/AR/ARUtilities/Source/ARUtilities/Public/ARLiveLinkRetargetAsset.h", "description": "", "module": "ARUtilities", "code": "void BuildPoseFromAnimationData ( const [UARLiveLinkRetargetAsset](API\\Plugins\\ARUtilities\\UARLiveLinkRetargetAsset) & SourceAsset, float DeltaTime, const [FLiveLinkSkeletonStaticData](API\\Runtime\\LiveLinkInterface\\Roles\\FLiveLinkSkeletonStaticData) * InSkeletonData, const [FLiveLinkAnimationFrameData](API\\Runtime\\LiveLinkInterface\\Roles\\FLiveLinkAnimationFrameData) * InFrameData, [FCompactPose](API\\Runtime\\Engine\\FCompactPose) & OutPose )", "variables": []}
{"className": "IARLiveLinkRetargetingLogic::GetModularFeatureName", "headerPath": "/Engine/Plugins/Runtime/AR/ARUtilities/Source/ARUtilities/Public/ARLiveLinkRetargetAsset.h", "description": "", "module": "ARUtilities", "code": "static const [FName](API\\Runtime\\Core\\UObject\\FName) & GetModularFeatureName()", "variables": []}
{"className": "IARLiveLinkRetargetingLogic", "headerPath": "/Engine/Plugins/Runtime/AR/ARUtilities/Source/ARUtilities/Public/ARLiveLinkRetargetAsset.h", "description": "Interface that allows each platform to implement its own retarting logic", "module": "ARUtilities", "code": "class IARLiveLinkRetargetingLogic : public [IModularFeature](API\\Runtime\\Core\\Features\\IModularFeature)", "variables": []}
{"className": "UARLiveLinkRetargetAsset::BuildPoseFromAnimationData", "headerPath": "/Engine/Plugins/Runtime/AR/ARUtilities/Source/ARUtilities/Public/ARLiveLinkRetargetAsset.h", "description": "Build OutPose from AnimationData if subject was from this type.", "module": "ARUtilities", "code": "virtual void BuildPoseFromAnimationData ( float DeltaTime, const [FLiveLinkSkeletonStaticData](API\\Runtime\\LiveLinkInterface\\Roles\\FLiveLinkSkeletonStaticData) * InSkeletonData, const [FLiveLinkAnimationFrameData](API\\Runtime\\LiveLinkInterface\\Roles\\FLiveLinkAnimationFrameData) * InFrameData, [FCompactPose](API\\Runtime\\Engine\\FCompactPose) & OutPose )", "variables": []}
{"className": "UARLiveLinkRetargetAsset::GetRemappedBoneName", "headerPath": "/Engine/Plugins/Runtime/AR/ARUtilities/Source/ARUtilities/Public/ARLiveLinkRetargetAsset.h", "description": "", "module": "ARUtilities", "code": "[FName](API\\Runtime\\Core\\UObject\\FName) GetRemappedBoneName ( [FName](API\\Runtime\\Core\\UObject\\FName) BoneName ) const", "variables": []}
{"className": "UARLiveLinkRetargetAsset::PostEditChangeProperty", "headerPath": "/Engine/Plugins/Runtime/AR/ARUtilities/Source/ARUtilities/Public/ARLiveLinkRetargetAsset.h", "description": "Called when a property on this object has been modified externally", "module": "ARUtilities", "code": "virtual void PostEditChangeProperty ( [FPropertyChangedEvent](API\\Runtime\\CoreUObject\\UObject\\FPropertyChangedEvent) & PropertyChangedEvent )", "variables": []}
{"className": "UARLiveLinkRetargetAsset", "headerPath": "/Engine/Plugins/Runtime/AR/ARUtilities/Source/ARUtilities/Public/ARLiveLinkRetargetAsset.h", "description": "Platform agnostic live link retarget asset", "module": "ARUtilities", "code": "[UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Blueprintable, Abstract) class UARLiveLinkRetargetAsset : public [ULiveLinkRetargetAsset](API\\Runtime\\LiveLinkAnimationCore\\ULiveLinkRetargetAsset)", "variables": [{"type": "FARKitPoseTrack...", "name": "ARKitPoseTrackingConfig", "description": "Configuration when using ARKit pose tracking"}, {"type": "TMap<FName,FN...", "name": "BoneMap", "description": "Mapping from AR platform bone name to UE4 skeleton bone name"}, {"type": "EARLiveLinkSour...", "name": "SourceType", "description": ""}]}
{"className": "UARUtilitiesFunctionLibrary::GetPassthroughCameraUVs", "headerPath": "/Engine/Plugins/Runtime/AR/ARUtilities/Source/ARUtilities/Public/ARUtilitiesFunctionLibrary.h", "description": "Fill out quad vertices in OutUVs using the specified UV offset", "module": "ARUtilities", "code": "static void GetPassthroughCameraUVs ( [TArray](API\\Runtime\\Core\\Containers\\TArray)< FVector2D > & OutUVs, const FVector2D & UVOffset )", "variables": []}
{"className": "UARUtilitiesFunctionLibrary::GetUVOffset", "headerPath": "/Engine/Plugins/Runtime/AR/ARUtilities/Source/ARUtilities/Public/ARUtilitiesFunctionLibrary.h", "description": "Return the UV offset by trying to fit a specific texture size onto the view (cropping)", "module": "ARUtilities", "code": "static FVector2D GetUVOffset ( const FVector2D & ViewSize, const FVector2D & TextureSize )", "variables": []}
{"className": "FARUtilitiesModule::StartupModule", "headerPath": "/Engine/Plugins/Runtime/AR/ARUtilities/Source/ARUtilities/Public/ARUtilities.h", "description": "IModuleInterfaceimplementation", "module": "ARUtilities", "code": "virtual void StartupModule()", "variables": []}
{"className": "UARUtilitiesFunctionLibrary::UpdateCameraTextureParam", "headerPath": "/Engine/Plugins/Runtime/AR/ARUtilities/Source/ARUtilities/Public/ARUtilitiesFunctionLibrary.h", "description": "Update material texture parameter using pre-defined names: For regular texture: CameraTexture For external texture: ExternalCameraTexture", "module": "ARUtilities", "code": "[UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=\"AR Utilities\") static void UpdateCameraTextureParam ( [UMaterialInstanceDynamic](API\\Runtime\\Engine\\Materials\\UMaterialInstanceDynamic) * MaterialInstance, [UTexture](API\\Runtime\\Engine\\Engine\\UTexture) * CameraTexture, float ColorScale )", "variables": []}
{"className": "UARUtilitiesFunctionLibrary::UpdateSceneDepthTexture", "headerPath": "/Engine/Plugins/Runtime/AR/ARUtilities/Source/ARUtilities/Public/ARUtilitiesFunctionLibrary.h", "description": "Update material texture parameter using pre-defined names: Scene depth texture: SceneDepthTexture Depth to meter scale: DepthToMeterScale", "module": "ARUtilities", "code": "[UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=\"AR Utilities\") static void UpdateSceneDepthTexture ( [UMaterialInstanceDynamic](API\\Runtime\\Engine\\Materials\\UMaterialInstanceDynamic) * MaterialInstance, [UTexture](API\\Runtime\\Engine\\Engine\\UTexture) * SceneDepthTexture, float DepthToMeterScale )", "variables": []}
{"className": "UARUtilitiesFunctionLibrary::UpdateWorldToMeterScale", "headerPath": "/Engine/Plugins/Runtime/AR/ARUtilities/Source/ARUtilities/Public/ARUtilitiesFunctionLibrary.h", "description": "Update material texture parameter using pre-defined names: World to meter scale: WorldToMeterScale", "module": "ARUtilities", "code": "[UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=\"AR Utilities\") static void UpdateWorldToMeterScale ( [UMaterialInstanceDynamic](API\\Runtime\\Engine\\Materials\\UMaterialInstanceDynamic) * MaterialInstance, float WorldToMeterScale )", "variables": []}
{"className": "UARUtilitiesFunctionLibrary", "headerPath": "/Engine/Plugins/Runtime/AR/ARUtilities/Source/ARUtilities/Public/ARUtilitiesFunctionLibrary.h", "description": "", "module": "ARUtilities", "code": "[UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class UARUtilitiesFunctionLibrary : public [UBlueprintFunctionLibrary](API\\Runtime\\Engine\\Kismet\\UBlueprintFunctionLibrary)", "variables": []}
{"className": "UPassthroughMaterialUpdateComponent::AddAffectedComponent", "headerPath": "/Engine/Plugins/Runtime/AR/ARUtilities/Source/ARUtilities/Public/PassthroughMaterialUpdateComponent.h", "description": "Add a component to be affected by the passthrough rendering", "module": "ARUtilities", "code": "[UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=\"Passthrough\") void AddAffectedComponent ( [UPrimitiveComponent](API\\Runtime\\Engine\\Components\\UPrimitiveComponent) * InComponent )", "variables": []}
{"className": "UPassthroughMaterialUpdateComponent::RemoveAffectedComponent", "headerPath": "/Engine/Plugins/Runtime/AR/ARUtilities/Source/ARUtilities/Public/PassthroughMaterialUpdateComponent.h", "description": "Remove the component from passthrough rendering", "module": "ARUtilities", "code": "[UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=\"Passthrough\") void RemoveAffectedComponent ( [UPrimitiveComponent](API\\Runtime\\Engine\\Components\\UPrimitiveComponent) * InComponent )", "variables": []}
{"className": "UPassthroughMaterialUpdateComponent::SetPassthroughDebugColor", "headerPath": "/Engine/Plugins/Runtime/AR/ARUtilities/Source/ARUtilities/Public/PassthroughMaterialUpdateComponent.h", "description": "Update the passthrough debug color", "module": "ARUtilities", "code": "[UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=\"Passthrough\") void SetPassthroughDebugColor ( [FLinearColor](API\\Runtime\\Core\\Math\\FLinearColor) NewDebugColor )", "variables": []}
{"className": "UPassthroughMaterialUpdateComponent::TickComponent", "headerPath": "/Engine/Plugins/Runtime/AR/ARUtilities/Source/ARUtilities/Public/PassthroughMaterialUpdateComponent.h", "description": "Function called every frame on this ActorComponent. Override this function to implement custom logic to be executed every frame. Only executes if the component is registered, and also PrimaryComponentTick.bCanEverTick must be set to true.", "module": "ARUtilities", "code": "virtual void TickComponent ( float DeltaTime, ELevelTick TickType, [FActorComponentTickFunction](API\\Runtime\\Engine\\Engine\\FActorComponentTickFunction) * ThisTickFunction )", "variables": []}
{"className": "UPassthroughMaterialUpdateComponent::UPassthroughMaterialUpdateComponent", "headerPath": "/Engine/Plugins/Runtime/AR/ARUtilities/Source/ARUtilities/Public/PassthroughMaterialUpdateComponent.h", "description": "", "module": "ARUtilities", "code": "UPassthroughMaterialUpdateComponent()", "variables": []}
{"className": "UPassthroughMaterialUpdateComponent", "headerPath": "/Engine/Plugins/Runtime/AR/ARUtilities/Source/ARUtilities/Public/PassthroughMaterialUpdateComponent.h", "description": "Helper component that automatically pick the correct passthrough material to use and handles updating the camera texture in the tick.", "module": "ARUtilities", "code": "[UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(BlueprintType, ClassGroup=\"AR\", Meta=(BlueprintSpawnableComponent)) class UPassthroughMaterialUpdateComponent : public [UActorComponent](API\\Runtime\\Engine\\Components\\UActorComponent)", "variables": [{"type": "FLinearColor", "name": "PassthroughDebugColor", "description": "The debug color used to modulate the passthrough material."}, {"type": "TObjectPtr<UMa...", "name": "PassthroughMaterial", "description": "Which material to use for a regular camera texture"}, {"type": "TObjectPtr<UMa...", "name": "PassthroughMaterialExternalTexture", "description": "Which material to use for an external camera texture"}, {"type": "EARTextureType", "name": "TextureType", "description": "Which AR texture to use as the camera texture"}]}